mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 08:34:40 +00:00
Implement Singlepass Terrain Render
This commit is contained in:
parent
49a8c0ad36
commit
87dd7ffc4a
35 changed files with 1658 additions and 951 deletions
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@ -40,6 +40,8 @@
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#include "shaderGen/shaderGen.h"
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#include "shaderGen/shaderGen.h"
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#include <d3d9.h> //d3dperf
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#include <d3d9.h> //d3dperf
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#include "gfxD3D11TextureArray.h"
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#ifdef TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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#include "d3d11sdklayers.h"
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#include "d3d11sdklayers.h"
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#endif
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#endif
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@ -48,6 +50,8 @@
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#pragma comment(lib, "d3d9.lib") //d3dperf
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#pragma comment(lib, "d3d9.lib") //d3dperf
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#pragma comment(lib, "d3d11.lib")
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#pragma comment(lib, "d3d11.lib")
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class GFXD3D11TextureArray;
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class GFXPCD3D11RegisterDevice
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class GFXPCD3D11RegisterDevice
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{
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{
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public:
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public:
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@ -1736,6 +1740,13 @@ GFXCubemapArray * GFXD3D11Device::createCubemapArray()
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return cubeArray;
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return cubeArray;
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}
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}
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GFXTextureArray * GFXD3D11Device::createTextureArray()
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{
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GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray();
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textureArray->registerResourceWithDevice(this);
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return textureArray;
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}
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// Debug events
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// Debug events
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
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void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
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@ -231,6 +231,7 @@ public:
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virtual GFXCubemap *createCubemap();
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virtual GFXCubemap *createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual GFXCubemapArray *createCubemapArray();
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virtual GFXTextureArray* createTextureArray();
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
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@ -1385,7 +1385,8 @@ void GFXD3D11Shader::_buildSamplerShaderConstantHandles( Vector<GFXShaderConstDe
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AssertFatal( desc.constType == GFXSCT_Sampler ||
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AssertFatal( desc.constType == GFXSCT_Sampler ||
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desc.constType == GFXSCT_SamplerCube ||
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desc.constType == GFXSCT_SamplerCube ||
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desc.constType == GFXSCT_SamplerCubeArray,
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desc.constType == GFXSCT_SamplerCubeArray ||
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desc.constType == GFXSCT_SamplerTextureArray,
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"GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
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"GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
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GFXD3D11ShaderConstHandle *handle;
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GFXD3D11ShaderConstHandle *handle;
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266
Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp
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266
Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp
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@ -0,0 +1,266 @@
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#include "gfxD3D11TextureArray.h"
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#include <d3d11.h>
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#include "gfxD3D11Device.h"
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#include "gfxD3D11EnumTranslate.h"
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#include "core/util/tVector.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "gfx/util/screenspace.h"
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#include "shaderGen/shaderFeature.h"
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bool GFXD3D11TextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
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{
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bool success = true;
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Vector<ID3D11Texture2D*> texture2Ds;
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texture2Ds.setSize(textureArray.size());
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Vector<GFXTexHandle> tmpHandles;
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mArraySize = textureArray.size();
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//---------------------------------------------------------------------------------------
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// Create the texture array. Each element in the texture
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// array has the same format/dimensions.
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//---------------------------------------------------------------------------------------
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D3D11_TEXTURE2D_DESC texElementDesc;
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GFXFormat format;
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bool found = false;
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for (U32 idx = 0; idx < mArraySize; ++idx)
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{
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GFXTexHandle texObj = textureArray[idx];
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if (texObj.isValid())
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{
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if (!found)
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{
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dynamic_cast<GFXD3D11TextureObject*>(texObj.getPointer())->get2DTex()->GetDesc(&texElementDesc);
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found = true;
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format = texObj.getFormat();
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}
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if (format != texObj.getFormat() || texElementDesc.Width != texObj.getWidth() || texElementDesc.Height != texObj.getHeight())
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{
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AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
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Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
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success = false;
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format = GFXFormatR8G8B8A8;
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}
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}
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}
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// One might think this should return false in this case, but the return value is mostly to highlight internal errors not input errors.
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if (!found) return true;
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for (U32 idx = 0; idx < mArraySize; ++idx)
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{
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texture2Ds[idx] = NULL;
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if(textureArray[idx].isValid())
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{
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GFXTexHandle handle = textureArray[idx];
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if (textureArray[idx]->getPath().isNotEmpty())
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{
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(textureArray[idx].getPointer())->get2DTex();
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tex->GetDesc(&desc);
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || textureArray[idx].getFormat() != format)
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{
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width)
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
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Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
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}
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else
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
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Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
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}
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GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, texElementDesc.Width, texElementDesc.Height);
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if (!inBitmap->setFormat(format))
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
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Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
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success = false;
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handle = NULL;
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delete inBitmap;
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}
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else
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{
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handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
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tmpHandles.push_back(handle);
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}
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}
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}
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if (handle.isValid())
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{
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
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tex->GetDesc(&desc);
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || handle.getFormat() != format)
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
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Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
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success = false;
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}
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texture2Ds[idx] = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
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}
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}
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}
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D3D11_TEXTURE2D_DESC texArrayDesc;
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texArrayDesc.Width = texElementDesc.Width;
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texArrayDesc.Height = texElementDesc.Height;
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texArrayDesc.MipLevels = texElementDesc.MipLevels;
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texArrayDesc.ArraySize = mArraySize;
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texArrayDesc.Format = GFXD3D11TextureFormat[format];
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texArrayDesc.SampleDesc.Count = 1;
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texArrayDesc.SampleDesc.Quality = 0;
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texArrayDesc.Usage = D3D11_USAGE_DEFAULT;
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texArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texArrayDesc.CPUAccessFlags = 0;
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texArrayDesc.MiscFlags = 0;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&texArrayDesc, NULL, &mTextureArray);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::_createTextureArray failed to create texture array!");
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//---------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------
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// Copy individual texture elements into texture array.
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//---------------------------------------------------------------------------------------
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// for each texture element...
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for (UINT i = 0; i < mArraySize; ++i)
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{
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if (texture2Ds[i] == NULL)
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{
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continue;
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}
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D3D11_TEXTURE2D_DESC desc;
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texture2Ds[i]->GetDesc(&desc);
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// for each mipmap level...
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for (UINT j = 0; j < desc.MipLevels; ++j)
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{
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const U32 srcSubResource = D3D11CalcSubresource(j, 0, desc.MipLevels);
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const U32 dstSubResource = D3D11CalcSubresource(j, i, texArrayDesc.MipLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTextureArray, dstSubResource, 0, 0, 0, texture2Ds[i], srcSubResource, NULL);
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}
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}
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// Clean temporary textures
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for (GFXTexHandle handle : tmpHandles)
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{
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handle.free();
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}
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//---------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------
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// Create a resource view to the texture array.
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//---------------------------------------------------------------------------------------
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createResourceView(texArrayDesc.Format, texArrayDesc.MipLevels, texArrayDesc.BindFlags);
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//---------------------------------------------------------------------------------------
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return success;
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}
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void GFXD3D11TextureArray::setToTexUnit(U32 tuNum)
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{
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D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
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}
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void GFXD3D11TextureArray::createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags)
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{
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HRESULT hr;
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if (usageFlags & D3D11_BIND_SHADER_RESOURCE)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC desc;
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if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
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desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
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else
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desc.Format = format;
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desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MostDetailedMip = 0;
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desc.Texture2DArray.MipLevels = numMipLevels;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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hr = D3D11DEVICE->CreateShaderResourceView(mTextureArray, &desc, &mSRView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateShaderResourceView failed to create view!");
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}
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if (usageFlags & D3D11_BIND_RENDER_TARGET)
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{
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D3D11_RENDER_TARGET_VIEW_DESC desc;
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desc.Format = format;
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desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MipSlice = 0;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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hr = D3D11DEVICE->CreateRenderTargetView(mTextureArray, &desc, &mRTView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateRenderTargetView failed to create view!");
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}
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if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
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{
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D3D11_DEPTH_STENCIL_VIEW_DESC desc;
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desc.Format = format;
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desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MipSlice = 0;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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desc.Flags = 0;
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hr = D3D11DEVICE->CreateDepthStencilView(mTextureArray, &desc, &mDSView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateDepthStencilView failed to create view!");
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}
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}
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void GFXD3D11TextureArray::Release()
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{
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SAFE_RELEASE(mSRView)
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SAFE_RELEASE(mRTView)
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SAFE_RELEASE(mDSView)
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SAFE_RELEASE(mTextureArray)
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}
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ID3D11ShaderResourceView* GFXD3D11TextureArray::getSRView()
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{
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return mSRView;
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}
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ID3D11RenderTargetView* GFXD3D11TextureArray::getRTView()
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{
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return mRTView;
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}
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ID3D11DepthStencilView* GFXD3D11TextureArray::getDSView()
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{
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return mDSView;
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}
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ID3D11ShaderResourceView** GFXD3D11TextureArray::getSRViewPtr()
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{
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return &mSRView;
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}
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ID3D11RenderTargetView** GFXD3D11TextureArray::getRTViewPtr()
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{
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return &mRTView;
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}
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ID3D11DepthStencilView** GFXD3D11TextureArray::getDSViewPtr()
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{
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return &mDSView;
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}
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void GFXD3D11TextureArray::zombify()
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{
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// Unsupported
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}
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void GFXD3D11TextureArray::resurrect()
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{
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// Unsupported
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}
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51
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
Normal file
51
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
Normal file
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#ifndef _GFXD3D11TEXTUREARRAY_H_
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#define _GFXD3D11TEXTUREARRAY_H_
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#include <dxgiformat.h>
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#include "gfx/gfxTextureArray.h"
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#include "gfx/gfxTextureManager.h"
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#include "core/util/safeRelease.h"
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#include "gfxD3D11TextureManager.h"
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class GFXD3D11TextureArray : public GFXTextureArray
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{
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public:
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GFXD3D11TextureArray()
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: mSRView( NULL ),
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mRTView( NULL ),
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mDSView( NULL ),
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mTextureArray( NULL )
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{
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}
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bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override;
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void setToTexUnit(U32 tuNum) override;
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|
||||||
|
void createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags);
|
||||||
|
|
||||||
|
// 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
|
||||||
|
|
@ -210,8 +210,8 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
|
||||||
// check format limitations
|
// check format limitations
|
||||||
// at the moment we only support RGBA for the source (other 4 byte formats should
|
// at the moment we only support RGBA for the source (other 4 byte formats should
|
||||||
// be easy to add though)
|
// be easy to add though)
|
||||||
AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB, "copyToBmp: invalid format");
|
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)
|
if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB && mFormat != GFXFormatR8G8B8)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
PROFILE_START(GFXD3D11TextureObject_copyToBmp);
|
PROFILE_START(GFXD3D11TextureObject_copyToBmp);
|
||||||
|
|
@ -248,6 +248,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
|
||||||
desc.BindFlags = 0;
|
desc.BindFlags = 0;
|
||||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
||||||
desc.Usage = D3D11_USAGE_STAGING;
|
desc.Usage = D3D11_USAGE_STAGING;
|
||||||
|
desc.MiscFlags = 0;
|
||||||
|
|
||||||
ID3D11Texture2D* pStagingTexture = NULL;
|
ID3D11Texture2D* pStagingTexture = NULL;
|
||||||
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);
|
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);
|
||||||
|
|
|
||||||
|
|
@ -178,6 +178,16 @@ public:
|
||||||
virtual void resurrect() {}
|
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
|
class GFXNullVertexBuffer : public GFXVertexBuffer
|
||||||
{
|
{
|
||||||
unsigned char* tempBuf;
|
unsigned char* tempBuf;
|
||||||
|
|
@ -317,6 +327,11 @@ GFXCubemapArray* GFXNullDevice::createCubemapArray()
|
||||||
return new GFXNullCubemapArray();
|
return new GFXNullCubemapArray();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
GFXTextureArray* GFXNullDevice::createTextureArray()
|
||||||
|
{
|
||||||
|
return new GFXNullTextureArray();
|
||||||
|
};
|
||||||
|
|
||||||
void GFXNullDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
|
void GFXNullDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
|
||||||
{
|
{
|
||||||
// Add the NULL renderer
|
// Add the NULL renderer
|
||||||
|
|
|
||||||
|
|
@ -130,6 +130,7 @@ protected:
|
||||||
public:
|
public:
|
||||||
virtual GFXCubemap * createCubemap();
|
virtual GFXCubemap * createCubemap();
|
||||||
virtual GFXCubemapArray *createCubemapArray();
|
virtual GFXCubemapArray *createCubemapArray();
|
||||||
|
virtual GFXTextureArray *createTextureArray();
|
||||||
|
|
||||||
virtual F32 getFillConventionOffset() const { return 0.0f; };
|
virtual F32 getFillConventionOffset() const { return 0.0f; };
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -727,7 +727,7 @@ bool GBitmap::checkForTransparency()
|
||||||
}
|
}
|
||||||
|
|
||||||
//------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------
|
||||||
LinearColorF GBitmap::sampleTexel(F32 u, F32 v) const
|
LinearColorF GBitmap::sampleTexel(F32 u, F32 v, bool retAlpha) const
|
||||||
{
|
{
|
||||||
LinearColorF col(0.5f, 0.5f, 0.5f);
|
LinearColorF col(0.5f, 0.5f, 0.5f);
|
||||||
// normally sampling wraps all the way around at 1.0,
|
// 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.red = F32(buffer[lexelindex + 0]) / 255.0f;
|
||||||
col.green = F32(buffer[lexelindex + 1]) / 255.0f;
|
col.green = F32(buffer[lexelindex + 1]) / 255.0f;
|
||||||
col.blue = F32(buffer[lexelindex + 2]) / 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;
|
return col;
|
||||||
|
|
@ -1352,7 +1359,7 @@ U32 GBitmap::getSurfaceSize(const U32 mipLevel) const
|
||||||
}
|
}
|
||||||
|
|
||||||
DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
|
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"
|
"It will return an empty string if the file is not found.\n"
|
||||||
"@ingroup Rendering\n" )
|
"@ingroup Rendering\n" )
|
||||||
{
|
{
|
||||||
|
|
@ -1360,7 +1367,8 @@ DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
|
||||||
if ( !image )
|
if ( !image )
|
||||||
return String::EmptyString;
|
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->getHeight(),
|
||||||
image->getBytesPerPixel() );
|
image->getBytesPerPixel(),
|
||||||
|
image->getFormat());
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -205,7 +205,7 @@ public:
|
||||||
/// the bitmap bits and to check for alpha values less than 255
|
/// the bitmap bits and to check for alpha values less than 255
|
||||||
bool checkForTransparency();
|
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 getColor(const U32 x, const U32 y, ColorI& rColor) const;
|
||||||
bool setColor(const U32 x, const U32 y, const ColorI& rColor);
|
bool setColor(const U32 x, const U32 y, const ColorI& rColor);
|
||||||
U8 getChanelValueAt(U32 x, U32 y, U32 chan);
|
U8 getChanelValueAt(U32 x, U32 y, U32 chan);
|
||||||
|
|
|
||||||
|
|
@ -132,6 +132,8 @@ GFXDevice::GFXDevice()
|
||||||
mCurrentCubemap[i] = NULL;
|
mCurrentCubemap[i] = NULL;
|
||||||
mNewCubemap[i] = NULL;
|
mNewCubemap[i] = NULL;
|
||||||
mCurrentCubemapArray[i] = NULL;
|
mCurrentCubemapArray[i] = NULL;
|
||||||
|
mNewTextureArray[i] = NULL;
|
||||||
|
mCurrentTextureArray[i] = NULL;
|
||||||
mNewCubemapArray[i] = NULL;
|
mNewCubemapArray[i] = NULL;
|
||||||
mTexType[i] = GFXTDT_Normal;
|
mTexType[i] = GFXTDT_Normal;
|
||||||
|
|
||||||
|
|
@ -266,6 +268,8 @@ GFXDevice::~GFXDevice()
|
||||||
mNewCubemap[i] = NULL;
|
mNewCubemap[i] = NULL;
|
||||||
mCurrentCubemapArray[i] = NULL;
|
mCurrentCubemapArray[i] = NULL;
|
||||||
mNewCubemapArray[i] = NULL;
|
mNewCubemapArray[i] = NULL;
|
||||||
|
mCurrentTextureArray[i] = NULL;
|
||||||
|
mNewTextureArray[i] = NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
mCurrentRT = NULL;
|
mCurrentRT = NULL;
|
||||||
|
|
@ -411,6 +415,15 @@ void GFXDevice::updateStates(bool forceSetAll /*=false*/)
|
||||||
setTextureInternal(i, NULL);
|
setTextureInternal(i, NULL);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case GFXTDT_TextureArray:
|
||||||
|
{
|
||||||
|
mCurrentTextureArray[i] = mNewTextureArray[i];
|
||||||
|
if (mCurrentTextureArray[i])
|
||||||
|
mCurrentTextureArray[i]->setToTexUnit(i);
|
||||||
|
else
|
||||||
|
setTextureInternal(i, NULL);
|
||||||
|
}
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
AssertFatal(false, "Unknown texture type!");
|
AssertFatal(false, "Unknown texture type!");
|
||||||
break;
|
break;
|
||||||
|
|
@ -559,6 +572,15 @@ void GFXDevice::updateStates(bool forceSetAll /*=false*/)
|
||||||
setTextureInternal(i, NULL);
|
setTextureInternal(i, NULL);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case GFXTDT_TextureArray:
|
||||||
|
{
|
||||||
|
mCurrentTextureArray[i] = mNewTextureArray[i];
|
||||||
|
if (mCurrentTextureArray[i])
|
||||||
|
mCurrentTextureArray[i]->setToTexUnit(i);
|
||||||
|
else
|
||||||
|
setTextureInternal(i, NULL);
|
||||||
|
}
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
AssertFatal(false, "Unknown texture type!");
|
AssertFatal(false, "Unknown texture type!");
|
||||||
break;
|
break;
|
||||||
|
|
@ -801,6 +823,8 @@ void GFXDevice::setTexture( U32 stage, GFXTextureObject *texture )
|
||||||
mCurrentCubemap[stage] = NULL;
|
mCurrentCubemap[stage] = NULL;
|
||||||
mNewCubemapArray[stage] = NULL;
|
mNewCubemapArray[stage] = NULL;
|
||||||
mCurrentCubemapArray[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;
|
mCurrentTexture[stage] = NULL;
|
||||||
mNewCubemapArray[stage] = NULL;
|
mNewCubemapArray[stage] = NULL;
|
||||||
mCurrentCubemapArray[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;
|
mCurrentTexture[stage] = NULL;
|
||||||
mNewCubemap[stage] = NULL;
|
mNewCubemap[stage] = NULL;
|
||||||
mCurrentCubemap[stage] = NULL;
|
mCurrentCubemap[stage] = NULL;
|
||||||
|
mNewTextureArray[stage] = NULL;
|
||||||
|
mCurrentTextureArray[stage] = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Set texture array
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
void GFXDevice::setTextureArray(U32 stage, GFXTextureArray *textureArray)
|
||||||
|
{
|
||||||
|
AssertFatal(stage < getNumSamplers(), avar("GFXDevice::setTextureArray - out of range stage! %i>%i", stage, getNumSamplers()));
|
||||||
|
|
||||||
|
if (mTexType[stage] == GFXTDT_TextureArray &&
|
||||||
|
((mTextureDirty[stage] && mNewTextureArray[stage].getPointer() == textureArray) ||
|
||||||
|
(!mTextureDirty[stage] && mCurrentTextureArray[stage].getPointer() == textureArray)))
|
||||||
|
return;
|
||||||
|
|
||||||
|
mStateDirty = true;
|
||||||
|
mTexturesDirty = true;
|
||||||
|
mTextureDirty[stage] = true;
|
||||||
|
|
||||||
|
mNewTextureArray[stage] = textureArray;
|
||||||
|
mTexType[stage] = GFXTDT_TextureArray;
|
||||||
|
|
||||||
|
// Clear out textures
|
||||||
|
mNewTexture[stage] = NULL;
|
||||||
|
mCurrentTexture[stage] = NULL;
|
||||||
|
mNewCubemap[stage] = NULL;
|
||||||
|
mCurrentCubemap[stage] = NULL;
|
||||||
|
mNewCubemapArray[stage] = NULL;
|
||||||
|
mCurrentCubemapArray[stage] = NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
//------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -57,6 +57,7 @@
|
||||||
#ifndef _PLATFORM_PLATFORMTIMER_H_
|
#ifndef _PLATFORM_PLATFORMTIMER_H_
|
||||||
#include "platform/platformTimer.h"
|
#include "platform/platformTimer.h"
|
||||||
#endif
|
#endif
|
||||||
|
#include "gfxTextureArray.h"
|
||||||
|
|
||||||
class FontRenderBatcher;
|
class FontRenderBatcher;
|
||||||
class GFont;
|
class GFont;
|
||||||
|
|
@ -498,7 +499,8 @@ protected:
|
||||||
{
|
{
|
||||||
GFXTDT_Normal,
|
GFXTDT_Normal,
|
||||||
GFXTDT_Cube,
|
GFXTDT_Cube,
|
||||||
GFXTDT_CubeArray
|
GFXTDT_CubeArray,
|
||||||
|
GFXTDT_TextureArray
|
||||||
};
|
};
|
||||||
|
|
||||||
GFXTexHandle mCurrentTexture[TEXTURE_STAGE_COUNT];
|
GFXTexHandle mCurrentTexture[TEXTURE_STAGE_COUNT];
|
||||||
|
|
@ -507,6 +509,8 @@ protected:
|
||||||
GFXCubemapHandle mNewCubemap[TEXTURE_STAGE_COUNT];
|
GFXCubemapHandle mNewCubemap[TEXTURE_STAGE_COUNT];
|
||||||
GFXCubemapArrayHandle mCurrentCubemapArray[TEXTURE_STAGE_COUNT];
|
GFXCubemapArrayHandle mCurrentCubemapArray[TEXTURE_STAGE_COUNT];
|
||||||
GFXCubemapArrayHandle mNewCubemapArray[TEXTURE_STAGE_COUNT];
|
GFXCubemapArrayHandle mNewCubemapArray[TEXTURE_STAGE_COUNT];
|
||||||
|
GFXTextureArrayHandle mCurrentTextureArray[TEXTURE_STAGE_COUNT];
|
||||||
|
GFXTextureArrayHandle mNewTextureArray[TEXTURE_STAGE_COUNT];
|
||||||
|
|
||||||
TexDirtyType mTexType[TEXTURE_STAGE_COUNT];
|
TexDirtyType mTexType[TEXTURE_STAGE_COUNT];
|
||||||
bool mTextureDirty[TEXTURE_STAGE_COUNT];
|
bool mTextureDirty[TEXTURE_STAGE_COUNT];
|
||||||
|
|
@ -757,6 +761,7 @@ protected:
|
||||||
public:
|
public:
|
||||||
virtual GFXCubemap * createCubemap() = 0;
|
virtual GFXCubemap * createCubemap() = 0;
|
||||||
virtual GFXCubemapArray *createCubemapArray() = 0;
|
virtual GFXCubemapArray *createCubemapArray() = 0;
|
||||||
|
virtual GFXTextureArray *createTextureArray() = 0;
|
||||||
|
|
||||||
inline GFXTextureManager *getTextureManager()
|
inline GFXTextureManager *getTextureManager()
|
||||||
{
|
{
|
||||||
|
|
@ -952,6 +957,7 @@ public:
|
||||||
void setTexture(U32 stage, GFXTextureObject *texture);
|
void setTexture(U32 stage, GFXTextureObject *texture);
|
||||||
void setCubeTexture( U32 stage, GFXCubemap *cubemap );
|
void setCubeTexture( U32 stage, GFXCubemap *cubemap );
|
||||||
void setCubeArrayTexture( U32 stage, GFXCubemapArray *cubemapArray);
|
void setCubeArrayTexture( U32 stage, GFXCubemapArray *cubemapArray);
|
||||||
|
void setTextureArray( U32 stage, GFXTextureArray *textureArray);
|
||||||
inline GFXTextureObject* getCurrentTexture( U32 stage ) { return mCurrentTexture[stage]; }
|
inline GFXTextureObject* getCurrentTexture( U32 stage ) { return mCurrentTexture[stage]; }
|
||||||
|
|
||||||
/// @}
|
/// @}
|
||||||
|
|
|
||||||
|
|
@ -599,7 +599,8 @@ enum GFXShaderConstType
|
||||||
// Samplers
|
// Samplers
|
||||||
GFXSCT_Sampler,
|
GFXSCT_Sampler,
|
||||||
GFXSCT_SamplerCube,
|
GFXSCT_SamplerCube,
|
||||||
GFXSCT_SamplerCubeArray
|
GFXSCT_SamplerCubeArray,
|
||||||
|
GFXSCT_SamplerTextureArray
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
7
Engine/source/gfx/gfxTextureArray.cpp
Normal file
7
Engine/source/gfx/gfxTextureArray.cpp
Normal file
|
|
@ -0,0 +1,7 @@
|
||||||
|
#include "gfxTextureArray.h"
|
||||||
|
|
||||||
|
const String GFXTextureArray::describeSelf() const
|
||||||
|
{
|
||||||
|
// We've got nothing
|
||||||
|
return String();
|
||||||
|
}
|
||||||
72
Engine/source/gfx/gfxTextureArray.h
Normal file
72
Engine/source/gfx/gfxTextureArray.h
Normal file
|
|
@ -0,0 +1,72 @@
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Copyright (c) 2012 GarageGames, LLC
|
||||||
|
//
|
||||||
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
// of this software and associated documentation files (the "Software"), to
|
||||||
|
// deal in the Software without restriction, including without limitation the
|
||||||
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||||
|
// sell copies of the Software, and to permit persons to whom the Software is
|
||||||
|
// furnished to do so, subject to the following conditions:
|
||||||
|
//
|
||||||
|
// The above copyright notice and this permission notice shall be included in
|
||||||
|
// all copies or substantial portions of the Software.
|
||||||
|
//
|
||||||
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||||
|
// IN THE SOFTWARE.
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#ifndef _GFXTEXTUREARRAY_H_
|
||||||
|
#define _GFXTEXTUREARRAY_H_
|
||||||
|
|
||||||
|
#ifndef _REFBASE_H_
|
||||||
|
#include "core/util/refBase.h"
|
||||||
|
#endif
|
||||||
|
#ifndef _GFXRESOURCE_H_
|
||||||
|
#include "gfx/gfxResource.h"
|
||||||
|
#endif
|
||||||
|
#ifndef _GFXENUMS_H_
|
||||||
|
#include "gfxEnums.h"
|
||||||
|
#endif
|
||||||
|
#ifndef _GFXTEXTUREHANDLE_H_
|
||||||
|
#include "gfxTextureHandle.h"
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
class GFXTextureProfile;
|
||||||
|
class GFXTextureObject;
|
||||||
|
|
||||||
|
class GFXTextureArray : public StrongRefBase, public GFXResource
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) = 0;
|
||||||
|
virtual void setToTexUnit(U32 tuNum) = 0;
|
||||||
|
|
||||||
|
|
||||||
|
// GFXResource interface
|
||||||
|
virtual void zombify() = 0;
|
||||||
|
virtual void resurrect() = 0;
|
||||||
|
virtual void Release() = 0;
|
||||||
|
|
||||||
|
virtual const String describeSelf() const;
|
||||||
|
|
||||||
|
U32 mArraySize;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
/// A reference counted handle to a texture array resource.
|
||||||
|
class GFXTextureArrayHandle : public StrongRefPtr<GFXTextureArray>
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
GFXTextureArrayHandle() {}
|
||||||
|
GFXTextureArrayHandle(GFXTextureArray* textureArray) { StrongRefPtr<GFXTextureArray>::set(textureArray); }
|
||||||
|
|
||||||
|
/// Releases the texture handle.
|
||||||
|
void free() { StrongObjectRef::set(NULL); }
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // _GFXTEXTUREARRAY_H_
|
||||||
|
|
@ -894,6 +894,42 @@ Torque::Path GFXTextureManager::validatePath(const Torque::Path &path)
|
||||||
return correctPath;
|
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)
|
GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile)
|
||||||
{
|
{
|
||||||
PROFILE_SCOPE(GFXTextureManager_loadUncompressedTexture);
|
PROFILE_SCOPE(GFXTextureManager_loadUncompressedTexture);
|
||||||
|
|
|
||||||
|
|
@ -41,6 +41,7 @@
|
||||||
#ifndef _TSIGNAL_H_
|
#ifndef _TSIGNAL_H_
|
||||||
#include "core/util/tSignal.h"
|
#include "core/util/tSignal.h"
|
||||||
#endif
|
#endif
|
||||||
|
#include "gfxTextureHandle.h"
|
||||||
|
|
||||||
|
|
||||||
namespace Torque
|
namespace Torque
|
||||||
|
|
@ -131,6 +132,7 @@ public:
|
||||||
S32 antialiasLevel);
|
S32 antialiasLevel);
|
||||||
|
|
||||||
Torque::Path validatePath(const Torque::Path &path);
|
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);
|
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],
|
virtual GFXTextureObject *createCompositeTexture(const Torque::Path &pathR, const Torque::Path &pathG, const Torque::Path &pathB, const Torque::Path &pathA, U32 inputKey[4],
|
||||||
GFXTextureProfile *profile);
|
GFXTextureProfile *profile);
|
||||||
|
|
|
||||||
|
|
@ -22,6 +22,8 @@
|
||||||
|
|
||||||
#include "platform/platform.h"
|
#include "platform/platform.h"
|
||||||
#include "gfx/gl/gfxGLDevice.h"
|
#include "gfx/gl/gfxGLDevice.h"
|
||||||
|
|
||||||
|
#include "gfxGLTextureArray.h"
|
||||||
#include "platform/platformGL.h"
|
#include "platform/platformGL.h"
|
||||||
|
|
||||||
#include "gfx/gfxCubemap.h"
|
#include "gfx/gfxCubemap.h"
|
||||||
|
|
@ -457,6 +459,13 @@ GFXCubemapArray *GFXGLDevice::createCubemapArray()
|
||||||
return cubeArray;
|
return cubeArray;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GFXTextureArray* GFXGLDevice::createTextureArray()
|
||||||
|
{
|
||||||
|
GFXGLTextureArray* textureArray = new GFXGLTextureArray();
|
||||||
|
textureArray->registerResourceWithDevice(this);
|
||||||
|
return textureArray;
|
||||||
|
}
|
||||||
|
|
||||||
void GFXGLDevice::endSceneInternal()
|
void GFXGLDevice::endSceneInternal()
|
||||||
{
|
{
|
||||||
// nothing to do for opengl
|
// 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 )
|
void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
|
||||||
{
|
{
|
||||||
// ONLY NEEDED ON FFP
|
// ONLY NEEDED ON FFP
|
||||||
|
|
|
||||||
|
|
@ -35,6 +35,7 @@
|
||||||
#include "gfx/gfxResource.h"
|
#include "gfx/gfxResource.h"
|
||||||
#include "gfx/gl/gfxGLStateBlock.h"
|
#include "gfx/gl/gfxGLStateBlock.h"
|
||||||
|
|
||||||
|
class GFXGLTextureArray;
|
||||||
class GFXGLVertexBuffer;
|
class GFXGLVertexBuffer;
|
||||||
class GFXGLPrimitiveBuffer;
|
class GFXGLPrimitiveBuffer;
|
||||||
class GFXGLTextureTarget;
|
class GFXGLTextureTarget;
|
||||||
|
|
@ -83,6 +84,7 @@ public:
|
||||||
|
|
||||||
virtual GFXCubemap * createCubemap();
|
virtual GFXCubemap * createCubemap();
|
||||||
virtual GFXCubemapArray *createCubemapArray();
|
virtual GFXCubemapArray *createCubemapArray();
|
||||||
|
virtual GFXTextureArray *createTextureArray();
|
||||||
|
|
||||||
virtual F32 getFillConventionOffset() const { return 0.0f; }
|
virtual F32 getFillConventionOffset() const { return 0.0f; }
|
||||||
|
|
||||||
|
|
@ -173,6 +175,7 @@ protected:
|
||||||
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
|
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
|
||||||
virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
|
virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
|
||||||
virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* 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 setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
|
||||||
virtual void setLightMaterialInternal(const GFXLightMaterial mat);
|
virtual void setLightMaterialInternal(const GFXLightMaterial mat);
|
||||||
|
|
@ -210,6 +213,7 @@ private:
|
||||||
friend class GFXGLTextureObject;
|
friend class GFXGLTextureObject;
|
||||||
friend class GFXGLCubemap;
|
friend class GFXGLCubemap;
|
||||||
friend class GFXGLCubemapArray;
|
friend class GFXGLCubemapArray;
|
||||||
|
friend class GFXGLTextureArray;
|
||||||
friend class GFXGLWindowTarget;
|
friend class GFXGLWindowTarget;
|
||||||
friend class GFXGLPrimitiveBuffer;
|
friend class GFXGLPrimitiveBuffer;
|
||||||
friend class GFXGLVertexBuffer;
|
friend class GFXGLVertexBuffer;
|
||||||
|
|
|
||||||
|
|
@ -82,6 +82,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
|
||||||
case GFXSCT_Sampler:
|
case GFXSCT_Sampler:
|
||||||
case GFXSCT_SamplerCube:
|
case GFXSCT_SamplerCube:
|
||||||
case GFXSCT_SamplerCubeArray:
|
case GFXSCT_SamplerCubeArray:
|
||||||
|
case GFXSCT_SamplerTextureArray:
|
||||||
return 4;
|
return 4;
|
||||||
case GFXSCT_Float2:
|
case GFXSCT_Float2:
|
||||||
case GFXSCT_Int2:
|
case GFXSCT_Int2:
|
||||||
|
|
@ -630,6 +631,9 @@ void GFXGLShader::initConstantDescs()
|
||||||
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
|
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
|
||||||
desc.constType = GFXSCT_SamplerCubeArray;
|
desc.constType = GFXSCT_SamplerCubeArray;
|
||||||
break;
|
break;
|
||||||
|
case GL_SAMPLER_2D_ARRAY:
|
||||||
|
desc.constType = GFXSCT_SamplerTextureArray;
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
|
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
|
||||||
// If we don't recognize the constant don't add its description.
|
// 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);
|
HandleMap::Iterator handle = mHandles.find(desc.name);
|
||||||
S32 sampler = -1;
|
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);
|
S32 idx = mSamplerNamesOrdered.find_next(desc.name);
|
||||||
AssertFatal(idx != -1, "");
|
AssertFatal(idx != -1, "");
|
||||||
|
|
@ -704,7 +711,11 @@ void GFXGLShader::initHandles()
|
||||||
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
||||||
{
|
{
|
||||||
GFXGLShaderConstHandle* handle = iter->value;
|
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.
|
// Set sampler number on our program.
|
||||||
glUniform1i(handle->mLocation, handle->mSamplerNum);
|
glUniform1i(handle->mLocation, handle->mSamplerNum);
|
||||||
|
|
@ -837,6 +848,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
||||||
case GFXSCT_Sampler:
|
case GFXSCT_Sampler:
|
||||||
case GFXSCT_SamplerCube:
|
case GFXSCT_SamplerCube:
|
||||||
case GFXSCT_SamplerCubeArray:
|
case GFXSCT_SamplerCubeArray:
|
||||||
|
case GFXSCT_SamplerTextureArray:
|
||||||
glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
||||||
break;
|
break;
|
||||||
case GFXSCT_Int2:
|
case GFXSCT_Int2:
|
||||||
|
|
|
||||||
|
|
@ -20,11 +20,11 @@ public:
|
||||||
class TextureUnit
|
class TextureUnit
|
||||||
{
|
{
|
||||||
public:
|
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
|
/// after glBindTexture
|
||||||
|
|
@ -48,6 +48,9 @@ public:
|
||||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||||
break;
|
break;
|
||||||
|
case GL_TEXTURE_2D_ARRAY:
|
||||||
|
mTextureUnits[mActiveTexture].mTextureArray = handle;
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
|
AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
|
||||||
return;
|
return;
|
||||||
|
|
@ -74,6 +77,9 @@ public:
|
||||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||||
break;
|
break;
|
||||||
|
case GL_TEXTURE_2D_ARRAY:
|
||||||
|
mTextureUnits[mActiveTexture].mTextureArray = handle;
|
||||||
|
break;
|
||||||
case GL_FRAMEBUFFER:
|
case GL_FRAMEBUFFER:
|
||||||
mBindedFBO_W = mBindedFBO_R = handle;
|
mBindedFBO_W = mBindedFBO_R = handle;
|
||||||
break;
|
break;
|
||||||
|
|
@ -109,6 +115,8 @@ public:
|
||||||
return mTextureUnits[mActiveTexture].mTextureCube;
|
return mTextureUnits[mActiveTexture].mTextureCube;
|
||||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||||
return mTextureUnits[mActiveTexture].mTextureCubeArray;
|
return mTextureUnits[mActiveTexture].mTextureCubeArray;
|
||||||
|
case GL_TEXTURE_2D_ARRAY:
|
||||||
|
return mTextureUnits[mActiveTexture].mTextureArray;
|
||||||
case GL_DRAW_FRAMEBUFFER:
|
case GL_DRAW_FRAMEBUFFER:
|
||||||
return mBindedFBO_W;
|
return mBindedFBO_W;
|
||||||
case GL_READ_FRAMEBUFFER:
|
case GL_READ_FRAMEBUFFER:
|
||||||
|
|
|
||||||
215
Engine/source/gfx/gl/gfxGLTextureArray.cpp
Normal file
215
Engine/source/gfx/gl/gfxGLTextureArray.cpp
Normal file
|
|
@ -0,0 +1,215 @@
|
||||||
|
#include "gfxGLTextureArray.h"
|
||||||
|
|
||||||
|
#include "gfxGLTextureObject.h"
|
||||||
|
#include "gfxGLUtils.h"
|
||||||
|
#include "core/util/tVector.h"
|
||||||
|
#include "gfx/bitmap/imageUtils.h"
|
||||||
|
|
||||||
|
|
||||||
|
GFXGLTextureArray::GFXGLTextureArray()
|
||||||
|
{
|
||||||
|
mTextureArray = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
GFXGLTextureArray::~GFXGLTextureArray()
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, &mTextureArray);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool GFXGLTextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
|
||||||
|
{
|
||||||
|
bool success = true;
|
||||||
|
|
||||||
|
if (textureArray.empty())
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool found = false;
|
||||||
|
U32 baseWidth = 0, baseHeight = 0;
|
||||||
|
bool isCompressed = false;
|
||||||
|
mArraySize = textureArray.size();
|
||||||
|
|
||||||
|
for (GFXTexHandle texObj : textureArray)
|
||||||
|
{
|
||||||
|
if (texObj.isValid())
|
||||||
|
{
|
||||||
|
if (!found)
|
||||||
|
{
|
||||||
|
baseWidth = texObj.getWidth();
|
||||||
|
baseHeight = texObj.getHeight();
|
||||||
|
mMipMapLevels = getMax((U32)1, texObj->mMipLevels);
|
||||||
|
found = true;
|
||||||
|
mFormat = texObj.getFormat();
|
||||||
|
isCompressed = ImageUtil::isCompressedFormat(mFormat);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mFormat != texObj.getFormat() || baseWidth != texObj.getWidth() || baseHeight != texObj.getHeight())
|
||||||
|
{
|
||||||
|
AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
|
||||||
|
Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
|
||||||
|
success = false;
|
||||||
|
mFormat = GFXFormatR8G8B8A8;
|
||||||
|
isCompressed = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// One might think this should return false in this case, but the return value is mostly to highlight internal errors not input errors.
|
||||||
|
if (!found) return true;
|
||||||
|
|
||||||
|
Vector <GFXGLTextureObject*> texture2Ds;
|
||||||
|
texture2Ds.setSize(textureArray.size());
|
||||||
|
Vector<GFXTexHandle> tmpHandles;
|
||||||
|
|
||||||
|
for (U32 idx = 0; idx < mArraySize; ++idx)
|
||||||
|
{
|
||||||
|
texture2Ds[idx] = NULL;
|
||||||
|
GFXTexHandle texObj = textureArray[idx];
|
||||||
|
|
||||||
|
if (texObj.isValid())
|
||||||
|
{
|
||||||
|
GFXTexHandle handle = textureArray[idx];
|
||||||
|
if (texObj->getPath().isNotEmpty())
|
||||||
|
{
|
||||||
|
if (texObj.getHeight() != baseHeight|| texObj.getWidth() != baseWidth || texObj.getFormat() != mFormat)
|
||||||
|
{
|
||||||
|
if (texObj.getHeight() != baseHeight || texObj.getWidth() != baseWidth)
|
||||||
|
{
|
||||||
|
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should be the same size");
|
||||||
|
Con::warnf("GFXGLTextureArray::fromTextureArray all textures should be the same size");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should have the same format");
|
||||||
|
Con::warnf("GFXGLTextureArray::fromTextureArray all textures should have the same format");
|
||||||
|
}
|
||||||
|
|
||||||
|
GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, baseWidth, baseHeight);
|
||||||
|
if (!inBitmap->setFormat(mFormat))
|
||||||
|
{
|
||||||
|
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
|
||||||
|
Con::errorf("GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
|
||||||
|
success = false;
|
||||||
|
handle = NULL;
|
||||||
|
delete inBitmap;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
|
||||||
|
tmpHandles.push_back(handle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (handle.isValid())
|
||||||
|
{
|
||||||
|
if (handle.getHeight() != baseHeight || handle.getWidth()!= baseWidth || handle.getFormat() != mFormat)
|
||||||
|
{
|
||||||
|
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
|
||||||
|
Con::errorf("GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
|
||||||
|
success = false;
|
||||||
|
}
|
||||||
|
texture2Ds[idx] = dynamic_cast<GFXGLTextureObject*>(handle.getPointer());
|
||||||
|
tmpHandles.push_back(handle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glGenTextures(1, &mTextureArray);
|
||||||
|
PRESERVE_2D_TEXTURE_ARRAY();
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
|
glTexStorage3D(GL_TEXTURE_2D_ARRAY, mMipMapLevels, GL_RGBA8, baseWidth, baseHeight, textureArray.size());
|
||||||
|
|
||||||
|
for (U32 idx = 0; idx < texture2Ds.size(); ++idx)
|
||||||
|
{
|
||||||
|
if (texture2Ds[idx] == NULL)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
GFXGLTextureObject* texObj = texture2Ds[idx];
|
||||||
|
for (U32 mip = 0; mip < mMipMapLevels; ++mip)
|
||||||
|
{
|
||||||
|
U8* buf = texObj->getTextureData(mip);
|
||||||
|
const U32 mipWidth = getMax(U32(1), baseWidth >> mip);
|
||||||
|
const U32 mipHeight = getMax(U32(1), baseHeight >> mip);
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||||
|
if (isCompressed)
|
||||||
|
{
|
||||||
|
glCompressedTexSubImage3D(
|
||||||
|
GL_TEXTURE_2D_ARRAY,
|
||||||
|
mip, 0, 0,
|
||||||
|
idx, mipWidth, mipHeight, 1,
|
||||||
|
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||||
|
);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
glTexSubImage3D(
|
||||||
|
GL_TEXTURE_2D_ARRAY,
|
||||||
|
mip, 0, 0,
|
||||||
|
idx, mipWidth, mipHeight, 1,
|
||||||
|
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||||
|
);
|
||||||
|
}
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||||
|
delete[] buf;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!isCompressed)
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||||
|
|
||||||
|
// Clean temporary textures
|
||||||
|
for (GFXTexHandle handle : tmpHandles)
|
||||||
|
{
|
||||||
|
handle.free();
|
||||||
|
}
|
||||||
|
|
||||||
|
return success;
|
||||||
|
}
|
||||||
|
|
||||||
|
void GFXGLTextureArray::setToTexUnit(U32 tuNum)
|
||||||
|
{
|
||||||
|
dynamic_cast<GFXGLDevice*>(getOwningDevice())->setTextureArrayInternal(tuNum, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void GFXGLTextureArray::Release()
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, &mTextureArray);
|
||||||
|
mTextureArray = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void GFXGLTextureArray::bind(U32 textureUnit) const
|
||||||
|
{
|
||||||
|
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||||
|
dynamic_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||||
|
|
||||||
|
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
|
||||||
|
AssertFatal(sb, "GFXGLTextureArray::bind - No active stateblock!");
|
||||||
|
if (!sb)
|
||||||
|
return;
|
||||||
|
|
||||||
|
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GFXGLTextureArray::zombify()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void GFXGLTextureArray::resurrect()
|
||||||
|
{
|
||||||
|
}
|
||||||
34
Engine/source/gfx/gl/gfxGLTextureArray.h
Normal file
34
Engine/source/gfx/gl/gfxGLTextureArray.h
Normal file
|
|
@ -0,0 +1,34 @@
|
||||||
|
#ifndef _GFXGLTEXTUREARRAY_H_
|
||||||
|
#define _GFXGLTEXTUREARRAY_H_
|
||||||
|
|
||||||
|
#include <glad/glad.h>
|
||||||
|
|
||||||
|
#include "gfx/gfxTextureArray.h"
|
||||||
|
#include "gfx/gfxTextureManager.h"
|
||||||
|
|
||||||
|
class GFXGLTextureArray : public GFXTextureArray
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
GFXGLTextureArray();
|
||||||
|
|
||||||
|
~GFXGLTextureArray();
|
||||||
|
|
||||||
|
bool fromTextureArray(const Vector<GFXTexHandle>& textureArray) override;
|
||||||
|
void setToTexUnit(U32 tuNum) override;
|
||||||
|
|
||||||
|
void bind(U32 textureUnit) const;
|
||||||
|
|
||||||
|
// GFXResource interface
|
||||||
|
void zombify() override;
|
||||||
|
void resurrect() override;
|
||||||
|
void Release() override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
GLuint mTextureArray;
|
||||||
|
|
||||||
|
U32 mMipMapLevels;
|
||||||
|
GFXFormat mFormat;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
@ -194,6 +194,9 @@ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL
|
||||||
#define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
|
#define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
|
||||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
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) \
|
#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 )
|
binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -80,6 +80,29 @@ void EchoOp::print( Stream &stream )
|
||||||
WRITESTR( mStatement );
|
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
|
// General operation
|
||||||
|
|
|
||||||
|
|
@ -110,6 +110,21 @@ public:
|
||||||
virtual void print( Stream &stream );
|
virtual void print( Stream &stream );
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------
|
||||||
|
/*!
|
||||||
|
Accesses the given index on the variable
|
||||||
|
*/
|
||||||
|
//----------------------------------------------------------------------------
|
||||||
|
class IndexOp : public ShaderOp
|
||||||
|
{
|
||||||
|
typedef ShaderOp Parent;
|
||||||
|
U32 mIndex;
|
||||||
|
|
||||||
|
public:
|
||||||
|
IndexOp( Var* var, U32 index );
|
||||||
|
virtual void print( Stream &stream );
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
/*!
|
/*!
|
||||||
|
|
|
||||||
|
|
@ -48,7 +48,6 @@ namespace
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
|
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
|
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
|
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
|
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatGLSL );
|
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatGLSL );
|
||||||
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
|
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
|
||||||
}
|
}
|
||||||
|
|
@ -124,56 +123,77 @@ Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
|
||||||
return inDet;
|
return inDet;
|
||||||
}
|
}
|
||||||
|
|
||||||
Var* TerrainFeatGLSL::_getNormalMapTex()
|
Var* TerrainFeatGLSL::_getDetailMapSampler()
|
||||||
{
|
{
|
||||||
String name( String::ToString( "normalMap%d", getProcessIndex() ) );
|
String name("detailMapSampler");
|
||||||
Var *normalMap = (Var*)LangElement::find( name );
|
Var* detailMapSampler = (Var*)LangElement::find(name);
|
||||||
|
|
||||||
if ( !normalMap )
|
if (!detailMapSampler)
|
||||||
{
|
{
|
||||||
normalMap = new Var;
|
detailMapSampler = new Var;
|
||||||
normalMap->setType( "sampler2D" );
|
detailMapSampler->setName(name);
|
||||||
normalMap->setName( name );
|
detailMapSampler->setType("sampler2DArray");
|
||||||
normalMap->uniform = true;
|
detailMapSampler->uniform = true;
|
||||||
normalMap->sampler = true;
|
detailMapSampler->sampler = true;
|
||||||
normalMap->constNum = Var::getTexUnitNum();
|
detailMapSampler->constNum = Var::getTexUnitNum();
|
||||||
}
|
}
|
||||||
|
|
||||||
return normalMap;
|
return detailMapSampler;
|
||||||
}
|
}
|
||||||
|
|
||||||
Var* TerrainFeatGLSL::_getORMConfigMapTex()
|
Var* TerrainFeatGLSL::_getNormalMapSampler()
|
||||||
{
|
{
|
||||||
String name(String::ToString("ormConfigMap%d", getProcessIndex()));
|
String name("normalMapSampler");
|
||||||
Var *ormConfigMap = (Var*)LangElement::find(name);
|
Var* normalMapSampler = (Var*)LangElement::find(name);
|
||||||
|
|
||||||
if (!ormConfigMap)
|
if (!normalMapSampler)
|
||||||
{
|
{
|
||||||
ormConfigMap = new Var;
|
normalMapSampler = new Var;
|
||||||
ormConfigMap->setType("sampler2D");
|
normalMapSampler->setName(name);
|
||||||
ormConfigMap->setName(name);
|
normalMapSampler->setType("sampler2DArray");
|
||||||
ormConfigMap->uniform = true;
|
normalMapSampler->uniform = true;
|
||||||
ormConfigMap->sampler = true;
|
normalMapSampler->sampler = true;
|
||||||
ormConfigMap->constNum = Var::getTexUnitNum();
|
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()
|
Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
|
||||||
{
|
{
|
||||||
String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
|
String name(String::ToString("detailIdStrengthParallax", getProcessIndex()));
|
||||||
|
|
||||||
Var* detailInfo = (Var*)LangElement::find(name);
|
Var* detailInfo = (Var*)LangElement::find(name);
|
||||||
if (!detailInfo)
|
if (!detailInfo)
|
||||||
{
|
{
|
||||||
detailInfo = new Var;
|
detailInfo = new Var;
|
||||||
detailInfo->setType( "vec3" );
|
detailInfo->setType("vec4");
|
||||||
detailInfo->setName(name);
|
detailInfo->setName(name);
|
||||||
detailInfo->uniform = true;
|
detailInfo->uniform = true;
|
||||||
detailInfo->constSortPos = cspPotentialPrimitive;
|
detailInfo->constSortPos = cspPotentialPrimitive;
|
||||||
|
detailInfo->arraySize = getProcessIndex();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
|
||||||
|
|
||||||
return detailInfo;
|
return detailInfo;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -377,11 +397,17 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
||||||
outTex->setType( "vec4" );
|
outTex->setType( "vec4" );
|
||||||
|
|
||||||
// Get the detail scale and fade info.
|
// Get the detail scale and fade info.
|
||||||
Var *detScaleAndFade = new Var;
|
Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
||||||
|
if (!detScaleAndFade)
|
||||||
|
{
|
||||||
|
detScaleAndFade = new Var;
|
||||||
detScaleAndFade->setType("vec4");
|
detScaleAndFade->setType("vec4");
|
||||||
detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
|
detScaleAndFade->setName("detailScaleAndFade");
|
||||||
detScaleAndFade->uniform = true;
|
detScaleAndFade->uniform = true;
|
||||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||||
|
}
|
||||||
|
|
||||||
|
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
||||||
|
|
||||||
// Setup the detail coord.
|
// Setup the detail coord.
|
||||||
//
|
//
|
||||||
|
|
@ -392,11 +418,11 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
||||||
//
|
//
|
||||||
// See TerrainBaseMapFeatGLSL::processVert().
|
// 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.
|
// And sneak the detail fade thru the w detailCoord.
|
||||||
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
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;
|
output = meta;
|
||||||
}
|
}
|
||||||
|
|
@ -473,7 +499,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
|
|
||||||
// Calculate the blend for this detail texture.
|
// Calculate the blend for this detail texture.
|
||||||
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
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
|
// New terrain
|
||||||
|
|
||||||
|
|
@ -525,15 +551,10 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get the detail texture.
|
// Get the detail texture.
|
||||||
Var *detailMap = new Var;
|
Var *detailMap = _getDetailMapSampler();
|
||||||
detailMap->setType("sampler2D");
|
|
||||||
detailMap->setName(String::ToString("detailMap%d", detailIndex));
|
|
||||||
detailMap->uniform = true;
|
|
||||||
detailMap->sampler = true;
|
|
||||||
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
||||||
|
|
||||||
// Get the normal map texture.
|
// Get the normal map texture.
|
||||||
Var *normalMap = _getNormalMapTex();
|
Var *normalMap = _getNormalMapSampler();
|
||||||
|
|
||||||
// Issue happens somewhere here -----
|
// Issue happens somewhere here -----
|
||||||
|
|
||||||
|
|
@ -541,8 +562,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
//
|
//
|
||||||
// We take two normal samples and lerp between them for
|
// We take two normal samples and lerp between them for
|
||||||
// side projection layers... else a single sample.
|
// side projection layers... else a single sample.
|
||||||
LangElement *texOp;
|
//
|
||||||
|
|
||||||
// Note that we're doing the standard greyscale detail
|
// Note that we're doing the standard greyscale detail
|
||||||
// map technique here which can darken and lighten the
|
// map technique here which can darken and lighten the
|
||||||
// diffuse texture.
|
// diffuse texture.
|
||||||
|
|
@ -552,35 +572,17 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
//
|
//
|
||||||
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
|
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
|
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||||
detailColor, detailMap, inDet, detailMap, inDet, inTex));
|
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex));
|
||||||
|
|
||||||
texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
|
||||||
normalMap, inDet, normalMap, inDet, inTex);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
meta->addStatement(new GenOp(" @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
||||||
detailColor, detailMap, inDet));
|
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
|
||||||
|
|
||||||
texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// New terrain
|
// 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
|
// If we had a parallax feature... then factor in the parallax
|
||||||
// amount so that it fades out with the layer blending.
|
// amount so that it fades out with the layer blending.
|
||||||
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
|
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.
|
// Call the library function to do the rest.
|
||||||
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
|
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
|
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
|
||||||
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
|
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
|
||||||
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
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 ) )
|
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
|
||||||
{
|
{
|
||||||
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
|
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||||
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
|
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex ) );
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
meta->addStatement( new GenOp( " @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
||||||
detailColor, detailMap, inDet ) );
|
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)) );
|
||||||
}
|
}
|
||||||
|
|
||||||
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
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));
|
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
|
// If this is the first detail pass then we
|
||||||
// samples from the layer tex.
|
// samples from the layer tex.
|
||||||
res.numTex += 1;
|
res.numTex += 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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;
|
res.numTexReg += 1;
|
||||||
|
|
||||||
|
// Texture Array
|
||||||
|
res.numTex += 1;
|
||||||
|
res.numTexReg += 1;
|
||||||
|
}
|
||||||
|
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -836,20 +825,6 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
|
||||||
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
||||||
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
|
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" );
|
Var *detailColor = (Var*)LangElement::find( "macroColor" );
|
||||||
if ( !detailColor )
|
if ( !detailColor )
|
||||||
{
|
{
|
||||||
|
|
@ -992,11 +967,12 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
meta->addStatement( new GenOp( " {\r\n" ) );
|
meta->addStatement( new GenOp( " {\r\n" ) );
|
||||||
|
|
||||||
// Get the normal map texture.
|
// Get the normal map texture.
|
||||||
Var *normalMap = _getNormalMapTex();
|
Var *normalMap = _getNormalMapSampler();
|
||||||
|
|
||||||
/// Get the texture coord.
|
/// Get the texture coord.
|
||||||
Var *inDet = _getInDetailCoord( componentList );
|
Var *inDet = _getInDetailCoord( componentList );
|
||||||
Var *inTex = getVertTexCoord( "texCoord" );
|
Var *inTex = getVertTexCoord( "texCoord" );
|
||||||
|
Var* detailInfo = _getDetailIdStrengthParallax();
|
||||||
|
|
||||||
// Sample the normal map.
|
// Sample the normal map.
|
||||||
//
|
//
|
||||||
|
|
@ -1005,11 +981,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
LangElement *texOp;
|
LangElement *texOp;
|
||||||
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
|
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
|
||||||
{
|
{
|
||||||
texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
texOp = new GenOp( "lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
|
||||||
normalMap, inDet, normalMap, inDet, inTex );
|
normalMap, inDet, new IndexOp(detailInfo, normalIndex), normalMap, inDet, inTex, new IndexOp(detailInfo, normalIndex));
|
||||||
}
|
}
|
||||||
else
|
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
|
// create bump normal
|
||||||
Var *bumpNorm = new Var;
|
Var *bumpNorm = new Var;
|
||||||
|
|
@ -1019,26 +995,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
LangElement *bumpNormDecl = new DecOp( bumpNorm );
|
LangElement *bumpNormDecl = new DecOp( bumpNorm );
|
||||||
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
|
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...
|
// Normalize is done later...
|
||||||
// Note: The reverse mul order is intentional. Affine matrix.
|
// Note: The reverse mul order is intentional. Affine matrix.
|
||||||
meta->addStatement(new GenOp(" @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
meta->addStatement(new GenOp(" @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
||||||
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
|
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.
|
// End the conditional block.
|
||||||
meta->addStatement( new GenOp( " }\r\n" ) );
|
meta->addStatement( new GenOp( " }\r\n" ) );
|
||||||
|
|
||||||
|
|
@ -1049,6 +1010,13 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
|
||||||
{
|
{
|
||||||
Resources res;
|
Resources res;
|
||||||
|
|
||||||
|
if (getProcessIndex() == 0)
|
||||||
|
{
|
||||||
|
// Texture Array
|
||||||
|
res.numTex += 1;
|
||||||
|
res.numTexReg += 1;
|
||||||
|
}
|
||||||
|
|
||||||
// We only need to process normals during the deferred.
|
// We only need to process normals during the deferred.
|
||||||
if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
|
if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
|
||||||
{
|
{
|
||||||
|
|
@ -1107,35 +1075,6 @@ ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFe
|
||||||
return res;
|
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),
|
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
|
||||||
//.b = specular strength, a= spec power.
|
//.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));
|
Var *outTex = (Var*)LangElement::find(String::ToString("detCoord%d", detailIndex));
|
||||||
if (outTex == NULL)
|
if (outTex == NULL)
|
||||||
{
|
{
|
||||||
|
outTex = new Var;
|
||||||
outTex = connectComp->getElement(RT_TEXCOORD);
|
outTex = connectComp->getElement(RT_TEXCOORD);
|
||||||
outTex->setName(String::ToString("detCoord%d", detailIndex));
|
outTex->setName(String::ToString("detCoord%d", detailIndex));
|
||||||
outTex->setStructName("OUT");
|
outTex->setStructName("OUT");
|
||||||
outTex->setType("vec4");
|
outTex->setType("vec4");
|
||||||
}
|
}
|
||||||
// Get the detail scale and fade info.
|
// 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)
|
if (detScaleAndFade == NULL)
|
||||||
{
|
{
|
||||||
|
detScaleAndFade = new Var;
|
||||||
detScaleAndFade->setType("vec4");
|
detScaleAndFade->setType("vec4");
|
||||||
detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
|
detScaleAndFade->setName("detailScaleAndFade");
|
||||||
detScaleAndFade->uniform = true;
|
detScaleAndFade->uniform = true;
|
||||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
||||||
|
|
||||||
// Setup the detail coord.
|
// Setup the detail coord.
|
||||||
//
|
//
|
||||||
// NOTE: You see here we scale the texture coord by 'xyx'
|
// NOTE: You see here we scale the texture coord by 'xyx'
|
||||||
|
|
@ -1221,11 +1164,11 @@ void TerrainORMMapFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
|
||||||
//
|
//
|
||||||
// See TerrainBaseMapFeatGLSL::processVert().
|
// 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.
|
// And sneak the detail fade thru the w detailCoord.
|
||||||
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
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;
|
output = meta;
|
||||||
}
|
}
|
||||||
|
|
@ -1241,9 +1184,10 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
|
||||||
/// Get the texture coord.
|
/// Get the texture coord.
|
||||||
Var *inDet = _getInDetailCoord(componentList);
|
Var *inDet = _getInDetailCoord(componentList);
|
||||||
Var *inTex = getVertTexCoord("texCoord");
|
Var *inTex = getVertTexCoord("texCoord");
|
||||||
|
Var* detailInfo = _getDetailIdStrengthParallax();
|
||||||
|
|
||||||
const S32 compositeIndex = getProcessIndex();
|
const S32 compositeIndex = getProcessIndex();
|
||||||
Var *ormConfigMap = _getORMConfigMapTex();
|
Var *ormConfigMap = _getOrmMapSampler();
|
||||||
// Sample the normal map.
|
// Sample the normal map.
|
||||||
//
|
//
|
||||||
// We take two normal samples and lerp between them for
|
// 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))
|
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
|
||||||
{
|
{
|
||||||
texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
texOp = new GenOp("lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
|
||||||
ormConfigMap, inDet, ormConfigMap, inDet, inTex);
|
ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex), ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex), inTex);
|
||||||
}
|
}
|
||||||
else
|
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
|
// search for material var
|
||||||
Var * ormConfig;
|
Var * ormConfig;
|
||||||
|
|
|
||||||
|
|
@ -44,9 +44,9 @@ public:
|
||||||
|
|
||||||
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
|
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
|
||||||
|
|
||||||
Var* _getNormalMapTex();
|
Var* _getDetailMapSampler();
|
||||||
|
Var* _getNormalMapSampler();
|
||||||
Var* _getORMConfigMapTex();
|
Var* _getOrmMapSampler();
|
||||||
|
|
||||||
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
|
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
|
||||||
|
|
||||||
|
|
@ -151,17 +151,6 @@ public:
|
||||||
virtual String getName() { return "Terrain Lightmap Texture"; }
|
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
|
class TerrainORMMapFeatGLSL : public TerrainFeatGLSL
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
|
|
||||||
|
|
@ -48,7 +48,6 @@ namespace
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
|
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
|
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
|
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
|
|
||||||
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatHLSL );
|
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatHLSL );
|
||||||
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
|
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
|
||||||
}
|
}
|
||||||
|
|
@ -123,56 +122,131 @@ Var* TerrainFeatHLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
|
||||||
return inDet;
|
return inDet;
|
||||||
}
|
}
|
||||||
|
|
||||||
Var* TerrainFeatHLSL::_getNormalMapTex()
|
Var* TerrainFeatHLSL::_getDetailMapSampler()
|
||||||
{
|
{
|
||||||
String name(String::ToString("normalMap%d", getProcessIndex()));
|
String name("detailMapSampler");
|
||||||
Var *normalMap = (Var*)LangElement::find(name);
|
Var* detailMapSampler = (Var*)LangElement::find(name);
|
||||||
|
|
||||||
if (!normalMap)
|
if(!detailMapSampler)
|
||||||
{
|
{
|
||||||
normalMap = new Var;
|
detailMapSampler = new Var;
|
||||||
normalMap->setType("SamplerState");
|
detailMapSampler->setName(name);
|
||||||
normalMap->setName(name);
|
detailMapSampler->setType("SamplerState");
|
||||||
normalMap->uniform = true;
|
detailMapSampler->uniform = true;
|
||||||
normalMap->sampler = true;
|
detailMapSampler->sampler = true;
|
||||||
normalMap->constNum = Var::getTexUnitNum();
|
detailMapSampler->constNum = Var::getTexUnitNum();
|
||||||
}
|
}
|
||||||
|
|
||||||
return normalMap;
|
return detailMapSampler;
|
||||||
}
|
}
|
||||||
|
|
||||||
Var* TerrainFeatHLSL::_getORMConfigMapTex()
|
Var* TerrainFeatHLSL::_getDetailMapArray()
|
||||||
{
|
{
|
||||||
String name(String::ToString("ormConfigMap%d", getProcessIndex()));
|
String name("detailMapArray");
|
||||||
Var *ormConfigMap = (Var*)LangElement::find(name);
|
Var* detailMapArray = (Var*)LangElement::find(name);
|
||||||
|
|
||||||
if (!ormConfigMap)
|
if(!detailMapArray)
|
||||||
{
|
{
|
||||||
ormConfigMap = new Var;
|
detailMapArray = new Var;
|
||||||
ormConfigMap->setType("SamplerState");
|
detailMapArray->setName(name);
|
||||||
ormConfigMap->setName(name);
|
detailMapArray->setType("Texture2DArray");
|
||||||
ormConfigMap->uniform = true;
|
detailMapArray->uniform = true;
|
||||||
ormConfigMap->sampler = true;
|
detailMapArray->texture = true;
|
||||||
ormConfigMap->constNum = Var::getTexUnitNum();
|
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()
|
Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
|
||||||
{
|
{
|
||||||
String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
|
String name( String::ToString( "detailIdStrengthParallax", getProcessIndex() ) );
|
||||||
|
|
||||||
Var *detailInfo = (Var*)LangElement::find( name );
|
Var *detailInfo = (Var*)LangElement::find( name );
|
||||||
if ( !detailInfo )
|
if ( !detailInfo )
|
||||||
{
|
{
|
||||||
detailInfo = new Var;
|
detailInfo = new Var;
|
||||||
detailInfo->setType( "float3" );
|
detailInfo->setType( "float4" );
|
||||||
detailInfo->setName( name );
|
detailInfo->setName( name );
|
||||||
detailInfo->uniform = true;
|
detailInfo->uniform = true;
|
||||||
detailInfo->constSortPos = cspPotentialPrimitive;
|
detailInfo->constSortPos = cspPotentialPrimitive;
|
||||||
|
detailInfo->arraySize = getProcessIndex();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
|
||||||
|
|
||||||
return detailInfo;
|
return detailInfo;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -383,11 +457,17 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
|
||||||
outTex->setType( "float4" );
|
outTex->setType( "float4" );
|
||||||
|
|
||||||
// Get the detail scale and fade info.
|
// Get the detail scale and fade info.
|
||||||
Var *detScaleAndFade = new Var;
|
Var* detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
||||||
|
if (detScaleAndFade == NULL)
|
||||||
|
{
|
||||||
|
detScaleAndFade = new Var;
|
||||||
detScaleAndFade->setType("float4");
|
detScaleAndFade->setType("float4");
|
||||||
detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
|
detScaleAndFade->setName("detailScaleAndFade");
|
||||||
detScaleAndFade->uniform = true;
|
detScaleAndFade->uniform = true;
|
||||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||||
|
}
|
||||||
|
|
||||||
|
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
||||||
|
|
||||||
// Setup the detail coord.
|
// Setup the detail coord.
|
||||||
//
|
//
|
||||||
|
|
@ -398,11 +478,11 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
|
||||||
//
|
//
|
||||||
// See TerrainBaseMapFeatHLSL::processVert().
|
// 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.
|
// And sneak the detail fade thru the w detailCoord.
|
||||||
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
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;
|
output = meta;
|
||||||
}
|
}
|
||||||
|
|
@ -485,52 +565,25 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
|
|
||||||
// Calculate the blend for this detail texture.
|
// Calculate the blend for this detail texture.
|
||||||
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
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 ) );
|
||||||
|
|
||||||
// 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
|
// If we had a parallax feature... then factor in the parallax
|
||||||
// amount so that it fades out with the layer blending.
|
// amount so that it fades out with the layer blending.
|
||||||
if (fd.features.hasFeature(MFT_TerrainParallaxMap, detailIndex))
|
if (fd.features.hasFeature(MFT_TerrainParallaxMap, detailIndex))
|
||||||
{
|
{
|
||||||
// Get the rest of our inputs.
|
Var* normalMapArray = _getNormalMapArray();
|
||||||
Var *normalMap = _getNormalMapTex();
|
Var* normalMapSampler = _getNormalMapSampler();
|
||||||
|
|
||||||
String name(String::ToString("normalMapTex%d", getProcessIndex()));
|
|
||||||
Var *normalMapTex = (Var*)LangElement::find(name);
|
|
||||||
|
|
||||||
if (!normalMapTex)
|
|
||||||
{
|
|
||||||
normalMapTex = new Var;
|
|
||||||
normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
|
|
||||||
normalMapTex->setType("Texture2D");
|
|
||||||
normalMapTex->uniform = true;
|
|
||||||
normalMapTex->texture = true;
|
|
||||||
normalMapTex->constNum = normalMap->constNum;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Call the library function to do the rest.
|
// Call the library function to do the rest.
|
||||||
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
|
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @.z * @ );\r\n",
|
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnmTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
|
||||||
inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @, @.xy, @, @.z * @ );\r\n",
|
meta->addStatement(new GenOp(" @.xy += parallaxOffsetTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
|
||||||
inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
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 ) ) );
|
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
|
// If we're using SM 3.0 then take advantage of
|
||||||
// dynamic branching to skip layers per-pixel.
|
// dynamic branching to skip layers per-pixel.
|
||||||
|
|
||||||
|
|
@ -585,27 +630,23 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
//
|
//
|
||||||
|
|
||||||
//Sampled detail texture that is not expanded
|
//Sampled detail texture that is not expanded
|
||||||
Var* detailTex = new Var;
|
Var* detailMapArray = _getDetailMapArray();
|
||||||
detailTex->setName(String::ToString("detailTex%d", detailIndex));
|
Var* detailMapSampler = _getDetailMapSampler();
|
||||||
detailTex->setType("Texture2D");
|
|
||||||
detailTex->uniform = true;
|
|
||||||
detailTex->texture = true;
|
|
||||||
detailTex->constNum = detailMap->constNum;
|
|
||||||
|
|
||||||
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
|
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
|
||||||
{
|
{
|
||||||
|
|
||||||
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
|
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||||
detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
|
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
||||||
detailColor, detailTex, detailMap, inDet));
|
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
|
||||||
}
|
}
|
||||||
|
|
||||||
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
||||||
detailColor, detailInfo, inDet ) );
|
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
|
||||||
|
|
||||||
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
||||||
|
|
||||||
|
|
@ -635,25 +676,24 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
|
||||||
// If this is the first detail pass then we
|
// If this is the first detail pass then we
|
||||||
// samples from the layer tex.
|
// samples from the layer tex.
|
||||||
res.numTex += 1;
|
res.numTex += 1;
|
||||||
|
res.numTexReg += 1;
|
||||||
|
|
||||||
// If this material also does parallax then it
|
// Add Detail TextureArray
|
||||||
// will generate the negative view vector and the
|
res.numTex += 1;
|
||||||
// worldToTanget transform.
|
res.numTexReg += 1;
|
||||||
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
|
|
||||||
res.numTexReg += 4;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// sample from the detail texture for diffuse coloring.
|
// 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
|
// If we have parallax for this layer then we'll also
|
||||||
// be sampling the normal map for the parallax heightmap.
|
// be sampling the normal map for the parallax heightmap.
|
||||||
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
|
//if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
|
||||||
res.numTex += 1;
|
//res.numTex += 1;
|
||||||
|
|
||||||
// Finally we always send the detail texture
|
// Finally we always send the detail texture
|
||||||
// coord to the pixel shader.
|
// coord to the pixel shader.
|
||||||
res.numTexReg += 1;
|
// res.numTexReg += 1;
|
||||||
|
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
@ -714,18 +754,24 @@ void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentL
|
||||||
outTex->setType( "float4" );
|
outTex->setType( "float4" );
|
||||||
|
|
||||||
// Get the detail scale and fade info.
|
// Get the detail scale and fade info.
|
||||||
Var *detScaleAndFade = new Var;
|
Var* macroScaleAndFade = (Var*)LangElement::find("macroScaleAndFade");
|
||||||
detScaleAndFade->setType( "float4" );
|
if (macroScaleAndFade == NULL)
|
||||||
detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
|
{
|
||||||
detScaleAndFade->uniform = true;
|
macroScaleAndFade = new Var;
|
||||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
macroScaleAndFade->setType("float4");
|
||||||
|
macroScaleAndFade->setName("macroScaleAndFade");
|
||||||
|
macroScaleAndFade->uniform = true;
|
||||||
|
macroScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||||
|
}
|
||||||
|
|
||||||
|
macroScaleAndFade->arraySize = mMax(macroScaleAndFade->arraySize, detailIndex + 1);
|
||||||
|
|
||||||
// Setup the detail coord.
|
// 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.
|
// And sneak the detail fade thru the w detailCoord.
|
||||||
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
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;
|
output = meta;
|
||||||
}
|
}
|
||||||
|
|
@ -809,20 +855,7 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
||||||
|
|
||||||
// Calculate the blend for this detail texture.
|
// Calculate the blend for this detail texture.
|
||||||
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
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 ) );
|
||||||
|
|
||||||
// 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));
|
|
||||||
|
|
||||||
// Check to see if we have a gbuffer normal.
|
// Check to see if we have a gbuffer normal.
|
||||||
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
|
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 ) ) );
|
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
|
// If we're using SM 3.0 then take advantage of
|
||||||
// dynamic branching to skip layers per-pixel.
|
// dynamic branching to skip layers per-pixel.
|
||||||
if ( GFX->getPixelShaderVersion() >= 3.0f )
|
if ( GFX->getPixelShaderVersion() >= 3.0f )
|
||||||
|
|
@ -872,6 +889,9 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
||||||
|
|
||||||
meta->addStatement( new GenOp( " {\r\n" ) );
|
meta->addStatement( new GenOp( " {\r\n" ) );
|
||||||
|
|
||||||
|
Var* detailMapArray = _getDetailMapArray();
|
||||||
|
Var* detailMapSampler = _getDetailMapSampler();
|
||||||
|
|
||||||
// Note that we're doing the standard greyscale detail
|
// Note that we're doing the standard greyscale detail
|
||||||
// map technique here which can darken and lighten the
|
// map technique here which can darken and lighten the
|
||||||
// diffuse texture.
|
// diffuse texture.
|
||||||
|
|
@ -881,17 +901,17 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
||||||
//
|
//
|
||||||
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
|
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
|
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||||
detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
|
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
meta->addStatement(new GenOp(" @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
||||||
detailColor, detailTex, detailMap, inDet));
|
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
|
||||||
}
|
}
|
||||||
|
|
||||||
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
||||||
detailColor, detailInfo, inDet ) );
|
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
|
||||||
|
|
||||||
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
||||||
|
|
||||||
|
|
@ -987,38 +1007,28 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
|
|
||||||
meta->addStatement( new GenOp( " {\r\n" ) );
|
meta->addStatement( new GenOp( " {\r\n" ) );
|
||||||
|
|
||||||
// Get the normal map texture.
|
|
||||||
Var *normalMap = _getNormalMapTex();
|
|
||||||
|
|
||||||
/// Get the texture coord.
|
/// Get the texture coord.
|
||||||
Var *inDet = _getInDetailCoord( componentList );
|
Var *inDet = _getInDetailCoord( componentList );
|
||||||
Var *inTex = getVertTexCoord( "texCoord" );
|
Var *inTex = getVertTexCoord( "texCoord" );
|
||||||
|
|
||||||
|
Var* detailInfo = _getDetailIdStrengthParallax();
|
||||||
|
|
||||||
// Sample the normal map.
|
// Sample the normal map.
|
||||||
//
|
//
|
||||||
// We take two normal samples and lerp between them for
|
// We take two normal samples and lerp between them for
|
||||||
// side projection layers... else a single sample.
|
// side projection layers... else a single sample.
|
||||||
LangElement *texOp;
|
LangElement *texOp;
|
||||||
|
|
||||||
String name(String::ToString("normalMapTex%d", getProcessIndex()));
|
Var* normalMapSampler = _getNormalMapSampler();
|
||||||
Var *normalMapTex = (Var*)LangElement::find(name);
|
Var* normalMapArray = _getNormalMapArray();
|
||||||
if (!normalMapTex)
|
|
||||||
{
|
|
||||||
normalMapTex = new Var;
|
|
||||||
normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
|
|
||||||
normalMapTex->setType("Texture2D");
|
|
||||||
normalMapTex->uniform = true;
|
|
||||||
normalMapTex->texture = true;
|
|
||||||
normalMapTex->constNum = normalMap->constNum;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
|
if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
|
||||||
{
|
{
|
||||||
texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
|
texOp = new GenOp("lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z )",
|
||||||
normalMapTex, normalMap, inDet, normalMapTex, normalMap, inDet, inTex);
|
normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex), normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex), inTex);
|
||||||
}
|
}
|
||||||
else
|
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
|
// create bump normal
|
||||||
Var *bumpNorm = new Var;
|
Var *bumpNorm = new Var;
|
||||||
|
|
@ -1028,25 +1038,11 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
||||||
LangElement *bumpNormDecl = new DecOp( bumpNorm );
|
LangElement *bumpNormDecl = new DecOp( bumpNorm );
|
||||||
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
|
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...
|
// Normalize is done later...
|
||||||
// Note: The reverse mul order is intentional. Affine matrix.
|
// Note: The reverse mul order is intentional. Affine matrix.
|
||||||
meta->addStatement( new GenOp( " @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
meta->addStatement( new GenOp( " @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
||||||
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
|
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.
|
// End the conditional block.
|
||||||
meta->addStatement( new GenOp( " }\r\n" ) );
|
meta->addStatement( new GenOp( " }\r\n" ) );
|
||||||
|
|
||||||
|
|
@ -1057,13 +1053,20 @@ ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialF
|
||||||
{
|
{
|
||||||
Resources res;
|
Resources res;
|
||||||
|
|
||||||
|
|
||||||
|
if (getProcessIndex() == 0)
|
||||||
|
{
|
||||||
|
res.numTexReg += 1;
|
||||||
|
res.numTex += 1;
|
||||||
|
}
|
||||||
|
|
||||||
// If this is the first normal map and there
|
// If this is the first normal map and there
|
||||||
// are no parallax features then we will
|
// are no parallax features then we will
|
||||||
// generate the worldToTanget transform.
|
// generate the worldToTanget transform.
|
||||||
if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
|
//if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
|
||||||
( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
|
// ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
|
||||||
res.numTexReg = 3;
|
// res.numTexReg = 3;
|
||||||
res.numTex = 1;
|
//res.numTex = 1;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -1116,35 +1119,6 @@ ShaderFeature::Resources TerrainLightMapFeatHLSL::getResources( const MaterialFe
|
||||||
return res;
|
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),
|
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
|
||||||
//.b = specular strength, a= spec power.
|
//.b = specular strength, a= spec power.
|
||||||
|
|
||||||
|
|
@ -1211,15 +1185,18 @@ void TerrainORMMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
|
||||||
outTex->setType("float4");
|
outTex->setType("float4");
|
||||||
}
|
}
|
||||||
// Get the detail scale and fade info.
|
// 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)
|
if (detScaleAndFade == NULL)
|
||||||
{
|
{
|
||||||
|
detScaleAndFade = new Var;
|
||||||
detScaleAndFade->setType("float4");
|
detScaleAndFade->setType("float4");
|
||||||
detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
|
detScaleAndFade->setName("detailScaleAndFade");
|
||||||
detScaleAndFade->uniform = true;
|
detScaleAndFade->uniform = true;
|
||||||
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
||||||
|
|
||||||
// Setup the detail coord.
|
// Setup the detail coord.
|
||||||
//
|
//
|
||||||
// NOTE: You see here we scale the texture coord by 'xyx'
|
// NOTE: You see here we scale the texture coord by 'xyx'
|
||||||
|
|
@ -1229,11 +1206,11 @@ void TerrainORMMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
|
||||||
//
|
//
|
||||||
// See TerrainBaseMapFeatHLSL::processVert().
|
// 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.
|
// And sneak the detail fade thru the w detailCoord.
|
||||||
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
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;
|
output = meta;
|
||||||
}
|
}
|
||||||
|
|
@ -1249,32 +1226,24 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
|
||||||
/// Get the texture coord.
|
/// Get the texture coord.
|
||||||
Var *inDet = _getInDetailCoord(componentList);
|
Var *inDet = _getInDetailCoord(componentList);
|
||||||
Var *inTex = getVertTexCoord("texCoord");
|
Var *inTex = getVertTexCoord("texCoord");
|
||||||
|
Var* detailInfo = _getDetailIdStrengthParallax();
|
||||||
|
|
||||||
const S32 compositeIndex = getProcessIndex();
|
const S32 compositeIndex = getProcessIndex();
|
||||||
Var *ormConfigMap = _getORMConfigMapTex();
|
|
||||||
// Sample the normal map.
|
// Sample the normal map.
|
||||||
//
|
//
|
||||||
// We take two normal samples and lerp between them for
|
// We take two normal samples and lerp between them for
|
||||||
// side projection layers... else a single sample.
|
// side projection layers... else a single sample.
|
||||||
LangElement *texOp;
|
LangElement *texOp;
|
||||||
String name(String::ToString("ormConfigMapTex%d", getProcessIndex()));
|
|
||||||
Var *ormConfigMapTex = (Var*)LangElement::find(name);
|
Var* ormMapArray = _getOrmMapArray();
|
||||||
if (!ormConfigMapTex)
|
Var* ormMapSampler = _getOrmMapSampler();
|
||||||
{
|
|
||||||
ormConfigMapTex = new Var;
|
|
||||||
ormConfigMapTex->setName(String::ToString("ormConfigMapTex%d", getProcessIndex()));
|
|
||||||
ormConfigMapTex->setType("Texture2D");
|
|
||||||
ormConfigMapTex->uniform = true;
|
|
||||||
ormConfigMapTex->texture = true;
|
|
||||||
ormConfigMapTex->constNum = ormConfigMap->constNum;
|
|
||||||
}
|
|
||||||
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
|
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
|
||||||
{
|
{
|
||||||
texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
|
texOp = new GenOp("lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z )",
|
||||||
ormConfigMapTex, ormConfigMap, inDet, ormConfigMapTex, ormConfigMap, inDet, inTex);
|
ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex), ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex), inTex);
|
||||||
}
|
}
|
||||||
else
|
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
|
// search for material var
|
||||||
Var * ormConfig;
|
Var * ormConfig;
|
||||||
|
|
|
||||||
|
|
@ -45,6 +45,12 @@ public:
|
||||||
|
|
||||||
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
|
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
|
||||||
|
|
||||||
|
Var* _getDetailMapSampler();
|
||||||
|
Var* _getDetailMapArray();
|
||||||
|
Var* _getNormalMapSampler();
|
||||||
|
Var* _getNormalMapArray();
|
||||||
|
Var* _getOrmMapSampler();
|
||||||
|
Var* _getOrmMapArray();
|
||||||
Var* _getNormalMapTex();
|
Var* _getNormalMapTex();
|
||||||
Var* _getORMConfigMapTex();
|
Var* _getORMConfigMapTex();
|
||||||
|
|
||||||
|
|
@ -151,17 +157,6 @@ public:
|
||||||
virtual String getName() { return "Terrain Lightmap Texture"; }
|
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
|
class TerrainORMMapFeatHLSL : public TerrainFeatHLSL
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
|
|
||||||
|
|
@ -23,6 +23,8 @@
|
||||||
#include "platform/platform.h"
|
#include "platform/platform.h"
|
||||||
#include "terrain/terrCellMaterial.h"
|
#include "terrain/terrCellMaterial.h"
|
||||||
|
|
||||||
|
|
||||||
|
#include "core/util/safeRelease.h"
|
||||||
#include "terrain/terrData.h"
|
#include "terrain/terrData.h"
|
||||||
#include "terrain/terrCell.h"
|
#include "terrain/terrCell.h"
|
||||||
#include "materials/materialFeatureTypes.h"
|
#include "materials/materialFeatureTypes.h"
|
||||||
|
|
@ -37,7 +39,7 @@
|
||||||
#include "gfx/util/screenspace.h"
|
#include "gfx/util/screenspace.h"
|
||||||
#include "lighting/advanced/advancedLightBinManager.h"
|
#include "lighting/advanced/advancedLightBinManager.h"
|
||||||
|
|
||||||
S32 sgMaxTerrainMaterialsPerPass = 3;
|
S32 sgMaxTerrainMaterialsPerPass = 32;
|
||||||
|
|
||||||
AFTER_MODULE_INIT( MaterialManager )
|
AFTER_MODULE_INIT( MaterialManager )
|
||||||
{
|
{
|
||||||
|
|
@ -55,12 +57,18 @@ Vector<String> _initSamplerNames()
|
||||||
//samplerNames.push_back("$macrolayerTex");
|
//samplerNames.push_back("$macrolayerTex");
|
||||||
samplerNames.push_back("$lightMapTex");
|
samplerNames.push_back("$lightMapTex");
|
||||||
samplerNames.push_back("$lightInfoBuffer");
|
samplerNames.push_back("$lightInfoBuffer");
|
||||||
|
samplerNames.push_back("$normalMapSampler");
|
||||||
|
samplerNames.push_back("$detailMapSampler");
|
||||||
|
samplerNames.push_back("$macroMapSampler");
|
||||||
|
samplerNames.push_back("$ormMapSampler");
|
||||||
|
// samplerNames.push_back("$ormConfigMapArray");
|
||||||
|
|
||||||
for(int i = 0; i < sgMaxTerrainMaterialsPerPass; ++i)
|
for(int i = 0; i < sgMaxTerrainMaterialsPerPass; ++i)
|
||||||
{
|
{
|
||||||
samplerNames.push_back(avar("$normalMap%d",i));
|
//samplerNames.push_back(avar("$normalMap%d",i));
|
||||||
samplerNames.push_back(avar("$detailMap%d",i));
|
//samplerNames.push_back(avar("$detailMap%d",i));
|
||||||
//samplerNames.push_back(avar("$macroMap%d", i));
|
//samplerNames.push_back(avar("$macroMap%d", i));
|
||||||
samplerNames.push_back(avar("$ormConfigMap%d", i));
|
// samplerNames.push_back(avar("$ormConfigMap%d", i));
|
||||||
}
|
}
|
||||||
|
|
||||||
return samplerNames;
|
return samplerNames;
|
||||||
|
|
@ -71,9 +79,10 @@ const Vector<String> TerrainCellMaterial::mSamplerNames = _initSamplerNames();
|
||||||
|
|
||||||
TerrainCellMaterial::TerrainCellMaterial()
|
TerrainCellMaterial::TerrainCellMaterial()
|
||||||
: mTerrain( NULL ),
|
: mTerrain( NULL ),
|
||||||
mCurrPass( 0 ),
|
|
||||||
mDeferredMat( NULL ),
|
mDeferredMat( NULL ),
|
||||||
mReflectMat( NULL ),
|
mReflectMat( NULL ),
|
||||||
|
mShader( NULL ),
|
||||||
|
mCurrPass( 0 ),
|
||||||
mMaterials( 0 )
|
mMaterials( 0 )
|
||||||
{
|
{
|
||||||
smAllMaterials.push_back( this );
|
smAllMaterials.push_back( this );
|
||||||
|
|
@ -84,6 +93,9 @@ TerrainCellMaterial::~TerrainCellMaterial()
|
||||||
SAFE_DELETE( mDeferredMat );
|
SAFE_DELETE( mDeferredMat );
|
||||||
SAFE_DELETE( mReflectMat );
|
SAFE_DELETE( mReflectMat );
|
||||||
smAllMaterials.remove( this );
|
smAllMaterials.remove( this );
|
||||||
|
|
||||||
|
T3D::for_each(mMaterialInfos.begin(), mMaterialInfos.end(), T3D::delete_pointer());
|
||||||
|
mMaterialInfos.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void TerrainCellMaterial::_updateDefaultAnisotropy()
|
void TerrainCellMaterial::_updateDefaultAnisotropy()
|
||||||
|
|
@ -101,20 +113,12 @@ void TerrainCellMaterial::_updateDefaultAnisotropy()
|
||||||
Vector<TerrainCellMaterial*>::iterator iter = smAllMaterials.begin();
|
Vector<TerrainCellMaterial*>::iterator iter = smAllMaterials.begin();
|
||||||
for ( ; iter != smAllMaterials.end(); iter++ )
|
for ( ; iter != smAllMaterials.end(); iter++ )
|
||||||
{
|
{
|
||||||
for ( U32 p=0; p < (*iter)->mPasses.size(); p++ )
|
|
||||||
{
|
|
||||||
Pass &pass = (*iter)->mPasses[p];
|
|
||||||
|
|
||||||
// Start from the existing state block.
|
// Start from the existing state block.
|
||||||
GFXStateBlockDesc desc = pass.stateBlock->getDesc();
|
GFXStateBlockDesc desc = (*iter)->mStateBlock->getDesc();
|
||||||
|
|
||||||
for ( U32 m=0; m < pass.materials.size(); m++ )
|
if ((*iter)->mDetailTexArrayConst->isValid())
|
||||||
{
|
{
|
||||||
const MaterialInfo *matInfo = pass.materials[m];
|
const S32 sampler = (*iter)->mDetailTexArrayConst->getSamplerRegister();
|
||||||
|
|
||||||
if ( matInfo->detailTexConst->isValid() )
|
|
||||||
{
|
|
||||||
const S32 sampler = matInfo->detailTexConst->getSamplerRegister();
|
|
||||||
|
|
||||||
if (maxAnisotropy > 1)
|
if (maxAnisotropy > 1)
|
||||||
{
|
{
|
||||||
|
|
@ -125,9 +129,9 @@ void TerrainCellMaterial::_updateDefaultAnisotropy()
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( matInfo->macroTexConst->isValid() )
|
if ((*iter)->mMacroTexArrayConst->isValid())
|
||||||
{
|
{
|
||||||
const S32 sampler = matInfo->macroTexConst->getSamplerRegister();
|
const S32 sampler = (*iter)->mMacroTexArrayConst->getSamplerRegister();
|
||||||
|
|
||||||
if (maxAnisotropy > 1)
|
if (maxAnisotropy > 1)
|
||||||
{
|
{
|
||||||
|
|
@ -138,9 +142,9 @@ void TerrainCellMaterial::_updateDefaultAnisotropy()
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( matInfo->normalTexConst->isValid() )
|
if ((*iter)->mNormalTexArrayConst->isValid())
|
||||||
{
|
{
|
||||||
const S32 sampler = matInfo->normalTexConst->getSamplerRegister();
|
const S32 sampler = (*iter)->mNormalTexArrayConst->getSamplerRegister();
|
||||||
|
|
||||||
if (maxAnisotropy > 1)
|
if (maxAnisotropy > 1)
|
||||||
{
|
{
|
||||||
|
|
@ -151,9 +155,9 @@ void TerrainCellMaterial::_updateDefaultAnisotropy()
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (matInfo->ormTexConst->isValid())
|
if ((*iter)->mOrmTexArrayConst->isValid())
|
||||||
{
|
{
|
||||||
const S32 sampler = matInfo->ormTexConst->getSamplerRegister();
|
const S32 sampler = (*iter)->mOrmTexArrayConst->getSamplerRegister();
|
||||||
|
|
||||||
if (maxAnisotropy > 1)
|
if (maxAnisotropy > 1)
|
||||||
{
|
{
|
||||||
|
|
@ -164,23 +168,19 @@ void TerrainCellMaterial::_updateDefaultAnisotropy()
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
||||||
}
|
}
|
||||||
|
|
||||||
} // for ( U32 m=0; m < pass.materials.size(); m++ )
|
|
||||||
|
|
||||||
// Set the updated stateblock.
|
// Set the updated stateblock.
|
||||||
desc.setCullMode(GFXCullCCW);
|
desc.setCullMode(GFXCullCCW);
|
||||||
pass.stateBlock = GFX->createStateBlock( desc );
|
(*iter)->mStateBlock = GFX->createStateBlock(desc);
|
||||||
|
|
||||||
//reflection
|
//reflection
|
||||||
desc.setCullMode(GFXCullCW);
|
desc.setCullMode(GFXCullCW);
|
||||||
pass.reflectionStateBlock = GFX->createStateBlock(desc);
|
(*iter)->mReflectionStateBlock = GFX->createStateBlock(desc);
|
||||||
|
|
||||||
// Create the wireframe state blocks.
|
// Create the wireframe state blocks.
|
||||||
GFXStateBlockDesc wireframe(desc);
|
GFXStateBlockDesc wireframe(desc);
|
||||||
wireframe.fillMode = GFXFillWireframe;
|
wireframe.fillMode = GFXFillWireframe;
|
||||||
wireframe.setCullMode(GFXCullCCW);
|
wireframe.setCullMode(GFXCullCCW);
|
||||||
pass.wireframeStateBlock = GFX->createStateBlock( wireframe );
|
(*iter)->mWireframeStateBlock = GFX->createStateBlock(wireframe);
|
||||||
|
|
||||||
} // for ( U32 p=0; i < (*iter)->mPasses.size(); p++ )
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
@ -207,31 +207,26 @@ void TerrainCellMaterial::setTransformAndEye( const MatrixF &modelXfm,
|
||||||
VectorF vEye = invViewXfm.getForwardVector();
|
VectorF vEye = invViewXfm.getForwardVector();
|
||||||
vEye.normalize( 1.0f / farPlane );
|
vEye.normalize( 1.0f / farPlane );
|
||||||
|
|
||||||
for ( U32 i=0; i < mPasses.size(); i++ )
|
mConsts->setSafe(mModelViewProjConst, modelViewProj);
|
||||||
{
|
|
||||||
Pass &pass = mPasses[i];
|
|
||||||
|
|
||||||
pass.consts->setSafe( pass.modelViewProjConst, modelViewProj );
|
if (mViewToObjConst->isValid() || mWorldViewOnlyConst->isValid())
|
||||||
|
|
||||||
if( pass.viewToObj->isValid() || pass.worldViewOnly->isValid() )
|
|
||||||
{
|
{
|
||||||
MatrixF worldViewOnly = viewXfm * modelXfm;
|
MatrixF worldViewOnly = viewXfm * modelXfm;
|
||||||
|
|
||||||
pass.consts->setSafe( pass.worldViewOnly, worldViewOnly );
|
mConsts->setSafe(mWorldViewOnlyConst, worldViewOnly);
|
||||||
|
|
||||||
if( pass.viewToObj->isValid() )
|
if (mViewToObjConst->isValid())
|
||||||
{
|
{
|
||||||
worldViewOnly.affineInverse();
|
worldViewOnly.affineInverse();
|
||||||
pass.consts->set( pass.viewToObj, worldViewOnly);
|
mConsts->set(mViewToObjConst, worldViewOnly);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pass.consts->setSafe( pass.eyePosWorldConst, eyePos );
|
mConsts->setSafe(mEyePosWorldConst, eyePos);
|
||||||
pass.consts->setSafe( pass.eyePosConst, objEyePos );
|
mConsts->setSafe(mEyePosConst, objEyePos);
|
||||||
pass.consts->setSafe( pass.objTransConst, modelXfm );
|
mConsts->setSafe(mObjTransConst, modelXfm);
|
||||||
pass.consts->setSafe( pass.worldToObjConst, invModelXfm );
|
mConsts->setSafe(mWorldToObjConst, invModelXfm);
|
||||||
pass.consts->setSafe( pass.vEyeConst, vEye );
|
mConsts->setSafe(mVEyeConst, vEye);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
TerrainCellMaterial* TerrainCellMaterial::getDeferredMat()
|
TerrainCellMaterial* TerrainCellMaterial::getDeferredMat()
|
||||||
|
|
@ -268,8 +263,7 @@ void TerrainCellMaterial::init( TerrainBlock *block,
|
||||||
mTerrain = block;
|
mTerrain = block;
|
||||||
mMaterials = activeMaterials;
|
mMaterials = activeMaterials;
|
||||||
|
|
||||||
Vector<MaterialInfo*> materials;
|
mMaterialInfos.clear();
|
||||||
|
|
||||||
for ( U32 i = 0; i < 64; i++ )
|
for ( U32 i = 0; i < 64; i++ )
|
||||||
{
|
{
|
||||||
if ( !( mMaterials & ((U64)1 << i ) ) )
|
if ( !( mMaterials & ((U64)1 << i ) ) )
|
||||||
|
|
@ -280,41 +274,20 @@ void TerrainCellMaterial::init( TerrainBlock *block,
|
||||||
MaterialInfo *info = new MaterialInfo();
|
MaterialInfo *info = new MaterialInfo();
|
||||||
info->layerId = i;
|
info->layerId = i;
|
||||||
info->mat = mat;
|
info->mat = mat;
|
||||||
materials.push_back( info );
|
mMaterialInfos.push_back(info);
|
||||||
}
|
}
|
||||||
|
|
||||||
mCurrPass = 0;
|
if (!_initShader(deferredMat,
|
||||||
mPasses.clear();
|
|
||||||
|
|
||||||
// Ok... loop till we successfully generate all
|
|
||||||
// the shader passes for the materials.
|
|
||||||
while ( materials.size() > 0 || baseOnly )
|
|
||||||
{
|
|
||||||
mPasses.increment();
|
|
||||||
|
|
||||||
if ( !_createPass( &materials,
|
|
||||||
&mPasses.last(),
|
|
||||||
mPasses.size() == 1,
|
|
||||||
deferredMat,
|
|
||||||
reflectMat,
|
reflectMat,
|
||||||
baseOnly))
|
baseOnly))
|
||||||
{
|
{
|
||||||
Con::errorf( "TerrainCellMaterial::init - Failed to create pass!" );
|
Con::errorf("TerrainCellMaterial::init - Failed to init shader!");
|
||||||
|
|
||||||
// The pass failed to be generated... give up.
|
T3D::for_each(mMaterialInfos.begin(), mMaterialInfos.end(), T3D::delete_pointer());
|
||||||
mPasses.last().materials.clear();
|
mMaterialInfos.clear();
|
||||||
mPasses.clear();
|
|
||||||
T3D::for_each( materials.begin(), materials.end(), T3D::delete_pointer() );
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( baseOnly )
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Cleanup any remaining matinfo.
|
|
||||||
T3D::for_each( materials.begin(), materials.end(), T3D::delete_pointer() );
|
|
||||||
|
|
||||||
// If we have attached mats then update them too.
|
// If we have attached mats then update them too.
|
||||||
if ( mDeferredMat )
|
if ( mDeferredMat )
|
||||||
mDeferredMat->init( mTerrain, mMaterials, true, false, baseOnly );
|
mDeferredMat->init( mTerrain, mMaterials, true, false, baseOnly );
|
||||||
|
|
@ -322,10 +295,7 @@ void TerrainCellMaterial::init( TerrainBlock *block,
|
||||||
mReflectMat->init( mTerrain, mMaterials, false, true, baseOnly );
|
mReflectMat->init( mTerrain, mMaterials, false, true, baseOnly );
|
||||||
}
|
}
|
||||||
|
|
||||||
bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
bool TerrainCellMaterial::_initShader(bool deferredMat,
|
||||||
Pass *pass,
|
|
||||||
bool firstPass,
|
|
||||||
bool deferredMat,
|
|
||||||
bool reflectMat,
|
bool reflectMat,
|
||||||
bool baseOnly)
|
bool baseOnly)
|
||||||
{
|
{
|
||||||
|
|
@ -337,7 +307,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
// cases, but the most common case results in much fewer
|
// cases, but the most common case results in much fewer
|
||||||
// shader generation failures and permutations leading to
|
// shader generation failures and permutations leading to
|
||||||
// faster load time and less hiccups during gameplay.
|
// faster load time and less hiccups during gameplay.
|
||||||
U32 matCount = getMin( sgMaxTerrainMaterialsPerPass, materials->size() );
|
U32 matCount = getMin(sgMaxTerrainMaterialsPerPass, mMaterialInfos.size());
|
||||||
|
|
||||||
Vector<GFXTexHandle> normalMaps;
|
Vector<GFXTexHandle> normalMaps;
|
||||||
|
|
||||||
|
|
@ -400,19 +370,14 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
if (useBLM)
|
if (useBLM)
|
||||||
features.addFeature(MFT_TerrainLightMap);
|
features.addFeature(MFT_TerrainLightMap);
|
||||||
|
|
||||||
// The additional passes need to be lerp blended into the
|
|
||||||
// target to maintain the results of the previous passes.
|
|
||||||
if (!firstPass && deferredMat)
|
|
||||||
features.addFeature( MFT_TerrainAdditive );
|
|
||||||
|
|
||||||
normalMaps.clear();
|
normalMaps.clear();
|
||||||
pass->materials.clear();
|
|
||||||
|
S32 featureIndex = 0;
|
||||||
|
|
||||||
// Now add all the material layer features.
|
// Now add all the material layer features.
|
||||||
|
|
||||||
for (U32 i = 0; i < matCount && !baseOnly; i++)
|
for (U32 i = 0; i < matCount && !baseOnly; i++)
|
||||||
{
|
{
|
||||||
TerrainMaterial *mat = (*materials)[i]->mat;
|
TerrainMaterial* mat = mMaterialInfos[i]->mat;
|
||||||
|
|
||||||
if (mat == NULL)
|
if (mat == NULL)
|
||||||
continue;
|
continue;
|
||||||
|
|
@ -424,8 +389,6 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
mat->getDetailMap().isEmpty())
|
mat->getDetailMap().isEmpty())
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
S32 featureIndex = pass->materials.size();
|
|
||||||
|
|
||||||
// check for macro detail texture
|
// check for macro detail texture
|
||||||
if (!(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap().isEmpty()))
|
if (!(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap().isEmpty()))
|
||||||
{
|
{
|
||||||
|
|
@ -451,7 +414,6 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
if (mat->getInvertRoughness())
|
if (mat->getInvertRoughness())
|
||||||
features.addFeature(MFT_InvertRoughness, featureIndex);
|
features.addFeature(MFT_InvertRoughness, featureIndex);
|
||||||
|
|
||||||
pass->materials.push_back( (*materials)[i] );
|
|
||||||
normalMaps.increment();
|
normalMaps.increment();
|
||||||
|
|
||||||
// Skip normal maps if we need to.
|
// Skip normal maps if we need to.
|
||||||
|
|
@ -460,7 +422,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
features.addFeature(MFT_TerrainNormalMap, featureIndex);
|
features.addFeature(MFT_TerrainNormalMap, featureIndex);
|
||||||
|
|
||||||
normalMaps.last().set(mat->getNormalMap(),
|
normalMaps.last().set(mat->getNormalMap(),
|
||||||
&GFXNormalMapProfile, "TerrainCellMaterial::_createPass() - NormalMap" );
|
&GFXNormalMapProfile, "TerrainCellMaterial::_initShader() - NormalMap");
|
||||||
|
|
||||||
GFXFormat normalFmt = normalMaps.last().getFormat();
|
GFXFormat normalFmt = normalMaps.last().getFormat();
|
||||||
if (normalFmt == GFXFormatBC3)
|
if (normalFmt == GFXFormatBC3)
|
||||||
|
|
@ -478,6 +440,8 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
// Is this layer got side projection?
|
// Is this layer got side projection?
|
||||||
if (mat->useSideProjection())
|
if (mat->useSideProjection())
|
||||||
features.addFeature(MFT_TerrainSideProject, featureIndex);
|
features.addFeature(MFT_TerrainSideProject, featureIndex);
|
||||||
|
|
||||||
|
featureIndex++;
|
||||||
}
|
}
|
||||||
|
|
||||||
MaterialFeatureData featureData;
|
MaterialFeatureData featureData;
|
||||||
|
|
@ -526,11 +490,11 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
const bool logErrors = true;// matCount == 1;
|
const bool logErrors = true;// matCount == 1;
|
||||||
GFXShader::setLogging(logErrors, true);
|
GFXShader::setLogging(logErrors, true);
|
||||||
|
|
||||||
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
|
mShader = SHADERGEN->getShader(featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames);
|
||||||
}
|
}
|
||||||
|
|
||||||
// If we got a shader then we can continue.
|
// If we got a shader then we can continue.
|
||||||
if ( pass->shader )
|
if (mShader)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
// If the material count is already 1 then this
|
// If the material count is already 1 then this
|
||||||
|
|
@ -544,46 +508,31 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
}
|
}
|
||||||
|
|
||||||
// Setup the constant buffer.
|
// Setup the constant buffer.
|
||||||
pass->consts = pass->shader->allocConstBuffer();
|
mConsts = mShader->allocConstBuffer();
|
||||||
|
|
||||||
// Prepare the basic constants.
|
// Prepare the basic constants.
|
||||||
pass->modelViewProjConst = pass->shader->getShaderConstHandle( "$modelview" );
|
mModelViewProjConst = mShader->getShaderConstHandle("$modelview");
|
||||||
pass->worldViewOnly = pass->shader->getShaderConstHandle( "$worldViewOnly" );
|
mWorldViewOnlyConst = mShader->getShaderConstHandle("$worldViewOnly");
|
||||||
pass->viewToObj = pass->shader->getShaderConstHandle( "$viewToObj" );
|
mViewToObjConst = mShader->getShaderConstHandle("$viewToObj");
|
||||||
pass->eyePosWorldConst = pass->shader->getShaderConstHandle( "$eyePosWorld" );
|
mEyePosWorldConst = mShader->getShaderConstHandle("$eyePosWorld");
|
||||||
pass->eyePosConst = pass->shader->getShaderConstHandle( "$eyePos" );
|
mEyePosConst = mShader->getShaderConstHandle("$eyePos");
|
||||||
pass->vEyeConst = pass->shader->getShaderConstHandle( "$vEye" );
|
mVEyeConst = mShader->getShaderConstHandle("$vEye");
|
||||||
pass->layerSizeConst = pass->shader->getShaderConstHandle( "$layerSize" );
|
mLayerSizeConst = mShader->getShaderConstHandle("$layerSize");
|
||||||
pass->objTransConst = pass->shader->getShaderConstHandle( "$objTrans" );
|
mObjTransConst = mShader->getShaderConstHandle("$objTrans");
|
||||||
pass->worldToObjConst = pass->shader->getShaderConstHandle( "$worldToObj" );
|
mWorldToObjConst = mShader->getShaderConstHandle("$worldToObj");
|
||||||
pass->lightInfoBufferConst = pass->shader->getShaderConstHandle( "$lightInfoBuffer" );
|
mLightInfoBufferConst = mShader->getShaderConstHandle("$lightInfoBuffer");
|
||||||
pass->baseTexMapConst = pass->shader->getShaderConstHandle( "$baseTexMap" );
|
mBaseTexMapConst = mShader->getShaderConstHandle("$baseTexMap");
|
||||||
pass->layerTexConst = pass->shader->getShaderConstHandle( "$layerTex" );
|
mLayerTexConst = mShader->getShaderConstHandle("$layerTex");
|
||||||
pass->fogDataConst = pass->shader->getShaderConstHandle( "$fogData" );
|
mFogDataConst = mShader->getShaderConstHandle("$fogData");
|
||||||
pass->fogColorConst = pass->shader->getShaderConstHandle( "$fogColor" );
|
mFogColorConst = mShader->getShaderConstHandle("$fogColor");
|
||||||
pass->lightMapTexConst = pass->shader->getShaderConstHandle( "$lightMapTex" );
|
mLightMapTexConst = mShader->getShaderConstHandle("$lightMapTex");
|
||||||
pass->oneOverTerrainSize = pass->shader->getShaderConstHandle( "$oneOverTerrainSize" );
|
mOneOverTerrainSizeConst = mShader->getShaderConstHandle("$oneOverTerrainSize");
|
||||||
pass->squareSize = pass->shader->getShaderConstHandle( "$squareSize" );
|
mSquareSizeConst = mShader->getShaderConstHandle("$squareSize");
|
||||||
|
|
||||||
pass->lightParamsConst = pass->shader->getShaderConstHandle( "$rtParamslightInfoBuffer" );
|
mLightParamsConst = mShader->getShaderConstHandle("$rtParamslightInfoBuffer");
|
||||||
|
|
||||||
// Now prepare the basic stateblock.
|
// Now prepare the basic stateblock.
|
||||||
GFXStateBlockDesc desc;
|
GFXStateBlockDesc desc;
|
||||||
if ( !firstPass )
|
|
||||||
{
|
|
||||||
desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
|
|
||||||
|
|
||||||
// If this is the deferred then we don't want to
|
|
||||||
// write to the last two color channels (where
|
|
||||||
// depth is usually encoded).
|
|
||||||
//
|
|
||||||
// This trick works in combination with the
|
|
||||||
// MFT_TerrainAdditive feature to lerp the
|
|
||||||
// output normal with the previous pass.
|
|
||||||
//
|
|
||||||
if ( deferredMat )
|
|
||||||
desc.setColorWrites( true, true, true, false );
|
|
||||||
}
|
|
||||||
|
|
||||||
// We write to the zbuffer if this is a deferred
|
// We write to the zbuffer if this is a deferred
|
||||||
// material or if the deferred is disabled.
|
// material or if the deferred is disabled.
|
||||||
|
|
@ -592,37 +541,29 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
reflectMat);
|
reflectMat);
|
||||||
|
|
||||||
desc.samplersDefined = true;
|
desc.samplersDefined = true;
|
||||||
if ( pass->baseTexMapConst->isValid() )
|
if (mBaseTexMapConst->isValid())
|
||||||
desc.samplers[pass->baseTexMapConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
|
desc.samplers[mBaseTexMapConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
|
||||||
|
|
||||||
if ( pass->layerTexConst->isValid() )
|
if (mLayerTexConst->isValid())
|
||||||
desc.samplers[pass->layerTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
|
desc.samplers[mLayerTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
|
||||||
|
|
||||||
if ( pass->lightInfoBufferConst->isValid() )
|
if (mLightInfoBufferConst->isValid())
|
||||||
desc.samplers[pass->lightInfoBufferConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
|
desc.samplers[mLightInfoBufferConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
|
||||||
|
|
||||||
if ( pass->lightMapTexConst->isValid() )
|
if (mLightMapTexConst->isValid())
|
||||||
desc.samplers[pass->lightMapTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
|
desc.samplers[mLightMapTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
|
||||||
|
|
||||||
const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
|
const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
|
||||||
|
|
||||||
// Finally setup the material specific shader
|
mDetailInfoVArrayConst = mShader->getShaderConstHandle("$detailScaleAndFade");
|
||||||
// constants and stateblock state.
|
mDetailInfoPArrayConst = mShader->getShaderConstHandle("$detailIdStrengthParallax");
|
||||||
//
|
mMacroInfoVArrayConst = mShader->getShaderConstHandle("$macroIdStrengthParallax");
|
||||||
// NOTE: If this changes be sure to check TerrainCellMaterial::_updateDefaultAnisotropy
|
mMacroInfoPArrayConst = mShader->getShaderConstHandle("$macroIdStrengthParallax");
|
||||||
// to see if it needs the same changes.
|
|
||||||
//
|
|
||||||
for ( U32 i=0; i < pass->materials.size(); i++ )
|
|
||||||
{
|
|
||||||
MaterialInfo *matInfo = pass->materials[i];
|
|
||||||
|
|
||||||
matInfo->detailInfoVConst = pass->shader->getShaderConstHandle( avar( "$detailScaleAndFade%d", i ) );
|
mDetailTexArrayConst = mShader->getShaderConstHandle("$detailMapSampler");
|
||||||
matInfo->detailInfoPConst = pass->shader->getShaderConstHandle( avar( "$detailIdStrengthParallax%d", i ) );
|
if (mDetailTexArrayConst->isValid())
|
||||||
|
|
||||||
matInfo->detailTexConst = pass->shader->getShaderConstHandle( avar( "$detailMap%d", i ) );
|
|
||||||
if ( matInfo->detailTexConst->isValid() )
|
|
||||||
{
|
{
|
||||||
const S32 sampler = matInfo->detailTexConst->getSamplerRegister();
|
const S32 sampler = mDetailTexArrayConst->getSamplerRegister();
|
||||||
|
|
||||||
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
||||||
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
||||||
|
|
@ -635,21 +576,50 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
||||||
|
|
||||||
matInfo->detailTex.set( matInfo->mat->getDetailMap(),
|
|
||||||
&GFXStaticTextureProfile, "TerrainCellMaterial::_createPass() - DetailMap" );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
matInfo->ormTexConst = pass->shader->getShaderConstHandle(avar("$ormConfigMap%d", i));
|
mMacroTexArrayConst = mShader->getShaderConstHandle("$macroMapSampler");
|
||||||
if (matInfo->ormTexConst->isValid())
|
if (mMacroTexArrayConst->isValid())
|
||||||
|
{
|
||||||
|
const S32 sampler = mMacroTexArrayConst->getSamplerRegister();
|
||||||
|
|
||||||
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
||||||
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
||||||
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
||||||
|
|
||||||
|
if (maxAnisotropy > 1)
|
||||||
|
{
|
||||||
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
||||||
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
||||||
|
}
|
||||||
|
|
||||||
|
mNormalTexArrayConst = mShader->getShaderConstHandle("$normalMapSampler");
|
||||||
|
if (mNormalTexArrayConst->isValid())
|
||||||
|
{
|
||||||
|
const S32 sampler = mNormalTexArrayConst->getSamplerRegister();
|
||||||
|
|
||||||
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
||||||
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
||||||
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
||||||
|
|
||||||
|
if (maxAnisotropy > 1)
|
||||||
|
{
|
||||||
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
||||||
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
||||||
|
}
|
||||||
|
|
||||||
|
mOrmTexArrayConst = mShader->getShaderConstHandle("$ormMapSampler");
|
||||||
|
if (mOrmTexArrayConst->isValid())
|
||||||
{
|
{
|
||||||
GFXTextureProfile* profile = &GFXStaticTextureProfile;
|
GFXTextureProfile* profile = &GFXStaticTextureProfile;
|
||||||
if (matInfo->mat->getIsSRGB())
|
|
||||||
profile = &GFXStaticTextureSRGBProfile;
|
|
||||||
|
|
||||||
matInfo->ormTex.set(matInfo->mat->getORMConfigMap(),
|
const S32 sampler = mOrmTexArrayConst->getSamplerRegister();
|
||||||
profile, "TerrainCellMaterial::_createPass() - CompositeMap");
|
|
||||||
const S32 sampler = matInfo->ormTexConst->getSamplerRegister();
|
|
||||||
|
|
||||||
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
||||||
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
||||||
|
|
@ -664,90 +634,40 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
||||||
}
|
}
|
||||||
|
|
||||||
matInfo->macroInfoVConst = pass->shader->getShaderConstHandle( avar( "$macroScaleAndFade%d", i ) );
|
|
||||||
matInfo->macroInfoPConst = pass->shader->getShaderConstHandle( avar( "$macroIdStrengthParallax%d", i ) );
|
|
||||||
|
|
||||||
matInfo->macroTexConst = pass->shader->getShaderConstHandle( avar( "$macroMap%d", i ) );
|
|
||||||
if ( matInfo->macroTexConst->isValid() )
|
|
||||||
{
|
|
||||||
const S32 sampler = matInfo->macroTexConst->getSamplerRegister();
|
|
||||||
|
|
||||||
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
||||||
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
||||||
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
||||||
|
|
||||||
if ( maxAnisotropy > 1 )
|
|
||||||
{
|
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
||||||
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
||||||
|
|
||||||
matInfo->macroTex.set( matInfo->mat->getMacroMap(),
|
|
||||||
&GFXStaticTextureProfile, "TerrainCellMaterial::_createPass() - MacroMap" );
|
|
||||||
}
|
|
||||||
//end macro texture
|
|
||||||
|
|
||||||
matInfo->normalTexConst = pass->shader->getShaderConstHandle( avar( "$normalMap%d", i ) );
|
|
||||||
if ( matInfo->normalTexConst->isValid() )
|
|
||||||
{
|
|
||||||
const S32 sampler = matInfo->normalTexConst->getSamplerRegister();
|
|
||||||
|
|
||||||
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
||||||
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
||||||
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
||||||
|
|
||||||
if ( maxAnisotropy > 1 )
|
|
||||||
{
|
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
||||||
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
||||||
|
|
||||||
matInfo->normalTex = normalMaps[i];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove the materials we processed and leave the
|
|
||||||
// ones that remain for the next pass.
|
|
||||||
for ( U32 i=0; i < matCount; i++ )
|
|
||||||
{
|
|
||||||
MaterialInfo *matInfo = materials->first();
|
|
||||||
if ( baseOnly || pass->materials.find_next( matInfo ) == -1 )
|
|
||||||
delete matInfo;
|
|
||||||
materials->pop_front();
|
|
||||||
}
|
|
||||||
|
|
||||||
// If we're doing deferred it requires some
|
// If we're doing deferred it requires some
|
||||||
// special stencil settings for it to work.
|
// special stencil settings for it to work.
|
||||||
if ( deferredMat )
|
if ( deferredMat )
|
||||||
desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
|
desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
|
||||||
|
|
||||||
desc.setCullMode( GFXCullCCW );
|
desc.setCullMode( GFXCullCCW );
|
||||||
pass->stateBlock = GFX->createStateBlock(desc);
|
mStateBlock = GFX->createStateBlock(desc);
|
||||||
|
|
||||||
//reflection stateblock
|
//reflection stateblock
|
||||||
desc.setCullMode( GFXCullCW );
|
desc.setCullMode( GFXCullCW );
|
||||||
pass->reflectionStateBlock = GFX->createStateBlock(desc);
|
mReflectionStateBlock = GFX->createStateBlock(desc);
|
||||||
|
|
||||||
// Create the wireframe state blocks.
|
// Create the wireframe state blocks.
|
||||||
GFXStateBlockDesc wireframe( desc );
|
GFXStateBlockDesc wireframe( desc );
|
||||||
wireframe.fillMode = GFXFillWireframe;
|
wireframe.fillMode = GFXFillWireframe;
|
||||||
wireframe.setCullMode( GFXCullCCW );
|
wireframe.setCullMode( GFXCullCCW );
|
||||||
pass->wireframeStateBlock = GFX->createStateBlock( wireframe );
|
mWireframeStateBlock = GFX->createStateBlock( wireframe );
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void TerrainCellMaterial::_updateMaterialConsts( Pass *pass )
|
void TerrainCellMaterial::_updateMaterialConsts( )
|
||||||
{
|
{
|
||||||
PROFILE_SCOPE( TerrainCellMaterial_UpdateMaterialConsts );
|
PROFILE_SCOPE( TerrainCellMaterial_UpdateMaterialConsts );
|
||||||
|
if (mMaterialInfos.empty())
|
||||||
for ( U32 j=0; j < pass->materials.size(); j++ )
|
|
||||||
{
|
{
|
||||||
MaterialInfo *matInfo = pass->materials[j];
|
return;
|
||||||
|
}
|
||||||
|
AlignedArray<Point4F> detailInfoArray(mMaterialInfos.size(), sizeof(Point4F));
|
||||||
|
AlignedArray<Point4F> detailScaleAndFadeArray(mMaterialInfos.size(), sizeof(Point4F));
|
||||||
|
|
||||||
|
for ( U32 j=0; j < mMaterialInfos.size(); j++ )
|
||||||
|
{
|
||||||
|
MaterialInfo *matInfo = mMaterialInfos[j];
|
||||||
|
|
||||||
F32 detailSize = matInfo->mat->getDetailSize();
|
F32 detailSize = matInfo->mat->getDetailSize();
|
||||||
F32 detailScale = 1.0f;
|
F32 detailScale = 1.0f;
|
||||||
|
|
@ -775,38 +695,16 @@ void TerrainCellMaterial::_updateMaterialConsts( Pass *pass )
|
||||||
if ( !mIsZero( distance ) )
|
if ( !mIsZero( distance ) )
|
||||||
detailScaleAndFade.w = 1.0f / distance;
|
detailScaleAndFade.w = 1.0f / distance;
|
||||||
|
|
||||||
Point3F detailIdStrengthParallax( matInfo->layerId,
|
Point4F detailIdStrengthParallax( matInfo->layerId,
|
||||||
matInfo->mat->getDetailStrength(),
|
matInfo->mat->getDetailStrength(),
|
||||||
matInfo->mat->getParallaxScale() );
|
matInfo->mat->getParallaxScale(), 0 );
|
||||||
|
|
||||||
pass->consts->setSafe( matInfo->detailInfoVConst, detailScaleAndFade );
|
detailScaleAndFadeArray[j] = detailScaleAndFade;
|
||||||
pass->consts->setSafe( matInfo->detailInfoPConst, detailIdStrengthParallax );
|
detailInfoArray[j] = detailIdStrengthParallax;
|
||||||
|
|
||||||
// macro texture info
|
|
||||||
|
|
||||||
F32 macroSize = matInfo->mat->getMacroSize();
|
|
||||||
F32 macroScale = 1.0f;
|
|
||||||
if ( !mIsZero( macroSize ) )
|
|
||||||
macroScale = mTerrain->getWorldBlockSize() / macroSize;
|
|
||||||
|
|
||||||
// Scale the distance by the global scalar.
|
|
||||||
const F32 macroDistance = mTerrain->smDetailScale * matInfo->mat->getMacroDistance();
|
|
||||||
|
|
||||||
Point4F macroScaleAndFade( macroScale,
|
|
||||||
-macroScale,
|
|
||||||
macroDistance,
|
|
||||||
0 );
|
|
||||||
|
|
||||||
if ( !mIsZero( macroDistance ) )
|
|
||||||
macroScaleAndFade.w = 1.0f / macroDistance;
|
|
||||||
|
|
||||||
Point3F macroIdStrengthParallax( matInfo->layerId,
|
|
||||||
matInfo->mat->getMacroStrength(),
|
|
||||||
0 );
|
|
||||||
|
|
||||||
pass->consts->setSafe( matInfo->macroInfoVConst, macroScaleAndFade );
|
|
||||||
pass->consts->setSafe( matInfo->macroInfoPConst, macroIdStrengthParallax );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
mConsts->setSafe(mDetailInfoVArrayConst, detailScaleAndFadeArray);
|
||||||
|
mConsts->setSafe(mDetailInfoPArrayConst, detailInfoArray);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
|
bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
|
||||||
|
|
@ -814,80 +712,80 @@ bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
|
||||||
{
|
{
|
||||||
PROFILE_SCOPE( TerrainCellMaterial_SetupPass );
|
PROFILE_SCOPE( TerrainCellMaterial_SetupPass );
|
||||||
|
|
||||||
if ( mCurrPass >= mPasses.size() )
|
if (mCurrPass > 0)
|
||||||
{
|
{
|
||||||
mCurrPass = 0;
|
mCurrPass = 0;
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
Pass &pass = mPasses[mCurrPass];
|
if (mMaterialInfos.size() > 4)
|
||||||
|
{
|
||||||
|
int a = 2 + 2;
|
||||||
|
}
|
||||||
|
|
||||||
_updateMaterialConsts( &pass );
|
mCurrPass++;
|
||||||
|
|
||||||
if ( pass.baseTexMapConst->isValid() )
|
_updateMaterialConsts();
|
||||||
GFX->setTexture( pass.baseTexMapConst->getSamplerRegister(), mTerrain->mBaseTex.getPointer() );
|
|
||||||
|
|
||||||
if ( pass.layerTexConst->isValid() )
|
if ( mBaseTexMapConst->isValid() )
|
||||||
GFX->setTexture( pass.layerTexConst->getSamplerRegister(), mTerrain->mLayerTex.getPointer() );
|
GFX->setTexture( mBaseTexMapConst->getSamplerRegister(), mTerrain->mBaseTex.getPointer() );
|
||||||
|
|
||||||
if ( pass.lightMapTexConst->isValid() )
|
if ( mLayerTexConst->isValid() )
|
||||||
GFX->setTexture( pass.lightMapTexConst->getSamplerRegister(), mTerrain->getLightMapTex() );
|
GFX->setTexture( mLayerTexConst->getSamplerRegister(), mTerrain->mLayerTex.getPointer() );
|
||||||
|
|
||||||
|
if ( mLightMapTexConst->isValid() )
|
||||||
|
GFX->setTexture( mLightMapTexConst->getSamplerRegister(), mTerrain->getLightMapTex() );
|
||||||
|
|
||||||
if ( sceneData.wireframe )
|
if ( sceneData.wireframe )
|
||||||
GFX->setStateBlock( pass.wireframeStateBlock );
|
GFX->setStateBlock( mWireframeStateBlock );
|
||||||
else if ( state->isReflectPass( ))
|
else if ( state->isReflectPass( ))
|
||||||
GFX->setStateBlock( pass.reflectionStateBlock );
|
GFX->setStateBlock( mReflectionStateBlock );
|
||||||
else
|
else
|
||||||
GFX->setStateBlock( pass.stateBlock );
|
GFX->setStateBlock( mStateBlock );
|
||||||
|
|
||||||
GFX->setShader( pass.shader );
|
GFX->setShader( mShader );
|
||||||
GFX->setShaderConstBuffer( pass.consts );
|
GFX->setShaderConstBuffer( mConsts );
|
||||||
|
|
||||||
// Let the light manager prepare any light stuff it needs.
|
// Let the light manager prepare any light stuff it needs.
|
||||||
LIGHTMGR->setLightInfo( NULL,
|
LIGHTMGR->setLightInfo( NULL,
|
||||||
NULL,
|
NULL,
|
||||||
sceneData,
|
sceneData,
|
||||||
state,
|
state,
|
||||||
mCurrPass,
|
0,
|
||||||
pass.consts );
|
mConsts );
|
||||||
|
|
||||||
for ( U32 i=0; i < pass.materials.size(); i++ )
|
if (mDetailTexArrayConst->isValid())
|
||||||
{
|
GFX->setTextureArray(mDetailTexArrayConst->getSamplerRegister(), mTerrain->getDetailTextureArray());
|
||||||
MaterialInfo *matInfo = pass.materials[i];
|
if (mMacroTexArrayConst->isValid())
|
||||||
|
GFX->setTextureArray(mMacroTexArrayConst->getSamplerRegister(), mTerrain->getMacroTextureArray());
|
||||||
|
if (mNormalTexArrayConst->isValid())
|
||||||
|
GFX->setTextureArray(mNormalTexArrayConst->getSamplerRegister(), mTerrain->getNormalTextureArray());
|
||||||
|
if (mOrmTexArrayConst->isValid())
|
||||||
|
GFX->setTextureArray(mOrmTexArrayConst->getSamplerRegister(), mTerrain->getOrmTextureArray());
|
||||||
|
|
||||||
if ( matInfo->detailTexConst->isValid() )
|
mConsts->setSafe( mLayerSizeConst, (F32)mTerrain->mLayerTex.getWidth() );
|
||||||
GFX->setTexture( matInfo->detailTexConst->getSamplerRegister(), matInfo->detailTex );
|
|
||||||
if ( matInfo->macroTexConst->isValid() )
|
|
||||||
GFX->setTexture( matInfo->macroTexConst->getSamplerRegister(), matInfo->macroTex );
|
|
||||||
if ( matInfo->normalTexConst->isValid() )
|
|
||||||
GFX->setTexture( matInfo->normalTexConst->getSamplerRegister(), matInfo->normalTex );
|
|
||||||
if ( matInfo->ormTexConst->isValid() )
|
|
||||||
GFX->setTexture( matInfo->ormTexConst->getSamplerRegister(), matInfo->ormTex );
|
|
||||||
}
|
|
||||||
|
|
||||||
pass.consts->setSafe( pass.layerSizeConst, (F32)mTerrain->mLayerTex.getWidth() );
|
if ( mOneOverTerrainSizeConst->isValid() )
|
||||||
|
|
||||||
if ( pass.oneOverTerrainSize->isValid() )
|
|
||||||
{
|
{
|
||||||
F32 oneOverTerrainSize = 1.0f / mTerrain->getWorldBlockSize();
|
F32 oneOverTerrainSize = 1.0f / mTerrain->getWorldBlockSize();
|
||||||
pass.consts->set( pass.oneOverTerrainSize, oneOverTerrainSize );
|
mConsts->set( mOneOverTerrainSizeConst, oneOverTerrainSize );
|
||||||
}
|
}
|
||||||
|
|
||||||
pass.consts->setSafe( pass.squareSize, mTerrain->getSquareSize() );
|
mConsts->setSafe( mSquareSizeConst, mTerrain->getSquareSize() );
|
||||||
|
|
||||||
if ( pass.fogDataConst->isValid() )
|
if ( mFogDataConst->isValid() )
|
||||||
{
|
{
|
||||||
Point3F fogData;
|
Point3F fogData;
|
||||||
fogData.x = sceneData.fogDensity;
|
fogData.x = sceneData.fogDensity;
|
||||||
fogData.y = sceneData.fogDensityOffset;
|
fogData.y = sceneData.fogDensityOffset;
|
||||||
fogData.z = sceneData.fogHeightFalloff;
|
fogData.z = sceneData.fogHeightFalloff;
|
||||||
pass.consts->set( pass.fogDataConst, fogData );
|
mConsts->set( mFogDataConst, fogData );
|
||||||
}
|
}
|
||||||
|
|
||||||
pass.consts->setSafe( pass.fogColorConst, sceneData.fogColor );
|
mConsts->setSafe( mFogColorConst, sceneData.fogColor );
|
||||||
|
|
||||||
if ( pass.lightInfoBufferConst->isValid() &&
|
if ( mLightInfoBufferConst->isValid() &&
|
||||||
pass.lightParamsConst->isValid() )
|
mLightParamsConst->isValid() )
|
||||||
{
|
{
|
||||||
if ( !mLightInfoTarget )
|
if ( !mLightInfoTarget )
|
||||||
mLightInfoTarget = NamedTexTarget::find( "diffuseLighting" );
|
mLightInfoTarget = NamedTexTarget::find( "diffuseLighting" );
|
||||||
|
|
@ -900,17 +798,16 @@ bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
|
||||||
|
|
||||||
if ( texObject )
|
if ( texObject )
|
||||||
{
|
{
|
||||||
GFX->setTexture( pass.lightInfoBufferConst->getSamplerRegister(), texObject );
|
GFX->setTexture( mLightInfoBufferConst->getSamplerRegister(), texObject );
|
||||||
|
|
||||||
const Point3I &targetSz = texObject->getSize();
|
const Point3I &targetSz = texObject->getSize();
|
||||||
const RectI &targetVp = mLightInfoTarget->getViewport();
|
const RectI &targetVp = mLightInfoTarget->getViewport();
|
||||||
Point4F rtParams;
|
Point4F rtParams;
|
||||||
ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
|
ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
|
||||||
pass.consts->setSafe( pass.lightParamsConst, rtParams );
|
mConsts->setSafe( mLightParamsConst, rtParams );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
++mCurrPass;
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -40,6 +40,7 @@
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
class GFXTextureArray;
|
||||||
class SceneRenderState;
|
class SceneRenderState;
|
||||||
struct SceneData;
|
struct SceneData;
|
||||||
class TerrainMaterial;
|
class TerrainMaterial;
|
||||||
|
|
@ -58,8 +59,7 @@ protected:
|
||||||
public:
|
public:
|
||||||
|
|
||||||
MaterialInfo()
|
MaterialInfo()
|
||||||
:mat(NULL), layerId(0), detailTexConst(NULL), macroTexConst(NULL), normalTexConst(NULL),
|
:mat(NULL), layerId(0)
|
||||||
ormTexConst(NULL), detailInfoVConst(NULL), detailInfoPConst(NULL), macroInfoVConst(NULL), macroInfoPConst(NULL)
|
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -69,95 +69,60 @@ protected:
|
||||||
|
|
||||||
TerrainMaterial *mat;
|
TerrainMaterial *mat;
|
||||||
U32 layerId;
|
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:
|
|
||||||
|
|
||||||
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)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
~Pass()
|
|
||||||
{
|
|
||||||
for ( U32 i=0; i < materials.size(); i++ )
|
|
||||||
delete materials[i];
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector<MaterialInfo*> materials;
|
|
||||||
|
|
||||||
///
|
///
|
||||||
GFXShader *shader;
|
GFXShader *mShader;
|
||||||
|
|
||||||
GFXShaderConstBufferRef consts;
|
GFXShaderConstBufferRef mConsts;
|
||||||
|
|
||||||
GFXStateBlockRef stateBlock;
|
GFXStateBlockRef mStateBlock;
|
||||||
GFXStateBlockRef wireframeStateBlock;
|
GFXStateBlockRef mWireframeStateBlock;
|
||||||
GFXStateBlockRef reflectionStateBlock;
|
GFXStateBlockRef mReflectionStateBlock;
|
||||||
|
|
||||||
GFXShaderConstHandle *modelViewProjConst;
|
GFXShaderConstHandle *mModelViewProjConst;
|
||||||
GFXShaderConstHandle *worldViewOnly;
|
GFXShaderConstHandle *mWorldViewOnlyConst;
|
||||||
GFXShaderConstHandle *viewToObj;
|
GFXShaderConstHandle *mViewToObjConst;
|
||||||
|
|
||||||
GFXShaderConstHandle *eyePosWorldConst;
|
GFXShaderConstHandle *mEyePosWorldConst;
|
||||||
GFXShaderConstHandle *eyePosConst;
|
GFXShaderConstHandle *mEyePosConst;
|
||||||
|
|
||||||
GFXShaderConstHandle *objTransConst;
|
GFXShaderConstHandle *mObjTransConst;
|
||||||
GFXShaderConstHandle *worldToObjConst;
|
GFXShaderConstHandle *mWorldToObjConst;
|
||||||
GFXShaderConstHandle *vEyeConst;
|
GFXShaderConstHandle *mVEyeConst;
|
||||||
|
|
||||||
GFXShaderConstHandle *layerSizeConst;
|
GFXShaderConstHandle *mLayerSizeConst;
|
||||||
GFXShaderConstHandle *lightParamsConst;
|
GFXShaderConstHandle *mLightParamsConst;
|
||||||
GFXShaderConstHandle *lightInfoBufferConst;
|
GFXShaderConstHandle *mLightInfoBufferConst;
|
||||||
|
|
||||||
GFXShaderConstHandle *baseTexMapConst;
|
GFXShaderConstHandle *mBaseTexMapConst;
|
||||||
GFXShaderConstHandle *layerTexConst;
|
GFXShaderConstHandle *mLayerTexConst;
|
||||||
|
|
||||||
GFXShaderConstHandle *lightMapTexConst;
|
GFXShaderConstHandle *mLightMapTexConst;
|
||||||
|
|
||||||
GFXShaderConstHandle *squareSize;
|
GFXShaderConstHandle *mSquareSizeConst;
|
||||||
GFXShaderConstHandle *oneOverTerrainSize;
|
GFXShaderConstHandle *mOneOverTerrainSizeConst;
|
||||||
|
|
||||||
GFXShaderConstHandle *fogDataConst;
|
GFXShaderConstHandle* mDetailInfoVArrayConst;
|
||||||
GFXShaderConstHandle *fogColorConst;
|
GFXShaderConstHandle* mDetailInfoPArrayConst;
|
||||||
};
|
GFXShaderConstHandle* mMacroInfoVArrayConst;
|
||||||
|
GFXShaderConstHandle* mMacroInfoPArrayConst;
|
||||||
|
|
||||||
|
GFXShaderConstHandle *mFogDataConst;
|
||||||
|
GFXShaderConstHandle *mFogColorConst;
|
||||||
|
|
||||||
|
GFXShaderConstHandle *mDetailTexArrayConst;
|
||||||
|
GFXShaderConstHandle *mMacroTexArrayConst;
|
||||||
|
GFXShaderConstHandle *mNormalTexArrayConst;
|
||||||
|
GFXShaderConstHandle *mOrmTexArrayConst;
|
||||||
|
|
||||||
TerrainBlock *mTerrain;
|
TerrainBlock *mTerrain;
|
||||||
|
|
||||||
U64 mMaterials;
|
|
||||||
|
|
||||||
Vector<Pass> mPasses;
|
|
||||||
|
|
||||||
U32 mCurrPass;
|
U32 mCurrPass;
|
||||||
|
|
||||||
|
U64 mMaterials;
|
||||||
|
Vector<MaterialInfo*> mMaterialInfos;
|
||||||
|
|
||||||
static const Vector<String> mSamplerNames;
|
static const Vector<String> mSamplerNames;
|
||||||
|
|
||||||
GFXTexHandle mBaseMapTexture;
|
GFXTexHandle mBaseMapTexture;
|
||||||
|
|
@ -175,14 +140,11 @@ protected:
|
||||||
/// A vector of all terrain cell materials loaded in the system.
|
/// A vector of all terrain cell materials loaded in the system.
|
||||||
static Vector<TerrainCellMaterial*> smAllMaterials;
|
static Vector<TerrainCellMaterial*> smAllMaterials;
|
||||||
|
|
||||||
bool _createPass( Vector<MaterialInfo*> *materials,
|
bool _initShader( bool deferredMat,
|
||||||
Pass *pass,
|
|
||||||
bool firstPass,
|
|
||||||
bool deferredMat,
|
|
||||||
bool reflectMat,
|
bool reflectMat,
|
||||||
bool baseOnly );
|
bool baseOnly );
|
||||||
|
|
||||||
void _updateMaterialConsts( Pass *pass );
|
void _updateMaterialConsts();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -52,6 +52,7 @@
|
||||||
#include "T3D/physics/physicsBody.h"
|
#include "T3D/physics/physicsBody.h"
|
||||||
#include "T3D/physics/physicsCollision.h"
|
#include "T3D/physics/physicsCollision.h"
|
||||||
#include "console/engineAPI.h"
|
#include "console/engineAPI.h"
|
||||||
|
#include "core/util/safeRelease.h"
|
||||||
|
|
||||||
#include "T3D/assets/TerrainMaterialAsset.h"
|
#include "T3D/assets/TerrainMaterialAsset.h"
|
||||||
using namespace Torque;
|
using namespace Torque;
|
||||||
|
|
@ -203,7 +204,11 @@ TerrainBlock::TerrainBlock()
|
||||||
mScreenError( 16 ),
|
mScreenError( 16 ),
|
||||||
mCastShadows( true ),
|
mCastShadows( true ),
|
||||||
mZoningDirty( false ),
|
mZoningDirty( false ),
|
||||||
mUpdateBasetex ( true )
|
mUpdateBasetex ( true ),
|
||||||
|
mDetailTextureArray( NULL ),
|
||||||
|
mMacroTextureArray( NULL ),
|
||||||
|
mOrmTextureArray( NULL ),
|
||||||
|
mNormalTextureArray( NULL )
|
||||||
{
|
{
|
||||||
mTypeMask = TerrainObjectType | StaticObjectType | StaticShapeObjectType;
|
mTypeMask = TerrainObjectType | StaticObjectType | StaticShapeObjectType;
|
||||||
mNetFlags.set(Ghostable | ScopeAlways);
|
mNetFlags.set(Ghostable | ScopeAlways);
|
||||||
|
|
@ -231,6 +236,11 @@ TerrainBlock::~TerrainBlock()
|
||||||
editor->detachTerrain(this);
|
editor->detachTerrain(this);
|
||||||
#endif
|
#endif
|
||||||
deleteZodiacPrimitiveBuffer();
|
deleteZodiacPrimitiveBuffer();
|
||||||
|
|
||||||
|
SAFE_RELEASE(mDetailTextureArray);
|
||||||
|
SAFE_RELEASE(mMacroTextureArray);
|
||||||
|
SAFE_RELEASE(mNormalTextureArray);
|
||||||
|
SAFE_RELEASE(mOrmTextureArray);
|
||||||
}
|
}
|
||||||
|
|
||||||
void TerrainBlock::_onTextureEvent( GFXTexCallbackCode code )
|
void TerrainBlock::_onTextureEvent( GFXTexCallbackCode code )
|
||||||
|
|
|
||||||
|
|
@ -135,6 +135,11 @@ protected:
|
||||||
///
|
///
|
||||||
Vector<GFXTexHandle> mBaseTextures;
|
Vector<GFXTexHandle> mBaseTextures;
|
||||||
|
|
||||||
|
GFXTextureArray* mDetailTextureArray;
|
||||||
|
GFXTextureArray* mMacroTextureArray;
|
||||||
|
GFXTextureArray* mNormalTextureArray;
|
||||||
|
GFXTextureArray* mOrmTextureArray;
|
||||||
|
|
||||||
///
|
///
|
||||||
GFXTexHandle mLayerTex;
|
GFXTexHandle mLayerTex;
|
||||||
|
|
||||||
|
|
@ -324,6 +329,11 @@ public:
|
||||||
|
|
||||||
U32 getMaterialCount() const;
|
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 );
|
//BaseMatInstance* getMaterialInst( U32 x, U32 y );
|
||||||
|
|
||||||
void setHeight( const Point2I &pos, F32 height );
|
void setHeight( const Point2I &pos, F32 height );
|
||||||
|
|
|
||||||
|
|
@ -96,7 +96,7 @@ void TerrainBlock::_updateMaterials()
|
||||||
{
|
{
|
||||||
TerrainMaterial *mat = mFile->mMaterials[i];
|
TerrainMaterial *mat = mFile->mMaterials[i];
|
||||||
|
|
||||||
if (!mat->getDiffuseMap().isEmpty())
|
if (mat->getDiffuseMap().isNotEmpty())
|
||||||
{
|
{
|
||||||
mBaseTextures[i].set(mat->getDiffuseMap(), &GFXStaticTextureSRGBProfile,
|
mBaseTextures[i].set(mat->getDiffuseMap(), &GFXStaticTextureSRGBProfile,
|
||||||
"TerrainBlock::_updateMaterials() - DiffuseMap");
|
"TerrainBlock::_updateMaterials() - DiffuseMap");
|
||||||
|
|
@ -114,6 +114,63 @@ void TerrainBlock::_updateMaterials()
|
||||||
mMaxDetailDistance = mat->getMacroDistance();
|
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 )
|
if ( mCell )
|
||||||
mCell->deleteMaterials();
|
mCell->deleteMaterials();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue