forked from mirror/openmw-tes3mp
Add parallax mapping for objects
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3 changed files with 43 additions and 15 deletions
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@ -385,6 +385,7 @@ namespace Resource
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shaderVisitor.setForcePerPixelLighting(mForcePerPixelLighting);
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shaderVisitor.setAutoUseNormalMaps(mAutoUseNormalMaps);
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shaderVisitor.setNormalMapPattern(mNormalMapPattern);
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shaderVisitor.setNormalHeightMapPattern(mNormalHeightMapPattern);
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shaderVisitor.setAutoUseSpecularMaps(mAutoUseSpecularMaps);
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shaderVisitor.setSpecularMapPattern(mSpecularMapPattern);
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loaded->accept(shaderVisitor);
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@ -284,6 +284,8 @@ namespace Shader
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defineMap["forcePPL"] = mForcePerPixelLighting ? "1" : "0";
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defineMap["clamp"] = mClampLighting ? "1" : "0";
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defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
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osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
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osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
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@ -376,6 +378,11 @@ namespace Shader
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mNormalMapPattern = pattern;
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}
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void ShaderVisitor::setNormalHeightMapPattern(const std::string &pattern)
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{
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mNormalHeightMapPattern = pattern;
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}
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void ShaderVisitor::setAutoUseSpecularMaps(bool use)
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{
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mAutoUseSpecularMaps = use;
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@ -54,12 +54,46 @@ varying vec4 passColor;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#if @parallax
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uniform mat4 osg_ViewMatrixInverse;
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#endif
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#include "lighting.glsl"
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#include "parallax.glsl"
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void main()
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{
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vec2 adjustedDiffuseUV = diffuseMapUV;
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#if @normalMap
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vec4 normalTex = texture2D(normalMap, normalMapUV);
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vec3 normalizedNormal = normalize(passNormal);
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vec3 normalizedTangent = normalize(passTangent);
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vec3 binormal = cross(normalizedTangent, normalizedNormal);
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mat3 tbn = mat3(normalizedTangent, binormal, normalizedNormal);
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vec3 viewNormal = gl_NormalMatrix * normalize(tbn * (normalTex.xyz * 2.0 - 1.0));
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#else
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vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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#if @parallax
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vec3 cameraPos = osg_ViewMatrixInverse[3].xyz;
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vec3 eyeDir = normalize(cameraPos - (osg_ViewMatrixInverse * vec4(passViewPos, 1)).xyz);
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vec2 offset = getParallaxOffset(eyeDir, tbn, normalTex.a);
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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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#if @diffuseMapUV == @normalMapUV
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// fetch a new normal using updated coordinates
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normalTex = texture2D(normalMap, adjustedDiffuseUV);
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viewNormal = gl_NormalMatrix * normalize(tbn * (normalTex.xyz * 2.0 - 1.0));
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#endif
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#endif
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
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#else
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gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
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#endif
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@ -77,20 +111,6 @@ void main()
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a);
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#endif
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#if @normalMap
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vec3 normalTex = texture2D(normalMap, normalMapUV).xyz;
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vec3 normalizedNormal = normalize(passNormal);
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vec3 normalizedTangent = normalize(passTangent);
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vec3 binormal = cross(normalizedTangent, normalizedNormal);
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mat3 tbn = mat3(normalizedTangent, binormal, normalizedNormal);
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vec3 viewNormal = gl_NormalMatrix * normalize(tbn * (normalTex * 2.0 - 1.0));
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#else
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vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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#if !PER_PIXEL_LIGHTING
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gl_FragData[0] *= lighting;
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#else
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