Merge remote-tracking branch 'scrawl/normalmap'

actorid
Marc Zinnschlag 12 years ago
commit 8dd7f0c53a

@ -64,7 +64,7 @@ public:
bool inUse;
NiSourceTexturePtr texture;
int clamp, set, filter;
int clamp, uvSet, filter;
short unknown2;
void read(NIFStream *nif)
@ -75,7 +75,7 @@ public:
texture.read(nif);
clamp = nif->getInt();
filter = nif->getInt();
set = nif->getInt();
uvSet = nif->getInt();
// I have no idea, but I think these are actually two
// PS2-specific shorts (ps2L and ps2K), followed by an unknown
@ -109,6 +109,17 @@ public:
* 5 - Bump map texture
* 6 - Decal texture
*/
enum TextureType
{
BaseTexture = 0,
DarkTexture = 1,
DetailTexture = 2,
GlossTexture = 3,
GlowTexture = 4,
BumpTexture = 5,
DecalTexture = 6
};
Texture textures[7];
void read(NIFStream *nif)

@ -555,11 +555,14 @@ static std::string findTextureName(const std::string &filename)
* texture file name references were kept as .tga.
*/
static const char path[] = "textures\\";
static const char path2[] = "textures/";
std::string texname = filename;
Misc::StringUtils::toLower(texname);
if(texname.compare(0, sizeof(path)-1, path) != 0)
if(texname.compare(0, sizeof(path)-1, path) != 0
&& texname.compare(0, sizeof(path2)-1, path2) != 0)
texname = path + texname;
Ogre::String::size_type pos = texname.rfind('.');
@ -575,7 +578,8 @@ static std::string findTextureName(const std::string &filename)
{
texname = filename;
Misc::StringUtils::toLower(texname);
if(texname.compare(0, sizeof(path)-1, path) != 0)
if(texname.compare(0, sizeof(path)-1, path) != 0
&& texname.compare(0, sizeof(path2)-1, path2) != 0)
texname = path + texname;
}
}
@ -590,7 +594,8 @@ static Ogre::String getMaterial(const Nif::NiTriShape *shape, const Ogre::String
const Nif::NiAlphaProperty *alphaprop,
const Nif::NiVertexColorProperty *vertprop,
const Nif::NiZBufferProperty *zprop,
const Nif::NiSpecularProperty *specprop)
const Nif::NiSpecularProperty *specprop,
bool &needTangents)
{
Ogre::MaterialManager &matMgr = Ogre::MaterialManager::getSingleton();
Ogre::MaterialPtr material = matMgr.getByName(name);
@ -634,6 +639,7 @@ static Ogre::String getMaterial(const Nif::NiTriShape *shape, const Ogre::String
warn("Found internal texture, ignoring.");
}
}
needTangents = !texName[Nif::NiTexturingProperty::BumpTexture].empty();
// Alpha modifiers
if(alphaprop)
@ -741,7 +747,15 @@ static Ogre::String getMaterial(const Nif::NiTriShape *shape, const Ogre::String
new sh::Vector4(specular.x, specular.y, specular.z, glossiness)));
}
instance->setProperty("diffuseMap", sh::makeProperty(texName[0]));
instance->setProperty("diffuseMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BaseTexture]));
instance->setProperty("normalMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BumpTexture]));
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)));
}
for(int i = 1;i < 7;i++)
{
if(!texName[i].empty())
@ -1022,11 +1036,20 @@ class NIFMeshLoader : Ogre::ManualResourceLoader
}
}
bool needTangents=false;
std::string matname = NIFMaterialLoader::getMaterial(shape, mesh->getName(), mGroup,
texprop, matprop, alphaprop,
vertprop, zprop, specprop);
vertprop, zprop, specprop, needTangents);
if(matname.length() > 0)
sub->setMaterialName(matname);
// build tangents if the material needs them
if (needTangents)
{
unsigned short src,dest;
if (!mesh->suggestTangentVectorBuildParams(Ogre::VES_TANGENT, src,dest))
mesh->buildTangentVectors(Ogre::VES_TANGENT, src,dest);
}
}
bool findTriShape(Ogre::Mesh *mesh, const Nif::Node *node,

@ -107,6 +107,23 @@
\section properties Property retrieval / binding
\subsection shPropertyHasValue shPropertyHasValue
<B>Usage:</B> \@shPropertyHasValue(property)
Gets replaced by 1 if the property's value is not empty, or 0 if it is empty.
Useful for checking whether an optional texture is present or not.
<B>Example:</B>
\code
#if @shPropertyHasValue(specularMap)
// specular mapping code
#endif
#if @shPropertyHasValue(normalMap)
// normal mapping code
#endif
\endcode
\subsection shUniformProperty shUniformProperty
<B>Usage:</B> \@shUniformProperty<4f|3f|2f|1f|int> (uniformName, property)
@ -130,15 +147,11 @@
<B>Example:</B>
\code
#if @shPropertyBool(has_normal_map)
#if @shPropertyBool(has_vertex_colors)
...
#endif
\endcode
\subsection shPropertyNotBool shPropertyNotBool
Same as shPropertyBool, but inverts the result (i.e. when shPropertyBool would return 0, this returns 1 and vice versa)
\subsection shPropertyString shPropertyString
Retrieve a string property of the pass that this shader belongs to

@ -25,6 +25,7 @@ namespace sh
public:
virtual void requestedConfiguration (MaterialInstance* m, const std::string& configuration) = 0; ///< called before creating
virtual void createdConfiguration (MaterialInstance* m, const std::string& configuration) = 0; ///< called after creating
virtual ~MaterialInstanceListener(){}
};
/**

@ -194,13 +194,6 @@ namespace sh
bool val = retrieveValue<BooleanValue>(value, properties->getContext()).get();
replaceValue = val ? "1" : "0";
}
else if (cmd == "shPropertyNotBool") // same as above, but inverts the result
{
std::string propertyName = args[0];
PropertyValuePtr value = properties->getProperty(propertyName);
bool val = retrieveValue<BooleanValue>(value, properties->getContext()).get();
replaceValue = val ? "0" : "1";
}
else if (cmd == "shPropertyString")
{
std::string propertyName = args[0];
@ -214,6 +207,14 @@ namespace sh
std::string value = retrieveValue<StringValue>(properties->getProperty(propertyName), properties->getContext()).get();
replaceValue = (value == comparedAgainst) ? "1" : "0";
}
else if (isCmd(source, pos, "@shPropertyHasValue"))
{
assert(args.size() == 1);
std::string propertyName = args[0];
PropertyValuePtr value = properties->getProperty(propertyName);
std::string val = retrieveValue<StringValue>(value, properties->getContext()).get();
replaceValue = (val.empty() ? "0" : "1");
}
else
throw std::runtime_error ("unknown command \"" + cmd + "\"");
source.replace(pos, (end+1)-pos, replaceValue);

@ -6,6 +6,7 @@
#include <boost/algorithm/string/predicate.hpp>
#include <boost/functional/hash.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/filesystem.hpp>
#include "Factory.hpp"
@ -26,6 +27,10 @@ namespace sh
std::ifstream stream(sourceFile.c_str(), std::ifstream::in);
std::stringstream buffer;
boost::filesystem::path p (sourceFile);
p = p.branch_path();
mBasePath = p.string();
buffer << stream.rdbuf();
stream.close();
mSource = buffer.str();
@ -52,6 +57,12 @@ namespace sh
size_t start = currentToken.find('(')+1;
mGlobalSettings.push_back(currentToken.substr(start, currentToken.find(')')-start));
}
else if (boost::starts_with(currentToken, "@shPropertyHasValue"))
{
assert ((currentToken.find('(') != std::string::npos) && (currentToken.find(')') != std::string::npos));
size_t start = currentToken.find('(')+1;
mPropertiesToExist.push_back(currentToken.substr(start, currentToken.find(')')-start));
}
else if (boost::starts_with(currentToken, "@shPropertyEqual"))
{
assert ((currentToken.find('(') != std::string::npos) && (currentToken.find(')') != std::string::npos)
@ -135,6 +146,11 @@ namespace sh
{
boost::hash_combine(seed, retrieveValue<StringValue>(currentGlobalSettings->getProperty(*it), NULL).get());
}
for (std::vector<std::string>::iterator it = mPropertiesToExist.begin(); it != mPropertiesToExist.end(); ++it)
{
std::string v = retrieveValue<StringValue>(properties->getProperty(*it), properties->getContext()).get();
boost::hash_combine(seed, static_cast<bool>(v != ""));
}
boost::hash_combine(seed, static_cast<int>(Factory::getInstance().getCurrentLanguage()));
return seed;
}

@ -53,6 +53,10 @@ namespace sh
std::vector <std::string> mGlobalSettings; ///< names of the global settings that affect the shader source
std::vector <std::string> mProperties; ///< names of the per-material properties that affect the shader source
std::vector <std::string> mPropertiesToExist;
///< same as mProperties, however in this case, it is only relevant if the property is empty or not
/// (we don't care about the value)
ShaderInstanceMap mInstances; ///< maps permutation ID (generated from the properties) to \a ShaderInstance
void parse(); ///< find out which properties and global settings affect the shader source

@ -6,6 +6,10 @@ material openmw_objects_base
emissive 0.0 0.0 0.0
vertmode 0
diffuseMap black.png
normalMap
emissiveMap
use_emissive_map false
emissiveMapUVSet 0
is_transparent false // real transparency, alpha rejection doesn't count here
scene_blend default
@ -22,6 +26,9 @@ material openmw_objects_base
{
vertexcolor_mode $vertmode
is_transparent $is_transparent
normalMap $normalMap
emissiveMapUVSet $emissiveMapUVSet
emissiveMap $emissiveMap
}
diffuse $diffuse
@ -37,6 +44,20 @@ material openmw_objects_base
{
direct_texture $diffuseMap
create_in_ffp true
tex_coord_set $emissiveMapUVSet
}
texture_unit normalMap
{
direct_texture $normalMap
}
texture_unit emissiveMap
{
create_in_ffp $use_emissive_map
colour_op add
direct_texture $emissiveMap
tex_coord_set $emissiveMapUVSet
}
texture_unit shadowMap0

@ -14,13 +14,19 @@
#define NEED_DEPTH
#endif
#define NORMAL_MAP @shPropertyHasValue(normalMap)
#define EMISSIVE_MAP @shPropertyHasValue(emissiveMap)
// 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)
// if normal mapping is enabled, we force pixel lighting
#define VERTEX_LIGHTING (!@shPropertyHasValue(normalMap))
#define UNDERWATER @shGlobalSettingBool(render_refraction)
#define VERTEXCOLOR_MODE @shPropertyString(vertexcolor_mode)
#define VERTEX_LIGHTING 1
#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
#ifdef SH_VERTEX_SHADER
@ -40,8 +46,22 @@
#endif
shVertexInput(float2, uv0)
shOutput(float2, UV)
#if SECOND_UV_SET
shVertexInput(float2, uv1)
#endif
shOutput(float4, UV)
shNormalInput(float4)
#if NORMAL_MAP
shTangentInput(float4)
shOutput(float3, tangentPassthrough)
#endif
#if !VERTEX_LIGHTING
shOutput(float3, normalPassthrough)
#endif
#ifdef NEED_DEPTH
shOutput(float, depthPassthrough)
#endif
@ -52,6 +72,10 @@
shColourInput(float4)
#endif
#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
shOutput(float4, colourPassthrough)
#endif
#if VERTEX_LIGHTING
shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
@ -93,7 +117,21 @@
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
UV.xy = uv0;
#if SECOND_UV_SET
UV.zw = uv1;
#endif
#if NORMAL_MAP
tangentPassthrough = tangent.xyz;
#endif
#if !VERTEX_LIGHTING
normalPassthrough = normal.xyz;
#endif
#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
colourPassthrough = colour;
#endif
#ifdef NEED_DEPTH
@ -188,15 +226,35 @@
#endif
SH_BEGIN_PROGRAM
shSampler2D(diffuseMap)
shInput(float2, UV)
shSampler2D(diffuseMap)
#if NORMAL_MAP
shSampler2D(normalMap)
#endif
#if EMISSIVE_MAP
shSampler2D(emissiveMap)
#endif
shInput(float4, UV)
#if NORMAL_MAP
shInput(float3, tangentPassthrough)
#endif
#if !VERTEX_LIGHTING
shInput(float3, normalPassthrough)
#endif
#ifdef NEED_DEPTH
shInput(float, depthPassthrough)
#endif
shInput(float3, objSpacePositionPassthrough)
#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
shInput(float4, colourPassthrough)
#endif
#if FOG
shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
@ -222,23 +280,98 @@
#if (UNDERWATER) || (FOG)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
#endif
#if UNDERWATER
shUniform(float, waterLevel) @shSharedParameter(waterLevel)
shUniform(float, waterLevel) @shSharedParameter(waterLevel)
shUniform(float, waterEnabled) @shSharedParameter(waterEnabled)
#endif
#if VERTEX_LIGHTING
shInput(float4, lightResult)
shInput(float3, directionalResult)
#else
shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
#if VERTEXCOLOR_MODE != 2
shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
#endif
#if VERTEXCOLOR_MODE != 2
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
#endif
#if VERTEXCOLOR_MODE != 1
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
#endif
#endif
SH_START_PROGRAM
{
shOutputColour(0) = shSample(diffuseMap, UV);
shOutputColour(0) = shSample(diffuseMap, UV.xy);
#if NORMAL_MAP
float3 normal = normalPassthrough;
float3 binormal = cross(tangentPassthrough.xyz, normal.xyz);
float3x3 tbn = float3x3(tangentPassthrough.xyz, binormal, normal.xyz);
#if SH_GLSL
tbn = transpose(tbn);
#endif
float3 TSnormal = shSample(normalMap, UV.xy).xyz * 2 - 1;
normal = normalize (shMatrixMult( transpose(tbn), TSnormal ));
#endif
#if !VERTEX_LIGHTING
float3 viewPos = shMatrixMult(worldView, float4(objSpacePositionPassthrough,1)).xyz;
float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
float3 lightDir;
float d;
float4 lightResult = float4(0,0,0,1);
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
d = length(lightDir);
lightDir = normalize(lightDir);
#if VERTEXCOLOR_MODE == 2
lightResult.xyz += colourPassthrough.xyz * lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(viewNormal.xyz, lightDir), 0);
#else
lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(viewNormal.xyz, lightDir), 0);
#endif
#if @shIterator == 0
float3 directionalResult = lightResult.xyz;
#endif
@shEndForeach
#if VERTEXCOLOR_MODE == 2
lightResult.xyz += lightAmbient.xyz * colourPassthrough.xyz + materialEmissive.xyz;
lightResult.a *= colourPassthrough.a;
#endif
#if VERTEXCOLOR_MODE == 1
lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colourPassthrough.xyz;
#endif
#if VERTEXCOLOR_MODE == 0
lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + materialEmissive.xyz;
#endif
#if VERTEXCOLOR_MODE != 2
lightResult.a *= materialDiffuse.a;
#endif
#endif
// shadows only for the first (directional) light
#if SHADOWS
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
@ -275,7 +408,7 @@
#if FOG
float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
#if UNDERWATER
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
@ -283,6 +416,14 @@
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
#endif
#endif
#if EMISSIVE_MAP
#if SECOND_UV_SET
shOutputColour(0).xyz += shSample(emissiveMap, UV.zw).xyz;
#else
shOutputColour(0).xyz += shSample(emissiveMap, UV.xy).xyz;
#endif
#endif
// prevent negative colour output (for example with negative lights)

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