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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #621 from BeamNG/glsl_shadergen
Update GLSL Shadergen.
This commit is contained in:
commit
c850d60a4f
22 changed files with 1946 additions and 1127 deletions
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@ -30,22 +30,35 @@
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/shaderGen.h"
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#include "core/module.h"
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namespace
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{
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void register_glsl_shader_features_for_terrain(GFXAdapterType type)
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{
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if(type != OpenGL)
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return;
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FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureGLSL( "Terrain Parallax Texture" ) );
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FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
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}
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};
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MODULE_BEGIN( TerrainFeatGLSL )
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MODULE_INIT_AFTER( ShaderGenFeatureMgr )
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MODULE_INIT_AFTER( ShaderGen )
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MODULE_INIT
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{
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FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new TerrainParallaxMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
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{
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SHADERGEN->getFeatureInitSignal().notify(®ister_glsl_shader_features_for_terrain);
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}
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MODULE_END;
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@ -68,7 +81,7 @@ Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, Consta
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Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
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{
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String name( String::ToString( "outDetCoord%d", getProcessIndex() ) );
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String name( String::ToString( "detCoord%d", getProcessIndex() ) );
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Var *inDet = (Var*)LangElement::find( name );
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if ( !inDet )
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@ -77,6 +90,7 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
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inDet = connectComp->getElement( RT_TEXCOORD );
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inDet->setName( name );
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inDet->setStructName( "IN" );
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inDet->setType( "vec4" );
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inDet->mapsToSampler = true;
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}
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@ -84,6 +98,25 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
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return inDet;
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}
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Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
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{
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String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
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Var *inDet = (Var*)LangElement::find( name );
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if ( !inDet )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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inDet = connectComp->getElement( RT_TEXCOORD );
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inDet->setName( name );
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inDet->setStructName( "IN" );
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inDet->setType( "vec4" );
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inDet->mapsToSampler = true;
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}
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return inDet;
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}
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Var* TerrainFeatGLSL::_getNormalMapTex()
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{
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String name( String::ToString( "normalMap%d", getProcessIndex() ) );
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@ -119,6 +152,24 @@ Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
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return detailInfo;
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}
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Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
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{
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String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
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Var *detailInfo = (Var*)LangElement::find( name );
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if ( !detailInfo )
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{
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detailInfo = new Var;
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detailInfo->setType( "vec3" );
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detailInfo->setName( name );
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detailInfo->uniform = true;
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detailInfo->constSortPos = cspPotentialPrimitive;
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}
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return detailInfo;
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}
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void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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@ -146,7 +197,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// So instead i fixed this by flipping the base and detail
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// coord y scale to compensate when rendering.
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//
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meta->addStatement( new GenOp( " @ = @.xyz * vec3( @, @, -@ );\r\n",
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meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n",
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new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
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}
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@ -155,6 +206,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// Pass the texture coord to the pixel shader.
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( "outTexCoord" );
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outTex->setStructName( "OUT" );
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outTex->setType( "vec3" );
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outTex->mapsToSampler = true;
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meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
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@ -166,7 +218,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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{
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Var *inNormal = (Var*)LangElement::find( "normal" );
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meta->addStatement(
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new GenOp( " @.z = pow( abs( dot( normalize( vec3( @.x, @.y, 0.0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
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new GenOp( " @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n",
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outTex, inNormal, inNormal ) );
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}
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else
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@ -182,7 +234,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
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Var *inTanget = new Var( "T", "vec3" );
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Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
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meta->addStatement( new GenOp( " @ = normalize( vec3( @, 0.0, @ ) );\r\n",
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meta->addStatement( new GenOp( " @ = normalize( float3( @, 0, @ ) );\r\n",
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new DecOp( inTanget ), squareSize, inTangentZ ) );
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}
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@ -190,7 +242,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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const MaterialFeatureData &fd )
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{
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// grab connector texcoord register
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Var *texCoord = getInTexCoord( "outTexCoord", "vec3", true, componentList );
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Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );
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// We do nothing more if this is a prepass.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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@ -209,7 +261,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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Var *baseColor = new Var;
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baseColor->setType( "vec4" );
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baseColor->setName( "baseColor" );
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meta->addStatement( new GenOp( " @ = texture2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
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meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
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output = meta;
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@ -228,8 +280,11 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
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}
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TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
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: mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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: mTorqueDep( "shaders/common/gl/torque.glsl" ),
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mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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{
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addDependency( &mTorqueDep );
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addDependency( &mTerrainDep );
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}
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@ -238,13 +293,6 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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{
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const U32 detailIndex = getProcessIndex();
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// If this is a prepass and we don't have a
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// matching normal map... we have nothing to do.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
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!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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return;
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// Grab incoming texture coords... the base map feature
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// made sure this was created.
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Var *inTex = (Var*)LangElement::find( "texCoord" );
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@ -260,6 +308,26 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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MultiLine *meta = new MultiLine;
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// If we have parallax mapping then make sure we've sent
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// the negative view vector to the pixel shader.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
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!LangElement::find( "outNegViewTS" ) )
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{
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// Get the object to tangent transform which
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// will consume 3 output registers.
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Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
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// Now use a single output register to send the negative
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// view vector in tangent space to the pixel shader.
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
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outNegViewTS->setName( "outNegViewTS" );
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outNegViewTS->setStructName( "OUT" );
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outNegViewTS->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = tMul( @, float3( @ - @.xyz ) );\r\n",
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outNegViewTS, objToTangentSpace, eyePos, inPos ) );
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}
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// Get the distance from the eye to this vertex.
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Var *dist = (Var*)LangElement::find( "dist" );
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if ( !dist )
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@ -275,7 +343,8 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( String::ToString( "outDetCoord%d", detailIndex ) );
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outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
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outTex->setStructName( "OUT" );
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outTex->setType( "vec4" );
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outTex->mapsToSampler = true;
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@ -293,7 +362,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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// its scale is flipped to correct for the non negative y
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// in texCoord.
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//
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// See TerrainBaseMapFeatHLSL::processVert().
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// See TerrainBaseMapFeatGLSL::processVert().
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//
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
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@ -308,17 +377,30 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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const MaterialFeatureData &fd )
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{
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const U32 detailIndex = getProcessIndex();
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Var *inTex = getVertTexCoord( "texCoord" );
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// If this is a prepass and we don't have a
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// matching normal map... we have nothing to do.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
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!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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return;
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Var *inTex = getVertTexCoord( "outTexCoord" );
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MultiLine *meta = new MultiLine;
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// We need the negative tangent space view vector
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// as in parallax mapping we step towards the camera.
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Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
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if ( !negViewTS &&
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fd.features.hasFeature( MFT_TerrainParallaxMap ) )
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{
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Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
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if ( !inNegViewTS )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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inNegViewTS = connectComp->getElement( RT_TEXCOORD );
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inNegViewTS->setName( "outNegViewTS" );
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inNegViewTS->setStructName( "IN" );
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inNegViewTS->setType( "vec3" );
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}
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negViewTS = new Var( "negViewTS", "vec3" );
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meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
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}
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// Get the layer samples.
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Var *layerSample = (Var*)LangElement::find( "layerSample" );
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if ( !layerSample )
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@ -336,7 +418,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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layerTex->constNum = Var::getTexUnitNum();
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// Read the layer texture to get the samples.
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meta->addStatement( new GenOp( " @ = round( texture2D( @, @.xy ) * 255.0f );\r\n",
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meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
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new DecOp( layerSample ), layerTex, inTex ) );
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}
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@ -372,17 +454,43 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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blendTotal = new Var;
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blendTotal->setName( "blendTotal" );
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blendTotal->setType( "float" );
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meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( blendTotal ) ) );
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meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
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}
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// Add to the blend total.
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meta->addStatement( new GenOp( " @ += @;\r\n", blendTotal, detailBlend ) );
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//meta->addStatement( new GenOp( " @ += @ * @.y * @.w;\r\n",
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//blendTotal, detailBlend, detailInfo, inDet ) );
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meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
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// Nothing more to do for a detail texture in prepass.
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// If we had a parallax feature... then factor in the parallax
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// amount so that it fades out with the layer blending.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
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{
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// Get the rest of our inputs.
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Var *normalMap = _getNormalMapTex();
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// Call the library function to do the rest.
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meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
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inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
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}
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// If this is a prepass then we skip color.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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{
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// Check to see if we have a gbuffer normal.
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Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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// If we have a gbuffer normal and we don't have a
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// normal map feature then we need to lerp in a
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// default normal else the normals below this layer
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// will show thru.
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if ( gbNormal &&
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!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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{
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Var *viewToTangent = getInViewToTangent( componentList );
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meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
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gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
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}
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output = meta;
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return;
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}
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@ -407,6 +515,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// If we're using SM 3.0 then take advantage of
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// dynamic branching to skip layers per-pixel.
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
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@ -421,12 +530,12 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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//
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if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
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{
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meta->addStatement( new GenOp( " @ = ( mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
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meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
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}
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else
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{
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meta->addStatement( new GenOp( " @ = ( texture2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
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meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMap, inDet ) );
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}
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@ -436,7 +545,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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Var *baseColor = (Var*)LangElement::find( "baseColor" );
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Var *outColor = (Var*)LangElement::find( "col" );
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meta->addStatement( new GenOp( " @ = mix( @, @ + @, @ );\r\n",
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meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
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outColor, outColor, baseColor, detailColor, detailBlend ) );
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meta->addStatement( new GenOp( " }\r\n" ) );
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@ -448,28 +557,293 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
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{
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Resources res;
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||||
|
||||
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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue