Support Oblivion parallax setup

macos_ci_fix
Alexei Kotov 1 year ago
parent d1fc34a0d9
commit 9c94058727

@ -2363,6 +2363,7 @@ namespace NifOsg
osg::StateSet* stateset = node->getOrCreateStateSet();
handleTextureProperty(
texprop, node->getName(), stateset, composite, imageManager, boundTextures, animflags);
node->setUserValue("applyMode", static_cast<int>(texprop->mApplyMode));
break;
}
case Nif::RC_BSShaderPPLightingProperty:

@ -181,6 +181,7 @@ namespace Shader
, mAlphaBlend(false)
, mBlendFuncOverridden(false)
, mAdditiveBlending(false)
, mDiffuseHeight(false)
, mNormalHeight(false)
, mTexStageRequiringTangents(-1)
, mSoftParticles(false)
@ -303,6 +304,14 @@ namespace Shader
if (node.getUserValue(Misc::OsgUserValues::sXSoftEffect, softEffect) && softEffect)
mRequirements.back().mSoftParticles = true;
int applyMode;
// Oblivion parallax
if (node.getUserValue("applyMode", applyMode) && applyMode == 4)
{
mRequirements.back().mShaderRequired = true;
mRequirements.back().mDiffuseHeight = true;
}
// Make sure to disregard any state that came from a previous call to createProgram
osg::ref_ptr<AddedState> addedState = getAddedState(*stateset);
@ -615,6 +624,7 @@ namespace Shader
addedState->addUniform("useDiffuseMapForShadowAlpha");
}
defineMap["diffuseParallax"] = reqs.mDiffuseHeight ? "1" : "0";
defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));

@ -108,6 +108,7 @@ namespace Shader
bool mBlendFuncOverridden;
bool mAdditiveBlending;
bool mDiffuseHeight; // true if diffuse map has height info in alpha channel
bool mNormalHeight; // true if normal map has height info in alpha channel
// -1 == no tangents required

@ -113,10 +113,6 @@ void main()
applyOcclusionDiscard(orthoDepthMapCoord, texture2D(orthoDepthMap, orthoDepthMapCoord.xy * 0.5 + 0.5).r);
#endif
#if @diffuseMap
vec2 adjustedDiffuseUV = diffuseMapUV;
#endif
vec3 normal = normalize(passNormal);
vec3 viewVec = normalize(passViewPos.xyz);
@ -131,11 +127,24 @@ void main()
normal = normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
#endif
#if @parallax
#if !@diffuseMap
gl_FragData[0] = vec4(1.0);
#else
vec2 adjustedDiffuseUV = diffuseMapUV;
#if @normalMap && (@parallax || @diffuseParallax)
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
vec3 eyeDir = normalize(cameraPos - objectPos);
vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0.0) ? -1.f : 1.f);
#if @parallax
float height = normalTex.a;
float flipY = (passTangent.w > 0.0) ? -1.f : 1.f;
#else
float height = texture2D(diffuseMap, diffuseMapUV).a;
// FIXME: shouldn't be necessary, but in this path false-positives are common
float flipY = -1.f;
#endif
vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, height, flipY);
adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
// TODO: check not working as the same UV buffer is being bound to different targets
@ -149,14 +158,16 @@ void main()
#endif
vec3 viewNormal = normalize(gl_NormalMatrix * normal);
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
vec4 diffuseTex = texture2D(diffuseMap, adjustedDiffuseUV);
gl_FragData[0].xyz = diffuseTex.xyz;
#if !@diffuseParallax
gl_FragData[0].a = diffuseTex.a * coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
#else
gl_FragData[0] = vec4(1.0);
gl_FragData[0].a = 1.0;
#endif
#endif
vec3 viewNormal = normalize(gl_NormalMatrix * normal);
vec4 diffuseColor = getDiffuseColor();
gl_FragData[0].a *= diffuseColor.a;

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