forked from mirror/openmw-tes3mp
Bump texture support
This commit is contained in:
parent
1dd9cde662
commit
5625d73d84
9 changed files with 211 additions and 26 deletions
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@ -109,6 +109,17 @@ public:
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* 5 - Bump map texture
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* 6 - Decal texture
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*/
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enum TextureType
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{
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BaseTexture = 0,
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DarkTexture = 1,
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DetailTexture = 2,
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GlossTexture = 3,
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GlowTexture = 4,
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BumpTexture = 5,
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DecalTexture = 6
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};
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Texture textures[7];
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void read(NIFStream *nif)
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@ -555,11 +555,14 @@ static std::string findTextureName(const std::string &filename)
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* texture file name references were kept as .tga.
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*/
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static const char path[] = "textures\\";
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static const char path2[] = "textures/";
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std::string texname = filename;
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Misc::StringUtils::toLower(texname);
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if(texname.compare(0, sizeof(path)-1, path) != 0)
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if(texname.compare(0, sizeof(path)-1, path) != 0
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&& texname.compare(0, sizeof(path2)-1, path2) != 0)
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texname = path + texname;
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Ogre::String::size_type pos = texname.rfind('.');
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@ -575,7 +578,8 @@ static std::string findTextureName(const std::string &filename)
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{
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texname = filename;
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Misc::StringUtils::toLower(texname);
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if(texname.compare(0, sizeof(path)-1, path) != 0)
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if(texname.compare(0, sizeof(path)-1, path) != 0
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&& texname.compare(0, sizeof(path2)-1, path2) != 0)
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texname = path + texname;
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}
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}
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@ -590,7 +594,8 @@ static Ogre::String getMaterial(const Nif::NiTriShape *shape, const Ogre::String
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const Nif::NiAlphaProperty *alphaprop,
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const Nif::NiVertexColorProperty *vertprop,
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const Nif::NiZBufferProperty *zprop,
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const Nif::NiSpecularProperty *specprop)
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const Nif::NiSpecularProperty *specprop,
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bool &needTangents)
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{
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Ogre::MaterialManager &matMgr = Ogre::MaterialManager::getSingleton();
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Ogre::MaterialPtr material = matMgr.getByName(name);
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@ -634,6 +639,7 @@ static Ogre::String getMaterial(const Nif::NiTriShape *shape, const Ogre::String
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warn("Found internal texture, ignoring.");
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}
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}
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needTangents = !texName[Nif::NiTexturingProperty::BumpTexture].empty();
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// Alpha modifiers
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if(alphaprop)
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@ -741,7 +747,8 @@ static Ogre::String getMaterial(const Nif::NiTriShape *shape, const Ogre::String
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new sh::Vector4(specular.x, specular.y, specular.z, glossiness)));
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}
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instance->setProperty("diffuseMap", sh::makeProperty(texName[0]));
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instance->setProperty("diffuseMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BaseTexture]));
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instance->setProperty("normalMap", sh::makeProperty(texName[Nif::NiTexturingProperty::BumpTexture]));
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for(int i = 1;i < 7;i++)
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{
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if(!texName[i].empty())
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@ -1022,11 +1029,20 @@ class NIFMeshLoader : Ogre::ManualResourceLoader
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}
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}
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bool needTangents=false;
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std::string matname = NIFMaterialLoader::getMaterial(shape, mesh->getName(), mGroup,
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texprop, matprop, alphaprop,
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vertprop, zprop, specprop);
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vertprop, zprop, specprop, needTangents);
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if(matname.length() > 0)
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sub->setMaterialName(matname);
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// build tangents if the material needs them
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if (needTangents)
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{
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unsigned short src,dest;
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if (!mesh->suggestTangentVectorBuildParams(Ogre::VES_TANGENT, src,dest))
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mesh->buildTangentVectors(Ogre::VES_TANGENT, src,dest);
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}
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}
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bool findTriShape(Ogre::Mesh *mesh, const Nif::Node *node,
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23
extern/shiny/Docs/Macros.dox
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23
extern/shiny/Docs/Macros.dox
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@ -107,6 +107,23 @@
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\section properties Property retrieval / binding
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\subsection shPropertyHasValue shPropertyHasValue
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<B>Usage:</B> \@shPropertyHasValue(property)
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Gets replaced by 1 if the property's value is not empty, or 0 if it is empty.
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Useful for checking whether an optional texture is present or not.
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<B>Example:</B>
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\code
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#if @shPropertyHasValue(specularMap)
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// specular mapping code
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#endif
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#if @shPropertyHasValue(normalMap)
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// normal mapping code
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#endif
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\endcode
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\subsection shUniformProperty shUniformProperty
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<B>Usage:</B> \@shUniformProperty<4f|3f|2f|1f|int> (uniformName, property)
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@ -130,15 +147,11 @@
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<B>Example:</B>
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\code
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#if @shPropertyBool(has_normal_map)
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#if @shPropertyBool(has_vertex_colors)
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...
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#endif
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\endcode
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\subsection shPropertyNotBool shPropertyNotBool
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Same as shPropertyBool, but inverts the result (i.e. when shPropertyBool would return 0, this returns 1 and vice versa)
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\subsection shPropertyString shPropertyString
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Retrieve a string property of the pass that this shader belongs to
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1
extern/shiny/Main/MaterialInstance.hpp
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1
extern/shiny/Main/MaterialInstance.hpp
vendored
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@ -25,6 +25,7 @@ namespace sh
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public:
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virtual void requestedConfiguration (MaterialInstance* m, const std::string& configuration) = 0; ///< called before creating
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virtual void createdConfiguration (MaterialInstance* m, const std::string& configuration) = 0; ///< called after creating
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virtual ~MaterialInstanceListener(){}
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};
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/**
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15
extern/shiny/Main/ShaderInstance.cpp
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15
extern/shiny/Main/ShaderInstance.cpp
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@ -194,13 +194,6 @@ namespace sh
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bool val = retrieveValue<BooleanValue>(value, properties->getContext()).get();
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replaceValue = val ? "1" : "0";
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}
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else if (cmd == "shPropertyNotBool") // same as above, but inverts the result
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{
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std::string propertyName = args[0];
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PropertyValuePtr value = properties->getProperty(propertyName);
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bool val = retrieveValue<BooleanValue>(value, properties->getContext()).get();
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replaceValue = val ? "0" : "1";
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}
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else if (cmd == "shPropertyString")
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{
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std::string propertyName = args[0];
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@ -214,6 +207,14 @@ namespace sh
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std::string value = retrieveValue<StringValue>(properties->getProperty(propertyName), properties->getContext()).get();
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replaceValue = (value == comparedAgainst) ? "1" : "0";
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}
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else if (isCmd(source, pos, "@shPropertyHasValue"))
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{
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assert(args.size() == 1);
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std::string propertyName = args[0];
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PropertyValuePtr value = properties->getProperty(propertyName);
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std::string val = retrieveValue<StringValue>(value, properties->getContext()).get();
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replaceValue = (val.empty() ? "0" : "1");
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}
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else
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throw std::runtime_error ("unknown command \"" + cmd + "\"");
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source.replace(pos, (end+1)-pos, replaceValue);
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16
extern/shiny/Main/ShaderSet.cpp
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16
extern/shiny/Main/ShaderSet.cpp
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@ -6,6 +6,7 @@
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#include <boost/algorithm/string/predicate.hpp>
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#include <boost/functional/hash.hpp>
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#include <boost/lexical_cast.hpp>
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#include <boost/filesystem.hpp>
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#include "Factory.hpp"
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@ -26,6 +27,10 @@ namespace sh
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std::ifstream stream(sourceFile.c_str(), std::ifstream::in);
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std::stringstream buffer;
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boost::filesystem::path p (sourceFile);
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p = p.branch_path();
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mBasePath = p.string();
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buffer << stream.rdbuf();
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stream.close();
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mSource = buffer.str();
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@ -52,6 +57,12 @@ namespace sh
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size_t start = currentToken.find('(')+1;
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mGlobalSettings.push_back(currentToken.substr(start, currentToken.find(')')-start));
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}
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else if (boost::starts_with(currentToken, "@shPropertyHasValue"))
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{
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assert ((currentToken.find('(') != std::string::npos) && (currentToken.find(')') != std::string::npos));
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size_t start = currentToken.find('(')+1;
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mPropertiesToExist.push_back(currentToken.substr(start, currentToken.find(')')-start));
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}
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else if (boost::starts_with(currentToken, "@shPropertyEqual"))
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{
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assert ((currentToken.find('(') != std::string::npos) && (currentToken.find(')') != std::string::npos)
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@ -135,6 +146,11 @@ namespace sh
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{
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boost::hash_combine(seed, retrieveValue<StringValue>(currentGlobalSettings->getProperty(*it), NULL).get());
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}
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for (std::vector<std::string>::iterator it = mPropertiesToExist.begin(); it != mPropertiesToExist.end(); ++it)
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{
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std::string v = retrieveValue<StringValue>(properties->getProperty(*it), properties->getContext()).get();
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boost::hash_combine(seed, static_cast<bool>(v != ""));
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}
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boost::hash_combine(seed, static_cast<int>(Factory::getInstance().getCurrentLanguage()));
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return seed;
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}
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4
extern/shiny/Main/ShaderSet.hpp
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4
extern/shiny/Main/ShaderSet.hpp
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@ -53,6 +53,10 @@ namespace sh
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std::vector <std::string> mGlobalSettings; ///< names of the global settings that affect the shader source
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std::vector <std::string> mProperties; ///< names of the per-material properties that affect the shader source
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std::vector <std::string> mPropertiesToExist;
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///< same as mProperties, however in this case, it is only relevant if the property is empty or not
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/// (we don't care about the value)
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ShaderInstanceMap mInstances; ///< maps permutation ID (generated from the properties) to \a ShaderInstance
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void parse(); ///< find out which properties and global settings affect the shader source
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@ -6,6 +6,7 @@ material openmw_objects_base
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emissive 0.0 0.0 0.0
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vertmode 0
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diffuseMap black.png
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normalMap
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is_transparent false // real transparency, alpha rejection doesn't count here
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scene_blend default
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@ -22,6 +23,7 @@ material openmw_objects_base
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{
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vertexcolor_mode $vertmode
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is_transparent $is_transparent
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normalMap $normalMap
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}
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diffuse $diffuse
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@ -38,6 +40,11 @@ material openmw_objects_base
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direct_texture $diffuseMap
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create_in_ffp true
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}
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texture_unit normalMap
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{
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direct_texture $normalMap
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}
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texture_unit shadowMap0
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{
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@ -14,13 +14,15 @@
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#define NEED_DEPTH
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#endif
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#define NORMAL_MAP @shPropertyHasValue(normalMap)
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// if normal mapping is enabled, we force pixel lighting
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#define VERTEX_LIGHTING (!@shPropertyHasValue(normalMap))
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#define UNDERWATER @shGlobalSettingBool(render_refraction)
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#define VERTEXCOLOR_MODE @shPropertyString(vertexcolor_mode)
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#define VERTEX_LIGHTING 1
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#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
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#ifdef SH_VERTEX_SHADER
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@ -42,6 +44,16 @@
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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shNormalInput(float4)
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#if NORMAL_MAP
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shTangentInput(float4)
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shOutput(float3, tangentPassthrough)
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#endif
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#if !VERTEX_LIGHTING
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shOutput(float3, normalPassthrough)
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#endif
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#ifdef NEED_DEPTH
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shOutput(float, depthPassthrough)
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#endif
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@ -52,6 +64,10 @@
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shColourInput(float4)
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#endif
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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shOutput(float4, colourPassthrough)
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#endif
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#if VERTEX_LIGHTING
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shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV = uv0;
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#if NORMAL_MAP
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tangentPassthrough = tangent.xyz;
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#endif
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#if !VERTEX_LIGHTING
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normalPassthrough = normal.xyz;
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#endif
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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colourPassthrough = colour;
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#endif
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#ifdef NEED_DEPTH
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@ -188,15 +213,31 @@
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#endif
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SH_BEGIN_PROGRAM
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shSampler2D(diffuseMap)
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shInput(float2, UV)
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shSampler2D(diffuseMap)
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#if NORMAL_MAP
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shSampler2D(normalMap)
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#endif
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shInput(float2, UV)
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#if NORMAL_MAP
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shInput(float3, tangentPassthrough)
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#endif
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#if !VERTEX_LIGHTING
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shInput(float3, normalPassthrough)
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#endif
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#ifdef NEED_DEPTH
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shInput(float, depthPassthrough)
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#endif
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shInput(float3, objSpacePositionPassthrough)
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#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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shInput(float4, colourPassthrough)
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#endif
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#if FOG
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shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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@ -222,23 +263,98 @@
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#if (UNDERWATER) || (FOG)
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
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shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
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#endif
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#if UNDERWATER
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shUniform(float, waterLevel) @shSharedParameter(waterLevel)
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shUniform(float, waterLevel) @shSharedParameter(waterLevel)
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shUniform(float, waterEnabled) @shSharedParameter(waterEnabled)
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#endif
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#if VERTEX_LIGHTING
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shInput(float4, lightResult)
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shInput(float3, directionalResult)
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#else
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shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
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#if VERTEXCOLOR_MODE != 2
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shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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#endif
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#if VERTEXCOLOR_MODE != 2
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shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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#endif
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#if VERTEXCOLOR_MODE != 1
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shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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#endif
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#endif
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SH_START_PROGRAM
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{
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shOutputColour(0) = shSample(diffuseMap, UV);
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#if NORMAL_MAP
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float3 normal = normalPassthrough;
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float3 binormal = cross(tangentPassthrough.xyz, normal.xyz);
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float3x3 tbn = float3x3(tangentPassthrough.xyz, binormal, normal.xyz);
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#if SH_GLSL
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tbn = transpose(tbn);
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#endif
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float3 TSnormal = shSample(normalMap, UV.xy).xyz * 2 - 1;
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normal = normalize (shMatrixMult( transpose(tbn), TSnormal ));
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#endif
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#if !VERTEX_LIGHTING
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float3 viewPos = shMatrixMult(worldView, float4(objSpacePositionPassthrough,1)).xyz;
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float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
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float3 lightDir;
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float d;
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float4 lightResult = float4(0,0,0,1);
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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#if VERTEXCOLOR_MODE == 2
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lightResult.xyz += colourPassthrough.xyz * lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0);
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#else
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lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0);
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||||
#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 +391,7 @@
|
|||
|
||||
#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));
|
||||
|
|
Loading…
Reference in a new issue