forked from teamnwah/openmw-tes3coop
Support NIF "glow maps", which are basically an emissive channel.
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parent
5625d73d84
commit
a9b56eedc3
4 changed files with 52 additions and 6 deletions
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@ -64,7 +64,7 @@ public:
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bool inUse;
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NiSourceTexturePtr texture;
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int clamp, set, filter;
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int clamp, uvSet, filter;
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short unknown2;
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void read(NIFStream *nif)
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@ -75,7 +75,7 @@ public:
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texture.read(nif);
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clamp = nif->getInt();
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filter = nif->getInt();
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set = nif->getInt();
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uvSet = nif->getInt();
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// I have no idea, but I think these are actually two
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// PS2-specific shorts (ps2L and ps2K), followed by an unknown
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@ -749,6 +749,13 @@ static Ogre::String getMaterial(const Nif::NiTriShape *shape, const Ogre::String
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instance->setProperty("diffuseMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BaseTexture]));
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instance->setProperty("normalMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BumpTexture]));
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instance->setProperty("emissiveMap", sh::makeProperty(texName[Nif::NiTexturingProperty::GlowTexture]));
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if (!texName[Nif::NiTexturingProperty::GlowTexture].empty())
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{
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instance->setProperty("use_emissive_map", sh::makeProperty(new sh::BooleanValue(true)));
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instance->setProperty("emissiveMapUVSet", sh::makeProperty(new sh::IntValue(texprop->textures[Nif::NiTexturingProperty::GlowTexture].uvSet)));
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}
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for(int i = 1;i < 7;i++)
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{
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if(!texName[i].empty())
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@ -7,6 +7,9 @@ material openmw_objects_base
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vertmode 0
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diffuseMap black.png
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normalMap
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emissiveMap
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use_emissive_map false
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emissiveMapUVSet 0
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is_transparent false // real transparency, alpha rejection doesn't count here
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scene_blend default
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@ -24,6 +27,8 @@ material openmw_objects_base
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vertexcolor_mode $vertmode
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is_transparent $is_transparent
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normalMap $normalMap
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emissiveMapUVSet $emissiveMapUVSet
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emissiveMap $emissiveMap
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}
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diffuse $diffuse
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@ -39,12 +44,21 @@ material openmw_objects_base
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{
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direct_texture $diffuseMap
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create_in_ffp true
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tex_coord_set $emissiveMapUVSet
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}
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texture_unit normalMap
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{
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direct_texture $normalMap
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}
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texture_unit emissiveMap
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{
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create_in_ffp $use_emissive_map
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colour_op add
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direct_texture $emissiveMap
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tex_coord_set $emissiveMapUVSet
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}
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texture_unit shadowMap0
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{
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@ -15,6 +15,10 @@
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#endif
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#define NORMAL_MAP @shPropertyHasValue(normalMap)
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#define EMISSIVE_MAP @shPropertyHasValue(emissiveMap)
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// right now we support 2 UV sets max. implementing them is tedious, and we're probably not going to need more
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#define SECOND_UV_SET @shPropertyString(emissiveMapUVSet)
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// if normal mapping is enabled, we force pixel lighting
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#define VERTEX_LIGHTING (!@shPropertyHasValue(normalMap))
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@ -42,7 +46,11 @@
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#endif
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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#if SECOND_UV_SET
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shVertexInput(float2, uv1)
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#endif
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shOutput(float4, UV)
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shNormalInput(float4)
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#if NORMAL_MAP
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@ -109,7 +117,12 @@
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SH_START_PROGRAM
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV = uv0;
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UV.xy = uv0;
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#if SECOND_UV_SET
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UV.zw = uv1;
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#endif
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#if NORMAL_MAP
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tangentPassthrough = tangent.xyz;
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#endif
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@ -219,7 +232,11 @@
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shSampler2D(normalMap)
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#endif
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shInput(float2, UV)
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#if EMISSIVE_MAP
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shSampler2D(emissiveMap)
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#endif
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shInput(float4, UV)
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#if NORMAL_MAP
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shInput(float3, tangentPassthrough)
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@ -294,7 +311,7 @@
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SH_START_PROGRAM
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{
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shOutputColour(0) = shSample(diffuseMap, UV);
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shOutputColour(0) = shSample(diffuseMap, UV.xy);
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#if NORMAL_MAP
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float3 normal = normalPassthrough;
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@ -399,6 +416,14 @@
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
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#endif
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#endif
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#if EMISSIVE_MAP
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#if SECOND_UV_SET
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shOutputColour(0).xyz += shSample(emissiveMap, UV.zw).xyz;
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#else
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shOutputColour(0).xyz += shSample(emissiveMap, UV.xy).xyz;
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#endif
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#endif
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// prevent negative colour output (for example with negative lights)
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