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https://github.com/TorqueGameEngines/Torque3D.git
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Implement Singlepass Terrain Render
This commit is contained in:
parent
49a8c0ad36
commit
87dd7ffc4a
35 changed files with 1658 additions and 951 deletions
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@ -48,7 +48,6 @@ namespace
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FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
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}
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@ -124,69 +123,90 @@ Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
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return inDet;
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}
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Var* TerrainFeatGLSL::_getNormalMapTex()
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Var* TerrainFeatGLSL::_getDetailMapSampler()
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{
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String name( String::ToString( "normalMap%d", getProcessIndex() ) );
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Var *normalMap = (Var*)LangElement::find( name );
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if ( !normalMap )
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String name("detailMapSampler");
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Var* detailMapSampler = (Var*)LangElement::find(name);
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if (!detailMapSampler)
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{
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normalMap = new Var;
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normalMap->setType( "sampler2D" );
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normalMap->setName( name );
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normalMap->uniform = true;
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normalMap->sampler = true;
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normalMap->constNum = Var::getTexUnitNum();
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detailMapSampler = new Var;
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detailMapSampler->setName(name);
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detailMapSampler->setType("sampler2DArray");
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detailMapSampler->uniform = true;
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detailMapSampler->sampler = true;
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detailMapSampler->constNum = Var::getTexUnitNum();
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}
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return normalMap;
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return detailMapSampler;
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}
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Var* TerrainFeatGLSL::_getORMConfigMapTex()
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Var* TerrainFeatGLSL::_getNormalMapSampler()
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{
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String name(String::ToString("ormConfigMap%d", getProcessIndex()));
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Var *ormConfigMap = (Var*)LangElement::find(name);
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String name("normalMapSampler");
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Var* normalMapSampler = (Var*)LangElement::find(name);
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if (!ormConfigMap)
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{
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ormConfigMap = new Var;
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ormConfigMap->setType("sampler2D");
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ormConfigMap->setName(name);
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ormConfigMap->uniform = true;
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ormConfigMap->sampler = true;
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ormConfigMap->constNum = Var::getTexUnitNum();
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}
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if (!normalMapSampler)
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{
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normalMapSampler = new Var;
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normalMapSampler->setName(name);
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normalMapSampler->setType("sampler2DArray");
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normalMapSampler->uniform = true;
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normalMapSampler->sampler = true;
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normalMapSampler->constNum = Var::getTexUnitNum();
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}
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return ormConfigMap;
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return normalMapSampler;
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}
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Var* TerrainFeatGLSL::_getOrmMapSampler()
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{
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String name("ormMapSampler");
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Var* ormMapSampler = (Var*)LangElement::find(name);
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if (!ormMapSampler)
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{
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ormMapSampler = new Var;
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ormMapSampler->setName(name);
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ormMapSampler->setType("sampler2DArray");
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ormMapSampler->uniform = true;
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ormMapSampler->sampler = true;
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ormMapSampler->constNum = Var::getTexUnitNum();
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}
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return ormMapSampler;
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}
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Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
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{
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String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
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Var *detailInfo = (Var*)LangElement::find( name );
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if ( !detailInfo )
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String name(String::ToString("detailIdStrengthParallax", getProcessIndex()));
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Var* detailInfo = (Var*)LangElement::find(name);
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if (!detailInfo)
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{
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detailInfo = new Var;
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detailInfo->setType( "vec3" );
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detailInfo->setName( name );
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detailInfo->setType("vec4");
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detailInfo->setName(name);
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detailInfo->uniform = true;
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detailInfo->constSortPos = cspPotentialPrimitive;
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detailInfo->arraySize = getProcessIndex();
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}
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detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
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return detailInfo;
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}
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Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
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{
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String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
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String name(String::ToString("macroIdStrengthParallax%d", getProcessIndex()));
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Var *detailInfo = (Var*)LangElement::find( name );
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if ( !detailInfo )
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Var* detailInfo = (Var*)LangElement::find(name);
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if (!detailInfo)
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{
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detailInfo = new Var;
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detailInfo->setType( "vec3" );
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detailInfo->setName( name );
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detailInfo->setType("vec3");
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detailInfo->setName(name);
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detailInfo->uniform = true;
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detailInfo->constSortPos = cspPotentialPrimitive;
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}
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@ -377,11 +397,17 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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outTex->setType( "vec4" );
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// Get the detail scale and fade info.
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Var *detScaleAndFade = new Var;
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detScaleAndFade->setType( "vec4" );
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detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
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detScaleAndFade->uniform = true;
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detScaleAndFade->constSortPos = cspPotentialPrimitive;
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Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
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if (!detScaleAndFade)
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{
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detScaleAndFade = new Var;
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detScaleAndFade->setType("vec4");
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detScaleAndFade->setName("detailScaleAndFade");
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detScaleAndFade->uniform = true;
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detScaleAndFade->constSortPos = cspPotentialPrimitive;
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}
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detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
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// Setup the detail coord.
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//
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@ -392,11 +418,11 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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//
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// See TerrainBaseMapFeatGLSL::processVert().
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//
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
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// And sneak the detail fade thru the w detailCoord.
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meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
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outTex, detScaleAndFade, dist, detScaleAndFade ) );
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outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)) );
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output = meta;
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}
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@ -473,7 +499,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// Calculate the blend for this detail texture.
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meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
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new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
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new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
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// New terrain
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@ -525,15 +551,10 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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}
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// Get the detail texture.
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Var *detailMap = new Var;
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detailMap->setType("sampler2D");
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detailMap->setName(String::ToString("detailMap%d", detailIndex));
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detailMap->uniform = true;
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detailMap->sampler = true;
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detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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Var *detailMap = _getDetailMapSampler();
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// Get the normal map texture.
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Var *normalMap = _getNormalMapTex();
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Var *normalMap = _getNormalMapSampler();
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// Issue happens somewhere here -----
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@ -541,8 +562,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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//
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// We take two normal samples and lerp between them for
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// side projection layers... else a single sample.
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LangElement *texOp;
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//
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// Note that we're doing the standard greyscale detail
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// map technique here which can darken and lighten the
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// diffuse texture.
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@ -552,35 +572,17 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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//
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if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
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{
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meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, detailMap, inDet, inTex));
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texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
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normalMap, inDet, normalMap, inDet, inTex);
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meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex));
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}
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else
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{
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meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet));
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texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
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meta->addStatement(new GenOp(" @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
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}
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// New terrain
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// Get a var and accumulate the blend amount.
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Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
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if ( !blendTotal )
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{
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blendTotal = new Var;
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blendTotal->setName( "blendTotal" );
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blendTotal->setType( "float" );
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meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
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}
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// Add to the blend total.
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meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
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// If we had a parallax feature... then factor in the parallax
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// amount so that it fades out with the layer blending.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
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@ -588,13 +590,13 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// Call the library function to do the rest.
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if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
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{
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meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
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inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
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meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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else
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{
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meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
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inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
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meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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}
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@ -632,17 +634,17 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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//
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if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
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{
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meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
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meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex ) );
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}
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else
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{
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meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet ) );
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meta->addStatement( new GenOp( " @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)) );
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}
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, detailInfo, inDet ) );
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detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
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meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
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@ -666,26 +668,13 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
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// If this is the first detail pass then we
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// samples from the layer tex.
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res.numTex += 1;
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res.numTexReg += 1;
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// If this material also does parallax then it
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// will generate the negative view vector and the
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// worldToTanget transform.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
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res.numTexReg += 4;
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// Texture Array
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res.numTex += 1;
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res.numTexReg += 1;
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}
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// sample from the detail texture for diffuse coloring.
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res.numTex += 1;
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// If we have parallax for this layer then we'll also
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// be sampling the normal map for the parallax heightmap.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
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res.numTex += 1;
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// Finally we always send the detail texture
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// coord to the pixel shader.
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res.numTexReg += 1;
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return res;
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}
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@ -836,20 +825,6 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
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new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
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// Get a var and accumulate the blend amount.
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Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
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if ( !blendTotal )
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{
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blendTotal = new Var;
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//blendTotal->setName( "blendTotal" );
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blendTotal->setName( "blendTotal" );
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blendTotal->setType( "float" );
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meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
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}
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// Add to the blend total.
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meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
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Var *detailColor = (Var*)LangElement::find( "macroColor" );
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if ( !detailColor )
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{
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@ -992,11 +967,12 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement( new GenOp( " {\r\n" ) );
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// Get the normal map texture.
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Var *normalMap = _getNormalMapTex();
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Var *normalMap = _getNormalMapSampler();
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/// Get the texture coord.
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Var *inDet = _getInDetailCoord( componentList );
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Var *inTex = getVertTexCoord( "texCoord" );
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Var* detailInfo = _getDetailIdStrengthParallax();
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// Sample the normal map.
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//
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@ -1005,11 +981,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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LangElement *texOp;
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if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
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{
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texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
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normalMap, inDet, normalMap, inDet, inTex );
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texOp = new GenOp( "lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
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normalMap, inDet, new IndexOp(detailInfo, normalIndex), normalMap, inDet, inTex, new IndexOp(detailInfo, normalIndex));
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}
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else
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texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
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texOp = new GenOp( String::ToString("tex2D(@, vec3(@.xy, @.x))", normalIndex), normalMap, inDet, new IndexOp(detailInfo, normalIndex));
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// create bump normal
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Var *bumpNorm = new Var;
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@ -1019,26 +995,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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LangElement *bumpNormDecl = new DecOp( bumpNorm );
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meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
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// If this is the last normal map then we
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// can test to see the total blend value
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// to see if we should clip the result.
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Var* blendTotal = (Var*)LangElement::find("blendTotal");
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if (blendTotal)
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{
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if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
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meta->addStatement(new GenOp(" if ( @ > 0.0001f ){\r\n\r\n", blendTotal));
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}
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// Normalize is done later...
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// Note: The reverse mul order is intentional. Affine matrix.
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meta->addStatement(new GenOp(" @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
||||
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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue