mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-28 15:55:39 +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;
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||||
virtual String getName() { return "Blank Matinfo map"; }
|
||||
};
|
||||
|
||||
#endif // _TERRFEATUREGLSL_H_
|
||||
|
|
|
|||
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Reference in a new issue