cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.

This commit is contained in:
Azaezel 2014-12-21 14:07:42 -06:00
parent 949251b988
commit c6cdfafe4e
42 changed files with 2680 additions and 8 deletions

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@ -0,0 +1,349 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/accumulationVolume.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/sim/debugDraw.h"
#include "util/tempAlloc.h"
#include "materials/materialDefinition.h"
#include "materials/materialManager.h"
#include "materials/materialFeatureTypes.h"
#include "materials/matInstance.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxDevice.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "gfx/gfxTextureHandle.h"
#include "scene/sceneContainer.h"
#include "math/mPolyhedron.impl.h"
Vector< SimObjectPtr<SceneObject> > AccumulationVolume::smAccuObjects;
Vector< SimObjectPtr<AccumulationVolume> > AccumulationVolume::smAccuVolumes;
//#define DEBUG_DRAW
IMPLEMENT_CO_NETOBJECT_V1( AccumulationVolume );
ConsoleDocClass( AccumulationVolume,
"@brief An invisible shape that allow objects within it to have an accumulation map.\n\n"
"AccumulationVolume is used to add additional realism to a scene. It's main use is in outdoor scenes "
" where objects could benefit from overlaying environment accumulation textures such as sand, snow, etc.\n\n"
"Objects within the volume must have accumulation enabled in their material. \n\n"
"@ingroup enviroMisc"
);
//-----------------------------------------------------------------------------
AccumulationVolume::AccumulationVolume()
: mTransformDirty( true ),
mSilhouetteExtractor( mPolyhedron )
{
VECTOR_SET_ASSOCIATION( mWSPoints );
VECTOR_SET_ASSOCIATION( mVolumeQueryList );
//mObjectFlags.set( VisualOccluderFlag );
mNetFlags.set( Ghostable | ScopeAlways );
mObjScale.set( 1.f, 1.f, 1.f );
mObjBox.set(
Point3F( -0.5f, -0.5f, -0.5f ),
Point3F( 0.5f, 0.5f, 0.5f )
);
mObjToWorld.identity();
mWorldToObj.identity();
// Accumulation Texture.
mTextureName = "";
mAccuTexture = NULL;
resetWorldBox();
}
AccumulationVolume::~AccumulationVolume()
{
mAccuTexture = NULL;
}
void AccumulationVolume::initPersistFields()
{
addProtectedField( "texture", TypeStringFilename, Offset( mTextureName, AccumulationVolume ),
&_setTexture, &defaultProtectedGetFn, "Accumulation texture." );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::consoleInit()
{
// Disable rendering of occlusion volumes by default.
getStaticClassRep()->mIsRenderEnabled = false;
}
//-----------------------------------------------------------------------------
bool AccumulationVolume::onAdd()
{
if( !Parent::onAdd() )
return false;
// Prepare some client side things.
if ( isClientObject() )
{
smAccuVolumes.push_back(this);
refreshVolumes();
}
// Set up the silhouette extractor.
mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
return true;
}
void AccumulationVolume::onRemove()
{
if ( isClientObject() )
{
smAccuVolumes.remove(this);
refreshVolumes();
}
Parent::onRemove();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
{
Parent::_renderObject( ri, state, overrideMat );
#ifdef DEBUG_DRAW
if( state->isDiffusePass() )
DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
#endif
}
//-----------------------------------------------------------------------------
void AccumulationVolume::setTransform( const MatrixF& mat )
{
Parent::setTransform( mat );
mTransformDirty = true;
refreshVolumes();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
{
// Extract the silhouette of the polyhedron. This works differently
// depending on whether we project orthogonally or in perspective.
TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
U32 numPoints;
if( cameraState.getFrustum().isOrtho() )
{
// Transform the view direction into object space.
Point3F osViewDir;
getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
// And extract the silhouette.
SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
}
else
{
// Create a transform to go from view space to object space.
MatrixF camView( true );
camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
camView.mul( getRenderWorldTransform() );
camView.mul( cameraState.getViewWorldMatrix() );
// Do a perspective-correct silhouette extraction.
numPoints = mSilhouetteExtractor.extractSilhouette(
camView,
indices, indices.size );
}
// If we haven't yet, transform the polyhedron's points
// to world space.
if( mTransformDirty )
{
const U32 numPoints = mPolyhedron.getNumPoints();
const PolyhedronType::PointType* points = getPolyhedron().getPoints();
mWSPoints.setSize( numPoints );
for( U32 i = 0; i < numPoints; ++ i )
{
Point3F p = points[ i ];
p.convolve( getScale() );
getTransform().mulP( p, &mWSPoints[ i ] );
}
mTransformDirty = false;
}
// Now store the points.
outPoints.setSize( numPoints );
for( U32 i = 0; i < numPoints; ++ i )
outPoints[ i ] = mWSPoints[ indices[ i ] ];
}
//-----------------------------------------------------------------------------
U32 AccumulationVolume::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( connection, mask, stream );
if (stream->writeFlag(mask & InitialUpdateMask))
{
stream->write( mTextureName );
}
return retMask;
}
void AccumulationVolume::unpackUpdate( NetConnection *connection, BitStream *stream )
{
Parent::unpackUpdate( connection, stream );
if (stream->readFlag())
{
stream->read( &mTextureName );
setTexture(mTextureName);
}
}
//-----------------------------------------------------------------------------
void AccumulationVolume::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits(U32(-1) );
}
void AccumulationVolume::setTexture( const String& name )
{
mTextureName = name;
if ( isClientObject() && mTextureName.isNotEmpty() )
{
mAccuTexture.set(mTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
if ( mAccuTexture.isNull() )
Con::warnf( "AccumulationVolume::setTexture - Unable to load texture: %s", mTextureName.c_str() );
}
refreshVolumes();
}
//-----------------------------------------------------------------------------
// Static Functions
//-----------------------------------------------------------------------------
bool AccumulationVolume::_setTexture( void *object, const char *index, const char *data )
{
AccumulationVolume* volume = reinterpret_cast< AccumulationVolume* >( object );
volume->setTexture( data );
return false;
}
void AccumulationVolume::refreshVolumes()
{
// This function tests each accumulation object to
// see if it's within the bounds of an accumulation
// volume. If so, it will pass on the accumulation
// texture of the volume to the object.
// This function should only be called when something
// global like change of volume or material occurs.
// Clear old data.
for (S32 n = 0; n < smAccuObjects.size(); ++n)
{
SimObjectPtr<SceneObject> object = smAccuObjects[n];
if ( object.isValid() )
object->mAccuTex = GFXTexHandle::ZERO;
}
//
for (S32 i = 0; i < smAccuVolumes.size(); ++i)
{
SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
if ( volume.isNull() ) continue;
for (S32 n = 0; n < smAccuObjects.size(); ++n)
{
SimObjectPtr<SceneObject> object = smAccuObjects[n];
if ( object.isNull() ) continue;
if ( volume->containsPoint(object->getPosition()) )
object->mAccuTex = volume->mAccuTexture;
}
}
}
// Accumulation Object Management.
void AccumulationVolume::addObject(SimObjectPtr<SceneObject> object)
{
smAccuObjects.push_back(object);
refreshVolumes();
}
void AccumulationVolume::removeObject(SimObjectPtr<SceneObject> object)
{
smAccuObjects.remove(object);
refreshVolumes();
}
void AccumulationVolume::updateObject(SceneObject* object)
{
// This function is called when an individual object
// has been moved. Tests to see if it's in any of the
// accumulation volumes.
// We use ZERO instead of NULL so the accumulation
// texture will be updated in renderMeshMgr.
object->mAccuTex = GFXTexHandle::ZERO;
for (S32 i = 0; i < smAccuVolumes.size(); ++i)
{
SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
if ( volume.isNull() ) continue;
if ( volume->containsPoint(object->getPosition()) )
object->mAccuTex = volume->mAccuTexture;
}
}

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@ -0,0 +1,104 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ACCUMULATIONVOLUME_H_
#define _ACCUMULATIONVOLUME_H_
#ifndef _SCENEPOLYHEDRALSPACE_H_
#include "scene/scenePolyhedralSpace.h"
#endif
#ifndef _MSILHOUETTEEXTRACTOR_H_
#include "math/mSilhouetteExtractor.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
/// A volume in space that blocks visibility.
class AccumulationVolume : public ScenePolyhedralSpace
{
public:
typedef ScenePolyhedralSpace Parent;
protected:
typedef SilhouetteExtractorPerspective< PolyhedronType > SilhouetteExtractorType;
/// Whether the volume's transform has changed and we need to recompute
/// transform-based data.
bool mTransformDirty;
/// World-space points of the volume's polyhedron.
Vector< Point3F > mWSPoints;
/// Silhouette extractor when using perspective projections.
SilhouetteExtractorType mSilhouetteExtractor;
mutable Vector< SceneObject* > mVolumeQueryList;
// Name (path) of the accumulation texture.
String mTextureName;
// SceneSpace.
virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
public:
GFXTexHandle mAccuTexture;
AccumulationVolume();
~AccumulationVolume();
// SimObject.
DECLARE_CONOBJECT( AccumulationVolume );
DECLARE_DESCRIPTION( "Allows objects in an area to have accumulation effect applied." );
DECLARE_CATEGORY( "3D Scene" );
virtual bool onAdd();
virtual void onRemove();
void inspectPostApply();
void setTexture( const String& name );
// Static Functions.
static void consoleInit();
static void initPersistFields();
static Vector< SimObjectPtr<SceneObject> > smAccuObjects;
static Vector< SimObjectPtr<AccumulationVolume> > smAccuVolumes;
static void addObject(SimObjectPtr<SceneObject> object);
static void removeObject(SimObjectPtr<SceneObject> object);
static void refreshVolumes();
static bool _setTexture( void *object, const char *index, const char *data );
static void updateObject(SceneObject* object);
// Network
U32 packUpdate( NetConnection *, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *, BitStream *stream );
// SceneObject.
virtual void buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints );
virtual void setTransform( const MatrixF& mat );
};
#endif // !_AccumulationVolume_H_

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@ -48,6 +48,7 @@
#include "materials/materialFeatureData.h"
#include "materials/materialFeatureTypes.h"
#include "console/engineAPI.h"
#include "T3D/accumulationVolume.h"
using namespace Torque;
@ -293,6 +294,13 @@ bool TSStatic::onAdd()
_updateShouldTick();
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::addObject(this);
}
return true;
}
@ -403,6 +411,13 @@ void TSStatic::onRemove()
{
SAFE_DELETE( mPhysicsRep );
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::removeObject(this);
}
mConvexList->nukeList();
removeFromScene();
@ -562,6 +577,9 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
rdata.setFadeOverride( 1.0f );
rdata.setOriginSort( mUseOriginSort );
// Acculumation
rdata.setAccuTex(mAccuTex);
// If we have submesh culling enabled then prepare
// the object space frustum to pass to the shape.
Frustum culler;
@ -649,6 +667,13 @@ void TSStatic::setTransform(const MatrixF & mat)
if ( mPhysicsRep )
mPhysicsRep->setTransform( mat );
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::updateObject(this);
}
// Since this is a static it's render transform changes 1
// to 1 with it's collision transform... no interpolation.
setRenderTransform(mat);

View file

@ -330,6 +330,58 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
output = meta;
return;
}
else if (fd.features[MFT_AccuMap])
{
Var *bumpSample = (Var *)LangElement::find("bumpSample");
if (bumpSample == NULL)
{
MultiLine *meta = new MultiLine;
Var *texCoord = getInTexCoord("texCoord", "vec2", true, componentList);
Var *bumpMap = getNormalMapTex();
bumpSample = new Var;
bumpSample->setType("vec4");
bumpSample->setName("bumpSample");
LangElement *bumpSampleDecl = new DecOp(bumpSample);
meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord));
if (fd.features.hasFeature(MFT_DetailNormalMap))
{
Var *bumpMap = (Var*)LangElement::find("detailBumpMap");
if (!bumpMap) {
bumpMap = new Var;
bumpMap->setType("sampler2D");
bumpMap->setName("detailBumpMap");
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum();
}
texCoord = getInTexCoord("detCoord", "vec2", true, componentList);
LangElement *texOp = new GenOp("tex2D(@, @)", bumpMap, texCoord);
Var *detailBump = new Var;
detailBump->setName("detailBump");
detailBump->setType("vec4");
meta->addStatement(expandNormalMap(texOp, new DecOp(detailBump), detailBump, fd));
Var *detailBumpScale = new Var;
detailBumpScale->setType("float");
detailBumpScale->setName("detailBumpStrength");
detailBumpScale->uniform = true;
detailBumpScale->constSortPos = cspPass;
meta->addStatement(new GenOp(" @.xy += @.xy * @;\r\n", bumpSample, detailBump, detailBumpScale));
}
output = meta;
return;
}
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
@ -398,7 +450,20 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
return;
}
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
if (!fd.features[MFT_PrePassConditioner] && fd.features[MFT_AccuMap])
{
passData.mTexType[texIndex] = Material::Bump;
passData.mSamplerNames[texIndex] = "bumpMap";
passData.mTexSlot[texIndex++].texObject = stageDat.getTex(MFT_NormalMap);
if (fd.features.hasFeature(MFT_DetailNormalMap))
{
passData.mTexType[texIndex] = Material::DetailBump;
passData.mSamplerNames[texIndex] = "detailBumpMap";
passData.mTexSlot[texIndex++].texObject = stageDat.getTex(MFT_DetailNormalMap);
}
}
else if (!fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
( fd.features[MFT_PrePassConditioner] ||
fd.features[MFT_PixSpecular] ) )
{
@ -481,6 +546,14 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
"DeferredPixelSpecularGLSL::processPix - Something hosed the deferred features!" );
if (fd.features[MFT_AccuMap]) {
// change specularity where the accu texture is applied
Var *accuPlc = (Var*)LangElement::find("plc");
Var *accuSpecular = (Var*)LangElement::find("accuSpecular");
if (accuPlc != NULL && accuSpecular != NULL)
//d_specular = clamp(lerp( d_specular, accuSpecular * d_specular, plc.a), 0, 1)
meta->addStatement(new GenOp(" @ = clamp( lerp( @, @ * @, @.a), 0, 1);\r\n", d_specular, d_specular, accuSpecular, d_specular, accuPlc));
}
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
specDecl, d_specular, specPow, specStrength ) );

View file

@ -330,6 +330,57 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
output = meta;
return;
}
else if (fd.features[MFT_AccuMap])
{
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
if( bumpSample == NULL )
{
MultiLine *meta = new MultiLine;
Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
Var *bumpMap = getNormalMapTex();
bumpSample = new Var;
bumpSample->setType( "float4" );
bumpSample->setName( "bumpSample" );
LangElement *bumpSampleDecl = new DecOp( bumpSample );
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord ) );
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
{
Var *bumpMap = (Var*)LangElement::find( "detailBumpMap" );
if ( !bumpMap ) {
bumpMap = new Var;
bumpMap->setType( "sampler2D" );
bumpMap->setName( "detailBumpMap" );
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum();
}
texCoord = getInTexCoord( "detCoord", "float2", true, componentList );
LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
Var *detailBump = new Var;
detailBump->setName( "detailBump" );
detailBump->setType( "float4" );
meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
Var *detailBumpScale = new Var;
detailBumpScale->setType( "float" );
detailBumpScale->setName( "detailBumpStrength" );
detailBumpScale->uniform = true;
detailBumpScale->constSortPos = cspPass;
meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpSample, detailBump, detailBumpScale ) );
}
output = meta;
return;
}
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
@ -398,7 +449,20 @@ void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
return;
}
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
if ( !fd.features[MFT_PrePassConditioner] && fd.features[MFT_AccuMap] )
{
passData.mTexType[ texIndex ] = Material::Bump;
passData.mSamplerNames[ texIndex ] = "bumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
{
passData.mTexType[ texIndex ] = Material::DetailBump;
passData.mSamplerNames[texIndex] = "detailBumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
}
}
else if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
( fd.features[MFT_PrePassConditioner] ||
fd.features[MFT_PixSpecular] ) )
{
@ -481,6 +545,15 @@ void DeferredPixelSpecularHLSL::processPix( Vector<ShaderComponent*> &component
AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
"DeferredPixelSpecularHLSL::processPix - Something hosed the deferred features!" );
if (fd.features[ MFT_AccuMap ]) {
// change specularity where the accu texture is applied
Var *accuPlc = (Var*) LangElement::find( "plc" );
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
if(accuPlc != NULL && accuSpecular != NULL)
//d_specular = clamp(lerp( d_specular, accuSpecular * d_specular, plc.a), 0, 1)
meta->addStatement( new GenOp( " @ = clamp( lerp( @, @ * @, @.a), 0, 1);\r\n", d_specular, d_specular, accuSpecular, d_specular, accuPlc ) );
}
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
specDecl, d_specular, specPow, specStrength ) );

View file

@ -185,6 +185,7 @@ public:
// BTRTODO: This stuff below should probably not be in BaseMatInstance
virtual bool hasGlow() = 0;
virtual bool hasAccumulation() = 0;
virtual U32 getCurPass() = 0;

View file

@ -497,6 +497,14 @@ bool MatInstance::hasGlow()
return false;
}
bool MatInstance::hasAccumulation()
{
if( mProcessedMaterial )
return mProcessedMaterial->hasAccumulation();
else
return false;
}
const FeatureSet& MatInstance::getFeatures() const
{
return mProcessedMaterial->getFeatures();

View file

@ -75,6 +75,7 @@ public:
virtual SimObject* getUserObject() const { return mUserObject; }
virtual Material *getMaterial() { return mMaterial; }
virtual bool hasGlow();
virtual bool hasAccumulation();
virtual U32 getCurPass() { return getMax( mCurPass, 0 ); }
virtual U32 getCurStageNum();
virtual RenderPassData *getPass(U32 pass);

View file

@ -34,6 +34,7 @@
#include "sfx/sfxTrack.h"
#include "sfx/sfxTypes.h"
#include "core/util/safeDelete.h"
#include "T3D/accumulationVolume.h"
IMPLEMENT_CONOBJECT( Material );
@ -119,6 +120,13 @@ Material::Material()
mSpecularStrength[i] = 1.0f;
mPixelSpecular[i] = false;
mAccuEnabled[i] = false;
mAccuScale[i] = 1.0f;
mAccuDirection[i] = 1.0f;
mAccuStrength[i] = 0.6f;
mAccuCoverage[i] = 0.9f;
mAccuSpecular[i] = 16.0f;
mParallaxScale[i] = 0.0f;
mVertLit[i] = false;
@ -250,6 +258,24 @@ void Material::initPersistFields()
"normal map texture. Note that if pixel specular is enabled the DXTnm format will not "
"work with your normal map, unless you are also using a specular map." );
addProtectedField( "accuEnabled", TYPEID< bool >(), Offset( mAccuEnabled, Material ),
&_setAccuEnabled, &defaultProtectedGetFn, MAX_STAGES, "Accumulation texture." );
addField("accuScale", TypeF32, Offset(mAccuScale, Material), MAX_STAGES,
"The scale that is applied to the accu map texture. You can use this to fit the texture to smaller or larger objects.");
addField("accuDirection", TypeF32, Offset(mAccuDirection, Material), MAX_STAGES,
"The direction of the accumulation. Chose whether you want the accu map to go from top to bottom (ie. snow) or upwards (ie. mold).");
addField("accuStrength", TypeF32, Offset(mAccuStrength, Material), MAX_STAGES,
"The strength of the accu map. This changes the transparency of the accu map texture. Make it subtle or add more contrast.");
addField("accuCoverage", TypeF32, Offset(mAccuCoverage, Material), MAX_STAGES,
"The coverage ratio of the accu map texture. Use this to make the entire shape pick up some of the accu map texture or none at all.");
addField("accuSpecular", TypeF32, Offset(mAccuSpecular, Material), MAX_STAGES,
"Changes specularity to this value where the accumulated material is present.");
addField( "specularMap", TypeImageFilename, Offset(mSpecularMapFilename, Material), MAX_STAGES,
"The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. "
"If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. "
@ -669,4 +695,18 @@ ConsoleMethod( Material, setAutoGenerated, void, 3, 3,
"setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated." )
{
object->setAutoGenerated(dAtob(argv[2]));
}
// Accumulation
bool Material::_setAccuEnabled( void *object, const char *index, const char *data )
{
Material* mat = reinterpret_cast< Material* >( object );
if ( index )
{
U32 i = dAtoui(index);
mat->mAccuEnabled[i] = dAtob(data);
AccumulationVolume::refreshVolumes();
}
return true;
}

View file

@ -88,6 +88,7 @@ public:
DynamicLightMask,
NormalizeCube,
TexTarget,
AccuMap,
};
enum BlendOp
@ -198,6 +199,12 @@ public:
// Data
//-----------------------------------------------------------------------
FileName mDiffuseMapFilename[MAX_STAGES];
bool mAccuEnabled[MAX_STAGES];
F32 mAccuScale[MAX_STAGES];
F32 mAccuDirection[MAX_STAGES];
F32 mAccuStrength[MAX_STAGES];
F32 mAccuCoverage[MAX_STAGES];
F32 mAccuSpecular[MAX_STAGES];
FileName mOverlayMapFilename[MAX_STAGES];
FileName mLightMapFilename[MAX_STAGES];
FileName mToneMapFilename[MAX_STAGES];
@ -371,6 +378,9 @@ public:
//
static void initPersistFields();
// Accumulation
static bool _setAccuEnabled( void *object, const char *index, const char *data );
DECLARE_CONOBJECT(Material);
protected:

View file

@ -32,6 +32,12 @@ ImplementFeatureType( MFT_TexAnim, MFG_PreTexture, 1.0f, true );
ImplementFeatureType( MFT_Parallax, MFG_PreTexture, 2.0f, true );
ImplementFeatureType( MFT_DiffuseVertColor, MFG_PreTexture, 3.0f, true );
ImplementFeatureType( MFT_AccuScale, MFG_PreTexture, 4.0f, true );
ImplementFeatureType( MFT_AccuDirection, MFG_PreTexture, 4.0f, true );
ImplementFeatureType( MFT_AccuStrength, MFG_PreTexture, 4.0f, true );
ImplementFeatureType( MFT_AccuCoverage, MFG_PreTexture, 4.0f, true );
ImplementFeatureType( MFT_AccuSpecular, MFG_PreTexture, 4.0f, true );
ImplementFeatureType( MFT_DiffuseMap, MFG_Texture, 2.0f, true );
ImplementFeatureType( MFT_OverlayMap, MFG_Texture, 3.0f, true );
ImplementFeatureType( MFT_DetailMap, MFG_Texture, 4.0f, true );
@ -41,6 +47,8 @@ ImplementFeatureType( MFT_SpecularMap, MFG_Texture, 8.0f, true );
ImplementFeatureType( MFT_NormalMap, MFG_Texture, 9.0f, true );
ImplementFeatureType( MFT_DetailNormalMap, MFG_Texture, 10.0f, true );
ImplementFeatureType( MFT_AccuMap, MFG_PreLighting, 2.0f, true );
ImplementFeatureType( MFT_RTLighting, MFG_Lighting, 2.0f, true );
ImplementFeatureType( MFT_SubSurface, MFG_Lighting, 3.0f, true );
ImplementFeatureType( MFT_LightMap, MFG_Lighting, 4.0f, true );

View file

@ -95,6 +95,13 @@ DeclareFeatureType( MFT_DetailMap );
DeclareFeatureType( MFT_DiffuseColor );
DeclareFeatureType( MFT_DetailNormalMap );
DeclareFeatureType( MFT_AccuMap );
DeclareFeatureType( MFT_AccuScale );
DeclareFeatureType( MFT_AccuDirection );
DeclareFeatureType( MFT_AccuStrength );
DeclareFeatureType( MFT_AccuCoverage );
DeclareFeatureType( MFT_AccuSpecular );
/// This feature enables vertex coloring for the diffuse channel.
DeclareFeatureType( MFT_DiffuseVertColor );

View file

@ -49,6 +49,7 @@ ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
mCustomMaterial = static_cast<CustomMaterial*>(mMaterial);
mHasSetStageData = false;
mHasGlow = false;
mHasAccumulation = false;
mMaxStages = 0;
mMaxTex = 0;
}

View file

@ -67,6 +67,7 @@ void ProcessedFFMaterial::_construct()
{
mHasSetStageData = false;
mHasGlow = false;
mHasAccumulation = false;
mIsLightingMaterial = false;
mDefaultHandle = new FFMaterialParameterHandle();
mDefaultParameters = new MaterialParameters();

View file

@ -93,6 +93,7 @@ ProcessedMaterial::ProcessedMaterial()
mCurrentParams( NULL ),
mHasSetStageData( false ),
mHasGlow( false ),
mHasAccumulation( false ),
mMaxStages( 0 ),
mVertexFormat( NULL ),
mUserObject( NULL )

View file

@ -197,6 +197,9 @@ public:
/// Returns true if any pass glows
bool hasGlow() const { return mHasGlow; }
/// Returns true if any pass accumulates
bool hasAccumulation() const { return mHasAccumulation; }
/// Gets the stage number for a pass
U32 getStageFromPass(U32 pass) const
{
@ -244,6 +247,9 @@ protected:
/// If we glow
bool mHasGlow;
/// If we have accumulation.
bool mHasAccumulation;
/// Number of stages (not to be confused with number of passes)
U32 mMaxStages;

View file

@ -55,6 +55,11 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
@ -423,6 +428,34 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
fd.features.addFeature( MFT_GlossMap );
}
if ( mMaterial->mAccuEnabled[stageNum] )
{
fd.features.addFeature( MFT_AccuMap );
mHasAccumulation = true;
}
// we need both diffuse and normal maps + sm3 to have an accu map
if( fd.features[ MFT_AccuMap ] &&
( !fd.features[ MFT_DiffuseMap ] ||
!fd.features[ MFT_NormalMap ] ||
GFX->getPixelShaderVersion() < 3.0f ) ) {
AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
fd.features.removeFeature( MFT_AccuMap );
mHasAccumulation = false;
}
// if we still have the AccuMap feature, we add all accu constant features
if ( fd.features[ MFT_AccuMap ] ) {
// add the dependencies of the accu map
fd.features.addFeature( MFT_AccuScale );
fd.features.addFeature( MFT_AccuDirection );
fd.features.addFeature( MFT_AccuStrength );
fd.features.addFeature( MFT_AccuCoverage );
fd.features.addFeature( MFT_AccuSpecular );
// now remove some features that are not compatible with this
fd.features.removeFeature( MFT_UseInstancing );
}
// Without a base texture use the diffuse color
// feature to ensure some sort of output.
if (!fd.features[MFT_DiffuseMap])
@ -809,6 +842,13 @@ void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const S
case Material::BackBuff:
GFX->setTexture( i, sgData.backBuffTex );
break;
case Material::AccuMap:
if ( sgData.accuTex )
GFX->setTexture( i, sgData.accuTex );
else
GFX->setTexture( i, GFXTexHandle::ZERO );
break;
case Material::TexTarget:
{
@ -1137,6 +1177,17 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
0.0f, 0.0f ); // TODO: Wrap mode flags?
shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
}
if( handles->mAccuScaleSC->isValid() )
shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
if( handles->mAccuDirectionSC->isValid() )
shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
if( handles->mAccuStrengthSC->isValid() )
shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
if( handles->mAccuCoverageSC->isValid() )
shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
if( handles->mAccuSpecularSC->isValid() )
shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
}
bool ProcessedShaderMaterial::_hasCubemap(U32 pass)

View file

@ -48,6 +48,11 @@ public:
GFXShaderConstHandle* mSpecularPowerSC;
GFXShaderConstHandle* mSpecularStrengthSC;
GFXShaderConstHandle* mParallaxInfoSC;
GFXShaderConstHandle* mAccuScaleSC;
GFXShaderConstHandle* mAccuDirectionSC;
GFXShaderConstHandle* mAccuStrengthSC;
GFXShaderConstHandle* mAccuCoverageSC;
GFXShaderConstHandle* mAccuSpecularSC;
GFXShaderConstHandle* mFogDataSC;
GFXShaderConstHandle* mFogColorSC;
GFXShaderConstHandle* mDetailScaleSC;

View file

@ -64,6 +64,7 @@ struct SceneData
GFXTextureObject *backBuffTex;
GFXTextureObject *reflectTex;
GFXTextureObject *miscTex;
GFXTextureObject *accuTex;
/// The current lights to use in rendering
/// in order of the light importance.

View file

@ -164,6 +164,7 @@ void RenderBinManager::setupSGData( MeshRenderInst *ri, SceneData &data )
data.cubemap = ri->cubemap;
data.miscTex = ri->miscTex;
data.reflectTex = ri->reflectTex;
data.accuTex = ri->accuTex;
data.lightmap = ri->lightmap;
data.visibility = ri->visibility;
data.materialHint = ri->materialHint;

View file

@ -115,6 +115,7 @@ void RenderMeshMgr::render(SceneRenderState * state)
GFXCubemap *lastCubemap = NULL;
GFXTextureObject *lastReflectTex = NULL;
GFXTextureObject *lastMiscTex = NULL;
GFXTextureObject *lastAccuTex = NULL;
SceneData sgData;
sgData.init( state );
@ -225,6 +226,15 @@ void RenderMeshMgr::render(SceneRenderState * state)
dirty = true;
}
// Update accumulation texture if it changed.
// Note: accumulation texture can be NULL, and must be updated.
if ( passRI->accuTex != lastAccuTex )
{
sgData.accuTex = passRI->accuTex;
lastAccuTex = lastAccuTex;
dirty = true;
}
if ( dirty )
mat->setTextureStages( state, sgData );

View file

@ -366,6 +366,7 @@ struct MeshRenderInst : public RenderInst
GFXTextureObject *backBuffTex;
GFXTextureObject *reflectTex;
GFXTextureObject *miscTex;
GFXTextureObject *accuTex;
GFXCubemap *cubemap;
void clear();

View file

@ -43,6 +43,7 @@
#include "math/mTransform.h"
#include "T3D/gameBase/gameProcess.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/accumulationVolume.h"
IMPLEMENT_CONOBJECT(SceneObject);
@ -141,6 +142,8 @@ SceneObject::SceneObject()
mObjectFlags.set( RenderEnabledFlag | SelectionEnabledFlag );
mIsScopeAlways = false;
mAccuTex = NULL;
}
//-----------------------------------------------------------------------------
@ -152,6 +155,7 @@ SceneObject::~SceneObject()
AssertFatal( !mSceneObjectLinks,
"SceneObject::~SceneObject() - object is still linked to SceneTrackers" );
mAccuTex = NULL;
unlink();
}

View file

@ -51,6 +51,10 @@
#include "scene/sceneContainer.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
class SceneManager;
class SceneRenderState;
@ -765,8 +769,14 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
static bool _setFieldRotation( void *object, const char *index, const char *data );
static bool _setFieldScale( void *object, const char *index, const char *data );
static bool _setMountPID( void* object, const char* index, const char* data );
static bool _setAccuEnabled( void *object, const char *index, const char *data );
/// @}
// Accumulation Texture
// Note: This was placed in SceneObject to both ShapeBase and TSStatic could support it.
public:
GFXTextureObject* mAccuTex;
};
#endif // _SCENEOBJECT_H_

View file

@ -0,0 +1,241 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shaderGen/GLSL/accuFeatureGLSL.h"
#include "shaderGen/shaderFeature.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
#include "materials/materialFeatureTypes.h"
#include "gfx/gfxDevice.h"
#include "materials/processedMaterial.h"
//****************************************************************************
// Accu Texture
//****************************************************************************
void AccuTexFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"vec2",
true,
false,
meta,
componentList );
getOutObjToTangentSpace( componentList, meta, fd );
addOutAccuVec( componentList, meta );
output = meta;
}
void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col" );
if (!color)
{
output = new GenOp(" //NULL COLOR!");
return;
}
// accu map
Var *accuMap = new Var;
accuMap->setType( "sampler2D" );
accuMap->setName( "accuMap" );
accuMap->uniform = true;
accuMap->sampler = true;
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// accuColor var
Var *accuColor = new Var;
accuColor->setType( "vec4" );
accuColor->setName( "accuColor" );
LangElement *colorAccuDecl = new DecOp( accuColor );
// plc (placement)
Var *accuPlc = new Var;
accuPlc->setType( "vec4" );
accuPlc->setName( "plc" );
LangElement *plcAccu = new DecOp( accuPlc );
// accu constants
Var *accuScale = (Var*)LangElement::find( "accuScale" );
if ( !accuScale ) {
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->uniform = true;
accuScale->sampler = false;
accuScale->constSortPos = cspPotentialPrimitive;
}
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
if ( !accuDirection ) {
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->uniform = true;
accuDirection->sampler = false;
accuDirection->constSortPos = cspPotentialPrimitive;
}
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
if ( !accuStrength ) {
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->uniform = true;
accuStrength->sampler = false;
accuStrength->constSortPos = cspPotentialPrimitive;
}
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
if ( !accuCoverage ) {
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->uniform = true;
accuCoverage->sampler = false;
accuCoverage->constSortPos = cspPotentialPrimitive;
}
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
if ( !accuSpecular ) {
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->uniform = true;
accuSpecular->sampler = false;
accuSpecular->constSortPos = cspPotentialPrimitive;
}
Var *inTex = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *accuVec = getInTexCoord( "accuVec", "vec3", true, componentList );
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
if( bumpNorm == NULL ) {
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
if (!bumpNorm)
{
output = new GenOp(" //NULL bumpNormal!");
return;
}
}
// get the accu pixel color
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
// assign direction
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
// saturate based on strength
meta->addStatement( new GenOp( " @ = saturate( float4(dot( float3(@), @.xyz * pow(@, 5) ) ));\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
// add coverage
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
// clamp to a sensible value
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
// light
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
if(lightColor != NULL)
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
// lerp with current pixel - use the accu alpha as well
meta->addStatement( new GenOp( " @ = mix( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
// the result should always be opaque
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );
}
void AccuTexFeatGLSL::setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
//if ( tex )
//{
passData.mSamplerNames[texIndex] = "accuMap";
passData.mTexType[ texIndex++ ] = Material::AccuMap;
//passData.mTexSlot[ texIndex++ ].texObject = tex;
//}
}
void AccuTexFeatGLSL::getAccuVec(MultiLine *meta, LangElement *accuVec)
{
// Get the transform to world space.
Var *objTrans = (Var*)LangElement::find( "objTrans" );
if ( !objTrans )
{
objTrans = new Var;
objTrans->setType( "float4x4" );
objTrans->setName( "objTrans" );
objTrans->uniform = true;
objTrans->constSortPos = cspPrimitive;
}
// accu obj trans
Var *aobjTrans = new Var;
aobjTrans->setType( "float4x4" );
aobjTrans->setName( "accuObjTrans" );
LangElement *accuObjTransDecl = new DecOp( aobjTrans );
Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
Var *tav = new Var;
tav->setType( "float4" );
tav->setName( "tAccuVec" );
LangElement *tavDecl = new DecOp( tav );
meta->addStatement( new GenOp( " @ = float4(0,0,1,0);\r\n", tavDecl ) );
meta->addStatement( new GenOp( " @ = transpose(@);\r\n", accuObjTransDecl, objTrans ) );
meta->addStatement( new GenOp( " @ = tMul(@, @);\r\n", tav, aobjTrans, tav ) );
meta->addStatement( new GenOp( " @.xyz = tMul(@, @.xyz);\r\n", tav, outObjToTangentSpace, tav ) );
meta->addStatement( new GenOp( " @.y *= -1;\r\n", tav ) );
meta->addStatement( new GenOp( " @ = @.xyz;\r\n", accuVec, tav ) );
}
Var* AccuTexFeatGLSL::addOutAccuVec(Vector<ShaderComponent*> &componentList, MultiLine *meta)
{
Var *outAccuVec = (Var*)LangElement::find( "accuVec" );
if ( !outAccuVec )
{
// Setup the connector.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
outAccuVec = connectComp->getElement( RT_TEXCOORD );
outAccuVec->setName( "accuVec" );
outAccuVec->setStructName( "OUT" );
outAccuVec->setType( "float3" );
outAccuVec->mapsToSampler = false;
getAccuVec( meta, outAccuVec );
}
return outAccuVec;
}

View file

@ -0,0 +1,185 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ACCUFEATUREGLSL_H_
#define _ACCUFEATUREGLSL_H_
#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _FEATUREMGR_H_
#include "shaderGen/featureMgr.h"
#endif
#ifndef _MATERIALFEATURETYPES_H_
#include "materials/materialFeatureTypes.h"
#endif
#ifndef _MATERIALFEATUREDATA_H_
#include "materials/materialFeatureData.h"
#endif
/// Accu texture
class AccuTexFeatGLSL : public ShaderFeatureGLSL
{
public:
//****************************************************************************
// Accu Texture
//****************************************************************************
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
void getAccuVec( MultiLine *meta, LangElement *accuVec );
Var* addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta );
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Accu Texture";
}
};
class AccuScaleFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuScale = (Var *)( LangElement::find("accuScale") );
if( accuScale == NULL )
{
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->constSortPos = cspPotentialPrimitive;
accuScale->uniform = true;
}
}
virtual String getName() { return "Accu Scale"; }
};
class AccuDirectionFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuDirection = (Var *)( LangElement::find("accuDirection") );
if( accuDirection == NULL )
{
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->constSortPos = cspPotentialPrimitive;
accuDirection->uniform = true;
}
}
virtual String getName() { return "Accu Direction"; }
};
class AccuStrengthFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuStrength = (Var *)( LangElement::find("accuStrength") );
if( accuStrength == NULL )
{
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->constSortPos = cspPotentialPrimitive;
accuStrength->uniform = true;
}
}
virtual String getName() { return "Accu Strength"; }
};
class AccuCoverageFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuCoverage = (Var *)( LangElement::find("accuCoverage") );
if( accuCoverage == NULL )
{
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->constSortPos = cspPotentialPrimitive;
accuCoverage->uniform = true;
}
}
virtual String getName() { return "Accu Coverage"; }
};
class AccuSpecularFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuSpecular = (Var *)( LangElement::find("accuSpecular") );
if( accuSpecular == NULL )
{
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->constSortPos = cspPotentialPrimitive;
accuSpecular->uniform = true;
}
}
virtual String getName() { return "Accu Specular"; }
};
#endif

View file

@ -32,6 +32,7 @@
#include "shaderGen/GLSL/paraboloidGLSL.h"
#include "materials/materialFeatureTypes.h"
#include "core/module.h"
#include "shaderGen/GLSL/accuFeatureGLSL.h"
static ShaderGen::ShaderGenInitDelegate sInitDelegate;
@ -62,6 +63,7 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatGLSL );
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularGLSL );
FEATUREMGR->registerFeature( MFT_SpecularMap, new SpecularMapGLSL );
FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatGLSL );
FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureGLSL( "Gloss Map" ) );
FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureGLSL( "Translucent" ) );
FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatGLSL );

View file

@ -0,0 +1,238 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shaderGen/HLSL/accuFeatureHLSL.h"
#include "shaderGen/shaderFeature.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
#include "materials/materialFeatureTypes.h"
#include "gfx/gfxDevice.h"
#include "materials/processedMaterial.h"
//****************************************************************************
// Accu Texture
//****************************************************************************
void AccuTexFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"float2",
true,
false,
meta,
componentList );
getOutObjToTangentSpace( componentList, meta, fd );
addOutAccuVec( componentList, meta );
output = meta;
}
void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col" );
if (!color)
{
output = new GenOp(" //NULL COLOR!");
return;
}
// accu map
Var *accuMap = new Var;
accuMap->setType( "sampler2D" );
accuMap->setName( "accuMap" );
accuMap->uniform = true;
accuMap->sampler = true;
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// accuColor var
Var *accuColor = new Var;
accuColor->setType( "float4" );
accuColor->setName( "accuColor" );
LangElement *colorAccuDecl = new DecOp( accuColor );
// plc (placement)
Var *accuPlc = new Var;
accuPlc->setType( "float4" );
accuPlc->setName( "plc" );
LangElement *plcAccu = new DecOp( accuPlc );
// accu constants
Var *accuScale = (Var*)LangElement::find( "accuScale" );
if ( !accuScale ) {
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->uniform = true;
accuScale->sampler = false;
accuScale->constSortPos = cspPotentialPrimitive;
}
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
if ( !accuDirection ) {
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->uniform = true;
accuDirection->sampler = false;
accuDirection->constSortPos = cspPotentialPrimitive;
}
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
if ( !accuStrength ) {
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->uniform = true;
accuStrength->sampler = false;
accuStrength->constSortPos = cspPotentialPrimitive;
}
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
if ( !accuCoverage ) {
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->uniform = true;
accuCoverage->sampler = false;
accuCoverage->constSortPos = cspPotentialPrimitive;
}
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
if ( !accuSpecular ) {
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->uniform = true;
accuSpecular->sampler = false;
accuSpecular->constSortPos = cspPotentialPrimitive;
}
Var *inTex = getInTexCoord( "texCoord", "float2", true, componentList );
Var *accuVec = getInTexCoord( "accuVec", "float3", true, componentList );
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
if( bumpNorm == NULL ) {
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
if (!bumpNorm)
return;
}
// get the accu pixel color
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
// assign direction
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
// saturate based on strength
meta->addStatement( new GenOp( " @ = saturate( dot( @, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
// add coverage
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
// clamp to a sensible value
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
// light
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
if(lightColor != NULL)
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
// lerp with current pixel - use the accu alpha as well
meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
// the result should always be opaque
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );
}
void AccuTexFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
//if ( tex )
//{
passData.mSamplerNames[ texIndex ] = "AccuMap";
passData.mTexType[ texIndex++ ] = Material::AccuMap;
//}
}
void AccuTexFeatHLSL::getAccuVec( MultiLine *meta, LangElement *accuVec )
{
// Get the transform to world space.
Var *objTrans = (Var*)LangElement::find( "objTrans" );
if ( !objTrans )
{
objTrans = new Var;
objTrans->setType( "float4x4" );
objTrans->setName( "objTrans" );
objTrans->uniform = true;
objTrans->constSortPos = cspPrimitive;
}
// accu obj trans
Var *aobjTrans = new Var;
aobjTrans->setType( "float4x4" );
aobjTrans->setName( "accuObjTrans" );
LangElement *accuObjTransDecl = new DecOp( aobjTrans );
Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
Var *tav = new Var;
tav->setType( "float4" );
tav->setName( "tAccuVec" );
LangElement *tavDecl = new DecOp( tav );
meta->addStatement( new GenOp( " @ = float4(0,0,1,0);\r\n", tavDecl ) );
meta->addStatement( new GenOp( " @ = transpose(@);\r\n", accuObjTransDecl, objTrans ) );
meta->addStatement( new GenOp( " @ = mul(@, @);\r\n", tav, aobjTrans, tav ) );
meta->addStatement( new GenOp( " @.xyz = mul(@, @.xyz);\r\n", tav, outObjToTangentSpace, tav ) );
meta->addStatement( new GenOp( " @.y *= -1;\r\n", tav ) );
meta->addStatement( new GenOp( " @ = @.xyz;\r\n", accuVec, tav ) );
}
Var* AccuTexFeatHLSL::addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta )
{
Var *outAccuVec = (Var*)LangElement::find( "accuVec" );
if ( !outAccuVec )
{
// Setup the connector.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
outAccuVec = connectComp->getElement( RT_TEXCOORD );
outAccuVec->setName( "accuVec" );
outAccuVec->setStructName( "OUT" );
outAccuVec->setType( "float3" );
outAccuVec->mapsToSampler = false;
getAccuVec( meta, outAccuVec );
}
return outAccuVec;
}

View file

@ -0,0 +1,185 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ACCUFEATUREHLSL_H_
#define _ACCUFEATUREHLSL_H_
#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _FEATUREMGR_H_
#include "shaderGen/featureMgr.h"
#endif
#ifndef _MATERIALFEATURETYPES_H_
#include "materials/materialFeatureTypes.h"
#endif
#ifndef _MATERIALFEATUREDATA_H_
#include "materials/materialFeatureData.h"
#endif
/// Accu texture
class AccuTexFeatHLSL : public ShaderFeatureHLSL
{
public:
//****************************************************************************
// Accu Texture
//****************************************************************************
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
void getAccuVec( MultiLine *meta, LangElement *accuVec );
Var* addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta );
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Accu Texture";
}
};
class AccuScaleFeature : public ShaderFeatureHLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuScale = (Var *)( LangElement::find("accuScale") );
if( accuScale == NULL )
{
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->constSortPos = cspPotentialPrimitive;
accuScale->uniform = true;
}
}
virtual String getName() { return "Accu Scale"; }
};
class AccuDirectionFeature : public ShaderFeatureHLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuDirection = (Var *)( LangElement::find("accuDirection") );
if( accuDirection == NULL )
{
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->constSortPos = cspPotentialPrimitive;
accuDirection->uniform = true;
}
}
virtual String getName() { return "Accu Direction"; }
};
class AccuStrengthFeature : public ShaderFeatureHLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuStrength = (Var *)( LangElement::find("accuStrength") );
if( accuStrength == NULL )
{
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->constSortPos = cspPotentialPrimitive;
accuStrength->uniform = true;
}
}
virtual String getName() { return "Accu Strength"; }
};
class AccuCoverageFeature : public ShaderFeatureHLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuCoverage = (Var *)( LangElement::find("accuCoverage") );
if( accuCoverage == NULL )
{
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->constSortPos = cspPotentialPrimitive;
accuCoverage->uniform = true;
}
}
virtual String getName() { return "Accu Coverage"; }
};
class AccuSpecularFeature : public ShaderFeatureHLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuSpecular = (Var *)( LangElement::find("accuSpecular") );
if( accuSpecular == NULL )
{
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->constSortPos = cspPotentialPrimitive;
accuSpecular->uniform = true;
}
}
virtual String getName() { return "Accu Specular"; }
};
#endif

View file

@ -32,7 +32,7 @@
#include "shaderGen/HLSL/paraboloidHLSL.h"
#include "materials/materialFeatureTypes.h"
#include "core/module.h"
#include "shaderGen/HLSL/accuFeatureHLSL.h"
static ShaderGen::ShaderGenInitDelegate sInitDelegate;
@ -66,6 +66,7 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatHLSL );
FEATUREMGR->registerFeature( MFT_Fog, new FogFeatHLSL );
FEATUREMGR->registerFeature( MFT_SpecularMap, new SpecularMapHLSL );
FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatHLSL );
FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureHLSL( "Gloss Map" ) );
FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureHLSL( "Lightbuffer MRT" ) );
FEATUREMGR->registerFeature( MFT_RenderTarget1_Zero, new RenderTargetZeroHLSL( ShaderFeature::RenderTarget1 ) );

View file

@ -165,6 +165,9 @@ void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata,
MeshRenderInst *coreRI = renderPass->allocInst<MeshRenderInst>();
coreRI->type = RenderPassManager::RIT_Mesh;
// Pass accumulation texture along.
coreRI->accuTex = rdata.getAccuTex();
const MatrixF &objToWorld = GFX->getWorldMatrix();
// Sort by the center point or the bounds.

View file

@ -33,7 +33,8 @@ TSRenderState::TSRenderState()
mMaterialHint( NULL ),
mCuller( NULL ),
mLightQuery( NULL ),
mUseOriginSort( false )
mUseOriginSort( false ),
mAccuTex( NULL )
{
}

View file

@ -27,7 +27,9 @@
#include "math/mMatrix.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
class SceneRenderState;
class GFXCubemap;
@ -103,8 +105,14 @@ protected:
/// are forward lit and need lights.
LightQuery *mLightQuery;
// The accumulation texture provided by an accumulation
// volume. This is passed down per-object.
GFXTextureObject* mAccuTex;
public:
TSRenderState();
TSRenderState( const TSRenderState &state );
@ -147,6 +155,10 @@ public:
void setLightQuery( LightQuery *query ) { mLightQuery = query; }
LightQuery* getLightQuery() const { return mLightQuery; }
///@see mAccuTex
void setAccuTex( GFXTextureObject* query ) { mAccuTex = query; }
GFXTextureObject* getAccuTex() const { return mAccuTex; }
/// @}
};

View file

@ -39,7 +39,6 @@
#include "gfx/gfxDrawUtil.h"
#include "core/module.h"
MODULE_BEGIN( TSShapeInstance )
MODULE_INIT
@ -783,3 +782,16 @@ void TSShapeInstance::prepCollision()
}
}
// Returns true is the shape contains any materials with accumulation enabled.
bool TSShapeInstance::hasAccumulation()
{
bool result = false;
for ( U32 i = 0; i < mMaterialList->size(); ++i )
{
BaseMatInstance* mat = mMaterialList->getMaterialInst(i);
if ( mat->hasAccumulation() )
result = true;
}
return result;
}

View file

@ -671,6 +671,12 @@ protected:
void *mData; ///< available for use by app...initialized to 0
void prepCollision();
//-------------------------------------------------------------------------------------
// accumulation
//-------------------------------------------------------------------------------------
bool hasAccumulation();
};

View file

@ -121,6 +121,7 @@ void ImposterCaptureMaterialHook::init( BaseMatInstance *inMat )
features.addFeature( MFT_IsDXTnm );
features.addFeature( MFT_NormalMap );
features.addFeature( MFT_NormalsOut );
features.addFeature( MFT_AccuMap );
mNormalsMatInst = MATMGR->createMatInstance( matName );
mNormalsMatInst->getFeaturesDelegate().bind( &ImposterCaptureMaterialHook::_overrideFeatures );
mNormalsMatInst->init( features, inMat->getVertexFormat() );

View file

@ -654,7 +654,6 @@
bitmap = "tools/gui/images/delete";
};
};
};
};
new GuiRolloutCtrl(advancedTextureMapsRollout) {
@ -1483,6 +1482,482 @@
};
};
};
new GuiRolloutCtrl() {
class = "BehaviorQuickEditRollout";
superclass = LBQuickEditRollout;
Profile = "GuiRolloutProfile";
HorizSizing = "width";
VertSizing = "bottom";
Position = "0 0";
Extent = "195 0";
Caption = "Accumulation Properties";
Margin = "-1 0 0 0";
DragSizable = false;
container = true;
parentRollout = %this.rollout;
object = %behavior;
new GuiStackControl() {
StackingType = "Vertical";
HorizStacking = "Left to Right";
VertStacking = "Top to Bottom";
Padding = "0";
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiDefaultProfile";
HorizSizing = "width";
VertSizing = "bottom";
Position = "1 3";
Extent = "195 16";
MinExtent = "16 16";
canSave = "1";
isDecoy = "0";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
new GuiContainer(){ // enable/disable
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiCheckBoxCtrl() {
canSaveDynamicFields = "0";
internalName = "accuCheckbox";
Enabled = "1";
isContainer = "0";
Profile = "ToolsGuiCheckBoxProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 7";
Extent = "57 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateAccuCheckbox($ThisControl.getValue());";
tooltipprofile = "ToolsGuiDefaultProfile";
ToolTip = "Enables the use of Pixel Specular for this layer.";
hovertime = "1000";
text = "Enable";
groupNum = "-1";
buttonType = "ToggleButton";
useMouseEvents = "0";
useInactiveState = "0";
};
};
new GuiContainer(){ // scale
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Scale";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuScaleSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the scale of the accu map.";
hovertime = "1000";
range = "0.03125 32";
ticks = "0";
value = "1";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuScaleTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "1";
maxLength = "3";
};
};
};
new GuiContainer(){ // direction
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Direction";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuDirectionSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the direction of the accu map.";
hovertime = "1000";
range = "-1 1";
ticks = "0";
value = "-1";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuDirectionTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "-1";
maxLength = "3";
};
};
};
new GuiContainer(){ // strength
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Strength";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuStrengthSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the strength of the accu map.";
hovertime = "1000";
range = "0 1";
ticks = "0";
value = "0.6";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuStrengthTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "0.6";
maxLength = "3";
};
};
};
new GuiContainer(){ // coverage
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Coverage";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuCoverageSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the coverage of the accu map.";
hovertime = "1000";
range = "0 2";
ticks = "0";
value = "1";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuCoverageTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "1";
maxLength = "3";
};
};
};
new GuiContainer(){ // specular
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Specular scale";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuSpecularSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the specular scale over the accu map.";
hovertime = "1000";
range = "0 2";
ticks = "0";
value = "1";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuSpecularTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "1";
maxLength = "3";
};
};
};
};
};
new GuiRolloutCtrl() {
class = "BehaviorQuickEditRollout";
superclass = LBQuickEditRollout;

View file

@ -886,6 +886,17 @@ function MaterialEditorGui::guiSync( %this, %material )
MaterialEditorPropertiesWindow-->specMapDisplayBitmap.setBitmap( (%material).specularMap[%layer] );
}
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
MaterialEditorPropertiesWindow-->accuStrengthTextEdit.setText((%material).accuStrength[%layer]);
MaterialEditorPropertiesWindow-->accuStrengthTextEdit.setText((%material).accuStrength[%layer]);
MaterialEditorPropertiesWindow-->accuCoverageTextEdit.setText((%material).accuCoverage[%layer]);
MaterialEditorPropertiesWindow-->accuCoverageTextEdit.setText((%material).accuCoverage[%layer]);
MaterialEditorPropertiesWindow-->accuSpecularTextEdit.setText((%material).accuSpecular[%layer]);
MaterialEditorPropertiesWindow-->accuSpecularTextEdit.setText((%material).accuSpecular[%layer]);
MaterialEditorPropertiesWindow-->detailScaleTextEdit.setText( getWord((%material).detailScale[%layer], 0) );
MaterialEditorPropertiesWindow-->detailNormalStrengthTextEdit.setText( getWord((%material).detailNormalMapStrength[%layer], 0) );
@ -966,6 +977,9 @@ function MaterialEditorGui::guiSync( %this, %material )
MaterialEditorPropertiesWindow-->SequenceSliderFPS.setValue( (%material).sequenceFramePerSec[%layer] );
MaterialEditorPropertiesWindow-->SequenceSliderSSS.setValue( %numFrames );
// Accumulation
MaterialEditorPropertiesWindow-->accuCheckbox.setValue((%material).accuEnabled[%layer]);
%this.preventUndo = false;
}
@ -2249,3 +2263,10 @@ function MaterialEditorMapThumbnail::onRightClick( %this )
%popup.showPopup( Canvas );
}
// Accumulation
function MaterialEditorGui::updateAccuCheckbox(%this, %value)
{
MaterialEditorGui.updateActiveMaterial("accuEnabled[" @ MaterialEditorGui.currentLayer @ "]", %value);
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}

View file

@ -83,6 +83,7 @@ function EWCreatorWindow::init( %this )
%this.registerMissionObject( "SpawnSphere", "Observer Spawn Sphere", "ObserverDropPoint" );
%this.registerMissionObject( "SFXSpace", "Sound Space" );
%this.registerMissionObject( "OcclusionVolume", "Occlusion Volume" );
%this.registerMissionObject( "AccumulationVolume", "Accumulation Volume" );
%this.registerMissionObject("NavMesh", "Navigation mesh");
%this.registerMissionObject("NavPath", "Path");

View file

@ -654,7 +654,6 @@
bitmap = "tools/gui/images/delete";
};
};
};
};
new GuiRolloutCtrl(advancedTextureMapsRollout) {
@ -1483,6 +1482,482 @@
};
};
};
new GuiRolloutCtrl() {
class = "BehaviorQuickEditRollout";
superclass = LBQuickEditRollout;
Profile = "GuiRolloutProfile";
HorizSizing = "width";
VertSizing = "bottom";
Position = "0 0";
Extent = "195 0";
Caption = "Accumulation Properties";
Margin = "-1 0 0 0";
DragSizable = false;
container = true;
parentRollout = %this.rollout;
object = %behavior;
new GuiStackControl() {
StackingType = "Vertical";
HorizStacking = "Left to Right";
VertStacking = "Top to Bottom";
Padding = "0";
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiDefaultProfile";
HorizSizing = "width";
VertSizing = "bottom";
Position = "1 3";
Extent = "195 16";
MinExtent = "16 16";
canSave = "1";
isDecoy = "0";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
new GuiContainer(){ // enable/disable
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiCheckBoxCtrl() {
canSaveDynamicFields = "0";
internalName = "accuCheckbox";
Enabled = "1";
isContainer = "0";
Profile = "ToolsGuiCheckBoxProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 7";
Extent = "57 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateAccuCheckbox($ThisControl.getValue());";
tooltipprofile = "ToolsGuiDefaultProfile";
ToolTip = "Enables the use of Pixel Specular for this layer.";
hovertime = "1000";
text = "Enable";
groupNum = "-1";
buttonType = "ToggleButton";
useMouseEvents = "0";
useInactiveState = "0";
};
};
new GuiContainer(){ // scale
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Scale";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuScaleSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the scale of the accu map.";
hovertime = "1000";
range = "0.03125 32";
ticks = "0";
value = "1";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuScaleTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuScale[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "1";
maxLength = "3";
};
};
};
new GuiContainer(){ // direction
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Direction";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuDirectionSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the direction of the accu map.";
hovertime = "1000";
range = "-1 1";
ticks = "0";
value = "-1";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuDirectionTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuDirection[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "-1";
maxLength = "3";
};
};
};
new GuiContainer(){ // strength
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Strength";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuStrengthSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the strength of the accu map.";
hovertime = "1000";
range = "0 1";
ticks = "0";
value = "0.6";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuStrengthTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuStrength[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "0.6";
maxLength = "3";
};
};
};
new GuiContainer(){ // coverage
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Coverage";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuCoverageSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the coverage of the accu map.";
hovertime = "1000";
range = "0 2";
ticks = "0";
value = "1";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuCoverageTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuCoverage[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "1";
maxLength = "3";
};
};
};
new GuiContainer(){ // specular
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "195 24";
HorizSizing = "width";
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextRightProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "8 3";
Extent = "54 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "Specular scale";
maxLength = "1024";
};
new GuiControl() {
class = "AggregateControl";
position = "70 3";
Extent = "96 20";
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "accuSpecularSlider";
Enabled = "1";
isContainer = "0";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 2";
Extent = "61 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, true);";
AltCommand = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue(), true, false);";
tooltipprofile = "GuiDefaultProfile";
ToolTip = "Sets the specular scale over the accu map.";
hovertime = "1000";
range = "0 2";
ticks = "0";
value = "1";
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "accuSpecularTextEdit";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "64 0";
Extent = "29 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "$ThisControl.getParent().updateFromChild($ThisControl); MaterialEditorGui.updateActiveMaterial(\"accuSpecular[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());";
hovertime = "1000";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
text = "1";
maxLength = "3";
};
};
};
};
};
new GuiRolloutCtrl() {
class = "BehaviorQuickEditRollout";
superclass = LBQuickEditRollout;

View file

@ -886,6 +886,17 @@ function MaterialEditorGui::guiSync( %this, %material )
MaterialEditorPropertiesWindow-->specMapDisplayBitmap.setBitmap( (%material).specularMap[%layer] );
}
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
MaterialEditorPropertiesWindow-->accuStrengthTextEdit.setText((%material).accuStrength[%layer]);
MaterialEditorPropertiesWindow-->accuStrengthTextEdit.setText((%material).accuStrength[%layer]);
MaterialEditorPropertiesWindow-->accuCoverageTextEdit.setText((%material).accuCoverage[%layer]);
MaterialEditorPropertiesWindow-->accuCoverageTextEdit.setText((%material).accuCoverage[%layer]);
MaterialEditorPropertiesWindow-->accuSpecularTextEdit.setText((%material).accuSpecular[%layer]);
MaterialEditorPropertiesWindow-->accuSpecularTextEdit.setText((%material).accuSpecular[%layer]);
MaterialEditorPropertiesWindow-->detailScaleTextEdit.setText( getWord((%material).detailScale[%layer], 0) );
MaterialEditorPropertiesWindow-->detailNormalStrengthTextEdit.setText( getWord((%material).detailNormalMapStrength[%layer], 0) );
@ -966,6 +977,9 @@ function MaterialEditorGui::guiSync( %this, %material )
MaterialEditorPropertiesWindow-->SequenceSliderFPS.setValue( (%material).sequenceFramePerSec[%layer] );
MaterialEditorPropertiesWindow-->SequenceSliderSSS.setValue( %numFrames );
// Accumulation
MaterialEditorPropertiesWindow-->accuCheckbox.setValue((%material).accuEnabled[%layer]);
%this.preventUndo = false;
}
@ -2249,3 +2263,10 @@ function MaterialEditorMapThumbnail::onRightClick( %this )
%popup.showPopup( Canvas );
}
// Accumulation
function MaterialEditorGui::updateAccuCheckbox(%this, %value)
{
MaterialEditorGui.updateActiveMaterial("accuEnabled[" @ MaterialEditorGui.currentLayer @ "]", %value);
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}

View file

@ -83,6 +83,7 @@ function EWCreatorWindow::init( %this )
%this.registerMissionObject( "SpawnSphere", "Observer Spawn Sphere", "ObserverDropPoint" );
%this.registerMissionObject( "SFXSpace", "Sound Space" );
%this.registerMissionObject( "OcclusionVolume", "Occlusion Volume" );
%this.registerMissionObject( "AccumulationVolume", "Accumulation Volume" );
%this.registerMissionObject("NavMesh", "Navigation mesh");
%this.registerMissionObject("NavPath", "Path");