mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Merge pull request #917 from Azaezel/alpha402/terrainBlendCleanups
cleanups for terrain blending
This commit is contained in:
commit
97eaab3f49
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@ -249,11 +249,11 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
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{
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Var* inNormal = (Var*)LangElement::find("normal");
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meta->addStatement(
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new GenOp(" @.z = clamp(abs( dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) ) ), 0.0, 1.0);\r\n",
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outTex, inNormal, inNormal));
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meta->addStatement(
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new GenOp(" @.w = 1.0 - abs( dot( normalize( @.xyz ), vec3( 0, 0, 1 ) ) );\r\n",
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new GenOp(" @.z = dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) );\r\n",
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outTex, inNormal, inNormal));
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meta->addStatement(
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new GenOp(" @.w = 1.0 - dot( normalize( @.xyz ), vec3( 0, 0, 1 ) );\r\n",
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outTex, inNormal));
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}
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else
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@ -319,7 +319,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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}
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else
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{
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ormConfig = new Var("ORMConfig", "float4");
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ormConfig = new Var("ORMConfig", "vec4");
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(ormConfig)));
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}
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@ -362,8 +362,8 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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// Grab incoming texture coords... the base map feature
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// made sure this was created.
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Var *inTex = (Var*)LangElement::find( "texCoord" );
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AssertFatal( inTex, "The texture coord is missing!" );
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Var * inTexCoord = (Var*)LangElement::find( "texCoord" );
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AssertFatal(inTexCoord, "The texture coord is missing!" );
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// Grab the input position.
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Var *inPos = (Var*)LangElement::find( "inPosition" );
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@ -409,14 +409,14 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
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outTex->setStructName( "OUT" );
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outTex->setType( "vec4" );
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Var * detCoord = connectComp->getElement( RT_TEXCOORD );
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detCoord->setName( String::ToString( "detCoord%d", detailIndex ) );
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detCoord->setStructName( "OUT" );
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detCoord->setType( "vec4" );
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// Get the detail scale and fade info.
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Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
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if (!detScaleAndFade)
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Var* detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
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if (detScaleAndFade == NULL)
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{
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detScaleAndFade = new Var;
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detScaleAndFade->setType("vec4");
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@ -436,11 +436,11 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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//
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// See TerrainBaseMapFeatGLSL::processVert().
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//
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", detCoord, inTexCoord, new IndexOp(detScaleAndFade, detailIndex) ) );
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// And sneak the detail fade thru the w detailCoord.
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meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
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outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
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meta->addStatement(new GenOp(" @.w = ( @.z - @ ) * @.w;\r\n",
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detCoord, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
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output = meta;
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}
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@ -449,8 +449,8 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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const MaterialFeatureData &fd )
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{
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const S32 detailIndex = getProcessIndex();
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Var *inTex = getVertTexCoord( "texCoord" );
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Var *inTexCoord = getVertTexCoord( "texCoord" );
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MultiLine *meta = new MultiLine;
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// We need the negative tangent space view vector
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@ -491,7 +491,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// Read the layer texture to get the samples.
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meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
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new DecOp( layerSample ), layerTex, inTex ) );
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new DecOp( layerSample ), layerTex, inTexCoord ) );
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}
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Var *layerSize = (Var*)LangElement::find( "layerSize" );
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@ -505,7 +505,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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}
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// Grab the incoming detail coord.
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Var *inDet = _getInDetailCoord( componentList );
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Var * detCoord = _getInDetailCoord( componentList );
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// Get the detail id.
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Var *detailInfo = _getDetailIdStrengthParallax();
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@ -517,39 +517,39 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// Calculate the blend for this detail texture.
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meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
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new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
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new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTexCoord, layerSize, layerSample ) );
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// If we had a parallax feature... then factor in the parallax
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// amount so that it fades out with the layer blending.
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if (fd.features.hasFeature(MFT_TerrainParallaxMap, detailIndex))
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{
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// Get the normal map texture.
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Var* normalMap = _getNormalMapSampler();
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// Get the normal map textures.
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Var* normalMapArray = _getNormalMapSampler();
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// Call the library function to do the rest.
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if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
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{
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meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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detCoord, normalMapArray, detCoord, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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else
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{
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meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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detCoord, normalMapArray, detCoord, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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}
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Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
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if (!detailColor)
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Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
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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(String::ToString("detailColor%d", detailIndex));
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
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detailColor->setType( "vec4" );
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detailColor->setName( String::ToString("detailColor%d", detailIndex) );
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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 = _getDetailMapSampler();
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Var *detailMapArray = _getDetailMapSampler();
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// If we had a parallax feature... then factor in the parallax
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// amount so that it fades out with the layer blending.
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@ -557,19 +557,18 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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{
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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",
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detailColor,
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detailMap, inDet, new IndexOp(detailInfo, detailIndex),
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detailMap, inDet, new IndexOp(detailInfo, detailIndex),
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detailMap, inDet, new IndexOp(detailInfo, detailIndex),
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inTex, inTex));
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detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
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detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
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detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
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inTexCoord, inTexCoord));
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}
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else
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{
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meta->addStatement(new GenOp(" @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
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detailColor, detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex)));
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}
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meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
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detailColor, new IndexOp(detailInfo, detailIndex), inDet));
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meta->addStatement(new GenOp(" @ *= @.y * @;\r\n", detailColor, new IndexOp(detailInfo, detailIndex), detailBlend));
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if (!fd.features.hasFeature(MFT_TerrainNormalMap))
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{
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@ -585,32 +584,14 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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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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meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), @ ) );\r\n", gbNormal, gbNormal, viewToTangent, detailBlend));
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}
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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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if (GFX->getPixelShaderVersion() >= 3.0f)
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meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
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meta->addStatement(new GenOp(" {\r\n"));
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if (fd.features.hasFeature(MFT_isDeferred))
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target = ShaderFeature::RenderTarget1;
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ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
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Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
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meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
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meta->addStatement(new GenOp(" @ += @ * @;\r\n",
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outColor, detailColor, detailBlend));
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meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
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meta->addStatement(new GenOp(" }\r\n"));
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meta->addStatement(new GenOp(" @ += @ * @;\r\n", outColor, detailColor, detailBlend));
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}
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output = meta;
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@ -691,18 +672,17 @@ void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentL
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outTex->setType( "vec4" );
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// Get the detail scale and fade info.
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Var *detScaleAndFade = new Var;
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detScaleAndFade->setType( "vec4" );
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detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
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detScaleAndFade->uniform = true;
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detScaleAndFade->constSortPos = cspPotentialPrimitive;
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Var *macroScaleAndFade = new Var;
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macroScaleAndFade->setType( "vec4" );
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macroScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
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macroScaleAndFade->uniform = true;
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macroScaleAndFade->constSortPos = cspPotentialPrimitive;
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// Setup the detail coord.
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, macroScaleAndFade ) );
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// And sneak the detail fade thru the w detailCoord.
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meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
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outTex, detScaleAndFade, dist, detScaleAndFade ) );
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meta->addStatement( new GenOp( " @.w = ( @.z - @ ) * @.w;\r\n", outTex, macroScaleAndFade, dist, macroScaleAndFade ) );
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output = meta;
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}
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@ -768,7 +748,7 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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}
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// Grab the incoming detail coord.
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Var *inDet = _getInMacroCoord( componentList );
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Var *detCoord = _getInMacroCoord( componentList );
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// Get the detail id.
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Var *detailInfo = _getMacroIdStrengthParallax();
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@ -792,10 +772,10 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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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( @, @[2], min( @, @.w ) );\r\n",
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gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
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Var *viewToTangent = getInViewToTangent( componentList );
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meta->addStatement( new GenOp( " @ = lerp( @, @[2], min( @, @.w ) );\r\n",
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gbNormal, gbNormal, viewToTangent, detailBlend, detCoord ) );
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}
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Var *detailColor = (Var*)LangElement::find( "macroColor" );
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@ -808,17 +788,14 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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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( "macroMap%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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Var *detailMapArray = new Var;
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detailMapArray->setType( "sampler2D" );
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detailMapArray->setName( String::ToString( "macroMap%d", detailIndex ) );
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detailMapArray->uniform = true;
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detailMapArray->sampler = true;
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detailMapArray->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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if ( GFX->getPixelShaderVersion() >= 3.0f )
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meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
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meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
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meta->addStatement( new GenOp( " {\r\n" ) );
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@ -829,45 +806,35 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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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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if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
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{
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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",
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detailColor,
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detailMap, inDet, new IndexOp(detailInfo, detailIndex),
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detailMap, inDet, new IndexOp(detailInfo, detailIndex),
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detailMap, inDet, new IndexOp(detailInfo, detailIndex),
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detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
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detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
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detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
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inTex, 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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detailColor, detailMapArray, detCoord) );
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}
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, detailInfo, inDet ) );
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n", detailColor, detailInfo, detCoord) );
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if (fd.features.hasFeature(MFT_isDeferred))
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target= ShaderFeature::RenderTarget1;
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ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
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Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
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meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
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meta->addStatement(new GenOp(" @ += @ * @;\r\n",
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outColor, detailColor, detailBlend));
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meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
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meta->addStatement( new GenOp( " }\r\n" ) );
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output = meta;
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}
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ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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@ -902,7 +869,7 @@ void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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|||
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MultiLine *meta = new MultiLine;
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if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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if ( !fd.features.hasFeature(MFT_TerrainHeightBlend) )
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{
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// Make sure the world to tangent transform
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// is created and available for the pixel shader.
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@ -927,36 +894,36 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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AssertFatal( detailBlend, "The detail blend is missing!" );
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// Get the normal map texture.
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Var *normalMap = _getNormalMapSampler();
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Var *normalMapArray = _getNormalMapSampler();
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||||
/// 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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
|
|
|
|||
Loading…
Reference in a new issue