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Fix for Issue #94 for Cubemap render bug
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@ -1659,59 +1659,67 @@ void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
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}
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}
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// create cubeTrans
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bool useInstancing = fd.features[MFT_UseInstancing];
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Var *cubeTrans = getObjTrans( componentList, useInstancing, meta );
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// create cubeTrans
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Var *cubeTrans = new Var;
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cubeTrans->setType( "float3x3" );
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cubeTrans->setName( "cubeTrans" );
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cubeTrans->uniform = true;
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cubeTrans->constSortPos = cspPrimitive;
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// cube vert position
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Var * cubeVertPos = new Var;
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cubeVertPos->setName( "cubeVertPos" );
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cubeVertPos->setType( "float3" );
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LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
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// create cubeEye position
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Var *cubeEyePos = new Var;
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cubeEyePos->setType( "float3" );
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cubeEyePos->setName( "cubeEyePos" );
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cubeEyePos->uniform = true;
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cubeEyePos->constSortPos = cspPrimitive;
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meta->addStatement( new GenOp( " @ = mul((float3x3)@, @).xyz;\r\n",
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cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
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// cube vert position
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Var * cubeVertPos = new Var;
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cubeVertPos->setName( "cubeVertPos" );
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cubeVertPos->setType( "float3" );
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LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
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// cube normal
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Var * cubeNormal = new Var;
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cubeNormal->setName( "cubeNormal" );
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cubeNormal->setType( "float3" );
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LangElement *cubeNormDecl = new DecOp( cubeNormal );
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meta->addStatement( new GenOp( " @ = mul(@, @).xyz;\r\n",
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cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
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meta->addStatement( new GenOp( " @ = normalize( mul(@, normalize(@)).xyz );\r\n",
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cubeNormDecl, cubeTrans, inNormal ) );
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// cube normal
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Var * cubeNormal = new Var;
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cubeNormal->setName( "cubeNormal" );
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cubeNormal->setType( "float3" );
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LangElement *cubeNormDecl = new DecOp( cubeNormal );
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// grab the eye position
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Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
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if ( !eyePos )
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{
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eyePos = new Var( "eyePosWorld", "float3" );
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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}
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meta->addStatement( new GenOp( " @ = normalize( mul(@, normalize(@)).xyz );\r\n",
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cubeNormDecl, cubeTrans, inNormal ) );
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// cube position
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Var * cubePos = new Var;
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cubePos->setName( "cubePos" );
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cubePos->setType( "float3" );
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LangElement *cubePosDecl = new DecOp( cubePos );
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// eye to vert
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Var * eyeToVert = new Var;
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eyeToVert->setName( "eyeToVert" );
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eyeToVert->setType( "float3" );
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LangElement *e2vDecl = new DecOp( eyeToVert );
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meta->addStatement( new GenOp( " @ = float3( @[0][3], @[1][3], @[2][3] );\r\n",
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cubePosDecl, cubeTrans, cubeTrans, cubeTrans ) );
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meta->addStatement( new GenOp( " @ = @ - @;\r\n",
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e2vDecl, cubeVertPos, cubeEyePos ) );
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// eye to vert
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Var * eyeToVert = new Var;
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eyeToVert->setName( "eyeToVert" );
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eyeToVert->setType( "float3" );
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LangElement *e2vDecl = new DecOp( eyeToVert );
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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 *reflectVec = connectComp->getElement( RT_TEXCOORD );
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reflectVec->setName( "reflectVec" );
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reflectVec->setStructName( "OUT" );
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reflectVec->setType( "float3" );
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reflectVec->mapsToSampler = true;
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meta->addStatement( new GenOp( " @ = @ - ( @ - @ );\r\n",
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e2vDecl, cubeVertPos, eyePos, cubePos ) );
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meta->addStatement( new GenOp( " @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );
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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 *reflectVec = connectComp->getElement( RT_TEXCOORD );
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reflectVec->setName( "reflectVec" );
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reflectVec->setStructName( "OUT" );
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reflectVec->setType( "float3" );
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reflectVec->mapsToSampler = true;
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output = meta;
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meta->addStatement( new GenOp( " @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );
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output = meta;
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}
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void ReflectCubeFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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