Merge branch 'GarageGames/master' into ueberengine-dev

Conflicts:
	Engine/source/T3D/fps/guiCrossHairHud.cpp
This commit is contained in:
Duion 2016-07-27 13:44:27 +02:00
commit 81750f3deb
2827 changed files with 315755 additions and 121398 deletions

View file

@ -26,6 +26,7 @@
#include "terrain/terrFeatureTypes.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
#include "materials/processedMaterial.h"
#include "gfx/gfxDevice.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
@ -48,6 +49,10 @@ namespace
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBaseMap, new TerrainBaseMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainMacroMap, new TerrainMacroMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainDetailMap, new TerrainDetailMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
}
};
@ -64,6 +69,12 @@ MODULE_BEGIN( TerrainFeatGLSL )
MODULE_END;
TerrainFeatGLSL::TerrainFeatGLSL()
: mTorqueDep( "shaders/common/gl/torque.glsl" )
{
addDependency( &mTorqueDep );
}
Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
{
Var *theVar = (Var*)LangElement::find( name );
@ -244,10 +255,6 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
// grab connector texcoord register
Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );
// We do nothing more if this is a prepass.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
return;
// create texture var
Var *diffuseMap = new Var;
diffuseMap->setType( "sampler2D" );
@ -262,7 +269,15 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
baseColor->setType( "vec4" );
baseColor->setName( "baseColor" );
meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", baseColor, baseColor));
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if(fd.features.hasFeature(MFT_isDeferred))
{
target= ShaderFeature::RenderTarget1;
}
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
output = meta;
}
@ -271,14 +286,16 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
{
Resources res;
res.numTexReg = 1;
// We only sample from the base map during a diffuse pass.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex = 1;
return res;
}
U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
: mTorqueDep( "shaders/common/gl/torque.glsl" ),
mTerrainDep( "shaders/common/terrain/terrain.glsl" )
@ -291,7 +308,7 @@ TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
@ -376,7 +393,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -447,6 +464,99 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
// New terrain
Var *lerpBlend = (Var*)LangElement::find("lerpBlend");
if (!lerpBlend)
{
lerpBlend = new Var;
lerpBlend->setType("float");
lerpBlend->setName("lerpBlend");
lerpBlend->uniform = true;
lerpBlend->constSortPos = cspPrimitive;
}
Var *blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", detailIndex));
if (!blendDepth)
{
blendDepth = new Var;
blendDepth->setType("float");
blendDepth->setName(String::ToString("blendDepth%d", detailIndex));
blendDepth->uniform = true;
blendDepth->constSortPos = cspPrimitive;
}
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if(fd.features.hasFeature( MFT_DeferredTerrainDetailMap ))
target= ShaderFeature::RenderTarget1;
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
if (!outColor)
{
// create color var
outColor = new Var;
outColor->setType("float4");
outColor->setName("col");
outColor->setStructName("OUT");
meta->addStatement(new GenOp(" @;\r\n", outColor));
}
Var *detailColor = (Var*)LangElement::find("detailColor");
if (!detailColor)
{
detailColor = new Var;
detailColor->setType("float4");
detailColor->setName("detailColor");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
}
// Get the detail texture.
Var *detailMap = new Var;
detailMap->setType("sampler2D");
detailMap->setName(String::ToString("detailMap%d", detailIndex));
detailMap->uniform = true;
detailMap->sampler = true;
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// Get the normal map texture.
Var *normalMap = _getNormalMapTex();
// Issue happens somewhere here -----
// Sample the normal map.
//
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
LangElement *texOp;
// 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))
{
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex));
texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
normalMap, inDet, normalMap, inDet, inTex);
}
else
{
meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet));
texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
}
// New terrain
// Get a var and accumulate the blend amount.
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
if ( !blendTotal )
@ -480,46 +590,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
}
}
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// 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 ) );
}
output = meta;
return;
}
Var *detailColor = (Var*)LangElement::find( "detailColor" );
if ( !detailColor )
{
detailColor = new Var;
detailColor->setType( "vec4" );
detailColor->setName( "detailColor" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
// Get the detail texture.
Var *detailMap = new Var;
detailMap->setType( "sampler2D" );
detailMap->setName( String::ToString( "detailMap%d", detailIndex ) );
detailMap->uniform = true;
detailMap->sampler = true;
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
@ -550,11 +620,8 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
Var *baseColor = (Var*)LangElement::find( "baseColor" );
Var *outColor = (Var*)LangElement::find( "col" );
meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
outColor, outColor, baseColor, detailColor, detailBlend ) );
meta->addStatement( new GenOp( " @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement( new GenOp( " }\r\n" ) );
@ -578,9 +645,7 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
res.numTexReg += 4;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
// sample from the detail texture for diffuse coloring.
res.numTex += 1;
// If we have parallax for this layer then we'll also
@ -595,6 +660,11 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
return res;
}
U32 TerrainDetailMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_DeferredTerrainDetailMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
: mTorqueDep( "shaders/common/gl/torque.glsl" ),
@ -609,7 +679,7 @@ TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
@ -667,7 +737,7 @@ void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentL
void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -750,30 +820,7 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
}
// Add to the blend total.
meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// 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 ) );
}
output = meta;
return;
}
meta->addStatement( new GenOp( " @ += @;\r\n", blendTotal, detailBlend ) );
Var *detailColor = (Var*)LangElement::find( "macroColor" );
if ( !detailColor )
@ -819,11 +866,15 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
Var *outColor = (Var*)LangElement::find( "col" );
if(fd.features.hasFeature(MFT_DeferredTerrainMacroMap))
target= ShaderFeature::RenderTarget1;
meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
outColor, outColor, outColor, detailColor, detailBlend ) );
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement( new GenOp( " }\r\n" ) );
@ -843,9 +894,6 @@ ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFe
res.numTex += 1;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex += 1;
// Finally we always send the detail texture
@ -855,6 +903,11 @@ ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFe
return res;
}
U32 TerrainMacroMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_DeferredTerrainMacroMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
@ -874,9 +927,6 @@ void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// We only need to process normals during the prepass.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
return;
MultiLine *meta = new MultiLine;
@ -893,7 +943,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) );
}
const U32 normalIndex = getProcessIndex();
const S32 normalIndex = getProcessIndex();
Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
AssertFatal( detailBlend, "The detail blend is missing!" );
@ -1016,7 +1066,12 @@ ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFe
void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
Var *color = (Var*) LangElement::find( "col" );
Var *color = NULL;
if (fd.features[MFT_DeferredTerrainDetailMap])
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
else
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
if ( !color || !blendTotal )
return;
@ -1028,3 +1083,40 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
output = meta;
}
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
//.b = specular strength, a= spec power.
//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
//we'll most likely revisit that later. possibly several ways...
U32 TerrainBlankInfoMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
}
void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
// search for material var
Var *material;
OutputTarget targ = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
material = (Var*)LangElement::find(getOutputTargetVarName(targ));
MultiLine * meta = new MultiLine;
if (!material)
{
// create color var
material = new Var;
material->setType("vec4");
material->setName(getOutputTargetVarName(targ));
material->setStructName("OUT");
}
meta->addStatement(new GenOp(" @ = float4(0.0,0.0,0.0,0.0001);\r\n", material));
output = meta;
}

View file

@ -36,7 +36,10 @@
class TerrainFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
TerrainFeatGLSL();
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
@ -64,6 +67,8 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Base Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
@ -87,6 +92,8 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Detail Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
@ -110,6 +117,8 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Macro Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
@ -151,4 +160,15 @@ public:
virtual String getName() { return "Terrain Additive"; }
};
class TerrainBlankInfoMapFeatGLSL : public ShaderFeatureGLSL
{
public:
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
virtual String getName() { return "Blank Matinfo map"; }
};
#endif // _TERRFEATUREGLSL_H_

View file

@ -26,6 +26,7 @@
#include "terrain/terrFeatureTypes.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
#include "materials/processedMaterial.h"
#include "gfx/gfxDevice.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
@ -37,7 +38,7 @@ namespace
{
void register_hlsl_shader_features_for_terrain(GFXAdapterType type)
{
if(type != Direct3D9 && type != Direct3D9_360)
if (type != Direct3D9 && type != Direct3D9_360 && type != Direct3D11)
return;
FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatHLSL );
@ -47,9 +48,12 @@ namespace
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBaseMap, new TerrainBaseMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainMacroMap, new TerrainMacroMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainDetailMap, new TerrainDetailMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
}
};
MODULE_BEGIN( TerrainFeatHLSL )
@ -64,6 +68,12 @@ MODULE_BEGIN( TerrainFeatHLSL )
MODULE_END;
TerrainFeatHLSL::TerrainFeatHLSL()
: mTorqueDep( "shaders/common/torque.hlsl" )
{
addDependency( &mTorqueDep );
}
Var* TerrainFeatHLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
{
Var *theVar = (Var*)LangElement::find( name );
@ -119,14 +129,18 @@ Var* TerrainFeatHLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
Var* TerrainFeatHLSL::_getNormalMapTex()
{
String name( String::ToString( "normalMap%d", getProcessIndex() ) );
Var *normalMap = (Var*)LangElement::find( name );
String name(String::ToString("normalMap%d", getProcessIndex()));
Var *normalMap = (Var*)LangElement::find(name);
if ( !normalMap )
if (!normalMap)
{
normalMap = new Var;
normalMap->setType( "sampler2D" );
normalMap->setName( name );
if (mIsDirect3D11)
normalMap->setType("SamplerState");
else
normalMap->setType("sampler2D");
normalMap->setName(name);
normalMap->uniform = true;
normalMap->sampler = true;
normalMap->constNum = Var::getTexUnitNum();
@ -244,10 +258,6 @@ void TerrainBaseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
// grab connector texcoord register
Var *texCoord = getInTexCoord( "texCoord", "float3", true, componentList );
// We do nothing more if this is a prepass.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
return;
// create texture var
Var *diffuseMap = new Var;
diffuseMap->setType( "sampler2D" );
@ -261,9 +271,32 @@ void TerrainBaseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
Var *baseColor = new Var;
baseColor->setType( "float4" );
baseColor->setName( "baseColor" );
meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
if (mIsDirect3D11)
{
diffuseMap->setType("SamplerState");
Var *diffuseTex = new Var;
diffuseTex->setType("Texture2D");
diffuseTex->setName("baseTexture");
diffuseTex->uniform = true;
diffuseTex->texture = true;
diffuseTex->constNum = diffuseMap->constNum;
meta->addStatement(new GenOp(" @ = @.Sample( @, @.xy );\r\n", new DecOp(baseColor), diffuseTex, diffuseMap, texCoord));
}
else
{
meta->addStatement(new GenOp(" @ = tex2D( @, @.xy );\r\n", new DecOp(baseColor), diffuseMap, texCoord));
}
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", baseColor, baseColor));
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
{
target= ShaderFeature::RenderTarget1;
}
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
output = meta;
}
@ -271,14 +304,16 @@ ShaderFeature::Resources TerrainBaseMapFeatHLSL::getResources( const MaterialFea
{
Resources res;
res.numTexReg = 1;
// We only sample from the base map during a diffuse pass.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex = 1;
return res;
}
U32 TerrainBaseMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_DeferredTerrainBaseMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
: mTorqueDep( "shaders/common/torque.hlsl" ),
mTerrainDep( "shaders/common/terrain/terrain.hlsl" )
@ -291,7 +326,7 @@ TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
@ -376,7 +411,7 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -417,9 +452,25 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
layerTex->sampler = true;
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
if (mIsDirect3D11)
{
layerTex->setType("SamplerState");
Var* layerTexObj = new Var;
layerTexObj->setName("layerTexObj");
layerTexObj->setType("Texture2D");
layerTexObj->uniform = true;
layerTexObj->texture = true;
layerTexObj->constNum = layerTex->constNum;
// Read the layer texture to get the samples.
meta->addStatement(new GenOp(" @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
new DecOp(layerSample), layerTexObj, layerTex, inTex));
}
else
{
// Read the layer texture to get the samples.
meta->addStatement(new GenOp(" @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp(layerSample), layerTex, inTex));
}
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
@ -462,47 +513,55 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
// If we had a parallax feature... then factor in the parallax
// amount so that it fades out with the layer blending.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
if (fd.features.hasFeature(MFT_TerrainParallaxMap, detailIndex))
{
// Get the rest of our inputs.
Var *normalMap = _getNormalMapTex();
// Call the library function to do the rest.
if(fd.features.hasFeature( MFT_IsDXTnm, detailIndex ) )
if (mIsDirect3D11)
{
meta->addStatement( new GenOp( " @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
String name(String::ToString("normalMapTex%d", getProcessIndex()));
Var *normalMapTex = (Var*)LangElement::find(name);
if (!normalMapTex)
{
normalMapTex = new Var;
normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
normalMapTex->setType("Texture2D");
normalMapTex->uniform = true;
normalMapTex->texture = true;
normalMapTex->constNum = normalMap->constNum;
}
// Call the library function to do the rest.
if (fd.features.hasFeature(MFT_IsDXTnm, detailIndex))
{
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @.z * @ );\r\n",
inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
}
else
{
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @, @.xy, @, @.z * @ );\r\n",
inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
}
}
else
{
meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
// Call the library function to do the rest.
if (fd.features.hasFeature(MFT_IsDXTnm, detailIndex))
{
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
}
else
{
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
}
}
}
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// 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 ) );
}
output = meta;
return;
}
Var *detailColor = (Var*)LangElement::find( "detailColor" );
if ( !detailColor )
{
@ -536,21 +595,54 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
// We take two color samples and lerp between them for
// side projection layers... else a single sample.
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
//Sampled detail texture that is not expanded
if (mIsDirect3D11)
{
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
detailMap->setType("SamplerState");
Var* detailTex = new Var;
detailTex->setName(String::ToString("detailTex%d", detailIndex));
detailTex->setType("Texture2D");
detailTex->uniform = true;
detailTex->texture = true;
detailTex->constNum = detailMap->constNum;
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
{
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
}
else
{
meta->addStatement(new GenOp(" @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailTex, detailMap, inDet));
}
}
else
{
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
{
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex));
}
else
{
meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet));
}
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
Var *outColor = (Var*)LangElement::find( "col" );
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if(fd.features.hasFeature( MFT_DeferredTerrainDetailMap ))
target= ShaderFeature::RenderTarget1;
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
meta->addStatement( new GenOp( " @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
@ -577,9 +669,7 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
res.numTexReg += 4;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
// sample from the detail texture for diffuse coloring.
res.numTex += 1;
// If we have parallax for this layer then we'll also
@ -594,6 +684,11 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
return res;
}
U32 TerrainDetailMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_DeferredTerrainDetailMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
: mTorqueDep( "shaders/common/torque.hlsl" ),
@ -608,7 +703,7 @@ TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
@ -666,7 +761,7 @@ void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentL
void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -708,8 +803,21 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
if (mIsDirect3D11)
{
layerTex->setType("SamplerState");
Var *layerTexObj = new Var;
layerTexObj->setType("Texture2D");
layerTexObj->setName("macroLayerTexObj");
layerTexObj->uniform = true;
layerTexObj->texture = true;
layerTexObj->constNum = layerTex->constNum;
meta->addStatement(new GenOp(" @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
new DecOp(layerSample), layerTexObj, layerTex, inTex));
}
else
meta->addStatement(new GenOp(" @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp(layerSample), layerTex, inTex));
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
@ -742,7 +850,6 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
if ( !blendTotal )
{
blendTotal = new Var;
//blendTotal->setName( "blendTotal" );
blendTotal->setName( "blendTotal" );
blendTotal->setType( "float" );
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
@ -751,29 +858,6 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
// Add to the blend total.
meta->addStatement( new GenOp( " @ += @;\r\n", blendTotal, detailBlend ) );
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// 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 ) );
}
output = meta;
return;
}
Var *detailColor = (Var*)LangElement::find( "macroColor" );
if ( !detailColor )
{
@ -791,6 +875,20 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
detailMap->sampler = true;
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
//Create texture object for directx 11
Var *detailTex = NULL;
if (mIsDirect3D11)
{
detailMap->setType("SamplerState");
detailTex = new Var;
detailTex->setName(String::ToString("macroMapTex%d", detailIndex));
detailTex->setType("Texture2D");
detailTex->uniform = true;
detailTex->texture = true;
detailTex->constNum = detailMap->constNum;
}
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
@ -805,22 +903,36 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
// 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_TerrainSideProject, detailIndex))
{
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
if (mIsDirect3D11)
{
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
}
else
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex));
}
else
{
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
if (mIsDirect3D11)
meta->addStatement(new GenOp(" @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailTex, detailMap, inDet));
else
meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet));
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
//Var *baseColor = (Var*)LangElement::find( "baseColor" );
Var *outColor = (Var*)LangElement::find( "col" );
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if(fd.features.hasFeature(MFT_DeferredTerrainMacroMap))
target= ShaderFeature::RenderTarget1;
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
@ -830,8 +942,6 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
output = meta;
}
ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
@ -843,9 +953,6 @@ ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFe
res.numTex += 1;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex += 1;
// Finally we always send the detail texture
@ -855,6 +962,11 @@ ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFe
return res;
}
U32 TerrainMacroMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_DeferredTerrainMacroMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
@ -874,9 +986,6 @@ void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// We only need to process normals during the prepass.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
return;
MultiLine *meta = new MultiLine;
@ -893,7 +1002,7 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
}
const U32 normalIndex = getProcessIndex();
const S32 normalIndex = getProcessIndex();
Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
AssertFatal( detailBlend, "The detail blend is missing!" );
@ -917,13 +1026,39 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
LangElement *texOp;
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
if (mIsDirect3D11)
{
texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
normalMap, inDet, normalMap, inDet, inTex );
String name(String::ToString("normalMapTex%d", getProcessIndex()));
Var *normalMapTex = (Var*)LangElement::find(name);
if (!normalMapTex)
{
normalMapTex = new Var;
normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
normalMapTex->setType("Texture2D");
normalMapTex->uniform = true;
normalMapTex->texture = true;
normalMapTex->constNum = normalMap->constNum;
}
if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
{
texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
normalMapTex, normalMap, inDet, normalMapTex, normalMap, inDet, inTex);
}
else
texOp = new GenOp("@.Sample(@, @.xy)", normalMapTex, normalMap, inDet);
}
else
texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
{
if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
{
texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
normalMap, inDet, normalMap, inDet, inTex);
}
else
texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
}
// create bump normal
Var *bumpNorm = new Var;
@ -1001,7 +1136,20 @@ void TerrainLightMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
meta->addStatement( new GenOp( " @ = 1;\r\n", new DecOp( lightMask ) ) );
}
meta->addStatement( new GenOp( " @[0] = tex2D( @, @.xy ).r;\r\n", lightMask, lightMap, inTex ) );
if (mIsDirect3D11)
{
lightMap->setType("SamplerState");
Var* lightMapTex = new Var;
lightMapTex->setName("lightMapTexObj");
lightMapTex->setType("Texture2D");
lightMapTex->uniform = true;
lightMapTex->texture = true;
lightMapTex->constNum = lightMap->constNum;
meta->addStatement(new GenOp(" @[0] = @.Sample( @, @.xy ).r;\r\n", lightMask, lightMapTex, lightMap, inTex));
}
else
meta->addStatement(new GenOp(" @[0] = tex2D( @, @.xy ).r;\r\n", lightMask, lightMap, inTex));
output = meta;
}
@ -1012,11 +1160,15 @@ ShaderFeature::Resources TerrainLightMapFeatHLSL::getResources( const MaterialFe
return res;
}
void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
Var *color = (Var*) LangElement::find( "col" );
Var *color = NULL;
if (fd.features[MFT_DeferredTerrainDetailMap])
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
else
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
if ( !color || !blendTotal )
return;
@ -1026,5 +1178,43 @@ void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
output = meta;
}
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
//.b = specular strength, a= spec power.
//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
//we'll most likely revisit that later. possibly several ways...
U32 TerrainBlankInfoMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
return fd.features[MFT_DeferredTerrainBaseMap] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
}
void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
// search for material var
Var *material;
OutputTarget targ = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
material = (Var*)LangElement::find(getOutputTargetVarName(targ));
MultiLine * meta = new MultiLine;
if (!material)
{
// create color var
material = new Var;
material->setType("fragout");
material->setName(getOutputTargetVarName(targ));
material->setStructName("OUT");
}
meta->addStatement(new GenOp(" @ = float4(0.0,0.0,0.0,0.0001);\r\n", material));
output = meta;
}

View file

@ -37,6 +37,10 @@ class TerrainFeatHLSL : public ShaderFeatureHLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
TerrainFeatHLSL();
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
@ -64,6 +68,8 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Base Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
@ -87,6 +93,8 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Detail Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
@ -110,6 +118,8 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Macro Texture"; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
@ -151,4 +161,15 @@ public:
virtual String getName() { return "Terrain Additive"; }
};
class TerrainBlankInfoMapFeatHLSL : public TerrainFeatHLSL
{
public:
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
virtual String getName() { return "Blank Matinfo map"; }
};
#endif // _TERRFEATUREHLSL_H_

View file

@ -37,6 +37,7 @@
#include "gfx/util/screenspace.h"
#include "lighting/advanced/advancedLightBinManager.h"
S32 sgMaxTerrainMaterialsPerPass = 3;
AFTER_MODULE_INIT( MaterialManager )
{
@ -310,12 +311,12 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
if ( GFX->getPixelShaderVersion() < 3.0f )
baseOnly = true;
// NOTE: At maximum we only try to combine 3 materials
// NOTE: At maximum we only try to combine sgMaxTerrainMaterialsPerPass materials
// into a single pass. This is sub-optimal for the simplest
// cases, but the most common case results in much fewer
// shader generation failures and permutations leading to
// faster load time and less hiccups during gameplay.
U32 matCount = getMin( 3, materials->size() );
U32 matCount = getMin( sgMaxTerrainMaterialsPerPass, materials->size() );
Vector<GFXTexHandle> normalMaps;
@ -349,24 +350,27 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
{
FeatureSet features;
features.addFeature( MFT_VertTransform );
features.addFeature( MFT_TerrainBaseMap );
if ( prePassMat )
{
features.addFeature( MFT_EyeSpaceDepthOut );
features.addFeature( MFT_PrePassConditioner );
features.addFeature( MFT_DeferredTerrainBaseMap );
features.addFeature(MFT_isDeferred);
if ( advancedLightmapSupport )
features.addFeature( MFT_RenderTarget1_Zero );
features.addFeature( MFT_RenderTarget3_Zero );
}
else
{
features.addFeature( MFT_TerrainBaseMap );
features.addFeature( MFT_RTLighting );
// The HDR feature is always added... it will compile out
// if HDR is not enabled in the engine.
features.addFeature( MFT_HDROut );
}
features.addFeature(MFT_DeferredTerrainBlankInfoMap);
// Enable lightmaps and fogging if we're in BL.
if ( reflectMat || useBLM )
@ -405,8 +409,16 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// check for macro detail texture
if ( !(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap().isEmpty() ) )
{
if(prePassMat)
features.addFeature( MFT_DeferredTerrainMacroMap, featureIndex );
else
features.addFeature( MFT_TerrainMacroMap, featureIndex );
}
if(prePassMat)
features.addFeature( MFT_DeferredTerrainDetailMap, featureIndex );
else
features.addFeature( MFT_TerrainDetailMap, featureIndex );
pass->materials.push_back( (*materials)[i] );
@ -536,8 +548,8 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// MFT_TerrainAdditive feature to lerp the
// output normal with the previous pass.
//
if ( prePassMat )
desc.setColorWrites( true, true, false, false );
//if ( prePassMat )
//desc.setColorWrites( true, true, false, false );
}
// We write to the zbuffer if this is a prepass
@ -656,9 +668,9 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
if ( prePassMat )
desc.addDesc( RenderPrePassMgr::getOpaqueStenciWriteDesc( false ) );
// Flip the cull for reflection materials.
if ( reflectMat )
desc.setCullMode( GFXCullCW );
// Shut off culling for prepass materials (reflection support).
if ( prePassMat )
desc.setCullMode( GFXCullNone );
pass->stateBlock = GFX->createStateBlock( desc );

View file

@ -150,9 +150,9 @@ DefineConsoleFunction( getTerrainUnderWorldPoint, S32, (const char* ptOrX, const
"@hide")
{
Point3F pos;
if(!dStrIsEmpty(ptOrX) && dStrIsEmpty(y) && dStrIsEmpty(z))
if(!String::isEmpty(ptOrX) && String::isEmpty(y) && String::isEmpty(z))
dSscanf(ptOrX, "%f %f %f", &pos.x, &pos.y, &pos.z);
else if(!dStrIsEmpty(ptOrX) && !dStrIsEmpty(y) && !dStrIsEmpty(z))
else if(!String::isEmpty(ptOrX) && !String::isEmpty(y) && !String::isEmpty(z))
{
pos.x = dAtof(ptOrX);
pos.y = dAtof(y);
@ -1340,9 +1340,9 @@ DefineConsoleFunction( getTerrainHeight, F32, (const char* ptOrX, const char* y)
F32 height = 0.0f;
Point2F pos;
if(!dStrIsEmpty(ptOrX) && dStrIsEmpty(y))
if(!String::isEmpty(ptOrX) && String::isEmpty(y))
dSscanf(ptOrX, "%f %f", &pos.x, &pos.y);
else if(!dStrIsEmpty(ptOrX) && !dStrIsEmpty(y))
else if(!String::isEmpty(ptOrX) && !String::isEmpty(y))
{
pos.x = dAtof(ptOrX);
pos.y = dAtof(y);
@ -1387,9 +1387,9 @@ DefineConsoleFunction( getTerrainHeightBelowPosition, F32, (const char* ptOrX, c
F32 height = 0.0f;
Point3F pos;
if(!dStrIsEmpty(ptOrX) && dStrIsEmpty(y) && dStrIsEmpty(z))
if(!String::isEmpty(ptOrX) && String::isEmpty(y) && String::isEmpty(z))
dSscanf(ptOrX, "%f %f %f", &pos.x, &pos.y, &pos.z);
else if(!dStrIsEmpty(ptOrX) && !dStrIsEmpty(y) && !dStrIsEmpty(z))
else if(!String::isEmpty(ptOrX) && !String::isEmpty(y) && !String::isEmpty(z))
{
pos.x = dAtof(ptOrX);
pos.y = dAtof(y);

View file

@ -34,4 +34,8 @@ 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 );
//Deferred Shading
ImplementFeatureType( MFT_DeferredTerrainBaseMap, MFG_Texture, 100.1f, false );
ImplementFeatureType( MFT_DeferredTerrainDetailMap, MFG_Texture, 102.1f, false );
ImplementFeatureType( MFT_DeferredTerrainMacroMap, MFG_Texture, 104.1f, false );
ImplementFeatureType( MFT_DeferredTerrainBlankInfoMap, MFG_Texture, 104.1f, false);

View file

@ -35,6 +35,12 @@ DeclareFeatureType( MFT_TerrainParallaxMap );
DeclareFeatureType( MFT_TerrainLightMap );
DeclareFeatureType( MFT_TerrainSideProject );
DeclareFeatureType( MFT_TerrainAdditive );
//Deferred Shading
DeclareFeatureType( MFT_DeferredTerrainBaseMap );
DeclareFeatureType( MFT_DeferredTerrainDetailMap );
DeclareFeatureType( MFT_DeferredTerrainMacroMap );
DeclareFeatureType( MFT_DeferredTerrainBlankInfoMap );
#endif // _TERRFEATURETYPES_H_

View file

@ -208,14 +208,14 @@ void TerrainBlock::_updateBaseTexture(bool writeToCache)
F32 copyOffsetY = 2.0f * GFX->getFillConventionOffset() / (F32)destSize.y;
GFXVertexPT points[4];
points[0].point = Point3F( -1.0 - copyOffsetX, -1.0 + copyOffsetY, 0.0 );
points[0].texCoord = Point2F( 0.0, 1.0f );
points[1].point = Point3F( -1.0 - copyOffsetX, 1.0 + copyOffsetY, 0.0 );
points[1].texCoord = Point2F( 0.0, 0.0f );
points[2].point = Point3F( 1.0 - copyOffsetX, 1.0 + copyOffsetY, 0.0 );
points[2].texCoord = Point2F( 1.0, 0.0f );
points[3].point = Point3F( 1.0 - copyOffsetX, -1.0 + copyOffsetY, 0.0 );
points[3].texCoord = Point2F( 1.0, 1.0f );
points[0].point = Point3F(1.0 - copyOffsetX, -1.0 + copyOffsetY, 0.0);
points[0].texCoord = Point2F(1.0, 1.0f);
points[1].point = Point3F(1.0 - copyOffsetX, 1.0 + copyOffsetY, 0.0);
points[1].texCoord = Point2F(1.0, 0.0f);
points[2].point = Point3F(-1.0 - copyOffsetX, -1.0 + copyOffsetY, 0.0);
points[2].texCoord = Point2F(0.0, 1.0f);
points[3].point = Point3F(-1.0 - copyOffsetX, 1.0 + copyOffsetY, 0.0);
points[3].texCoord = Point2F(0.0, 0.0f);
vb.set( GFX, 4, GFXBufferTypeVolatile );
GFXVertexPT *ptr = vb.lock();
@ -274,7 +274,7 @@ void TerrainBlock::_updateBaseTexture(bool writeToCache)
mBaseShaderConsts->setSafe( mBaseTexScaleConst, Point2F( scale, -scale ) );
mBaseShaderConsts->setSafe( mBaseTexIdConst, (F32)i );
GFX->drawPrimitive( GFXTriangleFan, 0, 2 );
GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
}
mBaseTarget->resolve();