Merge pull request #917 from Azaezel/alpha402/terrainBlendCleanups

cleanups for terrain blending
This commit is contained in:
Brian Roberts 2022-11-05 03:08:02 -05:00 committed by GitHub
commit 97eaab3f49
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 253 additions and 567 deletions

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@ -249,11 +249,11 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
{
Var* inNormal = (Var*)LangElement::find("normal");
meta->addStatement(
new GenOp(" @.z = clamp(abs( dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) ) ), 0.0, 1.0);\r\n",
outTex, inNormal, inNormal));
meta->addStatement(
new GenOp(" @.w = 1.0 - abs( dot( normalize( @.xyz ), vec3( 0, 0, 1 ) ) );\r\n",
new GenOp(" @.z = dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) );\r\n",
outTex, inNormal, inNormal));
meta->addStatement(
new GenOp(" @.w = 1.0 - dot( normalize( @.xyz ), vec3( 0, 0, 1 ) );\r\n",
outTex, inNormal));
}
else
@ -319,7 +319,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
}
else
{
ormConfig = new Var("ORMConfig", "float4");
ormConfig = new Var("ORMConfig", "vec4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(ormConfig)));
}
@ -362,8 +362,8 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
// Grab incoming texture coords... the base map feature
// made sure this was created.
Var *inTex = (Var*)LangElement::find( "texCoord" );
AssertFatal( inTex, "The texture coord is missing!" );
Var * inTexCoord = (Var*)LangElement::find( "texCoord" );
AssertFatal(inTexCoord, "The texture coord is missing!" );
// Grab the input position.
Var *inPos = (Var*)LangElement::find( "inPosition" );
@ -409,14 +409,14 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "vec4" );
Var * detCoord = connectComp->getElement( RT_TEXCOORD );
detCoord->setName( String::ToString( "detCoord%d", detailIndex ) );
detCoord->setStructName( "OUT" );
detCoord->setType( "vec4" );
// Get the detail scale and fade info.
Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
if (!detScaleAndFade)
Var* detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
if (detScaleAndFade == NULL)
{
detScaleAndFade = new Var;
detScaleAndFade->setType("vec4");
@ -436,11 +436,11 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
//
// See TerrainBaseMapFeatGLSL::processVert().
//
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", detCoord, inTexCoord, new IndexOp(detScaleAndFade, detailIndex) ) );
// And sneak the detail fade thru the w detailCoord.
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
meta->addStatement(new GenOp(" @.w = ( @.z - @ ) * @.w;\r\n",
detCoord, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
output = meta;
}
@ -449,8 +449,8 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
const MaterialFeatureData &fd )
{
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
Var *inTexCoord = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
// We need the negative tangent space view vector
@ -491,7 +491,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
new DecOp( layerSample ), layerTex, inTexCoord ) );
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
@ -505,7 +505,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
}
// Grab the incoming detail coord.
Var *inDet = _getInDetailCoord( componentList );
Var * detCoord = _getInDetailCoord( componentList );
// Get the detail id.
Var *detailInfo = _getDetailIdStrengthParallax();
@ -517,39 +517,39 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// Calculate the blend for this detail texture.
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTexCoord, layerSize, layerSample ) );
// If we had a parallax feature... then factor in the parallax
// amount so that it fades out with the layer blending.
if (fd.features.hasFeature(MFT_TerrainParallaxMap, detailIndex))
{
// Get the normal map texture.
Var* normalMap = _getNormalMapSampler();
// Get the normal map textures.
Var* normalMapArray = _getNormalMapSampler();
// Call the library function to do the rest.
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
{
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
detCoord, normalMapArray, detCoord, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
}
else
{
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
detCoord, normalMapArray, detCoord, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
}
}
Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
if (!detailColor)
Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
if ( !detailColor )
{
detailColor = new Var;
detailColor->setType("vec4");
detailColor->setName(String::ToString("detailColor%d", detailIndex));
meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
detailColor->setType( "vec4" );
detailColor->setName( String::ToString("detailColor%d", detailIndex) );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
// Get the detail texture.
Var *detailMap = _getDetailMapSampler();
Var *detailMapArray = _getDetailMapSampler();
// If we had a parallax feature... then factor in the parallax
// amount so that it fades out with the layer blending.
@ -557,19 +557,18 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
{
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.xy, @.x) ), lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ), @.w) * 2.0 ) - 1.0;\r\n",
detailColor,
detailMap, inDet, new IndexOp(detailInfo, detailIndex),
detailMap, inDet, new IndexOp(detailInfo, detailIndex),
detailMap, inDet, new IndexOp(detailInfo, detailIndex),
inTex, inTex));
detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
inTexCoord, inTexCoord));
}
else
{
meta->addStatement(new GenOp(" @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
detailColor, detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex)));
}
meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet));
meta->addStatement(new GenOp(" @ *= @.y * @;\r\n", detailColor, new IndexOp(detailInfo, detailIndex), detailBlend));
if (!fd.features.hasFeature(MFT_TerrainNormalMap))
{
@ -585,32 +584,14 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
{
Var* viewToTangent = getInViewToTangent(componentList);
meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), @ ) );\r\n", gbNormal, gbNormal, viewToTangent, detailBlend));
}
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if (GFX->getPixelShaderVersion() >= 3.0f)
meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
meta->addStatement(new GenOp(" {\r\n"));
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target = ShaderFeature::RenderTarget1;
ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
meta->addStatement(new GenOp(" }\r\n"));
meta->addStatement(new GenOp(" @ += @ * @;\r\n", outColor, detailColor, detailBlend));
}
output = meta;
@ -691,18 +672,17 @@ void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentL
outTex->setType( "vec4" );
// Get the detail scale and fade info.
Var *detScaleAndFade = new Var;
detScaleAndFade->setType( "vec4" );
detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
detScaleAndFade->uniform = true;
detScaleAndFade->constSortPos = cspPotentialPrimitive;
Var *macroScaleAndFade = new Var;
macroScaleAndFade->setType( "vec4" );
macroScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
macroScaleAndFade->uniform = true;
macroScaleAndFade->constSortPos = cspPotentialPrimitive;
// Setup the detail coord.
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, macroScaleAndFade ) );
// And sneak the detail fade thru the w detailCoord.
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
outTex, detScaleAndFade, dist, detScaleAndFade ) );
meta->addStatement( new GenOp( " @.w = ( @.z - @ ) * @.w;\r\n", outTex, macroScaleAndFade, dist, macroScaleAndFade ) );
output = meta;
}
@ -768,7 +748,7 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
}
// Grab the incoming detail coord.
Var *inDet = _getInMacroCoord( componentList );
Var *detCoord = _getInMacroCoord( componentList );
// Get the detail id.
Var *detailInfo = _getMacroIdStrengthParallax();
@ -792,10 +772,10 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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));
Var *viewToTangent = getInViewToTangent( componentList );
meta->addStatement( new GenOp( " @ = lerp( @, @[2], min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, detCoord ) );
}
Var *detailColor = (Var*)LangElement::find( "macroColor" );
@ -808,17 +788,14 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
}
// Get the detail texture.
Var *detailMap = new Var;
detailMap->setType( "sampler2D" );
detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
detailMap->uniform = true;
detailMap->sampler = true;
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *detailMapArray = new Var;
detailMapArray->setType( "sampler2D" );
detailMapArray->setName( String::ToString( "macroMap%d", detailIndex ) );
detailMapArray->uniform = true;
detailMapArray->sampler = true;
detailMapArray->constNum = Var::getTexUnitNum(); // used as texture unit num here
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " {\r\n" ) );
@ -829,45 +806,35 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
// We take two color samples and lerp between them for
// side projection layers... else a single sample.
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
{
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.xy, @.x) ), lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ), @.w) * 2.0 ) - 1.0;\r\n",
detailColor,
detailMap, inDet, new IndexOp(detailInfo, detailIndex),
detailMap, inDet, new IndexOp(detailInfo, detailIndex),
detailMap, inDet, new IndexOp(detailInfo, detailIndex),
detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
inTex, inTex));
}
else
{
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
detailColor, detailMapArray, detCoord) );
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n", detailColor, detailInfo, detCoord) );
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target= ShaderFeature::RenderTarget1;
ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
meta->addStatement( new GenOp( " }\r\n" ) );
output = meta;
}
ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
@ -902,7 +869,7 @@ void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
MultiLine *meta = new MultiLine;
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
if ( !fd.features.hasFeature(MFT_TerrainHeightBlend) )
{
// Make sure the world to tangent transform
// is created and available for the pixel shader.
@ -927,36 +894,36 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
AssertFatal( detailBlend, "The detail blend is missing!" );
// Get the normal map texture.
Var *normalMap = _getNormalMapSampler();
Var *normalMapArray = _getNormalMapSampler();
/// Get the texture coord.
Var *inDet = _getInDetailCoord( componentList );
Var *inTex = getVertTexCoord( "texCoord" );
Var* inDet = _getInDetailCoord(componentList);
Var* inTex = getVertTexCoord("texCoord");
Var* detailInfo = _getDetailIdStrengthParallax();
// Sample the normal map.
//
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
LangElement *texOp;
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
LangElement* texOp;
if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
{
texOp = new GenOp("lerp( tex2D( @, float3(@.xy, @.x) ), lerp( tex2D( @, float3(@.yz, @.x) ), tex2D( @, float3(@.xz, @.x) ), @.z ), @.w )",
normalMap, inDet, new IndexOp(detailInfo, normalIndex),
normalMap, inDet, new IndexOp(detailInfo, normalIndex),
normalMap, inDet, new IndexOp(detailInfo, normalIndex),
normalMapArray, inDet, new IndexOp(detailInfo, normalIndex),
normalMapArray, inDet, new IndexOp(detailInfo, normalIndex),
normalMapArray, inDet, new IndexOp(detailInfo, normalIndex),
inTex, inTex);
}
else
texOp = new GenOp( String::ToString("tex2D(@, vec3(@.xy, @.x))", normalIndex), normalMap, inDet, new IndexOp(detailInfo, normalIndex));
texOp = new GenOp( String::ToString("tex2D(@, vec3(@.xy, @.x))", normalIndex), normalMapArray, inDet, new IndexOp(detailInfo, normalIndex));
// create bump normal
Var *bumpNorm = new Var;
bumpNorm->setName( String::ToString("bumpNormal%d", normalIndex) );
bumpNorm->setType( "vec4" );
Var* bumpNorm = new Var;
bumpNorm->setName(String::ToString("bumpNormal%d", normalIndex));
bumpNorm->setType("vec4");
LangElement *bumpNormDecl = new DecOp( bumpNorm );
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
LangElement* bumpNormDecl = new DecOp(bumpNorm);
meta->addStatement(expandNormalMap(texOp, bumpNormDecl, bumpNorm, fd));
if (!fd.features.hasFeature(MFT_TerrainNormalMap))
{
@ -996,7 +963,6 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
{
Resources res;
// We only need to process normals during the deferred.
if (!fd.features.hasFeature(MFT_DeferredConditioner))
{
return res;
@ -1248,11 +1214,7 @@ void TerrainHeightMapBlendGLSL::processVert(
void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target = ShaderFeature::RenderTarget1;
ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
@ -1261,14 +1223,7 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
MultiLine* meta = new MultiLine;
Var* detailTot = (Var*)LangElement::find("detailTot");
if (detailTot == NULL)
{
detailTot = new Var("detailTot", "float");
meta->addStatement(new GenOp("@=0;\r\n", new DecOp(detailTot)));
}
// Count the number of detail textures
// Count number of detail layers
int detailCount = 0;
while (true)
{
@ -1285,10 +1240,21 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
return;
}
// Compute the "height" of each detail layer and store it detailHX
Var* depth = (Var*)LangElement::find("baseBlendDepth");
if (depth == NULL)
{
depth = new Var;
depth->setType("float");
depth->setName("baseBlendDepth");
depth->uniform = true;
depth->constSortPos = cspPrimitive;
}
Var* heightRange = new Var("heightRange", "vec2");
meta->addStatement(new GenOp(" @ = vec2(2.0f,0);//x=min, y=max\r\n", new DecOp(heightRange)));
// Compute blend factors
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
if (!blendDepth)
@ -1309,136 +1275,79 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
blendContrast->uniform = true;
blendContrast->constSortPos = cspPrimitive;
}
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
if (!detailH)
{
detailH = new Var;
detailH->setType("float");
detailH->setName(String::ToString("detailH%d", idx));
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(detailH)));
meta->addStatement(new GenOp(" if (@ > 0.0f) {\r\n", detailBlend));
meta->addStatement(new GenOp(" @ = @+@;\r\n", new DecOp(detailH), blendDepth, depth));
if (bumpNormal != NULL)
{
meta->addStatement(new GenOp(" @ = clamp(@.a + @, 0.0, 1.0);\r\n",
detailH, bumpNormal, blendDepth));
meta->addStatement(new GenOp(" @ += @.a * @;\r\n", detailH, bumpNormal, blendContrast));
}
else
{
meta->addStatement(new GenOp(" @ = clamp(@, 0.0, 1.0);\r\n",
detailH, blendDepth));
}
meta->addStatement(new GenOp(" @ = max((@ * 2.0f - 1.0f) * @, 0.0f);\r\n",
detailH, detailH, blendContrast));
meta->addStatement(new GenOp(" }\r\n"));
meta->addStatement(new GenOp(" @ *= @;\r\n", detailH, detailBlend));
meta->addStatement(new GenOp(" @ = vec2(min(@.x,@),max(@.y,@));\r\n", heightRange, heightRange, detailH, heightRange, detailH));
}
}
meta->addStatement(new GenOp("\r\n"));
// Compute blending factors
Var* depth = (Var*)LangElement::find("baseBlendDepth");
if (depth == NULL)
if (detailCount > 1)
{
depth = new Var;
depth->setType("float");
depth->setName("baseBlendDepth");
depth->uniform = true;
depth->constSortPos = cspPrimitive;
}
Var* ma = (Var*)LangElement::find("ma");
if (ma == NULL)
{
ma = new Var;
ma->setType("float");
ma->setName("ma");
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(ma)));
}
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
meta->addStatement(new GenOp(" @ = max(@, @ + @);\r\n",
ma, ma, detailH, detailBlend));
}
meta->addStatement(new GenOp(" @ -= @;\r\n",
ma, depth));
meta->addStatement(new GenOp("\r\n"));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (!detailB)
for (S32 idx = 0; idx < detailCount; ++idx)
{
detailB = new Var;
detailB->setType("float");
detailB->setName(String::ToString("detailB%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
meta->addStatement(new GenOp(" @ = (@-@.x)/(@.y-@.x);\r\n", detailH, detailH, heightRange, heightRange, heightRange));
meta->addStatement(new GenOp(" @ = max(@ + @ - @, 0);\r\n",
new DecOp(detailB), detailH, detailBlend, ma));
}
meta->addStatement(new GenOp(" @ += @;\r\n", detailTot, detailB));
meta->addStatement(new GenOp("\r\n"));
}
else
{
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
meta->addStatement(new GenOp(" @ = 1.0;\r\n", detailH));
}
}
meta->addStatement(new GenOp("\r\n"));
// Compute albedo
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n",
outColor, outColor));
meta->addStatement(new GenOp(" @.rgb += (",
outColor));
meta->addStatement(new GenOp(" @.rgb += (", outColor));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
meta->addStatement(new GenOp("((@.rgb * @)*max(@.w,0))", detailColor, detailH, detCoord));
}
meta->addStatement(new GenOp(") / @;\r\n", detailTot));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
outColor, outColor));
meta->addStatement(new GenOp("\r\n"));
meta->addStatement(new GenOp(");\r\n"));
// Compute ORM
Var* ormOutput;
OutputTarget targ = DefaultTarget;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
ormOutput = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
}
ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
meta->addStatement(new GenOp(" @.gba = (",
ormOutput));
else
{
ormOutput = (Var*)LangElement::find("ORMConfig");
}
meta->addStatement(new GenOp(" @.gba = (", ormOutput));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
if (idx > 0)
{
@ -1446,104 +1355,42 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
}
if (matinfoCol)
{
meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
meta->addStatement(new GenOp("(@ * @)", matinfoCol, detailH));
}
else
{
meta->addStatement(new GenOp("vec3(1.0, 1.0, 0.0) * @", detailB));
meta->addStatement(new GenOp("(vec3(1.0, 1.0, 0.0) * @)", detailH));
}
}
meta->addStatement(new GenOp(") / @;\r\n", detailTot));
meta->addStatement(new GenOp(");\r\n"));
meta->addStatement(new GenOp("\r\n"));
// Compute normal-specific blending factors
// LukasPJ: I'm not sure why this is necessary, it might not be.
Var* normalMa = (Var*)LangElement::find("normalMa");
if (normalMa == NULL)
{
normalMa = new Var;
normalMa->setType("float");
normalMa->setName("normalMa");
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(normalMa)));
}
// Compute normals
Var* viewToTangent = getInViewToTangent(componentList);
Var* bumpSum = new Var("bumpNorm", "vec3");
meta->addStatement(new GenOp(" @ = vec3(0, 0, 1)", new DecOp(bumpSum)));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
meta->addStatement(new GenOp(" @ = max(@, @ + min(@, @.w));\r\n",
normalMa, normalMa, detailH, detailBlend, detCoord));
}
meta->addStatement(new GenOp(" @ -= @;\r\n",
normalMa, depth));
meta->addStatement(new GenOp("\r\n"));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
if (!normalDetailB)
if (bumpNormal != NULL)
{
normalDetailB = new Var;
normalDetailB->setType("float");
normalDetailB->setName(String::ToString("normalDetailB%d", idx));
meta->addStatement(new GenOp(" @ = max(@ + min(@, @.w) - @, 0);\r\n",
new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
meta->addStatement(new GenOp("+(@.xyz * @*max(@.w,0))", bumpNormal, detailH, detCoord));
}
}
meta->addStatement(new GenOp(";\r\n"));
// Compute normals
Var* gbNormal = (Var*)LangElement::find("gbNormal");
if (!gbNormal)
{
gbNormal = new Var;
gbNormal->setName("gbNormal");
gbNormal->setType("vec3");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(gbNormal)));
gbNormal = new Var("gbNormal","vec3");
meta->addStatement(new GenOp(" @ = ", new DecOp(gbNormal)));
}
if (gbNormal != NULL)
{
meta->addStatement(new GenOp(" @ = (",
gbNormal));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* viewToTangent = getInViewToTangent(componentList);
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
if (bumpNormal != NULL)
{
meta->addStatement(new GenOp("tMul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
}
else
{
meta->addStatement(new GenOp("tGetMatrix3Row(@, 2) * @", viewToTangent, normalDetailB));
}
}
meta->addStatement(new GenOp(") / @;\r\n", detailTot));
}
else
meta->addStatement(new GenOp(" @ = ", gbNormal));
meta->addStatement(new GenOp("tMul(normalize(@),@);\r\n", bumpSum, viewToTangent));
output = meta;
}

View file

@ -305,10 +305,10 @@ void TerrainBaseMapFeatHLSL::processVert(Vector<ShaderComponent*>& componentList
{
Var* inNormal = (Var*)LangElement::find("normal");
meta->addStatement(
new GenOp(" @.z = clamp(abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 0.0, 1.0);\r\n",
new GenOp(" @.z = dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) );\r\n",
outTex, inNormal, inNormal));
meta->addStatement(
new GenOp(" @.w = 1.0 - abs( dot( normalize( @.xyz ), float3( 0, 0, 1 ) ) );\r\n",
new GenOp(" @.w = 1.0 - dot( normalize( @.xyz ), float3( 0, 0, 1 ) );\r\n",
outTex, inNormal));
}
else
@ -418,8 +418,8 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
// Grab incoming texture coords... the base map feature
// made sure this was created.
Var *inTex = (Var*)LangElement::find( "texCoord" );
AssertFatal( inTex, "The texture coord is missing!" );
Var * inTexCoord = (Var*)LangElement::find( "texCoord" );
AssertFatal(inTexCoord, "The texture coord is missing!" );
// Grab the input position.
Var *inPos = (Var*)LangElement::find( "inPosition" );
@ -465,10 +465,10 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "float4" );
Var * detCoord = connectComp->getElement( RT_TEXCOORD );
detCoord->setName( String::ToString( "detCoord%d", detailIndex ) );
detCoord->setStructName( "OUT" );
detCoord->setType( "float4" );
// Get the detail scale and fade info.
Var* detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
@ -492,11 +492,11 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
//
// See TerrainBaseMapFeatHLSL::processVert().
//
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", detCoord, inTexCoord, new IndexOp(detScaleAndFade, detailIndex) ) );
// And sneak the detail fade thru the w detailCoord.
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
meta->addStatement(new GenOp(" @.w = ( @.z - @ ) * @.w;\r\n",
detCoord, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
output = meta;
}
@ -505,7 +505,7 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
const MaterialFeatureData &fd )
{
const S32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
Var *inTexCoord = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
@ -553,7 +553,7 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
layerTexObj->constNum = layerTex->constNum;
// Read the layer texture to get the samples.
meta->addStatement(new GenOp(" @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
new DecOp(layerSample), layerTexObj, layerTex, inTex));
new DecOp(layerSample), layerTexObj, layerTex, inTexCoord));
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
@ -567,7 +567,7 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
}
// Grab the incoming detail coord.
Var *inDet = _getInDetailCoord( componentList );
Var * detCoord = _getInDetailCoord( componentList );
// Get the detail id.
Var *detailInfo = _getDetailIdStrengthParallax();
@ -579,7 +579,7 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
// Calculate the blend for this detail texture.
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTexCoord, layerSize, layerSample ) );
// If we had a parallax feature... then factor in the parallax
// amount so that it fades out with the layer blending.
@ -592,12 +592,12 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
{
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnmTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
detCoord, normalMapArray, normalMapSampler, detCoord, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
}
else
{
meta->addStatement(new GenOp(" @.xy += parallaxOffsetTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
detCoord, normalMapArray, normalMapSampler, detCoord, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
}
}
@ -619,19 +619,18 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
{
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.xy, @.x) ), lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ), @.w) * 2.0 ) - 1.0;\r\n",
detailColor,
detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex),
detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex),
detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex),
inTex, inTex));
detailMapArray, detailMapSampler, detCoord, new IndexOp(detailInfo, detailIndex),
detailMapArray, detailMapSampler, detCoord, new IndexOp(detailInfo, detailIndex),
detailMapArray, detailMapSampler, detCoord, new IndexOp(detailInfo, detailIndex),
inTexCoord, inTexCoord));
}
else
{
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
detailColor, detailMapArray, detailMapSampler, detCoord, new IndexOp(detailInfo, detailIndex)));
}
meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet));
meta->addStatement(new GenOp(" @ *= @.y * @;\r\n", detailColor, new IndexOp(detailInfo, detailIndex), detailBlend));
if (!fd.features.hasFeature(MFT_TerrainNormalMap))
{
@ -647,32 +646,14 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
{
Var* viewToTangent = getInViewToTangent(componentList);
meta->addStatement(new GenOp(" @ = lerp( @, @[2], min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
meta->addStatement(new GenOp(" @ = lerp( @, @[2], @ );\r\n", gbNormal, gbNormal, viewToTangent, detailBlend));
}
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if (GFX->getPixelShaderVersion() >= 3.0f)
meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
meta->addStatement(new GenOp(" {\r\n"));
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target = ShaderFeature::RenderTarget1;
ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
meta->addStatement(new GenOp(" }\r\n"));
meta->addStatement(new GenOp(" @ += @ * @;\r\n", outColor, detailColor, detailBlend));
}
output = meta;
@ -769,7 +750,7 @@ void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentL
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(macroScaleAndFade, detailIndex)) );
// And sneak the detail fade thru the w detailCoord.
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
meta->addStatement( new GenOp( " @.w = ( @.z - @ ) * @.w;\r\n",
outTex, new IndexOp(macroScaleAndFade, detailIndex), dist, new IndexOp(macroScaleAndFade, detailIndex)) );
output = meta;
@ -916,20 +897,13 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target= ShaderFeature::RenderTarget1;
ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
meta->addStatement( new GenOp( " }\r\n" ) );
output = meta;
@ -1321,11 +1295,7 @@ void TerrainHeightMapBlendHLSL::processVert(Vector<ShaderComponent*>& componentL
void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target = ShaderFeature::RenderTarget1;
ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
@ -1334,18 +1304,11 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
MultiLine* meta = new MultiLine;
Var* detailTot = (Var*)LangElement::find("detailTot");
if (detailTot == NULL)
{
detailTot = new Var("detailTot","float");
meta->addStatement(new GenOp("@=0;\r\n", new DecOp(detailTot)));
}
// Count number of detail layers
int detailCount = 0;
while (true)
{
if(LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
if (LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
{
break;
}
@ -1353,15 +1316,26 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
++detailCount;
}
if ( detailCount == 0 )
if (detailCount == 0)
{
return;
}
Var* depth = (Var*)LangElement::find("baseBlendDepth");
if (depth == NULL)
{
depth = new Var;
depth->setType("float");
depth->setName("baseBlendDepth");
depth->uniform = true;
depth->constSortPos = cspPrimitive;
}
Var* heightRange = new Var("heightRange", "float2");
meta->addStatement(new GenOp(" @ = float2(2.0f,0);//x=min, y=max\r\n", new DecOp(heightRange)));
// Compute blend factors
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
if (!blendDepth)
@ -1382,134 +1356,78 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
blendContrast->uniform = true;
blendContrast->constSortPos = cspPrimitive;
}
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
if (!detailH)
{
detailH = new Var;
detailH->setType("float");
detailH->setName(String::ToString("detailH%d", idx));
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(detailH)));
meta->addStatement(new GenOp(" if (@ > 0.0f) {\r\n", detailBlend));
meta->addStatement(new GenOp(" @ = @+@;\r\n", new DecOp(detailH), blendDepth, depth));
if (bumpNormal != NULL)
{
meta->addStatement(new GenOp(" @ = clamp(@.a + @, 0.0, 1.0);\r\n",
detailH, bumpNormal, blendDepth));
meta->addStatement(new GenOp(" @ += @.a * @;\r\n", detailH, bumpNormal, blendContrast));
}
else
{
meta->addStatement(new GenOp(" @ = clamp(@, 0.0, 1.0);\r\n",
detailH, blendDepth));
}
meta->addStatement(new GenOp(" @ = max((@ * 2.0f - 1.0f) * @, 0.0f);\r\n",
detailH, detailH, blendContrast));
meta->addStatement(new GenOp(" }\r\n"));
meta->addStatement(new GenOp(" @ *= @;\r\n", detailH, detailBlend));
meta->addStatement(new GenOp(" @ = float2(min(@.x,@),max(@.y,@));\r\n", heightRange, heightRange, detailH, heightRange, detailH));
}
}
meta->addStatement(new GenOp("\r\n"));
Var* depth = (Var*)LangElement::find("baseBlendDepth");
if (depth == NULL)
if (detailCount > 1)
{
depth = new Var;
depth->setType("float");
depth->setName("baseBlendDepth");
depth->uniform = true;
depth->constSortPos = cspPrimitive;
}
Var* ma = (Var*)LangElement::find("ma");
if (ma == NULL)
{
ma = new Var;
ma->setType("float");
ma->setName("ma");
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(ma)));
}
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
meta->addStatement(new GenOp(" @ = max(@, @ + @);\r\n",
ma, ma, detailH, detailBlend));
}
meta->addStatement(new GenOp(" @ -= @;\r\n",
ma, depth));
meta->addStatement(new GenOp("\r\n"));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
if (!detailB)
for (S32 idx = 0; idx < detailCount; ++idx)
{
detailB = new Var;
detailB->setType("float");
detailB->setName(String::ToString("detailB%d", idx));
meta->addStatement(new GenOp(" @ = max(@ + @ - @, 0);\r\n",
new DecOp(detailB), detailH, detailBlend, ma));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
meta->addStatement(new GenOp(" @ = (@-@.x)/(@.y-@.x);\r\n", detailH, detailH, heightRange, heightRange, heightRange));
}
meta->addStatement(new GenOp("\r\n"));
}
else
{
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
meta->addStatement(new GenOp(" @ = 1.0;\r\n", detailH));
}
meta->addStatement(new GenOp(" @ += @;\r\n", detailTot, detailB));
}
meta->addStatement(new GenOp("\r\n"));
// Compute albedo
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n",
outColor, outColor));
meta->addStatement(new GenOp(" @.rgb += (",
outColor));
meta->addStatement(new GenOp(" @.rgb += (", outColor));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
meta->addStatement(new GenOp("((@.rgb * @)*max(@.w,0))", detailColor, detailH, detCoord));
}
meta->addStatement(new GenOp(") / @;\r\n", detailTot));
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
outColor, outColor));
meta->addStatement(new GenOp("\r\n"));
meta->addStatement(new GenOp(");\r\n"));
// Compute ORM
Var* ormOutput;
OutputTarget targ = DefaultTarget;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
ormOutput = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
}
ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
meta->addStatement(new GenOp(" @.gba = (",
ormOutput));
else
{
ormOutput = (Var*)LangElement::find("ORMConfig");
}
meta->addStatement(new GenOp(" @.gba = (", ormOutput));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
if (idx > 0)
{
@ -1517,104 +1435,42 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
}
if (matinfoCol)
{
meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
meta->addStatement(new GenOp("(@ * @)", matinfoCol, detailH));
}
else
{
meta->addStatement(new GenOp("float3(1.0, 1.0, 0.0) * @", detailB));
meta->addStatement(new GenOp("(float3(1.0, 1.0, 0.0) * @)", detailH));
}
}
meta->addStatement(new GenOp(") / @;\r\n", detailTot));
meta->addStatement(new GenOp(");\r\n"));
meta->addStatement(new GenOp("\r\n"));
// Compute normal-specific blending factors
// LukasPJ: I'm not sure why this is necessary, it might not be.
Var* normalMa = (Var*)LangElement::find("normalMa");
if (normalMa == NULL)
{
normalMa = new Var;
normalMa->setType("float");
normalMa->setName("normalMa");
meta->addStatement(new GenOp(" @ = 0;\r\n",
new DecOp(normalMa)));
}
// Compute normals
Var* viewToTangent = getInViewToTangent(componentList);
Var* bumpSum = new Var("bumpNorm", "float3");
meta->addStatement(new GenOp(" @ = float3(0, 0, 1)", new DecOp(bumpSum)));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
meta->addStatement(new GenOp(" @ = max(@, @ + min(@, @.w));\r\n",
normalMa, normalMa, detailH, detailBlend, detCoord));
}
meta->addStatement(new GenOp(" @ -= @;\r\n",
normalMa, depth));
meta->addStatement(new GenOp("\r\n"));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
if (!normalDetailB)
if (bumpNormal != NULL)
{
normalDetailB = new Var;
normalDetailB->setType("float");
normalDetailB->setName(String::ToString("normalDetailB%d", idx));
meta->addStatement(new GenOp(" @ = max(@ + min(@, @.w) - @, 0);\r\n",
new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
meta->addStatement(new GenOp("+(@.xyz * @*max(@.w,0))", bumpNormal, detailH, detCoord));
}
}
meta->addStatement(new GenOp(";\r\n"));
// Compute normals
Var* gbNormal = (Var*)LangElement::find("gbNormal");
if (!gbNormal)
{
gbNormal = new Var;
gbNormal->setName("gbNormal");
gbNormal->setType("float3");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(gbNormal)));
gbNormal = new Var("gbNormal","float3");
meta->addStatement(new GenOp(" @ = ", new DecOp(gbNormal)));
}
if (gbNormal != NULL)
{
meta->addStatement(new GenOp(" @ = (",
gbNormal));
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
Var* viewToTangent = getInViewToTangent(componentList);
if (idx > 0)
{
meta->addStatement(new GenOp(" + "));
}
if (bumpNormal != NULL)
{
meta->addStatement(new GenOp("mul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
}
else
{
meta->addStatement(new GenOp("@[2] * @", viewToTangent, normalDetailB));
}
}
meta->addStatement(new GenOp(") / @;\r\n", detailTot));
}
else
meta->addStatement(new GenOp(" @ = ", gbNormal));
meta->addStatement(new GenOp("mul(normalize(@),@);\r\n", bumpSum, viewToTangent));
output = meta;
}

View file

@ -374,43 +374,36 @@ bool TerrainCellMaterial::_initShader(bool deferredMat,
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap() == StringTable->EmptyString())
if (!(mat->DetailMapValid() && mat->getDetailSize() > 0 && mat->getDetailDistance()>0))
continue;
// check for macro detail texture
if (!(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap() == StringTable->EmptyString()))
{
if (deferredMat)
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature(MFT_TerrainMacroMap, featureIndex);
}
if (deferredMat)
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature(MFT_TerrainDetailMap, featureIndex);
if (deferredMat)
// check for macro detail texture
if (mat->MacroMapValid() && mat->getMacroSize() > 0 && mat->getMacroDistance() > 0)
{
if (!(mat->getORMConfigMap() == StringTable->EmptyString()))
{
features.addFeature(MFT_TerrainORMMap, featureIndex);
}
else
{
features.addFeature(MFT_DeferredTerrainBlankInfoMap, featureIndex);
}
features.addFeature(MFT_TerrainMacroMap, featureIndex);
}
if (mat->ORMConfigMapValid())
{
features.addFeature(MFT_TerrainORMMap, featureIndex);
}
else
{
features.addFeature(MFT_DeferredTerrainBlankInfoMap, featureIndex);
}
if (mat->getInvertRoughness())
features.addFeature(MFT_InvertRoughness, featureIndex);
normalMaps.increment();
// Skip normal maps if we need to.
if (!disableNormalMaps && mat->getNormalMap() != StringTable->EmptyString())
if (!disableNormalMaps && mat->NormalMapValid())
{
normalMaps.increment();
features.addFeature(MFT_TerrainNormalMap, featureIndex);
normalMaps.last() = mat->getNormalMapResource();
@ -639,9 +632,7 @@ bool TerrainCellMaterial::_initShader(bool deferredMat,
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap() == StringTable->EmptyString())
if (!(mat->DetailMapValid() && mat->getDetailSize() > 0 && mat->getDetailDistance() > 0))
continue;
mMaterialInfos[i]->mBlendDepthConst = mShader->getShaderConstHandle(avar("$blendDepth%d", i));
@ -684,11 +675,7 @@ void TerrainCellMaterial::_updateMaterialConsts( )
if (mat == NULL)
continue;
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap() == StringTable->EmptyString())
if (!(mat->DetailMapValid() && mat->getDetailSize() > 0 && mat->getDetailDistance() > 0))
continue;
detailMatCount++;
@ -713,11 +700,7 @@ void TerrainCellMaterial::_updateMaterialConsts( )
if (mat == NULL)
continue;
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap() == StringTable->EmptyString())
if (!(mat->DetailMapValid() && mat->getDetailSize() > 0 && mat->getDetailDistance() > 0))
continue;
F32 detailSize = matInfo->mat->getDetailSize();