Support NIF detail maps

actorid
scrawl 12 years ago
parent a5c868c9f5
commit 343e2027af

@ -749,16 +749,29 @@ static Ogre::String getMaterial(const Nif::NiTriShape *shape, const Ogre::String
instance->setProperty("diffuseMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BaseTexture]));
instance->setProperty("normalMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BumpTexture]));
instance->setProperty("detailMap", sh::makeProperty(texName[Nif::NiTexturingProperty::DetailTexture]));
instance->setProperty("emissiveMap", sh::makeProperty(texName[Nif::NiTexturingProperty::GlowTexture]));
if (!texName[Nif::NiTexturingProperty::GlowTexture].empty())
{
instance->setProperty("use_emissive_map", sh::makeProperty(new sh::BooleanValue(true)));
instance->setProperty("emissiveMapUVSet", sh::makeProperty(new sh::IntValue(texprop->textures[Nif::NiTexturingProperty::GlowTexture].uvSet)));
}
if (!texName[Nif::NiTexturingProperty::DetailTexture].empty())
{
instance->setProperty("use_detail_map", sh::makeProperty(new sh::BooleanValue(true)));
instance->setProperty("detailMapUVSet", sh::makeProperty(new sh::IntValue(texprop->textures[Nif::NiTexturingProperty::DetailTexture].uvSet)));
}
if (!texName[Nif::NiTexturingProperty::BumpTexture].empty())
{
// force automips on normal maps for now
instance->setProperty("normalMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BumpTexture] + " 4"));
}
for(int i = 1;i < 7;i++)
{
if(!texName[i].empty())
if(!texName[i].empty() && (i == Nif::NiTexturingProperty::DarkTexture || i == Nif::NiTexturingProperty::DecalTexture
|| i == Nif::NiTexturingProperty::GlossTexture))
warn("Ignored texture "+texName[i]+" on layer "+Ogre::StringConverter::toString(i)+"\n");
}

@ -9,9 +9,10 @@ material openmw_objects_base
normalMap
emissiveMap
use_emissive_map false
use_detail_map false
emissiveMapUVSet 0
detailMapUVSet 0
is_transparent false // real transparency, alpha rejection doesn't count here
scene_blend default
depth_write default
depth_check default
@ -26,10 +27,11 @@ material openmw_objects_base
shader_properties
{
vertexcolor_mode $vertmode
is_transparent $is_transparent
normalMap $normalMap
emissiveMapUVSet $emissiveMapUVSet
detailMapUVSet $detailMapUVSet
emissiveMap $emissiveMap
detailMap $detailMap
}
diffuse $diffuse
@ -51,7 +53,7 @@ material openmw_objects_base
texture_unit normalMap
{
direct_texture $normalMap
texture $normalMap
}
texture_unit emissiveMap
@ -61,6 +63,14 @@ material openmw_objects_base
direct_texture $emissiveMap
tex_coord_set $emissiveMapUVSet
}
texture_unit detailMap
{
create_in_ffp $use_detail_map
colour_op_ex modulate_x2 src_current src_texture
direct_texture $detailMap
tex_coord_set $detailMapUVSet
}
texture_unit shadowMap0
{

@ -16,9 +16,10 @@
#define NORMAL_MAP @shPropertyHasValue(normalMap)
#define EMISSIVE_MAP @shPropertyHasValue(emissiveMap)
#define DETAIL_MAP @shPropertyHasValue(detailMap)
// right now we support 2 UV sets max. implementing them is tedious, and we're probably not going to need more
#define SECOND_UV_SET @shPropertyString(emissiveMapUVSet)
#define SECOND_UV_SET (@shPropertyString(emissiveMapUVSet) || @shPropertyString(detailMapUVSet))
// if normal mapping is enabled, we force pixel lighting
#define VERTEX_LIGHTING (!@shPropertyHasValue(normalMap))
@ -236,6 +237,10 @@
shSampler2D(emissiveMap)
#endif
#if DETAIL_MAP
shSampler2D(detailMap)
#endif
shInput(float4, UV)
#if NORMAL_MAP
@ -313,6 +318,14 @@
{
shOutputColour(0) = shSample(diffuseMap, UV.xy);
#if DETAIL_MAP
#if @shPropertyString(detailMapUVSet)
shOutputColour(0) *= shSample(detailMap, UV.zw)*2;
#else
shOutputColour(0) *= shSample(detailMap, UV.xy)*2;
#endif
#endif
#if NORMAL_MAP
float3 normal = normalPassthrough;
float3 binormal = cross(tangentPassthrough.xyz, normal.xyz);
@ -419,7 +432,7 @@
#endif
#if EMISSIVE_MAP
#if SECOND_UV_SET
#if @shPropertyString(emissiveMapUVSet)
shOutputColour(0).xyz += shSample(emissiveMap, UV.zw).xyz;
#else
shOutputColour(0).xyz += shSample(emissiveMap, UV.xy).xyz;

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