mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
Merge branch 'master' into console-func-refactor
Conflicts: Engine/source/app/net/net.cpp Engine/source/console/astNodes.cpp Engine/source/console/compiledEval.cpp Engine/source/console/console.h Engine/source/console/consoleInternal.h Engine/source/console/engineAPI.h
This commit is contained in:
commit
b507dc9555
6487 changed files with 315149 additions and 609761 deletions
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@ -30,22 +30,35 @@
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/shaderGen.h"
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#include "core/module.h"
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namespace
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{
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void register_glsl_shader_features_for_terrain(GFXAdapterType type)
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{
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if(type != OpenGL)
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return;
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FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureGLSL( "Terrain Parallax Texture" ) );
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FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatGLSL );
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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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}
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};
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MODULE_BEGIN( TerrainFeatGLSL )
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MODULE_INIT_AFTER( ShaderGenFeatureMgr )
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MODULE_INIT_AFTER( ShaderGen )
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MODULE_INIT
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{
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FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new TerrainParallaxMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
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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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{
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SHADERGEN->getFeatureInitSignal().notify(®ister_glsl_shader_features_for_terrain);
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}
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MODULE_END;
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@ -68,7 +81,7 @@ Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, Consta
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Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
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{
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String name( String::ToString( "outDetCoord%d", getProcessIndex() ) );
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String name( String::ToString( "detCoord%d", getProcessIndex() ) );
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Var *inDet = (Var*)LangElement::find( name );
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if ( !inDet )
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@ -77,6 +90,7 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
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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( "vec4" );
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inDet->mapsToSampler = true;
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}
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@ -84,6 +98,25 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
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return inDet;
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}
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Var* TerrainFeatGLSL::_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( "vec4" );
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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* TerrainFeatGLSL::_getNormalMapTex()
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{
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String name( String::ToString( "normalMap%d", getProcessIndex() ) );
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@ -119,6 +152,24 @@ Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
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return detailInfo;
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}
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Var* TerrainFeatGLSL::_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( "vec3" );
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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 TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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@ -146,7 +197,7 @@ 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 * vec3( @, @, -@ );\r\n",
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meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n",
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new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
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}
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@ -155,6 +206,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// Pass the texture coord to the pixel shader.
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( "outTexCoord" );
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outTex->setStructName( "OUT" );
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outTex->setType( "vec3" );
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outTex->mapsToSampler = true;
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meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
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@ -166,7 +218,7 @@ 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( vec3( @.x, @.y, 0.0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
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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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outTex, inNormal, inNormal ) );
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}
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else
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@ -182,7 +234,7 @@ 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( vec3( @, 0.0, @ ) );\r\n",
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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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}
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@ -190,7 +242,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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const MaterialFeatureData &fd )
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{
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// grab connector texcoord register
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Var *texCoord = getInTexCoord( "outTexCoord", "vec3", true, componentList );
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Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );
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// We do nothing more if this is a prepass.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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@ -209,7 +261,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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Var *baseColor = new Var;
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baseColor->setType( "vec4" );
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baseColor->setName( "baseColor" );
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meta->addStatement( new GenOp( " @ = texture2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
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meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
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output = meta;
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@ -228,8 +280,11 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
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}
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TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
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: mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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: mTorqueDep( "shaders/common/gl/torque.glsl" ),
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mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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{
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addDependency( &mTorqueDep );
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addDependency( &mTerrainDep );
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}
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@ -238,13 +293,6 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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{
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const U32 detailIndex = getProcessIndex();
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// If this is a prepass and we don't have a
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// matching normal map... we have nothing to do.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
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!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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return;
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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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@ -260,6 +308,26 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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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( " @ = tMul( @, float3( @ - @.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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@ -275,7 +343,8 @@ 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( "outDetCoord%d", detailIndex ) );
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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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outTex->mapsToSampler = true;
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@ -293,7 +362,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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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 TerrainBaseMapFeatHLSL::processVert().
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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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@ -308,17 +377,30 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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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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// If this is a prepass and we don't have a
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// matching normal map... we have nothing to do.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
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!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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return;
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Var *inTex = getVertTexCoord( "outTexCoord" );
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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( "vec3" );
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}
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negViewTS = new Var( "negViewTS", "vec3" );
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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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@ -336,7 +418,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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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( texture2D( @, @.xy ) * 255.0f );\r\n",
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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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@ -372,17 +454,43 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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blendTotal = new Var;
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blendTotal->setName( "blendTotal" );
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blendTotal->setType( "float" );
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meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( blendTotal ) ) );
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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( " @ += @;\r\n", blendTotal, detailBlend ) );
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//meta->addStatement( new GenOp( " @ += @ * @.y * @.w;\r\n",
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//blendTotal, detailBlend, detailInfo, inDet ) );
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meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
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// Nothing more to do for a detail texture in prepass.
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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 rest of our inputs.
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Var *normalMap = _getNormalMapTex();
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// Call the library function to do the rest.
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meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
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inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
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}
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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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|
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// 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.
|
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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( @, tGetMatrix3Row(@, 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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|
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@ -407,6 +515,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// If we're using SM 3.0 then take advantage of
|
||||
// dynamic branching to skip layers per-pixel.
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||||
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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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||||
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||||
|
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@ -421,12 +530,12 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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|||
//
|
||||
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
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||||
{
|
||||
meta->addStatement( new GenOp( " @ = ( mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
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||||
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
|
||||
}
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||||
else
|
||||
{
|
||||
meta->addStatement( new GenOp( " @ = ( texture2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
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||||
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
||||
detailColor, detailMap, inDet ) );
|
||||
}
|
||||
|
||||
|
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@ -436,7 +545,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
Var *baseColor = (Var*)LangElement::find( "baseColor" );
|
||||
Var *outColor = (Var*)LangElement::find( "col" );
|
||||
|
||||
meta->addStatement( new GenOp( " @ = mix( @, @ + @, @ );\r\n",
|
||||
meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
|
||||
outColor, outColor, baseColor, detailColor, detailBlend ) );
|
||||
|
||||
meta->addStatement( new GenOp( " }\r\n" ) );
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||||
|
|
@ -448,28 +557,293 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
|
|||
{
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||||
Resources res;
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||||
|
||||
if ( getProcessIndex() == 0 )
|
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{
|
||||
// If this is the first detail pass then we
|
||||
// samples from the layer tex.
|
||||
res.numTex += 1;
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||||
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||||
// If this material also does parallax then it
|
||||
// will generate the negative view vector and the
|
||||
// worldToTanget transform.
|
||||
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
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||||
res.numTexReg += 4;
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||||
}
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||||
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||||
// If this isn't the prepass then we sample
|
||||
// from the detail texture for diffuse coloring.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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res.numTex += 1;
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||||
// If we have parallax for this layer then we'll also
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// be sampling the normal map for the parallax heightmap.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
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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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||||
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||||
return res;
|
||||
}
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||||
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||||
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||||
TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
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||||
: mTorqueDep( "shaders/common/gl/torque.glsl" ),
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||||
mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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||||
|
||||
{
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||||
addDependency( &mTorqueDep );
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||||
addDependency( &mTerrainDep );
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||||
}
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||||
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||||
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void TerrainMacroMapFeatGLSL::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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||||
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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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||||
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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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||||
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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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||||
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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] );
|
||||
Var *outTex = connectComp->getElement( RT_TEXCOORD );
|
||||
outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
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||||
outTex->setStructName( "OUT" );
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||||
outTex->setType( "vec4" );
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||||
outTex->mapsToSampler = true;
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||||
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||||
// Get the detail scale and fade info.
|
||||
Var *detScaleAndFade = new Var;
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||||
detScaleAndFade->setType( "vec4" );
|
||||
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 ) );
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||||
|
||||
// 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 TerrainMacroMapFeatGLSL::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( "vec3" );
|
||||
}
|
||||
|
||||
negViewTS = new Var( "negViewTS", "vec3" );
|
||||
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( "vec4" );
|
||||
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 ) )
|
||||
{
|
||||
// If this is a prepass and we don't have a
|
||||
// matching normal map... we use no resources.
|
||||
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() ) )
|
||||
return res;
|
||||
// Check to see if we have a gbuffer normal.
|
||||
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
|
||||
|
||||
// If this is the first matching normal map then
|
||||
// it also samples from the layer tex.
|
||||
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
|
||||
res.numTex += 1;
|
||||
// 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( @, tGetMatrix3Row(@, 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( "vec4" );
|
||||
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
|
||||
{
|
||||
// If this is the first detail pass then it
|
||||
// also samples from the layer tex.
|
||||
if ( !fd.features.hasFeature( MFT_TerrainDetailMap, getProcessIndex() - 1 ) )
|
||||
res.numTex += 1;
|
||||
|
||||
res.numTex += 1;
|
||||
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 TerrainMacroMapFeatGLSL::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;
|
||||
|
|
@ -510,7 +884,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
gbNormal = new Var;
|
||||
gbNormal->setName( "gbNormal" );
|
||||
gbNormal->setType( "vec3" );
|
||||
meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
|
||||
meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) );
|
||||
}
|
||||
|
||||
const U32 normalIndex = getProcessIndex();
|
||||
|
|
@ -520,7 +894,6 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
|
||||
// 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 ) );
|
||||
|
||||
|
|
@ -531,7 +904,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
|
||||
/// Get the texture coord.
|
||||
Var *inDet = _getInDetailCoord( componentList );
|
||||
Var *inTex = getVertTexCoord( "outTexCoord" );
|
||||
Var *inTex = getVertTexCoord( "texCoord" );
|
||||
|
||||
// Sample the normal map.
|
||||
//
|
||||
|
|
@ -540,11 +913,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
LangElement *texOp;
|
||||
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
|
||||
{
|
||||
texOp = new GenOp( "mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z )",
|
||||
texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
||||
normalMap, inDet, normalMap, inDet, inTex );
|
||||
}
|
||||
else
|
||||
texOp = new GenOp( "texture2D(@, @.xy)", normalMap, inDet );
|
||||
texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
|
||||
|
||||
// create bump normal
|
||||
Var *bumpNorm = new Var;
|
||||
|
|
@ -556,7 +929,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
|
||||
// Normalize is done later...
|
||||
// Note: The reverse mul order is intentional. Affine matrix.
|
||||
meta->addStatement( new GenOp( " @ = mix( @, @.xyz * @, min( @, @.w ) );\r\n",
|
||||
meta->addStatement( new GenOp( " @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
||||
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
|
||||
|
||||
// End the conditional block.
|
||||
|
|
@ -578,9 +951,11 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
|
|||
// We only need to process normals during the prepass.
|
||||
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
{
|
||||
// If this is the first normal map then it
|
||||
// will generate the worldToTanget transform.
|
||||
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
|
||||
// If this is the first normal map and there
|
||||
// are no parallax features then we will
|
||||
// generate the worldToTanget transform.
|
||||
if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
|
||||
( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
|
||||
res.numTexReg = 3;
|
||||
|
||||
res.numTex = 1;
|
||||
|
|
@ -589,100 +964,11 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
|
|||
return res;
|
||||
}
|
||||
|
||||
TerrainParallaxMapFeatGLSL::TerrainParallaxMapFeatGLSL()
|
||||
: mIncludeDep( "shaders/common/gl/torque.glsl" )
|
||||
{
|
||||
addDependency( &mIncludeDep );
|
||||
}
|
||||
|
||||
void TerrainParallaxMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if ( LangElement::find( "outNegViewTS" ) )
|
||||
return;
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
// Grab the input position.
|
||||
Var *inPos = (Var*)LangElement::find( "inPosition" );
|
||||
if ( !inPos )
|
||||
inPos = (Var*)LangElement::find( "position" );
|
||||
|
||||
// Get the object space eye position and the
|
||||
// object to tangent transform.
|
||||
Var *eyePos = _getUniformVar( "eyePos", "vec3" , cspPotentialPrimitive );
|
||||
Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta,fd );
|
||||
|
||||
// Now send the negative view vector in tangent space to the pixel shader.
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
|
||||
outNegViewTS->setName( "outNegViewTS" );
|
||||
outNegViewTS->setType( "vec3" );
|
||||
meta->addStatement( new GenOp( " @ = @ * vec3( @ - @.xyz );\r\n",
|
||||
outNegViewTS, objToTangentSpace, eyePos, inPos ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
void TerrainParallaxMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
|
||||
// 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 )
|
||||
{
|
||||
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
|
||||
if ( !inNegViewTS )
|
||||
{
|
||||
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
|
||||
inNegViewTS->setName( "outNegViewTS" );
|
||||
inNegViewTS->setType( "vec3" );
|
||||
}
|
||||
|
||||
negViewTS = new Var( "negViewTS", "vec3" );
|
||||
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
|
||||
}
|
||||
|
||||
// Get the rest of our inputs.
|
||||
Var *detailInfo = _getDetailIdStrengthParallax();
|
||||
Var *normalMap = _getNormalMapTex();
|
||||
Var *texCoord = _getInDetailCoord( componentList );
|
||||
|
||||
// Call the library function to do the rest.
|
||||
meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z );\r\n",
|
||||
texCoord, normalMap, texCoord, negViewTS, detailInfo ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
ShaderFeature::Resources TerrainParallaxMapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
Resources res;
|
||||
|
||||
// If this is the first parallax feature then
|
||||
// it will generate the tangetEye vector and
|
||||
// the worldToTanget transform.
|
||||
if ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() - 1 ) )
|
||||
res.numTexReg = 4;
|
||||
|
||||
// If this isn't the prepass then we will
|
||||
// be adding a normal map.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
res.numTex = 1;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// grab connector texcoord register
|
||||
Var *inTex = (Var*)LangElement::find( "outTexCoord" );
|
||||
Var *inTex = (Var*)LangElement::find( "texCoord" );
|
||||
if ( !inTex )
|
||||
return;
|
||||
|
||||
|
|
@ -694,13 +980,23 @@ void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
lightMap->sampler = true;
|
||||
lightMap->constNum = Var::getTexUnitNum();
|
||||
|
||||
// Create a 'lightMask' value which is read by
|
||||
// RTLighting to mask out the directional lighting.
|
||||
Var *lightMask = new Var;
|
||||
lightMask->setType( "vec3" );
|
||||
lightMask->setName( "lightMask" );
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
output = new GenOp( " @ = texture2D( @, @.xy ).rgb;\r\n", new DecOp( lightMask ), lightMap, inTex );
|
||||
// Find or create the lightMask value which is read by
|
||||
// RTLighting to mask out the lights.
|
||||
//
|
||||
// The first light is always the sunlight so we apply
|
||||
// the shadow mask to only the first channel.
|
||||
//
|
||||
Var *lightMask = (Var*)LangElement::find( "lightMask" );
|
||||
if ( !lightMask )
|
||||
{
|
||||
lightMask = new Var( "lightMask", "vec4" );
|
||||
meta->addStatement( new GenOp( " @ = vec4(1);\r\n", new DecOp( lightMask ) ) );
|
||||
}
|
||||
|
||||
meta->addStatement( new GenOp( " @[0] = tex2D( @, @.xy ).r;\r\n", lightMask, lightMap, inTex ) );
|
||||
output = meta;
|
||||
}
|
||||
|
||||
ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
||||
|
|
@ -721,7 +1017,7 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
meta->addStatement( new GenOp( " if ( @ - 0.0001 < 0.0 ) discard;\r\n", blendTotal ) );
|
||||
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
|
||||
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
|
||||
|
||||
output = meta;
|
||||
|
|
|
|||
|
|
@ -30,6 +30,7 @@
|
|||
#include "shaderGen/langElement.h"
|
||||
#endif
|
||||
|
||||
|
||||
/// A shared base class for terrain features which
|
||||
/// includes some helper functions.
|
||||
class TerrainFeatGLSL : public ShaderFeatureGLSL
|
||||
|
|
@ -38,14 +39,18 @@ 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();
|
||||
|
||||
};
|
||||
|
||||
|
||||
class TerrainBaseMapFeatGLSL : public TerrainFeatGLSL
|
||||
{
|
||||
public:
|
||||
|
|
@ -61,10 +66,12 @@ public:
|
|||
virtual String getName() { return "Terrain Base Texture"; }
|
||||
};
|
||||
|
||||
|
||||
class TerrainDetailMapFeatGLSL : public TerrainFeatGLSL
|
||||
{
|
||||
protected:
|
||||
|
||||
ShaderIncludeDependency mTorqueDep;
|
||||
ShaderIncludeDependency mTerrainDep;
|
||||
|
||||
public:
|
||||
|
|
@ -83,10 +90,17 @@ public:
|
|||
};
|
||||
|
||||
|
||||
class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
|
||||
class TerrainMacroMapFeatGLSL : public TerrainFeatGLSL
|
||||
{
|
||||
protected:
|
||||
|
||||
ShaderIncludeDependency mTorqueDep;
|
||||
ShaderIncludeDependency mTerrainDep;
|
||||
|
||||
public:
|
||||
|
||||
TerrainMacroMapFeatGLSL();
|
||||
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
|
|
@ -95,19 +109,14 @@ public:
|
|||
|
||||
virtual Resources getResources( const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName() { return "Terrain Normal Texture"; }
|
||||
virtual String getName() { return "Terrain Macro Texture"; }
|
||||
};
|
||||
|
||||
class TerrainParallaxMapFeatGLSL : public TerrainFeatGLSL
|
||||
|
||||
class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
|
||||
{
|
||||
protected:
|
||||
|
||||
ShaderIncludeDependency mIncludeDep;
|
||||
|
||||
public:
|
||||
|
||||
TerrainParallaxMapFeatGLSL();
|
||||
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
|
|
@ -116,7 +125,7 @@ public:
|
|||
|
||||
virtual Resources getResources( const MaterialFeatureData &fd );
|
||||
|
||||
virtual String getName() { return "Terrain Parallax Texture"; }
|
||||
virtual String getName() { return "Terrain Normal Texture"; }
|
||||
};
|
||||
|
||||
class TerrainLightMapFeatGLSL : public TerrainFeatGLSL
|
||||
|
|
|
|||
|
|
@ -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 )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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:
|
||||
|
|
|
|||
|
|
@ -849,7 +849,7 @@ void TerrCell::_updateMaterials()
|
|||
if ( index == U8_MAX || index > 63 )
|
||||
continue;
|
||||
|
||||
mMaterials |= (U64)(1<<index);
|
||||
mMaterials |= (U64)((U64)1<<index);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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 );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -422,7 +422,7 @@ void TerrainBlock::buildConvex(const Box3F& box,Convex* convex)
|
|||
|
||||
// Build points
|
||||
Point3F* pos = cp->point;
|
||||
for (int i = 0; i < 4 ; i++,pos++) {
|
||||
for (S32 i = 0; i < 4 ; i++,pos++) {
|
||||
S32 dx = i >> 1;
|
||||
S32 dy = dx ^ (i & 1);
|
||||
pos->x = (F32)((x + dx) * mSquareSize);
|
||||
|
|
@ -480,7 +480,7 @@ static void clrbuf(U32* p, U32 s)
|
|||
*p++ = U32_MAX;
|
||||
}
|
||||
|
||||
bool TerrainBlock::buildPolyList(PolyListContext, AbstractPolyList* polyList, const Box3F &box, const SphereF&)
|
||||
bool TerrainBlock::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF&)
|
||||
{
|
||||
PROFILE_SCOPE( TerrainBlock_buildPolyList );
|
||||
|
||||
|
|
@ -530,12 +530,25 @@ bool TerrainBlock::buildPolyList(PolyListContext, AbstractPolyList* polyList, co
|
|||
|
||||
swap(vb[0],vb[1]);
|
||||
clrbuf(vb[1],xExt + 1);
|
||||
|
||||
F32 wy1 = y * mSquareSize, wy2 = (y + 1) * mSquareSize;
|
||||
if(context == PLC_Navigation &&
|
||||
((wy1 > osBox.maxExtents.y && wy2 > osBox.maxExtents.y) ||
|
||||
(wy1 < osBox.minExtents.y && wy2 < osBox.minExtents.y)))
|
||||
continue;
|
||||
|
||||
//
|
||||
for (S32 x = xStart; x < xEnd; x++)
|
||||
{
|
||||
S32 xi = x & BlockMask;
|
||||
const TerrainSquare *sq = mFile->findSquare( 0, xi, yi );
|
||||
|
||||
F32 wx1 = x * mSquareSize, wx2 = (x + 1) * mSquareSize;
|
||||
if(context == PLC_Navigation &&
|
||||
((wx1 > osBox.maxExtents.x && wx2 > osBox.maxExtents.x) ||
|
||||
(wx1 < osBox.minExtents.x && wx2 < osBox.minExtents.x)))
|
||||
continue;
|
||||
|
||||
if ( x != xi || y != yi )
|
||||
continue;
|
||||
|
||||
|
|
@ -549,7 +562,7 @@ bool TerrainBlock::buildPolyList(PolyListContext, AbstractPolyList* polyList, co
|
|||
|
||||
// Add the missing points
|
||||
U32 vi[5];
|
||||
for (int i = 0; i < 4 ; i++)
|
||||
for (S32 i = 0; i < 4 ; i++)
|
||||
{
|
||||
S32 dx = i >> 1;
|
||||
S32 dy = dx ^ (i & 1);
|
||||
|
|
@ -656,10 +669,10 @@ bool TerrainBlock::castRayI(const Point3F &start, const Point3F &end, RayInfo *i
|
|||
Point3F pStart(start.x * invBlockWorldSize, start.y * invBlockWorldSize, start.z);
|
||||
Point3F pEnd(end.x * invBlockWorldSize, end.y * invBlockWorldSize, end.z);
|
||||
|
||||
int blockX = (S32)mFloor(pStart.x);
|
||||
int blockY = (S32)mFloor(pStart.y);
|
||||
S32 blockX = (S32)mFloor(pStart.x);
|
||||
S32 blockY = (S32)mFloor(pStart.y);
|
||||
|
||||
int dx, dy;
|
||||
S32 dx, dy;
|
||||
|
||||
F32 invDeltaX;
|
||||
if(pEnd.x == pStart.x)
|
||||
|
|
@ -891,7 +904,7 @@ bool TerrainBlock::castRayBlock( const Point3F &pStart,
|
|||
}
|
||||
continue;
|
||||
}
|
||||
int subSqWidth = 1 << (level - 1);
|
||||
S32 subSqWidth = 1 << (level - 1);
|
||||
F32 xIntercept = (blockPos.x + subSqWidth) * invBlockSize;
|
||||
F32 xInt = calcInterceptX(pStart.x, invDeltaX, xIntercept);
|
||||
F32 yIntercept = (blockPos.y + subSqWidth) * invBlockSize;
|
||||
|
|
|
|||
|
|
@ -864,8 +864,13 @@ bool TerrainBlock::onAdd()
|
|||
if ( mTerrFileName.isEmpty() )
|
||||
{
|
||||
mTerrFileName = Con::getVariable( "$Client::MissionFile" );
|
||||
mTerrFileName.replace("tools/levels/", "art/terrains/");
|
||||
mTerrFileName.replace("levels/", "art/terrains/");
|
||||
String terrainDirectory( Con::getVariable( "$pref::Directories::Terrain" ) );
|
||||
if ( terrainDirectory.isEmpty() )
|
||||
{
|
||||
terrainDirectory = "art/terrains/";
|
||||
}
|
||||
mTerrFileName.replace("tools/levels/", terrainDirectory);
|
||||
mTerrFileName.replace("levels/", terrainDirectory);
|
||||
|
||||
Vector<String> materials;
|
||||
materials.push_back( "warning_material" );
|
||||
|
|
@ -1065,6 +1070,9 @@ void TerrainBlock::setTransform(const MatrixF & mat)
|
|||
|
||||
setRenderTransform( mat );
|
||||
setMaskBits( TransformMask );
|
||||
|
||||
if(isClientObject())
|
||||
smUpdateSignal.trigger( HeightmapUpdate, this, Point2I::Zero, Point2I::Max );
|
||||
}
|
||||
|
||||
void TerrainBlock::setScale( const VectorF &scale )
|
||||
|
|
|
|||
|
|
@ -233,7 +233,8 @@ public:
|
|||
F32 heightScale,
|
||||
F32 metersPerPixel,
|
||||
const Vector<U8> &layerMap,
|
||||
const Vector<String> &materials );
|
||||
const Vector<String> &materials,
|
||||
bool flipYAxis = true );
|
||||
|
||||
#ifdef TORQUE_TOOLS
|
||||
bool exportHeightMap( const UTF8 *filePath, const String &format ) const;
|
||||
|
|
|
|||
|
|
@ -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 );
|
||||
|
||||
|
|
|
|||
|
|
@ -28,6 +28,7 @@
|
|||
#endif
|
||||
|
||||
DeclareFeatureType( MFT_TerrainBaseMap );
|
||||
DeclareFeatureType( MFT_TerrainMacroMap );
|
||||
DeclareFeatureType( MFT_TerrainDetailMap );
|
||||
DeclareFeatureType( MFT_TerrainNormalMap );
|
||||
DeclareFeatureType( MFT_TerrainParallaxMap );
|
||||
|
|
|
|||
|
|
@ -683,7 +683,8 @@ void TerrainFile::setHeightMap( const Vector<U16> &heightmap, bool updateCollisi
|
|||
void TerrainFile::import( const GBitmap &heightMap,
|
||||
F32 heightScale,
|
||||
const Vector<U8> &layerMap,
|
||||
const Vector<String> &materials )
|
||||
const Vector<String> &materials,
|
||||
bool flipYAxis )
|
||||
{
|
||||
AssertFatal( heightMap.getWidth() == heightMap.getHeight(), "TerrainFile::import - Height map is not square!" );
|
||||
AssertFatal( isPow2( heightMap.getWidth() ), "TerrainFile::import - Height map is not power of two!" );
|
||||
|
|
@ -702,23 +703,48 @@ void TerrainFile::import( const GBitmap &heightMap,
|
|||
{
|
||||
const F32 toFixedPoint = ( 1.0f / (F32)U16_MAX ) * floatToFixed( heightScale );
|
||||
const U16 *iBits = (const U16*)heightMap.getBits();
|
||||
for ( U32 i = 0; i < mSize * mSize; i++ )
|
||||
if ( flipYAxis )
|
||||
{
|
||||
U16 height = convertBEndianToHost( *iBits );
|
||||
*oBits = (U16)mCeil( (F32)height * toFixedPoint );
|
||||
++oBits;
|
||||
++iBits;
|
||||
for ( U32 i = 0; i < mSize * mSize; i++ )
|
||||
{
|
||||
U16 height = convertBEndianToHost( *iBits );
|
||||
*oBits = (U16)mCeil( (F32)height * toFixedPoint );
|
||||
++oBits;
|
||||
++iBits;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for(S32 y = mSize - 1; y >= 0; y--) {
|
||||
for(U32 x = 0; x < mSize; x++) {
|
||||
U16 height = convertBEndianToHost( *iBits );
|
||||
mHeightMap[x + y * mSize] = (U16)mCeil( (F32)height * toFixedPoint );
|
||||
++iBits;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const F32 toFixedPoint = ( 1.0f / (F32)U8_MAX ) * floatToFixed( heightScale );
|
||||
const U8 *iBits = heightMap.getBits();
|
||||
for ( U32 i = 0; i < mSize * mSize; i++ )
|
||||
if ( flipYAxis )
|
||||
{
|
||||
*oBits = (U16)mCeil( ((F32)*iBits) * toFixedPoint );
|
||||
++oBits;
|
||||
iBits += heightMap.getBytesPerPixel();
|
||||
for ( U32 i = 0; i < mSize * mSize; i++ )
|
||||
{
|
||||
*oBits = (U16)mCeil( ((F32)*iBits) * toFixedPoint );
|
||||
++oBits;
|
||||
iBits += heightMap.getBytesPerPixel();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for(S32 y = mSize - 1; y >= 0; y--) {
|
||||
for(U32 x = 0; x < mSize; x++) {
|
||||
mHeightMap[x + y * mSize] = (U16)mCeil( ((F32)*iBits) * toFixedPoint );
|
||||
iBits += heightMap.getBytesPerPixel();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -744,7 +770,12 @@ void TerrainFile::create( String *inOutFilename,
|
|||
if ( !basePath.getExtension().equal("mis") )
|
||||
{
|
||||
// Use the default path and filename
|
||||
basePath.setPath( "art/terrains" );
|
||||
String terrainDirectory( Con::getVariable( "$pref::Directories::Terrain" ) );
|
||||
if ( terrainDirectory.isEmpty() )
|
||||
{
|
||||
terrainDirectory = "art/terrains";
|
||||
}
|
||||
basePath.setPath( terrainDirectory );
|
||||
basePath.setFileName( "terrain" );
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -152,7 +152,8 @@ public:
|
|||
void import( const GBitmap &heightMap,
|
||||
F32 heightScale,
|
||||
const Vector<U8> &layerMap,
|
||||
const Vector<String> &materials );
|
||||
const Vector<String> &materials,
|
||||
bool flipYAxis = true );
|
||||
|
||||
/// Updates the terrain grid for the specified area.
|
||||
void updateGrid( const Point2I &minPt, const Point2I &maxPt );
|
||||
|
|
@ -268,7 +269,7 @@ inline F32 fixedToFloat( U16 val )
|
|||
/// Conversion from floating point to 11.5 fixed point.
|
||||
inline U16 floatToFixed( F32 val )
|
||||
{
|
||||
return U16(val * 32.0);
|
||||
return U16(val * 32.0 + 0.5f);
|
||||
}
|
||||
|
||||
inline bool TerrainFile::isPointInTerrain( U32 x, U32 y ) const
|
||||
|
|
|
|||
|
|
@ -31,6 +31,7 @@
|
|||
#include "util/noise2d.h"
|
||||
#include "core/volume.h"
|
||||
|
||||
using namespace Torque;
|
||||
|
||||
ConsoleStaticMethod( TerrainBlock, createNew, S32, 5, 5,
|
||||
"TerrainBlock.create( String terrainName, U32 resolution, String materialName, bool genNoise )\n"
|
||||
|
|
@ -50,8 +51,13 @@ ConsoleStaticMethod( TerrainBlock, createNew, S32, 5, 5,
|
|||
// rename it themselves in their file browser. The main reason for this is so we can easily increment for ourselves;
|
||||
// and because its too easy to rename the terrain object and forget to take care of the terrain filename afterwards.
|
||||
FileName terrFileName( Con::getVariable("$Client::MissionFile") );
|
||||
terrFileName.replace("tools/levels/", "art/terrains/");
|
||||
terrFileName.replace("levels/", "art/terrains/");
|
||||
String terrainDirectory( Con::getVariable( "$pref::Directories::Terrain" ) );
|
||||
if ( terrainDirectory.isEmpty() )
|
||||
{
|
||||
terrainDirectory = "art/terrains/";
|
||||
}
|
||||
terrFileName.replace("tools/levels/", terrainDirectory);
|
||||
terrFileName.replace("levels/", terrainDirectory);
|
||||
|
||||
TerrainFile::create( &terrFileName, resolution, materials );
|
||||
|
||||
|
|
@ -115,8 +121,8 @@ ConsoleStaticMethod( TerrainBlock, createNew, S32, 5, 5,
|
|||
return terrain->getId();
|
||||
}
|
||||
|
||||
ConsoleStaticMethod( TerrainBlock, import, S32, 7, 7,
|
||||
"( String terrainName, String heightMap, F32 metersPerPixel, F32 heightScale, String materials, String opacityLayers )\n"
|
||||
ConsoleStaticMethod( TerrainBlock, import, S32, 7, 8,
|
||||
"( String terrainName, String heightMap, F32 metersPerPixel, F32 heightScale, String materials, String opacityLayers[, bool flipYAxis=true] )\n"
|
||||
"" )
|
||||
{
|
||||
// Get the parameters.
|
||||
|
|
@ -126,6 +132,7 @@ ConsoleStaticMethod( TerrainBlock, import, S32, 7, 7,
|
|||
F32 heightScale = dAtof(argv[4]);
|
||||
const UTF8 *opacityFiles = argv[5];
|
||||
const UTF8 *materialsStr = argv[6];
|
||||
bool flipYAxis = argc == 8? dAtob(argv[7]) : true;
|
||||
|
||||
// First load the height map and validate it.
|
||||
Resource<GBitmap> heightmap = GBitmap::load( hmap );
|
||||
|
|
@ -246,12 +253,12 @@ ConsoleStaticMethod( TerrainBlock, import, S32, 7, 7,
|
|||
// Do we have an existing terrain with that name... then update it!
|
||||
TerrainBlock *terrain = dynamic_cast<TerrainBlock*>( Sim::findObject( terrainName ) );
|
||||
if ( terrain )
|
||||
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials );
|
||||
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
|
||||
else
|
||||
{
|
||||
terrain = new TerrainBlock();
|
||||
terrain->assignName( terrainName );
|
||||
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials );
|
||||
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
|
||||
terrain->registerObject();
|
||||
|
||||
// Add to mission group!
|
||||
|
|
@ -267,7 +274,8 @@ bool TerrainBlock::import( const GBitmap &heightMap,
|
|||
F32 heightScale,
|
||||
F32 metersPerPixel,
|
||||
const Vector<U8> &layerMap,
|
||||
const Vector<String> &materials )
|
||||
const Vector<String> &materials,
|
||||
bool flipYAxis)
|
||||
{
|
||||
AssertFatal( isServerObject(), "TerrainBlock::import - This should only be called on the server terrain!" );
|
||||
|
||||
|
|
@ -294,7 +302,7 @@ bool TerrainBlock::import( const GBitmap &heightMap,
|
|||
}
|
||||
|
||||
// The file does a bunch of the work.
|
||||
mFile->import( heightMap, heightScale, layerMap, materials );
|
||||
mFile->import( heightMap, heightScale, layerMap, materials, flipYAxis );
|
||||
|
||||
// Set the square size.
|
||||
mSquareSize = metersPerPixel;
|
||||
|
|
|
|||
|
|
@ -23,6 +23,7 @@
|
|||
#include "platform/platform.h"
|
||||
#include "terrain/terrMaterial.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
#include "gfx/bitmap/gBitmap.h"
|
||||
|
||||
|
||||
|
|
@ -61,6 +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 )
|
||||
{
|
||||
}
|
||||
|
|
@ -83,6 +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" );
|
||||
|
||||
|
|
@ -152,10 +163,12 @@ TerrainMaterial* TerrainMaterial::findOrCreate( const char *nameOrPath )
|
|||
// fallback here just in case it gets "lost".
|
||||
mat = new TerrainMaterial();
|
||||
mat->setInternalName( "warning_material" );
|
||||
mat->mDiffuseMap = "core/art/warnMat.png";
|
||||
mat->mDiffuseMap = GFXTextureManager::getWarningTexturePath();
|
||||
mat->mDiffuseSize = 500;
|
||||
mat->mDetailMap = "core/art/warnMat.png";
|
||||
mat->mDetailMap = GFXTextureManager::getWarningTexturePath();
|
||||
mat->mDetailSize = 5;
|
||||
mat->mMacroMap = GFXTextureManager::getWarningTexturePath();
|
||||
mat->mMacroSize = 200;
|
||||
mat->registerObject();
|
||||
|
||||
Sim::getRootGroup()->addObject( mat );
|
||||
|
|
|
|||
|
|
@ -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; }
|
||||
|
|
|
|||
|
|
@ -62,7 +62,7 @@ GFX_ImplementTextureProfile( TerrainLayerTexProfile,
|
|||
GFXTextureProfile::DiffuseMap,
|
||||
GFXTextureProfile::PreserveSize |
|
||||
GFXTextureProfile::Dynamic,
|
||||
GFXTextureProfile::None );
|
||||
GFXTextureProfile::NONE );
|
||||
|
||||
|
||||
void TerrainBlock::_onFlushMaterials()
|
||||
|
|
@ -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 )
|
||||
|
|
@ -215,8 +219,12 @@ void TerrainBlock::_updateBaseTexture( bool writeToCache )
|
|||
points[3].texCoord = Point2F( 1.0, needsYFlip ? 0.0f : 1.0f );
|
||||
|
||||
vb.set( GFX, 4, GFXBufferTypeVolatile );
|
||||
dMemcpy( vb.lock(), points, sizeof(GFXVertexPT) * 4 );
|
||||
vb.unlock();
|
||||
GFXVertexPT *ptr = vb.lock();
|
||||
if(ptr)
|
||||
{
|
||||
dMemcpy( ptr, points, sizeof(GFXVertexPT) * 4 );
|
||||
vb.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
GFXTexHandle blendTex;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue