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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 07:20:40 +00:00
strip out unused pixspecular to cut down on sources of confusion
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parent
6326147fca
commit
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22 changed files with 12 additions and 534 deletions
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@ -419,7 +419,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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Parent::processPix( componentList, fd );
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return;
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}
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else if ( fd.features[MFT_PixSpecular] && !fd.features[MFT_SpecularMap] )
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else if (!fd.features[MFT_SpecularMap] )
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{
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Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
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if( bumpSample == NULL )
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@ -496,8 +496,7 @@ void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
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}
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}
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else if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
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( fd.features[MFT_DeferredConditioner] ||
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fd.features[MFT_PixSpecular] ) )
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( fd.features[MFT_DeferredConditioner]) )
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{
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passData.mTexType[ texIndex ] = Material::Bump;
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passData.mSamplerNames[ texIndex ] = "bumpMap";
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@ -513,115 +512,6 @@ void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
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}
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}
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void DeferredPixelSpecularHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
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{
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Parent::processVert( componentList, fd );
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return;
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}
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output = NULL;
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}
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void DeferredPixelSpecularHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
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{
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Parent::processPix( componentList, fd );
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return;
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}
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MultiLine *meta = new MultiLine;
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Var *specular = new Var;
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specular->setType( "float" );
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specular->setName( "specular" );
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LangElement * specDecl = new DecOp( specular );
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Var *pbrConfig = (Var*)LangElement::find( "pbrConfig" );
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if(pbrConfig == NULL)
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{
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pbrConfig = new Var;
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pbrConfig->setType( "float4" );
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pbrConfig->setName( "pbrConfig" );
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pbrConfig->uniform = true;
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pbrConfig->constSortPos = cspPotentialPrimitive;
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}
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness)
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{
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smoothness = new Var("smoothness", "float");
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// If the gloss map flag is set, than the specular power is in the alpha
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// channel of the specular map
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if (fd.features[MFT_GlossMap])
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meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(smoothness), pbrConfig));
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else
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{
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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}
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!metalness)
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{
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metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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}
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Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
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Var *d_specular = (Var*)LangElement::find( "d_specular" );
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Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
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AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
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"DeferredPixelSpecularHLSL::processPix - Something hosed the deferred features!" );
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if (fd.features[ MFT_AccuMap ])
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{
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// change specularity where the accu texture is applied
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Var *accuPlc = (Var*) LangElement::find( "plc" );
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Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
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if(accuPlc != NULL && accuSpecular != NULL)
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//d_specular = clamp(lerp( d_specular, accuSpecular * d_specular, plc.a), 0, 1)
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meta->addStatement( new GenOp( " @ = clamp( lerp( @, @ * @, @.a), 0, 1);\r\n", d_specular, d_specular, accuSpecular, d_specular, accuPlc ) );
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}
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// (a^m)^n = a^(m*n)
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meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
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specDecl, d_specular, smoothness, metalness));
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LangElement *specMul = new GenOp( "float4( @.rgb, 0 ) * @", pbrConfig, specular );
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LangElement *final = specMul;
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// We we have a normal map then mask the specular
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if( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] )
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{
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Var *bumpSample = (Var*)LangElement::find( "bumpSample" );
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final = new GenOp( "@ * @.a", final, bumpSample );
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}
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// add to color
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meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
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output = meta;
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}
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ShaderFeature::Resources DeferredPixelSpecularHLSL::getResources( const MaterialFeatureData &fd )
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{
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if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
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return Parent::getResources( fd );
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Resources res;
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return res;
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}
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ShaderFeature::Resources DeferredMinnaertHLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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