mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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parent
1f7cf55204
commit
b19a4b22c8
102 changed files with 12346 additions and 1911 deletions
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@ -49,6 +49,7 @@ namespace
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainCompositeMap, new TerrainCompositeMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
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}
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@ -141,6 +142,24 @@ Var* TerrainFeatGLSL::_getNormalMapTex()
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return normalMap;
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}
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Var* TerrainFeatGLSL::_getCompositeMapTex()
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{
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String name(String::ToString("compositeMap%d", getProcessIndex()));
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Var *compositeMap = (Var*)LangElement::find(name);
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if (!compositeMap)
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{
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compositeMap = new Var;
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compositeMap->setType("sampler2D");
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compositeMap->setName(name);
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compositeMap->uniform = true;
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compositeMap->sampler = true;
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compositeMap->constNum = Var::getTexUnitNum();
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}
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return compositeMap;
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}
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Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
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{
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String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
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@ -203,7 +222,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// So instead i fixed this by flipping the base and detail
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// coord y scale to compensate when rendering.
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//
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meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n",
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meta->addStatement( new GenOp( " @ = @.xyz * vec3( @, @, -@ );\r\n",
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new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
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}
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@ -223,7 +242,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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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 = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n",
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new GenOp( " @.z = pow( abs( dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
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outTex, inNormal, inNormal ) );
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}
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else
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@ -239,8 +258,8 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
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Var *inTanget = new Var( "T", "vec3" );
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Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
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meta->addStatement( new GenOp( " @ = normalize( float3( @, 0, @ ) );\r\n",
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new DecOp( inTanget ), squareSize, inTangentZ ) );
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meta->addStatement( new GenOp( " @ = normalize( vec3( @, 0, @ ) );\r\n",
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new DecOp( inTanget ), squareSize, inTangentZ ) );
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}
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void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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@ -334,7 +353,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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outNegViewTS->setName( "outNegViewTS" );
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outNegViewTS->setStructName( "OUT" );
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outNegViewTS->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = tMul( @, float3( @ - @.xyz ) );\r\n",
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meta->addStatement( new GenOp( " @ = tMul( @, vec3( @ - @.xyz ) );\r\n",
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outNegViewTS, objToTangentSpace, eyePos, inPos ) );
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}
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@ -490,7 +509,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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{
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// create color var
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outColor = new Var;
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outColor->setType("float4");
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outColor->setType("vec4");
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outColor->setName("col");
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outColor->setStructName("OUT");
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meta->addStatement(new GenOp(" @;\r\n", outColor));
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@ -500,7 +519,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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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->setType("vec4");
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detailColor->setName("detailColor");
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
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}
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@ -1106,6 +1125,176 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
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//.b = specular strength, a= spec power.
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void TerrainCompositeMapFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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const S32 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", "vec3", cspPotentialPrimitive);
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MultiLine *meta = new MultiLine;
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// If we have parallax mapping then make sure we've sent
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// the negative view vector to the pixel shader.
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if (fd.features.hasFeature(MFT_TerrainParallaxMap) &&
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!LangElement::find("outNegViewTS"))
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{
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// Get the object to tangent transform which
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// will consume 3 output registers.
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Var *objToTangentSpace = getOutObjToTangentSpace(componentList, meta, fd);
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// Now use a single output register to send the negative
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// view vector in tangent space to the pixel shader.
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
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Var *outNegViewTS = connectComp->getElement(RT_TEXCOORD);
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outNegViewTS->setName("outNegViewTS");
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outNegViewTS->setStructName("OUT");
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outNegViewTS->setType("vec3");
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meta->addStatement(new GenOp(" @ = @ * vec3( @ - @.xyz );\r\n",
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outNegViewTS, objToTangentSpace, eyePos, inPos));
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}
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// Get the distance from the eye to this vertex.
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Var *dist = (Var*)LangElement::find("dist");
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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("dist");
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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 = (Var*)LangElement::find(String::ToString("detCoord%d", detailIndex));
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if (outTex == NULL)
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{
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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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}
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// Get the detail scale and fade info.
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Var *detScaleAndFade = (Var*)LangElement::find(String::ToString("detailScaleAndFade%d", detailIndex));
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if (detScaleAndFade == NULL)
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{
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detScaleAndFade->setType("vec4");
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detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
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detScaleAndFade->uniform = true;
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detScaleAndFade->constSortPos = cspPotentialPrimitive;
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}
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// Setup the detail coord.
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//
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// NOTE: You see here we scale the texture coord by 'xyx'
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// to generate the detail coord. This y is here because
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// its scale is flipped to correct for the non negative y
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// in texCoord.
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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, 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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U32 TerrainCompositeMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
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}
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void TerrainCompositeMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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/// Get the texture coord.
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Var *inDet = _getInDetailCoord(componentList);
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Var *inTex = getVertTexCoord("texCoord");
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const S32 compositeIndex = getProcessIndex();
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Var *compositeMap = _getCompositeMapTex();
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// Sample the normal map.
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//
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// We take two normal samples and lerp between them for
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// side projection layers... else a single sample.
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LangElement *texOp;
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if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
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{
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texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
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compositeMap, inDet, compositeMap, inDet, inTex);
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}
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else
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texOp = new GenOp("tex2D(@, @.xy)", compositeMap, inDet);
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// search for material var
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Var *material;
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OutputTarget targ = RenderTarget1;
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if (fd.features[MFT_isDeferred])
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{
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targ = RenderTarget2;
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}
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material = (Var*)LangElement::find(getOutputTargetVarName(targ));
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MultiLine * meta = new MultiLine;
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if (!material)
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{
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// create color var
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material = new Var;
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material->setType("fragout");
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material->setName(getOutputTargetVarName(targ));
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material->setStructName("OUT");
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}
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Var *detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
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AssertFatal(detailBlend, "The detail blend is missing!");
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String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
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Var *matinfoCol = new Var(matinfoName, "vec3");
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Var *priorComp = (Var*)LangElement::find(String::ToString("matinfoCol%d", compositeIndex - 1));
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if (priorComp)
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{
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meta->addStatement(new GenOp(" @ = @.grb*@;\r\n", new DecOp(matinfoCol), texOp, detailBlend));
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meta->addStatement(new GenOp(" @.gba += @;\r\n", material, matinfoCol));
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}
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else
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{
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meta->addStatement(new GenOp(" @ = lerp(vec3(1,0,0),@.grb,@);\r\n", new DecOp(matinfoCol), texOp, detailBlend));
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meta->addStatement(new GenOp(" @ = vec4(0.0,@);\r\n", material, matinfoCol));
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}
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output = meta;
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}
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ShaderFeature::Resources TerrainCompositeMapFeatGLSL::getResources(const MaterialFeatureData &fd)
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{
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Resources res;
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res.numTex = 1;
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res.numTexReg += 1;
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return res;
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}
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//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
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//we'll most likely revisit that later. possibly several ways...
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@ -1136,7 +1325,7 @@ void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &component
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material->setStructName("OUT");
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}
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meta->addStatement(new GenOp(" @ = float4(0.0,0.0,0.0,0.0001);\r\n", material));
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meta->addStatement(new GenOp(" @ = vec4(0.0,1.0,0.0,0.0001);\r\n", material));
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output = meta;
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}
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