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Merge pull request #719 from rextimmy/dxtnm-parallax-fix
Fix to allow parallax mapping with dxtnm textures via the red channel.
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commit
95ab3a33a5
5 changed files with 52 additions and 8 deletions
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@ -396,11 +396,9 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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// cannot do on SM 2.0 and below.
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if ( shaderVersion > 2.0f )
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{
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// Only allow parallax if we have a normal map and
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// we're not using DXTnm compression.
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if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
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fd.features[ MFT_NormalMap ] &&
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!fd.features[ MFT_IsDXTnm ] )
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fd.features[ MFT_NormalMap ] )
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fd.features.addFeature( MFT_Parallax );
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// If not parallax then allow per-pixel specular if
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@ -347,8 +347,16 @@ void ParallaxFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *normalMap = getNormalMapTex();
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// Call the library function to do the rest.
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meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
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texCoord, normalMap, texCoord, negViewTS, parallaxInfo ) );
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if(fd.features.hasFeature( MFT_IsDXTnm, getProcessIndex() ))
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{
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meta->addStatement( new GenOp( " @.xy += parallaxOffsetDxtnm( @, @.xy, @, @ );\r\n",
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texCoord, normalMap, texCoord, negViewTS, parallaxInfo ) );
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}
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else
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{
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meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
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texCoord, normalMap, texCoord, negViewTS, parallaxInfo ) );
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}
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// TODO: Fix second UV maybe?
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@ -468,8 +468,16 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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Var *normalMap = _getNormalMapTex();
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// Call the library function to do the rest.
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meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
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inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
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if(fd.features.hasFeature( MFT_IsDXTnm, detailIndex ) )
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{
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meta->addStatement( new GenOp( " @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
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inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
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}
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else
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{
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meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
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inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
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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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@ -151,6 +151,21 @@ float2 parallaxOffset( sampler2D texMap, float2 texCoord, float3 negViewTS, floa
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return offset;
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}
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/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
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float2 parallaxOffsetDxtnm(sampler2D texMap, float2 texCoord, float3 negViewTS, float depthScale)
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{
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float depth = tex2D(texMap, texCoord).r;
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float2 offset = negViewTS.xy * (depth * depthScale);
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for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
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{
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depth = (depth + tex2D(texMap, texCoord + offset).r) * 0.5;
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offset = negViewTS.xy * (depth * depthScale);
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}
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return offset;
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}
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/// The maximum value for 16bit per component integer HDR encoding.
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static const float HDR_RGB16_MAX = 100.0;
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@ -151,6 +151,21 @@ float2 parallaxOffset( sampler2D texMap, float2 texCoord, float3 negViewTS, floa
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return offset;
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}
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/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
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float2 parallaxOffsetDxtnm(sampler2D texMap, float2 texCoord, float3 negViewTS, float depthScale)
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{
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float depth = tex2D(texMap, texCoord).r;
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float2 offset = negViewTS.xy * (depth * depthScale);
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for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
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{
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depth = (depth + tex2D(texMap, texCoord + offset).r) * 0.5;
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offset = negViewTS.xy * (depth * depthScale);
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}
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return offset;
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}
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/// The maximum value for 16bit per component integer HDR encoding.
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static const float HDR_RGB16_MAX = 100.0;
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