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Add normal mapping and parallax occlusion mapping for WMO surfaces
Generate normal+height maps from diffuse textures at load time using luminance-to-height and Sobel 3x3 filtering. Compute per-vertex tangents via Lengyel's method for TBN basis construction. Fragment shader uses screen-space UV derivatives (dFdx/dFdy) for smooth LOD crossfade and angle-adaptive POM sample counts. Flat textures naturally produce low height variance, causing POM to self-select off. Settings: Normal Mapping on by default, POM off by default with Low/Medium/High quality presets. Persisted across sessions.
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8 changed files with 424 additions and 33 deletions
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@ -103,6 +103,9 @@ private:
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bool pendingUseOriginalSoundtrack = true;
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int pendingGroundClutterDensity = 100;
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int pendingAntiAliasing = 0; // 0=Off, 1=2x, 2=4x, 3=8x
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bool pendingNormalMapping = true; // on by default
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bool pendingPOM = false; // off by default (expensive)
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int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
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// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
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float uiOpacity_ = 0.65f;
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@ -112,6 +115,7 @@ private:
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bool minimapSettingsApplied_ = false;
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bool volumeSettingsApplied_ = false; // True once saved volume settings applied to audio managers
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bool msaaSettingsApplied_ = false; // True once saved MSAA setting applied to renderer
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bool normalMapSettingsApplied_ = false; // True once saved normal map/POM settings applied
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// Mute state: mute bypasses master volume without touching slider values
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bool soundMuted_ = false;
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