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https://github.com/TorqueGameEngines/Torque3D.git
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Core implementation of Physical Based Rendering.
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54f1d8c18e
commit
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148 changed files with 4464 additions and 1016 deletions
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@ -62,10 +62,24 @@ void DeferredSpecMapGLSL::processPix( Vector<ShaderComponent*> &componentList, c
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specularMap->uniform = true;
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specularMap->sampler = true;
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specularMap->constNum = Var::getTexUnitNum();
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//matinfo.g slot reserved for AO later
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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meta->addStatement(new GenOp(" @.b = dot(tex2D(@, @).rgb, vec3(0.3, 0.59, 0.11));\r\n", material, specularMap, texCoord));
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meta->addStatement(new GenOp(" @.a = tex2D(@, @).a;\r\n", material, specularMap, texCoord));
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LangElement *texOp = new GenOp( "tex2D(@, @)", specularMap, texCoord );
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Var *specularColor = (Var*)LangElement::find("specularColor");
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if (!specularColor) specularColor = new Var("specularColor", "vec4");
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!metalness) metalness = new Var("metalness", "float");
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness) smoothness = new Var("smoothness", "float");
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meta->addStatement(new GenOp(" @ = @.r;\r\n", new DecOp(smoothness), texOp));
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meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(metalness), texOp));
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if (fd.features[MFT_InvertSmoothness])
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meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
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meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(specularColor), texOp));
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meta->addStatement(new GenOp(" @.bga = vec3(@,@.g,@);\r\n", material, smoothness, specularColor, metalness));
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output = meta;
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}
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@ -145,44 +159,20 @@ void DeferredSpecVarsGLSL::processPix( Vector<ShaderComponent*> &componentList,
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName("OUT");
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}
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Var *metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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Var *specStrength = new Var;
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specStrength->setType( "float" );
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specStrength->setName( "specularStrength" );
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specStrength->uniform = true;
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specStrength->constSortPos = cspPotentialPrimitive;
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Var *smoothness = new Var("smoothness", "float");
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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Var *specPower = new Var;
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specPower->setType("float");
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specPower->setName("specularPower");
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specPower->uniform = true;
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specPower->constSortPos = cspPotentialPrimitive;
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MultiLine *meta = new MultiLine;
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//matinfo.g slot reserved for AO later
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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meta->addStatement(new GenOp(" @.a = @/128;\r\n", material, specPower));
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meta->addStatement(new GenOp(" @.b = @/5;\r\n", material, specStrength));
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output = meta;
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}
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// Black -> Blue and Alpha of Color Buffer (representing no specular)
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void DeferredEmptySpecGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// search for material var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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if ( !material )
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{
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// create material var
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material = new Var;
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material->setType( "vec4" );
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName("OUT");
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}
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MultiLine * meta = new MultiLine;
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//matinfo.g slot reserved for AO later
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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meta->addStatement(new GenOp(" @.ba = vec2(0.0);\r\n", material));
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MultiLine *meta = new MultiLine;
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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meta->addStatement(new GenOp(" @.b = @;\r\n", material, smoothness));
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if (fd.features[MFT_InvertSmoothness])
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meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
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meta->addStatement(new GenOp(" @.a = @;\r\n", material, metalness));
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output = meta;
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}
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