mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-10 07:50:44 +00:00
New terrain blending
This commit is contained in:
parent
e92e945912
commit
4f472bf402
12 changed files with 967 additions and 179 deletions
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@ -48,6 +48,7 @@ namespace
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FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature(MFT_TerrainHeightBlend, new TerrainHeightMapBlendGLSL);
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FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
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}
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@ -311,6 +312,25 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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}
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
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// Set base ORM info
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Var* ormConfig;
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OutputTarget targ = RenderTarget1;
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if (fd.features[MFT_isDeferred])
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{
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targ = RenderTarget2;
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}
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ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
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if (!ormConfig)
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{
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// create color var
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ormConfig = new Var;
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ormConfig->setType("fragout");
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ormConfig->setName(getOutputTargetVarName(targ));
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ormConfig->setStructName("OUT");
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}
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meta->addStatement(new GenOp(" @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
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output = meta;
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}
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@ -325,7 +345,7 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
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U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget | ShaderFeature::RenderTarget1;
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}
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TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
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@ -541,12 +561,12 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement(new GenOp(" @;\r\n", outColor));
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}
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Var *detailColor = (Var*)LangElement::find("detailColor");
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Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
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if (!detailColor)
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{
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detailColor = new Var;
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detailColor->setType("vec4");
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detailColor->setName("detailColor");
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detailColor->setName(String::ToString("detailColor%d", detailIndex));
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
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}
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@ -556,8 +576,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// Get the normal map texture.
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Var *normalMap = _getNormalMapSampler();
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// Issue happens somewhere here -----
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// Sample the normal map.
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//
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// We take two normal samples and lerp between them for
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@ -581,7 +599,8 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
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}
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// New terrain
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meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
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detailColor, new IndexOp(detailInfo, detailIndex), inDet));
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// If we had a parallax feature... then factor in the parallax
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// amount so that it fades out with the layer blending.
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@ -599,62 +618,48 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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}
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// Check to see if we have a gbuffer normal.
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Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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// If we have a gbuffer normal and we don't have a
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// normal map feature then we need to lerp in a
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// default normal else the normals below this layer
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// will show thru.
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if (gbNormal &&
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!fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
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Var* viewToTangent = (Var*)LangElement::find("viewToTangent");
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if (!viewToTangent && fd.features.hasFeature(MFT_TerrainHeightBlend))
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{
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Var *viewToTangent = getInViewToTangent(componentList);
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meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
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gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
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// This needs to be here, to ensure consistent ordering of texcoords, be careful with moving it
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getInViewToTangent(componentList);
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}
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// If we're using SM 3.0 then take advantage of
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// dynamic branching to skip layers per-pixel.
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
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meta->addStatement( new GenOp( " {\r\n" ) );
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// Note that we're doing the standard greyscale detail
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// map technique here which can darken and lighten the
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// diffuse texture.
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//
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// We take two color samples and lerp between them for
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// side projection layers... else a single sample.
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//
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if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
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if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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{
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meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex ) );
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// Check to see if we have a gbuffer normal.
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Var* gbNormal = (Var*)LangElement::find("gbNormal");
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// If we have a gbuffer normal and we don't have a
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// normal map feature then we need to lerp in a
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// default normal else the normals below this layer
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// will show thru.
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if (gbNormal &&
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!fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
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{
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Var* viewToTangent = getInViewToTangent(componentList);
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meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
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gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
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}
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// If we're using SM 3.0 then take advantage of
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// dynamic branching to skip layers per-pixel.
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if (GFX->getPixelShaderVersion() >= 3.0f)
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meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
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meta->addStatement(new GenOp(" {\r\n"));
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meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
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meta->addStatement(new GenOp(" @ += @ * @;\r\n",
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outColor, detailColor, detailBlend));
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meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
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meta->addStatement(new GenOp(" }\r\n"));
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}
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else
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{
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meta->addStatement( new GenOp( " @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)) );
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}
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
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meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
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meta->addStatement(new GenOp(" @ += @ * @;\r\n",
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outColor, detailColor, detailBlend));
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meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
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meta->addStatement( new GenOp( " }\r\n" ) );
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output = meta;
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}
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@ -941,31 +946,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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MultiLine *meta = new MultiLine;
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Var *viewToTangent = getInViewToTangent( componentList );
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// This var is read from GBufferConditionerGLSL and
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// used in the deferred output.
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Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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if ( !gbNormal )
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{
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gbNormal = new Var;
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gbNormal->setName( "gbNormal" );
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gbNormal->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) );
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}
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const S32 normalIndex = getProcessIndex();
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Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
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AssertFatal( detailBlend, "The detail blend is missing!" );
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// If we're using SM 3.0 then take advantage of
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// dynamic branching to skip layers per-pixel.
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
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meta->addStatement( new GenOp( " {\r\n" ) );
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// Get the normal map texture.
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Var *normalMap = _getNormalMapSampler();
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@ -989,19 +974,42 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// create bump normal
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Var *bumpNorm = new Var;
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bumpNorm->setName( "bumpNormal" );
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bumpNorm->setName( String::ToString("bumpNormal%d", normalIndex) );
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bumpNorm->setType( "vec4" );
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LangElement *bumpNormDecl = new DecOp( bumpNorm );
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meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
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// Normalize is done later...
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// Note: The reverse mul order is intentional. Affine matrix.
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meta->addStatement(new GenOp(" @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
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gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
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if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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{
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Var* viewToTangent = getInViewToTangent(componentList);
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// End the conditional block.
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meta->addStatement( new GenOp( " }\r\n" ) );
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// This var is read from GBufferConditionerGLSL and
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// used in the deferred output.
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Var* gbNormal = (Var*)LangElement::find("gbNormal");
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if (!gbNormal)
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{
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gbNormal = new Var;
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gbNormal->setName("gbNormal");
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gbNormal->setType("vec3");
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meta->addStatement(new GenOp(" @ = tGetMatrix3Row(@, 2);\r\n", new DecOp(gbNormal), viewToTangent));
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}
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// If we're using SM 3.0 then take advantage of
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// dynamic branching to skip layers per-pixel.
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if (GFX->getPixelShaderVersion() >= 3.0f)
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meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
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meta->addStatement(new GenOp(" {\r\n"));
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// Normalize is done later...
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// Note: The reverse mul order is intentional. Affine matrix.
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meta->addStatement(new GenOp(" @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
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gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
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// End the conditional block.
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meta->addStatement(new GenOp(" }\r\n"));
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}
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output = meta;
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}
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@ -1204,7 +1212,7 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
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// search for material var
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Var * ormConfig;
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OutputTarget targ = DefaultTarget;
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OutputTarget targ = RenderTarget1;
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if (fd.features[MFT_isDeferred])
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{
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targ = RenderTarget2;
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@ -1239,7 +1247,13 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
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meta->addStatement(new GenOp(" @.b = 1.0 - @.b;\r\n", matinfoCol, matinfoCol));
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}
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meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
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meta->addStatement(new GenOp(" @ = lerp(float3(1.0, 1.0, 0.0), @, @.y * @.w);\r\n", matinfoCol, matinfoCol, new IndexOp(detailInfo, compositeIndex), inDet));
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if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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{
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meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
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}
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output = meta;
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}
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@ -1295,5 +1309,332 @@ void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &component
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meta->addStatement(new GenOp(" @.gba += vec3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
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output = meta;
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}
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void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd)
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{
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if (fd.features.hasFeature(MFT_isDeferred))
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target = ShaderFeature::RenderTarget1;
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Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
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if (!outColor)
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return;
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MultiLine* meta = new MultiLine;
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// Count the number of detail textures
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int detailCount = 0;
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while (true)
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{
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if (LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
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{
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break;
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}
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++detailCount;
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}
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if (detailCount == 0)
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{
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return;
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}
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// Compute the "height" of each detail layer and store it detailHX
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for (S32 idx = 0; idx < detailCount; ++idx)
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{
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Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
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Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
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if (!blendDepth)
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{
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blendDepth = new Var;
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blendDepth->setType("float");
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blendDepth->setName(String::ToString("blendDepth%d", idx));
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blendDepth->uniform = true;
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blendDepth->constSortPos = cspPrimitive;
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}
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Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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if (!detailH)
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{
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detailH = new Var;
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detailH->setType("float");
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detailH->setName(String::ToString("detailH%d", idx));
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meta->addStatement(new GenOp(" @ = 0;\r\n",
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new DecOp(detailH)));
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meta->addStatement(new GenOp(" if (@ > 0.0f) {\r\n", detailBlend));
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if (bumpNormal != NULL)
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{
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meta->addStatement(new GenOp(" @ = clamp(@.a + @, 0.0, 1.0);\r\n",
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detailH, bumpNormal, blendDepth));
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}
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else
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{
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meta->addStatement(new GenOp(" @ = clamp(0.5 + @, 0.0, 1.0);\r\n",
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detailH, blendDepth));
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}
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meta->addStatement(new GenOp(" }\r\n"));
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}
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}
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meta->addStatement(new GenOp("\r\n"));
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// Compute blending factors
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Var* depth = (Var*)LangElement::find("baseBlendDepth");
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if (depth == NULL)
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{
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depth = new Var;
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depth->setType("float");
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depth->setName("baseBlendDepth");
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depth->uniform = true;
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depth->constSortPos = cspPrimitive;
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}
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Var* ma = (Var*)LangElement::find("ma");
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if (ma == NULL)
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{
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ma = new Var;
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ma->setType("float");
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ma->setName("ma");
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meta->addStatement(new GenOp(" @ = 0;\r\n",
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new DecOp(ma)));
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}
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for (S32 idx = 0; idx < detailCount; ++idx)
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{
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Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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meta->addStatement(new GenOp(" @ = max(@, @ + @);\r\n",
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ma, ma, detailH, detailBlend));
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}
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meta->addStatement(new GenOp(" @ -= @;\r\n",
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ma, depth));
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meta->addStatement(new GenOp("\r\n"));
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for (S32 idx = 0; idx < detailCount; ++idx)
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{
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Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
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if (!detailB)
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{
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detailB = new Var;
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detailB->setType("float");
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detailB->setName(String::ToString("detailB%d", idx));
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meta->addStatement(new GenOp(" @ = max(@ + @ - @, 0);\r\n",
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new DecOp(detailB), detailH, detailBlend, ma));
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}
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}
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meta->addStatement(new GenOp("\r\n"));
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// 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;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue