Merge pull request #621 from BeamNG/glsl_shadergen

Update GLSL Shadergen.
This commit is contained in:
Thomas Fischer 2014-05-23 07:52:35 +02:00
commit c850d60a4f
22 changed files with 1946 additions and 1127 deletions

View file

@ -30,22 +30,35 @@
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
#include "shaderGen/shaderGen.h"
#include "core/module.h"
namespace
{
void register_glsl_shader_features_for_terrain(GFXAdapterType type)
{
if(type != OpenGL)
return;
FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureGLSL( "Terrain Parallax Texture" ) );
FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
}
};
MODULE_BEGIN( TerrainFeatGLSL )
MODULE_INIT_AFTER( ShaderGenFeatureMgr )
MODULE_INIT_AFTER( ShaderGen )
MODULE_INIT
{
FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new TerrainParallaxMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
{
SHADERGEN->getFeatureInitSignal().notify(&register_glsl_shader_features_for_terrain);
}
MODULE_END;
@ -68,7 +81,7 @@ Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, Consta
Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
{
String name( String::ToString( "outDetCoord%d", getProcessIndex() ) );
String name( String::ToString( "detCoord%d", getProcessIndex() ) );
Var *inDet = (Var*)LangElement::find( name );
if ( !inDet )
@ -77,6 +90,7 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
inDet = connectComp->getElement( RT_TEXCOORD );
inDet->setName( name );
inDet->setStructName( "IN" );
inDet->setType( "vec4" );
inDet->mapsToSampler = true;
}
@ -84,6 +98,25 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
return inDet;
}
Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
{
String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
Var *inDet = (Var*)LangElement::find( name );
if ( !inDet )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inDet = connectComp->getElement( RT_TEXCOORD );
inDet->setName( name );
inDet->setStructName( "IN" );
inDet->setType( "vec4" );
inDet->mapsToSampler = true;
}
return inDet;
}
Var* TerrainFeatGLSL::_getNormalMapTex()
{
String name( String::ToString( "normalMap%d", getProcessIndex() ) );
@ -119,6 +152,24 @@ Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
return detailInfo;
}
Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
{
String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
Var *detailInfo = (Var*)LangElement::find( name );
if ( !detailInfo )
{
detailInfo = new Var;
detailInfo->setType( "vec3" );
detailInfo->setName( name );
detailInfo->uniform = true;
detailInfo->constSortPos = cspPotentialPrimitive;
}
return detailInfo;
}
void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
@ -146,7 +197,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
// So instead i fixed this by flipping the base and detail
// coord y scale to compensate when rendering.
//
meta->addStatement( new GenOp( " @ = @.xyz * vec3( @, @, -@ );\r\n",
meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n",
new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
}
@ -155,6 +206,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
// Pass the texture coord to the pixel shader.
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( "outTexCoord" );
outTex->setStructName( "OUT" );
outTex->setType( "vec3" );
outTex->mapsToSampler = true;
meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
@ -166,7 +218,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
{
Var *inNormal = (Var*)LangElement::find( "normal" );
meta->addStatement(
new GenOp( " @.z = pow( abs( dot( normalize( vec3( @.x, @.y, 0.0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
new GenOp( " @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n",
outTex, inNormal, inNormal ) );
}
else
@ -182,7 +234,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
Var *inTanget = new Var( "T", "vec3" );
Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
meta->addStatement( new GenOp( " @ = normalize( vec3( @, 0.0, @ ) );\r\n",
meta->addStatement( new GenOp( " @ = normalize( float3( @, 0, @ ) );\r\n",
new DecOp( inTanget ), squareSize, inTangentZ ) );
}
@ -190,7 +242,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
const MaterialFeatureData &fd )
{
// grab connector texcoord register
Var *texCoord = getInTexCoord( "outTexCoord", "vec3", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );
// We do nothing more if this is a prepass.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
@ -209,7 +261,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
Var *baseColor = new Var;
baseColor->setType( "vec4" );
baseColor->setName( "baseColor" );
meta->addStatement( new GenOp( " @ = texture2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
output = meta;
@ -228,8 +280,11 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
}
TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
: mTerrainDep( "shaders/common/terrain/terrain.glsl" )
: mTorqueDep( "shaders/common/gl/torque.glsl" ),
mTerrainDep( "shaders/common/terrain/terrain.glsl" )
{
addDependency( &mTorqueDep );
addDependency( &mTerrainDep );
}
@ -238,13 +293,6 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
{
const U32 detailIndex = getProcessIndex();
// If this is a prepass and we don't have a
// matching normal map... we have nothing to do.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
return;
// Grab incoming texture coords... the base map feature
// made sure this was created.
Var *inTex = (Var*)LangElement::find( "texCoord" );
@ -260,6 +308,26 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
MultiLine *meta = new MultiLine;
// If we have parallax mapping then make sure we've sent
// the negative view vector to the pixel shader.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
!LangElement::find( "outNegViewTS" ) )
{
// Get the object to tangent transform which
// will consume 3 output registers.
Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
// Now use a single output register to send the negative
// view vector in tangent space to the pixel shader.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
outNegViewTS->setName( "outNegViewTS" );
outNegViewTS->setStructName( "OUT" );
outNegViewTS->setType( "vec3" );
meta->addStatement( new GenOp( " @ = tMul( @, float3( @ - @.xyz ) );\r\n",
outNegViewTS, objToTangentSpace, eyePos, inPos ) );
}
// Get the distance from the eye to this vertex.
Var *dist = (Var*)LangElement::find( "dist" );
if ( !dist )
@ -275,7 +343,8 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "outDetCoord%d", detailIndex ) );
outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "vec4" );
outTex->mapsToSampler = true;
@ -293,7 +362,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
// its scale is flipped to correct for the non negative y
// in texCoord.
//
// See TerrainBaseMapFeatHLSL::processVert().
// See TerrainBaseMapFeatGLSL::processVert().
//
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
@ -308,17 +377,30 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
// If this is a prepass and we don't have a
// matching normal map... we have nothing to do.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
return;
Var *inTex = getVertTexCoord( "outTexCoord" );
MultiLine *meta = new MultiLine;
// We need the negative tangent space view vector
// as in parallax mapping we step towards the camera.
Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
if ( !negViewTS &&
fd.features.hasFeature( MFT_TerrainParallaxMap ) )
{
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
if ( !inNegViewTS )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
inNegViewTS->setName( "outNegViewTS" );
inNegViewTS->setStructName( "IN" );
inNegViewTS->setType( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the layer samples.
Var *layerSample = (Var*)LangElement::find( "layerSample" );
if ( !layerSample )
@ -336,7 +418,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( texture2D( @, @.xy ) * 255.0f );\r\n",
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
}
@ -372,17 +454,43 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
blendTotal = new Var;
blendTotal->setName( "blendTotal" );
blendTotal->setType( "float" );
meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( blendTotal ) ) );
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
}
// Add to the blend total.
meta->addStatement( new GenOp( " @ += @;\r\n", blendTotal, detailBlend ) );
//meta->addStatement( new GenOp( " @ += @ * @.y * @.w;\r\n",
//blendTotal, detailBlend, detailInfo, inDet ) );
meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
// Nothing more to do for a detail texture in prepass.
// If we had a parallax feature... then factor in the parallax
// amount so that it fades out with the layer blending.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
{
// Get the rest of our inputs.
Var *normalMap = _getNormalMapTex();
// Call the library function to do the rest.
meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
}
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// Check to see if we have a gbuffer normal.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if ( gbNormal &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
{
Var *viewToTangent = getInViewToTangent( componentList );
meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
}
output = meta;
return;
}
@ -407,6 +515,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
@ -421,12 +530,12 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
{
meta->addStatement( new GenOp( " @ = ( mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
}
else
{
meta->addStatement( new GenOp( " @ = ( texture2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
}
@ -436,7 +545,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
Var *baseColor = (Var*)LangElement::find( "baseColor" );
Var *outColor = (Var*)LangElement::find( "col" );
meta->addStatement( new GenOp( " @ = mix( @, @ + @, @ );\r\n",
meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
outColor, outColor, baseColor, detailColor, detailBlend ) );
meta->addStatement( new GenOp( " }\r\n" ) );
@ -448,28 +557,293 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
{
Resources res;
if ( getProcessIndex() == 0 )
{
// If this is the first detail pass then we
// samples from the layer tex.
res.numTex += 1;
// If this material also does parallax then it
// will generate the negative view vector and the
// worldToTanget transform.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
res.numTexReg += 4;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex += 1;
// If we have parallax for this layer then we'll also
// be sampling the normal map for the parallax heightmap.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
res.numTex += 1;
// Finally we always send the detail texture
// coord to the pixel shader.
res.numTexReg += 1;
return res;
}
TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
: mTorqueDep( "shaders/common/gl/torque.glsl" ),
mTerrainDep( "shaders/common/terrain/terrain.glsl" )
{
addDependency( &mTorqueDep );
addDependency( &mTerrainDep );
}
void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
Var *inTex = (Var*)LangElement::find( "texCoord" );
AssertFatal( inTex, "The texture coord is missing!" );
// Grab the input position.
Var *inPos = (Var*)LangElement::find( "inPosition" );
if ( !inPos )
inPos = (Var*)LangElement::find( "position" );
// Get the object space eye position.
Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPotentialPrimitive );
MultiLine *meta = new MultiLine;
// Get the distance from the eye to this vertex.
Var *dist = (Var*)LangElement::find( "macroDist" );
if ( !dist )
{
dist = new Var;
dist->setType( "float" );
dist->setName( "macroDist" );
meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
new DecOp( dist ), inPos, eyePos ) );
}
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "vec4" );
outTex->mapsToSampler = true;
// Get the detail scale and fade info.
Var *detScaleAndFade = new Var;
detScaleAndFade->setType( "vec4" );
detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
detScaleAndFade->uniform = true;
detScaleAndFade->constSortPos = cspPotentialPrimitive;
// Setup the detail coord.
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
// And sneak the detail fade thru the w detailCoord.
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
outTex, detScaleAndFade, dist, detScaleAndFade ) );
output = meta;
}
void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
// We need the negative tangent space view vector
// as in parallax mapping we step towards the camera.
Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
if ( !negViewTS &&
fd.features.hasFeature( MFT_TerrainParallaxMap ) )
{
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
if ( !inNegViewTS )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
inNegViewTS->setName( "outNegViewTS" );
inNegViewTS->setStructName( "IN" );
inNegViewTS->setType( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the layer samples.
Var *layerSample = (Var*)LangElement::find( "layerSample" );
if ( !layerSample )
{
layerSample = new Var;
layerSample->setType( "vec4" );
layerSample->setName( "layerSample" );
// Get the layer texture var
Var *layerTex = new Var;
layerTex->setType( "sampler2D" );
layerTex->setName( "macrolayerTex" );
layerTex->uniform = true;
layerTex->sampler = true;
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
if ( !layerSize )
{
layerSize = new Var;
layerSize->setType( "float" );
layerSize->setName( "layerSize" );
layerSize->uniform = true;
layerSize->constSortPos = cspPass;
}
// Grab the incoming detail coord.
Var *inDet = _getInMacroCoord( componentList );
// Get the detail id.
Var *detailInfo = _getMacroIdStrengthParallax();
// Create the detail blend var.
Var *detailBlend = new Var;
detailBlend->setType( "float" );
detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );
// Calculate the blend for this detail texture.
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
// Get a var and accumulate the blend amount.
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
if ( !blendTotal )
{
blendTotal = new Var;
//blendTotal->setName( "blendTotal" );
blendTotal->setName( "blendTotal" );
blendTotal->setType( "float" );
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
}
// Add to the blend total.
meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// If this is a prepass and we don't have a
// matching normal map... we use no resources.
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() ) )
return res;
// Check to see if we have a gbuffer normal.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
// If this is the first matching normal map then
// it also samples from the layer tex.
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
res.numTex += 1;
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if ( gbNormal &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
{
Var *viewToTangent = getInViewToTangent( componentList );
meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
}
output = meta;
return;
}
Var *detailColor = (Var*)LangElement::find( "macroColor" );
if ( !detailColor )
{
detailColor = new Var;
detailColor->setType( "vec4" );
detailColor->setName( "macroColor" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
// Get the detail texture.
Var *detailMap = new Var;
detailMap->setType( "sampler2D" );
detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
detailMap->uniform = true;
detailMap->sampler = true;
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " {\r\n" ) );
// Note that we're doing the standard greyscale detail
// map technique here which can darken and lighten the
// diffuse texture.
//
// We take two color samples and lerp between them for
// side projection layers... else a single sample.
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
{
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
}
else
{
// If this is the first detail pass then it
// also samples from the layer tex.
if ( !fd.features.hasFeature( MFT_TerrainDetailMap, getProcessIndex() - 1 ) )
res.numTex += 1;
res.numTex += 1;
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
Var *baseColor = (Var*)LangElement::find( "baseColor" );
Var *outColor = (Var*)LangElement::find( "col" );
meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
outColor, outColor, outColor, detailColor, detailBlend ) );
//outColor, outColor, baseColor, detailColor, detailBlend ) );
meta->addStatement( new GenOp( " }\r\n" ) );
output = meta;
}
ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if ( getProcessIndex() == 0 )
{
// If this is the first detail pass then we
// samples from the layer tex.
res.numTex += 1;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex += 1;
// Finally we always send the detail texture
// coord to the pixel shader.
res.numTexReg += 1;
return res;
@ -510,7 +884,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
gbNormal = new Var;
gbNormal->setName( "gbNormal" );
gbNormal->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) );
}
const U32 normalIndex = getProcessIndex();
@ -520,7 +894,6 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
@ -531,7 +904,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
/// Get the texture coord.
Var *inDet = _getInDetailCoord( componentList );
Var *inTex = getVertTexCoord( "outTexCoord" );
Var *inTex = getVertTexCoord( "texCoord" );
// Sample the normal map.
//
@ -540,11 +913,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
LangElement *texOp;
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
{
texOp = new GenOp( "mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z )",
texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
normalMap, inDet, normalMap, inDet, inTex );
}
else
texOp = new GenOp( "texture2D(@, @.xy)", normalMap, inDet );
texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
// create bump normal
Var *bumpNorm = new Var;
@ -556,7 +929,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// Normalize is done later...
// Note: The reverse mul order is intentional. Affine matrix.
meta->addStatement( new GenOp( " @ = mix( @, @.xyz * @, min( @, @.w ) );\r\n",
meta->addStatement( new GenOp( " @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
// End the conditional block.
@ -578,9 +951,11 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
// We only need to process normals during the prepass.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// If this is the first normal map then it
// will generate the worldToTanget transform.
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
// If this is the first normal map and there
// are no parallax features then we will
// generate the worldToTanget transform.
if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
res.numTexReg = 3;
res.numTex = 1;
@ -589,100 +964,11 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
return res;
}
TerrainParallaxMapFeatGLSL::TerrainParallaxMapFeatGLSL()
: mIncludeDep( "shaders/common/gl/torque.glsl" )
{
addDependency( &mIncludeDep );
}
void TerrainParallaxMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if ( LangElement::find( "outNegViewTS" ) )
return;
MultiLine *meta = new MultiLine;
// Grab the input position.
Var *inPos = (Var*)LangElement::find( "inPosition" );
if ( !inPos )
inPos = (Var*)LangElement::find( "position" );
// Get the object space eye position and the
// object to tangent transform.
Var *eyePos = _getUniformVar( "eyePos", "vec3" , cspPotentialPrimitive );
Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta,fd );
// Now send the negative view vector in tangent space to the pixel shader.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
outNegViewTS->setName( "outNegViewTS" );
outNegViewTS->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @ * vec3( @ - @.xyz );\r\n",
outNegViewTS, objToTangentSpace, eyePos, inPos ) );
output = meta;
}
void TerrainParallaxMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
// We need the negative tangent space view vector
// as in parallax mapping we step towards the camera.
Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
if ( !negViewTS )
{
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
if ( !inNegViewTS )
{
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
inNegViewTS->setName( "outNegViewTS" );
inNegViewTS->setType( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the rest of our inputs.
Var *detailInfo = _getDetailIdStrengthParallax();
Var *normalMap = _getNormalMapTex();
Var *texCoord = _getInDetailCoord( componentList );
// Call the library function to do the rest.
meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z );\r\n",
texCoord, normalMap, texCoord, negViewTS, detailInfo ) );
output = meta;
}
ShaderFeature::Resources TerrainParallaxMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
// If this is the first parallax feature then
// it will generate the tangetEye vector and
// the worldToTanget transform.
if ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() - 1 ) )
res.numTexReg = 4;
// If this isn't the prepass then we will
// be adding a normal map.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex = 1;
return res;
}
void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// grab connector texcoord register
Var *inTex = (Var*)LangElement::find( "outTexCoord" );
Var *inTex = (Var*)LangElement::find( "texCoord" );
if ( !inTex )
return;
@ -694,13 +980,23 @@ void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
lightMap->sampler = true;
lightMap->constNum = Var::getTexUnitNum();
// Create a 'lightMask' value which is read by
// RTLighting to mask out the directional lighting.
Var *lightMask = new Var;
lightMask->setType( "vec3" );
lightMask->setName( "lightMask" );
MultiLine *meta = new MultiLine;
output = new GenOp( " @ = texture2D( @, @.xy ).rgb;\r\n", new DecOp( lightMask ), lightMap, inTex );
// Find or create the lightMask value which is read by
// RTLighting to mask out the lights.
//
// The first light is always the sunlight so we apply
// the shadow mask to only the first channel.
//
Var *lightMask = (Var*)LangElement::find( "lightMask" );
if ( !lightMask )
{
lightMask = new Var( "lightMask", "vec4" );
meta->addStatement( new GenOp( " @ = vec4(1);\r\n", new DecOp( lightMask ) ) );
}
meta->addStatement( new GenOp( " @[0] = tex2D( @, @.xy ).r;\r\n", lightMask, lightMap, inTex ) );
output = meta;
}
ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFeatureData &fd )
@ -721,7 +1017,7 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( " if ( @ - 0.0001 < 0.0 ) discard;\r\n", blendTotal ) );
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
output = meta;

View file

@ -30,6 +30,7 @@
#include "shaderGen/langElement.h"
#endif
/// A shared base class for terrain features which
/// includes some helper functions.
class TerrainFeatGLSL : public ShaderFeatureGLSL
@ -38,14 +39,18 @@ protected:
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
Var* _getNormalMapTex();
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
Var* _getDetailIdStrengthParallax();
Var* _getMacroIdStrengthParallax();
};
class TerrainBaseMapFeatGLSL : public TerrainFeatGLSL
{
public:
@ -61,10 +66,12 @@ public:
virtual String getName() { return "Terrain Base Texture"; }
};
class TerrainDetailMapFeatGLSL : public TerrainFeatGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
@ -83,10 +90,17 @@ public:
};
class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
class TerrainMacroMapFeatGLSL : public TerrainFeatGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
TerrainMacroMapFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -95,19 +109,14 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Normal Texture"; }
virtual String getName() { return "Terrain Macro Texture"; }
};
class TerrainParallaxMapFeatGLSL : public TerrainFeatGLSL
class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
{
protected:
ShaderIncludeDependency mIncludeDep;
public:
TerrainParallaxMapFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -116,7 +125,7 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Parallax Texture"; }
virtual String getName() { return "Terrain Normal Texture"; }
};
class TerrainLightMapFeatGLSL : public TerrainFeatGLSL