forked from mirror/openmw-tes3mp
Add specular mapping for objects
This commit is contained in:
parent
5cf2441b10
commit
f01e8a6950
9 changed files with 132 additions and 20 deletions
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@ -174,6 +174,8 @@ namespace MWRender
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resourceSystem->getSceneManager()->setForcePerPixelLighting(Settings::Manager::getBool("force per pixel lighting", "Shaders"));
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resourceSystem->getSceneManager()->setAutoUseNormalMaps(Settings::Manager::getBool("auto use object normal maps", "Shaders"));
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resourceSystem->getSceneManager()->setNormalMapPattern(Settings::Manager::getString("normal map pattern", "Shaders"));
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resourceSystem->getSceneManager()->setAutoUseSpecularMaps(Settings::Manager::getBool("auto use object specular maps", "Shaders"));
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resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders"));
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osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager;
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sceneRoot->setLightingMask(Mask_Lighting);
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@ -340,7 +342,9 @@ namespace MWRender
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{
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setAmbientColour(SceneUtil::colourFromRGB(cell->mAmbi.mAmbient));
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mSunLight->setDiffuse(SceneUtil::colourFromRGB(cell->mAmbi.mSunlight));
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osg::Vec4f diffuse = SceneUtil::colourFromRGB(cell->mAmbi.mSunlight);
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mSunLight->setDiffuse(diffuse);
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mSunLight->setSpecular(diffuse);
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mSunLight->setDirection(osg::Vec3f(1.f,-1.f,-1.f));
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}
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@ -274,6 +274,16 @@ namespace Resource
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mNormalMapPattern = pattern;
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}
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void SceneManager::setAutoUseSpecularMaps(bool use)
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{
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mAutoUseSpecularMaps = use;
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}
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void SceneManager::setSpecularMapPattern(const std::string &pattern)
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{
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mSpecularMapPattern = pattern;
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}
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SceneManager::~SceneManager()
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{
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// this has to be defined in the .cpp file as we can't delete incomplete types
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@ -403,6 +413,8 @@ 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.setAutoUseSpecularMaps(mAutoUseSpecularMaps);
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shaderVisitor.setSpecularMapPattern(mSpecularMapPattern);
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loaded->accept(shaderVisitor);
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// share state
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@ -63,6 +63,10 @@ namespace Resource
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/// @see ShaderVisitor::setNormalMapPattern
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void setNormalMapPattern(const std::string& pattern);
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void setAutoUseSpecularMaps(bool use);
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void setSpecularMapPattern(const std::string& pattern);
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void setShaderPath(const std::string& path);
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/// Get a read-only copy of this scene "template"
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@ -134,6 +138,8 @@ namespace Resource
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bool mForcePerPixelLighting;
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bool mAutoUseNormalMaps;
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std::string mNormalMapPattern;
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bool mAutoUseSpecularMaps;
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std::string mSpecularMapPattern;
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osg::ref_ptr<MultiObjectCache> mInstanceCache;
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@ -21,7 +21,7 @@ namespace Shader
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{
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ShaderVisitor::ShaderRequirements::ShaderRequirements()
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: mHasNormalMap(false)
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: mShaderRequired(false)
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, mColorMaterial(false)
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, mVertexColorMode(GL_AMBIENT_AND_DIFFUSE)
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, mMaterialOverridden(false)
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@ -41,6 +41,7 @@ namespace Shader
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, mForcePerPixelLighting(false)
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, mAllowedToModifyStateSets(true)
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, mAutoUseNormalMaps(false)
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, mAutoUseSpecularMaps(false)
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, mShaderManager(shaderManager)
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, mImageManager(imageManager)
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, mDefaultVsTemplate(defaultVsTemplate)
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@ -97,6 +98,7 @@ namespace Shader
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{
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const osg::Texture* diffuseMap = NULL;
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const osg::Texture* normalMap = NULL;
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const osg::Texture* specularMap = NULL;
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for(unsigned int unit=0;unit<texAttributes.size();++unit)
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{
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const osg::StateAttribute *attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
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@ -111,7 +113,7 @@ namespace Shader
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if (texture->getName() == "normalMap")
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{
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mHasNormalMap = true;
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mRequirements.back().mShaderRequired = true;
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On
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@ -120,6 +122,8 @@ namespace Shader
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}
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if (texture->getName() == "diffuseMap")
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diffuseMap = texture;
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if (texture->getName() == "specularMap")
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specularMap = texture;
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}
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else
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std::cerr << "ShaderVisitor encountered unknown texture " << texture << std::endl;
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@ -154,7 +158,30 @@ namespace Shader
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writableStateSet->setTextureAttributeAndModes(unit, normalMapTex, osg::StateAttribute::ON);
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mRequirements.back().mTextures[unit] = "normalMap";
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mHasNormalMap = true;
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mRequirements.back().mShaderRequired = true;
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}
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}
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if (mAutoUseSpecularMaps && diffuseMap != NULL && specularMap == NULL)
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{
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std::string specularMap = diffuseMap->getImage(0)->getFileName();
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boost::replace_last(specularMap, ".", mSpecularMapPattern + ".");
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if (mImageManager.getVFS()->exists(specularMap))
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{
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std::cout << "using specmap " << specularMap << std::endl;
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osg::ref_ptr<osg::Texture2D> specularMapTex (new osg::Texture2D(mImageManager.getImage(specularMap)));
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specularMapTex->setWrap(osg::Texture::WRAP_S, diffuseMap->getWrap(osg::Texture::WRAP_S));
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specularMapTex->setWrap(osg::Texture::WRAP_T, diffuseMap->getWrap(osg::Texture::WRAP_T));
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specularMapTex->setFilter(osg::Texture::MIN_FILTER, diffuseMap->getFilter(osg::Texture::MIN_FILTER));
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specularMapTex->setFilter(osg::Texture::MAG_FILTER, diffuseMap->getFilter(osg::Texture::MAG_FILTER));
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specularMapTex->setMaxAnisotropy(diffuseMap->getMaxAnisotropy());
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specularMapTex->setName("specularMap");
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int unit = texAttributes.size();
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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writableStateSet->setTextureAttributeAndModes(unit, specularMapTex, osg::StateAttribute::ON);
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mRequirements.back().mTextures[unit] = "specularMap";
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mRequirements.back().mShaderRequired = true;
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}
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}
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}
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@ -196,7 +223,7 @@ namespace Shader
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writableStateSet = getWritableStateSet(node);
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ShaderManager::DefineMap defineMap;
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap" };
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap", "specularMap" };
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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{
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defineMap[defaultTextures[i]] = "0";
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@ -253,12 +280,19 @@ namespace Shader
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if (!mRequirements.empty())
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{
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const ShaderRequirements& reqs = mRequirements.back();
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if (mAllowedToModifyStateSets)
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{
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// make sure that all UV sets are there
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for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
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{
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if (geometry.getTexCoordArray(it->first) == NULL)
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geometry.setTexCoordArray(it->first, geometry.getTexCoordArray(0));
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}
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}
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if (reqs.mTexStageRequiringTangents != -1 && mAllowedToModifyStateSets)
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{
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if (geometry.getTexCoordArray(reqs.mTexStageRequiringTangents) == NULL) // assign tex coord array for normal map if necessary
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// the normal-map may be assigned on-the-fly in applyStateSet() when mAutoUseNormalMaps is true
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geometry.setTexCoordArray(reqs.mTexStageRequiringTangents, geometry.getTexCoordArray(0));
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osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
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generator->generate(&geometry, reqs.mTexStageRequiringTangents);
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@ -266,7 +300,7 @@ namespace Shader
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}
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// TODO: find a better place for the stateset
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if (reqs.mHasNormalMap || mForceShaders)
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if (reqs.mShaderRequired || mForceShaders)
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createProgram(reqs, geometry);
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}
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@ -289,7 +323,7 @@ namespace Shader
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{
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const ShaderRequirements& reqs = mRequirements.back();
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// TODO: find a better place for the stateset
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if (reqs.mHasNormalMap || mForceShaders)
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if (reqs.mShaderRequired || mForceShaders)
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createProgram(reqs, drawable);
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}
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@ -312,4 +346,14 @@ namespace Shader
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mNormalMapPattern = 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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}
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void ShaderVisitor::setSpecularMapPattern(const std::string &pattern)
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{
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mSpecularMapPattern = pattern;
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}
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}
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@ -40,6 +40,10 @@ namespace Shader
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void setNormalMapPattern(const std::string& pattern);
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void setAutoUseSpecularMaps(bool use);
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void setSpecularMapPattern(const std::string& pattern);
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virtual void apply(osg::Node& node);
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virtual void apply(osg::Drawable& drawable);
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@ -59,6 +63,9 @@ namespace Shader
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bool mAutoUseNormalMaps;
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std::string mNormalMapPattern;
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bool mAutoUseSpecularMaps;
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std::string mSpecularMapPattern;
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ShaderManager& mShaderManager;
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Resource::ImageManager& mImageManager;
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@ -72,7 +79,7 @@ namespace Shader
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osg::ref_ptr<osg::Texture> mDiffuseMap;
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bool mHasNormalMap;
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bool mShaderRequired;
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bool mColorMaterial;
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// osg::Material::ColorMode
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@ -184,12 +184,18 @@ clamp lighting = true
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# Affects objects.
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auto use object normal maps = false
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auto use object specular maps = false
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# See 'auto use object normal maps'. Affects terrain.
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auto use terrain normal maps = false
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auto use terrain specular maps = false
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# The filename pattern to probe for when detecting normal maps (see 'auto use object normal maps', 'auto use terrain normal maps')
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normal map pattern = _n
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specular map pattern = _spec
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[Input]
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# Capture control of the cursor prevent movement outside the window.
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@ -40,3 +40,14 @@ vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
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#endif
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return lightResult;
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}
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vec3 getSpecular(vec3 viewNormal, vec3 viewPos, float shininess, vec3 matSpec)
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{
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vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
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float NdotL = max(dot(viewNormal, lightDir), 0.0);
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if (NdotL < 0)
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return vec3(0,0,0);
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vec3 halfVec = normalize(lightDir - viewPos);
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return pow(max(dot(viewNormal, halfVec), 0.0), 128) * gl_LightSource[0].specular.xyz * matSpec;
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}
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@ -32,6 +32,11 @@ varying vec2 envMapUV;
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uniform vec4 envMapColor;
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#endif
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#if @specularMap
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uniform sampler2D specularMap;
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varying vec2 specularMapUV;
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#endif
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varying float depth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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@ -39,10 +44,10 @@ varying float depth;
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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#else
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varying vec3 passViewPos;
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varying vec3 passViewNormal;
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varying vec4 passColor;
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#endif
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varying vec3 passViewPos;
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varying vec3 passViewNormal;
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#include "lighting.glsl"
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@ -62,9 +67,7 @@ void main()
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gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
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#endif
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#if PER_PIXEL_LIGHTING
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vec3 viewNormal = passViewNormal;
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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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@ -90,6 +93,17 @@ void main()
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gl_FragData[0].xyz += texture2D(envMap, envMapUV).xyz * envMapColor.xyz;
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#endif
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#if @specularMap
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vec4 specTex = texture2D(specularMap, specularMapUV);
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float shininess = specTex.a * 255;
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vec3 matSpec = specTex.xyz;
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#else
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float shininess = gl_FrontMaterial.shininess;
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vec3 matSpec = gl_FrontMaterial.specular.xyz;
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#endif
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec);
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float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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}
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@ -25,6 +25,10 @@ varying vec3 viewTangent;
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varying vec2 envMapUV;
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#endif
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#if @specularMap
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varying vec2 specularMapUV;
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#endif
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varying float depth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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#else
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varying vec3 passViewPos;
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varying vec3 passViewNormal;
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varying vec4 passColor;
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#endif
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varying vec3 passViewPos;
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varying vec3 passViewNormal;
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#include "lighting.glsl"
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@ -76,11 +80,15 @@ void main(void)
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viewTangent = normalize(gl_NormalMatrix * gl_MultiTexCoord7.xyz);
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#endif
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#if @specularMap
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specularMapUV = (gl_TextureMatrix[@specularMapUV] * gl_MultiTexCoord@specularMapUV).xy;
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#endif
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#if !PER_PIXEL_LIGHTING
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
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#else
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passViewPos = viewPos.xyz;
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passViewNormal = viewNormal;
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passColor = gl_Color;
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#endif
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passViewPos = viewPos.xyz;
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passViewNormal = viewNormal;
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}
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