The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:

renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
This commit is contained in:
Azaezel 2016-02-16 02:50:49 -06:00
parent 5ed06fff9d
commit 8c5810adad
58 changed files with 353 additions and 117 deletions

View file

@ -120,8 +120,7 @@ inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *sour
{
// TODO: OpenMP?
AssertFatal( size % ( sizeof( T ) * mapLength ) == 0, "Bad buffer size for swizzle, see docs." );
AssertFatal( destination != NULL, "Swizzle::ToBuffer - got a NULL destination pointer!" );
AssertFatal( source != NULL, "Swizzle::ToBuffer - got a NULL source pointer!" );
if (!destination || !source) return;
T *dest = reinterpret_cast<T *>( destination );
const T *src = reinterpret_cast<const T *>( source );

View file

@ -141,7 +141,7 @@ bool BasicClouds::onAdd()
GFXStateBlockDesc desc;
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
desc.setZReadWrite( false, false );
desc.setZReadWrite( true, false );
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressWrap;
desc.samplers[0].addressModeV = GFXAddressWrap;

View file

@ -161,7 +161,7 @@ bool CloudLayer::onAdd()
GFXStateBlockDesc desc;
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
desc.setZReadWrite( false, false );
desc.setZReadWrite( true, false );
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressWrap;
desc.samplers[0].addressModeV = GFXAddressWrap;

View file

@ -732,7 +732,7 @@ void DecalRoad::prepRenderImage( SceneRenderState* state )
MathUtils::getZBiasProjectionMatrix( gDecalBias, frustum, tempMat );
coreRI.projection = tempMat;
coreRI.type = RenderPassManager::RIT_Decal;
coreRI.type = RenderPassManager::RIT_DecalRoad;
coreRI.vertBuff = &mVB;
coreRI.primBuff = &mPB;
coreRI.matInst = matInst;

View file

@ -955,12 +955,21 @@ void ScatterSky::_render( ObjectRenderInst *ri, SceneRenderState *state, BaseMat
Point3F camPos2 = state->getCameraPosition();
MatrixF xfm(true);
xfm.setPosition(camPos2 - Point3F( 0, 0, mZOffset));
GFX->multWorld(xfm);
MatrixF xform(proj);//GFX->getProjectionMatrix());
xform *= GFX->getViewMatrix();
xform *= GFX->getWorldMatrix();
if(state->isReflectPass())
{
static MatrixF rotMat(EulerF(0.0, 0.0, M_PI_F));
xform.mul(rotMat);
rotMat.set(EulerF(M_PI_F, 0.0, 0.0));
xform.mul(rotMat);
}
xform.setPosition(xform.getPosition() - Point3F(0, 0, mZOffset));
mShaderConsts->setSafe( mModelViewProjSC, xform );
mShaderConsts->setSafe( mMiscSC, miscParams );
mShaderConsts->setSafe( mSphereRadiiSC, sphereRadii );

View file

@ -599,7 +599,8 @@ void SkyBox::_initMaterial()
// We want to disable culling and z write.
GFXStateBlockDesc desc;
desc.setCullMode( GFXCullCW );
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
desc.setZReadWrite( true, false );
mMatInstance->addStateBlockDesc( desc );

View file

@ -87,9 +87,11 @@ void GFXD3D9CardProfiler::setupCardCapabilities()
bool canDoFourStageDetailBlend = ( caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT ) &&
( caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP ) &&
( caps.MaxTextureBlendStages > 3 );
bool canDoIndependentMrtBitDepth = (caps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS ? 1 : 0 );
setCapability( "lerpDetailBlend", canDoLERPDetailBlend );
setCapability( "fourStageDetailBlend", canDoFourStageDetailBlend );
setCapability( "independentMrtBitDepth", canDoIndependentMrtBitDepth);
}
bool GFXD3D9CardProfiler::_queryCardCap(const String &query, U32 &foundResult)

View file

@ -31,6 +31,9 @@
#include "gfx/gfxDebugEvent.h"
#include "windowManager/win32/win32Window.h"
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
GFXPCD3D9TextureTarget::GFXPCD3D9TextureTarget()
: mTargetSize( Point2I::Zero ),
@ -451,6 +454,7 @@ void GFXPCD3D9WindowTarget::createAdditionalSwapChain()
void GFXPCD3D9WindowTarget::resetMode()
{
GFX->beginReset();
mWindow->setSuppressReset(true);
if (mSwapChain)
@ -509,6 +513,7 @@ void GFXPCD3D9WindowTarget::zombify()
void GFXPCD3D9WindowTarget::resurrect()
{
GFX->beginReset();
if(mImplicit)
{
setImplicitSwapChain();

View file

@ -302,6 +302,7 @@ protected:
/// This will allow querying to see if a device is initialized and ready to
/// have operations performed on it.
bool mInitialized;
bool mReset;
/// This is called before this, or any other device, is deleted in the global destroy()
/// method. It allows the device to clean up anything while everything is still valid.
@ -326,6 +327,10 @@ public:
/// @see endScene
bool canCurrentlyRender() const { return mCanCurrentlyRender; }
bool recentlyReset(){ return mReset; }
void beginReset(){ mReset = true; }
void finalizeReset(){ mReset = false; }
void setAllowRender( bool render ) { mAllowRender = render; }
inline bool allowRender() const { return mAllowRender; }

View file

@ -107,6 +107,14 @@ void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
if(STATE_CHANGE(blendOp))
glBlendEquation(GFXGLBlendOp[mDesc.blendOp]);
if (mDesc.separateAlphaBlendEnable == true)
{
if (STATE_CHANGE(separateAlphaBlendSrc) || STATE_CHANGE(separateAlphaBlendDest))
glBlendFuncSeparate(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest], GFXGLBlend[mDesc.separateAlphaBlendSrc], GFXGLBlend[mDesc.separateAlphaBlendDest]);
if (STATE_CHANGE(separateAlphaBlendOp))
glBlendEquationSeparate(GFXGLBlendOp[mDesc.blendOp], GFXGLBlendOp[mDesc.separateAlphaBlendOp]);
}
// Color write masks
if(STATE_CHANGE(colorWriteRed) || STATE_CHANGE(colorWriteBlue) || STATE_CHANGE(colorWriteGreen) || STATE_CHANGE(colorWriteAlpha))
glColorMask(mDesc.colorWriteRed, mDesc.colorWriteBlue, mDesc.colorWriteGreen, mDesc.colorWriteAlpha);

View file

@ -163,6 +163,10 @@ void _GFXGLTextureTargetFBOImpl::applyState()
PRESERVE_FRAMEBUFFER();
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
bool drawbufs[16];
int bufsize = 0;
for (int i = 0; i < 16; i++)
drawbufs[i] = false;
bool hasColor = false;
for(int i = 0; i < GFXGL->getNumRenderTargets(); ++i)
{
@ -200,6 +204,20 @@ void _GFXGLTextureTargetFBOImpl::applyState()
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
GLenum *buf = new GLenum[bufsize];
int count = 0;
for (int i = 0; i < bufsize; i++)
{
if (drawbufs[i])
{
buf[count] = GL_COLOR_ATTACHMENT0 + i;
count++;
}
}
glDrawBuffers(bufsize, buf);
delete[] buf;
CHECK_FRAMEBUFFER_STATUS();
}

View file

@ -57,6 +57,7 @@ void GFXGLWindowTarget::resetMode()
_teardownCurrentMode();
_setupNewMode();
}
GFX->beginReset();
}
void GFXGLWindowTarget::_onAppSignal(WindowId wnd, S32 event)

View file

@ -156,8 +156,8 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
oneOverTargetSize->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n float3 id_lightcolor;\r\n" ) );
meta->addStatement( new GenOp( avar( " %s(tex2D(@, @ + float2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n vec3 id_lightcolor;\r\n" ) );
meta->addStatement( new GenOp( avar( " %s(tex2D(@, @ + vec2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, oneOverTargetSize ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
@ -167,7 +167,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
// This is kind of weak sauce
if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
output = meta;
}
@ -311,7 +311,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
}
// This var is read from GBufferConditionerHLSL and
// This var is read from GBufferConditionerGLSL and
// used in the prepass output.
//
// By using the 'half' type here we get a bunch of partial
@ -533,11 +533,13 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
specPow->constSortPos = cspPotentialPrimitive;
}
Var *specStrength = new Var;
specStrength->setType( "float" );
specStrength->setName( "specularStrength" );
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
Var *specStrength = (Var*)LangElement::find( "specularStrength" );
if (!specStrength)
{
specStrength = new Var( "specularStrength", "float" );
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
}
Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
Var *d_specular = (Var*)LangElement::find( "d_specular" );
@ -555,10 +557,10 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
meta->addStatement(new GenOp(" @ = clamp( lerp( @, @ * @, @.a), 0, 1);\r\n", d_specular, d_specular, accuSpecular, d_specular, accuPlc));
}
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
specDecl, d_specular, specPow, specStrength ) );
LangElement *specMul = new GenOp( "float4( @.rgb, 0 ) * @", specCol, specular );
LangElement *specMul = new GenOp( "vec4( @.rgb, 0 ) * @", specCol, specular );
LangElement *final = specMul;
// We we have a normal map then mask the specular
@ -682,10 +684,10 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
meta->addStatement( new GenOp( avar( " float4 normalDepth = %s(@, @);\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
meta->addStatement( new GenOp( avar( " vec4 normalDepth = %s(@, @);\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, @);\r\n", wsViewVec ) );
meta->addStatement( new GenOp( " float Minnaert = pow( @, @) * pow(vDotN, 1.0 - @);\r\n", d_NL_Att, minnaertConstant, minnaertConstant ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
output = meta;
}
@ -713,7 +715,7 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, @) - smoothstep(0.0, 1.0, @);\r\n", subSurfaceParams, d_NL_Att, d_NL_Att ) );
meta->addStatement( new GenOp( " subLamb = max(0.0, subLamb);\r\n" ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@ + (subLamb * @.rgb), 1.0)", d_lightcolor, subSurfaceParams ), Material::Mul ) ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@ + (subLamb * @.rgb), 1.0)", d_lightcolor, subSurfaceParams ), Material::Mul ) ) );
output = meta;
}

View file

@ -170,7 +170,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
if ( fd.features[ MFT_IsTranslucentZWrite ] )
{
alphaVal = new Var( "outAlpha", "float" );
meta->addStatement( new GenOp( " @ = col.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
meta->addStatement( new GenOp( " @ = OUT_col1.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
}
// If using interlaced normals, invert the normal
@ -397,7 +397,7 @@ Var* GBufferConditionerGLSL::_unconditionInput( Var *conditionedInput, MultiLine
// Recover depth from encoding
if(mNormalStorageType != CartesianXYZ)
{
const U64 maxValPerChannel = 1 << mBitsPerChannel;
const U64 maxValPerChannel = (U64)1 << mBitsPerChannel;
meta->addStatement( new GenOp( " \r\n // Decode depth\r\n" ) );
meta->addStatement( new GenOp( avar( " @.w = dot( @.zw, float2(1.0, 1.0/%llu.0));\r\n", maxValPerChannel - 1 ),
retVar, conditionedInput ) );

View file

@ -227,7 +227,7 @@ void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentLis
const bool useTexAnim = fd.features[MFT_TexAnim];
// Make sure there are texcoords
if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
{
getOutTexCoord( "texCoord",
@ -532,11 +532,13 @@ void DeferredPixelSpecularHLSL::processPix( Vector<ShaderComponent*> &component
specPow->constSortPos = cspPotentialPrimitive;
}
Var *specStrength = new Var;
specStrength->setType( "float" );
specStrength->setName( "specularStrength" );
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
Var *specStrength = (Var*)LangElement::find( "specularStrength" );
if (!specStrength)
{
specStrength = new Var( "specularStrength", "float" );
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
}
Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
Var *d_specular = (Var*)LangElement::find( "d_specular" );
@ -556,7 +558,7 @@ void DeferredPixelSpecularHLSL::processPix( Vector<ShaderComponent*> &component
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
specDecl, d_specular, specPow, specStrength ) );
specDecl, d_specular, specPow, specStrength));
LangElement *specMul = new GenOp( "float4( @.rgb, 0 ) * @", specCol, specular );
LangElement *final = specMul;

View file

@ -170,7 +170,7 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
if ( fd.features[ MFT_IsTranslucentZWrite ] )
{
alphaVal = new Var( "outAlpha", "float" );
meta->addStatement( new GenOp( " @ = OUT.col.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
meta->addStatement( new GenOp( " @ = OUT.col1.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
}
// If using interlaced normals, invert the normal

View file

@ -47,9 +47,16 @@ bool NamedTexTarget::registerWithName( const String &name )
}
// Make sure the target name isn't empty or already taken.
if ( name.isEmpty() || smTargets.contains( name ) )
if ( name.isEmpty())
{
Con::errorf("NamedTexTarget::registerWithName( const String &name ) No name given!");
return false;
}
if (smTargets.contains( name ) )
{
Con::errorf("NamedTexTarget::registerWithName( %s ) Already used!", name.c_str());
return false;
}
mName = name;
mIsRegistered = true;
smTargets.insert( mName, this );

View file

@ -162,6 +162,9 @@ Material::Material()
mSeqFramePerSec[i] = 0.0f;
mSeqSegSize[i] = 0.0f;
// Deferred Shading
mMatInfoFlags[i] = 0.0f;
}
dMemset(mCellIndex, 0, sizeof(mCellIndex));
@ -170,6 +173,9 @@ Material::Material()
dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
// Deferred Shading : Metalness
dMemset(mUseMetalness, 0, sizeof(mUseMetalness));
mImposterLimits = Point4F::Zero;
mDoubleSided = false;
@ -204,6 +210,9 @@ Material::Material()
mDirectSoundOcclusion = 1.f;
mReverbSoundOcclusion = 1.0;
// Deferred Shading
mIsSky = false;
}
void Material::initPersistFields()
@ -289,10 +298,7 @@ void Material::initPersistFields()
addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
"Use anisotropic filtering for the textures of this stage." );
addField("envMap", TypeImageFilename, Offset(mEnvMapFilename, Material), MAX_STAGES,
"The name of an environment map cube map to apply to this material." );
addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
"If true the vertex color is used for lighting." );
@ -379,9 +385,6 @@ void Material::initPersistFields()
addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see normalMap\n");
addProtectedField("envTex", TypeImageFilename, Offset(mEnvMapFilename, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see envMap\n");
addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
"For backwards compatibility.\n@see diffuseColor\n");
@ -417,6 +420,9 @@ void Material::initPersistFields()
addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
"Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
addField("isSky", TypeBool, Offset(mIsSky, Material),
"Sky support. Alters draw dimensions." );
addGroup( "Behavioral" );
addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),

View file

@ -221,8 +221,6 @@ public:
/// The strength scalar for the detail normal map.
F32 mDetailNormalMapStrength[MAX_STAGES];
FileName mEnvMapFilename[MAX_STAGES];
/// This color is the diffuse color of the material
/// or if it has a texture it is multiplied against
/// the diffuse texture color.
@ -287,12 +285,18 @@ public:
/// If the stage should use anisotropic filtering.
bool mUseAnisotropic[MAX_STAGES];
// Deferred Shading: Metalness
bool mUseMetalness[MAX_STAGES];
bool mDoubleSided;
String mCubemapName;
CubemapData* mCubemapData;
bool mDynamicCubemap;
// Deferred Shading
bool mIsSky;
F32 mMatInfoFlags[MAX_STAGES];
bool mTranslucent;
BlendOp mTranslucentBlendOp;
bool mTranslucentZWrite;

View file

@ -455,14 +455,6 @@ void ProcessedMaterial::_setStageData()
if(!mStages[i].getTex( MFT_SpecularMap ))
mMaterial->logError("Failed to load specular map %s for stage %i", _getTexturePath(mMaterial->mSpecularMapFilename[i]).c_str(), i);
}
// EnironmentMap
if( mMaterial->mEnvMapFilename[i].isNotEmpty() )
{
mStages[i].setTex( MFT_EnvMap, _createTexture( mMaterial->mEnvMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
if(!mStages[i].getTex( MFT_EnvMap ))
mMaterial->logError("Failed to load environment map %s for stage %i", _getTexturePath(mMaterial->mEnvMapFilename[i]).c_str(), i);
}
}
mMaterial->mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mMaterial->mCubemapName ));

View file

@ -106,6 +106,9 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
}
// Deferred Shading
mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
}
///
@ -208,28 +211,6 @@ bool ProcessedShaderMaterial::init( const FeatureSet &features,
mInstancingState = new InstancingState();
mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
}
// Check for a RenderTexTargetBin assignment
// *IMPORTANT NOTE*
// This is a temporary solution for getting diffuse mapping working with tex targets for standard materials
// It should be removed once this is done properly, at that time the sAllowTextureTargetAssignment should also be removed
// from Material (it is necessary for catching shadow maps/post effect this shouldn't be applied to)
if (Material::sAllowTextureTargetAssignment)
if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr( 0, 1 ).equal("#"))
{
String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
RenderPassData* rpd = getPass(0);
if (rpd)
{
rpd->mTexSlot[0].texTarget = texTarget;
rpd->mTexType[0] = Material::TexTarget;
rpd->mSamplerNames[0] = "diffuseMap";
}
}
return true;
}
@ -353,11 +334,18 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
fd.features.addFeature( MFT_VertLit );
// cubemaps only available on stage 0 for now - bramage
if ( stageNum < 1 &&
if ( stageNum < 1 && mMaterial->isTranslucent() &&
( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
mMaterial->mDynamicCubemap ) )
fd.features.addFeature( MFT_CubeMap );
{
fd.features.addFeature( MFT_CubeMap );
}
if (mMaterial->mIsSky)
{
fd.features.addFeature(MFT_CubeMap);
fd.features.addFeature(MFT_SkyBox);
}
fd.features.addFeature( MFT_Visibility );
if ( lastStage &&
@ -428,7 +416,6 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
if ( mMaterial->mAccuEnabled[stageNum] )
{
fd.features.addFeature( MFT_AccuMap );
mHasAccumulation = true;
}
@ -441,19 +428,7 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
fd.features.removeFeature( MFT_AccuMap );
mHasAccumulation = false;
}
// if we still have the AccuMap feature, we add all accu constant features
if ( fd.features[ MFT_AccuMap ] ) {
// add the dependencies of the accu map
fd.features.addFeature( MFT_AccuScale );
fd.features.addFeature( MFT_AccuDirection );
fd.features.addFeature( MFT_AccuStrength );
fd.features.addFeature( MFT_AccuCoverage );
fd.features.addFeature( MFT_AccuSpecular );
// now remove some features that are not compatible with this
fd.features.removeFeature( MFT_UseInstancing );
}
// Without a base texture use the diffuse color
// feature to ensure some sort of output.
if (!fd.features[MFT_DiffuseMap])
@ -1175,7 +1150,12 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
0.0f, 0.0f ); // TODO: Wrap mode flags?
shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
}
// Deferred Shading: Determine Material Info Flags
S32 matInfoFlags =
(mMaterial->mEmissive[stageNum] ? 1 : 0);
mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
if( handles->mAccuScaleSC->isValid() )
shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
if( handles->mAccuDirectionSC->isValid() )

View file

@ -87,6 +87,9 @@ public:
GFXShaderConstHandle *mImposterUVs;
GFXShaderConstHandle *mImposterLimits;
// Deferred Shading : Material Info Flags
GFXShaderConstHandle* mMatInfoFlagsSC;
GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];

View file

@ -36,7 +36,8 @@ RenderBinManager::RenderBinManager( const RenderInstType& ritype, F32 renderOrde
mRenderInstType( ritype ),
mRenderOrder( renderOrder ),
mProcessAddOrder( processAddOrder ),
mRenderPass( NULL )
mRenderPass( NULL ),
mBasicOnly ( false )
{
VECTOR_SET_ASSOCIATION( mElementList );
mElementList.reserve( 2048 );
@ -60,6 +61,9 @@ void RenderBinManager::initPersistFields()
addField("processAddOrder", TypeF32, Offset(mProcessAddOrder, RenderBinManager),
"Defines the order for adding instances in relation to other bins." );
addField( "basicOnly", TypeBool, Offset(mBasicOnly, RenderBinManager),
"Limites the render bin to basic lighting only." );
Parent::initPersistFields();
}

View file

@ -128,6 +128,8 @@ protected:
/// RenderInst if available, otherwise, return NULL.
inline BaseMatInstance* getMaterial( RenderInst *inst ) const;
// Limits bin to rendering in basic lighting only.
bool mBasicOnly;
};
@ -160,6 +162,7 @@ inline BaseMatInstance* RenderBinManager::getMaterial( RenderInst *inst ) const
{
if ( inst->type == RenderPassManager::RIT_Mesh ||
inst->type == RenderPassManager::RIT_Decal ||
inst->type == RenderPassManager::RIT_DecalRoad ||
inst->type == RenderPassManager::RIT_Translucent )
return static_cast<MeshRenderInst*>(inst)->matInst;

View file

@ -79,6 +79,7 @@ void RenderGlowMgr::GlowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
// the glow materials.
fd.features.removeFeature( MFT_Fog );
fd.features.removeFeature( MFT_HDROut );
fd.features.addFeature( MFT_Imposter );
}
RenderGlowMgr::RenderGlowMgr()
@ -89,6 +90,7 @@ RenderGlowMgr::RenderGlowMgr()
Point2I( 512, 512 ) )
{
notifyType( RenderPassManager::RIT_Decal );
notifyType( RenderPassManager::RIT_DecalRoad );
notifyType( RenderPassManager::RIT_Translucent );
notifyType( RenderPassManager::RIT_Particle );

View file

@ -144,6 +144,14 @@ void RenderMeshMgr::render(SceneRenderState * state)
if( !mat )
mat = MATMGR->getWarningMatInstance();
// Check if bin is disabled in advanced lighting.
// Allow forward rendering pass on custom materials.
if ( ( MATMGR->getPrePassEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
{
j++;
continue;
}
U32 matListEnd = j;
lastMiscTex = sgData.miscTex;

View file

@ -22,6 +22,8 @@
#include "renderObjectMgr.h"
#include "console/consoleTypes.h"
#include "scene/sceneObject.h"
#include "materials/materialManager.h"
#include "scene/sceneRenderState.h"
IMPLEMENT_CONOBJECT(RenderObjectMgr);
@ -66,6 +68,10 @@ void RenderObjectMgr::render( SceneRenderState *state )
if(!mElementList.size())
return;
// Check if bin is disabled in advanced lighting.
if ( MATMGR->getPrePassEnabled() && mBasicOnly )
return;
for( U32 i=0; i<mElementList.size(); i++ )
{
ObjectRenderInst *ri = static_cast<ObjectRenderInst*>(mElementList[i].inst);

View file

@ -51,6 +51,7 @@ const RenderInstType RenderPassManager::RIT_Terrain("Terrain");
const RenderInstType RenderPassManager::RIT_Object("Object");
const RenderInstType RenderPassManager::RIT_ObjectTranslucent("ObjectTranslucent");
const RenderInstType RenderPassManager::RIT_Decal("Decal");
const RenderInstType RenderPassManager::RIT_DecalRoad("DecalRoad");
const RenderInstType RenderPassManager::RIT_Water("Water");
const RenderInstType RenderPassManager::RIT_Foliage("Foliage");
const RenderInstType RenderPassManager::RIT_VolumetricFog("ObjectVolumetricFog");

View file

@ -108,6 +108,7 @@ public:
static const RenderInstType RIT_Object; // objects that do their own rendering
static const RenderInstType RIT_ObjectTranslucent;// self rendering; but sorted with static const RenderInstType RIT_Translucent
static const RenderInstType RIT_Decal;
static const RenderInstType RIT_DecalRoad;
static const RenderInstType RIT_Water;
static const RenderInstType RIT_Foliage;
static const RenderInstType RIT_VolumetricFog;

View file

@ -35,6 +35,7 @@
#include "terrain/terrCell.h"
#include "terrain/terrCellMaterial.h"
#include "math/util/matrixSet.h"
#include "materials/materialManager.h"
bool RenderTerrainMgr::smRenderWireframe = false;
@ -117,6 +118,10 @@ void RenderTerrainMgr::render( SceneRenderState *state )
if ( mInstVector.empty() )
return;
// Check if bin is disabled in advanced lighting.
if ( MATMGR->getPrePassEnabled() && mBasicOnly )
return;
PROFILE_SCOPE( RenderTerrainMgr_Render );
GFXTransformSaver saver;

View file

@ -58,7 +58,7 @@ MODULE_END;
GFX_ImplementTextureProfile( ReflectRenderTargetProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::RenderTarget | GFXTextureProfile::Pooled,
GFXTextureProfile::PreserveSize | GFXTextureProfile::RenderTarget | GFXTextureProfile::Pooled,
GFXTextureProfile::NONE );
GFX_ImplementTextureProfile( RefractTextureProfile,

View file

@ -89,8 +89,6 @@ void ReflectionMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
return;
}
// Forward shading on materials in reflections
fd.features.addFeature( MFT_ForwardShading );
fd.features.addFeature( MFT_Fog );
}

View file

@ -419,7 +419,6 @@ void CubeReflector::updateFace( const ReflectParams &params, U32 faceidx )
reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
reflectRenderState.setDiffuseCameraTransform( params.query->cameraMatrix );
reflectRenderState.disableAdvancedLightingBins(true);
// render scene
LIGHTMGR->registerGlobalLights( &reflectRenderState.getCullingFrustum(), false );
@ -633,7 +632,6 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
renderStateLeft.setSceneRenderField(0);
renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
renderStateLeft.setDiffuseCameraTransform( params.query->eyeTransforms[0] );
renderStateLeft.disableAdvancedLightingBins(true);
gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );
@ -672,7 +670,6 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
reflectRenderState.setDiffuseCameraTransform( params.query->cameraMatrix );
reflectRenderState.disableAdvancedLightingBins(true);
gClientSceneGraph->renderSceneNoLights( &reflectRenderState, objTypeFlag );
}

View file

@ -56,7 +56,7 @@ void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col" );
Var *color = (Var*) LangElement::find( "col1" );
if (!color)
{
output = new GenOp(" //NULL COLOR!");
@ -144,8 +144,6 @@ void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
// get the accu pixel color
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", accuColor, accuColor));
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );

View file

@ -56,7 +56,7 @@ void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col" );
Var *color = (Var*) LangElement::find( "col1" );
if (!color)
{
output = new GenOp(" //NULL COLOR!");
@ -141,8 +141,6 @@ void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
// get the accu pixel color
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
if (!fd.features[MFT_Imposter])
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", accuColor, accuColor));
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );

View file

@ -42,10 +42,11 @@ uniform vec3 g_fBlueShiftColor;
uniform float g_fBloomScale;
uniform float g_fOneOverGamma;
uniform float Brightness;
uniform float Contrast;
out vec4 OUT_col;
void main()
{
vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) );
@ -94,5 +95,11 @@ void main()
// Apply gamma correction
_sample.rgb = pow( abs(_sample.rgb), vec3(g_fOneOverGamma) );
// Apply contrast
_sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
// Apply brightness
_sample.rgb += Brightness;
OUT_col = _sample;
}

View file

@ -0,0 +1,49 @@
//--- OBJECT WRITE BEGIN ---
$ThisPrefab = new SimGroup() {
canSave = "1";
canSaveDynamicFields = "1";
new ParticleEmitterNode() {
active = "1";
emitter = "FireEmitter";
velocity = "1";
dataBlock = "EmberNode";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new PointLight() {
radius = "10";
isEnabled = "1";
color = "1 0.603922 0 1";
brightness = "1";
castShadows = "1";
staticRefreshFreq = "250";
dynamicRefreshFreq = "8";
priority = "1";
animate = "1";
animationPeriod = "1";
animationPhase = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "DualParaboloidSinglePass";
texSize = "512";
overDarkFactor = "2000 1000 500 100";
shadowDistance = "400";
shadowSoftness = "0.15";
numSplits = "1";
logWeight = "0.91";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "0 0 0";
rotation = "1 0 0 0";
canSave = "1";
canSaveDynamicFields = "1";
};
};
//--- OBJECT WRITE END ---

View file

@ -27,7 +27,6 @@ singleton Material(defaultTree_bark_material)
diffuseMap[0] = "art/shapes/trees/defaulttree/defaulttree_bark_diffuse.dds";
normalMap[0] = "art/shapes/trees/defaulttree/defaulttree_bark_normal_specular.dds";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "0.9 0.9 0.9 1";
@ -37,6 +36,7 @@ singleton Material(defaultTree_bark_material)
translucent = false;
translucentBlendOp = "None";
pixelSpecular[0] = "1";
castDynamicShadows = "0";
};
singleton Material(defaulttree_material)
@ -45,7 +45,6 @@ singleton Material(defaulttree_material)
diffuseMap[0] = "art/shapes/trees/defaulttree/defaulttree_diffuse_transparency.dds";
normalMap[0] = "art/shapes/trees/defaulttree/defaulttree_normal_specular.dds";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "0.9 0.9 0.9 1";
@ -57,6 +56,7 @@ singleton Material(defaulttree_material)
pixelSpecular[0] = "1";
alphaTest = "1";
alphaRef = "127";
castDynamicShadows = "0";
};
singleton Material(defaultTree_fronds_material)
@ -71,6 +71,7 @@ singleton Material(defaultTree_fronds_material)
alphaTest = "1";
alphaRef = "114";
translucent = "1";
castDynamicShadows = "0";
};
singleton Material(defaulttree_ColorEffectR27G177B88_material)
@ -79,4 +80,6 @@ singleton Material(defaulttree_ColorEffectR27G177B88_material)
diffuseColor[0] = "0.105882 0.694118 0.345098 1";
specularPower[0] = "10";
translucentBlendOp = "None";
castDynamicShadows = "0";
castShadows = "0";
};

View file

@ -34,4 +34,5 @@ singleton Material( DesertSkyMat )
{
cubemap = DesertSkyCubemap;
materialTag0 = "Skies";
isSky = true;
};

View file

@ -34,6 +34,7 @@ singleton Material( NightSkyMat )
{
cubemap = NightCubemap;
materialTag0 = "Skies";
isSky = true;
};
singleton Material( Moon_Glow_Mat )
@ -50,4 +51,5 @@ singleton Material( Moon_Mat )
emissive = true;
translucent = true;
vertColor[ 0 ] = true;
isSky = true;
};

View file

@ -34,6 +34,7 @@ singleton Material( BlackSkyMat )
{
cubemap = BlackSkyCubemap;
materialTag0 = "Skies";
isSky = true;
};
singleton CubemapData( BlueSkyCubemap )
@ -50,6 +51,7 @@ singleton Material( BlueSkyMat )
{
cubemap = BlueSkyCubemap;
materialTag0 = "Skies";
isSky = true;
};
singleton CubemapData( GreySkyCubemap )
@ -66,4 +68,5 @@ singleton Material( GreySkyMat )
{
cubemap = GreySkyCubemap;
materialTag0 = "Skies";
isSky = true;
};

View file

@ -43,6 +43,7 @@ exec( "./shaders.cs" );
exec( "./lightViz.cs" );
exec( "./shadowViz.cs" );
exec( "./shadowViz.gui" );
exec( "./deferredShading.cs" );
function onActivateAdvancedLM()
{
@ -58,12 +59,18 @@ function onActivateAdvancedLM()
// Enable the offscreen target so that AL will work
// with MSAA back buffers and for HDR rendering.
AL_FormatToken.enable();
// Activate Deferred Shading
AL_DeferredShading.enable();
}
function onDeactivateAdvancedLM()
{
// Disable the offscreen render target.
AL_FormatToken.disable();
// Deactivate Deferred Shading
AL_DeferredShading.disable();
}
function setAdvancedLighting()

View file

@ -51,7 +51,7 @@ singleton ShaderData( PFX_CausticsShader )
singleton PostEffect( CausticsPFX )
{
isEnabled = false;
renderTime = "PFXBeforeBin";
renderTime = "PFXAfterDiffuse";
renderBin = "ObjTranslucentBin";
//renderPriority = 0.1;

View file

@ -172,6 +172,8 @@ singleton ShaderData( HDR_CombineShader )
samplerNames[2] = "$bloomTex";
samplerNames[3] = "$colorCorrectionTex";
samplerNames[4] = "prepassTex";
pixVersion = 3.0;
};
@ -469,6 +471,7 @@ singleton PostEffect( HDRPostFX )
texture[1] = "#adaptedLum";
texture[2] = "#bloomFinal";
texture[3] = $HDRPostFX::colorCorrectionRamp;
texture[4] = "#prepass";
target = "$backBuffer";
};
};

View file

@ -47,7 +47,7 @@ singleton PostEffect( TurbulenceFx )
isEnabled = false;
allowReflectPass = true;
renderTime = "PFXAfterBin";
renderTime = "PFXAfterDiffuse";
renderBin = "GlowBin";
renderPriority = 0.5; // Render after the glows themselves

View file

@ -22,13 +22,13 @@
new GFXStateBlockData( ScatterSkySBData )
{
cullDefined = true;
//cullDefined = true;
cullMode = "GFXCullNone";
zDefined = true;
zEnable = true;
zWriteEnable = false;
zFunc = "GFXCmpLessEqual";
//zFunc = "GFXCmpLessEqual";
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;

View file

@ -46,6 +46,7 @@ ConnectData main( CloudVert IN )
ConnectData OUT;
OUT.hpos = mul(modelview, IN.pos);
OUT.hpos.w = OUT.hpos.z;
float2 uv = IN.uv0;
uv += texOffset;

View file

@ -60,8 +60,8 @@ uniform float3 texScale;
ConnectData main( CloudVert IN )
{
ConnectData OUT;
OUT.hpos = mul(modelview, IN.pos);
OUT.hpos.w = OUT.hpos.z;
// Offset the uv so we don't have a seam directly over our head.
float2 uv = IN.uv0 + float2( 0.5, 0.5 );

View file

@ -41,6 +41,7 @@ out vec2 texCoord;
void main()
{
gl_Position = tMul(modelview, IN_pos);
gl_Position.w = gl_Position.z;
vec2 uv = IN_uv0;
uv += texOffset;

View file

@ -62,6 +62,7 @@ void main()
vec2 IN_uv0 = vTexCoord0.st;
gl_Position = modelview * IN_pos;
gl_Position.w = gl_Position.z;
// Offset the uv so we don't have a seam directly over our head.
vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );

View file

@ -73,5 +73,8 @@ void main()
discard;
OUT_col.a = 1;
OUT_col = clamp(OUT_col, 0.0, 1.0);
OUT_col = hdrEncode( OUT_col );
}

View file

@ -0,0 +1,44 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
struct Fragout
{
float4 col : COLOR0;
float4 col1 : COLOR1;
float4 col2 : COLOR2;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( )
{
Fragout OUT;
OUT.col = float4(0.0, 0.0, 0.0, 0.0);
OUT.col1 = float4(1.0, 1.0, 1.0, 1.0);
// Draw on color buffer.
OUT.col2 = float4(1.0, 0.0, 0.0, 1.0);
return OUT;
}

View file

@ -24,13 +24,13 @@
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;
uniform sampler2D prepassBuffer;
uniform sampler2D prepassTex;
uniform sampler1D depthViz;
out vec4 OUT_col;
void main()
{
float depth = prepassUncondition( prepassBuffer, uv0 ).w;
float depth = prepassUncondition( prepassTex, uv0 ).w;
OUT_col = vec4( texture( depthViz, depth ).rgb, 1.0 );
}

View file

@ -24,12 +24,12 @@
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;
uniform sampler2D prepassBuffer;
uniform sampler2D prepassTex;
out vec4 OUT_col;
void main()
{
vec3 normal = prepassUncondition( prepassBuffer, uv0 ).xyz;
vec3 normal = prepassUncondition( prepassTex, uv0 ).xyz;
OUT_col = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
}

View file

@ -0,0 +1,37 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
layout (location = 0) out vec4 col;
layout (location = 1) out vec4 col1;
layout (location = 2) out vec4 col2;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
void main()
{
col = vec4(0.0, 0.0, 0.0, 0.0);
col1 = vec4(1.0, 1.0, 1.0, 1.0);
// Draw on color buffer.
col2 = vec4(1.0, 0.0, 0.0, 1.0);
}

View file

@ -20,6 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shadergen:/autogenConditioners.h"
#include "../../torque.hlsl"
#include "../postFx.hlsl"
@ -27,6 +28,7 @@ uniform sampler2D sceneTex : register( s0 );
uniform sampler2D luminanceTex : register( s1 );
uniform sampler2D bloomTex : register( s2 );
uniform sampler1D colorCorrectionTex : register( s3 );
uniform sampler2D prepassTex : register(S4);
uniform float2 texSize0;
uniform float2 texSize2;
@ -83,13 +85,16 @@ float4 main( PFXVertToPix IN ) : COLOR0
}
// Add the bloom effect.
sample += g_fBloomScale * bloom;
float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
if (depth>0.9999)
sample += g_fBloomScale * bloom;
// Apply the color correction.
sample.r = tex1D( colorCorrectionTex, sample.r ).r;
sample.g = tex1D( colorCorrectionTex, sample.g ).g;
sample.b = tex1D( colorCorrectionTex, sample.b ).b;
// Apply gamma correction
sample.rgb = pow( abs(sample.rgb), g_fOneOverGamma );

View file

@ -23,11 +23,13 @@
#include "../../../gl/torque.glsl"
#include "../../../gl/hlslCompat.glsl"
#include "../../gl/postFX.glsl"
#include "shadergen:/autogenConditioners.h"
uniform sampler2D sceneTex;
uniform sampler2D luminanceTex;
uniform sampler2D bloomTex;
uniform sampler1D colorCorrectionTex;
uniform sampler2D prepassTex;
uniform vec2 texSize0;
uniform vec2 texSize2;
@ -86,7 +88,9 @@ void main()
}
// Add the bloom effect.
_sample += g_fBloomScale * bloom;
float depth = prepassUncondition( prepassTex, IN_uv0 ).w;
if (depth>0.9999)
_sample += g_fBloomScale * bloom;
// Apply the color correction.
_sample.r = texture( colorCorrectionTex, _sample.r ).r;

View file

@ -62,6 +62,6 @@ float4 main( Conn In ) : COLOR0
Out = lerp( color, nightSkyColor, nightInterpAndExposure.y );
Out.a = 1;
Out = saturate(Out);
return hdrEncode( Out );
}