forked from teamnwah/openmw-tes3coop
Implement DarkTexture slot. Fix an issue with incorrect transparency override when base texture is empty.
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0050e6e67b
commit
e68e2f82a2
3 changed files with 55 additions and 17 deletions
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@ -324,6 +324,7 @@ Ogre::String NIFMaterialLoader::getMaterial(const Nif::ShapeData *shapedata,
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instance->setProperty("normalMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BumpTexture]));
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instance->setProperty("detailMap", sh::makeProperty(texName[Nif::NiTexturingProperty::DetailTexture]));
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instance->setProperty("emissiveMap", sh::makeProperty(texName[Nif::NiTexturingProperty::GlowTexture]));
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instance->setProperty("darkMap", sh::makeProperty(texName[Nif::NiTexturingProperty::DarkTexture]));
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if (!texName[Nif::NiTexturingProperty::BaseTexture].empty())
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{
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instance->setProperty("use_diffuse_map", sh::makeProperty(new sh::BooleanValue(true)));
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@ -339,6 +340,11 @@ Ogre::String NIFMaterialLoader::getMaterial(const Nif::ShapeData *shapedata,
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instance->setProperty("use_detail_map", sh::makeProperty(new sh::BooleanValue(true)));
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instance->setProperty("detailMapUVSet", sh::makeProperty(new sh::IntValue(texprop->textures[Nif::NiTexturingProperty::DetailTexture].uvSet)));
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}
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if (!texName[Nif::NiTexturingProperty::DarkTexture].empty())
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{
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instance->setProperty("use_dark_map", sh::makeProperty(new sh::BooleanValue(true)));
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instance->setProperty("darkMapUVSet", sh::makeProperty(new sh::IntValue(texprop->textures[Nif::NiTexturingProperty::DarkTexture].uvSet)));
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}
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bool useParallax = !texName[Nif::NiTexturingProperty::BumpTexture].empty()
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&& texName[Nif::NiTexturingProperty::BumpTexture].find("_nh.") != std::string::npos;
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@ -348,6 +354,7 @@ Ogre::String NIFMaterialLoader::getMaterial(const Nif::ShapeData *shapedata,
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{
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if(i == Nif::NiTexturingProperty::BaseTexture ||
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i == Nif::NiTexturingProperty::DetailTexture ||
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i == Nif::NiTexturingProperty::DarkTexture ||
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i == Nif::NiTexturingProperty::BumpTexture ||
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i == Nif::NiTexturingProperty::GlowTexture)
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continue;
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@ -358,15 +365,19 @@ Ogre::String NIFMaterialLoader::getMaterial(const Nif::ShapeData *shapedata,
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if (vertexColour)
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instance->setProperty("has_vertex_colour", sh::makeProperty(new sh::BooleanValue(true)));
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// Add transparency if NiAlphaProperty was present
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NifOverrides::TransparencyResult result = NifOverrides::Overrides::getTransparencyOverride(texName[0]);
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if (result.first)
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// Override alpha flags based on our override list (transparency-overrides.cfg)
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if (!texName[0].empty())
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{
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alphaFlags = (1<<9) | (6<<10); /* alpha_rejection enabled, greater_equal */
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alphaTest = result.second;
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depthFlags = (1<<0) | (1<<1); // depth_write on, depth_check on
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NifOverrides::TransparencyResult result = NifOverrides::Overrides::getTransparencyOverride(texName[0]);
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if (result.first)
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{
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alphaFlags = (1<<9) | (6<<10); /* alpha_rejection enabled, greater_equal */
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alphaTest = result.second;
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depthFlags = (1<<0) | (1<<1); // depth_write on, depth_check on
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}
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}
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// Add transparency if NiAlphaProperty was present
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if((alphaFlags&1))
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{
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std::string blend_mode;
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@ -8,12 +8,15 @@ material openmw_objects_base
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diffuseMap black.png
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normalMap
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emissiveMap
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darkMap
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use_emissive_map false
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use_detail_map false
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use_diffuse_map false
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use_dark_map false
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emissiveMapUVSet 0
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detailMapUVSet 0
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diffuseMapUVSet 0
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darkMapUVSet 0
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use_parallax false
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scene_blend default
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@ -37,9 +40,11 @@ material openmw_objects_base
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emissiveMapUVSet $emissiveMapUVSet
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detailMapUVSet $detailMapUVSet
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diffuseMapUVSet $diffuseMapUVSet
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darkMapUVSet $darkMapUVSet
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emissiveMap $emissiveMap
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detailMap $detailMap
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diffuseMap $diffuseMap
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darkMap $darkMap
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env_map $env_map
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env_map_color $env_map_color
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use_parallax $use_parallax
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@ -70,12 +75,13 @@ material openmw_objects_base
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num_mipmaps 4
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}
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texture_unit emissiveMap
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texture_unit darkMap
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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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create_in_ffp $use_dark_map
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colour_op_ex modulate src_current src_texture
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alpha_op_ex modulate src_current src_texture
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direct_texture $darkMap
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tex_coord_set $darkMapUVSet
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}
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texture_unit detailMap
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@ -86,6 +92,14 @@ material openmw_objects_base
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tex_coord_set $detailMapUVSet
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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 envMap
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{
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create_in_ffp $env_map
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@ -18,13 +18,14 @@
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#define EMISSIVE_MAP @shPropertyHasValue(emissiveMap)
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#define DETAIL_MAP @shPropertyHasValue(detailMap)
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#define DIFFUSE_MAP @shPropertyHasValue(diffuseMap)
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#define DARK_MAP @shPropertyHasValue(darkMap)
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#define PARALLAX @shPropertyBool(use_parallax)
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#define PARALLAX_SCALE 0.04
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#define PARALLAX_BIAS -0.02
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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) || @shPropertyString(detailMapUVSet) || @shPropertyString(diffuseMapUVSet))
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#define SECOND_UV_SET (@shPropertyString(emissiveMapUVSet) || @shPropertyString(detailMapUVSet) || @shPropertyString(diffuseMapUVSet) || @shPropertyString(darkMapUVSet))
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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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@ -255,14 +256,18 @@
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shSampler2D(normalMap)
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#endif
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#if EMISSIVE_MAP
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shSampler2D(emissiveMap)
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#if DARK_MAP
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shSampler2D(darkMap)
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#endif
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#if DETAIL_MAP
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shSampler2D(detailMap)
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#endif
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#if EMISSIVE_MAP
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shSampler2D(emissiveMap)
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#endif
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#if ENV_MAP
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shSampler2D(envMap)
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shUniform(float3, env_map_color) @shUniformProperty3f(env_map_color, env_map_color)
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@ -388,16 +393,24 @@
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#else
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float4 diffuse = float4(1,1,1,1);
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#endif
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shOutputColour(0) = diffuse;
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#if DETAIL_MAP
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#if @shPropertyString(detailMapUVSet)
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shOutputColour(0) *= shSample(detailMap, newUV.zw)*2;
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diffuse *= shSample(detailMap, newUV.zw)*2;
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#else
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shOutputColour(0) *= shSample(detailMap, newUV.xy)*2;
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diffuse *= shSample(detailMap, newUV.xy)*2;
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#endif
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#endif
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#if DARK_MAP
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#if @shPropertyString(darkMapUVSet)
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diffuse *= shSample(darkMap, newUV.zw);
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#else
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diffuse *= shSample(darkMap, newUV.xy);
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#endif
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#endif
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shOutputColour(0) = diffuse;
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#if !VERTEX_LIGHTING
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float3 viewPos = shMatrixMult(worldView, float4(objSpacePositionPassthrough.xyz,1)).xyz;
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