mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-19 22:53:47 +00:00
Implement Singlepass Terrain Render
This commit is contained in:
parent
49a8c0ad36
commit
87dd7ffc4a
35 changed files with 1658 additions and 951 deletions
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@ -40,6 +40,8 @@
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#include "shaderGen/shaderGen.h"
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#include <d3d9.h> //d3dperf
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#include "gfxD3D11TextureArray.h"
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#ifdef TORQUE_DEBUG
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#include "d3d11sdklayers.h"
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#endif
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@ -48,6 +50,8 @@
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#pragma comment(lib, "d3d9.lib") //d3dperf
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#pragma comment(lib, "d3d11.lib")
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class GFXD3D11TextureArray;
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class GFXPCD3D11RegisterDevice
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{
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public:
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@ -1736,6 +1740,13 @@ GFXCubemapArray * GFXD3D11Device::createCubemapArray()
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return cubeArray;
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}
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GFXTextureArray * GFXD3D11Device::createTextureArray()
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{
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GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray();
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textureArray->registerResourceWithDevice(this);
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return textureArray;
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}
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// Debug events
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//------------------------------------------------------------------------------
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void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
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@ -231,6 +231,7 @@ public:
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virtual GFXCubemap *createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual GFXTextureArray* createTextureArray();
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
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@ -1385,7 +1385,8 @@ void GFXD3D11Shader::_buildSamplerShaderConstantHandles( Vector<GFXShaderConstDe
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AssertFatal( desc.constType == GFXSCT_Sampler ||
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desc.constType == GFXSCT_SamplerCube ||
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desc.constType == GFXSCT_SamplerCubeArray,
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desc.constType == GFXSCT_SamplerCubeArray ||
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desc.constType == GFXSCT_SamplerTextureArray,
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"GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
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GFXD3D11ShaderConstHandle *handle;
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266
Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp
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266
Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp
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@ -0,0 +1,266 @@
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#include "gfxD3D11TextureArray.h"
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#include <d3d11.h>
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#include "gfxD3D11Device.h"
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#include "gfxD3D11EnumTranslate.h"
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#include "core/util/tVector.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "gfx/util/screenspace.h"
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#include "shaderGen/shaderFeature.h"
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bool GFXD3D11TextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
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{
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bool success = true;
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Vector<ID3D11Texture2D*> texture2Ds;
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texture2Ds.setSize(textureArray.size());
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Vector<GFXTexHandle> tmpHandles;
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mArraySize = textureArray.size();
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//---------------------------------------------------------------------------------------
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// Create the texture array. Each element in the texture
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// array has the same format/dimensions.
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//---------------------------------------------------------------------------------------
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D3D11_TEXTURE2D_DESC texElementDesc;
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GFXFormat format;
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bool found = false;
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for (U32 idx = 0; idx < mArraySize; ++idx)
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{
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GFXTexHandle texObj = textureArray[idx];
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if (texObj.isValid())
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{
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if (!found)
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{
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dynamic_cast<GFXD3D11TextureObject*>(texObj.getPointer())->get2DTex()->GetDesc(&texElementDesc);
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found = true;
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format = texObj.getFormat();
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}
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if (format != texObj.getFormat() || texElementDesc.Width != texObj.getWidth() || texElementDesc.Height != texObj.getHeight())
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{
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AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
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Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
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success = false;
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format = GFXFormatR8G8B8A8;
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}
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}
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}
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// One might think this should return false in this case, but the return value is mostly to highlight internal errors not input errors.
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if (!found) return true;
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for (U32 idx = 0; idx < mArraySize; ++idx)
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{
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texture2Ds[idx] = NULL;
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if(textureArray[idx].isValid())
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{
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GFXTexHandle handle = textureArray[idx];
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if (textureArray[idx]->getPath().isNotEmpty())
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{
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(textureArray[idx].getPointer())->get2DTex();
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tex->GetDesc(&desc);
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || textureArray[idx].getFormat() != format)
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{
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width)
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
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Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
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}
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else
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
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Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
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}
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GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, texElementDesc.Width, texElementDesc.Height);
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if (!inBitmap->setFormat(format))
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
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Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
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success = false;
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handle = NULL;
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delete inBitmap;
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}
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else
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{
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handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
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tmpHandles.push_back(handle);
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}
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}
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}
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if (handle.isValid())
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{
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
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tex->GetDesc(&desc);
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || handle.getFormat() != format)
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
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Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
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success = false;
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}
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texture2Ds[idx] = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
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}
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}
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}
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D3D11_TEXTURE2D_DESC texArrayDesc;
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texArrayDesc.Width = texElementDesc.Width;
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texArrayDesc.Height = texElementDesc.Height;
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texArrayDesc.MipLevels = texElementDesc.MipLevels;
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texArrayDesc.ArraySize = mArraySize;
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texArrayDesc.Format = GFXD3D11TextureFormat[format];
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texArrayDesc.SampleDesc.Count = 1;
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texArrayDesc.SampleDesc.Quality = 0;
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texArrayDesc.Usage = D3D11_USAGE_DEFAULT;
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texArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texArrayDesc.CPUAccessFlags = 0;
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texArrayDesc.MiscFlags = 0;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&texArrayDesc, NULL, &mTextureArray);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::_createTextureArray failed to create texture array!");
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//---------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------
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// Copy individual texture elements into texture array.
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//---------------------------------------------------------------------------------------
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// for each texture element...
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for (UINT i = 0; i < mArraySize; ++i)
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{
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if (texture2Ds[i] == NULL)
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{
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continue;
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}
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D3D11_TEXTURE2D_DESC desc;
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texture2Ds[i]->GetDesc(&desc);
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// for each mipmap level...
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for (UINT j = 0; j < desc.MipLevels; ++j)
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{
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const U32 srcSubResource = D3D11CalcSubresource(j, 0, desc.MipLevels);
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const U32 dstSubResource = D3D11CalcSubresource(j, i, texArrayDesc.MipLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTextureArray, dstSubResource, 0, 0, 0, texture2Ds[i], srcSubResource, NULL);
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}
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}
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// Clean temporary textures
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for (GFXTexHandle handle : tmpHandles)
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{
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handle.free();
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}
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//---------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------
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// Create a resource view to the texture array.
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//---------------------------------------------------------------------------------------
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createResourceView(texArrayDesc.Format, texArrayDesc.MipLevels, texArrayDesc.BindFlags);
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//---------------------------------------------------------------------------------------
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return success;
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}
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void GFXD3D11TextureArray::setToTexUnit(U32 tuNum)
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{
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D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
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}
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void GFXD3D11TextureArray::createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags)
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{
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HRESULT hr;
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if (usageFlags & D3D11_BIND_SHADER_RESOURCE)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC desc;
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if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
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desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
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else
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desc.Format = format;
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desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MostDetailedMip = 0;
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desc.Texture2DArray.MipLevels = numMipLevels;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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hr = D3D11DEVICE->CreateShaderResourceView(mTextureArray, &desc, &mSRView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateShaderResourceView failed to create view!");
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}
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if (usageFlags & D3D11_BIND_RENDER_TARGET)
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{
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D3D11_RENDER_TARGET_VIEW_DESC desc;
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desc.Format = format;
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desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MipSlice = 0;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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hr = D3D11DEVICE->CreateRenderTargetView(mTextureArray, &desc, &mRTView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateRenderTargetView failed to create view!");
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}
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if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
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{
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D3D11_DEPTH_STENCIL_VIEW_DESC desc;
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desc.Format = format;
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desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MipSlice = 0;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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desc.Flags = 0;
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hr = D3D11DEVICE->CreateDepthStencilView(mTextureArray, &desc, &mDSView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateDepthStencilView failed to create view!");
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}
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}
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void GFXD3D11TextureArray::Release()
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{
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SAFE_RELEASE(mSRView)
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SAFE_RELEASE(mRTView)
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SAFE_RELEASE(mDSView)
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SAFE_RELEASE(mTextureArray)
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}
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ID3D11ShaderResourceView* GFXD3D11TextureArray::getSRView()
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{
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return mSRView;
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}
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ID3D11RenderTargetView* GFXD3D11TextureArray::getRTView()
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{
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return mRTView;
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}
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ID3D11DepthStencilView* GFXD3D11TextureArray::getDSView()
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{
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return mDSView;
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}
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ID3D11ShaderResourceView** GFXD3D11TextureArray::getSRViewPtr()
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{
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return &mSRView;
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}
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ID3D11RenderTargetView** GFXD3D11TextureArray::getRTViewPtr()
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{
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return &mRTView;
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}
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ID3D11DepthStencilView** GFXD3D11TextureArray::getDSViewPtr()
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{
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return &mDSView;
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}
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void GFXD3D11TextureArray::zombify()
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{
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// Unsupported
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}
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void GFXD3D11TextureArray::resurrect()
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{
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// Unsupported
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}
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51
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
Normal file
51
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
Normal file
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#ifndef _GFXD3D11TEXTUREARRAY_H_
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#define _GFXD3D11TEXTUREARRAY_H_
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#include <dxgiformat.h>
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#include "gfx/gfxTextureArray.h"
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#include "gfx/gfxTextureManager.h"
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#include "core/util/safeRelease.h"
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#include "gfxD3D11TextureManager.h"
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class GFXD3D11TextureArray : public GFXTextureArray
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{
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public:
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GFXD3D11TextureArray()
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: mSRView( NULL ),
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mRTView( NULL ),
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mDSView( NULL ),
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mTextureArray( NULL )
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{
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}
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bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override;
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void setToTexUnit(U32 tuNum) override;
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void createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags);
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// GFXResource interface
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void zombify() override;
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void resurrect() override;
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void Release() override;
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ID3D11ShaderResourceView* getSRView();
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ID3D11RenderTargetView* getRTView();
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ID3D11DepthStencilView* getDSView();
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ID3D11ShaderResourceView** getSRViewPtr();
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ID3D11RenderTargetView** getRTViewPtr();
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ID3D11DepthStencilView** getDSViewPtr();
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private:
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ID3D11ShaderResourceView* mSRView; // for shader resource input
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ID3D11RenderTargetView* mRTView; // for render targets
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ID3D11DepthStencilView* mDSView; //render target view for depth stencil
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ID3D11Texture2D* mTextureArray;
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};
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#endif
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@ -210,8 +210,8 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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// check format limitations
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// at the moment we only support RGBA for the source (other 4 byte formats should
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// be easy to add though)
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AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB, "copyToBmp: invalid format");
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if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB)
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AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB || mFormat == GFXFormatR8G8B8, "copyToBmp: invalid format");
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if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB && mFormat != GFXFormatR8G8B8)
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return false;
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PROFILE_START(GFXD3D11TextureObject_copyToBmp);
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@ -248,6 +248,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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desc.BindFlags = 0;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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desc.Usage = D3D11_USAGE_STAGING;
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desc.MiscFlags = 0;
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ID3D11Texture2D* pStagingTexture = NULL;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);
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@ -178,6 +178,16 @@ public:
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virtual void resurrect() {}
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};
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class GFXNullTextureArray : public GFXTextureArray
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{
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public:
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void zombify() override {}
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void resurrect() override {}
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void Release() override {}
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bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override { return true; }
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virtual void setToTexUnit(U32 tuNum) { }
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};
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class GFXNullVertexBuffer : public GFXVertexBuffer
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{
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unsigned char* tempBuf;
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@ -317,6 +327,11 @@ GFXCubemapArray* GFXNullDevice::createCubemapArray()
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return new GFXNullCubemapArray();
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};
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GFXTextureArray* GFXNullDevice::createTextureArray()
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{
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return new GFXNullTextureArray();
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};
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void GFXNullDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
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{
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// Add the NULL renderer
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|
|
@ -130,6 +130,7 @@ protected:
|
|||
public:
|
||||
virtual GFXCubemap * createCubemap();
|
||||
virtual GFXCubemapArray *createCubemapArray();
|
||||
virtual GFXTextureArray *createTextureArray();
|
||||
|
||||
virtual F32 getFillConventionOffset() const { return 0.0f; };
|
||||
|
||||
|
|
|
|||
|
|
@ -727,7 +727,7 @@ bool GBitmap::checkForTransparency()
|
|||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
LinearColorF GBitmap::sampleTexel(F32 u, F32 v) const
|
||||
LinearColorF GBitmap::sampleTexel(F32 u, F32 v, bool retAlpha) const
|
||||
{
|
||||
LinearColorF col(0.5f, 0.5f, 0.5f);
|
||||
// normally sampling wraps all the way around at 1.0,
|
||||
|
|
@ -751,6 +751,13 @@ LinearColorF GBitmap::sampleTexel(F32 u, F32 v) const
|
|||
col.red = F32(buffer[lexelindex + 0]) / 255.0f;
|
||||
col.green = F32(buffer[lexelindex + 1]) / 255.0f;
|
||||
col.blue = F32(buffer[lexelindex + 2]) / 255.0f;
|
||||
if (retAlpha)
|
||||
{
|
||||
if (getHasTransparency())
|
||||
col.alpha = F32(buffer[lexelindex + 3]) / 255.0f;
|
||||
else
|
||||
col.alpha = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return col;
|
||||
|
|
@ -1352,7 +1359,7 @@ U32 GBitmap::getSurfaceSize(const U32 mipLevel) const
|
|||
}
|
||||
|
||||
DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
|
||||
"Returns image info in the following format: width TAB height TAB bytesPerPixel. "
|
||||
"Returns image info in the following format: width TAB height TAB bytesPerPixel TAB format. "
|
||||
"It will return an empty string if the file is not found.\n"
|
||||
"@ingroup Rendering\n" )
|
||||
{
|
||||
|
|
@ -1360,7 +1367,8 @@ DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
|
|||
if ( !image )
|
||||
return String::EmptyString;
|
||||
|
||||
return String::ToString( "%d\t%d\t%d", image->getWidth(),
|
||||
return String::ToString( "%d\t%d\t%d\t%d", image->getWidth(),
|
||||
image->getHeight(),
|
||||
image->getBytesPerPixel() );
|
||||
image->getBytesPerPixel(),
|
||||
image->getFormat());
|
||||
}
|
||||
|
|
|
|||
|
|
@ -205,7 +205,7 @@ public:
|
|||
/// the bitmap bits and to check for alpha values less than 255
|
||||
bool checkForTransparency();
|
||||
|
||||
LinearColorF sampleTexel(F32 u, F32 v) const;
|
||||
LinearColorF sampleTexel(F32 u, F32 v, bool retAlpha = false) const;
|
||||
bool getColor(const U32 x, const U32 y, ColorI& rColor) const;
|
||||
bool setColor(const U32 x, const U32 y, const ColorI& rColor);
|
||||
U8 getChanelValueAt(U32 x, U32 y, U32 chan);
|
||||
|
|
|
|||
|
|
@ -132,6 +132,8 @@ GFXDevice::GFXDevice()
|
|||
mCurrentCubemap[i] = NULL;
|
||||
mNewCubemap[i] = NULL;
|
||||
mCurrentCubemapArray[i] = NULL;
|
||||
mNewTextureArray[i] = NULL;
|
||||
mCurrentTextureArray[i] = NULL;
|
||||
mNewCubemapArray[i] = NULL;
|
||||
mTexType[i] = GFXTDT_Normal;
|
||||
|
||||
|
|
@ -266,6 +268,8 @@ GFXDevice::~GFXDevice()
|
|||
mNewCubemap[i] = NULL;
|
||||
mCurrentCubemapArray[i] = NULL;
|
||||
mNewCubemapArray[i] = NULL;
|
||||
mCurrentTextureArray[i] = NULL;
|
||||
mNewTextureArray[i] = NULL;
|
||||
}
|
||||
|
||||
mCurrentRT = NULL;
|
||||
|
|
@ -403,14 +407,23 @@ void GFXDevice::updateStates(bool forceSetAll /*=false*/)
|
|||
}
|
||||
break;
|
||||
case GFXTDT_CubeArray:
|
||||
{
|
||||
mCurrentCubemapArray[i] = mNewCubemapArray[i];
|
||||
if (mCurrentCubemapArray[i])
|
||||
mCurrentCubemapArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
{
|
||||
mCurrentCubemapArray[i] = mNewCubemapArray[i];
|
||||
if (mCurrentCubemapArray[i])
|
||||
mCurrentCubemapArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
case GFXTDT_TextureArray:
|
||||
{
|
||||
mCurrentTextureArray[i] = mNewTextureArray[i];
|
||||
if (mCurrentTextureArray[i])
|
||||
mCurrentTextureArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
AssertFatal(false, "Unknown texture type!");
|
||||
break;
|
||||
|
|
@ -557,6 +570,15 @@ void GFXDevice::updateStates(bool forceSetAll /*=false*/)
|
|||
mCurrentCubemapArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
case GFXTDT_TextureArray:
|
||||
{
|
||||
mCurrentTextureArray[i] = mNewTextureArray[i];
|
||||
if (mCurrentTextureArray[i])
|
||||
mCurrentTextureArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
|
@ -801,6 +823,8 @@ void GFXDevice::setTexture( U32 stage, GFXTextureObject *texture )
|
|||
mCurrentCubemap[stage] = NULL;
|
||||
mNewCubemapArray[stage] = NULL;
|
||||
mCurrentCubemapArray[stage] = NULL;
|
||||
mNewTextureArray[stage] = NULL;
|
||||
mCurrentTextureArray[stage] = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -827,6 +851,8 @@ void GFXDevice::setCubeTexture( U32 stage, GFXCubemap *cubemap )
|
|||
mCurrentTexture[stage] = NULL;
|
||||
mNewCubemapArray[stage] = NULL;
|
||||
mCurrentCubemapArray[stage] = NULL;
|
||||
mNewTextureArray[stage] = NULL;
|
||||
mCurrentTextureArray[stage] = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -853,6 +879,36 @@ void GFXDevice::setCubeArrayTexture(U32 stage, GFXCubemapArray *cubemapArray)
|
|||
mCurrentTexture[stage] = NULL;
|
||||
mNewCubemap[stage] = NULL;
|
||||
mCurrentCubemap[stage] = NULL;
|
||||
mNewTextureArray[stage] = NULL;
|
||||
mCurrentTextureArray[stage] = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Set texture array
|
||||
//-----------------------------------------------------------------------------
|
||||
void GFXDevice::setTextureArray(U32 stage, GFXTextureArray *textureArray)
|
||||
{
|
||||
AssertFatal(stage < getNumSamplers(), avar("GFXDevice::setTextureArray - out of range stage! %i>%i", stage, getNumSamplers()));
|
||||
|
||||
if (mTexType[stage] == GFXTDT_TextureArray &&
|
||||
((mTextureDirty[stage] && mNewTextureArray[stage].getPointer() == textureArray) ||
|
||||
(!mTextureDirty[stage] && mCurrentTextureArray[stage].getPointer() == textureArray)))
|
||||
return;
|
||||
|
||||
mStateDirty = true;
|
||||
mTexturesDirty = true;
|
||||
mTextureDirty[stage] = true;
|
||||
|
||||
mNewTextureArray[stage] = textureArray;
|
||||
mTexType[stage] = GFXTDT_TextureArray;
|
||||
|
||||
// Clear out textures
|
||||
mNewTexture[stage] = NULL;
|
||||
mCurrentTexture[stage] = NULL;
|
||||
mNewCubemap[stage] = NULL;
|
||||
mCurrentCubemap[stage] = NULL;
|
||||
mNewCubemapArray[stage] = NULL;
|
||||
mCurrentCubemapArray[stage] = NULL;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -57,6 +57,7 @@
|
|||
#ifndef _PLATFORM_PLATFORMTIMER_H_
|
||||
#include "platform/platformTimer.h"
|
||||
#endif
|
||||
#include "gfxTextureArray.h"
|
||||
|
||||
class FontRenderBatcher;
|
||||
class GFont;
|
||||
|
|
@ -498,7 +499,8 @@ protected:
|
|||
{
|
||||
GFXTDT_Normal,
|
||||
GFXTDT_Cube,
|
||||
GFXTDT_CubeArray
|
||||
GFXTDT_CubeArray,
|
||||
GFXTDT_TextureArray
|
||||
};
|
||||
|
||||
GFXTexHandle mCurrentTexture[TEXTURE_STAGE_COUNT];
|
||||
|
|
@ -507,6 +509,8 @@ protected:
|
|||
GFXCubemapHandle mNewCubemap[TEXTURE_STAGE_COUNT];
|
||||
GFXCubemapArrayHandle mCurrentCubemapArray[TEXTURE_STAGE_COUNT];
|
||||
GFXCubemapArrayHandle mNewCubemapArray[TEXTURE_STAGE_COUNT];
|
||||
GFXTextureArrayHandle mCurrentTextureArray[TEXTURE_STAGE_COUNT];
|
||||
GFXTextureArrayHandle mNewTextureArray[TEXTURE_STAGE_COUNT];
|
||||
|
||||
TexDirtyType mTexType[TEXTURE_STAGE_COUNT];
|
||||
bool mTextureDirty[TEXTURE_STAGE_COUNT];
|
||||
|
|
@ -757,6 +761,7 @@ protected:
|
|||
public:
|
||||
virtual GFXCubemap * createCubemap() = 0;
|
||||
virtual GFXCubemapArray *createCubemapArray() = 0;
|
||||
virtual GFXTextureArray *createTextureArray() = 0;
|
||||
|
||||
inline GFXTextureManager *getTextureManager()
|
||||
{
|
||||
|
|
@ -952,6 +957,7 @@ public:
|
|||
void setTexture(U32 stage, GFXTextureObject *texture);
|
||||
void setCubeTexture( U32 stage, GFXCubemap *cubemap );
|
||||
void setCubeArrayTexture( U32 stage, GFXCubemapArray *cubemapArray);
|
||||
void setTextureArray( U32 stage, GFXTextureArray *textureArray);
|
||||
inline GFXTextureObject* getCurrentTexture( U32 stage ) { return mCurrentTexture[stage]; }
|
||||
|
||||
/// @}
|
||||
|
|
|
|||
|
|
@ -599,7 +599,8 @@ enum GFXShaderConstType
|
|||
// Samplers
|
||||
GFXSCT_Sampler,
|
||||
GFXSCT_SamplerCube,
|
||||
GFXSCT_SamplerCubeArray
|
||||
GFXSCT_SamplerCubeArray,
|
||||
GFXSCT_SamplerTextureArray
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
7
Engine/source/gfx/gfxTextureArray.cpp
Normal file
7
Engine/source/gfx/gfxTextureArray.cpp
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
#include "gfxTextureArray.h"
|
||||
|
||||
const String GFXTextureArray::describeSelf() const
|
||||
{
|
||||
// We've got nothing
|
||||
return String();
|
||||
}
|
||||
72
Engine/source/gfx/gfxTextureArray.h
Normal file
72
Engine/source/gfx/gfxTextureArray.h
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _GFXTEXTUREARRAY_H_
|
||||
#define _GFXTEXTUREARRAY_H_
|
||||
|
||||
#ifndef _REFBASE_H_
|
||||
#include "core/util/refBase.h"
|
||||
#endif
|
||||
#ifndef _GFXRESOURCE_H_
|
||||
#include "gfx/gfxResource.h"
|
||||
#endif
|
||||
#ifndef _GFXENUMS_H_
|
||||
#include "gfxEnums.h"
|
||||
#endif
|
||||
#ifndef _GFXTEXTUREHANDLE_H_
|
||||
#include "gfxTextureHandle.h"
|
||||
#endif
|
||||
|
||||
|
||||
class GFXTextureProfile;
|
||||
class GFXTextureObject;
|
||||
|
||||
class GFXTextureArray : public StrongRefBase, public GFXResource
|
||||
{
|
||||
public:
|
||||
virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) = 0;
|
||||
virtual void setToTexUnit(U32 tuNum) = 0;
|
||||
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify() = 0;
|
||||
virtual void resurrect() = 0;
|
||||
virtual void Release() = 0;
|
||||
|
||||
virtual const String describeSelf() const;
|
||||
|
||||
U32 mArraySize;
|
||||
};
|
||||
|
||||
|
||||
/// A reference counted handle to a texture array resource.
|
||||
class GFXTextureArrayHandle : public StrongRefPtr<GFXTextureArray>
|
||||
{
|
||||
public:
|
||||
GFXTextureArrayHandle() {}
|
||||
GFXTextureArrayHandle(GFXTextureArray* textureArray) { StrongRefPtr<GFXTextureArray>::set(textureArray); }
|
||||
|
||||
/// Releases the texture handle.
|
||||
void free() { StrongObjectRef::set(NULL); }
|
||||
};
|
||||
|
||||
#endif // _GFXTEXTUREARRAY_H_
|
||||
|
|
@ -894,6 +894,42 @@ Torque::Path GFXTextureManager::validatePath(const Torque::Path &path)
|
|||
return correctPath;
|
||||
}
|
||||
|
||||
GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile, U32 width, U32 height)
|
||||
{
|
||||
GBitmap* inBitmap = loadUncompressedTexture(path, &GFXTexturePersistentProfile);
|
||||
|
||||
if (inBitmap == NULL)
|
||||
{
|
||||
Con::warnf("GFXTextureManager::loadUncompressedTexture unable to load texture: %s", path.getFullPath());
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Set the format so we don't have to handle which channels are where.
|
||||
if (!inBitmap->setFormat(GFXFormatR8G8B8A8))
|
||||
{
|
||||
Con::warnf("GFXTextureManager::loadUncompressedTexture unable to handle texture format: %s", path.getFullPath());
|
||||
return NULL;
|
||||
}
|
||||
|
||||
GBitmap* outBmp = new GBitmap(width, height, true, GFXFormatR8G8B8A8);
|
||||
|
||||
U8* oBits = (U8*)outBmp->getWritableBits();
|
||||
for (S32 y = 0; y < width; y++)
|
||||
{
|
||||
for (S32 x = 0; x < height; x++)
|
||||
{
|
||||
ColorI texelColor = inBitmap->sampleTexel(x / F32(width), y / F32(height), true).toColorI(true);
|
||||
|
||||
oBits[(y * width + x) * 4] = texelColor.red;
|
||||
oBits[(y * width + x) * 4 + 1] = texelColor.green;
|
||||
oBits[(y * width + x) * 4 + 2] = texelColor.blue;
|
||||
oBits[(y * width + x) * 4 + 3] = texelColor.alpha;
|
||||
}
|
||||
}
|
||||
|
||||
return outBmp;
|
||||
}
|
||||
|
||||
GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile)
|
||||
{
|
||||
PROFILE_SCOPE(GFXTextureManager_loadUncompressedTexture);
|
||||
|
|
|
|||
|
|
@ -41,6 +41,7 @@
|
|||
#ifndef _TSIGNAL_H_
|
||||
#include "core/util/tSignal.h"
|
||||
#endif
|
||||
#include "gfxTextureHandle.h"
|
||||
|
||||
|
||||
namespace Torque
|
||||
|
|
@ -131,6 +132,7 @@ public:
|
|||
S32 antialiasLevel);
|
||||
|
||||
Torque::Path validatePath(const Torque::Path &path);
|
||||
GBitmap *loadUncompressedTexture(const Torque::Path& path, GFXTextureProfile* profile, U32 width, U32 height);
|
||||
GBitmap *loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile);
|
||||
virtual GFXTextureObject *createCompositeTexture(const Torque::Path &pathR, const Torque::Path &pathG, const Torque::Path &pathB, const Torque::Path &pathA, U32 inputKey[4],
|
||||
GFXTextureProfile *profile);
|
||||
|
|
|
|||
|
|
@ -22,6 +22,8 @@
|
|||
|
||||
#include "platform/platform.h"
|
||||
#include "gfx/gl/gfxGLDevice.h"
|
||||
|
||||
#include "gfxGLTextureArray.h"
|
||||
#include "platform/platformGL.h"
|
||||
|
||||
#include "gfx/gfxCubemap.h"
|
||||
|
|
@ -457,6 +459,13 @@ GFXCubemapArray *GFXGLDevice::createCubemapArray()
|
|||
return cubeArray;
|
||||
}
|
||||
|
||||
GFXTextureArray* GFXGLDevice::createTextureArray()
|
||||
{
|
||||
GFXGLTextureArray* textureArray = new GFXGLTextureArray();
|
||||
textureArray->registerResourceWithDevice(this);
|
||||
return textureArray;
|
||||
}
|
||||
|
||||
void GFXGLDevice::endSceneInternal()
|
||||
{
|
||||
// nothing to do for opengl
|
||||
|
|
@ -766,6 +775,22 @@ void GFXGLDevice::setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArr
|
|||
}
|
||||
}
|
||||
|
||||
void GFXGLDevice::setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture)
|
||||
{
|
||||
if (texture)
|
||||
{
|
||||
mActiveTextureType[textureUnit] = GL_TEXTURE_2D_ARRAY;
|
||||
texture->bind(textureUnit);
|
||||
}
|
||||
else if (mActiveTextureType[textureUnit] != GL_ZERO)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(mActiveTextureType[textureUnit], 0);
|
||||
getOpenglCache()->setCacheBindedTex(textureUnit, mActiveTextureType[textureUnit], 0);
|
||||
mActiveTextureType[textureUnit] = GL_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
|
||||
{
|
||||
// ONLY NEEDED ON FFP
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@
|
|||
#include "gfx/gfxResource.h"
|
||||
#include "gfx/gl/gfxGLStateBlock.h"
|
||||
|
||||
class GFXGLTextureArray;
|
||||
class GFXGLVertexBuffer;
|
||||
class GFXGLPrimitiveBuffer;
|
||||
class GFXGLTextureTarget;
|
||||
|
|
@ -83,6 +84,7 @@ public:
|
|||
|
||||
virtual GFXCubemap * createCubemap();
|
||||
virtual GFXCubemapArray *createCubemapArray();
|
||||
virtual GFXTextureArray *createTextureArray();
|
||||
|
||||
virtual F32 getFillConventionOffset() const { return 0.0f; }
|
||||
|
||||
|
|
@ -173,6 +175,7 @@ protected:
|
|||
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
|
||||
virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
|
||||
virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
|
||||
virtual void setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture);
|
||||
|
||||
virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
|
||||
virtual void setLightMaterialInternal(const GFXLightMaterial mat);
|
||||
|
|
@ -210,6 +213,7 @@ private:
|
|||
friend class GFXGLTextureObject;
|
||||
friend class GFXGLCubemap;
|
||||
friend class GFXGLCubemapArray;
|
||||
friend class GFXGLTextureArray;
|
||||
friend class GFXGLWindowTarget;
|
||||
friend class GFXGLPrimitiveBuffer;
|
||||
friend class GFXGLVertexBuffer;
|
||||
|
|
|
|||
|
|
@ -82,6 +82,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
|
|||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
case GFXSCT_SamplerCubeArray:
|
||||
case GFXSCT_SamplerTextureArray:
|
||||
return 4;
|
||||
case GFXSCT_Float2:
|
||||
case GFXSCT_Int2:
|
||||
|
|
@ -630,6 +631,9 @@ void GFXGLShader::initConstantDescs()
|
|||
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
|
||||
desc.constType = GFXSCT_SamplerCubeArray;
|
||||
break;
|
||||
case GL_SAMPLER_2D_ARRAY:
|
||||
desc.constType = GFXSCT_SamplerTextureArray;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
|
||||
// If we don't recognize the constant don't add its description.
|
||||
|
|
@ -661,7 +665,10 @@ void GFXGLShader::initHandles()
|
|||
|
||||
HandleMap::Iterator handle = mHandles.find(desc.name);
|
||||
S32 sampler = -1;
|
||||
if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube || desc.constType == GFXSCT_SamplerCubeArray)
|
||||
if(desc.constType == GFXSCT_Sampler ||
|
||||
desc.constType == GFXSCT_SamplerCube ||
|
||||
desc.constType == GFXSCT_SamplerCubeArray ||
|
||||
desc.constType == GFXSCT_SamplerTextureArray)
|
||||
{
|
||||
S32 idx = mSamplerNamesOrdered.find_next(desc.name);
|
||||
AssertFatal(idx != -1, "");
|
||||
|
|
@ -704,7 +711,11 @@ void GFXGLShader::initHandles()
|
|||
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
||||
{
|
||||
GFXGLShaderConstHandle* handle = iter->value;
|
||||
if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube || handle->getType() == GFXSCT_SamplerCubeArray))
|
||||
if(handle->isValid() &&
|
||||
(handle->getType() == GFXSCT_Sampler ||
|
||||
handle->getType() == GFXSCT_SamplerCube ||
|
||||
handle->getType() == GFXSCT_SamplerCubeArray ||
|
||||
handle->getType() == GFXSCT_SamplerTextureArray))
|
||||
{
|
||||
// Set sampler number on our program.
|
||||
glUniform1i(handle->mLocation, handle->mSamplerNum);
|
||||
|
|
@ -837,6 +848,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
|||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
case GFXSCT_SamplerCubeArray:
|
||||
case GFXSCT_SamplerTextureArray:
|
||||
glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
||||
break;
|
||||
case GFXSCT_Int2:
|
||||
|
|
|
|||
|
|
@ -20,11 +20,11 @@ public:
|
|||
class TextureUnit
|
||||
{
|
||||
public:
|
||||
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0)
|
||||
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0), mTextureArray(0)
|
||||
{
|
||||
|
||||
}
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray;
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray, mTextureArray;
|
||||
};
|
||||
|
||||
/// after glBindTexture
|
||||
|
|
@ -48,6 +48,9 @@ public:
|
|||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureArray = handle;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
|
||||
return;
|
||||
|
|
@ -74,6 +77,9 @@ public:
|
|||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureArray = handle;
|
||||
break;
|
||||
case GL_FRAMEBUFFER:
|
||||
mBindedFBO_W = mBindedFBO_R = handle;
|
||||
break;
|
||||
|
|
@ -109,6 +115,8 @@ public:
|
|||
return mTextureUnits[mActiveTexture].mTextureCube;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
return mTextureUnits[mActiveTexture].mTextureCubeArray;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
return mTextureUnits[mActiveTexture].mTextureArray;
|
||||
case GL_DRAW_FRAMEBUFFER:
|
||||
return mBindedFBO_W;
|
||||
case GL_READ_FRAMEBUFFER:
|
||||
|
|
@ -138,4 +146,4 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
|||
215
Engine/source/gfx/gl/gfxGLTextureArray.cpp
Normal file
215
Engine/source/gfx/gl/gfxGLTextureArray.cpp
Normal file
|
|
@ -0,0 +1,215 @@
|
|||
#include "gfxGLTextureArray.h"
|
||||
|
||||
#include "gfxGLTextureObject.h"
|
||||
#include "gfxGLUtils.h"
|
||||
#include "core/util/tVector.h"
|
||||
#include "gfx/bitmap/imageUtils.h"
|
||||
|
||||
|
||||
GFXGLTextureArray::GFXGLTextureArray()
|
||||
{
|
||||
mTextureArray = NULL;
|
||||
}
|
||||
|
||||
GFXGLTextureArray::~GFXGLTextureArray()
|
||||
{
|
||||
glDeleteTextures(1, &mTextureArray);
|
||||
}
|
||||
|
||||
bool GFXGLTextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
|
||||
{
|
||||
bool success = true;
|
||||
|
||||
if (textureArray.empty())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool found = false;
|
||||
U32 baseWidth = 0, baseHeight = 0;
|
||||
bool isCompressed = false;
|
||||
mArraySize = textureArray.size();
|
||||
|
||||
for (GFXTexHandle texObj : textureArray)
|
||||
{
|
||||
if (texObj.isValid())
|
||||
{
|
||||
if (!found)
|
||||
{
|
||||
baseWidth = texObj.getWidth();
|
||||
baseHeight = texObj.getHeight();
|
||||
mMipMapLevels = getMax((U32)1, texObj->mMipLevels);
|
||||
found = true;
|
||||
mFormat = texObj.getFormat();
|
||||
isCompressed = ImageUtil::isCompressedFormat(mFormat);
|
||||
}
|
||||
|
||||
if (mFormat != texObj.getFormat() || baseWidth != texObj.getWidth() || baseHeight != texObj.getHeight())
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
|
||||
success = false;
|
||||
mFormat = GFXFormatR8G8B8A8;
|
||||
isCompressed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// One might think this should return false in this case, but the return value is mostly to highlight internal errors not input errors.
|
||||
if (!found) return true;
|
||||
|
||||
Vector <GFXGLTextureObject*> texture2Ds;
|
||||
texture2Ds.setSize(textureArray.size());
|
||||
Vector<GFXTexHandle> tmpHandles;
|
||||
|
||||
for (U32 idx = 0; idx < mArraySize; ++idx)
|
||||
{
|
||||
texture2Ds[idx] = NULL;
|
||||
GFXTexHandle texObj = textureArray[idx];
|
||||
|
||||
if (texObj.isValid())
|
||||
{
|
||||
GFXTexHandle handle = textureArray[idx];
|
||||
if (texObj->getPath().isNotEmpty())
|
||||
{
|
||||
if (texObj.getHeight() != baseHeight|| texObj.getWidth() != baseWidth || texObj.getFormat() != mFormat)
|
||||
{
|
||||
if (texObj.getHeight() != baseHeight || texObj.getWidth() != baseWidth)
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should be the same size");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray all textures should be the same size");
|
||||
}
|
||||
else
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should have the same format");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray all textures should have the same format");
|
||||
}
|
||||
|
||||
GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, baseWidth, baseHeight);
|
||||
if (!inBitmap->setFormat(mFormat))
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
|
||||
Con::errorf("GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
|
||||
success = false;
|
||||
handle = NULL;
|
||||
delete inBitmap;
|
||||
}
|
||||
else
|
||||
{
|
||||
handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
|
||||
tmpHandles.push_back(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (handle.isValid())
|
||||
{
|
||||
if (handle.getHeight() != baseHeight || handle.getWidth()!= baseWidth || handle.getFormat() != mFormat)
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
|
||||
Con::errorf("GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
|
||||
success = false;
|
||||
}
|
||||
texture2Ds[idx] = dynamic_cast<GFXGLTextureObject*>(handle.getPointer());
|
||||
tmpHandles.push_back(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glGenTextures(1, &mTextureArray);
|
||||
PRESERVE_2D_TEXTURE_ARRAY();
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexStorage3D(GL_TEXTURE_2D_ARRAY, mMipMapLevels, GL_RGBA8, baseWidth, baseHeight, textureArray.size());
|
||||
|
||||
for (U32 idx = 0; idx < texture2Ds.size(); ++idx)
|
||||
{
|
||||
if (texture2Ds[idx] == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
GFXGLTextureObject* texObj = texture2Ds[idx];
|
||||
for (U32 mip = 0; mip < mMipMapLevels; ++mip)
|
||||
{
|
||||
U8* buf = texObj->getTextureData(mip);
|
||||
const U32 mipWidth = getMax(U32(1), baseWidth >> mip);
|
||||
const U32 mipHeight = getMax(U32(1), baseHeight >> mip);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
if (isCompressed)
|
||||
{
|
||||
glCompressedTexSubImage3D(
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
mip, 0, 0,
|
||||
idx, mipWidth, mipHeight, 1,
|
||||
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexSubImage3D(
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
mip, 0, 0,
|
||||
idx, mipWidth, mipHeight, 1,
|
||||
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||
);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||
delete[] buf;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isCompressed)
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
|
||||
// Clean temporary textures
|
||||
for (GFXTexHandle handle : tmpHandles)
|
||||
{
|
||||
handle.free();
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::setToTexUnit(U32 tuNum)
|
||||
{
|
||||
dynamic_cast<GFXGLDevice*>(getOwningDevice())->setTextureArrayInternal(tuNum, this);
|
||||
}
|
||||
|
||||
|
||||
void GFXGLTextureArray::Release()
|
||||
{
|
||||
glDeleteTextures(1, &mTextureArray);
|
||||
mTextureArray = 0;
|
||||
}
|
||||
|
||||
|
||||
void GFXGLTextureArray::bind(U32 textureUnit) const
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
dynamic_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
|
||||
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
|
||||
AssertFatal(sb, "GFXGLTextureArray::bind - No active stateblock!");
|
||||
if (!sb)
|
||||
return;
|
||||
|
||||
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::zombify()
|
||||
{
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::resurrect()
|
||||
{
|
||||
}
|
||||
34
Engine/source/gfx/gl/gfxGLTextureArray.h
Normal file
34
Engine/source/gfx/gl/gfxGLTextureArray.h
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
#ifndef _GFXGLTEXTUREARRAY_H_
|
||||
#define _GFXGLTEXTUREARRAY_H_
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include "gfx/gfxTextureArray.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
|
||||
class GFXGLTextureArray : public GFXTextureArray
|
||||
{
|
||||
public:
|
||||
GFXGLTextureArray();
|
||||
|
||||
~GFXGLTextureArray();
|
||||
|
||||
bool fromTextureArray(const Vector<GFXTexHandle>& textureArray) override;
|
||||
void setToTexUnit(U32 tuNum) override;
|
||||
|
||||
void bind(U32 textureUnit) const;
|
||||
|
||||
// GFXResource interface
|
||||
void zombify() override;
|
||||
void resurrect() override;
|
||||
void Release() override;
|
||||
|
||||
private:
|
||||
GLuint mTextureArray;
|
||||
|
||||
U32 mMipMapLevels;
|
||||
GFXFormat mFormat;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
|
@ -194,6 +194,9 @@ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL
|
|||
#define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define PRESERVE_2D_TEXTURE_ARRAY() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define _GET_TEXTURE_BINDING(binding) \
|
||||
binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )
|
||||
|
||||
|
|
|
|||
|
|
@ -80,6 +80,29 @@ void EchoOp::print( Stream &stream )
|
|||
WRITESTR( mStatement );
|
||||
}
|
||||
|
||||
//**************************************************************************
|
||||
// Index operation
|
||||
//**************************************************************************
|
||||
IndexOp::IndexOp( Var* var, U32 index ) : Parent( NULL, NULL )
|
||||
{
|
||||
mInput[0] = var;
|
||||
mIndex = index;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Print
|
||||
//--------------------------------------------------------------------------
|
||||
void IndexOp::print( Stream &stream )
|
||||
{
|
||||
Var* var = dynamic_cast<Var*>(mInput[0]);
|
||||
|
||||
mInput[0]->print(stream);
|
||||
if (var->arraySize > 1)
|
||||
{
|
||||
WRITESTR(String::ToString("[%d]", mIndex));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//**************************************************************************
|
||||
// General operation
|
||||
|
|
|
|||
|
|
@ -110,6 +110,21 @@ public:
|
|||
virtual void print( Stream &stream );
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/*!
|
||||
Accesses the given index on the variable
|
||||
*/
|
||||
//----------------------------------------------------------------------------
|
||||
class IndexOp : public ShaderOp
|
||||
{
|
||||
typedef ShaderOp Parent;
|
||||
U32 mIndex;
|
||||
|
||||
public:
|
||||
IndexOp( Var* var, U32 index );
|
||||
virtual void print( Stream &stream );
|
||||
};
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/*!
|
||||
|
|
|
|||
|
|
@ -48,7 +48,6 @@ namespace
|
|||
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
|
||||
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatGLSL );
|
||||
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
|
||||
}
|
||||
|
|
@ -124,69 +123,90 @@ Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
|
|||
return inDet;
|
||||
}
|
||||
|
||||
Var* TerrainFeatGLSL::_getNormalMapTex()
|
||||
Var* TerrainFeatGLSL::_getDetailMapSampler()
|
||||
{
|
||||
String name( String::ToString( "normalMap%d", getProcessIndex() ) );
|
||||
Var *normalMap = (Var*)LangElement::find( name );
|
||||
|
||||
if ( !normalMap )
|
||||
String name("detailMapSampler");
|
||||
Var* detailMapSampler = (Var*)LangElement::find(name);
|
||||
|
||||
if (!detailMapSampler)
|
||||
{
|
||||
normalMap = new Var;
|
||||
normalMap->setType( "sampler2D" );
|
||||
normalMap->setName( name );
|
||||
normalMap->uniform = true;
|
||||
normalMap->sampler = true;
|
||||
normalMap->constNum = Var::getTexUnitNum();
|
||||
detailMapSampler = new Var;
|
||||
detailMapSampler->setName(name);
|
||||
detailMapSampler->setType("sampler2DArray");
|
||||
detailMapSampler->uniform = true;
|
||||
detailMapSampler->sampler = true;
|
||||
detailMapSampler->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
|
||||
return normalMap;
|
||||
|
||||
return detailMapSampler;
|
||||
}
|
||||
|
||||
Var* TerrainFeatGLSL::_getORMConfigMapTex()
|
||||
Var* TerrainFeatGLSL::_getNormalMapSampler()
|
||||
{
|
||||
String name(String::ToString("ormConfigMap%d", getProcessIndex()));
|
||||
Var *ormConfigMap = (Var*)LangElement::find(name);
|
||||
String name("normalMapSampler");
|
||||
Var* normalMapSampler = (Var*)LangElement::find(name);
|
||||
|
||||
if (!ormConfigMap)
|
||||
{
|
||||
ormConfigMap = new Var;
|
||||
ormConfigMap->setType("sampler2D");
|
||||
ormConfigMap->setName(name);
|
||||
ormConfigMap->uniform = true;
|
||||
ormConfigMap->sampler = true;
|
||||
ormConfigMap->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
if (!normalMapSampler)
|
||||
{
|
||||
normalMapSampler = new Var;
|
||||
normalMapSampler->setName(name);
|
||||
normalMapSampler->setType("sampler2DArray");
|
||||
normalMapSampler->uniform = true;
|
||||
normalMapSampler->sampler = true;
|
||||
normalMapSampler->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
|
||||
return ormConfigMap;
|
||||
return normalMapSampler;
|
||||
}
|
||||
|
||||
Var* TerrainFeatGLSL::_getOrmMapSampler()
|
||||
{
|
||||
String name("ormMapSampler");
|
||||
Var* ormMapSampler = (Var*)LangElement::find(name);
|
||||
|
||||
if (!ormMapSampler)
|
||||
{
|
||||
ormMapSampler = new Var;
|
||||
ormMapSampler->setName(name);
|
||||
ormMapSampler->setType("sampler2DArray");
|
||||
ormMapSampler->uniform = true;
|
||||
ormMapSampler->sampler = true;
|
||||
ormMapSampler->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
|
||||
return ormMapSampler;
|
||||
}
|
||||
|
||||
Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
|
||||
{
|
||||
String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
|
||||
|
||||
Var *detailInfo = (Var*)LangElement::find( name );
|
||||
if ( !detailInfo )
|
||||
String name(String::ToString("detailIdStrengthParallax", getProcessIndex()));
|
||||
|
||||
Var* detailInfo = (Var*)LangElement::find(name);
|
||||
if (!detailInfo)
|
||||
{
|
||||
detailInfo = new Var;
|
||||
detailInfo->setType( "vec3" );
|
||||
detailInfo->setName( name );
|
||||
detailInfo->setType("vec4");
|
||||
detailInfo->setName(name);
|
||||
detailInfo->uniform = true;
|
||||
detailInfo->constSortPos = cspPotentialPrimitive;
|
||||
detailInfo->arraySize = getProcessIndex();
|
||||
}
|
||||
|
||||
|
||||
detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
|
||||
|
||||
return detailInfo;
|
||||
}
|
||||
|
||||
Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
|
||||
{
|
||||
String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
|
||||
String name(String::ToString("macroIdStrengthParallax%d", getProcessIndex()));
|
||||
|
||||
Var *detailInfo = (Var*)LangElement::find( name );
|
||||
if ( !detailInfo )
|
||||
Var* detailInfo = (Var*)LangElement::find(name);
|
||||
if (!detailInfo)
|
||||
{
|
||||
detailInfo = new Var;
|
||||
detailInfo->setType( "vec3" );
|
||||
detailInfo->setName( name );
|
||||
detailInfo->setType("vec3");
|
||||
detailInfo->setName(name);
|
||||
detailInfo->uniform = true;
|
||||
detailInfo->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
|
@ -377,11 +397,17 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
|||
outTex->setType( "vec4" );
|
||||
|
||||
// Get the detail scale and fade info.
|
||||
Var *detScaleAndFade = new Var;
|
||||
detScaleAndFade->setType( "vec4" );
|
||||
detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
|
||||
detScaleAndFade->uniform = true;
|
||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||
Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
||||
if (!detScaleAndFade)
|
||||
{
|
||||
detScaleAndFade = new Var;
|
||||
detScaleAndFade->setType("vec4");
|
||||
detScaleAndFade->setName("detailScaleAndFade");
|
||||
detScaleAndFade->uniform = true;
|
||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
||||
|
||||
// Setup the detail coord.
|
||||
//
|
||||
|
|
@ -392,11 +418,11 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
|||
//
|
||||
// See TerrainBaseMapFeatGLSL::processVert().
|
||||
//
|
||||
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
|
||||
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
|
||||
|
||||
// And sneak the detail fade thru the w detailCoord.
|
||||
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
||||
outTex, detScaleAndFade, dist, detScaleAndFade ) );
|
||||
outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
|
@ -473,7 +499,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
|
||||
// Calculate the blend for this detail texture.
|
||||
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
||||
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
|
||||
new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
|
||||
|
||||
// New terrain
|
||||
|
||||
|
|
@ -525,15 +551,10 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
}
|
||||
|
||||
// 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
|
||||
Var *detailMap = _getDetailMapSampler();
|
||||
|
||||
// Get the normal map texture.
|
||||
Var *normalMap = _getNormalMapTex();
|
||||
Var *normalMap = _getNormalMapSampler();
|
||||
|
||||
// Issue happens somewhere here -----
|
||||
|
||||
|
|
@ -541,8 +562,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
//
|
||||
// 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.
|
||||
|
|
@ -552,35 +572,17 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
//
|
||||
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);
|
||||
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex));
|
||||
}
|
||||
else
|
||||
{
|
||||
meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet));
|
||||
|
||||
texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
|
||||
meta->addStatement(new GenOp(" @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
|
||||
}
|
||||
|
||||
// New terrain
|
||||
|
||||
// Get a var and accumulate the blend amount.
|
||||
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
||||
if ( !blendTotal )
|
||||
{
|
||||
blendTotal = new Var;
|
||||
blendTotal->setName( "blendTotal" );
|
||||
blendTotal->setType( "float" );
|
||||
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
|
||||
}
|
||||
|
||||
// Add to the blend total.
|
||||
meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
|
||||
|
||||
// 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 ) )
|
||||
|
|
@ -588,13 +590,13 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
// Call the library function to do the rest.
|
||||
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
|
||||
{
|
||||
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
|
||||
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
||||
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
|
||||
inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
||||
}
|
||||
else
|
||||
{
|
||||
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
|
||||
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
||||
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
|
||||
inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -632,17 +634,17 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
//
|
||||
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 ) );
|
||||
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet ) );
|
||||
meta->addStatement( new GenOp( " @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)) );
|
||||
}
|
||||
|
||||
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
||||
detailColor, detailInfo, inDet ) );
|
||||
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
|
||||
|
||||
|
||||
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
|
||||
|
|
@ -666,26 +668,13 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
|
|||
// If this is the first detail pass then we
|
||||
// samples from the layer tex.
|
||||
res.numTex += 1;
|
||||
res.numTexReg += 1;
|
||||
|
||||
// If this material also does parallax then it
|
||||
// will generate the negative view vector and the
|
||||
// worldToTanget transform.
|
||||
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
|
||||
res.numTexReg += 4;
|
||||
// Texture Array
|
||||
res.numTex += 1;
|
||||
res.numTexReg += 1;
|
||||
}
|
||||
|
||||
// sample from the detail texture for diffuse coloring.
|
||||
res.numTex += 1;
|
||||
|
||||
// If we have parallax for this layer then we'll also
|
||||
// be sampling the normal map for the parallax heightmap.
|
||||
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
|
||||
res.numTex += 1;
|
||||
|
||||
// Finally we always send the detail texture
|
||||
// coord to the pixel shader.
|
||||
res.numTexReg += 1;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
|
@ -836,20 +825,6 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
|
|||
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
||||
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
|
||||
|
||||
// Get a var and accumulate the blend amount.
|
||||
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
||||
if ( !blendTotal )
|
||||
{
|
||||
blendTotal = new Var;
|
||||
//blendTotal->setName( "blendTotal" );
|
||||
blendTotal->setName( "blendTotal" );
|
||||
blendTotal->setType( "float" );
|
||||
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
|
||||
}
|
||||
|
||||
// Add to the blend total.
|
||||
meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
|
||||
|
||||
Var *detailColor = (Var*)LangElement::find( "macroColor" );
|
||||
if ( !detailColor )
|
||||
{
|
||||
|
|
@ -992,11 +967,12 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
meta->addStatement( new GenOp( " {\r\n" ) );
|
||||
|
||||
// Get the normal map texture.
|
||||
Var *normalMap = _getNormalMapTex();
|
||||
Var *normalMap = _getNormalMapSampler();
|
||||
|
||||
/// Get the texture coord.
|
||||
Var *inDet = _getInDetailCoord( componentList );
|
||||
Var *inTex = getVertTexCoord( "texCoord" );
|
||||
Var* detailInfo = _getDetailIdStrengthParallax();
|
||||
|
||||
// Sample the normal map.
|
||||
//
|
||||
|
|
@ -1005,11 +981,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
LangElement *texOp;
|
||||
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
|
||||
{
|
||||
texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
||||
normalMap, inDet, normalMap, inDet, inTex );
|
||||
texOp = new GenOp( "lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
|
||||
normalMap, inDet, new IndexOp(detailInfo, normalIndex), normalMap, inDet, inTex, new IndexOp(detailInfo, normalIndex));
|
||||
}
|
||||
else
|
||||
texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
|
||||
texOp = new GenOp( String::ToString("tex2D(@, vec3(@.xy, @.x))", normalIndex), normalMap, inDet, new IndexOp(detailInfo, normalIndex));
|
||||
|
||||
// create bump normal
|
||||
Var *bumpNorm = new Var;
|
||||
|
|
@ -1019,26 +995,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
LangElement *bumpNormDecl = new DecOp( bumpNorm );
|
||||
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
|
||||
|
||||
// If this is the last normal map then we
|
||||
// can test to see the total blend value
|
||||
// to see if we should clip the result.
|
||||
Var* blendTotal = (Var*)LangElement::find("blendTotal");
|
||||
if (blendTotal)
|
||||
{
|
||||
if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
|
||||
meta->addStatement(new GenOp(" if ( @ > 0.0001f ){\r\n\r\n", blendTotal));
|
||||
}
|
||||
// Normalize is done later...
|
||||
// Note: The reverse mul order is intentional. Affine matrix.
|
||||
meta->addStatement(new GenOp(" @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
||||
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
|
||||
|
||||
if (blendTotal)
|
||||
{
|
||||
if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
|
||||
meta->addStatement(new GenOp(" }\r\n"));
|
||||
}
|
||||
|
||||
// End the conditional block.
|
||||
meta->addStatement( new GenOp( " }\r\n" ) );
|
||||
|
||||
|
|
@ -1049,6 +1010,13 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
|
|||
{
|
||||
Resources res;
|
||||
|
||||
if (getProcessIndex() == 0)
|
||||
{
|
||||
// Texture Array
|
||||
res.numTex += 1;
|
||||
res.numTexReg += 1;
|
||||
}
|
||||
|
||||
// We only need to process normals during the deferred.
|
||||
if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
|
||||
{
|
||||
|
|
@ -1107,35 +1075,6 @@ ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFe
|
|||
return res;
|
||||
}
|
||||
|
||||
|
||||
void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
Var *color = NULL;
|
||||
Var* norm = NULL;
|
||||
if (fd.features[MFT_isDeferred])
|
||||
{
|
||||
color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
|
||||
norm = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
}
|
||||
color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
|
||||
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
||||
if ( !color || !blendTotal )
|
||||
return;
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
|
||||
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
|
||||
if (fd.features[MFT_isDeferred])
|
||||
{
|
||||
meta->addStatement(new GenOp(" @.a = @;\r\n", norm, blendTotal));
|
||||
}
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
|
||||
//.b = specular strength, a= spec power.
|
||||
|
||||
|
|
@ -1197,21 +1136,25 @@ void TerrainORMMapFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
|
|||
Var *outTex = (Var*)LangElement::find(String::ToString("detCoord%d", detailIndex));
|
||||
if (outTex == NULL)
|
||||
{
|
||||
outTex = new Var;
|
||||
outTex = connectComp->getElement(RT_TEXCOORD);
|
||||
outTex->setName(String::ToString("detCoord%d", detailIndex));
|
||||
outTex->setStructName("OUT");
|
||||
outTex->setType("vec4");
|
||||
}
|
||||
// Get the detail scale and fade info.
|
||||
Var *detScaleAndFade = (Var*)LangElement::find(String::ToString("detailScaleAndFade%d", detailIndex));
|
||||
Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
||||
if (detScaleAndFade == NULL)
|
||||
{
|
||||
detScaleAndFade = new Var;
|
||||
detScaleAndFade->setType("vec4");
|
||||
detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
|
||||
detScaleAndFade->setName("detailScaleAndFade");
|
||||
detScaleAndFade->uniform = true;
|
||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
||||
|
||||
// Setup the detail coord.
|
||||
//
|
||||
// NOTE: You see here we scale the texture coord by 'xyx'
|
||||
|
|
@ -1221,11 +1164,11 @@ void TerrainORMMapFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
|
|||
//
|
||||
// See TerrainBaseMapFeatGLSL::processVert().
|
||||
//
|
||||
meta->addStatement(new GenOp(" @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade));
|
||||
meta->addStatement(new GenOp(" @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex)));
|
||||
|
||||
// And sneak the detail fade thru the w detailCoord.
|
||||
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
||||
outTex, detScaleAndFade, dist, detScaleAndFade));
|
||||
outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
|
@ -1241,9 +1184,10 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
|
|||
/// Get the texture coord.
|
||||
Var *inDet = _getInDetailCoord(componentList);
|
||||
Var *inTex = getVertTexCoord("texCoord");
|
||||
Var* detailInfo = _getDetailIdStrengthParallax();
|
||||
|
||||
const S32 compositeIndex = getProcessIndex();
|
||||
Var *ormConfigMap = _getORMConfigMapTex();
|
||||
Var *ormConfigMap = _getOrmMapSampler();
|
||||
// Sample the normal map.
|
||||
//
|
||||
// We take two normal samples and lerp between them for
|
||||
|
|
@ -1252,11 +1196,11 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
|
|||
|
||||
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
|
||||
{
|
||||
texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
||||
ormConfigMap, inDet, ormConfigMap, inDet, inTex);
|
||||
texOp = new GenOp("lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
|
||||
ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex), ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex), inTex);
|
||||
}
|
||||
else
|
||||
texOp = new GenOp("tex2D(@, @.xy)", ormConfigMap, inDet);
|
||||
texOp = new GenOp("tex2D(@, vec3(@.xy, @.x))", ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex));
|
||||
|
||||
// search for material var
|
||||
Var * ormConfig;
|
||||
|
|
|
|||
|
|
@ -44,9 +44,9 @@ public:
|
|||
|
||||
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
|
||||
|
||||
Var* _getNormalMapTex();
|
||||
|
||||
Var* _getORMConfigMapTex();
|
||||
Var* _getDetailMapSampler();
|
||||
Var* _getNormalMapSampler();
|
||||
Var* _getOrmMapSampler();
|
||||
|
||||
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
|
||||
|
||||
|
|
@ -151,17 +151,6 @@ public:
|
|||
virtual String getName() { return "Terrain Lightmap Texture"; }
|
||||
};
|
||||
|
||||
|
||||
class TerrainAdditiveFeatGLSL : public TerrainFeatGLSL
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName() { return "Terrain Additive"; }
|
||||
};
|
||||
|
||||
class TerrainORMMapFeatGLSL : public TerrainFeatGLSL
|
||||
{
|
||||
public:
|
||||
|
|
|
|||
|
|
@ -48,7 +48,6 @@ namespace
|
|||
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
|
||||
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
|
||||
}
|
||||
|
|
@ -123,56 +122,131 @@ Var* TerrainFeatHLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
|
|||
return inDet;
|
||||
}
|
||||
|
||||
Var* TerrainFeatHLSL::_getNormalMapTex()
|
||||
Var* TerrainFeatHLSL::_getDetailMapSampler()
|
||||
{
|
||||
String name(String::ToString("normalMap%d", getProcessIndex()));
|
||||
Var *normalMap = (Var*)LangElement::find(name);
|
||||
String name("detailMapSampler");
|
||||
Var* detailMapSampler = (Var*)LangElement::find(name);
|
||||
|
||||
if (!normalMap)
|
||||
if(!detailMapSampler)
|
||||
{
|
||||
normalMap = new Var;
|
||||
normalMap->setType("SamplerState");
|
||||
normalMap->setName(name);
|
||||
normalMap->uniform = true;
|
||||
normalMap->sampler = true;
|
||||
normalMap->constNum = Var::getTexUnitNum();
|
||||
detailMapSampler = new Var;
|
||||
detailMapSampler->setName(name);
|
||||
detailMapSampler->setType("SamplerState");
|
||||
detailMapSampler->uniform = true;
|
||||
detailMapSampler->sampler = true;
|
||||
detailMapSampler->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
|
||||
return normalMap;
|
||||
return detailMapSampler;
|
||||
}
|
||||
|
||||
Var* TerrainFeatHLSL::_getORMConfigMapTex()
|
||||
Var* TerrainFeatHLSL::_getDetailMapArray()
|
||||
{
|
||||
String name(String::ToString("ormConfigMap%d", getProcessIndex()));
|
||||
Var *ormConfigMap = (Var*)LangElement::find(name);
|
||||
String name("detailMapArray");
|
||||
Var* detailMapArray = (Var*)LangElement::find(name);
|
||||
|
||||
if (!ormConfigMap)
|
||||
if(!detailMapArray)
|
||||
{
|
||||
ormConfigMap = new Var;
|
||||
ormConfigMap->setType("SamplerState");
|
||||
ormConfigMap->setName(name);
|
||||
ormConfigMap->uniform = true;
|
||||
ormConfigMap->sampler = true;
|
||||
ormConfigMap->constNum = Var::getTexUnitNum();
|
||||
detailMapArray = new Var;
|
||||
detailMapArray->setName(name);
|
||||
detailMapArray->setType("Texture2DArray");
|
||||
detailMapArray->uniform = true;
|
||||
detailMapArray->texture = true;
|
||||
detailMapArray->constNum = _getDetailMapSampler()->constNum;
|
||||
}
|
||||
|
||||
return ormConfigMap;
|
||||
return detailMapArray;
|
||||
}
|
||||
|
||||
Var* TerrainFeatHLSL::_getNormalMapSampler()
|
||||
{
|
||||
String name("normalMapSampler");
|
||||
Var* normalMapSampler = (Var*)LangElement::find(name);
|
||||
|
||||
if (!normalMapSampler)
|
||||
{
|
||||
normalMapSampler = new Var;
|
||||
normalMapSampler->setName(name);
|
||||
normalMapSampler->setType("SamplerState");
|
||||
normalMapSampler->uniform = true;
|
||||
normalMapSampler->sampler = true;
|
||||
normalMapSampler->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
|
||||
return normalMapSampler;
|
||||
}
|
||||
|
||||
Var* TerrainFeatHLSL::_getNormalMapArray()
|
||||
{
|
||||
String name("normalMapArray");
|
||||
Var* normalMapArray = (Var*)LangElement::find(name);
|
||||
|
||||
if (!normalMapArray)
|
||||
{
|
||||
normalMapArray = new Var;
|
||||
normalMapArray->setName(name);
|
||||
normalMapArray->setType("Texture2DArray");
|
||||
normalMapArray->uniform = true;
|
||||
normalMapArray->texture = true;
|
||||
normalMapArray->constNum = _getNormalMapSampler()->constNum;
|
||||
}
|
||||
|
||||
return normalMapArray;
|
||||
}
|
||||
|
||||
Var* TerrainFeatHLSL::_getOrmMapSampler()
|
||||
{
|
||||
String name("ormMapSampler");
|
||||
Var* ormMapSampler = (Var*)LangElement::find(name);
|
||||
|
||||
if (!ormMapSampler)
|
||||
{
|
||||
ormMapSampler = new Var;
|
||||
ormMapSampler->setName(name);
|
||||
ormMapSampler->setType("SamplerState");
|
||||
ormMapSampler->uniform = true;
|
||||
ormMapSampler->sampler = true;
|
||||
ormMapSampler->constNum = Var::getTexUnitNum();
|
||||
}
|
||||
|
||||
return ormMapSampler;
|
||||
}
|
||||
|
||||
Var* TerrainFeatHLSL::_getOrmMapArray()
|
||||
{
|
||||
String name("ormMapArray");
|
||||
Var* ormMapArray = (Var*)LangElement::find(name);
|
||||
|
||||
if (!ormMapArray)
|
||||
{
|
||||
ormMapArray = new Var;
|
||||
ormMapArray->setName(name);
|
||||
ormMapArray->setType("Texture2DArray");
|
||||
ormMapArray->uniform = true;
|
||||
ormMapArray->texture = true;
|
||||
ormMapArray->constNum = _getOrmMapSampler()->constNum;
|
||||
}
|
||||
|
||||
return ormMapArray;
|
||||
}
|
||||
|
||||
Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
|
||||
{
|
||||
String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
|
||||
String name( String::ToString( "detailIdStrengthParallax", getProcessIndex() ) );
|
||||
|
||||
Var *detailInfo = (Var*)LangElement::find( name );
|
||||
if ( !detailInfo )
|
||||
{
|
||||
detailInfo = new Var;
|
||||
detailInfo->setType( "float3" );
|
||||
detailInfo->setType( "float4" );
|
||||
detailInfo->setName( name );
|
||||
detailInfo->uniform = true;
|
||||
detailInfo->constSortPos = cspPotentialPrimitive;
|
||||
detailInfo->arraySize = getProcessIndex();
|
||||
}
|
||||
|
||||
detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
|
||||
|
||||
return detailInfo;
|
||||
}
|
||||
|
||||
|
|
@ -383,11 +457,17 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
|
|||
outTex->setType( "float4" );
|
||||
|
||||
// Get the detail scale and fade info.
|
||||
Var *detScaleAndFade = new Var;
|
||||
detScaleAndFade->setType( "float4" );
|
||||
detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
|
||||
detScaleAndFade->uniform = true;
|
||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||
Var* detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
||||
if (detScaleAndFade == NULL)
|
||||
{
|
||||
detScaleAndFade = new Var;
|
||||
detScaleAndFade->setType("float4");
|
||||
detScaleAndFade->setName("detailScaleAndFade");
|
||||
detScaleAndFade->uniform = true;
|
||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
||||
|
||||
// Setup the detail coord.
|
||||
//
|
||||
|
|
@ -398,11 +478,11 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
|
|||
//
|
||||
// See TerrainBaseMapFeatHLSL::processVert().
|
||||
//
|
||||
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
|
||||
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
|
||||
|
||||
// And sneak the detail fade thru the w detailCoord.
|
||||
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
||||
outTex, detScaleAndFade, dist, detScaleAndFade ) );
|
||||
outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
|
@ -485,52 +565,25 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
|
||||
// Calculate the blend for this detail texture.
|
||||
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
||||
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
|
||||
|
||||
// Get a var and accumulate the blend amount.
|
||||
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
||||
if ( !blendTotal )
|
||||
{
|
||||
blendTotal = new Var;
|
||||
blendTotal->setName( "blendTotal" );
|
||||
blendTotal->setType( "float" );
|
||||
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
|
||||
}
|
||||
|
||||
// Add to the blend total.
|
||||
|
||||
meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
|
||||
new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
|
||||
|
||||
// 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))
|
||||
{
|
||||
// Get the rest of our inputs.
|
||||
Var *normalMap = _getNormalMapTex();
|
||||
|
||||
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;
|
||||
}
|
||||
Var* normalMapArray = _getNormalMapArray();
|
||||
Var* normalMapSampler = _getNormalMapSampler();
|
||||
|
||||
// Call the library function to do the rest.
|
||||
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
|
||||
{
|
||||
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @.z * @ );\r\n",
|
||||
inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
||||
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnmTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
|
||||
inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
||||
}
|
||||
else
|
||||
{
|
||||
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @, @.xy, @, @.z * @ );\r\n",
|
||||
inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
||||
meta->addStatement(new GenOp(" @.xy += parallaxOffsetTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
|
||||
inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -559,14 +612,6 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
|
||||
}
|
||||
|
||||
// Get the detail texture.
|
||||
Var *detailMap = new Var;
|
||||
detailMap->setType( "SamplerState" );
|
||||
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.
|
||||
|
||||
|
|
@ -585,27 +630,23 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
//
|
||||
|
||||
//Sampled detail texture that is not expanded
|
||||
Var* detailTex = new Var;
|
||||
detailTex->setName(String::ToString("detailTex%d", detailIndex));
|
||||
detailTex->setType("Texture2D");
|
||||
detailTex->uniform = true;
|
||||
detailTex->texture = true;
|
||||
detailTex->constNum = detailMap->constNum;
|
||||
Var* detailMapArray = _getDetailMapArray();
|
||||
Var* detailMapSampler = _getDetailMapSampler();
|
||||
|
||||
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));
|
||||
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
|
||||
}
|
||||
else
|
||||
{
|
||||
meta->addStatement(new GenOp(" @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailTex, detailMap, inDet));
|
||||
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
|
||||
}
|
||||
|
||||
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
||||
detailColor, detailInfo, inDet ) );
|
||||
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
|
||||
|
||||
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
||||
|
||||
|
|
@ -635,25 +676,24 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
|
|||
// If this is the first detail pass then we
|
||||
// samples from the layer tex.
|
||||
res.numTex += 1;
|
||||
res.numTexReg += 1;
|
||||
|
||||
// If this material also does parallax then it
|
||||
// will generate the negative view vector and the
|
||||
// worldToTanget transform.
|
||||
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
|
||||
res.numTexReg += 4;
|
||||
// Add Detail TextureArray
|
||||
res.numTex += 1;
|
||||
res.numTexReg += 1;
|
||||
}
|
||||
|
||||
// sample from the detail texture for diffuse coloring.
|
||||
res.numTex += 1;
|
||||
// res.numTex += 1;
|
||||
|
||||
// If we have parallax for this layer then we'll also
|
||||
// be sampling the normal map for the parallax heightmap.
|
||||
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
|
||||
res.numTex += 1;
|
||||
//if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
|
||||
//res.numTex += 1;
|
||||
|
||||
// Finally we always send the detail texture
|
||||
// coord to the pixel shader.
|
||||
res.numTexReg += 1;
|
||||
// res.numTexReg += 1;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
|
@ -714,18 +754,24 @@ void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentL
|
|||
outTex->setType( "float4" );
|
||||
|
||||
// Get the detail scale and fade info.
|
||||
Var *detScaleAndFade = new Var;
|
||||
detScaleAndFade->setType( "float4" );
|
||||
detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
|
||||
detScaleAndFade->uniform = true;
|
||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||
Var* macroScaleAndFade = (Var*)LangElement::find("macroScaleAndFade");
|
||||
if (macroScaleAndFade == NULL)
|
||||
{
|
||||
macroScaleAndFade = new Var;
|
||||
macroScaleAndFade->setType("float4");
|
||||
macroScaleAndFade->setName("macroScaleAndFade");
|
||||
macroScaleAndFade->uniform = true;
|
||||
macroScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
macroScaleAndFade->arraySize = mMax(macroScaleAndFade->arraySize, detailIndex + 1);
|
||||
|
||||
// Setup the detail coord.
|
||||
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
|
||||
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(macroScaleAndFade, detailIndex)) );
|
||||
|
||||
// And sneak the detail fade thru the w detailCoord.
|
||||
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
||||
outTex, detScaleAndFade, dist, detScaleAndFade ) );
|
||||
outTex, new IndexOp(macroScaleAndFade, detailIndex), dist, new IndexOp(macroScaleAndFade, detailIndex)) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
|
@ -809,20 +855,7 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
|||
|
||||
// Calculate the blend for this detail texture.
|
||||
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
||||
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
|
||||
|
||||
// Get a var and accumulate the blend amount.
|
||||
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
||||
if ( !blendTotal )
|
||||
{
|
||||
blendTotal = new Var;
|
||||
blendTotal->setName( "blendTotal" );
|
||||
blendTotal->setType( "float" );
|
||||
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
|
||||
}
|
||||
|
||||
// Add to the blend total.
|
||||
meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
|
||||
new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
|
||||
|
||||
// Check to see if we have a gbuffer normal.
|
||||
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
|
||||
|
|
@ -849,22 +882,6 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
|||
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
|
||||
}
|
||||
|
||||
// Get the detail texture.
|
||||
Var *detailMap = new Var;
|
||||
detailMap->setType( "SamplerState" );
|
||||
detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
|
||||
detailMap->uniform = true;
|
||||
detailMap->sampler = true;
|
||||
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
|
||||
//Create texture object for directx 11
|
||||
Var *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 )
|
||||
|
|
@ -872,6 +889,9 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
|||
|
||||
meta->addStatement( new GenOp( " {\r\n" ) );
|
||||
|
||||
Var* detailMapArray = _getDetailMapArray();
|
||||
Var* detailMapSampler = _getDetailMapSampler();
|
||||
|
||||
// Note that we're doing the standard greyscale detail
|
||||
// map technique here which can darken and lighten the
|
||||
// diffuse texture.
|
||||
|
|
@ -881,17 +901,17 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
|||
//
|
||||
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));
|
||||
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
|
||||
}
|
||||
else
|
||||
{
|
||||
meta->addStatement(new GenOp(" @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailTex, detailMap, inDet));
|
||||
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
|
||||
}
|
||||
|
||||
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
||||
detailColor, detailInfo, inDet ) );
|
||||
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
|
||||
|
||||
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
||||
|
||||
|
|
@ -987,38 +1007,28 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
|
||||
meta->addStatement( new GenOp( " {\r\n" ) );
|
||||
|
||||
// Get the normal map texture.
|
||||
Var *normalMap = _getNormalMapTex();
|
||||
|
||||
/// Get the texture coord.
|
||||
Var *inDet = _getInDetailCoord( componentList );
|
||||
Var *inTex = getVertTexCoord( "texCoord" );
|
||||
|
||||
Var* detailInfo = _getDetailIdStrengthParallax();
|
||||
|
||||
// Sample the normal map.
|
||||
//
|
||||
// We take two normal samples and lerp between them for
|
||||
// side projection layers... else a single sample.
|
||||
LangElement *texOp;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
Var* normalMapSampler = _getNormalMapSampler();
|
||||
Var* normalMapArray = _getNormalMapArray();
|
||||
|
||||
if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
|
||||
{
|
||||
texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
|
||||
normalMapTex, normalMap, inDet, normalMapTex, normalMap, inDet, inTex);
|
||||
texOp = new GenOp("lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z )",
|
||||
normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex), normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex), inTex);
|
||||
}
|
||||
else
|
||||
texOp = new GenOp("@.Sample(@, @.xy)", normalMapTex, normalMap, inDet);
|
||||
texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex));
|
||||
|
||||
// create bump normal
|
||||
Var *bumpNorm = new Var;
|
||||
|
|
@ -1028,25 +1038,11 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
LangElement *bumpNormDecl = new DecOp( bumpNorm );
|
||||
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
|
||||
|
||||
// If this is the last normal map then we
|
||||
// can test to see the total blend value
|
||||
// to see if we should clip the result.
|
||||
Var* blendTotal = (Var*)LangElement::find("blendTotal");
|
||||
if (blendTotal)
|
||||
{
|
||||
if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
|
||||
meta->addStatement(new GenOp(" if ( @ > 0.0001f ){\r\n\r\n", blendTotal));
|
||||
}
|
||||
// Normalize is done later...
|
||||
// Note: The reverse mul order is intentional. Affine matrix.
|
||||
meta->addStatement( new GenOp( " @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
||||
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
|
||||
|
||||
if (blendTotal)
|
||||
{
|
||||
if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
|
||||
meta->addStatement(new GenOp(" }\r\n"));
|
||||
}
|
||||
// End the conditional block.
|
||||
meta->addStatement( new GenOp( " }\r\n" ) );
|
||||
|
||||
|
|
@ -1056,14 +1052,21 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
Resources res;
|
||||
|
||||
|
||||
if (getProcessIndex() == 0)
|
||||
{
|
||||
res.numTexReg += 1;
|
||||
res.numTex += 1;
|
||||
}
|
||||
|
||||
// If this is the first normal map and there
|
||||
// are no parallax features then we will
|
||||
// generate the worldToTanget transform.
|
||||
if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
|
||||
( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
|
||||
res.numTexReg = 3;
|
||||
res.numTex = 1;
|
||||
//if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
|
||||
// ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
|
||||
// res.numTexReg = 3;
|
||||
//res.numTex = 1;
|
||||
return res;
|
||||
}
|
||||
|
||||
|
|
@ -1116,35 +1119,6 @@ ShaderFeature::Resources TerrainLightMapFeatHLSL::getResources( const MaterialFe
|
|||
return res;
|
||||
}
|
||||
|
||||
void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
Var *color = NULL;
|
||||
Var* norm = NULL;
|
||||
if (fd.features[MFT_isDeferred])
|
||||
{
|
||||
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
|
||||
norm = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
|
||||
}
|
||||
else
|
||||
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
|
||||
|
||||
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
||||
if ( !color || !blendTotal )
|
||||
return;
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
|
||||
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
|
||||
if (fd.features[MFT_isDeferred])
|
||||
{
|
||||
meta->addStatement(new GenOp(" @.a = @;\r\n", norm, blendTotal));
|
||||
}
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
|
||||
//.b = specular strength, a= spec power.
|
||||
|
||||
|
|
@ -1211,15 +1185,18 @@ void TerrainORMMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
|
|||
outTex->setType("float4");
|
||||
}
|
||||
// Get the detail scale and fade info.
|
||||
Var *detScaleAndFade = (Var*)LangElement::find(String::ToString("detailScaleAndFade%d", detailIndex));
|
||||
Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
||||
if (detScaleAndFade == NULL)
|
||||
{
|
||||
detScaleAndFade = new Var;
|
||||
detScaleAndFade->setType("float4");
|
||||
detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
|
||||
detScaleAndFade->setName("detailScaleAndFade");
|
||||
detScaleAndFade->uniform = true;
|
||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
||||
|
||||
// Setup the detail coord.
|
||||
//
|
||||
// NOTE: You see here we scale the texture coord by 'xyx'
|
||||
|
|
@ -1229,11 +1206,11 @@ void TerrainORMMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
|
|||
//
|
||||
// See TerrainBaseMapFeatHLSL::processVert().
|
||||
//
|
||||
meta->addStatement(new GenOp(" @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade));
|
||||
meta->addStatement(new GenOp(" @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex)));
|
||||
|
||||
// And sneak the detail fade thru the w detailCoord.
|
||||
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
||||
outTex, detScaleAndFade, dist, detScaleAndFade));
|
||||
outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
|
@ -1249,32 +1226,24 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
|
|||
/// Get the texture coord.
|
||||
Var *inDet = _getInDetailCoord(componentList);
|
||||
Var *inTex = getVertTexCoord("texCoord");
|
||||
Var* detailInfo = _getDetailIdStrengthParallax();
|
||||
|
||||
const S32 compositeIndex = getProcessIndex();
|
||||
Var *ormConfigMap = _getORMConfigMapTex();
|
||||
// Sample the normal map.
|
||||
//
|
||||
// We take two normal samples and lerp between them for
|
||||
// side projection layers... else a single sample.
|
||||
LangElement *texOp;
|
||||
String name(String::ToString("ormConfigMapTex%d", getProcessIndex()));
|
||||
Var *ormConfigMapTex = (Var*)LangElement::find(name);
|
||||
if (!ormConfigMapTex)
|
||||
{
|
||||
ormConfigMapTex = new Var;
|
||||
ormConfigMapTex->setName(String::ToString("ormConfigMapTex%d", getProcessIndex()));
|
||||
ormConfigMapTex->setType("Texture2D");
|
||||
ormConfigMapTex->uniform = true;
|
||||
ormConfigMapTex->texture = true;
|
||||
ormConfigMapTex->constNum = ormConfigMap->constNum;
|
||||
}
|
||||
|
||||
Var* ormMapArray = _getOrmMapArray();
|
||||
Var* ormMapSampler = _getOrmMapSampler();
|
||||
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
|
||||
{
|
||||
texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
|
||||
ormConfigMapTex, ormConfigMap, inDet, ormConfigMapTex, ormConfigMap, inDet, inTex);
|
||||
texOp = new GenOp("lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z )",
|
||||
ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex), ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex), inTex);
|
||||
}
|
||||
else
|
||||
texOp = new GenOp("@.Sample(@, @.xy)", ormConfigMapTex, ormConfigMap, inDet);
|
||||
texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex));
|
||||
|
||||
// search for material var
|
||||
Var * ormConfig;
|
||||
|
|
|
|||
|
|
@ -45,6 +45,12 @@ public:
|
|||
|
||||
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
|
||||
|
||||
Var* _getDetailMapSampler();
|
||||
Var* _getDetailMapArray();
|
||||
Var* _getNormalMapSampler();
|
||||
Var* _getNormalMapArray();
|
||||
Var* _getOrmMapSampler();
|
||||
Var* _getOrmMapArray();
|
||||
Var* _getNormalMapTex();
|
||||
Var* _getORMConfigMapTex();
|
||||
|
||||
|
|
@ -151,17 +157,6 @@ public:
|
|||
virtual String getName() { return "Terrain Lightmap Texture"; }
|
||||
};
|
||||
|
||||
|
||||
class TerrainAdditiveFeatHLSL : public TerrainFeatHLSL
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName() { return "Terrain Additive"; }
|
||||
};
|
||||
|
||||
class TerrainORMMapFeatHLSL : public TerrainFeatHLSL
|
||||
{
|
||||
public:
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -40,6 +40,7 @@
|
|||
#endif
|
||||
|
||||
|
||||
class GFXTextureArray;
|
||||
class SceneRenderState;
|
||||
struct SceneData;
|
||||
class TerrainMaterial;
|
||||
|
|
@ -58,8 +59,7 @@ protected:
|
|||
public:
|
||||
|
||||
MaterialInfo()
|
||||
:mat(NULL), layerId(0), detailTexConst(NULL), macroTexConst(NULL), normalTexConst(NULL),
|
||||
ormTexConst(NULL), detailInfoVConst(NULL), detailInfoPConst(NULL), macroInfoVConst(NULL), macroInfoPConst(NULL)
|
||||
:mat(NULL), layerId(0)
|
||||
{
|
||||
}
|
||||
|
||||
|
|
@ -69,95 +69,60 @@ protected:
|
|||
|
||||
TerrainMaterial *mat;
|
||||
U32 layerId;
|
||||
|
||||
GFXShaderConstHandle *detailTexConst;
|
||||
GFXTexHandle detailTex;
|
||||
|
||||
GFXShaderConstHandle *macroTexConst;
|
||||
GFXTexHandle macroTex;
|
||||
|
||||
GFXShaderConstHandle *normalTexConst;
|
||||
GFXTexHandle normalTex;
|
||||
|
||||
GFXShaderConstHandle *ormTexConst;
|
||||
GFXTexHandle ormTex;
|
||||
|
||||
GFXShaderConstHandle *detailInfoVConst;
|
||||
GFXShaderConstHandle *detailInfoPConst;
|
||||
|
||||
GFXShaderConstHandle *macroInfoVConst;
|
||||
GFXShaderConstHandle *macroInfoPConst;
|
||||
};
|
||||
|
||||
class Pass
|
||||
{
|
||||
public:
|
||||
///
|
||||
GFXShader *mShader;
|
||||
|
||||
Pass()
|
||||
: shader( NULL ),
|
||||
modelViewProjConst(NULL), worldViewOnly(NULL), viewToObj(NULL),
|
||||
eyePosWorldConst(NULL), eyePosConst(NULL),
|
||||
objTransConst(NULL), worldToObjConst(NULL), vEyeConst(NULL),
|
||||
layerSizeConst(NULL), lightParamsConst(NULL), lightInfoBufferConst(NULL),
|
||||
baseTexMapConst(NULL), layerTexConst(NULL),
|
||||
lightMapTexConst(NULL),
|
||||
squareSize(NULL), oneOverTerrainSize(NULL),
|
||||
fogDataConst(NULL), fogColorConst(NULL)
|
||||
{
|
||||
}
|
||||
GFXShaderConstBufferRef mConsts;
|
||||
|
||||
~Pass()
|
||||
{
|
||||
for ( U32 i=0; i < materials.size(); i++ )
|
||||
delete materials[i];
|
||||
}
|
||||
GFXStateBlockRef mStateBlock;
|
||||
GFXStateBlockRef mWireframeStateBlock;
|
||||
GFXStateBlockRef mReflectionStateBlock;
|
||||
|
||||
Vector<MaterialInfo*> materials;
|
||||
GFXShaderConstHandle *mModelViewProjConst;
|
||||
GFXShaderConstHandle *mWorldViewOnlyConst;
|
||||
GFXShaderConstHandle *mViewToObjConst;
|
||||
|
||||
///
|
||||
GFXShader *shader;
|
||||
GFXShaderConstHandle *mEyePosWorldConst;
|
||||
GFXShaderConstHandle *mEyePosConst;
|
||||
|
||||
GFXShaderConstBufferRef consts;
|
||||
GFXShaderConstHandle *mObjTransConst;
|
||||
GFXShaderConstHandle *mWorldToObjConst;
|
||||
GFXShaderConstHandle *mVEyeConst;
|
||||
|
||||
GFXStateBlockRef stateBlock;
|
||||
GFXStateBlockRef wireframeStateBlock;
|
||||
GFXStateBlockRef reflectionStateBlock;
|
||||
GFXShaderConstHandle *mLayerSizeConst;
|
||||
GFXShaderConstHandle *mLightParamsConst;
|
||||
GFXShaderConstHandle *mLightInfoBufferConst;
|
||||
|
||||
GFXShaderConstHandle *modelViewProjConst;
|
||||
GFXShaderConstHandle *worldViewOnly;
|
||||
GFXShaderConstHandle *viewToObj;
|
||||
GFXShaderConstHandle *mBaseTexMapConst;
|
||||
GFXShaderConstHandle *mLayerTexConst;
|
||||
|
||||
GFXShaderConstHandle *eyePosWorldConst;
|
||||
GFXShaderConstHandle *eyePosConst;
|
||||
GFXShaderConstHandle *mLightMapTexConst;
|
||||
|
||||
GFXShaderConstHandle *objTransConst;
|
||||
GFXShaderConstHandle *worldToObjConst;
|
||||
GFXShaderConstHandle *vEyeConst;
|
||||
GFXShaderConstHandle *mSquareSizeConst;
|
||||
GFXShaderConstHandle *mOneOverTerrainSizeConst;
|
||||
|
||||
GFXShaderConstHandle *layerSizeConst;
|
||||
GFXShaderConstHandle *lightParamsConst;
|
||||
GFXShaderConstHandle *lightInfoBufferConst;
|
||||
GFXShaderConstHandle* mDetailInfoVArrayConst;
|
||||
GFXShaderConstHandle* mDetailInfoPArrayConst;
|
||||
GFXShaderConstHandle* mMacroInfoVArrayConst;
|
||||
GFXShaderConstHandle* mMacroInfoPArrayConst;
|
||||
|
||||
GFXShaderConstHandle *baseTexMapConst;
|
||||
GFXShaderConstHandle *layerTexConst;
|
||||
GFXShaderConstHandle *mFogDataConst;
|
||||
GFXShaderConstHandle *mFogColorConst;
|
||||
|
||||
GFXShaderConstHandle *lightMapTexConst;
|
||||
|
||||
GFXShaderConstHandle *squareSize;
|
||||
GFXShaderConstHandle *oneOverTerrainSize;
|
||||
|
||||
GFXShaderConstHandle *fogDataConst;
|
||||
GFXShaderConstHandle *fogColorConst;
|
||||
};
|
||||
GFXShaderConstHandle *mDetailTexArrayConst;
|
||||
GFXShaderConstHandle *mMacroTexArrayConst;
|
||||
GFXShaderConstHandle *mNormalTexArrayConst;
|
||||
GFXShaderConstHandle *mOrmTexArrayConst;
|
||||
|
||||
TerrainBlock *mTerrain;
|
||||
|
||||
U64 mMaterials;
|
||||
|
||||
Vector<Pass> mPasses;
|
||||
|
||||
U32 mCurrPass;
|
||||
|
||||
U64 mMaterials;
|
||||
Vector<MaterialInfo*> mMaterialInfos;
|
||||
|
||||
static const Vector<String> mSamplerNames;
|
||||
|
||||
GFXTexHandle mBaseMapTexture;
|
||||
|
|
@ -175,14 +140,11 @@ protected:
|
|||
/// A vector of all terrain cell materials loaded in the system.
|
||||
static Vector<TerrainCellMaterial*> smAllMaterials;
|
||||
|
||||
bool _createPass( Vector<MaterialInfo*> *materials,
|
||||
Pass *pass,
|
||||
bool firstPass,
|
||||
bool deferredMat,
|
||||
bool _initShader( bool deferredMat,
|
||||
bool reflectMat,
|
||||
bool baseOnly );
|
||||
|
||||
void _updateMaterialConsts( Pass *pass );
|
||||
void _updateMaterialConsts();
|
||||
|
||||
public:
|
||||
|
||||
|
|
|
|||
|
|
@ -52,6 +52,7 @@
|
|||
#include "T3D/physics/physicsBody.h"
|
||||
#include "T3D/physics/physicsCollision.h"
|
||||
#include "console/engineAPI.h"
|
||||
#include "core/util/safeRelease.h"
|
||||
|
||||
#include "T3D/assets/TerrainMaterialAsset.h"
|
||||
using namespace Torque;
|
||||
|
|
@ -203,7 +204,11 @@ TerrainBlock::TerrainBlock()
|
|||
mScreenError( 16 ),
|
||||
mCastShadows( true ),
|
||||
mZoningDirty( false ),
|
||||
mUpdateBasetex ( true )
|
||||
mUpdateBasetex ( true ),
|
||||
mDetailTextureArray( NULL ),
|
||||
mMacroTextureArray( NULL ),
|
||||
mOrmTextureArray( NULL ),
|
||||
mNormalTextureArray( NULL )
|
||||
{
|
||||
mTypeMask = TerrainObjectType | StaticObjectType | StaticShapeObjectType;
|
||||
mNetFlags.set(Ghostable | ScopeAlways);
|
||||
|
|
@ -231,6 +236,11 @@ TerrainBlock::~TerrainBlock()
|
|||
editor->detachTerrain(this);
|
||||
#endif
|
||||
deleteZodiacPrimitiveBuffer();
|
||||
|
||||
SAFE_RELEASE(mDetailTextureArray);
|
||||
SAFE_RELEASE(mMacroTextureArray);
|
||||
SAFE_RELEASE(mNormalTextureArray);
|
||||
SAFE_RELEASE(mOrmTextureArray);
|
||||
}
|
||||
|
||||
void TerrainBlock::_onTextureEvent( GFXTexCallbackCode code )
|
||||
|
|
|
|||
|
|
@ -135,6 +135,11 @@ protected:
|
|||
///
|
||||
Vector<GFXTexHandle> mBaseTextures;
|
||||
|
||||
GFXTextureArray* mDetailTextureArray;
|
||||
GFXTextureArray* mMacroTextureArray;
|
||||
GFXTextureArray* mNormalTextureArray;
|
||||
GFXTextureArray* mOrmTextureArray;
|
||||
|
||||
///
|
||||
GFXTexHandle mLayerTex;
|
||||
|
||||
|
|
@ -324,6 +329,11 @@ public:
|
|||
|
||||
U32 getMaterialCount() const;
|
||||
|
||||
GFXTextureArray* getDetailTextureArray() const { return mDetailTextureArray; }
|
||||
GFXTextureArray* getMacroTextureArray() const { return mMacroTextureArray; }
|
||||
GFXTextureArray* getNormalTextureArray() const { return mNormalTextureArray; }
|
||||
GFXTextureArray* getOrmTextureArray() const { return mOrmTextureArray; }
|
||||
|
||||
//BaseMatInstance* getMaterialInst( U32 x, U32 y );
|
||||
|
||||
void setHeight( const Point2I &pos, F32 height );
|
||||
|
|
|
|||
|
|
@ -96,7 +96,7 @@ void TerrainBlock::_updateMaterials()
|
|||
{
|
||||
TerrainMaterial *mat = mFile->mMaterials[i];
|
||||
|
||||
if (!mat->getDiffuseMap().isEmpty())
|
||||
if (mat->getDiffuseMap().isNotEmpty())
|
||||
{
|
||||
mBaseTextures[i].set(mat->getDiffuseMap(), &GFXStaticTextureSRGBProfile,
|
||||
"TerrainBlock::_updateMaterials() - DiffuseMap");
|
||||
|
|
@ -114,6 +114,63 @@ void TerrainBlock::_updateMaterials()
|
|||
mMaxDetailDistance = mat->getMacroDistance();
|
||||
}
|
||||
|
||||
Vector<GFXTexHandle> detailTexArray;
|
||||
detailTexArray.setSize(mFile->mMaterials.size());
|
||||
Vector<GFXTexHandle> macroTexArray;
|
||||
macroTexArray.setSize(mFile->mMaterials.size());
|
||||
Vector<GFXTexHandle> normalTexArray;
|
||||
normalTexArray.setSize(mFile->mMaterials.size());
|
||||
Vector<GFXTexHandle> ormTexArray;
|
||||
ormTexArray.setSize(mFile->mMaterials.size());
|
||||
|
||||
for (U32 i = 0; i < mFile->mMaterials.size(); i++)
|
||||
{
|
||||
TerrainMaterial* mat = mFile->mMaterials[i];
|
||||
GFXTextureProfile* profile = &GFXStaticTextureProfile;
|
||||
if (mat->getIsSRGB())
|
||||
profile = &GFXStaticTextureSRGBProfile;
|
||||
|
||||
if (mat->getDetailMap().isNotEmpty())
|
||||
detailTexArray[i] = TEXMGR->createTexture(mat->getDetailMap(), profile);
|
||||
if (mat->getMacroMap().isNotEmpty())
|
||||
macroTexArray[i] = TEXMGR->createTexture(mat->getMacroMap(), profile);
|
||||
if (mat->getNormalMap().isNotEmpty())
|
||||
normalTexArray[i] = TEXMGR->createTexture(mat->getNormalMap(), profile);
|
||||
if (mat->getORMConfigMap().isNotEmpty())
|
||||
ormTexArray[i] = TEXMGR->createTexture(mat->getORMConfigMap(), profile);
|
||||
}
|
||||
|
||||
mDetailTextureArray = NULL;
|
||||
mMacroTextureArray = NULL;
|
||||
mNormalTextureArray = NULL;
|
||||
mOrmTextureArray = NULL;
|
||||
|
||||
|
||||
mDetailTextureArray = GFX->createTextureArray();
|
||||
mMacroTextureArray = GFX->createTextureArray();
|
||||
mNormalTextureArray = GFX->createTextureArray();
|
||||
mOrmTextureArray = GFX->createTextureArray();
|
||||
|
||||
if(!mDetailTextureArray->fromTextureArray(detailTexArray))
|
||||
{
|
||||
Con::errorf("TerrainBlock::_updateMaterials - an issue with the diffuse terrain materials was detected. Please ensure they are all of the same size and format!");
|
||||
}
|
||||
|
||||
if(!mMacroTextureArray->fromTextureArray(macroTexArray))
|
||||
{
|
||||
Con::errorf("TerrainBlock::_updateMaterials - an issue with the detail terrain materials was detected. Please ensure they are all of the same size and format!");
|
||||
}
|
||||
|
||||
if(!mNormalTextureArray->fromTextureArray(normalTexArray))
|
||||
{
|
||||
Con::errorf("TerrainBlock::_updateMaterials - an issue with the normal terrain materials was detected. Please ensure they are all of the same size and format!");
|
||||
}
|
||||
|
||||
if(!mOrmTextureArray->fromTextureArray(ormTexArray))
|
||||
{
|
||||
Con::errorf("TerrainBlock::_updateMaterials - an issue with the orm terrain materials was detected. Please ensure they are all of the same size and format!");
|
||||
}
|
||||
|
||||
if ( mCell )
|
||||
mCell->deleteMaterials();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue