New terrain blending

This commit is contained in:
Lukas Aldershaab 2020-12-29 02:00:14 +01:00
parent e92e945912
commit 4f472bf402
12 changed files with 967 additions and 179 deletions

View file

@ -48,6 +48,7 @@ namespace
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature(MFT_TerrainHeightBlend, new TerrainHeightMapBlendGLSL);
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
}
@ -311,6 +312,25 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
}
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
// Set base ORM info
Var* ormConfig;
OutputTarget targ = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
if (!ormConfig)
{
// create color var
ormConfig = new Var;
ormConfig->setType("fragout");
ormConfig->setName(getOutputTargetVarName(targ));
ormConfig->setStructName("OUT");
}
meta->addStatement(new GenOp(" @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
output = meta;
}
@ -325,7 +345,7 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget | ShaderFeature::RenderTarget1;
}
TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
@ -541,12 +561,12 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement(new GenOp(" @;\r\n", outColor));
}
Var *detailColor = (Var*)LangElement::find("detailColor");
Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
if (!detailColor)
{
detailColor = new Var;
detailColor->setType("vec4");
detailColor->setName("detailColor");
detailColor->setName(String::ToString("detailColor%d", detailIndex));
meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
}
@ -556,8 +576,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// Get the normal map texture.
Var *normalMap = _getNormalMapSampler();
// Issue happens somewhere here -----
// Sample the normal map.
//
// We take two normal samples and lerp between them for
@ -581,7 +599,8 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
}
// New terrain
meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet));
// If we had a parallax feature... then factor in the parallax
// amount so that it fades out with the layer blending.
@ -599,62 +618,48 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
}
}
// Check to see if we have a gbuffer normal.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if (gbNormal &&
!fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
Var* viewToTangent = (Var*)LangElement::find("viewToTangent");
if (!viewToTangent && fd.features.hasFeature(MFT_TerrainHeightBlend))
{
Var *viewToTangent = getInViewToTangent(componentList);
meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
// This needs to be here, to ensure consistent ordering of texcoords, be careful with moving it
getInViewToTangent(componentList);
}
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " {\r\n" ) );
// 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.
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
{
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex ) );
// Check to see if we have a gbuffer normal.
Var* gbNormal = (Var*)LangElement::find("gbNormal");
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if (gbNormal &&
!fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
{
Var* viewToTangent = getInViewToTangent(componentList);
meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
}
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if (GFX->getPixelShaderVersion() >= 3.0f)
meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
meta->addStatement(new GenOp(" {\r\n"));
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
meta->addStatement(new GenOp(" }\r\n"));
}
else
{
meta->addStatement( new GenOp( " @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)) );
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
meta->addStatement( new GenOp( " }\r\n" ) );
output = meta;
}
@ -941,31 +946,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
MultiLine *meta = new MultiLine;
Var *viewToTangent = getInViewToTangent( componentList );
// This var is read from GBufferConditionerGLSL and
// used in the deferred output.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
if ( !gbNormal )
{
gbNormal = new Var;
gbNormal->setName( "gbNormal" );
gbNormal->setType( "vec3" );
meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) );
}
const S32 normalIndex = getProcessIndex();
Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
AssertFatal( detailBlend, "The detail blend is missing!" );
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " {\r\n" ) );
// Get the normal map texture.
Var *normalMap = _getNormalMapSampler();
@ -989,19 +974,42 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// create bump normal
Var *bumpNorm = new Var;
bumpNorm->setName( "bumpNormal" );
bumpNorm->setName( String::ToString("bumpNormal%d", normalIndex) );
bumpNorm->setType( "vec4" );
LangElement *bumpNormDecl = new DecOp( bumpNorm );
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
// Normalize is done later...
// Note: The reverse mul order is intentional. Affine matrix.
meta->addStatement(new GenOp(" @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
{
Var* viewToTangent = getInViewToTangent(componentList);
// End the conditional block.
meta->addStatement( new GenOp( " }\r\n" ) );
// This var is read from GBufferConditionerGLSL and
// used in the deferred output.
Var* gbNormal = (Var*)LangElement::find("gbNormal");
if (!gbNormal)
{
gbNormal = new Var;
gbNormal->setName("gbNormal");
gbNormal->setType("vec3");
meta->addStatement(new GenOp(" @ = tGetMatrix3Row(@, 2);\r\n", new DecOp(gbNormal), viewToTangent));
}
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if (GFX->getPixelShaderVersion() >= 3.0f)
meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
meta->addStatement(new GenOp(" {\r\n"));
// Normalize is done later...
// Note: The reverse mul order is intentional. Affine matrix.
meta->addStatement(new GenOp(" @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
// End the conditional block.
meta->addStatement(new GenOp(" }\r\n"));
}
output = meta;
}
@ -1204,7 +1212,7 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
// search for material var
Var * ormConfig;
OutputTarget targ = DefaultTarget;
OutputTarget targ = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
@ -1239,7 +1247,13 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
meta->addStatement(new GenOp(" @.b = 1.0 - @.b;\r\n", matinfoCol, matinfoCol));
}
meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
meta->addStatement(new GenOp(" @ = lerp(float3(1.0, 1.0, 0.0), @, @.y * @.w);\r\n", matinfoCol, matinfoCol, new IndexOp(detailInfo, compositeIndex), inDet));
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
{
meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
}
output = meta;
}
@ -1295,5 +1309,332 @@ void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &component
meta->addStatement(new GenOp(" @.gba += vec3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
output = meta;
}
void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target = ShaderFeature::RenderTarget1;
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
if (!outColor)
return;
MultiLine* meta = new MultiLine;
// Count the number of detail textures
int detailCount = 0;
while (true)
{
if (LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
{
break;
}
++detailCount;
}
if (detailCount == 0)
{
return;
}
// Compute the "height" of each detail layer and store it detailHX
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
if (!blendDepth)
{
blendDepth = new Var;
blendDepth->setType("float");
blendDepth->setName(String::ToString("blendDepth%d", idx));
blendDepth->uniform = true;
blendDepth->constSortPos = cspPrimitive;
}
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
if (!detailH)
{
detailH = new Var;
detailH->setType("float");
detailH->setName(String::ToString("detailH%d", idx));
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(detailH)));
meta->addStatement(new GenOp(" if (@ > 0.0f) {\r\n", detailBlend));
if (bumpNormal != NULL)
{
meta->addStatement(new GenOp(" @ = clamp(@.a + @, 0.0, 1.0);\r\n",
detailH, bumpNormal, blendDepth));
}
else
{
meta->addStatement(new GenOp(" @ = clamp(0.5 + @, 0.0, 1.0);\r\n",
detailH, blendDepth));
}
meta->addStatement(new GenOp(" }\r\n"));
}
}
meta->addStatement(new GenOp("\r\n"));
// Compute blending factors
Var* depth = (Var*)LangElement::find("baseBlendDepth");
if (depth == NULL)
{
depth = new Var;
depth->setType("float");
depth->setName("baseBlendDepth");
depth->uniform = true;
depth->constSortPos = cspPrimitive;
}
Var* ma = (Var*)LangElement::find("ma");
if (ma == NULL)
{
ma = new Var;
ma->setType("float");
ma->setName("ma");
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(ma)));
}
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
meta->addStatement(new GenOp(" @ = max(@, @ + @);\r\n",
ma, ma, detailH, detailBlend));
}
meta->addStatement(new GenOp(" @ -= @;\r\n",
ma, depth));
meta->addStatement(new GenOp("\r\n"));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (!detailB)
{
detailB = new Var;
detailB->setType("float");
detailB->setName(String::ToString("detailB%d", idx));
meta->addStatement(new GenOp(" @ = max(@ + @ - @, 0);\r\n",
new DecOp(detailB), detailH, detailBlend, ma));
}
}
meta->addStatement(new GenOp("\r\n"));
// Compute albedo
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n",
outColor, outColor));
meta->addStatement(new GenOp(" @.rgb += (",
outColor));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
}
meta->addStatement(new GenOp(") / ("));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@", detailB));
}
meta->addStatement(new GenOp(");\r\n"));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
outColor, outColor));
meta->addStatement(new GenOp("\r\n"));
// Compute ORM
Var* ormOutput;
OutputTarget targ = DefaultTarget;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
meta->addStatement(new GenOp(" @.gba = (",
ormOutput));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
if (matinfoCol)
{
meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
}
else
{
meta->addStatement(new GenOp("vec3(1.0, 1.0, 0.0) * @", detailB));
}
}
meta->addStatement(new GenOp(") / ("));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@", detailB));
}
meta->addStatement(new GenOp(");\r\n"));
meta->addStatement(new GenOp("\r\n"));
// Compute normal-specific blending factors
// LukasPJ: I'm not sure why this is necessary, it might not be.
Var* normalMa = (Var*)LangElement::find("normalMa");
if (normalMa == NULL)
{
normalMa = new Var;
normalMa->setType("float");
normalMa->setName("normalMa");
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(normalMa)));
}
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));
meta->addStatement(new GenOp(" @ = max(@, @ + min(@, @.w));\r\n",
normalMa, normalMa, detailH, detailBlend, detCoord));
}
meta->addStatement(new GenOp(" @ -= @;\r\n",
normalMa, depth));
meta->addStatement(new GenOp("\r\n"));
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));
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
if (!normalDetailB)
{
normalDetailB = new Var;
normalDetailB->setType("float");
normalDetailB->setName(String::ToString("normalDetailB%d", idx));
meta->addStatement(new GenOp(" @ = max(@ + min(@, @.w) - @, 0);\r\n",
new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
}
}
// Compute normals
Var* gbNormal = (Var*)LangElement::find("gbNormal");
if (!gbNormal)
{
gbNormal = new Var;
gbNormal->setName("gbNormal");
gbNormal->setType("vec3");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(gbNormal)));
}
if (gbNormal != NULL)
{
meta->addStatement(new GenOp(" @ = (",
gbNormal));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* viewToTangent = getInViewToTangent(componentList);
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
if (bumpNormal != NULL)
{
meta->addStatement(new GenOp("tMul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
}
else
{
meta->addStatement(new GenOp("tGetMatrix3Row(@, 2) * @", viewToTangent, normalDetailB));
}
}
meta->addStatement(new GenOp(") / ("));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@", normalDetailB));
}
meta->addStatement(new GenOp(");\r\n"));
}
output = meta;
}

View file

@ -178,4 +178,14 @@ public:
virtual String getName() { return "Blank Matinfo map"; }
};
class TerrainHeightMapBlendGLSL : public TerrainFeatGLSL
{
public:
virtual void processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual String getName() { return "Terrain Heightmap Blend"; }
};
#endif // _TERRFEATUREGLSL_H_

View file

@ -48,6 +48,7 @@ namespace
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainHeightBlend, new TerrainHeightMapBlendHLSL );
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
}
@ -371,6 +372,26 @@ void TerrainBaseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
}
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
if (fd.features[MFT_isDeferred])
{
// Set base ORM info
Var* ormConfig;
OutputTarget targ = RenderTarget1;
targ = RenderTarget2;
ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
if (!ormConfig)
{
// create color var
ormConfig = new Var;
ormConfig->setType("fragout");
ormConfig->setName(getOutputTargetVarName(targ));
ormConfig->setStructName("OUT");
}
meta->addStatement(new GenOp(" @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
}
output = meta;
}
@ -385,7 +406,7 @@ ShaderFeature::Resources TerrainBaseMapFeatHLSL::getResources( const MaterialFea
U32 TerrainBaseMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
@ -587,40 +608,22 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
}
}
// Check to see if we have a gbuffer normal.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if (gbNormal &&
!fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
{
Var *viewToTangent = getInViewToTangent(componentList);
meta->addStatement(new GenOp(" @ = lerp( @, @[2], min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
}
Var *detailColor = (Var*)LangElement::find( "detailColor" );
Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
if ( !detailColor )
{
detailColor = new Var;
detailColor->setType( "float4" );
detailColor->setName( "detailColor" );
detailColor->setName( String::ToString("detailColor%d", detailIndex) );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " {\r\n" ) );
// 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.
@ -635,34 +638,68 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
{
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
}
else
{
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet));
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target= ShaderFeature::RenderTarget1;
// 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);
}
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
{
// Check to see if we have a gbuffer normal.
Var* gbNormal = (Var*)LangElement::find("gbNormal");
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if (gbNormal &&
!fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
{
Var* viewToTangent = getInViewToTangent(componentList);
meta->addStatement( new GenOp( " @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement(new GenOp(" @ = lerp( @, @[2], min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
}
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if (GFX->getPixelShaderVersion() >= 3.0f)
meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
meta->addStatement( new GenOp( " }\r\n" ) );
meta->addStatement(new GenOp(" {\r\n"));
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target = ShaderFeature::RenderTarget1;
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
meta->addStatement(new GenOp(" }\r\n"));
}
output = meta;
}
@ -901,16 +938,16 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
//
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
{
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
}
else
{
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
@ -982,42 +1019,21 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
MultiLine *meta = new MultiLine;
Var *viewToTangent = getInViewToTangent( componentList );
// This var is read from GBufferConditionerHLSL and
// used in the deferred output.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
if ( !gbNormal )
{
gbNormal = new Var;
gbNormal->setName( "gbNormal" );
gbNormal->setType( "float3" );
meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
}
const S32 normalIndex = getProcessIndex();
Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
AssertFatal( detailBlend, "The detail blend is missing!" );
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " {\r\n" ) );
/// Get the texture coord.
Var *inDet = _getInDetailCoord( componentList );
Var *inTex = getVertTexCoord( "texCoord" );
Var* inDet = _getInDetailCoord(componentList);
Var* inTex = getVertTexCoord("texCoord");
Var* detailInfo = _getDetailIdStrengthParallax();
// Sample the normal map.
//
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
LangElement *texOp;
LangElement* texOp;
Var* normalMapSampler = _getNormalMapSampler();
Var* normalMapArray = _getNormalMapArray();
@ -1031,20 +1047,43 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex));
// create bump normal
Var *bumpNorm = new Var;
bumpNorm->setName( "bumpNormal" );
bumpNorm->setType( "float4" );
Var* bumpNorm = new Var;
bumpNorm->setName(String::ToString("bumpNormal%d", normalIndex));
bumpNorm->setType("float4");
LangElement *bumpNormDecl = new DecOp( bumpNorm );
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
LangElement* bumpNormDecl = new DecOp(bumpNorm);
meta->addStatement(expandNormalMap(texOp, bumpNormDecl, bumpNorm, fd));
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
{
Var* viewToTangent = getInViewToTangent(componentList);
// This var is read from GBufferConditionerHLSL and
// used in the deferred output.
Var* gbNormal = (Var*)LangElement::find("gbNormal");
if (!gbNormal)
{
gbNormal = new Var;
gbNormal->setName("gbNormal");
gbNormal->setType("float3");
meta->addStatement(new GenOp(" @ = @[2];\r\n", new DecOp(gbNormal), viewToTangent));
}
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if (GFX->getPixelShaderVersion() >= 3.0f)
meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
meta->addStatement(new GenOp(" {\r\n"));
// Normalize is done later...
// Note: The reverse mul order is intentional. Affine matrix.
meta->addStatement( new GenOp( " @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
meta->addStatement(new GenOp(" @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
// End the conditional block.
meta->addStatement( new GenOp( " }\r\n" ) );
// End the conditional block.
meta->addStatement(new GenOp(" }\r\n"));
}
output = meta;
}
@ -1247,7 +1286,7 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
// search for material var
Var * ormConfig;
OutputTarget targ = DefaultTarget;
OutputTarget targ = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
@ -1282,7 +1321,12 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
meta->addStatement(new GenOp(" @.b = 1.0 - @.b;\r\n", matinfoCol, matinfoCol));
}
meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
meta->addStatement(new GenOp(" @ = lerp(float3(1.0, 1.0, 0.0), @, @.y * @.w);\r\n", matinfoCol, matinfoCol, new IndexOp(detailInfo, compositeIndex), inDet));
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
{
meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
}
output = meta;
}
@ -1297,7 +1341,7 @@ ShaderFeature::Resources TerrainORMMapFeatHLSL::getResources(const MaterialFeatu
// reminder, the matinfo buffer is flags, smooth, ao, metal
U32 TerrainBlankInfoMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
}
void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
@ -1307,12 +1351,12 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
// search for material var
Var *material;
OutputTarget targ = DefaultTarget;
OutputTarget ormConfig = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
ormConfig = RenderTarget2;
}
material = (Var*)LangElement::find(getOutputTargetVarName(targ));
material = (Var*)LangElement::find(getOutputTargetVarName(ormConfig));
MultiLine * meta = new MultiLine;
if (!material)
@ -1320,7 +1364,7 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
// create color var
material = new Var;
material->setType("fragout");
material->setName(getOutputTargetVarName(targ));
material->setName(getOutputTargetVarName(ormConfig));
material->setStructName("OUT");
}
@ -1334,7 +1378,338 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
meta->addStatement(new GenOp(" @.gba += float3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
{
meta->addStatement(new GenOp(" @.gba += float3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
}
output = meta;
}
void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target = ShaderFeature::RenderTarget1;
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
if (!outColor)
return;
MultiLine* meta = new MultiLine;
// Count number of detail layers
int detailCount = 0;
while (true)
{
if(LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
{
break;
}
++detailCount;
}
if ( detailCount == 0 )
{
return;
}
// Compute blend factors
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
if (!blendDepth)
{
blendDepth = new Var;
blendDepth->setType("float");
blendDepth->setName(String::ToString("blendDepth%d", idx));
blendDepth->uniform = true;
blendDepth->constSortPos = cspPrimitive;
}
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
if (!detailH)
{
detailH = new Var;
detailH->setType("float");
detailH->setName(String::ToString("detailH%d", idx));
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(detailH)));
meta->addStatement(new GenOp(" if (@ > 0.0f) {\r\n", detailBlend));
if (bumpNormal != NULL)
{
meta->addStatement(new GenOp(" @ = clamp(@.a + @, 0.0, 1.0);\r\n",
detailH, bumpNormal, blendDepth));
}
else
{
meta->addStatement(new GenOp(" @ = clamp(0.5 + @, 0.0, 1.0);\r\n",
detailH, blendDepth));
}
meta->addStatement(new GenOp(" }\r\n"));
}
}
meta->addStatement(new GenOp("\r\n"));
Var* depth = (Var*)LangElement::find("baseBlendDepth");
if (depth == NULL)
{
depth = new Var;
depth->setType("float");
depth->setName("baseBlendDepth");
depth->uniform = true;
depth->constSortPos = cspPrimitive;
}
Var* ma = (Var*)LangElement::find("ma");
if (ma == NULL)
{
ma = new Var;
ma->setType("float");
ma->setName("ma");
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(ma)));
}
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));
meta->addStatement(new GenOp(" @ = max(@, @ + @);\r\n",
ma, ma, detailH, detailBlend));
}
meta->addStatement(new GenOp(" @ -= @;\r\n",
ma, depth));
meta->addStatement(new GenOp("\r\n"));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (!detailB)
{
detailB = new Var;
detailB->setType("float");
detailB->setName(String::ToString("detailB%d", idx));
meta->addStatement(new GenOp(" @ = max(@ + @ - @, 0);\r\n",
new DecOp(detailB), detailH, detailBlend, ma));
}
}
meta->addStatement(new GenOp("\r\n"));
// Compute albedo
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n",
outColor, outColor));
meta->addStatement(new GenOp(" @.rgb += (",
outColor));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
}
meta->addStatement(new GenOp(") / ("));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@", detailB));
}
meta->addStatement(new GenOp(");\r\n"));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
outColor, outColor));
meta->addStatement(new GenOp("\r\n"));
// Compute ORM
Var* ormOutput;
OutputTarget targ = DefaultTarget;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
meta->addStatement(new GenOp(" @.gba = (",
ormOutput));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
if (matinfoCol)
{
meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
}
else
{
meta->addStatement(new GenOp("float3(1.0, 1.0, 0.0) * @", detailB));
}
}
meta->addStatement(new GenOp(") / ("));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@", detailB));
}
meta->addStatement(new GenOp(");\r\n"));
meta->addStatement(new GenOp("\r\n"));
// Compute normal-specific blending factors
// LukasPJ: I'm not sure why this is necessary, it might not be.
Var* normalMa = (Var*)LangElement::find("normalMa");
if (normalMa == NULL)
{
normalMa = new Var;
normalMa->setType("float");
normalMa->setName("normalMa");
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(normalMa)));
}
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));
meta->addStatement(new GenOp(" @ = max(@, @ + min(@, @.w));\r\n",
normalMa, normalMa, detailH, detailBlend, detCoord));
}
meta->addStatement(new GenOp(" @ -= @;\r\n",
normalMa, depth));
meta->addStatement(new GenOp("\r\n"));
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));
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
if (!normalDetailB)
{
normalDetailB = new Var;
normalDetailB->setType("float");
normalDetailB->setName(String::ToString("normalDetailB%d", idx));
meta->addStatement(new GenOp(" @ = max(@ + min(@, @.w) - @, 0);\r\n",
new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
}
}
// Compute normals
Var* gbNormal = (Var*)LangElement::find("gbNormal");
if (!gbNormal)
{
gbNormal = new Var;
gbNormal->setName("gbNormal");
gbNormal->setType("float3");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(gbNormal)));
}
if (gbNormal != NULL)
{
meta->addStatement(new GenOp(" @ = (",
gbNormal));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* viewToTangent = getInViewToTangent(componentList);
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
if (bumpNormal != NULL)
{
meta->addStatement(new GenOp("mul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
}
else
{
meta->addStatement(new GenOp("@[2] * @", viewToTangent, normalDetailB));
}
}
meta->addStatement(new GenOp(") / ("));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@", normalDetailB));
}
meta->addStatement(new GenOp(");\r\n"));
}
output = meta;
}

View file

@ -184,4 +184,14 @@ public:
virtual String getName() { return "Blank Matinfo map"; }
};
class TerrainHeightMapBlendHLSL : public TerrainFeatHLSL
{
public:
virtual void processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual String getName() { return "Terrain Heightmap Blend"; }
};
#endif // _TERRFEATUREHLSL_H_

View file

@ -401,16 +401,18 @@ bool TerrainCellMaterial::_initShader(bool deferredMat,
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature(MFT_TerrainDetailMap, featureIndex);
if (!(mat->getORMConfigMap().isEmpty()))
if (deferredMat)
{
if (deferredMat)
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature(MFT_TerrainORMMap, featureIndex);
}
else
{
features.addFeature(MFT_DeferredTerrainBlankInfoMap, featureIndex);
if (!(mat->getORMConfigMap().isEmpty()))
{
features.addFeature(MFT_TerrainORMMap, featureIndex);
}
else
{
features.addFeature(MFT_DeferredTerrainBlankInfoMap, featureIndex);
}
}
if (mat->getInvertRoughness())
features.addFeature(MFT_InvertRoughness, featureIndex);
@ -444,6 +446,12 @@ bool TerrainCellMaterial::_initShader(bool deferredMat,
featureIndex++;
}
// New blending
if (matCount > 0 && !Con::getBoolVariable("$Terrain::LerpBlend", false))
{
features.addFeature(MFT_TerrainHeightBlend);
}
MaterialFeatureData featureData;
featureData.features = features;
featureData.materialFeatures = features;
@ -528,6 +536,7 @@ bool TerrainCellMaterial::_initShader(bool deferredMat,
mLightMapTexConst = mShader->getShaderConstHandle("$lightMapTex");
mOneOverTerrainSizeConst = mShader->getShaderConstHandle("$oneOverTerrainSize");
mSquareSizeConst = mShader->getShaderConstHandle("$squareSize");
mBlendDepthConst = mShader->getShaderConstHandle("$baseBlendDepth");
mLightParamsConst = mShader->getShaderConstHandle("$rtParamslightInfoBuffer");
@ -634,6 +643,23 @@ bool TerrainCellMaterial::_initShader(bool deferredMat,
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
for (U32 i = 0; i < matCount && !baseOnly; i++)
{
TerrainMaterial* mat = mMaterialInfos[i]->mat;
if (mat == NULL)
continue;
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap().isEmpty())
continue;
mMaterialInfos[i]->mBlendDepthConst = mShader->getShaderConstHandle(avar("$blendDepth%d", i));
}
// If we're doing deferred it requires some
// special stencil settings for it to work.
if ( deferredMat )
@ -701,10 +727,13 @@ void TerrainCellMaterial::_updateMaterialConsts( )
detailScaleAndFadeArray[j] = detailScaleAndFade;
detailInfoArray[j] = detailIdStrengthParallax;
mConsts->setSafe(matInfo->mBlendDepthConst, matInfo->mat->getBlendDepth());
}
mConsts->setSafe(mDetailInfoVArrayConst, detailScaleAndFadeArray);
mConsts->setSafe(mDetailInfoPArrayConst, detailInfoArray);
}
bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
@ -782,6 +811,8 @@ bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
mConsts->set( mFogDataConst, fogData );
}
mConsts->setSafe( mBlendDepthConst, Con::getFloatVariable("$Terrain::BlendDepth", 0.2f) );
mConsts->setSafe( mFogColorConst, sceneData.fogColor );
if ( mLightInfoBufferConst->isValid() &&

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@ -69,6 +69,7 @@ protected:
TerrainMaterial *mat;
U32 layerId;
GFXShaderConstHandle* mBlendDepthConst;
};
///
@ -116,6 +117,8 @@ protected:
GFXShaderConstHandle *mNormalTexArrayConst;
GFXShaderConstHandle *mOrmTexArrayConst;
GFXShaderConstHandle* mBlendDepthConst;
TerrainBlock *mTerrain;
U32 mCurrPass;

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@ -1471,6 +1471,11 @@ DefineEngineMethod(TerrainBlock, saveAsset, bool, (), ,
return static_cast<TerrainBlock*>(object)->saveAsset();
}
DefineEngineMethod( TerrainBlock, setMaterialsDirty, void, (),, "")
{
static_cast<TerrainBlock*>(object)->setMaterialsDirty();
}
//ConsoleMethod(TerrainBlock, save, bool, 3, 3, "(string fileName) - saves the terrain block's terrain file to the specified file name.")
//{
// char filename[256];

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@ -313,6 +313,8 @@ public:
/// Deletes all the materials on the terrain.
void deleteAllMaterials();
void setMaterialsDirty() { mDetailsDirty = true; };
//void setMaterialName( U32 index, const String &name );
/// Accessors and mutators for TerrainMaterialUndoAction.

View file

@ -33,7 +33,7 @@ ImplementFeatureType( MFT_TerrainNormalMap, MFG_Texture, 103.0f, false );
ImplementFeatureType( MFT_TerrainMacroMap, MFG_Texture, 104.0f, false );
ImplementFeatureType( MFT_TerrainLightMap, MFG_Texture, 105.0f, false );
ImplementFeatureType( MFT_TerrainSideProject, MFG_Texture, 106.0f, false );
ImplementFeatureType( MFT_TerrainAdditive, MFG_PostProcess, 999.0f, false );
ImplementFeatureType( MFT_TerrainHeightBlend, MFG_PreLighting, 200.0f, false );
//Deferred Shading
ImplementFeatureType( MFT_DeferredTerrainBlankInfoMap, MFG_Texture, 104.1f, false);
ImplementFeatureType( MFT_TerrainORMMap, MFG_Texture, 104.2f, false);

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@ -34,7 +34,7 @@ DeclareFeatureType( MFT_TerrainNormalMap );
DeclareFeatureType( MFT_TerrainParallaxMap );
DeclareFeatureType( MFT_TerrainLightMap );
DeclareFeatureType( MFT_TerrainSideProject );
DeclareFeatureType( MFT_TerrainAdditive );
DeclareFeatureType( MFT_TerrainHeightBlend );
//Deferred Shading
DeclareFeatureType( MFT_TerrainORMMap );
DeclareFeatureType( MFT_DeferredTerrainBlankInfoMap );

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@ -68,6 +68,7 @@ TerrainMaterial::TerrainMaterial()
mMacroStrength( 0.7f ),
mMacroDistance( 500.0f ),
mParallaxScale( 0.0f ),
mBlendDepth( 0.5f ),
mIsSRGB(false),
mInvertRoughness(false)
{
@ -91,6 +92,9 @@ void TerrainMaterial::initPersistFields()
addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
"occlusion effect (aka parallax) to the terrain material" );
addField("blendDepth", TypeF32, Offset(mBlendDepth, TerrainMaterial), "Depth for blending the textures using the new blending method by Lukas Joergensen."
"Higher numbers = larger blend radius.");
scriptBindMapSlot(DetailMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo up close.");
addField( "detailSize", TypeF32, Offset( mDetailSize, TerrainMaterial ), "Used to scale the detail map to the material square" );
addField( "detailStrength", TypeF32, Offset( mDetailStrength, TerrainMaterial ), "Exponentially sharpens or lightens the detail map rendering on the material" );

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@ -85,6 +85,11 @@ protected:
///
F32 mParallaxScale;
/// Depth for blending the textures using the new
/// blending method. Higher numbers = larger blend
/// radius.
F32 mBlendDepth;
public:
TerrainMaterial();
@ -122,6 +127,8 @@ public:
F32 getParallaxScale() const { return mParallaxScale; }
F32 getBlendDepth() const { return mBlendDepth; }
bool getIsSRGB() const { return mIsSRGB; }
bool getInvertRoughness() const { return mInvertRoughness; }