Cleanup and fixes

This commit is contained in:
Lukas Aldershaab 2021-01-02 02:08:22 +01:00
parent f55e7f7a22
commit 3c8d07a03e
10 changed files with 159 additions and 188 deletions

View file

@ -30,6 +30,7 @@
#include "gfx/gfxDevice.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureType.h"
#include "shaderGen/featureMgr.h"
#include "shaderGen/shaderGen.h"
#include "core/module.h"
@ -609,7 +610,6 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
}
Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
if ( !detailColor )
{
@ -619,19 +619,6 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
// Sample the normal map.
//
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
//
// Note that we're doing the standard greyscale detail
// map technique here which can darken and lighten the
// diffuse texture.
//
// We take two color samples and lerp between them for
// side projection layers... else a single sample.
//
//Sampled detail texture that is not expanded
Var* detailMapArray = _getDetailMapArray();
Var* detailMapSampler = _getDetailMapSampler();
@ -650,15 +637,6 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet));
// Check to see if we have a gbuffer normal.
Var* viewToTangent = (Var*)LangElement::find("viewToTangent");
if (!viewToTangent && fd.features.hasFeature(MFT_TerrainHeightBlend))
{
// This needs to be here, to ensure consistent ordering of texcoords, be careful with moving it
getInViewToTangent(componentList);
}
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
{
// Check to see if we have a gbuffer normal.
@ -720,18 +698,6 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
res.numTexReg += 1;
}
// sample from the detail texture for diffuse coloring.
// res.numTex += 1;
// If we have parallax for this layer then we'll also
// be sampling the normal map for the parallax heightmap.
//if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
//res.numTex += 1;
// Finally we always send the detail texture
// coord to the pixel shader.
// res.numTexReg += 1;
return res;
}
@ -1003,9 +969,12 @@ void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
MultiLine *meta = new MultiLine;
// Make sure the world to tangent transform
// is created and available for the pixel shader.
getOutViewToTangent( componentList, meta, fd );
if ( !fd.features.hasFeature(MFT_TerrainHeightBlend) )
{
// Make sure the world to tangent transform
// is created and available for the pixel shader.
getOutViewToTangent(componentList, meta, fd);
}
output = meta;
}
@ -1092,20 +1061,26 @@ ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialF
{
Resources res;
if (!fd.features.hasFeature(MFT_DeferredConditioner))
{
return res;
}
if (getProcessIndex() == 0)
S32 featureIndex = 0, firstNormalMapIndex = 0;
for (int idx = 0; idx < fd.features.getCount(); ++idx) {
const FeatureType &type = fd.features.getAt(idx, &featureIndex);
if (type == MFT_TerrainNormalMap) {
firstNormalMapIndex = getMin(firstNormalMapIndex, featureIndex);
}
}
// We only need to process normals during the deferred.
if (getProcessIndex() == firstNormalMapIndex)
{
res.numTexReg += 1;
res.numTex += 1;
}
// If this is the first normal map and there
// are no parallax features then we will
// generate the worldToTanget transform.
//if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
// ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
// res.numTexReg = 3;
//res.numTex = 1;
return res;
}
@ -1386,6 +1361,22 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
output = meta;
}
void TerrainHeightMapBlendHLSL::processVert(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
// We only need to process normals during the deferred.
if (!fd.features.hasFeature(MFT_DeferredConditioner))
return;
MultiLine* meta = new MultiLine;
// Make sure the world to tangent transform
// is created and available for the pixel shader.
getOutViewToTangent(componentList, meta, fd);
output = meta;
}
void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
@ -1482,8 +1473,6 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));