Add texture bumpmapping feature.
parent
b850f0f038
commit
3f6f327cb9
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trans_alphach
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@ -0,0 +1,47 @@
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uniform sampler2D myTexture;
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uniform sampler2D normalTexture;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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float alpha = col.a;
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vec2 uv = gl_TexCoord[0].st;
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vec4 base = texture2D(myTexture, uv);
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vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
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vec3 vVec = normalize(viewVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
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float diffuse = max(dot(lVec, bump), 0.0);
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vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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vec4 vSpecular = 0.2*specular * diffuse;
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color += vSpecular;
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col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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@ -0,0 +1,98 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec3 tangent;
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vec3 binormal;
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vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
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vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
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if( length(c1)>length(c2) )
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{
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tangent = c1;
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}
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else
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{
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tangent = c2;
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}
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tangent = normalize(tangent);
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//binormal = cross(gl_Normal, tangent);
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//binormal = normalize(binormal);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 1.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
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vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
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//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
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//vec3 b1 = cross(n1, t1);
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vec3 v;
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vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 vVec = -vVertex;
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//v.x = dot(vVec, t1);
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//v.y = dot(vVec, b1);
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//v.z = dot(vVec, n1);
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//viewVec = vVec;
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viewVec = normalize(vec3(0.0, -0.4, 0.5));
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//Vector representing the 0th texture coordinate passed to fragment shader
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//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
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// Transform the current vertex
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//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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trans_alphach_ref
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@ -0,0 +1,46 @@
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uniform sampler2D myTexture;
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uniform sampler2D normalTexture;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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float alpha = col.a;
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vec2 uv = gl_TexCoord[0].st;
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vec4 base = texture2D(myTexture, uv);
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vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
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vec3 vVec = normalize(viewVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
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float diffuse = max(dot(lVec, bump), 0.0);
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vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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vec4 vSpecular = 0.2*specular * diffuse;
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color += vSpecular;
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col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec3 tangent;
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vec3 binormal;
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vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
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vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
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if( length(c1)>length(c2) )
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{
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tangent = c1;
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}
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else
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{
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tangent = c2;
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}
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tangent = normalize(tangent);
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//binormal = cross(gl_Normal, tangent);
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//binormal = normalize(binormal);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 1.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
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vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
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//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
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//vec3 b1 = cross(n1, t1);
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vec3 v;
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vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 vVec = -vVertex;
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//v.x = dot(vVec, t1);
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//v.y = dot(vVec, b1);
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//v.z = dot(vVec, n1);
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//viewVec = vVec;
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viewVec = normalize(vec3(0.0, -0.4, 0.5));
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//Vector representing the 0th texture coordinate passed to fragment shader
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//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
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// Transform the current vertex
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//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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# (1: low level shaders; not implemented)
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# 2: enable high level shaders
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#enable_shaders = 2
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# Set to true to enable textures bumpmapping. Requires shaders enabled.
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#enable_bumpmapping = false
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button
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#repeat_rightclick_time = 0.25
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@ -127,6 +127,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("trilinear_filter", "false");
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settings->setDefault("preload_item_visuals", "true");
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settings->setDefault("enable_shaders", "2");
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settings->setDefault("enable_bumpmapping", "false");
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settings->setDefault("repeat_rightclick_time", "0.25");
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settings->setDefault("enable_particles", "true");
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@ -804,6 +804,10 @@ public:
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u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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float daynight_ratio_f = (float)daynight_ratio / 1000.0;
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services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
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// Normal map texture layer
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int layer = 1;
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services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer, 1);
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}
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};
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@ -1072,12 +1072,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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Also store animation info
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*/
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bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
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getShader("test_shader_1").material;
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video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
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getShader("test_shader_2").material;
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video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
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getShader("test_shader_3").material;
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video::E_MATERIAL_TYPE bumpmaps1 = m_gamedef->getShaderSource()->
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getShader("bumpmaps_solids").material;
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video::E_MATERIAL_TYPE bumpmaps2 = m_gamedef->getShaderSource()->
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getShader("bumpmaps_liquids").material;
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for(u32 i = 0; i < collector.prebuffers.size(); i++)
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{
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PreMeshBuffer &p = collector.prebuffers[i];
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, p.tile.texture);
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if(enable_shaders)
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p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
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if (enable_shaders)
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{
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if (enable_bumpmapping)
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{
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ITextureSource *tsrc = data->m_gamedef->tsrc();
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std::string basename,normal,replace;
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replace = "_normal.png";
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basename = tsrc->getTextureName(p.tile.texture_id);
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unsigned pos = basename.find(".");
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normal = basename.substr (0, pos) + replace;
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if (tsrc->isKnownSourceImage(normal))
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{
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// look for image extension and replace it
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for(std::string::size_type i = 0; (i = basename.find(".", i)) != std::string::npos;)
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{
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basename.replace(i, 4, replace);
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i += replace.length();
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}
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material.setTexture(1, tsrc->getTexture(basename));
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p.tile.applyMaterialOptionsWithShaders(material, bumpmaps1,bumpmaps2, shadermat3);
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}
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else
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p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
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}
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else
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p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
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}
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else
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p.tile.applyMaterialOptions(material);
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bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
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{
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bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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if(!m_has_animation)
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{
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m_animation_force_timer = 100000;
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@ -1271,6 +1305,19 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
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// Set the texture
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buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
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if (enable_shaders && enable_bumpmapping)
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{
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std::string basename,normal;
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basename = tsrc->getTextureName(tile.texture_id);
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unsigned pos;
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pos = basename.find(".");
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normal = basename.substr (0, pos);
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normal += "_normal.png";
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os.str("");
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os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
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if (tsrc->isKnownSourceImage(normal))
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buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
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}
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}
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// Day-night transition
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#!/bin/bash
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# This script generates normalmaps using The GIMP to do the heavy lifting.
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# give any unrecognized switch (say, -h) for usage info.
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rm /tmp/normals_filelist.txt
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numprocs=6
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skiptools=false
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skipinventory=false
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invresolution=64
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dryrun=false
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pattern="*.png *.jpg"
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filter=0
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scale=8
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wrap=0
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heightsource=0
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conversion=0
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invertx=0
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inverty=0
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while test -n "$1"; do
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case "$1" in
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--scale|-s)
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if [ -z "$2" ] ; then echo "Missing scale parameter"; exit 1; fi
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scale=$2
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shift
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shift
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;;
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--pattern|-p)
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if [ -z "$2" ] ; then echo "Missing pattern parameter"; exit 1; fi
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pattern=$2
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shift
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shift
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;;
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--skiptools|-t)
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skiptools=true
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shift
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;;
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--skipinventory|-i)
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if [[ $2 =~ ^[0-9]+$ ]]; then
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invresolution=$2
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||||
shift
|
||||
fi
|
||||
skipinventory=true
|
||||
shift
|
||||
;;
|
||||
--filter|-f)
|
||||
if [ -z "$2" ] ; then echo "Missing filter parameter"; exit 1; fi
|
||||
|
||||
case "$2" in
|
||||
sobel3|1)
|
||||
filter=1
|
||||
;;
|
||||
sobel5|2)
|
||||
filter=2
|
||||
;;
|
||||
prewitt3|3)
|
||||
filter=3
|
||||
;;
|
||||
prewitt5|4)
|
||||
filter=4
|
||||
;;
|
||||
3x3|5)
|
||||
filter=5
|
||||
;;
|
||||
5x5|6)
|
||||
filter=6
|
||||
;;
|
||||
7x7|7)
|
||||
filter=7
|
||||
;;
|
||||
9x9|8)
|
||||
filter=8
|
||||
;;
|
||||
*)
|
||||
filter=0
|
||||
;;
|
||||
esac
|
||||
|
||||
shift
|
||||
shift
|
||||
;;
|
||||
--heightalpha|-a)
|
||||
heightsource=1
|
||||
shift
|
||||
;;
|
||||
--conversion|-c)
|
||||
if [ -z "$2" ] ; then echo "Missing conversion parameter"; exit 1; fi
|
||||
|
||||
case "$2" in
|
||||
biased|1)
|
||||
conversion=1
|
||||
;;
|
||||
red|2)
|
||||
conversion=2
|
||||
;;
|
||||
green|3)
|
||||
conversion=3
|
||||
;;
|
||||
blue|4)
|
||||
conversion=4
|
||||
;;
|
||||
maxrgb|5)
|
||||
conversion=5
|
||||
;;
|
||||
minrgb|6)
|
||||
conversion=6
|
||||
;;
|
||||
colorspace|7)
|
||||
conversion=7
|
||||
;;
|
||||
normalize-only|8)
|
||||
conversion=8
|
||||
;;
|
||||
heightmap|9)
|
||||
conversion=9
|
||||
;;
|
||||
*)
|
||||
conversion=0
|
||||
;;
|
||||
esac
|
||||
|
||||
shift
|
||||
shift
|
||||
;;
|
||||
--wrap|-w)
|
||||
wrap=1
|
||||
shift
|
||||
;;
|
||||
--invertx|-x)
|
||||
invertx=1
|
||||
shift
|
||||
;;
|
||||
--inverty|-y)
|
||||
inverty=1
|
||||
shift
|
||||
;;
|
||||
--dryrun|-d)
|
||||
dryrun=true
|
||||
shift
|
||||
;;
|
||||
*)
|
||||
echo -e "\nUsage:\n"
|
||||
echo "`basename $0` [--scale|-s <value>] [--filter|-f <string>]"
|
||||
echo " [--wrap|-w] [--heightalpha|-a] [--invertx|-x] [--inverty|-y]"
|
||||
echo " [--conversion|-c <string>] [--skiptools|-t] [--skipinventory|-i [<value>]]"
|
||||
echo " [--dryrun|-d] [--pattern|-p <pattern>]"
|
||||
echo -e "\nDefaults to a scale of 8, checking all files in the current directory, and not"
|
||||
echo "skipping apparent tools or inventory images. Filter, if specified, may be one"
|
||||
echo "of: sobel3, sobel5, prewitt3, prewitt5, 3x3, 5x5, 7x7, or 9x9, or a value 1"
|
||||
echo "through 8 (1=sobel3, 2=sobel5, etc.). Defaults to 0 (four-sample). The height"
|
||||
echo "source is taken from the image's alpha channel if heightalpha is specified.\n"
|
||||
echo ""
|
||||
echo "If inventory skip is specified, an optional resolution may also be included"
|
||||
echo "(default is 64). Conversion can be one of: biased, red, green, blue, maxrgb,"
|
||||
echo "minrgb, colorspace, normalize-only, heightmap or a value from 1 to 9"
|
||||
echo "corresponding respectively to those keywords. Defaults to 0 (simple"
|
||||
echo "normalize) if not specified. Wrap, if specified, enables wrapping of the"
|
||||
echo "normalmap around the edges of the texture (defaults to no). Invert X/Y"
|
||||
echo "reverses the calculated gradients for the X and/or Y dimensions represented"
|
||||
echo "by the normalmap (both default to non-inverted)."
|
||||
echo ""
|
||||
echo "The pattern, can be an escaped pattern string such as \*apple\* or"
|
||||
echo "default_\*.png or similar (defaults to all PNG and JPG images in the current"
|
||||
echo "directory that do not contain \"_normal\" or \"_specular\" in their filenames)."
|
||||
echo ""
|
||||
echo "If set for dry-run, the actions this script will take will be printed, but no"
|
||||
echo "images will be generated. Passing an invalid value to a switch will generally"
|
||||
echo "cause that switch to revert to its default value."
|
||||
echo ""
|
||||
exit 1
|
||||
;;
|
||||
esac
|
||||
done
|
||||
|
||||
echo -e "\nProcessing files based on pattern \"$pattern\" ..."
|
||||
|
||||
normalMap()
|
||||
{
|
||||
out=`echo "$1" | sed 's/.png/_normal.png/' | sed 's/.jpg/_normal.png/'`
|
||||
|
||||
echo "Launched process to generate normalmap: \"$1\" --> \"$out\"" >&2
|
||||
|
||||
gimp -i -b "
|
||||
(define
|
||||
(normalMap-fbx-conversion fileName newFileName filter nscale wrap heightsource conversion invertx inverty)
|
||||
(let*
|
||||
(
|
||||
(image (car (gimp-file-load RUN-NONINTERACTIVE fileName fileName)))
|
||||
(drawable (car (gimp-image-get-active-layer image)))
|
||||
(drawable (car (gimp-image-flatten image)))
|
||||
)
|
||||
(if (> (car (gimp-drawable-type drawable)) 1)
|
||||
(gimp-convert-rgb image) ()
|
||||
)
|
||||
|
||||
(plug-in-normalmap
|
||||
RUN-NONINTERACTIVE
|
||||
image
|
||||
drawable
|
||||
filter
|
||||
0.0
|
||||
nscale
|
||||
wrap
|
||||
heightsource
|
||||
0
|
||||
conversion
|
||||
0
|
||||
invertx
|
||||
inverty
|
||||
0
|
||||
0.0
|
||||
drawable)
|
||||
(gimp-file-save RUN-NONINTERACTIVE image drawable newFileName newFileName)
|
||||
(gimp-image-delete image)
|
||||
)
|
||||
)
|
||||
(normalMap-fbx-conversion \"$1\" \"$out\" $2 $3 $4 $5 $6 $7 $8)" -b '(gimp-quit 0)'
|
||||
}
|
||||
|
||||
export -f normalMap
|
||||
|
||||
for file in `ls $pattern |grep -v "_normal.png"|grep -v "_specular"` ; do
|
||||
|
||||
invtest=`file "$file" |grep "$invresolution x $invresolution"`
|
||||
if $skipinventory && [ -n "$invtest" ] ; then
|
||||
echo "Skipped presumed "$invresolution"px inventory image: $file" >&2
|
||||
continue
|
||||
fi
|
||||
|
||||
tooltest=`echo "$file" \
|
||||
| grep -v "_tool" \
|
||||
| grep -v "_shovel" \
|
||||
| grep -v "_pick" \
|
||||
| grep -v "_axe" \
|
||||
| grep -v "_sword" \
|
||||
| grep -v "_hoe" \
|
||||
| grep -v "bucket_"`
|
||||
|
||||
if $skiptools && [ -z "$tooltest" ] ; then
|
||||
echo "Skipped presumed tool image: $file" >&2
|
||||
continue
|
||||
fi
|
||||
|
||||
if $dryrun ; then
|
||||
echo "Would have generated a normalmap for $file" >&2
|
||||
continue
|
||||
else
|
||||
echo \"$file\" $filter $scale $wrap $heightsource $conversion $invertx $inverty
|
||||
fi
|
||||
done | xargs -P $numprocs -n 8 -I{} bash -c normalMap\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}
|
||||
|
Loading…
Reference in New Issue