mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-22 21:05:39 +00:00
commit
908be4818f
112 changed files with 2645 additions and 680 deletions
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@ -26,6 +26,7 @@
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#include "terrain/terrFeatureTypes.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialFeatureData.h"
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#include "materials/processedMaterial.h"
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#include "gfx/gfxDevice.h"
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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@ -48,6 +49,10 @@ namespace
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBaseMap, new TerrainBaseMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainMacroMap, new TerrainMacroMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainDetailMap, new TerrainDetailMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
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}
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};
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@ -250,10 +255,6 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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// grab connector texcoord register
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Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );
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// We do nothing more if this is a prepass.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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return;
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// create texture var
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Var *diffuseMap = new Var;
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diffuseMap->setType( "sampler2D" );
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@ -269,7 +270,14 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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baseColor->setName( "baseColor" );
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meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
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meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", baseColor, baseColor));
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if(fd.features.hasFeature(MFT_isDeferred))
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{
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target= ShaderFeature::RenderTarget1;
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}
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
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output = meta;
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}
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@ -278,14 +286,16 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
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{
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Resources res;
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res.numTexReg = 1;
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// We only sample from the base map during a diffuse pass.
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if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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res.numTex = 1;
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return res;
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}
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U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
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}
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TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
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: mTorqueDep( "shaders/common/gl/torque.glsl" ),
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mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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@ -386,6 +396,9 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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const S32 detailIndex = getProcessIndex();
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Var *inTex = getVertTexCoord( "texCoord" );
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// new terrain
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bool hasNormal = fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex);
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MultiLine *meta = new MultiLine;
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// We need the negative tangent space view vector
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@ -454,6 +467,100 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
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new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
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// New terrain
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Var *lerpBlend = (Var*)LangElement::find("lerpBlend");
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if (!lerpBlend)
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{
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lerpBlend = new Var;
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lerpBlend->setType("float");
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lerpBlend->setName("lerpBlend");
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lerpBlend->uniform = true;
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lerpBlend->constSortPos = cspPrimitive;
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}
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Var *blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", detailIndex));
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if (!blendDepth)
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{
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blendDepth = new Var;
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blendDepth->setType("float");
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blendDepth->setName(String::ToString("blendDepth%d", detailIndex));
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blendDepth->uniform = true;
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blendDepth->constSortPos = cspPrimitive;
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}
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Var *baseColor = (Var*)LangElement::find("baseColor");
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if(fd.features.hasFeature( MFT_DeferredTerrainDetailMap ))
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target= ShaderFeature::RenderTarget1;
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Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
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if (!outColor)
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{
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// create color var
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outColor = new Var;
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outColor->setType("float4");
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outColor->setName("col");
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outColor->setStructName("OUT");
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meta->addStatement(new GenOp(" @;\r\n", outColor));
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}
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Var *detailColor = (Var*)LangElement::find("detailColor");
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if (!detailColor)
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{
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detailColor = new Var;
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detailColor->setType("float4");
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detailColor->setName("detailColor");
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
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}
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// Get the detail texture.
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Var *detailMap = new Var;
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detailMap->setType("sampler2D");
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detailMap->setName(String::ToString("detailMap%d", detailIndex));
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detailMap->uniform = true;
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detailMap->sampler = true;
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detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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// Get the normal map texture.
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Var *normalMap = _getNormalMapTex();
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// Issue happens somewhere here -----
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// Sample the normal map.
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//
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// We take two normal samples and lerp between them for
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// side projection layers... else a single sample.
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LangElement *texOp;
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// Note that we're doing the standard greyscale detail
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// map technique here which can darken and lighten the
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// diffuse texture.
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//
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// We take two color samples and lerp between them for
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// side projection layers... else a single sample.
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//
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if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
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{
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meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, detailMap, inDet, inTex));
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texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
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normalMap, inDet, normalMap, inDet, inTex);
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}
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else
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{
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meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet));
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texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
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}
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// New terrain
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// Get a var and accumulate the blend amount.
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Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
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if ( !blendTotal )
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@ -487,46 +594,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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}
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}
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// If this is a prepass then we skip color.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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{
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// Check to see if we have a gbuffer normal.
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Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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// If we have a gbuffer normal and we don't have a
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// normal map feature then we need to lerp in a
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// default normal else the normals below this layer
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// will show thru.
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if ( gbNormal &&
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!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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{
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Var *viewToTangent = getInViewToTangent( componentList );
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meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
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gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
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}
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output = meta;
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return;
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}
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Var *detailColor = (Var*)LangElement::find( "detailColor" );
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if ( !detailColor )
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{
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detailColor = new Var;
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detailColor->setType( "vec4" );
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detailColor->setName( "detailColor" );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
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}
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// Get the detail texture.
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Var *detailMap = new Var;
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detailMap->setType( "sampler2D" );
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detailMap->setName( String::ToString( "detailMap%d", detailIndex ) );
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detailMap->uniform = true;
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detailMap->sampler = true;
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detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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// If we're using SM 3.0 then take advantage of
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// dynamic branching to skip layers per-pixel.
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@ -557,9 +624,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, detailInfo, inDet ) );
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Var *baseColor = (Var*)LangElement::find( "baseColor" );
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Var *outColor = (Var*)LangElement::find( "col" );
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meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
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outColor, outColor, baseColor, detailColor, detailBlend ) );
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@ -585,9 +649,7 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
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res.numTexReg += 4;
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}
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// If this isn't the prepass then we sample
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// from the detail texture for diffuse coloring.
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if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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// sample from the detail texture for diffuse coloring.
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res.numTex += 1;
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// If we have parallax for this layer then we'll also
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@ -602,6 +664,11 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
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return res;
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}
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U32 TerrainDetailMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
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{
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return fd.features[MFT_DeferredTerrainDetailMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
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}
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TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
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: mTorqueDep( "shaders/common/gl/torque.glsl" ),
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@ -759,29 +826,6 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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// Add to the blend total.
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meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
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// If this is a prepass then we skip color.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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{
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// Check to see if we have a gbuffer normal.
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Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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// If we have a gbuffer normal and we don't have a
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// normal map feature then we need to lerp in a
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// default normal else the normals below this layer
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// will show thru.
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if ( gbNormal &&
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!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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{
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Var *viewToTangent = getInViewToTangent( componentList );
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meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
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gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
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}
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output = meta;
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return;
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}
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Var *detailColor = (Var*)LangElement::find( "macroColor" );
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if ( !detailColor )
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{
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@ -826,8 +870,12 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, detailInfo, inDet ) );
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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Var *outColor = (Var*)LangElement::find( "col" );
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if(fd.features.hasFeature(MFT_DeferredTerrainMacroMap))
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target= ShaderFeature::RenderTarget1;
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Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
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meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
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outColor, outColor, outColor, detailColor, detailBlend ) );
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@ -850,9 +898,6 @@ ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFe
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res.numTex += 1;
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}
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// If this isn't the prepass then we sample
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// from the detail texture for diffuse coloring.
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if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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res.numTex += 1;
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// Finally we always send the detail texture
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@ -862,6 +907,11 @@ ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFe
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return res;
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}
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U32 TerrainMacroMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
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{
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return fd.features[MFT_DeferredTerrainMacroMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
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}
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void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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@ -881,9 +931,6 @@ void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// We only need to process normals during the prepass.
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if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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return;
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MultiLine *meta = new MultiLine;
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@ -1023,7 +1070,12 @@ ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFe
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void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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Var *color = (Var*) LangElement::find( "col" );
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Var *color = NULL;
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if (fd.features[MFT_DeferredTerrainDetailMap])
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color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
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else
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color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
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Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
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if ( !color || !blendTotal )
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return;
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@ -1035,3 +1087,40 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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output = meta;
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}
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//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
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//.b = specular strength, a= spec power.
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//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
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//we'll most likely revisit that later. possibly several ways...
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U32 TerrainBlankInfoMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
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}
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void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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// search for material var
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Var *material;
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OutputTarget targ = RenderTarget1;
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if (fd.features[MFT_isDeferred])
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{
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targ = RenderTarget2;
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}
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material = (Var*)LangElement::find(getOutputTargetVarName(targ));
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MultiLine * meta = new MultiLine;
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if (!material)
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{
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// create color var
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material = new Var;
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material->setType("vec4");
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material->setName(getOutputTargetVarName(targ));
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material->setStructName("OUT");
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}
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meta->addStatement(new GenOp(" @ = float4(0.0,0.0,0.0,0.0001);\r\n", material));
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output = meta;
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}
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@ -67,6 +67,8 @@ public:
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virtual Resources getResources( const MaterialFeatureData &fd );
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virtual String getName() { return "Terrain Base Texture"; }
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
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};
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@ -90,6 +92,8 @@ public:
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virtual Resources getResources( const MaterialFeatureData &fd );
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virtual String getName() { return "Terrain Detail Texture"; }
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
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};
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@ -113,6 +117,8 @@ public:
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virtual Resources getResources( const MaterialFeatureData &fd );
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virtual String getName() { return "Terrain Macro Texture"; }
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
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};
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@ -154,4 +160,15 @@ public:
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virtual String getName() { return "Terrain Additive"; }
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};
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class TerrainBlankInfoMapFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd);
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virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
|
||||
virtual String getName() { return "Blank Matinfo map"; }
|
||||
};
|
||||
|
||||
#endif // _TERRFEATUREGLSL_H_
|
||||
|
|
|
|||
|
|
@ -26,6 +26,7 @@
|
|||
#include "terrain/terrFeatureTypes.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#include "materials/materialFeatureData.h"
|
||||
#include "materials/processedMaterial.h"
|
||||
#include "gfx/gfxDevice.h"
|
||||
#include "shaderGen/langElement.h"
|
||||
#include "shaderGen/shaderOp.h"
|
||||
|
|
@ -47,9 +48,12 @@ namespace
|
|||
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_DeferredTerrainBaseMap, new TerrainBaseMapFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_DeferredTerrainMacroMap, new TerrainMacroMapFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_DeferredTerrainDetailMap, new TerrainDetailMapFeatHLSL );
|
||||
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
MODULE_BEGIN( TerrainFeatHLSL )
|
||||
|
|
@ -250,10 +254,6 @@ void TerrainBaseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
// grab connector texcoord register
|
||||
Var *texCoord = getInTexCoord( "texCoord", "float3", true, componentList );
|
||||
|
||||
// We do nothing more if this is a prepass.
|
||||
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
return;
|
||||
|
||||
// create texture var
|
||||
Var *diffuseMap = new Var;
|
||||
diffuseMap->setType( "sampler2D" );
|
||||
|
|
@ -269,8 +269,15 @@ void TerrainBaseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
baseColor->setName( "baseColor" );
|
||||
meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
|
||||
meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", baseColor, baseColor));
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
|
||||
|
||||
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
||||
|
||||
if (fd.features.hasFeature(MFT_isDeferred))
|
||||
{
|
||||
target= ShaderFeature::RenderTarget1;
|
||||
}
|
||||
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
|
||||
output = meta;
|
||||
}
|
||||
|
||||
|
|
@ -278,14 +285,16 @@ ShaderFeature::Resources TerrainBaseMapFeatHLSL::getResources( const MaterialFea
|
|||
{
|
||||
Resources res;
|
||||
res.numTexReg = 1;
|
||||
|
||||
// We only sample from the base map during a diffuse pass.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
res.numTex = 1;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
U32 TerrainBaseMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
||||
{
|
||||
return fd.features[MFT_DeferredTerrainBaseMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
|
||||
}
|
||||
|
||||
TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
|
||||
: mTorqueDep( "shaders/common/torque.hlsl" ),
|
||||
mTerrainDep( "shaders/common/terrain/terrain.hlsl" )
|
||||
|
|
@ -477,7 +486,7 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
// Call the library function to do the rest.
|
||||
if(fd.features.hasFeature( MFT_IsDXTnm, detailIndex ) )
|
||||
{
|
||||
meta->addStatement( new GenOp( " @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
|
||||
meta->addStatement( new GenOp( " @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
|
||||
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
|
||||
}
|
||||
else
|
||||
|
|
@ -487,29 +496,6 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
}
|
||||
}
|
||||
|
||||
// If this is a prepass then we skip color.
|
||||
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
{
|
||||
// Check to see if we have a gbuffer normal.
|
||||
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
|
||||
|
||||
// If we have a gbuffer normal and we don't have a
|
||||
// normal map feature then we need to lerp in a
|
||||
// default normal else the normals below this layer
|
||||
// will show thru.
|
||||
if ( gbNormal &&
|
||||
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
|
||||
{
|
||||
Var *viewToTangent = getInViewToTangent( componentList );
|
||||
|
||||
meta->addStatement( new GenOp( " @ = lerp( @, @[2], min( @, @.w ) );\r\n",
|
||||
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
|
||||
}
|
||||
|
||||
output = meta;
|
||||
return;
|
||||
}
|
||||
|
||||
Var *detailColor = (Var*)LangElement::find( "detailColor" );
|
||||
if ( !detailColor )
|
||||
{
|
||||
|
|
@ -543,21 +529,35 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
// We take two color samples and lerp between them for
|
||||
// side projection layers... else a single sample.
|
||||
//
|
||||
|
||||
//Sampled detail texture that is not expanded
|
||||
Var *detailTex = new Var;
|
||||
detailTex->setType("float4");
|
||||
detailTex->setName("detailTex");
|
||||
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailTex ) ) );
|
||||
|
||||
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
|
||||
{
|
||||
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
|
||||
meta->addStatement( new GenOp(" @ = lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z);\r\n",detailTex,detailMap,inDet,detailMap,inDet,inTex));
|
||||
meta->addStatement( new GenOp( " @ = ( @ * 2.0 ) - 1.0;\r\n", detailColor, detailTex) );
|
||||
}
|
||||
else
|
||||
{
|
||||
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet ) );
|
||||
meta->addStatement( new GenOp(" @ = tex2D(@,@.xy);\r\n",detailTex,detailMap,inDet));
|
||||
meta->addStatement( new GenOp( " @ = ( @ * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailTex) );
|
||||
}
|
||||
|
||||
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
||||
detailColor, detailInfo, inDet ) );
|
||||
|
||||
Var *outColor = (Var*)LangElement::find( "col" );
|
||||
Var *baseColor = (Var*)LangElement::find( "baseColor" );
|
||||
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
||||
|
||||
if(fd.features.hasFeature( MFT_DeferredTerrainDetailMap ))
|
||||
target= ShaderFeature::RenderTarget1;
|
||||
|
||||
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
|
||||
|
||||
meta->addStatement( new GenOp( " @ += @ * @;\r\n",
|
||||
outColor, detailColor, detailBlend));
|
||||
|
|
@ -584,9 +584,7 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
|
|||
res.numTexReg += 4;
|
||||
}
|
||||
|
||||
// If this isn't the prepass then we sample
|
||||
// from the detail texture for diffuse coloring.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
// sample from the detail texture for diffuse coloring.
|
||||
res.numTex += 1;
|
||||
|
||||
// If we have parallax for this layer then we'll also
|
||||
|
|
@ -601,6 +599,11 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
|
|||
return res;
|
||||
}
|
||||
|
||||
U32 TerrainDetailMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
||||
{
|
||||
return fd.features[MFT_DeferredTerrainDetailMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
|
||||
}
|
||||
|
||||
|
||||
TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
|
||||
: mTorqueDep( "shaders/common/torque.hlsl" ),
|
||||
|
|
@ -758,29 +761,6 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
|||
// Add to the blend total.
|
||||
meta->addStatement( new GenOp( " @ += @;\r\n", blendTotal, detailBlend ) );
|
||||
|
||||
// If this is a prepass then we skip color.
|
||||
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
{
|
||||
// Check to see if we have a gbuffer normal.
|
||||
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
|
||||
|
||||
// If we have a gbuffer normal and we don't have a
|
||||
// normal map feature then we need to lerp in a
|
||||
// default normal else the normals below this layer
|
||||
// will show thru.
|
||||
if ( gbNormal &&
|
||||
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
|
||||
{
|
||||
Var *viewToTangent = getInViewToTangent( componentList );
|
||||
|
||||
meta->addStatement( new GenOp( " @ = lerp( @, @[2], min( @, @.w ) );\r\n",
|
||||
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
|
||||
}
|
||||
|
||||
output = meta;
|
||||
return;
|
||||
}
|
||||
|
||||
Var *detailColor = (Var*)LangElement::find( "macroColor" );
|
||||
if ( !detailColor )
|
||||
{
|
||||
|
|
@ -826,8 +806,14 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
|||
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
||||
detailColor, detailInfo, inDet ) );
|
||||
|
||||
//Var *baseColor = (Var*)LangElement::find( "baseColor" );
|
||||
Var *outColor = (Var*)LangElement::find( "col" );
|
||||
Var *baseColor = (Var*)LangElement::find( "baseColor" );
|
||||
|
||||
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
||||
|
||||
if(fd.features.hasFeature(MFT_DeferredTerrainMacroMap))
|
||||
target= ShaderFeature::RenderTarget1;
|
||||
|
||||
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
|
||||
|
||||
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
|
||||
outColor, detailColor, detailBlend));
|
||||
|
|
@ -837,8 +823,6 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
|
|||
output = meta;
|
||||
}
|
||||
|
||||
|
||||
|
||||
ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
Resources res;
|
||||
|
|
@ -850,9 +834,6 @@ ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFe
|
|||
res.numTex += 1;
|
||||
}
|
||||
|
||||
// If this isn't the prepass then we sample
|
||||
// from the detail texture for diffuse coloring.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
res.numTex += 1;
|
||||
|
||||
// Finally we always send the detail texture
|
||||
|
|
@ -862,6 +843,11 @@ ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFe
|
|||
return res;
|
||||
}
|
||||
|
||||
U32 TerrainMacroMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
||||
{
|
||||
return fd.features[MFT_DeferredTerrainMacroMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
|
||||
}
|
||||
|
||||
void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
|
|
@ -881,9 +867,6 @@ void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
|
|||
void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// We only need to process normals during the prepass.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
return;
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
|
|
@ -1019,11 +1002,15 @@ ShaderFeature::Resources TerrainLightMapFeatHLSL::getResources( const MaterialFe
|
|||
return res;
|
||||
}
|
||||
|
||||
|
||||
void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
Var *color = (Var*) LangElement::find( "col" );
|
||||
Var *color = NULL;
|
||||
if (fd.features[MFT_DeferredTerrainDetailMap])
|
||||
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
|
||||
else
|
||||
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
|
||||
|
||||
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
||||
if ( !color || !blendTotal )
|
||||
return;
|
||||
|
|
@ -1033,5 +1020,43 @@ void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
|
||||
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
|
||||
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
|
||||
//.b = specular strength, a= spec power.
|
||||
//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
|
||||
//we'll most likely revisit that later. possibly several ways...
|
||||
|
||||
U32 TerrainBlankInfoMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
|
||||
{
|
||||
return fd.features[MFT_DeferredTerrainBaseMap] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
|
||||
}
|
||||
|
||||
void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd)
|
||||
{
|
||||
// search for material var
|
||||
Var *material;
|
||||
OutputTarget targ = RenderTarget1;
|
||||
if (fd.features[MFT_isDeferred])
|
||||
{
|
||||
targ = RenderTarget2;
|
||||
}
|
||||
material = (Var*)LangElement::find(getOutputTargetVarName(targ));
|
||||
|
||||
MultiLine * meta = new MultiLine;
|
||||
if (!material)
|
||||
{
|
||||
// create color var
|
||||
material = new Var;
|
||||
material->setType("fragout");
|
||||
material->setName(getOutputTargetVarName(targ));
|
||||
material->setStructName("OUT");
|
||||
}
|
||||
|
||||
meta->addStatement(new GenOp(" @ = float4(0.0,0.0,0.0,0.0001);\r\n", material));
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -68,6 +68,8 @@ public:
|
|||
virtual Resources getResources( const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName() { return "Terrain Base Texture"; }
|
||||
|
||||
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -91,6 +93,8 @@ public:
|
|||
virtual Resources getResources( const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName() { return "Terrain Detail Texture"; }
|
||||
|
||||
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -114,6 +118,8 @@ public:
|
|||
virtual Resources getResources( const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName() { return "Terrain Macro Texture"; }
|
||||
|
||||
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -155,4 +161,15 @@ public:
|
|||
virtual String getName() { return "Terrain Additive"; }
|
||||
};
|
||||
|
||||
class TerrainBlankInfoMapFeatHLSL : public TerrainFeatHLSL
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void processPix(Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd);
|
||||
|
||||
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
|
||||
virtual String getName() { return "Blank Matinfo map"; }
|
||||
};
|
||||
|
||||
#endif // _TERRFEATUREHLSL_H_
|
||||
|
|
|
|||
|
|
@ -37,6 +37,7 @@
|
|||
#include "gfx/util/screenspace.h"
|
||||
#include "lighting/advanced/advancedLightBinManager.h"
|
||||
|
||||
S32 sgMaxTerrainMaterialsPerPass = 3;
|
||||
|
||||
AFTER_MODULE_INIT( MaterialManager )
|
||||
{
|
||||
|
|
@ -310,12 +311,12 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
if ( GFX->getPixelShaderVersion() < 3.0f )
|
||||
baseOnly = true;
|
||||
|
||||
// NOTE: At maximum we only try to combine 3 materials
|
||||
// NOTE: At maximum we only try to combine sgMaxTerrainMaterialsPerPass materials
|
||||
// into a single pass. This is sub-optimal for the simplest
|
||||
// cases, but the most common case results in much fewer
|
||||
// shader generation failures and permutations leading to
|
||||
// faster load time and less hiccups during gameplay.
|
||||
U32 matCount = getMin( 3, materials->size() );
|
||||
U32 matCount = getMin( sgMaxTerrainMaterialsPerPass, materials->size() );
|
||||
|
||||
Vector<GFXTexHandle> normalMaps;
|
||||
|
||||
|
|
@ -349,24 +350,27 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
{
|
||||
FeatureSet features;
|
||||
features.addFeature( MFT_VertTransform );
|
||||
features.addFeature( MFT_TerrainBaseMap );
|
||||
|
||||
if ( prePassMat )
|
||||
{
|
||||
features.addFeature( MFT_EyeSpaceDepthOut );
|
||||
features.addFeature( MFT_PrePassConditioner );
|
||||
features.addFeature( MFT_DeferredTerrainBaseMap );
|
||||
features.addFeature(MFT_isDeferred);
|
||||
|
||||
if ( advancedLightmapSupport )
|
||||
features.addFeature( MFT_RenderTarget1_Zero );
|
||||
features.addFeature( MFT_RenderTarget3_Zero );
|
||||
}
|
||||
else
|
||||
{
|
||||
features.addFeature( MFT_TerrainBaseMap );
|
||||
features.addFeature( MFT_RTLighting );
|
||||
|
||||
// The HDR feature is always added... it will compile out
|
||||
// if HDR is not enabled in the engine.
|
||||
features.addFeature( MFT_HDROut );
|
||||
}
|
||||
features.addFeature(MFT_DeferredTerrainBlankInfoMap);
|
||||
|
||||
// Enable lightmaps and fogging if we're in BL.
|
||||
if ( reflectMat || useBLM )
|
||||
|
|
@ -405,8 +409,16 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
|
||||
// check for macro detail texture
|
||||
if ( !(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap().isEmpty() ) )
|
||||
{
|
||||
if(prePassMat)
|
||||
features.addFeature( MFT_DeferredTerrainMacroMap, featureIndex );
|
||||
else
|
||||
features.addFeature( MFT_TerrainMacroMap, featureIndex );
|
||||
}
|
||||
|
||||
if(prePassMat)
|
||||
features.addFeature( MFT_DeferredTerrainDetailMap, featureIndex );
|
||||
else
|
||||
features.addFeature( MFT_TerrainDetailMap, featureIndex );
|
||||
|
||||
pass->materials.push_back( (*materials)[i] );
|
||||
|
|
@ -536,8 +548,8 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
// MFT_TerrainAdditive feature to lerp the
|
||||
// output normal with the previous pass.
|
||||
//
|
||||
if ( prePassMat )
|
||||
desc.setColorWrites( true, true, false, false );
|
||||
//if ( prePassMat )
|
||||
//desc.setColorWrites( true, true, false, false );
|
||||
}
|
||||
|
||||
// We write to the zbuffer if this is a prepass
|
||||
|
|
@ -656,9 +668,9 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
if ( prePassMat )
|
||||
desc.addDesc( RenderPrePassMgr::getOpaqueStenciWriteDesc( false ) );
|
||||
|
||||
// Flip the cull for reflection materials.
|
||||
if ( reflectMat )
|
||||
desc.setCullMode( GFXCullCW );
|
||||
// Shut off culling for prepass materials (reflection support).
|
||||
if ( prePassMat )
|
||||
desc.setCullMode( GFXCullNone );
|
||||
|
||||
pass->stateBlock = GFX->createStateBlock( desc );
|
||||
|
||||
|
|
|
|||
|
|
@ -34,4 +34,8 @@ ImplementFeatureType( MFT_TerrainMacroMap, MFG_Texture, 104.0f, false );
|
|||
ImplementFeatureType( MFT_TerrainLightMap, MFG_Texture, 105.0f, false );
|
||||
ImplementFeatureType( MFT_TerrainSideProject, MFG_Texture, 106.0f, false );
|
||||
ImplementFeatureType( MFT_TerrainAdditive, MFG_PostProcess, 999.0f, false );
|
||||
|
||||
//Deferred Shading
|
||||
ImplementFeatureType( MFT_DeferredTerrainBaseMap, MFG_Texture, 100.1f, false );
|
||||
ImplementFeatureType( MFT_DeferredTerrainDetailMap, MFG_Texture, 102.1f, false );
|
||||
ImplementFeatureType( MFT_DeferredTerrainMacroMap, MFG_Texture, 104.1f, false );
|
||||
ImplementFeatureType( MFT_DeferredTerrainBlankInfoMap, MFG_Texture, 104.1f, false);
|
||||
|
|
|
|||
|
|
@ -35,6 +35,12 @@ DeclareFeatureType( MFT_TerrainParallaxMap );
|
|||
DeclareFeatureType( MFT_TerrainLightMap );
|
||||
DeclareFeatureType( MFT_TerrainSideProject );
|
||||
DeclareFeatureType( MFT_TerrainAdditive );
|
||||
//Deferred Shading
|
||||
DeclareFeatureType( MFT_DeferredTerrainBaseMap );
|
||||
DeclareFeatureType( MFT_DeferredTerrainDetailMap );
|
||||
DeclareFeatureType( MFT_DeferredTerrainMacroMap );
|
||||
DeclareFeatureType( MFT_DeferredTerrainBlankInfoMap );
|
||||
|
||||
|
||||
#endif // _TERRFEATURETYPES_H_
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue