Terrain Macro Texture

Adds another layer of detail-like texture to the terrain and the
interface updates in the Terrain Painter.
This commit is contained in:
xoltan 2013-03-27 18:58:37 -06:00
parent 769268784f
commit add2f8cb47
17 changed files with 2210 additions and 242 deletions

View file

@ -43,6 +43,7 @@ MODULE_BEGIN( TerrainFeatHLSL )
FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureHLSL( "Terrain Parallax Texture" ) );
FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
@ -85,6 +86,25 @@ Var* TerrainFeatHLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
return inDet;
}
Var* TerrainFeatHLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
{
String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
Var *inDet = (Var*)LangElement::find( name );
if ( !inDet )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inDet = connectComp->getElement( RT_TEXCOORD );
inDet->setName( name );
inDet->setStructName( "IN" );
inDet->setType( "float4" );
inDet->mapsToSampler = true;
}
return inDet;
}
Var* TerrainFeatHLSL::_getNormalMapTex()
{
String name( String::ToString( "normalMap%d", getProcessIndex() ) );
@ -120,6 +140,24 @@ Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
return detailInfo;
}
Var* TerrainFeatHLSL::_getMacroIdStrengthParallax()
{
String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
Var *detailInfo = (Var*)LangElement::find( name );
if ( !detailInfo )
{
detailInfo = new Var;
detailInfo->setType( "float3" );
detailInfo->setName( name );
detailInfo->uniform = true;
detailInfo->constSortPos = cspPotentialPrimitive;
}
return detailInfo;
}
void TerrainBaseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
@ -537,6 +575,268 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
return res;
}
TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
: mTorqueDep( "shaders/common/torque.hlsl" ),
mTerrainDep( "shaders/common/terrain/terrain.hlsl" )
{
addDependency( &mTorqueDep );
addDependency( &mTerrainDep );
}
void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
// 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!" );
// Grab the input position.
Var *inPos = (Var*)LangElement::find( "inPosition" );
if ( !inPos )
inPos = (Var*)LangElement::find( "position" );
// Get the object space eye position.
Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );
MultiLine *meta = new MultiLine;
// Get the distance from the eye to this vertex.
Var *dist = (Var*)LangElement::find( "macroDist" );
if ( !dist )
{
dist = new Var;
dist->setType( "float" );
dist->setName( "macroDist" );
meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
new DecOp( dist ), inPos, eyePos ) );
}
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "float4" );
outTex->mapsToSampler = true;
// Get the detail scale and fade info.
Var *detScaleAndFade = new Var;
detScaleAndFade->setType( "float4" );
detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
detScaleAndFade->uniform = true;
detScaleAndFade->constSortPos = cspPotentialPrimitive;
// Setup the detail coord.
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
// 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 ) );
output = meta;
}
void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
// We need the negative tangent space view vector
// as in parallax mapping we step towards the camera.
Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
if ( !negViewTS &&
fd.features.hasFeature( MFT_TerrainParallaxMap ) )
{
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
if ( !inNegViewTS )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
inNegViewTS->setName( "outNegViewTS" );
inNegViewTS->setStructName( "IN" );
inNegViewTS->setType( "float3" );
}
negViewTS = new Var( "negViewTS", "float3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the layer samples.
Var *layerSample = (Var*)LangElement::find( "layerSample" );
if ( !layerSample )
{
layerSample = new Var;
layerSample->setType( "float4" );
layerSample->setName( "layerSample" );
// Get the layer texture var
Var *layerTex = new Var;
layerTex->setType( "sampler2D" );
layerTex->setName( "macrolayerTex" );
layerTex->uniform = true;
layerTex->sampler = true;
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
if ( !layerSize )
{
layerSize = new Var;
layerSize->setType( "float" );
layerSize->setName( "layerSize" );
layerSize->uniform = true;
layerSize->constSortPos = cspPass;
}
// Grab the incoming detail coord.
Var *inDet = _getInMacroCoord( componentList );
// Get the detail id.
Var *detailInfo = _getMacroIdStrengthParallax();
// Create the detail blend var.
Var *detailBlend = new Var;
detailBlend->setType( "float" );
detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );
// Calculate the blend for this detail texture.
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
// Get a var and accumulate the blend amount.
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
if ( !blendTotal )
{
blendTotal = new Var;
//blendTotal->setName( "blendTotal" );
blendTotal->setName( "blendTotal" );
blendTotal->setType( "float" );
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
}
// Add to the blend total.
meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// Check to see if we have a gbuffer normal.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if ( gbNormal &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
{
Var *viewToTangent = getInViewToTangent( componentList );
meta->addStatement( new GenOp( " @ = lerp( @, @[2], min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
}
output = meta;
return;
}
Var *detailColor = (Var*)LangElement::find( "macroColor" );
if ( !detailColor )
{
detailColor = new Var;
detailColor->setType( "float4" );
detailColor->setName( "macroColor" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
// 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
// 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" ) );
// Note that we're doing the standard greyscale detail
// map technique here which can darken and lighten the
// diffuse texture.
//
// We take two color samples and lerp between them for
// side projection layers... else a single sample.
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
{
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
}
else
{
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
Var *baseColor = (Var*)LangElement::find( "baseColor" );
Var *outColor = (Var*)LangElement::find( "col" );
meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
outColor, outColor, outColor, detailColor, detailBlend ) );
//outColor, outColor, baseColor, detailColor, detailBlend ) );
meta->addStatement( new GenOp( " }\r\n" ) );
output = meta;
}
ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if ( getProcessIndex() == 0 )
{
// If this is the first detail pass then we
// samples from the layer tex.
res.numTex += 1;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex += 1;
// Finally we always send the detail texture
// coord to the pixel shader.
res.numTexReg += 1;
return res;
}
void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{

View file

@ -39,11 +39,14 @@ protected:
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
Var* _getNormalMapTex();
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
Var* _getDetailIdStrengthParallax();
Var* _getMacroIdStrengthParallax();
};
@ -87,6 +90,29 @@ public:
};
class TerrainMacroMapFeatHLSL : public TerrainFeatHLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
TerrainMacroMapFeatHLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Macro Texture"; }
};
class TerrainNormalMapFeatHLSL : public TerrainFeatHLSL
{
public:

View file

@ -101,6 +101,19 @@ void TerrainCellMaterial::_updateDefaultAnisotropy()
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
if ( matInfo->macroTexConst->isValid() )
{
const S32 sampler = matInfo->macroTexConst->getSamplerRegister();
if ( maxAnisotropy > 1 )
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
if ( matInfo->normalTexConst->isValid() )
{
const S32 sampler = matInfo->normalTexConst->getSamplerRegister();
@ -369,6 +382,10 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
S32 featureIndex = pass->materials.size();
// check for macro detail texture
if ( !(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap().isEmpty() ) )
features.addFeature( MFT_TerrainMacroMap, featureIndex );
features.addFeature( MFT_TerrainDetailMap, featureIndex );
pass->materials.push_back( (*materials)[i] );
@ -567,6 +584,31 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
&GFXDefaultStaticDiffuseProfile, "TerrainCellMaterial::_createPass() - DetailMap" );
}
matInfo->macroInfoVConst = pass->shader->getShaderConstHandle( avar( "$macroScaleAndFade%d", i ) );
matInfo->macroInfoPConst = pass->shader->getShaderConstHandle( avar( "$macroIdStrengthParallax%d", i ) );
matInfo->macroTexConst = pass->shader->getShaderConstHandle( avar( "$macroMap%d", i ) );
if ( matInfo->macroTexConst->isValid() )
{
const S32 sampler = matInfo->macroTexConst->getSamplerRegister();
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
if ( maxAnisotropy > 1 )
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
matInfo->macroTex.set( matInfo->mat->getMacroMap(),
&GFXDefaultStaticDiffuseProfile, "TerrainCellMaterial::_createPass() - MacroMap" );
}
//end macro texture
matInfo->normalTexConst = pass->shader->getShaderConstHandle( avar( "$normalMap%d", i ) );
if ( matInfo->normalTexConst->isValid() )
{
@ -657,6 +699,31 @@ void TerrainCellMaterial::_updateMaterialConsts( Pass *pass )
pass->consts->setSafe( matInfo->detailInfoVConst, detailScaleAndFade );
pass->consts->setSafe( matInfo->detailInfoPConst, detailIdStrengthParallax );
// macro texture info
F32 macroSize = matInfo->mat->getMacroSize();
F32 macroScale = 1.0f;
if ( !mIsZero( macroSize ) )
macroScale = mTerrain->getWorldBlockSize() / macroSize;
// Scale the distance by the global scalar.
const F32 macroDistance = mTerrain->smDetailScale * matInfo->mat->getMacroDistance();
Point4F macroScaleAndFade( macroScale,
-macroScale,
macroDistance,
0 );
if ( !mIsZero( macroDistance ) )
macroScaleAndFade.w = 1.0f / macroDistance;
Point3F macroIdStrengthParallax( matInfo->layerId,
matInfo->mat->getMacroStrength(),
0 );
pass->consts->setSafe( matInfo->macroInfoVConst, macroScaleAndFade );
pass->consts->setSafe( matInfo->macroInfoPConst, macroIdStrengthParallax );
}
}
@ -706,6 +773,8 @@ bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
if ( matInfo->detailTexConst->isValid() )
GFX->setTexture( matInfo->detailTexConst->getSamplerRegister(), matInfo->detailTex );
if ( matInfo->macroTexConst->isValid() )
GFX->setTexture( matInfo->macroTexConst->getSamplerRegister(), matInfo->macroTex );
if ( matInfo->normalTexConst->isValid() )
GFX->setTexture( matInfo->normalTexConst->getSamplerRegister(), matInfo->normalTex );
}

View file

@ -71,11 +71,17 @@ protected:
GFXShaderConstHandle *detailTexConst;
GFXTexHandle detailTex;
GFXShaderConstHandle *macroTexConst;
GFXTexHandle macroTex;
GFXShaderConstHandle *normalTexConst;
GFXTexHandle normalTex;
GFXShaderConstHandle *detailInfoVConst;
GFXShaderConstHandle *detailInfoPConst;
GFXShaderConstHandle *macroInfoVConst;
GFXShaderConstHandle *macroInfoPConst;
};
class Pass

View file

@ -30,7 +30,8 @@ ImplementFeatureType( MFT_TerrainBaseMap, MFG_Texture, 100.0f, false );
ImplementFeatureType( MFT_TerrainParallaxMap, MFG_Texture, 101.0f, false );
ImplementFeatureType( MFT_TerrainDetailMap, MFG_Texture, 102.0f, false );
ImplementFeatureType( MFT_TerrainNormalMap, MFG_Texture, 103.0f, false );
ImplementFeatureType( MFT_TerrainLightMap, MFG_Texture, 104.0f, false );
ImplementFeatureType( MFT_TerrainSideProject, MFG_Texture, 105.0f, false );
ImplementFeatureType( MFT_TerrainMacroMap, MFG_Texture, 104.0f, false );
ImplementFeatureType( MFT_TerrainLightMap, MFG_Texture, 105.0f, false );
ImplementFeatureType( MFT_TerrainSideProject, MFG_Texture, 106.0f, false );
ImplementFeatureType( MFT_TerrainAdditive, MFG_PostProcess, 999.0f, false );

View file

@ -28,6 +28,7 @@
#endif
DeclareFeatureType( MFT_TerrainBaseMap );
DeclareFeatureType( MFT_TerrainMacroMap );
DeclareFeatureType( MFT_TerrainDetailMap );
DeclareFeatureType( MFT_TerrainNormalMap );
DeclareFeatureType( MFT_TerrainParallaxMap );

View file

@ -62,6 +62,9 @@ TerrainMaterial::TerrainMaterial()
mDetailSize( 5.0f ),
mDetailStrength( 1.0f ),
mDetailDistance( 50.0f ),
mMacroSize( 200.0f ),
mMacroStrength( 0.7f ),
mMacroDistance( 500.0f ),
mParallaxScale( 0.0f )
{
}
@ -84,6 +87,13 @@ void TerrainMaterial::initPersistFields()
addField( "detailDistance", TypeF32, Offset( mDetailDistance, TerrainMaterial ), "Changes how far camera can see the detail map rendering on the material" );
addField( "useSideProjection", TypeBool, Offset( mSideProjection, TerrainMaterial ),"Makes that terrain material project along the sides of steep "
"slopes instead of projected downwards");
//Macro maps additions
addField( "macroMap", TypeStringFilename, Offset( mMacroMap, TerrainMaterial ), "Macro map for the material" );
addField( "macroSize", TypeF32, Offset( mMacroSize, TerrainMaterial ), "Used to scale the Macro map to the material square" );
addField( "macroStrength", TypeF32, Offset( mMacroStrength, TerrainMaterial ), "Exponentially sharpens or lightens the Macro map rendering on the material" );
addField( "macroDistance", TypeF32, Offset( mMacroDistance, TerrainMaterial ), "Changes how far camera can see the Macro map rendering on the material" );
addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
"occlusion effect (aka parallax) to the terrain material" );
@ -157,6 +167,8 @@ TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
mat->mDiffuseSize = 500;
mat->mDetailMap = GFXTextureManager::getWarningTexturePath();
mat->mDetailSize = 5;
mat->mMacroMap = GFXTextureManager::getWarningTexturePath();
mat->mMacroSize = 200;
mat->registerObject();
Sim::getRootGroup()->addObject( mat );

View file

@ -66,6 +66,11 @@ protected:
/// planes.
bool mSideProjection;
FileName mMacroMap;
F32 mMacroSize;
F32 mMacroStrength;
F32 mMacroDistance;
///
F32 mParallaxScale;
@ -96,12 +101,20 @@ public:
const String& getDetailMap() const { return mDetailMap; }
const String& getMacroMap() const { return mMacroMap; }
F32 getDetailSize() const { return mDetailSize; }
F32 getDetailStrength() const { return mDetailStrength; }
F32 getDetailDistance() const { return mDetailDistance; }
F32 getMacroSize() const { return mMacroSize; }
F32 getMacroDistance() const { return mMacroDistance; }
F32 getMacroStrength() const { return mMacroStrength; }
bool useSideProjection() const { return mSideProjection; }
F32 getParallaxScale() const { return mParallaxScale; }

View file

@ -94,6 +94,10 @@ void TerrainBlock::_updateMaterials()
if ( mat->getDetailMap().isNotEmpty() &&
mat->getDetailDistance() > mMaxDetailDistance )
mMaxDetailDistance = mat->getDetailDistance();
if ( mat->getMacroMap().isNotEmpty() &&
mat->getMacroDistance() > mMaxDetailDistance )
mMaxDetailDistance = mat->getMacroDistance();
}
if ( mCell )