mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
1705 lines
56 KiB
C++
1705 lines
56 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "terrain/hlsl/terrFeatureHLSL.h"
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#include "terrain/terrFeatureTypes.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialFeatureData.h"
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#include "materials/processedMaterial.h"
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#include "gfx/gfxDevice.h"
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/featureType.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_hlsl_shader_features_for_terrain(GFXAdapterType type)
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{
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if (type != Direct3D11)
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return;
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FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureHLSL( "Terrain Parallax Texture" ) );
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FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature( MFT_TerrainHeightBlend, new TerrainHeightMapBlendHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
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}
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};
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MODULE_BEGIN( TerrainFeatHLSL )
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MODULE_INIT_AFTER( ShaderGen )
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MODULE_INIT
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{
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SHADERGEN->getFeatureInitSignal().notify(®ister_hlsl_shader_features_for_terrain);
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}
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MODULE_END;
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TerrainFeatHLSL::TerrainFeatHLSL()
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: mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
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{
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addDependency( &mTorqueDep );
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}
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Var* TerrainFeatHLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
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{
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Var *theVar = (Var*)LangElement::find( name );
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if ( !theVar )
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{
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theVar = new Var;
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theVar->setType( type );
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theVar->setName( name );
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theVar->uniform = true;
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theVar->constSortPos = csp;
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}
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return theVar;
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}
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Var* TerrainFeatHLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
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{
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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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{
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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( "float4" );
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}
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return inDet;
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}
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Var* TerrainFeatHLSL::_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( "float4" );
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}
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return inDet;
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}
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Var* TerrainFeatHLSL::_getDetailMapSampler()
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{
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String name("detailMapSampler");
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Var* detailMapSampler = (Var*)LangElement::find(name);
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if(!detailMapSampler)
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{
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detailMapSampler = new Var;
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detailMapSampler->setName(name);
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detailMapSampler->setType("SamplerState");
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detailMapSampler->uniform = true;
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detailMapSampler->sampler = true;
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detailMapSampler->constNum = Var::getTexUnitNum();
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}
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return detailMapSampler;
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}
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Var* TerrainFeatHLSL::_getDetailMapArray()
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{
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String name("detailMapArray");
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Var* detailMapArray = (Var*)LangElement::find(name);
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if(!detailMapArray)
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{
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detailMapArray = new Var;
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detailMapArray->setName(name);
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detailMapArray->setType("Texture2DArray");
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detailMapArray->uniform = true;
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detailMapArray->texture = true;
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detailMapArray->constNum = _getDetailMapSampler()->constNum;
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}
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return detailMapArray;
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}
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Var* TerrainFeatHLSL::_getNormalMapSampler()
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{
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String name("normalMapSampler");
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Var* normalMapSampler = (Var*)LangElement::find(name);
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if (!normalMapSampler)
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{
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normalMapSampler = new Var;
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normalMapSampler->setName(name);
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normalMapSampler->setType("SamplerState");
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normalMapSampler->uniform = true;
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normalMapSampler->sampler = true;
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normalMapSampler->constNum = Var::getTexUnitNum();
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}
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return normalMapSampler;
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}
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Var* TerrainFeatHLSL::_getNormalMapArray()
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{
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String name("normalMapArray");
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Var* normalMapArray = (Var*)LangElement::find(name);
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if (!normalMapArray)
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{
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normalMapArray = new Var;
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normalMapArray->setName(name);
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normalMapArray->setType("Texture2DArray");
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normalMapArray->uniform = true;
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normalMapArray->texture = true;
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normalMapArray->constNum = _getNormalMapSampler()->constNum;
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}
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return normalMapArray;
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}
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Var* TerrainFeatHLSL::_getOrmMapSampler()
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{
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String name("ormMapSampler");
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Var* ormMapSampler = (Var*)LangElement::find(name);
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if (!ormMapSampler)
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{
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ormMapSampler = new Var;
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ormMapSampler->setName(name);
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ormMapSampler->setType("SamplerState");
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ormMapSampler->uniform = true;
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ormMapSampler->sampler = true;
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ormMapSampler->constNum = Var::getTexUnitNum();
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}
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return ormMapSampler;
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}
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Var* TerrainFeatHLSL::_getOrmMapArray()
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{
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String name("ormMapArray");
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Var* ormMapArray = (Var*)LangElement::find(name);
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if (!ormMapArray)
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{
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ormMapArray = new Var;
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ormMapArray->setName(name);
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ormMapArray->setType("Texture2DArray");
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ormMapArray->uniform = true;
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ormMapArray->texture = true;
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ormMapArray->constNum = _getOrmMapSampler()->constNum;
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}
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return ormMapArray;
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}
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Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
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{
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String name( String::ToString( "detailIdStrengthParallax", 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( "float4" );
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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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detailInfo->arraySize = getProcessIndex();
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}
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detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
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return detailInfo;
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}
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Var* TerrainFeatHLSL::_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( "float3" );
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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 TerrainBaseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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output = meta;
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// Generate the incoming texture var.
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Var *inTex;
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{
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Var *inPos = (Var*)LangElement::find( "inPosition" );
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if ( !inPos )
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inPos = (Var*)LangElement::find( "position" );
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inTex = new Var( "texCoord", "float3" );
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Var *oneOverTerrainSize = _getUniformVar( "oneOverTerrainSize", "float", cspPass );
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// NOTE: The y coord here should be negative to have
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// the texture maps not end up flipped which also caused
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// normal and parallax mapping to be incorrect.
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//
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// This mistake early in development means that the layer
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// id bilinear blend depends on it being that way.
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//
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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 * float3( @, @, -@ );\r\n",
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new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
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}
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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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( "float3" );
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meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
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// If this shader has a side projected layer then we
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// pass the dot product between the +Y and the normal
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// thru outTexCoord.z for use in blending the textures.
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if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
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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( 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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meta->addStatement( new GenOp( " @.z = 0;\r\n", outTex ) );
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// HACK: This is sort of lazy... we generate the tanget
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// vector here so that we're sure it exists in the parallax
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// and normal features which will expect "T" to exist.
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//
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// If this shader doesn't use it the shader compiler will
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// optimize away this code.
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//
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Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
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Var *inTanget = new Var( "T", "float3" );
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Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
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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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void TerrainBaseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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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( "texCoord", "float3", componentList );
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// create texture var
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Var *diffuseMap = new Var;
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diffuseMap->setType( "SamplerState" );
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diffuseMap->setName( "baseTexMap" );
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diffuseMap->uniform = true;
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diffuseMap->sampler = true;
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diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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MultiLine *meta = new MultiLine;
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Var *baseColor = new Var;
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baseColor->setType( "float4" );
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baseColor->setName( "baseColor" );
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Var *diffuseTex = new Var;
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diffuseTex->setType("Texture2D");
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diffuseTex->setName("baseTexture");
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diffuseTex->uniform = true;
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diffuseTex->texture = true;
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diffuseTex->constNum = diffuseMap->constNum;
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meta->addStatement(new GenOp(" @ = @.Sample( @, @.xy );\r\n", new DecOp(baseColor), diffuseTex, diffuseMap, texCoord));
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if (fd.features.hasFeature(MFT_isDeferred))
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{
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target= ShaderFeature::RenderTarget1;
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}
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
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if (fd.features[MFT_isDeferred])
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{
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// Set base ORM info
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Var* ormConfig;
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OutputTarget targ = RenderTarget1;
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targ = RenderTarget2;
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ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
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if (!ormConfig)
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{
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// create color var
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ormConfig = new Var;
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ormConfig->setType("fragout");
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ormConfig->setName(getOutputTargetVarName(targ));
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ormConfig->setStructName("OUT");
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}
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meta->addStatement(new GenOp(" @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
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}
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output = meta;
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}
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ShaderFeature::Resources TerrainBaseMapFeatHLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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res.numTexReg = 1;
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res.numTex = 1;
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return res;
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}
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U32 TerrainBaseMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
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}
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TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
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: mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" )),
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mTerrainDep(ShaderGen::smCommonShaderPath + String("/terrain/terrain.hlsl" ))
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{
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addDependency( &mTorqueDep );
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addDependency( &mTerrainDep );
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}
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void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const S32 detailIndex = getProcessIndex();
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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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AssertFatal( inTex, "The texture coord is missing!" );
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// Grab the input position.
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Var *inPos = (Var*)LangElement::find( "inPosition" );
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if ( !inPos )
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inPos = (Var*)LangElement::find( "position" );
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// Get the object space eye position.
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Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );
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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( "float3" );
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meta->addStatement( new GenOp( " @ = mul( @, 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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{
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dist = new Var;
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dist->setType( "float" );
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dist->setName( "dist" );
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meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
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new DecOp( dist ), inPos, eyePos ) );
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}
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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( "detCoord%d", detailIndex ) );
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outTex->setStructName( "OUT" );
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outTex->setType( "float4" );
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// Get the detail scale and fade info.
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Var* detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
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if (detScaleAndFade == NULL)
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{
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detScaleAndFade = new Var;
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detScaleAndFade->setType("float4");
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detScaleAndFade->setName("detailScaleAndFade");
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detScaleAndFade->uniform = true;
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detScaleAndFade->constSortPos = cspPotentialPrimitive;
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}
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|
|
|
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
|
|
|
// Setup the detail coord.
|
|
//
|
|
// NOTE: You see here we scale the texture coord by 'xyx'
|
|
// to generate the detail coord. This y is here because
|
|
// its scale is flipped to correct for the non negative y
|
|
// in texCoord.
|
|
//
|
|
// See TerrainBaseMapFeatHLSL::processVert().
|
|
//
|
|
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
|
|
|
|
// And sneak the detail fade thru the w detailCoord.
|
|
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
|
outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
const S32 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( "float3" );
|
|
}
|
|
|
|
negViewTS = new Var( "negViewTS", "float3" );
|
|
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( "float4" );
|
|
layerSample->setName( "layerSample" );
|
|
|
|
// Get the layer texture var
|
|
Var *layerTex = new Var;
|
|
layerTex->setType( "SamplerState" );
|
|
layerTex->setName( "layerTex" );
|
|
layerTex->uniform = true;
|
|
layerTex->sampler = true;
|
|
layerTex->constNum = Var::getTexUnitNum();
|
|
|
|
Var* layerTexObj = new Var;
|
|
layerTexObj->setName("layerTexObj");
|
|
layerTexObj->setType("Texture2D");
|
|
layerTexObj->uniform = true;
|
|
layerTexObj->texture = true;
|
|
layerTexObj->constNum = layerTex->constNum;
|
|
// Read the layer texture to get the samples.
|
|
meta->addStatement(new GenOp(" @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
|
|
new DecOp(layerSample), layerTexObj, 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 = _getInDetailCoord( componentList );
|
|
|
|
// Get the detail id.
|
|
Var *detailInfo = _getDetailIdStrengthParallax();
|
|
|
|
// Create the detail blend var.
|
|
Var *detailBlend = new Var;
|
|
detailBlend->setType( "float" );
|
|
detailBlend->setName( String::ToString( "detailBlend%d", detailIndex ) );
|
|
|
|
// Calculate the blend for this detail texture.
|
|
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
|
new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
|
|
|
|
// 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))
|
|
{
|
|
Var* normalMapArray = _getNormalMapArray();
|
|
Var* normalMapSampler = _getNormalMapSampler();
|
|
|
|
// Call the library function to do the rest.
|
|
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
|
|
{
|
|
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnmTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
|
|
inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp(" @.xy += parallaxOffsetTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
|
|
inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
|
}
|
|
|
|
}
|
|
|
|
Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
|
|
if ( !detailColor )
|
|
{
|
|
detailColor = new Var;
|
|
detailColor->setType( "float4" );
|
|
detailColor->setName( String::ToString("detailColor%d", detailIndex) );
|
|
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
|
|
}
|
|
|
|
//Sampled detail texture that is not expanded
|
|
Var* detailMapArray = _getDetailMapArray();
|
|
Var* detailMapSampler = _getDetailMapSampler();
|
|
|
|
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
|
|
{
|
|
meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
|
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
|
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
|
|
}
|
|
|
|
meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
|
|
detailColor, new IndexOp(detailInfo, detailIndex), inDet));
|
|
|
|
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
|
|
{
|
|
// 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( @, @[2], min( @, @.w ) );\r\n",
|
|
gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
|
|
}
|
|
|
|
// 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"));
|
|
|
|
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
|
|
|
if (fd.features.hasFeature(MFT_isDeferred))
|
|
target = ShaderFeature::RenderTarget1;
|
|
|
|
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
|
|
|
|
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
|
|
|
|
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
|
|
outColor, detailColor, detailBlend));
|
|
|
|
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
|
|
|
|
meta->addStatement(new GenOp(" }\r\n"));
|
|
}
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources TerrainDetailMapFeatHLSL::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;
|
|
res.numTexReg += 1;
|
|
|
|
// Add Detail TextureArray
|
|
res.numTex += 1;
|
|
res.numTexReg += 1;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
U32 TerrainDetailMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
|
{
|
|
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
|
|
}
|
|
|
|
|
|
TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
|
|
: mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" )),
|
|
mTerrainDep(ShaderGen::smCommonShaderPath + String("/terrain/terrain.hlsl" ))
|
|
|
|
{
|
|
addDependency( &mTorqueDep );
|
|
addDependency( &mTerrainDep );
|
|
}
|
|
|
|
|
|
void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
const S32 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", "float3", 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( "float4" );
|
|
|
|
// Get the detail scale and fade info.
|
|
Var* macroScaleAndFade = (Var*)LangElement::find("macroScaleAndFade");
|
|
if (macroScaleAndFade == NULL)
|
|
{
|
|
macroScaleAndFade = new Var;
|
|
macroScaleAndFade->setType("float4");
|
|
macroScaleAndFade->setName("macroScaleAndFade");
|
|
macroScaleAndFade->uniform = true;
|
|
macroScaleAndFade->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
|
|
macroScaleAndFade->arraySize = mMax(macroScaleAndFade->arraySize, detailIndex + 1);
|
|
|
|
// Setup the detail coord.
|
|
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(macroScaleAndFade, detailIndex)) );
|
|
|
|
// And sneak the detail fade thru the w detailCoord.
|
|
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
|
outTex, new IndexOp(macroScaleAndFade, detailIndex), dist, new IndexOp(macroScaleAndFade, detailIndex)) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
|
|
void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
const S32 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( "float3" );
|
|
}
|
|
|
|
negViewTS = new Var( "negViewTS", "float3" );
|
|
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( "float4" );
|
|
layerSample->setName( "layerSample" );
|
|
|
|
// Get the layer texture var
|
|
Var *layerTex = new Var;
|
|
layerTex->setType( "SamplerState" );
|
|
layerTex->setName( "macrolayerTex" );
|
|
layerTex->uniform = true;
|
|
layerTex->sampler = true;
|
|
layerTex->constNum = Var::getTexUnitNum();
|
|
|
|
// Read the layer texture to get the samples.
|
|
Var *layerTexObj = new Var;
|
|
layerTexObj->setType("Texture2D");
|
|
layerTexObj->setName("macroLayerTexObj");
|
|
layerTexObj->uniform = true;
|
|
layerTexObj->texture = true;
|
|
layerTexObj->constNum = layerTex->constNum;
|
|
meta->addStatement(new GenOp(" @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
|
|
new DecOp(layerSample), layerTexObj, 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 ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
|
|
|
|
// 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( @, @[2], min( @, @.w ) );\r\n",
|
|
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
|
|
}
|
|
|
|
Var *detailColor = (Var*)LangElement::find("macroColor");
|
|
if (!detailColor)
|
|
{
|
|
detailColor = new Var;
|
|
detailColor->setType( "float4" );
|
|
detailColor->setName( "macroColor" );
|
|
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
|
|
}
|
|
|
|
// 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" ) );
|
|
|
|
Var* detailMapArray = _getDetailMapArray();
|
|
Var* detailMapSampler = _getDetailMapSampler();
|
|
|
|
// 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( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
|
|
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
|
detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
|
|
}
|
|
|
|
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
|
detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
|
|
|
|
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
|
|
|
if (fd.features.hasFeature(MFT_isDeferred))
|
|
target= ShaderFeature::RenderTarget1;
|
|
|
|
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
|
|
|
|
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
|
|
|
|
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
|
|
outColor, detailColor, detailBlend));
|
|
|
|
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
|
|
|
|
meta->addStatement( new GenOp( " }\r\n" ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources TerrainMacroMapFeatHLSL::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;
|
|
}
|
|
|
|
res.numTex += 1;
|
|
|
|
// Finally we always send the detail texture
|
|
// coord to the pixel shader.
|
|
res.numTexReg += 1;
|
|
|
|
return res;
|
|
}
|
|
|
|
U32 TerrainMacroMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
|
{
|
|
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
|
|
}
|
|
|
|
void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// We only need to process normals during the deferred.
|
|
if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
|
|
return;
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
if ( !fd.features.hasFeature(MFT_TerrainHeightBlend) )
|
|
{
|
|
// Make sure the world to tangent transform
|
|
// is created and available for the pixel shader.
|
|
getOutViewToTangent(componentList, meta, fd);
|
|
}
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// We only need to process normals during the deferred.
|
|
if (!fd.features.hasFeature(MFT_DeferredConditioner))
|
|
return;
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
const S32 normalIndex = getProcessIndex();
|
|
|
|
Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
|
|
AssertFatal( detailBlend, "The detail blend is missing!" );
|
|
|
|
/// Get the texture coord.
|
|
Var* inDet = _getInDetailCoord(componentList);
|
|
Var* inTex = getVertTexCoord("texCoord");
|
|
Var* detailInfo = _getDetailIdStrengthParallax();
|
|
|
|
// Sample the normal map.
|
|
//
|
|
// We take two normal samples and lerp between them for
|
|
// side projection layers... else a single sample.
|
|
LangElement* texOp;
|
|
|
|
Var* normalMapSampler = _getNormalMapSampler();
|
|
Var* normalMapArray = _getNormalMapArray();
|
|
|
|
if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
|
|
{
|
|
texOp = new GenOp("lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z )",
|
|
normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex), normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex), inTex);
|
|
}
|
|
else
|
|
texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex));
|
|
|
|
// create bump normal
|
|
Var* bumpNorm = new Var;
|
|
bumpNorm->setName(String::ToString("bumpNormal%d", normalIndex));
|
|
bumpNorm->setType("float4");
|
|
|
|
LangElement* bumpNormDecl = new DecOp(bumpNorm);
|
|
meta->addStatement(expandNormalMap(texOp, bumpNormDecl, bumpNorm, fd));
|
|
|
|
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
|
|
{
|
|
Var* viewToTangent = getInViewToTangent(componentList);
|
|
|
|
// This var is read from GBufferConditionerHLSL and
|
|
// used in the deferred output.
|
|
Var* gbNormal = (Var*)LangElement::find("gbNormal");
|
|
if (!gbNormal)
|
|
{
|
|
gbNormal = new Var;
|
|
gbNormal->setName("gbNormal");
|
|
gbNormal->setType("float3");
|
|
meta->addStatement(new GenOp(" @ = @[2];\r\n", new DecOp(gbNormal), viewToTangent));
|
|
}
|
|
|
|
// 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"));
|
|
|
|
// Normalize is done later...
|
|
// Note: The reverse mul order is intentional. Affine matrix.
|
|
meta->addStatement(new GenOp(" @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
|
|
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
|
|
|
|
// End the conditional block.
|
|
meta->addStatement(new GenOp(" }\r\n"));
|
|
}
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
|
|
if (!fd.features.hasFeature(MFT_DeferredConditioner))
|
|
{
|
|
return res;
|
|
}
|
|
|
|
S32 featureIndex = 0, firstNormalMapIndex = 0;
|
|
for (int idx = 0; idx < fd.features.getCount(); ++idx) {
|
|
const FeatureType &type = fd.features.getAt(idx, &featureIndex);
|
|
if (type == MFT_TerrainNormalMap) {
|
|
firstNormalMapIndex = getMin(firstNormalMapIndex, featureIndex);
|
|
}
|
|
}
|
|
|
|
// We only need to process normals during the deferred.
|
|
if (getProcessIndex() == firstNormalMapIndex)
|
|
{
|
|
res.numTexReg += 1;
|
|
res.numTex += 1;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
void TerrainLightMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// grab connector texcoord register
|
|
Var *inTex = (Var*)LangElement::find( "texCoord" );
|
|
if ( !inTex )
|
|
return;
|
|
|
|
// Get the lightmap texture.
|
|
Var *lightMap = new Var;
|
|
lightMap->setType( "SamplerState" );
|
|
lightMap->setName( "lightMapTex" );
|
|
lightMap->uniform = true;
|
|
lightMap->sampler = true;
|
|
lightMap->constNum = Var::getTexUnitNum();
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
// 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", "float4" );
|
|
meta->addStatement( new GenOp( " @ = 1;\r\n", new DecOp( lightMask ) ) );
|
|
}
|
|
|
|
Var* lightMapTex = new Var;
|
|
lightMapTex->setName("lightMapTexObj");
|
|
lightMapTex->setType("Texture2D");
|
|
lightMapTex->uniform = true;
|
|
lightMapTex->texture = true;
|
|
lightMapTex->constNum = lightMap->constNum;
|
|
meta->addStatement(new GenOp(" @[0] = @.Sample( @, @.xy ).r;\r\n", lightMask, lightMapTex, lightMap, inTex));
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources TerrainLightMapFeatHLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
res.numTex = 1;
|
|
return res;
|
|
}
|
|
|
|
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
|
|
//.b = specular strength, a= spec power.
|
|
|
|
void TerrainORMMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd)
|
|
{
|
|
const S32 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", "float3", cspPotentialPrimitive);
|
|
|
|
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("float3");
|
|
meta->addStatement(new GenOp(" @ = mul( @, 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)
|
|
{
|
|
dist = new Var;
|
|
dist->setType("float");
|
|
dist->setName("dist");
|
|
|
|
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 = (Var*)LangElement::find(String::ToString("detCoord%d", detailIndex));
|
|
if (outTex == NULL)
|
|
{
|
|
outTex = connectComp->getElement(RT_TEXCOORD);
|
|
outTex->setName(String::ToString("detCoord%d", detailIndex));
|
|
outTex->setStructName("OUT");
|
|
outTex->setType("float4");
|
|
}
|
|
// Get the detail scale and fade info.
|
|
Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
|
if (detScaleAndFade == NULL)
|
|
{
|
|
detScaleAndFade = new Var;
|
|
detScaleAndFade->setType("float4");
|
|
detScaleAndFade->setName("detailScaleAndFade");
|
|
detScaleAndFade->uniform = true;
|
|
detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
|
|
detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
|
|
|
|
// Setup the detail coord.
|
|
//
|
|
// NOTE: You see here we scale the texture coord by 'xyx'
|
|
// to generate the detail coord. This y is here because
|
|
// its scale is flipped to correct for the non negative y
|
|
// in texCoord.
|
|
//
|
|
// See TerrainBaseMapFeatHLSL::processVert().
|
|
//
|
|
meta->addStatement(new GenOp(" @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex)));
|
|
|
|
// And sneak the detail fade thru the w detailCoord.
|
|
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
|
outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
|
|
|
|
output = meta;
|
|
}
|
|
|
|
U32 TerrainORMMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
|
|
{
|
|
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
|
|
}
|
|
|
|
void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd)
|
|
{
|
|
/// Get the texture coord.
|
|
Var *inDet = _getInDetailCoord(componentList);
|
|
Var *inTex = getVertTexCoord("texCoord");
|
|
Var* detailInfo = _getDetailIdStrengthParallax();
|
|
|
|
const S32 compositeIndex = getProcessIndex();
|
|
// Sample the normal map.
|
|
//
|
|
// We take two normal samples and lerp between them for
|
|
// side projection layers... else a single sample.
|
|
LangElement *texOp;
|
|
|
|
Var* ormMapArray = _getOrmMapArray();
|
|
Var* ormMapSampler = _getOrmMapSampler();
|
|
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
|
|
{
|
|
texOp = new GenOp("lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z )",
|
|
ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex), ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex), inTex);
|
|
}
|
|
else
|
|
texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex));
|
|
|
|
// search for material var
|
|
Var * ormConfig;
|
|
OutputTarget targ = RenderTarget1;
|
|
if (fd.features[MFT_isDeferred])
|
|
{
|
|
targ = RenderTarget2;
|
|
}
|
|
ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
|
|
|
|
MultiLine * meta = new MultiLine;
|
|
if (!ormConfig)
|
|
{
|
|
// create color var
|
|
ormConfig = new Var;
|
|
ormConfig->setType("fragout");
|
|
ormConfig->setName(getOutputTargetVarName(targ));
|
|
ormConfig->setStructName("OUT");
|
|
}
|
|
|
|
Var *detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
|
|
AssertFatal(detailBlend, "The detail blend is missing!");
|
|
|
|
String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
|
|
Var *matinfoCol = new Var(matinfoName, "float3");
|
|
|
|
if (compositeIndex == 0)
|
|
{
|
|
meta->addStatement(new GenOp(" @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
|
|
}
|
|
|
|
meta->addStatement(new GenOp(" @ = @.rgb;\r\n", new DecOp(matinfoCol), texOp));
|
|
|
|
if (fd.features.hasFeature(MFT_InvertRoughness, compositeIndex))
|
|
{
|
|
meta->addStatement(new GenOp(" @.b = 1.0 - @.b;\r\n", matinfoCol, matinfoCol));
|
|
}
|
|
|
|
meta->addStatement(new GenOp(" @ = lerp(float3(1.0, 1.0, 0.0), @, @.y * @.w);\r\n", matinfoCol, matinfoCol, new IndexOp(detailInfo, compositeIndex), inDet));
|
|
|
|
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
|
|
{
|
|
meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
|
|
}
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources TerrainORMMapFeatHLSL::getResources(const MaterialFeatureData &fd)
|
|
{
|
|
Resources res;
|
|
res.numTex = 1;
|
|
return res;
|
|
}
|
|
|
|
// reminder, the matinfo buffer is flags, smooth, ao, metal
|
|
U32 TerrainBlankInfoMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
|
|
{
|
|
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
|
|
}
|
|
|
|
void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd)
|
|
{
|
|
S32 compositeIndex = getProcessIndex();
|
|
|
|
// search for material var
|
|
Var *material;
|
|
OutputTarget ormConfig = RenderTarget1;
|
|
if (fd.features[MFT_isDeferred])
|
|
{
|
|
ormConfig = RenderTarget2;
|
|
}
|
|
material = (Var*)LangElement::find(getOutputTargetVarName(ormConfig));
|
|
|
|
MultiLine * meta = new MultiLine;
|
|
if (!material)
|
|
{
|
|
// create color var
|
|
material = new Var;
|
|
material->setType("fragout");
|
|
material->setName(getOutputTargetVarName(ormConfig));
|
|
material->setStructName("OUT");
|
|
}
|
|
|
|
if (compositeIndex == 0)
|
|
{
|
|
meta->addStatement(new GenOp(" @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", material));
|
|
}
|
|
|
|
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
|
|
AssertFatal(detailBlend, "The detail blend is missing!");
|
|
|
|
String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
|
|
|
|
if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
|
|
{
|
|
meta->addStatement(new GenOp(" @.gba += float3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
|
|
}
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void TerrainHeightMapBlendHLSL::processVert(Vector<ShaderComponent*>& componentList,
|
|
const MaterialFeatureData& fd)
|
|
{
|
|
// We only need to process normals during the deferred.
|
|
if (!fd.features.hasFeature(MFT_DeferredConditioner))
|
|
return;
|
|
|
|
MultiLine* meta = new MultiLine;
|
|
|
|
// Make sure the world to tangent transform
|
|
// is created and available for the pixel shader.
|
|
getOutViewToTangent(componentList, meta, fd);
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentList,
|
|
const MaterialFeatureData& fd)
|
|
{
|
|
|
|
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
|
|
|
if (fd.features.hasFeature(MFT_isDeferred))
|
|
target = ShaderFeature::RenderTarget1;
|
|
|
|
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
|
|
|
|
if (!outColor)
|
|
return;
|
|
|
|
MultiLine* meta = new MultiLine;
|
|
|
|
// Count number of detail layers
|
|
int detailCount = 0;
|
|
while (true)
|
|
{
|
|
if(LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
|
|
{
|
|
break;
|
|
}
|
|
|
|
++detailCount;
|
|
}
|
|
|
|
if ( detailCount == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Compute blend factors
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
|
|
Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
|
|
if (!blendDepth)
|
|
{
|
|
blendDepth = new Var;
|
|
blendDepth->setType("float");
|
|
blendDepth->setName(String::ToString("blendDepth%d", idx));
|
|
blendDepth->uniform = true;
|
|
blendDepth->constSortPos = cspPrimitive;
|
|
}
|
|
|
|
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
if (!detailH)
|
|
{
|
|
detailH = new Var;
|
|
detailH->setType("float");
|
|
detailH->setName(String::ToString("detailH%d", idx));
|
|
|
|
meta->addStatement(new GenOp(" @ = 0;\r\n",
|
|
new DecOp(detailH)));
|
|
meta->addStatement(new GenOp(" if (@ > 0.0f) {\r\n", detailBlend));
|
|
if (bumpNormal != NULL)
|
|
{
|
|
meta->addStatement(new GenOp(" @ = clamp(@.a + @, 0.0, 1.0);\r\n",
|
|
detailH, bumpNormal, blendDepth));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp(" @ = clamp(0.5 + @, 0.0, 1.0);\r\n",
|
|
detailH, blendDepth));
|
|
}
|
|
meta->addStatement(new GenOp(" }\r\n"));
|
|
}
|
|
}
|
|
|
|
meta->addStatement(new GenOp("\r\n"));
|
|
|
|
Var* depth = (Var*)LangElement::find("baseBlendDepth");
|
|
if (depth == NULL)
|
|
{
|
|
depth = new Var;
|
|
depth->setType("float");
|
|
depth->setName("baseBlendDepth");
|
|
depth->uniform = true;
|
|
depth->constSortPos = cspPrimitive;
|
|
}
|
|
|
|
Var* ma = (Var*)LangElement::find("ma");
|
|
if (ma == NULL)
|
|
{
|
|
ma = new Var;
|
|
ma->setType("float");
|
|
ma->setName("ma");
|
|
meta->addStatement(new GenOp(" @ = 0;\r\n",
|
|
new DecOp(ma)));
|
|
}
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
|
meta->addStatement(new GenOp(" @ = max(@, @ + @);\r\n",
|
|
ma, ma, detailH, detailBlend));
|
|
}
|
|
|
|
meta->addStatement(new GenOp(" @ -= @;\r\n",
|
|
ma, depth));
|
|
|
|
meta->addStatement(new GenOp("\r\n"));
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
|
|
if (!detailB)
|
|
{
|
|
detailB = new Var;
|
|
detailB->setType("float");
|
|
detailB->setName(String::ToString("detailB%d", idx));
|
|
|
|
meta->addStatement(new GenOp(" @ = max(@ + @ - @, 0);\r\n",
|
|
new DecOp(detailB), detailH, detailBlend, ma));
|
|
}
|
|
}
|
|
|
|
meta->addStatement(new GenOp("\r\n"));
|
|
|
|
// Compute albedo
|
|
meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n",
|
|
outColor, outColor));
|
|
|
|
meta->addStatement(new GenOp(" @.rgb += (",
|
|
outColor));
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
|
|
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
|
|
|
|
|
|
if (idx > 0)
|
|
{
|
|
meta->addStatement(new GenOp(" + "));
|
|
}
|
|
|
|
meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
|
|
}
|
|
|
|
meta->addStatement(new GenOp(") / ("));
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
|
|
|
|
if (idx > 0)
|
|
{
|
|
meta->addStatement(new GenOp(" + "));
|
|
}
|
|
|
|
meta->addStatement(new GenOp("@", detailB));
|
|
}
|
|
|
|
|
|
meta->addStatement(new GenOp(");\r\n"));
|
|
|
|
meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
|
|
outColor, outColor));
|
|
|
|
meta->addStatement(new GenOp("\r\n"));
|
|
|
|
// Compute ORM
|
|
Var* ormOutput;
|
|
OutputTarget targ = DefaultTarget;
|
|
if (fd.features[MFT_isDeferred])
|
|
{
|
|
targ = RenderTarget2;
|
|
}
|
|
ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
|
|
|
|
meta->addStatement(new GenOp(" @.gba = (",
|
|
ormOutput));
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
|
|
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
|
|
|
|
|
|
if (idx > 0)
|
|
{
|
|
meta->addStatement(new GenOp(" + "));
|
|
}
|
|
if (matinfoCol)
|
|
{
|
|
meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp("float3(1.0, 1.0, 0.0) * @", detailB));
|
|
}
|
|
}
|
|
|
|
meta->addStatement(new GenOp(") / ("));
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
|
|
|
|
if (idx > 0)
|
|
{
|
|
meta->addStatement(new GenOp(" + "));
|
|
}
|
|
|
|
meta->addStatement(new GenOp("@", detailB));
|
|
}
|
|
|
|
|
|
meta->addStatement(new GenOp(");\r\n"));
|
|
|
|
|
|
meta->addStatement(new GenOp("\r\n"));
|
|
|
|
// Compute normal-specific blending factors
|
|
// LukasPJ: I'm not sure why this is necessary, it might not be.
|
|
Var* normalMa = (Var*)LangElement::find("normalMa");
|
|
if (normalMa == NULL)
|
|
{
|
|
normalMa = new Var;
|
|
normalMa->setType("float");
|
|
normalMa->setName("normalMa");
|
|
meta->addStatement(new GenOp(" @ = 0;\r\n",
|
|
new DecOp(normalMa)));
|
|
}
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
|
|
|
|
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
|
meta->addStatement(new GenOp(" @ = max(@, @ + min(@, @.w));\r\n",
|
|
normalMa, normalMa, detailH, detailBlend, detCoord));
|
|
}
|
|
|
|
meta->addStatement(new GenOp(" @ -= @;\r\n",
|
|
normalMa, depth));
|
|
|
|
meta->addStatement(new GenOp("\r\n"));
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
|
|
|
|
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
|
|
if (!normalDetailB)
|
|
{
|
|
normalDetailB = new Var;
|
|
normalDetailB->setType("float");
|
|
normalDetailB->setName(String::ToString("normalDetailB%d", idx));
|
|
|
|
meta->addStatement(new GenOp(" @ = max(@ + min(@, @.w) - @, 0);\r\n",
|
|
new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
|
|
}
|
|
}
|
|
|
|
// Compute normals
|
|
Var* gbNormal = (Var*)LangElement::find("gbNormal");
|
|
if (!gbNormal)
|
|
{
|
|
gbNormal = new Var;
|
|
gbNormal->setName("gbNormal");
|
|
gbNormal->setType("float3");
|
|
meta->addStatement(new GenOp(" @;\r\n", new DecOp(gbNormal)));
|
|
}
|
|
|
|
if (gbNormal != NULL)
|
|
{
|
|
meta->addStatement(new GenOp(" @ = (",
|
|
gbNormal));
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
|
|
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
|
|
Var* viewToTangent = getInViewToTangent(componentList);
|
|
|
|
|
|
if (idx > 0)
|
|
{
|
|
meta->addStatement(new GenOp(" + "));
|
|
}
|
|
|
|
if (bumpNormal != NULL)
|
|
{
|
|
meta->addStatement(new GenOp("mul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp("@[2] * @", viewToTangent, normalDetailB));
|
|
}
|
|
}
|
|
|
|
meta->addStatement(new GenOp(") / ("));
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
{
|
|
Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
|
|
|
|
if (idx > 0)
|
|
{
|
|
meta->addStatement(new GenOp(" + "));
|
|
}
|
|
|
|
meta->addStatement(new GenOp("@", normalDetailB));
|
|
}
|
|
|
|
|
|
meta->addStatement(new GenOp(");\r\n"));
|
|
}
|
|
|
|
|
|
output = meta;
|
|
}
|