Add parallax mapping for objects

pull/918/head
scrawl 9 years ago
parent df6fd5f206
commit 6f31b3d79f

@ -385,6 +385,7 @@ namespace Resource
shaderVisitor.setForcePerPixelLighting(mForcePerPixelLighting);
shaderVisitor.setAutoUseNormalMaps(mAutoUseNormalMaps);
shaderVisitor.setNormalMapPattern(mNormalMapPattern);
shaderVisitor.setNormalHeightMapPattern(mNormalHeightMapPattern);
shaderVisitor.setAutoUseSpecularMaps(mAutoUseSpecularMaps);
shaderVisitor.setSpecularMapPattern(mSpecularMapPattern);
loaded->accept(shaderVisitor);

@ -284,6 +284,8 @@ namespace Shader
defineMap["forcePPL"] = mForcePerPixelLighting ? "1" : "0";
defineMap["clamp"] = mClampLighting ? "1" : "0";
defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
@ -376,6 +378,11 @@ namespace Shader
mNormalMapPattern = pattern;
}
void ShaderVisitor::setNormalHeightMapPattern(const std::string &pattern)
{
mNormalHeightMapPattern = pattern;
}
void ShaderVisitor::setAutoUseSpecularMaps(bool use)
{
mAutoUseSpecularMaps = use;

@ -54,12 +54,46 @@ varying vec4 passColor;
varying vec3 passViewPos;
varying vec3 passNormal;
#if @parallax
uniform mat4 osg_ViewMatrixInverse;
#endif
#include "lighting.glsl"
#include "parallax.glsl"
void main()
{
vec2 adjustedDiffuseUV = diffuseMapUV;
#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
vec3 normalizedNormal = normalize(passNormal);
vec3 normalizedTangent = normalize(passTangent);
vec3 binormal = cross(normalizedTangent, normalizedNormal);
mat3 tbn = mat3(normalizedTangent, binormal, normalizedNormal);
vec3 viewNormal = gl_NormalMatrix * normalize(tbn * (normalTex.xyz * 2.0 - 1.0));
#else
vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
#endif
#if @parallax
vec3 cameraPos = osg_ViewMatrixInverse[3].xyz;
vec3 eyeDir = normalize(cameraPos - (osg_ViewMatrixInverse * vec4(passViewPos, 1)).xyz);
vec2 offset = getParallaxOffset(eyeDir, tbn, normalTex.a);
adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
#if @diffuseMapUV == @normalMapUV
// fetch a new normal using updated coordinates
normalTex = texture2D(normalMap, adjustedDiffuseUV);
viewNormal = gl_NormalMatrix * normalize(tbn * (normalTex.xyz * 2.0 - 1.0));
#endif
#endif
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
#else
gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
#endif
@ -77,20 +111,6 @@ void main()
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a);
#endif
#if @normalMap
vec3 normalTex = texture2D(normalMap, normalMapUV).xyz;
vec3 normalizedNormal = normalize(passNormal);
vec3 normalizedTangent = normalize(passTangent);
vec3 binormal = cross(normalizedTangent, normalizedNormal);
mat3 tbn = mat3(normalizedTangent, binormal, normalizedNormal);
vec3 viewNormal = gl_NormalMatrix * normalize(tbn * (normalTex * 2.0 - 1.0));
#else
vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
#endif
#if !PER_PIXEL_LIGHTING
gl_FragData[0] *= lighting;
#else

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