augment ShaderFeatureHLSL::getSurface pixel shader feature with a fallback for missing normalmaps (really should correct this one vertex frag side)

This commit is contained in:
AzaezelX 2019-07-02 19:26:20 -05:00
parent e51726aac6
commit 1ec9177557
2 changed files with 22 additions and 49 deletions

View file

@ -818,7 +818,7 @@ Var* ShaderFeatureHLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &compon
return outTex;
}
Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta)
Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta, const MaterialFeatureData& fd)
{
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
@ -853,22 +853,21 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
return nullptr;
Var* wsNormal = (Var*)LangElement::find("wsNormal");
if (!wsNormal)
Var* normal = (Var*)LangElement::find("normal");
if (!normal)
{
wsNormal = connectComp->getElement(RT_TEXCOORD);
wsNormal->setName("wsNormal");
wsNormal->setStructName("IN");
wsNormal->setType("float3");
// If we loaded the normal its our responsibility
// to normalize it... the interpolators won't.
//
// Note we cast to half here to get partial precision
// optimized code which is an acceptable loss of
// precision for normals and performs much better
// on older Geforce cards.
//
meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
normal = new Var("normal", "float3");
meta->addStatement(new GenOp(" @;\r\n\n", new DecOp(normal)));
}
if (!fd.features[MFT_NormalMap])
{
Var* worldToTangent = getInWorldToTangent(componentList);
meta->addStatement(new GenOp(" @ = normalize(mul(@,float3(0,0,1.0f)));\r\n\n", normal, worldToTangent));
}
else
{
meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", normal, wsNormal));
}
Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
@ -880,7 +879,7 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
if (!surface)
{
surface = new Var("surface", "Surface");
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, wsNormal, matinfo,
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
inTex, wsPosition, wsEyePos, wsView));
}
@ -2119,6 +2118,7 @@ void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
getOutWorldToTangent(componentList, meta, fd);
// Special case for lighting imposters. We dont have a vert normal and may not
// have a normal map. Generate and pass the normal data the pixel shader needs.
@ -2200,36 +2200,10 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
// Look for a wsNormal or grab it from the connector.
Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
if ( !wsNormal )
{
wsNormal = connectComp->getElement( RT_TEXCOORD );
wsNormal->setName( "wsNormal" );
wsNormal->setStructName( "IN" );
wsNormal->setType( "float3" );
// If we loaded the normal its our responsibility
// to normalize it... the interpolators won't.
//
// Note we cast to half here to get partial precision
// optimized code which is an acceptable loss of
// precision for normals and performs much better
// on older Geforce cards.
//
meta->addStatement( new GenOp( " @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );
}
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition( componentList );
Var *wsView = getWsView( wsPosition, meta );
// Create temporaries to hold results of lighting.
//Var *rtShading = new Var( "rtShading", "float4" );
//Var *specular = new Var( "specular", "float4" );
//meta->addStatement( new GenOp( " @; @;\r\n",
// new DecOp( rtShading ), new DecOp( specular ) ) );
// Look for a light mask generated from a previous
// feature (this is done for BL terrain lightmaps).
LangElement *lightMask = LangElement::find( "lightMask" );
@ -2262,13 +2236,12 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
lightSpotParams->arraySize = 4;
lightSpotParams->constSortPos = cspPotentialPrimitive;
Var* surface = getSurface(componentList, meta);
Var* surface = getSurface(componentList, meta, fd);
if (!surface)
{
Con::errorf("ShaderGen::RTLightingFeatHLSL() - failed to generate surface!");
return;
}
}
Var *smoothness = (Var*)LangElement::find("smoothness");
Var *metalness = (Var*)LangElement::find("metalness");
@ -3103,7 +3076,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
irradianceCubemapARTex->texture = true;
irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;
Var* surface = getSurface(componentList, meta);
Var* surface = getSurface(componentList, meta, fd);
if (!surface)
{

View file

@ -135,7 +135,7 @@ public:
bool useInstancing,
MultiLine *meta );
Var* getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta);
Var* getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta, const MaterialFeatureData& fd);
// ShaderFeature
Var* getVertTexCoord( const String &name );