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

@ -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;