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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Turbulence respects side-by-side rendering
- PostEffect class now offers the current projection offset and target viewport as shader constants. - Turbulence postFX now takes the current projection offset into account. - Turbulence postFX now clamps itself to the current viewport. - Turbulence postFX now renders after the glow bin, specifically after the glow postFX renders. This ensures that it can take advantage of knowing the current viewport rather than affecting the entire render target.
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@ -256,6 +256,7 @@ PostEffect::PostEffect()
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mRTSizeSC( NULL ),
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mOneOverRTSizeSC( NULL ),
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mViewportOffsetSC( NULL ),
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mTargetViewportSC( NULL ),
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mFogDataSC( NULL ),
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mFogColorSC( NULL ),
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mEyePosSC( NULL ),
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@ -265,6 +266,7 @@ PostEffect::PostEffect()
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mNearFarSC( NULL ),
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mInvNearFarSC( NULL ),
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mWorldToScreenScaleSC( NULL ),
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mProjectionOffsetSC( NULL ),
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mWaterColorSC( NULL ),
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mWaterFogDataSC( NULL ),
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mAmbientColorSC( NULL ),
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@ -541,6 +543,8 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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//mViewportSC = shader->getShaderConstHandle( "$viewport" );
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mTargetViewportSC = mShader->getShaderConstHandle( "$targetViewport" );
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mFogDataSC = mShader->getShaderConstHandle( ShaderGenVars::fogData );
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mFogColorSC = mShader->getShaderConstHandle( ShaderGenVars::fogColor );
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@ -554,6 +558,8 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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mMatScreenToWorldSC = mShader->getShaderConstHandle( "$matScreenToWorld" );
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mMatPrevScreenToWorldSC = mShader->getShaderConstHandle( "$matPrevScreenToWorld" );
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mProjectionOffsetSC = mShader->getShaderConstHandle( "$projectionOffset" );
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mWaterColorSC = mShader->getShaderConstHandle( "$waterColor" );
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mAmbientColorSC = mShader->getShaderConstHandle( "$ambientColor" );
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mWaterFogDataSC = mShader->getShaderConstHandle( "$waterFogData" );
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@ -621,6 +627,27 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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mShaderConsts->set( mRenderTargetParamsSC[i], rtParams );
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}
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// Target viewport (in target space)
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if ( mTargetViewportSC->isValid() )
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{
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const Point2I& targetSize = GFX->getActiveRenderTarget()->getSize();
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Point3I size(targetSize.x, targetSize.y, 0);
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const RectI& viewport = GFX->getViewport();
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Point2F offset((F32)viewport.point.x / (F32)targetSize.x, (F32)viewport.point.y / (F32)targetSize.y );
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Point2F scale((F32)viewport.extent.x / (F32)targetSize.x, (F32)viewport.extent.y / (F32)targetSize.y );
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const Point2F halfPixel( 0.5f / targetSize.x, 0.5f / targetSize.y );
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Point4F targetParams;
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targetParams.x = offset.x + halfPixel.x;
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targetParams.y = offset.y + halfPixel.y;
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targetParams.z = offset.x + scale.x - halfPixel.x;
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targetParams.w = offset.y + scale.y - halfPixel.y;
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mShaderConsts->set( mTargetViewportSC, targetParams );
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}
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// Set the fog data.
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if ( mFogDataSC->isValid() )
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{
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@ -692,6 +719,7 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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mShaderConsts->setSafe( mNearFarSC, Point2F( state->getNearPlane(), state->getFarPlane() ) );
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mShaderConsts->setSafe( mInvNearFarSC, Point2F( 1.0f / state->getNearPlane(), 1.0f / state->getFarPlane() ) );
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mShaderConsts->setSafe( mWorldToScreenScaleSC, state->getWorldToScreenScale() );
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mShaderConsts->setSafe( mProjectionOffsetSC, state->getFrustum().getProjectionOffset() );
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mShaderConsts->setSafe( mFogColorSC, state->getSceneManager()->getFogData().color );
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if ( mWaterColorSC->isValid() )
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@ -118,6 +118,8 @@ protected:
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GFXShaderConstHandle *mViewportOffsetSC;
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GFXShaderConstHandle *mTargetViewportSC;
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GFXShaderConstHandle *mFogDataSC;
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GFXShaderConstHandle *mFogColorSC;
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GFXShaderConstHandle *mEyePosSC;
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@ -127,6 +129,7 @@ protected:
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GFXShaderConstHandle *mNearFarSC;
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GFXShaderConstHandle *mInvNearFarSC;
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GFXShaderConstHandle *mWorldToScreenScaleSC;
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GFXShaderConstHandle *mProjectionOffsetSC;
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GFXShaderConstHandle *mWaterColorSC;
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GFXShaderConstHandle *mWaterFogDataSC;
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GFXShaderConstHandle *mAmbientColorSC;
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@ -35,7 +35,6 @@ singleton ShaderData( PFX_TurbulenceShader )
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/turbulenceP.hlsl";
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samplerNames[0] = "$inputTex";
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pixVersion = 3.0;
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};
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@ -45,8 +44,9 @@ singleton PostEffect( TurbulenceFx )
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isEnabled = false;
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allowReflectPass = true;
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renderTime = "PFXAfterDiffuse";
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renderBin = "ObjTranslucentBin";
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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renderPriority = 10; // Render after the glows themselves
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shader = PFX_TurbulenceShader;
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stateBlock=PFX_TurbulenceStateBlock;
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@ -23,13 +23,20 @@
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#include "./postFx.hlsl"
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uniform float accumTime;
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uniform float2 projectionOffset;
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uniform float4 targetViewport;
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float4 main( PFXVertToPix IN, uniform sampler2D inputTex : register(S0) ) : COLOR
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{
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float speed = 2.0;
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float distortion = 6.0;
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float y = IN.uv0.y + (cos(IN.uv0.y * distortion + accumTime * speed) * 0.01);
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float x = IN.uv0.x + (sin(IN.uv0.x * distortion + accumTime * speed) * 0.01);
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float y = IN.uv0.y + (cos((IN.uv0.y+projectionOffset.y) * distortion + accumTime * speed) * 0.01);
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float x = IN.uv0.x + (sin((IN.uv0.x+projectionOffset.x) * distortion + accumTime * speed) * 0.01);
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// Clamp the calculated uv values to be within the target's viewport
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y = clamp(y, targetViewport.y, targetViewport.w);
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x = clamp(x, targetViewport.x, targetViewport.z);
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return tex2D (inputTex, float2(x, y));
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}
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@ -35,7 +35,6 @@ singleton ShaderData( PFX_TurbulenceShader )
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/turbulenceP.hlsl";
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samplerNames[0] = "$inputTex";
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pixVersion = 3.0;
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};
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@ -45,8 +44,9 @@ singleton PostEffect( TurbulenceFx )
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isEnabled = false;
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allowReflectPass = true;
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renderTime = "PFXAfterDiffuse";
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renderBin = "ObjTranslucentBin";
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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renderPriority = 10; // Render after the glows themselves
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shader = PFX_TurbulenceShader;
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stateBlock=PFX_TurbulenceStateBlock;
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@ -23,13 +23,20 @@
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#include "./postFx.hlsl"
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uniform float accumTime;
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uniform float2 projectionOffset;
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uniform float4 targetViewport;
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float4 main( PFXVertToPix IN, uniform sampler2D inputTex : register(S0) ) : COLOR
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{
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float speed = 2.0;
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float distortion = 6.0;
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float y = IN.uv0.y + (cos(IN.uv0.y * distortion + accumTime * speed) * 0.01);
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float x = IN.uv0.x + (sin(IN.uv0.x * distortion + accumTime * speed) * 0.01);
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float y = IN.uv0.y + (cos((IN.uv0.y+projectionOffset.y) * distortion + accumTime * speed) * 0.01);
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float x = IN.uv0.x + (sin((IN.uv0.x+projectionOffset.x) * distortion + accumTime * speed) * 0.01);
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// Clamp the calculated uv values to be within the target's viewport
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y = clamp(y, targetViewport.y, targetViewport.w);
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x = clamp(x, targetViewport.x, targetViewport.z);
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return tex2D (inputTex, float2(x, y));
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}
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