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Normal maps generation on the fly.

Parallax mapping with slope information.
Overriding normal maps.
This commit is contained in:
RealBadAngel 2014-03-21 01:32:00 +01:00
parent f3d83a4516
commit 0dc1aec509
16 changed files with 735 additions and 434 deletions

View file

@ -240,12 +240,20 @@ public:
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
// set transposed world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
world = world.getTransposed();
core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
transWorld = transWorld.getTransposed();
if(is_highlevel)
services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
else
services->setVertexShaderConstant(transWorld.pointer(), 8, 4);
// set world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
if(is_highlevel)
services->setVertexShaderConstant("mWorld", world.pointer(), 16);
else
services->setVertexShaderConstant(world.pointer(), 8, 4);
}
private:
@ -673,7 +681,33 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
// Create shaders header
std::string shaders_header = "#version 120\n";
if (g_settings->getBool("generate_normalmaps")){
shaders_header += "#define GENERATE_NORMALMAPS\n";
shaders_header += "#define NORMALMAPS_STRENGTH ";
shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
shaders_header += "\n";
float sample_step;
int smooth = (int)g_settings->getFloat("normalmaps_smooth");
switch (smooth){
case 0:
sample_step = 0.0078125; // 1.0 / 128.0
break;
case 1:
sample_step = 0.00390625; // 1.0 / 256.0
break;
case 2:
sample_step = 0.001953125; // 1.0 / 512.0
break;
default:
sample_step = 0.0078125;
break;
}
shaders_header += "#define SAMPLE_STEP ";
shaders_header += ftos(sample_step);
shaders_header += "\n";
}
if (g_settings->getBool("enable_bumpmapping"))
shaders_header += "#define ENABLE_BUMPMAPPING\n";
@ -685,7 +719,7 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
shaders_header += "\n";
}
}
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
shaders_header += "#define USE_NORMALMAPS\n";