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https://github.com/TorqueGameEngines/Torque3D.git
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Terrain Macro Texture
Adds another layer of detail-like texture to the terrain and the interface updates in the Terrain Painter.
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769268784f
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17 changed files with 2210 additions and 242 deletions
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@ -43,6 +43,7 @@ MODULE_BEGIN( TerrainFeatHLSL )
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FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureHLSL( "Terrain Parallax Texture" ) );
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FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
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@ -85,6 +86,25 @@ Var* TerrainFeatHLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
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return inDet;
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}
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Var* TerrainFeatHLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
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{
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String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
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Var *inDet = (Var*)LangElement::find( name );
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if ( !inDet )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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inDet = connectComp->getElement( RT_TEXCOORD );
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inDet->setName( name );
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inDet->setStructName( "IN" );
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inDet->setType( "float4" );
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inDet->mapsToSampler = true;
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}
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return inDet;
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}
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Var* TerrainFeatHLSL::_getNormalMapTex()
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{
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String name( String::ToString( "normalMap%d", getProcessIndex() ) );
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@ -120,6 +140,24 @@ Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
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return detailInfo;
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}
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Var* TerrainFeatHLSL::_getMacroIdStrengthParallax()
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{
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String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
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Var *detailInfo = (Var*)LangElement::find( name );
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if ( !detailInfo )
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{
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detailInfo = new Var;
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detailInfo->setType( "float3" );
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detailInfo->setName( name );
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detailInfo->uniform = true;
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detailInfo->constSortPos = cspPotentialPrimitive;
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}
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return detailInfo;
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}
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void TerrainBaseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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@ -537,6 +575,268 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
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return res;
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}
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TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
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: mTorqueDep( "shaders/common/torque.hlsl" ),
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mTerrainDep( "shaders/common/terrain/terrain.hlsl" )
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{
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addDependency( &mTorqueDep );
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addDependency( &mTerrainDep );
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}
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void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const U32 detailIndex = getProcessIndex();
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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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// Grab the input position.
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Var *inPos = (Var*)LangElement::find( "inPosition" );
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if ( !inPos )
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inPos = (Var*)LangElement::find( "position" );
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// Get the object space eye position.
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Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );
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MultiLine *meta = new MultiLine;
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// Get the distance from the eye to this vertex.
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Var *dist = (Var*)LangElement::find( "macroDist" );
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if ( !dist )
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{
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dist = new Var;
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dist->setType( "float" );
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dist->setName( "macroDist" );
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meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
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new DecOp( dist ), inPos, eyePos ) );
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}
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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( "macroCoord%d", detailIndex ) );
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outTex->setStructName( "OUT" );
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outTex->setType( "float4" );
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outTex->mapsToSampler = true;
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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( "float4" );
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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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// Setup the detail coord.
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
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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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output = meta;
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}
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void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const U32 detailIndex = getProcessIndex();
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Var *inTex = 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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// as in parallax mapping we step towards the camera.
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Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
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if ( !negViewTS &&
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fd.features.hasFeature( MFT_TerrainParallaxMap ) )
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{
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Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
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if ( !inNegViewTS )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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inNegViewTS = connectComp->getElement( RT_TEXCOORD );
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inNegViewTS->setName( "outNegViewTS" );
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inNegViewTS->setStructName( "IN" );
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inNegViewTS->setType( "float3" );
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}
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negViewTS = new Var( "negViewTS", "float3" );
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meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
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}
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// Get the layer samples.
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Var *layerSample = (Var*)LangElement::find( "layerSample" );
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if ( !layerSample )
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{
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layerSample = new Var;
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layerSample->setType( "float4" );
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layerSample->setName( "layerSample" );
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// Get the layer texture var
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Var *layerTex = new Var;
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layerTex->setType( "sampler2D" );
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layerTex->setName( "macrolayerTex" );
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layerTex->uniform = true;
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layerTex->sampler = true;
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layerTex->constNum = Var::getTexUnitNum();
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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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}
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Var *layerSize = (Var*)LangElement::find( "layerSize" );
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if ( !layerSize )
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{
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layerSize = new Var;
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layerSize->setType( "float" );
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layerSize->setName( "layerSize" );
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layerSize->uniform = true;
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layerSize->constSortPos = cspPass;
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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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// Get the detail id.
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Var *detailInfo = _getMacroIdStrengthParallax();
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// Create the detail blend var.
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Var *detailBlend = new Var;
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detailBlend->setType( "float" );
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detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );
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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 ), detailInfo, inTex, layerSize, layerSample ) );
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// Get a var and accumulate the blend amount.
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Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
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if ( !blendTotal )
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{
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blendTotal = new Var;
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//blendTotal->setName( "blendTotal" );
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blendTotal->setName( "blendTotal" );
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blendTotal->setType( "float" );
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meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
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}
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// Add to the blend total.
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meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
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// If this is a prepass then we skip color.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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{
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// Check to see if we have a gbuffer normal.
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Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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// If we have a gbuffer normal and we don't have a
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// normal map feature then we need to lerp in a
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// default normal else the normals below this layer
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// will show thru.
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if ( gbNormal &&
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!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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{
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Var *viewToTangent = getInViewToTangent( componentList );
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meta->addStatement( new GenOp( " @ = lerp( @, @[2], min( @, @.w ) );\r\n",
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gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
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}
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output = meta;
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return;
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}
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Var *detailColor = (Var*)LangElement::find( "macroColor" );
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if ( !detailColor )
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{
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detailColor = new Var;
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detailColor->setType( "float4" );
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detailColor->setName( "macroColor" );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
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}
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// Get the detail texture.
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Var *detailMap = new Var;
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detailMap->setType( "sampler2D" );
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detailMap->setName( String::ToString( "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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// 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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// Note that we're doing the standard greyscale detail
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// map technique here which can darken and lighten the
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// diffuse texture.
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//
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// We take two color samples and lerp between them for
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// side projection layers... else a single sample.
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//
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if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
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{
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meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
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}
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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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}
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, detailInfo, inDet ) );
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Var *baseColor = (Var*)LangElement::find( "baseColor" );
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Var *outColor = (Var*)LangElement::find( "col" );
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meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
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outColor, outColor, outColor, detailColor, detailBlend ) );
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//outColor, outColor, baseColor, detailColor, detailBlend ) );
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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 TerrainMacroMapFeatHLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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if ( getProcessIndex() == 0 )
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{
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// If this is the first detail pass then we
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// samples from the layer tex.
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res.numTex += 1;
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}
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// If this isn't the prepass then we sample
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// from the detail texture for diffuse coloring.
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if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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res.numTex += 1;
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// Finally we always send the detail texture
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// coord to the pixel shader.
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res.numTexReg += 1;
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return res;
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}
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void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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