Added alpha-mapping support

Former-commit-id: ba4598e9e5efc47e04e72dc709d64d214d77e9a1
This commit is contained in:
Lynix
2013-05-16 22:47:25 +02:00
parent 0b66452e33
commit 4b68ff0118
6 changed files with 110 additions and 25 deletions

View File

@@ -61,10 +61,12 @@ bool NzGLSLShader::Compile()
static NzString successStr("Linkage successful");
m_log = successStr;
// Pour éviter de se tromper entre le nom et la constante
#define CacheUniform(name) m_uniformLocations[nzShaderUniform_##name] = GetUniformLocation(#name)
CacheUniform(CameraPosition);
CacheUniform(LightCount);
CacheUniform(MaterialAlphaMap);
CacheUniform(MaterialAmbient);
CacheUniform(MaterialDiffuse);
CacheUniform(MaterialDiffuseMap);

View File

@@ -31,6 +31,7 @@ NzMaterial::NzMaterial(NzMaterial&& material)
Copy(material);
// Nous "volons" la référence du matériau
material.m_alphaMap = nullptr;
material.m_customShader = nullptr;
material.m_diffuseMap = nullptr;
material.m_emissiveMap = nullptr;
@@ -46,6 +47,19 @@ void NzMaterial::Apply(const NzShader* shader) const
int shininessLocation = shader->GetUniformLocation(nzShaderUniform_MaterialShininess);
int specularColorLocation = shader->GetUniformLocation(nzShaderUniform_MaterialSpecular);
if (m_alphaMap)
{
int alphaMapLocation = shader->GetUniformLocation(nzShaderUniform_MaterialAlphaMap);
if (alphaMapLocation != -1)
{
nzUInt8 textureUnit;
if (shader->SendTexture(alphaMapLocation, m_alphaMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send diffuse map");
}
}
if (ambientColorLocation != -1)
shader->SendColor(ambientColorLocation, m_ambientColor);
@@ -327,6 +341,7 @@ bool NzMaterial::LoadFromStream(NzInputStream& stream, const NzMaterialParams& p
void NzMaterial::Reset()
{
m_alphaMap.Reset();
m_customShader.Reset();
m_diffuseMap.Reset();
m_emissiveMap.Reset();
@@ -353,6 +368,32 @@ void NzMaterial::Reset()
m_zWriteEnabled = true;
}
bool NzMaterial::SetAlphaMap(const NzString& texturePath)
{
std::unique_ptr<NzTexture> texture(new NzTexture);
if (!texture->LoadFromFile(texturePath))
{
NazaraError("Failed to load texture from \"" + texturePath + '"');
return false;
}
texture->SetPersistent(false);
SetAlphaMap(texture.get());
texture.release();
return true;
}
void NzMaterial::SetAlphaMap(NzTexture* map)
{
m_alphaMap = map;
if (m_alphaMap)
m_shaderFlags |= nzShaderFlags_AlphaMapping;
else
m_shaderFlags &= ~nzShaderFlags_AlphaMapping;
}
void NzMaterial::SetAmbientColor(const NzColor& ambient)
{
m_ambientColor = ambient;
@@ -551,6 +592,7 @@ NzMaterial& NzMaterial::operator=(NzMaterial&& material)
Copy(material);
// Comme ça nous volons la référence du matériau
material.m_alphaMap = nullptr;
material.m_customShader = nullptr;
material.m_diffuseMap = nullptr;
material.m_emissiveMap = nullptr;
@@ -581,6 +623,7 @@ NzMaterial* NzMaterial::GetDefault()
void NzMaterial::Copy(const NzMaterial& material)
{
m_alphaMap.Reset();
m_customShader.Reset();
m_diffuseMap.Reset();
m_emissiveMap.Reset();
@@ -591,6 +634,7 @@ void NzMaterial::Copy(const NzMaterial& material)
std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
// Ensuite une petite astuce pour récupérer correctement les références
m_alphaMap.Release();
m_customShader.Release();
m_diffuseMap.Release();
m_emissiveMap.Release();
@@ -598,6 +642,7 @@ void NzMaterial::Copy(const NzMaterial& material)
m_normalMap.Release();
m_specularMap.Release();
m_alphaMap = material.m_alphaMap;
m_customShader = material.m_customShader;
m_diffuseMap = material.m_diffuseMap;
m_heightMap = material.m_heightMap;

View File

@@ -75,6 +75,9 @@ namespace
"uniform vec4 MaterialAmbient;\n";
}
if (flags & nzShaderFlags_AlphaMapping)
sourceCode += "uniform sampler2D MaterialAlphaMap;\n";
if ((flags & nzShaderFlags_DiffuseMapping) == 0 || flags & nzShaderFlags_Lighting)
sourceCode += "uniform vec4 MaterialDiffuse;\n";
@@ -280,17 +283,27 @@ namespace
sourceCode += ";\n";
if (flags & nzShaderFlags_AlphaMapping)
sourceCode += "float alpha = " + textureLookupKW + "(MaterialAlphaMap, vTexCoord).r;\n";
else
sourceCode += "float alpha = MaterialDiffuse.a;\n";
if (flags & nzShaderFlags_EmissiveMapping)
{
sourceCode += "vec3 emission = vec3(" + textureLookupKW + "(MaterialEmissiveMap, vTexCoord));\n"
+ fragmentColorKW + " = vec4(mix(lighting, emission, length(emission)), MaterialDiffuse.a);";
+ fragmentColorKW + " = vec4(mix(lighting, emission, length(emission)), alpha);\n";
///NOTE: Pour un shader avec un coût réduit avec une qualité moyenne, il est possible de remplacer "length(emission)" par "dot(emission, emission)"
}
else
sourceCode += fragmentColorKW + " = vec4(lighting, MaterialDiffuse.a);";
sourceCode += fragmentColorKW + " = vec4(lighting, alpha);\n";
}
else if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += fragmentColorKW + " = " + textureLookupKW + "(MaterialDiffuseMap, vTexCoord);\n";
{
if (flags & nzShaderFlags_AlphaMapping)
sourceCode += fragmentColorKW + " = vec4(" + textureLookupKW + "(MaterialDiffuseMap, vTexCoord).rgb, " + textureLookupKW + "(MaterialAlphaMap, vTexCoord).r);\n";
else
sourceCode += fragmentColorKW + " = " + textureLookupKW + "(MaterialDiffuseMap, vTexCoord);\n";
}
else
sourceCode += fragmentColorKW + " = MaterialDiffuse;\n";