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-rw-r--r--client/shaders/bumpmaps_liquids/base.txt1
-rw-r--r--client/shaders/bumpmaps_liquids/opengl_fragment.glsl47
-rw-r--r--client/shaders/bumpmaps_liquids/opengl_vertex.glsl98
-rw-r--r--client/shaders/bumpmaps_solids/base.txt1
-rw-r--r--client/shaders/bumpmaps_solids/opengl_fragment.glsl46
-rw-r--r--client/shaders/bumpmaps_solids/opengl_vertex.glsl98
-rw-r--r--minetest.conf.example2
-rw-r--r--src/defaultsettings.cpp1
-rw-r--r--src/game.cpp4
-rw-r--r--src/mapblock_mesh.cpp51
-rwxr-xr-xutil/generate-texture-normals.sh255
11 files changed, 602 insertions, 2 deletions
diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/bumpmaps_liquids/base.txt
new file mode 100644
index 000000000..1c2647118
--- /dev/null
+++ b/client/shaders/bumpmaps_liquids/base.txt
@@ -0,0 +1 @@
+trans_alphach
diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl
new file mode 100644
index 000000000..ea618384f
--- /dev/null
+++ b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl
@@ -0,0 +1,47 @@
+
+uniform sampler2D myTexture;
+uniform sampler2D normalTexture;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+varying vec3 viewVec;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ float alpha = col.a;
+ vec2 uv = gl_TexCoord[0].st;
+ vec4 base = texture2D(myTexture, uv);
+ vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
+ vec3 vVec = normalize(viewVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
+ float diffuse = max(dot(lVec, bump), 0.0);
+
+ vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
+
+
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ vec4 vSpecular = 0.2*specular * diffuse;
+ color += vSpecular;
+
+
+ col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ alpha = mix(alpha, 0.0, d);
+ }
+
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl
new file mode 100644
index 000000000..99c208bdd
--- /dev/null
+++ b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl
@@ -0,0 +1,98 @@
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+varying vec3 vPosition;
+varying vec3 viewVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ vec3 tangent;
+ vec3 binormal;
+
+ vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
+ vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
+
+ if( length(c1)>length(c2) )
+ {
+ tangent = c1;
+ }
+ else
+ {
+ tangent = c2;
+ }
+
+ tangent = normalize(tangent);
+
+//binormal = cross(gl_Normal, tangent);
+//binormal = normalize(binormal);
+
+ vec4 color;
+ //color = vec4(1.0, 1.0, 1.0, 1.0);
+
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ /*color.r = mix(night, day, dayNightRatio);
+ color.g = color.r;
+ color.b = color.r;*/
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 1.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 13.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = rg;
+ color.g = rg;
+ color.b = b;
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
+ //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
+ //vec3 b1 = cross(n1, t1);
+
+ vec3 v;
+ vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
+ vec3 vVec = -vVertex;
+ //v.x = dot(vVec, t1);
+ //v.y = dot(vVec, b1);
+ //v.z = dot(vVec, n1);
+ //viewVec = vVec;
+ viewVec = normalize(vec3(0.0, -0.4, 0.5));
+ //Vector representing the 0th texture coordinate passed to fragment shader
+//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
+
+// Transform the current vertex
+//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/bumpmaps_solids/base.txt
new file mode 100644
index 000000000..080df30dd
--- /dev/null
+++ b/client/shaders/bumpmaps_solids/base.txt
@@ -0,0 +1 @@
+trans_alphach_ref
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
new file mode 100644
index 000000000..6203592f7
--- /dev/null
+++ b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
@@ -0,0 +1,46 @@
+
+uniform sampler2D myTexture;
+uniform sampler2D normalTexture;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+varying vec3 viewVec;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ float alpha = col.a;
+ vec2 uv = gl_TexCoord[0].st;
+ vec4 base = texture2D(myTexture, uv);
+ vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
+ vec3 vVec = normalize(viewVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
+ float diffuse = max(dot(lVec, bump), 0.0);
+
+ vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
+
+
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ vec4 vSpecular = 0.2*specular * diffuse;
+ color += vSpecular;
+
+
+ col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl
new file mode 100644
index 000000000..99c208bdd
--- /dev/null
+++ b/client/shaders/bumpmaps_solids/opengl_vertex.glsl
@@ -0,0 +1,98 @@
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+varying vec3 vPosition;
+varying vec3 viewVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ vec3 tangent;
+ vec3 binormal;
+
+ vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
+ vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
+
+ if( length(c1)>length(c2) )
+ {
+ tangent = c1;
+ }
+ else
+ {
+ tangent = c2;
+ }
+
+ tangent = normalize(tangent);
+
+//binormal = cross(gl_Normal, tangent);
+//binormal = normalize(binormal);
+
+ vec4 color;
+ //color = vec4(1.0, 1.0, 1.0, 1.0);
+
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ /*color.r = mix(night, day, dayNightRatio);
+ color.g = color.r;
+ color.b = color.r;*/
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 1.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 13.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = rg;
+ color.g = rg;
+ color.b = b;
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
+ //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
+ //vec3 b1 = cross(n1, t1);
+
+ vec3 v;
+ vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
+ vec3 vVec = -vVertex;
+ //v.x = dot(vVec, t1);
+ //v.y = dot(vVec, b1);
+ //v.z = dot(vVec, n1);
+ //viewVec = vVec;
+ viewVec = normalize(vec3(0.0, -0.4, 0.5));
+ //Vector representing the 0th texture coordinate passed to fragment shader
+//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
+
+// Transform the current vertex
+//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
diff --git a/minetest.conf.example b/minetest.conf.example
index 475514a56..5b2502965 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -172,6 +172,8 @@
# (1: low level shaders; not implemented)
# 2: enable high level shaders
#enable_shaders = 2
+# Set to true to enable textures bumpmapping. Requires shaders enabled.
+#enable_bumpmapping = false
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button
#repeat_rightclick_time = 0.25
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 37be3b651..af73adfe2 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -127,6 +127,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("trilinear_filter", "false");
settings->setDefault("preload_item_visuals", "true");
settings->setDefault("enable_shaders", "2");
+ settings->setDefault("enable_bumpmapping", "false");
settings->setDefault("repeat_rightclick_time", "0.25");
settings->setDefault("enable_particles", "true");
diff --git a/src/game.cpp b/src/game.cpp
index 44ec9ee37..0ae323208 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -804,6 +804,10 @@ public:
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
float daynight_ratio_f = (float)daynight_ratio / 1000.0;
services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
+
+ // Normal map texture layer
+ int layer = 1;
+ services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer, 1);
}
};
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index a9ed75325..5e4d713b0 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -1072,12 +1072,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
Also store animation info
*/
bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
+ bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
getShader("test_shader_1").material;
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
getShader("test_shader_2").material;
video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
getShader("test_shader_3").material;
+ video::E_MATERIAL_TYPE bumpmaps1 = m_gamedef->getShaderSource()->
+ getShader("bumpmaps_solids").material;
+ video::E_MATERIAL_TYPE bumpmaps2 = m_gamedef->getShaderSource()->
+ getShader("bumpmaps_liquids").material;
+
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
@@ -1154,8 +1160,33 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture);
- if(enable_shaders)
- p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
+ if (enable_shaders)
+ {
+ if (enable_bumpmapping)
+ {
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
+ std::string basename,normal,replace;
+ replace = "_normal.png";
+ basename = tsrc->getTextureName(p.tile.texture_id);
+ unsigned pos = basename.find(".");
+ normal = basename.substr (0, pos) + replace;
+ if (tsrc->isKnownSourceImage(normal))
+ {
+ // look for image extension and replace it
+ for(std::string::size_type i = 0; (i = basename.find(".", i)) != std::string::npos;)
+ {
+ basename.replace(i, 4, replace);
+ i += replace.length();
+ }
+ material.setTexture(1, tsrc->getTexture(basename));
+ p.tile.applyMaterialOptionsWithShaders(material, bumpmaps1,bumpmaps2, shadermat3);
+ }
+ else
+ p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
+ }
+ else
+ p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
+ }
else
p.tile.applyMaterialOptions(material);
@@ -1217,6 +1248,9 @@ MapBlockMesh::~MapBlockMesh()
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
+ bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
+ bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
+
if(!m_has_animation)
{
m_animation_force_timer = 100000;
@@ -1271,6 +1305,19 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
+ if (enable_shaders && enable_bumpmapping)
+ {
+ std::string basename,normal;
+ basename = tsrc->getTextureName(tile.texture_id);
+ unsigned pos;
+ pos = basename.find(".");
+ normal = basename.substr (0, pos);
+ normal += "_normal.png";
+ os.str("");
+ os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
+ if (tsrc->isKnownSourceImage(normal))
+ buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+ }
}
// Day-night transition
diff --git a/util/generate-texture-normals.sh b/util/generate-texture-normals.sh
new file mode 100755
index 000000000..6279dfa69
--- /dev/null
+++ b/util/generate-texture-normals.sh
@@ -0,0 +1,255 @@
+#!/bin/bash
+
+# This script generates normalmaps using The GIMP to do the heavy lifting.
+# give any unrecognized switch (say, -h) for usage info.
+
+rm /tmp/normals_filelist.txt
+
+numprocs=6
+
+skiptools=false
+skipinventory=false
+invresolution=64
+dryrun=false
+pattern="*.png *.jpg"
+
+filter=0
+scale=8
+wrap=0
+heightsource=0
+conversion=0
+invertx=0
+inverty=0
+
+while test -n "$1"; do
+ case "$1" in
+ --scale|-s)
+ if [ -z "$2" ] ; then echo "Missing scale parameter"; exit 1; fi
+ scale=$2
+ shift
+ shift
+ ;;
+ --pattern|-p)
+ if [ -z "$2" ] ; then echo "Missing pattern parameter"; exit 1; fi
+ pattern=$2
+ shift
+ shift
+ ;;
+ --skiptools|-t)
+ skiptools=true
+ shift
+ ;;
+ --skipinventory|-i)
+ if [[ $2 =~ ^[0-9]+$ ]]; then
+ invresolution=$2
+ 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\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}
+