Implement Singlepass Terrain Render

This commit is contained in:
Lukas Aldershaab 2021-01-01 21:05:21 +01:00
parent 49a8c0ad36
commit 87dd7ffc4a
35 changed files with 1658 additions and 951 deletions

View file

@ -40,6 +40,8 @@
#include "shaderGen/shaderGen.h"
#include <d3d9.h> //d3dperf
#include "gfxD3D11TextureArray.h"
#ifdef TORQUE_DEBUG
#include "d3d11sdklayers.h"
#endif
@ -48,6 +50,8 @@
#pragma comment(lib, "d3d9.lib") //d3dperf
#pragma comment(lib, "d3d11.lib")
class GFXD3D11TextureArray;
class GFXPCD3D11RegisterDevice
{
public:
@ -1736,6 +1740,13 @@ GFXCubemapArray * GFXD3D11Device::createCubemapArray()
return cubeArray;
}
GFXTextureArray * GFXD3D11Device::createTextureArray()
{
GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray();
textureArray->registerResourceWithDevice(this);
return textureArray;
}
// Debug events
//------------------------------------------------------------------------------
void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)

View file

@ -231,6 +231,7 @@ public:
virtual GFXCubemap *createCubemap();
virtual GFXCubemapArray *createCubemapArray();
virtual GFXTextureArray* createTextureArray();
virtual F32 getPixelShaderVersion() const { return mPixVersion; }
virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}

View file

@ -1385,7 +1385,8 @@ void GFXD3D11Shader::_buildSamplerShaderConstantHandles( Vector<GFXShaderConstDe
AssertFatal( desc.constType == GFXSCT_Sampler ||
desc.constType == GFXSCT_SamplerCube ||
desc.constType == GFXSCT_SamplerCubeArray,
desc.constType == GFXSCT_SamplerCubeArray ||
desc.constType == GFXSCT_SamplerTextureArray,
"GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
GFXD3D11ShaderConstHandle *handle;

View file

@ -0,0 +1,266 @@
#include "gfxD3D11TextureArray.h"
#include <d3d11.h>
#include "gfxD3D11Device.h"
#include "gfxD3D11EnumTranslate.h"
#include "core/util/tVector.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/bitmap/imageUtils.h"
#include "gfx/util/screenspace.h"
#include "shaderGen/shaderFeature.h"
bool GFXD3D11TextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
{
bool success = true;
Vector<ID3D11Texture2D*> texture2Ds;
texture2Ds.setSize(textureArray.size());
Vector<GFXTexHandle> tmpHandles;
mArraySize = textureArray.size();
//---------------------------------------------------------------------------------------
// Create the texture array. Each element in the texture
// array has the same format/dimensions.
//---------------------------------------------------------------------------------------
D3D11_TEXTURE2D_DESC texElementDesc;
GFXFormat format;
bool found = false;
for (U32 idx = 0; idx < mArraySize; ++idx)
{
GFXTexHandle texObj = textureArray[idx];
if (texObj.isValid())
{
if (!found)
{
dynamic_cast<GFXD3D11TextureObject*>(texObj.getPointer())->get2DTex()->GetDesc(&texElementDesc);
found = true;
format = texObj.getFormat();
}
if (format != texObj.getFormat() || texElementDesc.Width != texObj.getWidth() || texElementDesc.Height != texObj.getHeight())
{
AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
success = false;
format = GFXFormatR8G8B8A8;
}
}
}
// 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;
for (U32 idx = 0; idx < mArraySize; ++idx)
{
texture2Ds[idx] = NULL;
if(textureArray[idx].isValid())
{
GFXTexHandle handle = textureArray[idx];
if (textureArray[idx]->getPath().isNotEmpty())
{
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(textureArray[idx].getPointer())->get2DTex();
tex->GetDesc(&desc);
if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || textureArray[idx].getFormat() != format)
{
if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width)
{
AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
}
else
{
AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
}
GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, texElementDesc.Width, texElementDesc.Height);
if (!inBitmap->setFormat(format))
{
AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
Con::errorf("GFXD3D11TextureArray::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())
{
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
tex->GetDesc(&desc);
if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || handle.getFormat() != format)
{
AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
success = false;
}
texture2Ds[idx] = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
}
}
}
D3D11_TEXTURE2D_DESC texArrayDesc;
texArrayDesc.Width = texElementDesc.Width;
texArrayDesc.Height = texElementDesc.Height;
texArrayDesc.MipLevels = texElementDesc.MipLevels;
texArrayDesc.ArraySize = mArraySize;
texArrayDesc.Format = GFXD3D11TextureFormat[format];
texArrayDesc.SampleDesc.Count = 1;
texArrayDesc.SampleDesc.Quality = 0;
texArrayDesc.Usage = D3D11_USAGE_DEFAULT;
texArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texArrayDesc.CPUAccessFlags = 0;
texArrayDesc.MiscFlags = 0;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&texArrayDesc, NULL, &mTextureArray);
AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::_createTextureArray failed to create texture array!");
//---------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------
// Copy individual texture elements into texture array.
//---------------------------------------------------------------------------------------
// for each texture element...
for (UINT i = 0; i < mArraySize; ++i)
{
if (texture2Ds[i] == NULL)
{
continue;
}
D3D11_TEXTURE2D_DESC desc;
texture2Ds[i]->GetDesc(&desc);
// for each mipmap level...
for (UINT j = 0; j < desc.MipLevels; ++j)
{
const U32 srcSubResource = D3D11CalcSubresource(j, 0, desc.MipLevels);
const U32 dstSubResource = D3D11CalcSubresource(j, i, texArrayDesc.MipLevels);
D3D11DEVICECONTEXT->CopySubresourceRegion(mTextureArray, dstSubResource, 0, 0, 0, texture2Ds[i], srcSubResource, NULL);
}
}
// Clean temporary textures
for (GFXTexHandle handle : tmpHandles)
{
handle.free();
}
//---------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------
// Create a resource view to the texture array.
//---------------------------------------------------------------------------------------
createResourceView(texArrayDesc.Format, texArrayDesc.MipLevels, texArrayDesc.BindFlags);
//---------------------------------------------------------------------------------------
return success;
}
void GFXD3D11TextureArray::setToTexUnit(U32 tuNum)
{
D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
}
void GFXD3D11TextureArray::createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags)
{
HRESULT hr;
if (usageFlags & D3D11_BIND_SHADER_RESOURCE)
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
else
desc.Format = format;
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
desc.Texture2DArray.MostDetailedMip = 0;
desc.Texture2DArray.MipLevels = numMipLevels;
desc.Texture2DArray.FirstArraySlice = 0;
desc.Texture2DArray.ArraySize = mArraySize;
hr = D3D11DEVICE->CreateShaderResourceView(mTextureArray, &desc, &mSRView);
AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateShaderResourceView failed to create view!");
}
if (usageFlags & D3D11_BIND_RENDER_TARGET)
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
desc.Texture2DArray.MipSlice = 0;
desc.Texture2DArray.FirstArraySlice = 0;
desc.Texture2DArray.ArraySize = mArraySize;
hr = D3D11DEVICE->CreateRenderTargetView(mTextureArray, &desc, &mRTView);
AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateRenderTargetView failed to create view!");
}
if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
desc.Texture2DArray.MipSlice = 0;
desc.Texture2DArray.FirstArraySlice = 0;
desc.Texture2DArray.ArraySize = mArraySize;
desc.Flags = 0;
hr = D3D11DEVICE->CreateDepthStencilView(mTextureArray, &desc, &mDSView);
AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateDepthStencilView failed to create view!");
}
}
void GFXD3D11TextureArray::Release()
{
SAFE_RELEASE(mSRView)
SAFE_RELEASE(mRTView)
SAFE_RELEASE(mDSView)
SAFE_RELEASE(mTextureArray)
}
ID3D11ShaderResourceView* GFXD3D11TextureArray::getSRView()
{
return mSRView;
}
ID3D11RenderTargetView* GFXD3D11TextureArray::getRTView()
{
return mRTView;
}
ID3D11DepthStencilView* GFXD3D11TextureArray::getDSView()
{
return mDSView;
}
ID3D11ShaderResourceView** GFXD3D11TextureArray::getSRViewPtr()
{
return &mSRView;
}
ID3D11RenderTargetView** GFXD3D11TextureArray::getRTViewPtr()
{
return &mRTView;
}
ID3D11DepthStencilView** GFXD3D11TextureArray::getDSViewPtr()
{
return &mDSView;
}
void GFXD3D11TextureArray::zombify()
{
// Unsupported
}
void GFXD3D11TextureArray::resurrect()
{
// Unsupported
}

View file

@ -0,0 +1,51 @@
#ifndef _GFXD3D11TEXTUREARRAY_H_
#define _GFXD3D11TEXTUREARRAY_H_
#include <dxgiformat.h>
#include "gfx/gfxTextureArray.h"
#include "gfx/gfxTextureManager.h"
#include "core/util/safeRelease.h"
#include "gfxD3D11TextureManager.h"
class GFXD3D11TextureArray : public GFXTextureArray
{
public:
GFXD3D11TextureArray()
: mSRView( NULL ),
mRTView( NULL ),
mDSView( NULL ),
mTextureArray( NULL )
{
}
bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override;
void setToTexUnit(U32 tuNum) override;
void createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags);
// GFXResource interface
void zombify() override;
void resurrect() override;
void Release() override;
ID3D11ShaderResourceView* getSRView();
ID3D11RenderTargetView* getRTView();
ID3D11DepthStencilView* getDSView();
ID3D11ShaderResourceView** getSRViewPtr();
ID3D11RenderTargetView** getRTViewPtr();
ID3D11DepthStencilView** getDSViewPtr();
private:
ID3D11ShaderResourceView* mSRView; // for shader resource input
ID3D11RenderTargetView* mRTView; // for render targets
ID3D11DepthStencilView* mDSView; //render target view for depth stencil
ID3D11Texture2D* mTextureArray;
};
#endif

View file

@ -210,8 +210,8 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
// check format limitations
// at the moment we only support RGBA for the source (other 4 byte formats should
// be easy to add though)
AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB, "copyToBmp: invalid format");
if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB)
AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB || mFormat == GFXFormatR8G8B8, "copyToBmp: invalid format");
if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB && mFormat != GFXFormatR8G8B8)
return false;
PROFILE_START(GFXD3D11TextureObject_copyToBmp);
@ -248,6 +248,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
desc.Usage = D3D11_USAGE_STAGING;
desc.MiscFlags = 0;
ID3D11Texture2D* pStagingTexture = NULL;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);

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@ -178,6 +178,16 @@ public:
virtual void resurrect() {}
};
class GFXNullTextureArray : public GFXTextureArray
{
public:
void zombify() override {}
void resurrect() override {}
void Release() override {}
bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override { return true; }
virtual void setToTexUnit(U32 tuNum) { }
};
class GFXNullVertexBuffer : public GFXVertexBuffer
{
unsigned char* tempBuf;
@ -317,6 +327,11 @@ GFXCubemapArray* GFXNullDevice::createCubemapArray()
return new GFXNullCubemapArray();
};
GFXTextureArray* GFXNullDevice::createTextureArray()
{
return new GFXNullTextureArray();
};
void GFXNullDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
{
// Add the NULL renderer

View file

@ -130,6 +130,7 @@ protected:
public:
virtual GFXCubemap * createCubemap();
virtual GFXCubemapArray *createCubemapArray();
virtual GFXTextureArray *createTextureArray();
virtual F32 getFillConventionOffset() const { return 0.0f; };

View file

@ -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());
}

View file

@ -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);

View file

@ -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;
}
//------------------------------------------------------------------------------

View file

@ -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]; }
/// @}

View file

@ -599,7 +599,8 @@ enum GFXShaderConstType
// Samplers
GFXSCT_Sampler,
GFXSCT_SamplerCube,
GFXSCT_SamplerCubeArray
GFXSCT_SamplerCubeArray,
GFXSCT_SamplerTextureArray
};

View file

@ -0,0 +1,7 @@
#include "gfxTextureArray.h"
const String GFXTextureArray::describeSelf() const
{
// We've got nothing
return String();
}

View 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_

View file

@ -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);

View file

@ -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);

View file

@ -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

View file

@ -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;

View file

@ -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:

View file

@ -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

View 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()
{
}

View 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

View file

@ -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 )

View file

@ -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

View file

@ -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 );
};
//----------------------------------------------------------------------------
/*!

View file

@ -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;

View file

@ -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:

View file

@ -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;

View file

@ -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

View file

@ -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:

View file

@ -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 )

View file

@ -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 );

View file

@ -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();
}