Merge pull request #968 from AtomicWalrus/TerrainMacroAndBlendHardness_PR

Enables terrain macro maps, adds height blend "hardness" setting
This commit is contained in:
Brian Roberts 2023-02-21 00:14:10 -06:00 committed by GitHub
commit b6f3c25fea
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 333 additions and 89 deletions

View file

@ -46,7 +46,7 @@ namespace
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 NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatHLSL);
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainHeightBlend, new TerrainHeightMapBlendHLSL );
@ -160,6 +160,42 @@ Var* TerrainFeatHLSL::_getDetailMapArray()
return detailMapArray;
}
Var* TerrainFeatHLSL::_getMacroMapSampler()
{
String name("macroMapSampler");
Var* detailMapSampler = (Var*)LangElement::find(name);
if (!detailMapSampler)
{
detailMapSampler = new Var;
detailMapSampler->setName(name);
detailMapSampler->setType("SamplerState");
detailMapSampler->uniform = true;
detailMapSampler->sampler = true;
detailMapSampler->constNum = Var::getTexUnitNum();
}
return detailMapSampler;
}
Var* TerrainFeatHLSL::_getMacroMapArray()
{
String name("macroMapArray");
Var* detailMapArray = (Var*)LangElement::find(name);
if (!detailMapArray)
{
detailMapArray = new Var;
detailMapArray->setName(name);
detailMapArray->setType("Texture2DArray");
detailMapArray->uniform = true;
detailMapArray->texture = true;
detailMapArray->constNum = _getMacroMapSampler()->constNum;
}
return detailMapArray;
}
Var* TerrainFeatHLSL::_getNormalMapSampler()
{
String name("normalMapSampler");
@ -254,18 +290,20 @@ Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
Var* TerrainFeatHLSL::_getMacroIdStrengthParallax()
{
String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
String name( String::ToString( "macroIdStrengthParallax", getProcessIndex() ) );
Var *detailInfo = (Var*)LangElement::find( name );
if ( !detailInfo )
{
detailInfo = new Var;
detailInfo->setType( "float3" );
detailInfo->setType( "float4" );
detailInfo->setName( name );
detailInfo->uniform = true;
detailInfo->constSortPos = cspPotentialPrimitive;
}
detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
return detailInfo;
}
@ -483,6 +521,19 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
// Done here to keep array indexes aligned
Var* macroScaleAndFade = (Var*)LangElement::find("macroScaleAndFade");
if (macroScaleAndFade == NULL)
{
macroScaleAndFade = new Var;
macroScaleAndFade->setType("float4");
macroScaleAndFade->setName("macroScaleAndFade");
macroScaleAndFade->uniform = true;
macroScaleAndFade->constSortPos = cspPotentialPrimitive;
}
macroScaleAndFade->arraySize = mMax(macroScaleAndFade->arraySize, detailIndex + 1);
// Setup the detail coord.
//
// NOTE: You see here we scale the texture coord by 'xyx'
@ -572,6 +623,9 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
// Get the detail id.
Var *detailInfo = _getDetailIdStrengthParallax();
// Done here to keep array indexes aligned
Var* macroInfo = _getMacroIdStrengthParallax();
// Create the detail blend var.
Var *detailBlend = new Var;
detailBlend->setType( "float" );
@ -630,7 +684,8 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
detailColor, detailMapArray, detailMapSampler, detCoord, new IndexOp(detailInfo, detailIndex)));
}
meta->addStatement(new GenOp(" @ *= @.y * @;\r\n", detailColor, new IndexOp(detailInfo, detailIndex), detailBlend));
meta->addStatement(new GenOp(" @ *= @.y;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex)));
if (!fd.features.hasFeature(MFT_TerrainNormalMap))
{
@ -854,24 +909,13 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
}
Var *detailColor = (Var*)LangElement::find("macroColor");
if (!detailColor)
{
detailColor = new Var;
Var* detailColor = new Var;
detailColor->setType( "float4" );
detailColor->setName( "macroColor" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
detailColor->setName( String::ToString("macroColor%d", detailIndex) );
meta->addStatement( new GenOp( " @ = float4(0.5f, 0.5f, 0.5f, 1.0f);\r\n", new DecOp( detailColor ) ) );
// 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" ) );
Var* detailMapArray = _getDetailMapArray();
Var* detailMapSampler = _getDetailMapSampler();
Var* detailMapArray = _getMacroMapArray();
Var* detailMapSampler = _getMacroMapSampler();
// Note that we're doing the standard greyscale detail
// map technique here which can darken and lighten the
@ -895,17 +939,8 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
outColor, detailColor, detailBlend));
meta->addStatement( new GenOp( " }\r\n" ) );
meta->addStatement(new GenOp(" @ *= @.y;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex)));
output = meta;
}
@ -919,13 +954,12 @@ ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFe
// If this is the first detail pass then we
// samples from the layer tex.
res.numTex += 1;
}
res.numTexReg += 1;
// Add Detail TextureArray
res.numTex += 1;
// Finally we always send the detail texture
// coord to the pixel shader.
res.numTexReg += 1;
res.numTexReg += 1;
}
return res;
}
@ -1333,7 +1367,7 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
}
Var* heightRange = new Var("heightRange", "float2");
meta->addStatement(new GenOp(" @ = float2(2.0f,0);//x=min, y=max\r\n", new DecOp(heightRange)));
meta->addStatement(new GenOp(" @ = float2(0,0);//x=min, y=max\r\n", new DecOp(heightRange)));
// Compute blend factors
for (S32 idx = 0; idx < detailCount; ++idx)
{
@ -1382,7 +1416,20 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
{
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* blendHardness = (Var*)LangElement::find(String::ToString("blendHardness%d", idx));
if (!blendHardness)
{
blendHardness = new Var;
blendHardness->setType("float");
blendHardness->setName(String::ToString("blendHardness%d", idx));
blendHardness->uniform = true;
blendHardness->constSortPos = cspPrimitive;
}
meta->addStatement(new GenOp(" @ = (@-@.x)/(@.y-@.x)-@.x;\r\n", detailH, detailH, heightRange, heightRange, heightRange, heightRange));
// Note that blendHardness is clamped between 0-0.99 at the terrain material level to avoid a divide by zero
meta->addStatement(new GenOp(" @ = 1.0f / (1.0f - @) * (@ - @);\r\n", detailH, blendHardness, detailH, blendHardness));
// This line equation will go out of our 0-1 range, clamp it
meta->addStatement(new GenOp(" @ = clamp(@, 0.0f, 1.0f);\r\n", detailH, detailH));
}
meta->addStatement(new GenOp("\r\n"));
}
@ -1413,6 +1460,31 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
meta->addStatement(new GenOp(");\r\n"));
// Macro textures, if they exist
bool didMacro = false;
for (S32 idx = 0; idx < detailCount; ++idx)
{
Var* detailColor = (Var*)LangElement::find(String::ToString("macroColor%d", idx));
if (detailColor) // only do this if the macro map exists for this layer
{
if (!didMacro)
meta->addStatement(new GenOp(" @.rgb += (", outColor));
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
Var* detCoord = (Var*)LangElement::find(String::ToString("macroCoord%d", idx));
if (idx > 0 && didMacro)
{
meta->addStatement(new GenOp(" + "));
}
meta->addStatement(new GenOp("((@.rgb * @)*max(@.w,0))", detailColor, detailH, detCoord));
didMacro = true;
}
}
if (didMacro)
meta->addStatement(new GenOp(");\r\n"));
// Compute ORM
Var* ormOutput;
if (fd.features[MFT_isDeferred])

View file

@ -47,6 +47,8 @@ public:
Var* _getDetailMapSampler();
Var* _getDetailMapArray();
Var* _getMacroMapSampler();
Var* _getMacroMapArray();
Var* _getNormalMapSampler();
Var* _getNormalMapArray();
Var* _getOrmMapSampler();