Full Template for ticket #1

This commit is contained in:
DavidWyand-GG 2012-09-19 11:54:25 -04:00
parent 74f265b3b3
commit f439dc8dcd
2150 changed files with 286240 additions and 0 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "terrain.hlsl"
struct ConnectData
{
float4 hpos : POSITION;
float2 layerCoord : TEXCOORD0;
float2 texCoord : TEXCOORD1;
};
float4 main( ConnectData IN,
uniform sampler2D layerTex : register(S0),
uniform sampler2D textureMap : register(S1),
uniform float texId,
uniform float layerSize ) : COLOR
{
float4 layerSample = round( tex2D( layerTex, IN.layerCoord ) * 255.0f );
float blend = calcBlend( texId, IN.layerCoord, layerSize, layerSample );
clip( blend - 0.0001 );
return float4( tex2D( textureMap, IN.texCoord ).rgb, blend );
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
/// The vertex shader used in the generation and caching of the
/// base terrain texture.
struct VertData
{
float3 position : POSITION;
float2 texCoord : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : POSITION;
float2 layerCoord : TEXCOORD0;
float2 texCoord : TEXCOORD1;
};
ConnectData main( VertData IN,
uniform float2 texScale : register(C0) )
{
ConnectData OUT;
OUT.hpos = float4( IN.position.xyz, 1 );
OUT.layerCoord = IN.texCoord;
OUT.texCoord = IN.texCoord * texScale;
return OUT;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../terrain.glsl"
#include "../../gl/hlslCompat.glsl"
varying vec2 layerCoord;
varying vec2 texCoord;
uniform sampler2D layerTex;
uniform sampler2D textureMap;
uniform float texId;
uniform float layerSize;
void main()
{
vec4 layerSample = round(texture2D( layerTex, layerCoord ) * 255.0);
float blend = calcBlend( texId, layerCoord, layerSize, layerSample );
if(blend - 0.0001 < 0.0)
discard;
gl_FragColor = vec4( texture2D( textureMap, texCoord ).rgb, blend );
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
/// The vertex shader used in the generation and caching of the
/// base terrain texture.
varying vec2 layerCoord;
varying vec2 texCoord;
uniform vec2 texScale;
void main()
{
gl_Position = vec4(gl_Vertex.xyz, 1.0);
layerCoord = gl_MultiTexCoord0.st;
texCoord = gl_MultiTexCoord0.st * texScale;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample )
{
// This is here to disable the blend if none of
// the neighbors equal the current id.
//
// We depend on the input layer samples being
// rounded to the correct integer ids.
//
vec4 diff = clamp( abs( layerSample - texId ), 0.0, 1.0 );
float noBlend = float(any( bvec4(1 - diff) ));
// Use step to see if any of the layer samples
// match the current texture id.
vec4 factors = step( texId, layerSample );
// This is a custom bilinear filter.
vec2 uv = layerCoord * layerSize;
vec2 xy = floor( uv );
vec2 ratio = uv - xy;
vec2 opposite = 1 - ratio;
float blend = ( factors.b * opposite.x + factors.g * ratio.x ) * opposite.y +
( factors.r * opposite.x + factors.a * ratio.x ) * ratio.y;
return noBlend * blend;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
float calcBlend( float texId, float2 layerCoord, float layerSize, float4 layerSample )
{
// This is here to disable the blend if none of
// the neighbors equal the current id.
//
// We depend on the input layer samples being
// rounded to the correct integer ids.
//
float4 diff = saturate( abs( layerSample - texId ) );
float noBlend = any( 1 - diff );
// Use step to see if any of the layer samples
// match the current texture id.
float4 factors = step( texId, layerSample );
// This is a custom bilinear filter.
float2 uv = layerCoord * layerSize;
float2 xy = floor( uv );
float2 ratio = uv - xy;
float2 opposite = 1 - ratio;
// NOTE: This will optimize down to two lerp operations.
float blend = ( factors.b * opposite.x + factors.g * ratio.x ) * opposite.y +
( factors.r * opposite.x + factors.a * ratio.x ) * ratio.y;
return noBlend * blend;
}