Add texture bumpmapping feature.
authorRealBadAngel <mk@realbadangel.pl>
Thu, 4 Jul 2013 00:36:32 +0000 (02:36 +0200)
committerRealBadAngel <mk@realbadangel.pl>
Thu, 4 Jul 2013 00:36:32 +0000 (02:36 +0200)
client/shaders/bumpmaps_liquids/base.txt [new file with mode: 0644]
client/shaders/bumpmaps_liquids/opengl_fragment.glsl [new file with mode: 0644]
client/shaders/bumpmaps_liquids/opengl_vertex.glsl [new file with mode: 0644]
client/shaders/bumpmaps_solids/base.txt [new file with mode: 0644]
client/shaders/bumpmaps_solids/opengl_fragment.glsl [new file with mode: 0644]
client/shaders/bumpmaps_solids/opengl_vertex.glsl [new file with mode: 0644]
minetest.conf.example
src/defaultsettings.cpp
src/game.cpp
src/mapblock_mesh.cpp
util/generate-texture-normals.sh [new file with mode: 0755]

diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/bumpmaps_liquids/base.txt
new file mode 100644 (file)
index 0000000..1c26471
--- /dev/null
@@ -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 (file)
index 0000000..ea61838
--- /dev/null
@@ -0,0 +1,47 @@
+\r
+uniform sampler2D myTexture;\r
+uniform sampler2D normalTexture;\r
+\r
+uniform vec4 skyBgColor;\r
+uniform float fogDistance;\r
+\r
+varying vec3 vPosition;\r
+\r
+varying vec3 viewVec;\r
+\r
+void main (void)\r
+{\r
+       vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));\r
+       float alpha = col.a;\r
+       vec2 uv = gl_TexCoord[0].st;\r
+       vec4 base = texture2D(myTexture, uv);\r
+       vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;\r
+       vec3 vVec = normalize(viewVec);\r
+       vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
+       vec3 R = reflect(-vVec, bump);\r
+       vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));\r
+       float diffuse = max(dot(lVec, bump), 0.0);\r
+  \r
+       vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;\r
+       \r
+       \r
+       float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
+       vec4 vSpecular = 0.2*specular * diffuse;        \r
+    color += vSpecular;\r
\r
+  \r
+       col = vec4(color.r, color.g, color.b, alpha);\r
+       col *= gl_Color;\r
+       col = col * col; // SRGB -> Linear\r
+       col *= 1.8;\r
+       col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);\r
+       col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);\r
+       col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);\r
+       col = sqrt(col); // Linear -> SRGB\r
+       if(fogDistance != 0.0){\r
+               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
+               alpha = mix(alpha, 0.0, d);\r
+       }\r
+\r
+    gl_FragColor = vec4(col.r, col.g, col.b, alpha);   \r
+}\r
diff --git a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl
new file mode 100644 (file)
index 0000000..99c208b
--- /dev/null
@@ -0,0 +1,98 @@
+\r
+uniform mat4 mWorldViewProj;\r
+uniform mat4 mInvWorld;\r
+uniform mat4 mTransWorld;\r
+uniform float dayNightRatio;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 viewVec;\r
+\r
+void main(void)\r
+{\r
+       gl_Position = mWorldViewProj * gl_Vertex;\r
+\r
+       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
+       \r
+       vec3 tangent; \r
+       vec3 binormal; \r
+\r
+       vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) ); \r
+       vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) ); \r
+\r
+       if( length(c1)>length(c2) )\r
+       {\r
+               tangent = c1;   \r
+       }\r
+       else\r
+       {\r
+               tangent = c2;   \r
+       }\r
+\r
+       tangent = normalize(tangent);\r
+\r
+//binormal = cross(gl_Normal, tangent); \r
+//binormal = normalize(binormal);\r
+\r
+       vec4 color;\r
+       //color = vec4(1.0, 1.0, 1.0, 1.0);\r
+\r
+       float day = gl_Color.r;\r
+       float night = gl_Color.g;\r
+       float light_source = gl_Color.b;\r
+\r
+       /*color.r = mix(night, day, dayNightRatio);\r
+       color.g = color.r;\r
+       color.b = color.r;*/\r
+\r
+       float rg = mix(night, day, dayNightRatio);\r
+       rg += light_source * 1.5; // Make light sources brighter\r
+       float b = rg;\r
+\r
+       // Moonlight is blue\r
+       b += (day - night) / 13.0;\r
+       rg -= (day - night) / 13.0;\r
+\r
+       // Emphase blue a bit in darker places\r
+       // See C++ implementation in mapblock_mesh.cpp finalColorBlend()\r
+       b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);\r
+\r
+       // Artificial light is yellow-ish\r
+       // See C++ implementation in mapblock_mesh.cpp finalColorBlend()\r
+       rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);\r
+\r
+       color.r = rg;\r
+       color.g = rg;\r
+       color.b = b;\r
+\r
+       // Make sides and bottom darker than the top\r
+       color = color * color; // SRGB -> Linear\r
+       if(gl_Normal.y <= 0.5)\r
+               color *= 0.6;\r
+               //color *= 0.7;\r
+       color = sqrt(color); // Linear -> SRGB\r
+\r
+       color.a = gl_Color.a;\r
+\r
+       gl_FrontColor = gl_BackColor = color;\r
+\r
+       gl_TexCoord[0] = gl_MultiTexCoord0;\r
+       \r
+       vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);\r
+       vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);\r
+       //vec3 t1 = normalize(gl_NormalMatrix * tangent1);\r
+       //vec3 b1 = cross(n1, t1);\r
+\r
+       vec3 v;\r
+       vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\r
+       vec3 vVec = -vVertex;\r
+       //v.x = dot(vVec, t1);\r
+       //v.y = dot(vVec, b1);\r
+       //v.z = dot(vVec, n1);\r
+       //viewVec = vVec;\r
+       viewVec = normalize(vec3(0.0, -0.4, 0.5));\r
+       //Vector representing the 0th texture coordinate passed to fragment shader\r
+//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);\r
+\r
+// Transform the current vertex\r
+//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\r
+}\r
diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/bumpmaps_solids/base.txt
new file mode 100644 (file)
index 0000000..080df30
--- /dev/null
@@ -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 (file)
index 0000000..6203592
--- /dev/null
@@ -0,0 +1,46 @@
+\r
+uniform sampler2D myTexture;\r
+uniform sampler2D normalTexture;\r
+\r
+uniform vec4 skyBgColor;\r
+uniform float fogDistance;\r
+\r
+varying vec3 vPosition;\r
+\r
+varying vec3 viewVec;\r
+\r
+void main (void)\r
+{\r
+       vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));\r
+       float alpha = col.a;\r
+       vec2 uv = gl_TexCoord[0].st;\r
+       vec4 base = texture2D(myTexture, uv);\r
+       vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;\r
+       vec3 vVec = normalize(viewVec);\r
+       vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
+       vec3 R = reflect(-vVec, bump);\r
+       vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));\r
+       float diffuse = max(dot(lVec, bump), 0.0);\r
+  \r
+       vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;\r
+       \r
+       \r
+       float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
+       vec4 vSpecular = 0.2*specular * diffuse;        \r
+    color += vSpecular;\r
\r
+  \r
+       col = vec4(color.r, color.g, color.b, alpha);\r
+       col *= gl_Color;\r
+       col = col * col; // SRGB -> Linear\r
+       col *= 1.8;\r
+       col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);\r
+       col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);\r
+       col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);\r
+       col = sqrt(col); // Linear -> SRGB\r
+       if(fogDistance != 0.0){\r
+               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
+               col = mix(col, skyBgColor, d);\r
+       }\r
+    gl_FragColor = vec4(col.r, col.g, col.b, alpha);   \r
+}\r
diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl
new file mode 100644 (file)
index 0000000..99c208b
--- /dev/null
@@ -0,0 +1,98 @@
+\r
+uniform mat4 mWorldViewProj;\r
+uniform mat4 mInvWorld;\r
+uniform mat4 mTransWorld;\r
+uniform float dayNightRatio;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 viewVec;\r
+\r
+void main(void)\r
+{\r
+       gl_Position = mWorldViewProj * gl_Vertex;\r
+\r
+       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
+       \r
+       vec3 tangent; \r
+       vec3 binormal; \r
+\r
+       vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) ); \r
+       vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) ); \r
+\r
+       if( length(c1)>length(c2) )\r
+       {\r
+               tangent = c1;   \r
+       }\r
+       else\r
+       {\r
+               tangent = c2;   \r
+       }\r
+\r
+       tangent = normalize(tangent);\r
+\r
+//binormal = cross(gl_Normal, tangent); \r
+//binormal = normalize(binormal);\r
+\r
+       vec4 color;\r
+       //color = vec4(1.0, 1.0, 1.0, 1.0);\r
+\r
+       float day = gl_Color.r;\r
+       float night = gl_Color.g;\r
+       float light_source = gl_Color.b;\r
+\r
+       /*color.r = mix(night, day, dayNightRatio);\r
+       color.g = color.r;\r
+       color.b = color.r;*/\r
+\r
+       float rg = mix(night, day, dayNightRatio);\r
+       rg += light_source * 1.5; // Make light sources brighter\r
+       float b = rg;\r
+\r
+       // Moonlight is blue\r
+       b += (day - night) / 13.0;\r
+       rg -= (day - night) / 13.0;\r
+\r
+       // Emphase blue a bit in darker places\r
+       // See C++ implementation in mapblock_mesh.cpp finalColorBlend()\r
+       b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);\r
+\r
+       // Artificial light is yellow-ish\r
+       // See C++ implementation in mapblock_mesh.cpp finalColorBlend()\r
+       rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);\r
+\r
+       color.r = rg;\r
+       color.g = rg;\r
+       color.b = b;\r
+\r
+       // Make sides and bottom darker than the top\r
+       color = color * color; // SRGB -> Linear\r
+       if(gl_Normal.y <= 0.5)\r
+               color *= 0.6;\r
+               //color *= 0.7;\r
+       color = sqrt(color); // Linear -> SRGB\r
+\r
+       color.a = gl_Color.a;\r
+\r
+       gl_FrontColor = gl_BackColor = color;\r
+\r
+       gl_TexCoord[0] = gl_MultiTexCoord0;\r
+       \r
+       vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);\r
+       vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);\r
+       //vec3 t1 = normalize(gl_NormalMatrix * tangent1);\r
+       //vec3 b1 = cross(n1, t1);\r
+\r
+       vec3 v;\r
+       vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\r
+       vec3 vVec = -vVertex;\r
+       //v.x = dot(vVec, t1);\r
+       //v.y = dot(vVec, b1);\r
+       //v.z = dot(vVec, n1);\r
+       //viewVec = vVec;\r
+       viewVec = normalize(vec3(0.0, -0.4, 0.5));\r
+       //Vector representing the 0th texture coordinate passed to fragment shader\r
+//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);\r
+\r
+// Transform the current vertex\r
+//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\r
+}\r
index 475514a56a112b57dad583bc064a25316b0274e2..5b250296572a91091b1a7dc8e0f6a518d6859277 100644 (file)
 # (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
index 37be3b65146c404e75e6ff3cc6a3d7f79d3f82fb..af73adfe2f862ecf2cdf10f6a36887a6adbb2bbd 100644 (file)
@@ -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");
 
index 44ec9ee37f5fbade406a16aabbf843986715f888..0ae323208c8954d29496781845c22244dbebb671 100644 (file)
@@ -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);
        }
 };
 
index a9ed7532516d1ecfaeb6b8f9df6a4c4cadd211ba..5e4d713b0107e4f676198e2607e43680717c9d75 100644 (file)
@@ -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 (executable)
index 0000000..6279dfa
--- /dev/null
@@ -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\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}\ \{\}
+