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Removes Direct3D9 functionality.
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parent
5ac6f6beb3
commit
edd1e0a270
86 changed files with 382 additions and 10445 deletions
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@ -42,7 +42,6 @@ void BumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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// Output the texture coord.
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getOutTexCoord( "texCoord",
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"float2",
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true,
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useTexAnim,
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meta,
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componentList );
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@ -64,18 +63,14 @@ void BumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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output = meta;
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
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Var *texCoord = getInTexCoord("texCoord", "float2", componentList);
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// Sample the bumpmap.
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Var *bumpMap = getNormalMapTex();
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LangElement *texOp = NULL;
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//if it's D3D11 let's create the texture object
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Var* bumpMapTex = NULL;
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if (mIsDirect3D11)
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{
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bumpMapTex = (Var*)LangElement::find("bumpMapTex");
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}
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Var* bumpMapTex = (Var*)LangElement::find("bumpMapTex");
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// Handle atlased textures
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// http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
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@ -134,25 +129,11 @@ void BumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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// Add a newline
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meta->addStatement( new GenOp( "\r\n" ) );
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if (mIsDirect3D11)
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{
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texOp = new GenOp("@.SampleLevel(@, @, mipLod_bump)", bumpMapTex, bumpMap, texCoord);
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}
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else if (is_sm3)
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{
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texOp = new GenOp("tex2Dlod(@, float4(@, 0.0, mipLod_bump))", bumpMap, texCoord);
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}
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else
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{
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texOp = new GenOp("tex2D(@, @)", bumpMap, texCoord);
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}
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texOp = new GenOp("@.SampleLevel(@, @, mipLod_bump)", bumpMapTex, bumpMap, texCoord);
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}
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else
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{
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if (mIsDirect3D11)
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texOp = new GenOp("@.Sample(@, @)", bumpMapTex, bumpMap, texCoord);
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else
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texOp = new GenOp("tex2D(@, @)", bumpMap, texCoord);
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texOp = new GenOp("@.Sample(@, @)", bumpMapTex, bumpMap, texCoord);
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}
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Var *bumpNorm = new Var( "bumpNormal", "float4" );
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@ -164,32 +145,22 @@ void BumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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{
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bumpMap = new Var;
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bumpMap->setType( "sampler2D" );
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bumpMap->setType( "SamplerState" );
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bumpMap->setName( "detailBumpMap" );
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bumpMap->uniform = true;
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bumpMap->sampler = true;
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bumpMap->constNum = Var::getTexUnitNum();
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Var* detailBumpTex = NULL;
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if (mIsDirect3D11)
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{
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bumpMap->setType("SamplerState");
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detailBumpTex = new Var;
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detailBumpTex->setName("detailBumpTex");
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detailBumpTex->setType("Texture2D");
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detailBumpTex->uniform = true;
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detailBumpTex->texture = true;
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detailBumpTex->constNum = bumpMap->constNum;
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}
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else
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bumpMap->setType("sampler2D");
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Var* detailBumpTex = new Var;
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detailBumpTex->setName("detailBumpTex");
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detailBumpTex->setType("Texture2D");
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detailBumpTex->uniform = true;
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detailBumpTex->texture = true;
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detailBumpTex->constNum = bumpMap->constNum;
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texCoord = getInTexCoord( "detCoord", "float2", true, componentList );
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texCoord = getInTexCoord( "detCoord", "float2", componentList );
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if (mIsDirect3D11)
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texOp = new GenOp("@.Sample(@, @)", detailBumpTex, bumpMap, texCoord);
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else
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texOp = new GenOp("tex2D(@, @)", bumpMap, texCoord);
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texOp = new GenOp("@.Sample(@, @)", detailBumpTex, bumpMap, texCoord);
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Var *detailBump = new Var;
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detailBump->setName( "detailBump" );
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@ -299,7 +270,6 @@ void ParallaxFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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// Add the texture coords.
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getOutTexCoord( "texCoord",
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"float2",
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true,
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fd.features[MFT_TexAnim],
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meta,
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componentList );
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@ -344,7 +314,7 @@ void ParallaxFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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MultiLine *meta = new MultiLine;
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// Order matters... get this first!
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Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
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Var *texCoord = getInTexCoord( "texCoord", "float2", componentList );
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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@ -374,21 +344,13 @@ void ParallaxFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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// Call the library function to do the rest.
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if (fd.features.hasFeature(MFT_IsDXTnm, getProcessIndex()))
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{
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if (mIsDirect3D11)
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meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @ );\r\n",
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meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @ );\r\n",
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texCoord, bumpMapTexture, normalMap, texCoord, negViewTS, parallaxInfo));
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else
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meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @.xy, @, @ );\r\n",
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texCoord, normalMap, texCoord, negViewTS, parallaxInfo));
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}
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else
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{
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if (mIsDirect3D11)
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meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @, @.xy, @, @ );\r\n",
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meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @, @.xy, @, @ );\r\n",
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texCoord, bumpMapTexture, normalMap, texCoord, negViewTS, parallaxInfo));
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else
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meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
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texCoord, normalMap, texCoord, negViewTS, parallaxInfo));
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}
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// TODO: Fix second UV maybe?
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@ -449,7 +411,6 @@ void NormalsOutFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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outNormal->setName( "wsNormal" );
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outNormal->setStructName( "OUT" );
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outNormal->setType( "float3" );
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outNormal->mapsToSampler = false;
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// Find the incoming vertex normal.
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Var *inNormal = (Var*)LangElement::find( "normal" );
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