Add code to make normal maps work. Joerg: don't worry about this change being done near a release, we have no track atm using this feature, so this code will remain sleeping until, probably, 0.8

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10070 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2011-11-01 01:52:10 +00:00
parent f3532da9cd
commit 35aa87674d
4 changed files with 120 additions and 10 deletions

View File

@ -0,0 +1,23 @@
// By http://content.gpwiki.org/index.php/OpenGL:Tutorials:GLSL_Bump_Mapping
// Released under GNU FDL license, without invariant (so DFSG-compliant, see
// http://wiki.debian.org/DFSGLicenses#Exception)
uniform sampler2D BumpTex; //The bump-map
uniform sampler2D DecalTex; //The texture
varying vec4 passcolor; //Receiving the vertex color from the vertex shader
varying vec3 LightDir; //Receiving the transformed light direction
void main()
{
//Get the color of the bump-map
vec3 BumpNorm = vec3(texture2D(BumpTex, gl_TexCoord[0].xy));
//Get the color of the texture
vec3 DecalCol = vec3(texture2D(DecalTex, gl_TexCoord[0].xy));
//Expand the bump-map into a normalized signed vector
BumpNorm = (BumpNorm -0.5) * 2.0;
//Find the dot product between the light direction and the normal
float NdotL = max(dot(BumpNorm, LightDir), 0.0) / 3.0 * 2.1 + 0.5;
//Calculate the final color gl_FragColor
vec3 diffuse = NdotL * passcolor.xyz * DecalCol;
//Set the color of the fragment... If you want specular lighting or other types add it here
gl_FragColor = vec4(diffuse, passcolor.w);
}

View File

@ -0,0 +1,24 @@
// By http://content.gpwiki.org/index.php/OpenGL:Tutorials:GLSL_Bump_Mapping
// Released under GNU FDL license, without invariant (so DFSG-compliant, see
// http://wiki.debian.org/DFSGLicenses#Exception)
varying vec4 passcolor; //The vertex color passed
varying vec3 LightDir; //The transformed light direction, to pass to the fragment shader
attribute vec3 tangent; //The inverse tangent to the geometry
attribute vec3 binormal; //The inverse binormal to the geometry
uniform vec3 lightdir; //The direction the light is shining
void main()
{
//Put the color in a varying variable
passcolor = gl_Color;
//Put the vertex in the position passed
gl_Position = ftransform();
//Construct a 3x3 matrix from the geometrys inverse tangent, binormal, and normal
mat3 rotmat = mat3(tangent,binormal,gl_Normal);
//Rotate the light into tangent space
LightDir = rotmat * normalize(lightdir);
//Normalize the light
normalize(LightDir);
//Use the first set of texture coordinates in the fragment shader
gl_TexCoord[0] = gl_MultiTexCoord0;
}

View File

@ -33,10 +33,37 @@
#include "io/xml_node.hpp" #include "io/xml_node.hpp"
#include "utils/string_utils.hpp" #include "utils/string_utils.hpp"
#include <IGPUProgrammingServices.h>
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
using namespace irr::video;
const unsigned int UCLAMP = 1; const unsigned int UCLAMP = 1;
const unsigned int VCLAMP = 2; const unsigned int VCLAMP = 2;
class NormalMapProvider : public video::IShaderConstantSetCallBack
{
public:
LEAK_CHECK()
virtual void OnSetConstants(irr::video::IMaterialRendererServices *services, s32 userData)
{
// Irrlicht knows this is actually a GLint and makes the conversion
int decaltex = 0.0f;
services->setPixelShaderConstant("DecalTex", (float*)&decaltex, 1);
// Irrlicht knows this is actually a GLint and makes the conversion
int bumptex = 1.0f;
services->setPixelShaderConstant("BumpTex", (float*)&bumptex, 1);
// TODO: check the position of the sun
const float lightdir[] = {0.5f, 0.5f, 1.0f};
services->setVertexShaderConstant("lightdir", lightdir, 3);
}
};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
/** Create a new material using the parameters specified in the xml file. /** Create a new material using the parameters specified in the xml file.
* \param node Node containing the parameters for this material. * \param node Node containing the parameters for this material.
@ -44,7 +71,6 @@ const unsigned int VCLAMP = 2;
*/ */
Material::Material(const XMLNode *node, int index) Material::Material(const XMLNode *node, int index)
{ {
node->get("name", &m_texname); node->get("name", &m_texname);
if (m_texname=="") if (m_texname=="")
{ {
@ -248,6 +274,7 @@ void Material::init(unsigned int index)
m_normal_map = false; m_normal_map = false;
m_parallax_map = false; m_parallax_map = false;
m_is_heightmap = false; m_is_heightmap = false;
m_normal_map_provider = NULL;
for (int n=0; n<EMIT_KINDS_COUNT; n++) for (int n=0; n<EMIT_KINDS_COUNT; n++)
{ {
@ -297,6 +324,12 @@ Material::~Material()
irr_driver->removeTexture(m_texture); irr_driver->removeTexture(m_texture);
} }
if (m_normal_map_provider != NULL)
{
m_normal_map_provider->drop();
m_normal_map_provider = NULL;
}
// If a special sfx is installed (that isn't part of stk itself), the // If a special sfx is installed (that isn't part of stk itself), the
// entry needs to be removed from the sfx_manager's mapping, since other // entry needs to be removed from the sfx_manager's mapping, since other
// tracks might use the same name. // tracks might use the same name.
@ -450,7 +483,7 @@ void Material::setSFXSpeed(SFXBase *sfx, float speed) const
/** Sets the appropriate flags in an irrlicht SMaterial. /** Sets the appropriate flags in an irrlicht SMaterial.
* \param material The irrlicht SMaterial which gets the flags set. * \param material The irrlicht SMaterial which gets the flags set.
*/ */
void Material::setMaterialProperties(video::SMaterial *m) const void Material::setMaterialProperties(video::SMaterial *m)
{ {
// !!======== This method is only called for materials that can be found in // !!======== This method is only called for materials that can be found in
// materials.xml, if you want to set flags for all surfaces, see // materials.xml, if you want to set flags for all surfaces, see
@ -513,14 +546,38 @@ void Material::setMaterialProperties(video::SMaterial *m) const
} }
if (m_normal_map) if (m_normal_map)
{ {
video::ITexture* tex = irr_driver->getTexture(m_normal_map_tex) ; IVideoDriver* video_driver = irr_driver->getVideoDriver();
if (m_is_heightmap) if (video_driver->queryFeature(video::EVDF_ARB_GLSL) &&
video_driver->queryFeature(video::EVDF_PIXEL_SHADER_2_0) &&
video_driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
{ {
irr_driver->getVideoDriver()->makeNormalMapTexture( tex ); ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
if (m_is_heightmap)
{
video_driver->makeNormalMapTexture( tex );
}
m->setTexture(1, tex);
if (m_normal_map_provider == NULL)
{
m_normal_map_provider = new NormalMapProvider();
}
// Material and shaders
IGPUProgrammingServices* gpu = video_driver->getGPUProgrammingServices();
s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
(file_manager->getDataDir() + "shaders/normalmap.vert").c_str(), "main",
video::EVST_VS_2_0,
(file_manager->getDataDir() + "shaders/normalmap.frag").c_str(), "main",
video::EPST_PS_2_0,
m_normal_map_provider,
video::EMT_SOLID_2_LAYER );
m->MaterialType = (E_MATERIAL_TYPE)material_type;
m->Lighting = false;
m->ZWriteEnable = true;
modes++;
} }
m->setTexture(1, tex);
m->MaterialType = video::EMT_NORMAL_MAP_SOLID;
modes++;
} }
if (m_parallax_map) if (m_parallax_map)
{ {
@ -630,3 +687,5 @@ void Material::adjustForFog(scene::ISceneNode* parent, video::SMaterial *m,
parent->setMaterialFlag(video::EMF_FOG_ENABLE, m_fog && use_fog); parent->setMaterialFlag(video::EMF_FOG_ENABLE, m_fog && use_fog);
} }
} // adjustForFog } // adjustForFog
//-----------------------------------------------------------------------------

View File

@ -38,6 +38,8 @@ class XMLNode;
class SFXBase; class SFXBase;
class ParticleKind; class ParticleKind;
class NormalMapProvider;
/** /**
* \ingroup graphics * \ingroup graphics
*/ */
@ -156,6 +158,9 @@ private:
std::string m_mask; std::string m_mask;
/** Only used if normal maps are used */
NormalMapProvider* m_normal_map_provider;
void init (unsigned int index); void init (unsigned int index);
void install (bool is_full_path=false); void install (bool is_full_path=false);
void initCustomSFX(const XMLNode *sfx); void initCustomSFX(const XMLNode *sfx);
@ -168,7 +173,7 @@ public:
~Material (); ~Material ();
void setSFXSpeed(SFXBase *sfx, float speed) const; void setSFXSpeed(SFXBase *sfx, float speed) const;
void setMaterialProperties(video::SMaterial *m) const; void setMaterialProperties(video::SMaterial *m);
void adjustForFog(scene::ISceneNode* parent, video::SMaterial *m, bool use_fog) const; void adjustForFog(scene::ISceneNode* parent, video::SMaterial *m, bool use_fog) const;
/** Returns the ITexture associated with this material. */ /** Returns the ITexture associated with this material. */
@ -253,7 +258,6 @@ public:
} // getZipperParameter } // getZipperParameter
bool isNormalMap() const { return m_normal_map; } bool isNormalMap() const { return m_normal_map; }
} ; } ;