From 3f6f327cb97662eb95e20f62650abcfac6bce3ab Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Thu, 4 Jul 2013 02:36:32 +0200 Subject: [PATCH] Add texture bumpmapping feature. --- client/shaders/bumpmaps_liquids/base.txt | 1 + .../bumpmaps_liquids/opengl_fragment.glsl | 47 ++++ .../bumpmaps_liquids/opengl_vertex.glsl | 98 +++++++ client/shaders/bumpmaps_solids/base.txt | 1 + .../bumpmaps_solids/opengl_fragment.glsl | 46 ++++ .../bumpmaps_solids/opengl_vertex.glsl | 98 +++++++ minetest.conf.example | 2 + src/defaultsettings.cpp | 1 + src/game.cpp | 4 + src/mapblock_mesh.cpp | 51 +++- util/generate-texture-normals.sh | 255 ++++++++++++++++++ 11 files changed, 602 insertions(+), 2 deletions(-) create mode 100644 client/shaders/bumpmaps_liquids/base.txt create mode 100644 client/shaders/bumpmaps_liquids/opengl_fragment.glsl create mode 100644 client/shaders/bumpmaps_liquids/opengl_vertex.glsl create mode 100644 client/shaders/bumpmaps_solids/base.txt create mode 100644 client/shaders/bumpmaps_solids/opengl_fragment.glsl create mode 100644 client/shaders/bumpmaps_solids/opengl_vertex.glsl create mode 100755 util/generate-texture-normals.sh 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<<":"<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<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 $0` [--scale|-s ] [--filter|-f ]" + echo " [--wrap|-w] [--heightalpha|-a] [--invertx|-x] [--inverty|-y]" + echo " [--conversion|-c ] [--skiptools|-t] [--skipinventory|-i []]" + echo " [--dryrun|-d] [--pattern|-p ]" + echo -e "\nDefaults to a scale of 8, checking all files in the current directory, and not" + echo "skipping apparent tools or inventory images. Filter, if specified, may be one" + echo "of: sobel3, sobel5, prewitt3, prewitt5, 3x3, 5x5, 7x7, or 9x9, or a value 1" + echo "through 8 (1=sobel3, 2=sobel5, etc.). Defaults to 0 (four-sample). The height" + echo "source is taken from the image's alpha channel if heightalpha is specified.\n" + echo "" + echo "If inventory skip is specified, an optional resolution may also be included" + echo "(default is 64). Conversion can be one of: biased, red, green, blue, maxrgb," + echo "minrgb, colorspace, normalize-only, heightmap or a value from 1 to 9" + echo "corresponding respectively to those keywords. Defaults to 0 (simple" + echo "normalize) if not specified. Wrap, if specified, enables wrapping of the" + echo "normalmap around the edges of the texture (defaults to no). Invert X/Y" + echo "reverses the calculated gradients for the X and/or Y dimensions represented" + echo "by the normalmap (both default to non-inverted)." + echo "" + echo "The pattern, can be an escaped pattern string such as \*apple\* or" + echo "default_\*.png or similar (defaults to all PNG and JPG images in the current" + echo "directory that do not contain \"_normal\" or \"_specular\" in their filenames)." + echo "" + echo "If set for dry-run, the actions this script will take will be printed, but no" + echo "images will be generated. Passing an invalid value to a switch will generally" + echo "cause that switch to revert to its default value." + echo "" + exit 1 + ;; + esac +done + +echo -e "\nProcessing files based on pattern \"$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\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\} +