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Merge branch 'turnitup' into 'master'
Support Oblivion parallax setup See merge request OpenMW/openmw!3620
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commit
952bf58bc1
4 changed files with 35 additions and 12 deletions
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@ -2363,6 +2363,7 @@ namespace NifOsg
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osg::StateSet* stateset = node->getOrCreateStateSet();
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handleTextureProperty(
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texprop, node->getName(), stateset, composite, imageManager, boundTextures, animflags);
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node->setUserValue("applyMode", static_cast<int>(texprop->mApplyMode));
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break;
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}
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case Nif::RC_BSShaderPPLightingProperty:
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@ -181,6 +181,7 @@ namespace Shader
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, mAlphaBlend(false)
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, mBlendFuncOverridden(false)
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, mAdditiveBlending(false)
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, mDiffuseHeight(false)
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, mNormalHeight(false)
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, mTexStageRequiringTangents(-1)
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, mSoftParticles(false)
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@ -303,6 +304,14 @@ namespace Shader
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if (node.getUserValue(Misc::OsgUserValues::sXSoftEffect, softEffect) && softEffect)
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mRequirements.back().mSoftParticles = true;
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int applyMode;
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// Oblivion parallax
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if (node.getUserValue("applyMode", applyMode) && applyMode == 4)
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{
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mRequirements.back().mShaderRequired = true;
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mRequirements.back().mDiffuseHeight = true;
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}
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// Make sure to disregard any state that came from a previous call to createProgram
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osg::ref_ptr<AddedState> addedState = getAddedState(*stateset);
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@ -615,6 +624,7 @@ namespace Shader
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addedState->addUniform("useDiffuseMapForShadowAlpha");
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}
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defineMap["diffuseParallax"] = reqs.mDiffuseHeight ? "1" : "0";
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defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
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writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
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@ -108,6 +108,7 @@ namespace Shader
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bool mBlendFuncOverridden;
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bool mAdditiveBlending;
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bool mDiffuseHeight; // true if diffuse map has height info in alpha channel
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bool mNormalHeight; // true if normal map has height info in alpha channel
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// -1 == no tangents required
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@ -113,10 +113,6 @@ void main()
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applyOcclusionDiscard(orthoDepthMapCoord, texture2D(orthoDepthMap, orthoDepthMapCoord.xy * 0.5 + 0.5).r);
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#endif
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#if @diffuseMap
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vec2 adjustedDiffuseUV = diffuseMapUV;
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#endif
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vec3 normal = normalize(passNormal);
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vec3 viewVec = normalize(passViewPos.xyz);
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@ -131,11 +127,24 @@ void main()
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normal = normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#endif
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#if @parallax
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#if !@diffuseMap
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gl_FragData[0] = vec4(1.0);
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#else
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vec2 adjustedDiffuseUV = diffuseMapUV;
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#if @normalMap && (@parallax || @diffuseParallax)
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vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
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vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
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vec3 eyeDir = normalize(cameraPos - objectPos);
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vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0.0) ? -1.f : 1.f);
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#if @parallax
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float height = normalTex.a;
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float flipY = (passTangent.w > 0.0) ? -1.f : 1.f;
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#else
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float height = texture2D(diffuseMap, diffuseMapUV).a;
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// FIXME: shouldn't be necessary, but in this path false-positives are common
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float flipY = -1.f;
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#endif
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vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, height, flipY);
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adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
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// TODO: check not working as the same UV buffer is being bound to different targets
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@ -149,14 +158,16 @@ void main()
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#endif
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vec3 viewNormal = normalize(gl_NormalMatrix * normal);
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
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gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
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vec4 diffuseTex = texture2D(diffuseMap, adjustedDiffuseUV);
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gl_FragData[0].xyz = diffuseTex.xyz;
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#if !@diffuseParallax
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gl_FragData[0].a = diffuseTex.a * coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
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#else
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gl_FragData[0] = vec4(1.0);
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gl_FragData[0].a = 1.0;
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#endif
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#endif
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vec3 viewNormal = normalize(gl_NormalMatrix * normal);
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vec4 diffuseColor = getDiffuseColor();
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gl_FragData[0].a *= diffuseColor.a;
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