Torque3D/Engine/source/terrain/glsl/terrFeatureGLSL.cpp
2021-01-01 21:07:12 +01:00

1641 lines
54 KiB
C++

//-----------------------------------------------------------------------------
// 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 "platform/platform.h"
#include "terrain/glsl/terrFeatureGLSL.h"
#include "terrain/terrFeatureTypes.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
#include "materials/processedMaterial.h"
#include "gfx/gfxDevice.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
#include "shaderGen/shaderGen.h"
#include "core/module.h"
namespace
{
void register_glsl_shader_features_for_terrain(GFXAdapterType type)
{
if(type != OpenGL)
return;
FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureGLSL( "Terrain Parallax Texture" ) );
FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature(MFT_TerrainHeightBlend, new TerrainHeightMapBlendGLSL);
FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
}
};
MODULE_BEGIN( TerrainFeatGLSL )
MODULE_INIT_AFTER( ShaderGen )
MODULE_INIT
{
SHADERGEN->getFeatureInitSignal().notify(&register_glsl_shader_features_for_terrain);
}
MODULE_END;
TerrainFeatGLSL::TerrainFeatGLSL()
: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" ))
{
addDependency( &mTorqueDep );
}
Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
{
Var *theVar = (Var*)LangElement::find( name );
if ( !theVar )
{
theVar = new Var;
theVar->setType( type );
theVar->setName( name );
theVar->uniform = true;
theVar->constSortPos = csp;
}
return theVar;
}
Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
{
String name( String::ToString( "detCoord%d", getProcessIndex() ) );
Var *inDet = (Var*)LangElement::find( name );
if ( !inDet )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inDet = connectComp->getElement( RT_TEXCOORD );
inDet->setName( name );
inDet->setStructName( "IN" );
inDet->setType( "vec4" );
}
return inDet;
}
Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
{
String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
Var *inDet = (Var*)LangElement::find( name );
if ( !inDet )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inDet = connectComp->getElement( RT_TEXCOORD );
inDet->setName( name );
inDet->setStructName( "IN" );
inDet->setType( "vec4" );
}
return inDet;
}
Var* TerrainFeatGLSL::_getDetailMapSampler()
{
String name("detailMapSampler");
Var* detailMapSampler = (Var*)LangElement::find(name);
if (!detailMapSampler)
{
detailMapSampler = new Var;
detailMapSampler->setName(name);
detailMapSampler->setType("sampler2DArray");
detailMapSampler->uniform = true;
detailMapSampler->sampler = true;
detailMapSampler->constNum = Var::getTexUnitNum();
}
return detailMapSampler;
}
Var* TerrainFeatGLSL::_getNormalMapSampler()
{
String name("normalMapSampler");
Var* normalMapSampler = (Var*)LangElement::find(name);
if (!normalMapSampler)
{
normalMapSampler = new Var;
normalMapSampler->setName(name);
normalMapSampler->setType("sampler2DArray");
normalMapSampler->uniform = true;
normalMapSampler->sampler = true;
normalMapSampler->constNum = Var::getTexUnitNum();
}
return normalMapSampler;
}
Var* TerrainFeatGLSL::_getOrmMapSampler()
{
String name("ormMapSampler");
Var* ormMapSampler = (Var*)LangElement::find(name);
if (!ormMapSampler)
{
ormMapSampler = new Var;
ormMapSampler->setName(name);
ormMapSampler->setType("sampler2DArray");
ormMapSampler->uniform = true;
ormMapSampler->sampler = true;
ormMapSampler->constNum = Var::getTexUnitNum();
}
return ormMapSampler;
}
Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
{
String name(String::ToString("detailIdStrengthParallax", getProcessIndex()));
Var* detailInfo = (Var*)LangElement::find(name);
if (!detailInfo)
{
detailInfo = new Var;
detailInfo->setType("vec4");
detailInfo->setName(name);
detailInfo->uniform = true;
detailInfo->constSortPos = cspPotentialPrimitive;
detailInfo->arraySize = getProcessIndex();
}
detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
return detailInfo;
}
Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
{
String name(String::ToString("macroIdStrengthParallax%d", getProcessIndex()));
Var* detailInfo = (Var*)LangElement::find(name);
if (!detailInfo)
{
detailInfo = new Var;
detailInfo->setType("vec3");
detailInfo->setName(name);
detailInfo->uniform = true;
detailInfo->constSortPos = cspPotentialPrimitive;
}
return detailInfo;
}
void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
output = meta;
// Generate the incoming texture var.
Var *inTex;
{
Var *inPos = (Var*)LangElement::find( "inPosition" );
if ( !inPos )
inPos = (Var*)LangElement::find( "position" );
inTex = new Var( "texCoord", "vec3" );
Var *oneOverTerrainSize = _getUniformVar( "oneOverTerrainSize", "float", cspPass );
// NOTE: The y coord here should be negative to have
// the texture maps not end up flipped which also caused
// normal and parallax mapping to be incorrect.
//
// This mistake early in development means that the layer
// id bilinear blend depends on it being that way.
//
// So instead i fixed this by flipping the base and detail
// coord y scale to compensate when rendering.
//
meta->addStatement( new GenOp( " @ = @.xyz * vec3( @, @, -@ );\r\n",
new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
}
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
// Pass the texture coord to the pixel shader.
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( "outTexCoord" );
outTex->setStructName( "OUT" );
outTex->setType( "vec3" );
meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
// If this shader has a side projected layer then we
// pass the dot product between the +Y and the normal
// thru outTexCoord.z for use in blending the textures.
if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
{
Var *inNormal = (Var*)LangElement::find( "normal" );
meta->addStatement(
new GenOp( " @.z = pow( abs( dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
outTex, inNormal, inNormal ) );
}
else
meta->addStatement( new GenOp( " @.z = 0;\r\n", outTex ) );
// HACK: This is sort of lazy... we generate the tanget
// vector here so that we're sure it exists in the parallax
// and normal features which will expect "T" to exist.
//
// If this shader doesn't use it the shader compiler will
// optimize away this code.
//
Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
Var *inTanget = new Var( "T", "vec3" );
Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
meta->addStatement( new GenOp( " @ = normalize( vec3( @, 0, @ ) );\r\n",
new DecOp( inTanget ), squareSize, inTangentZ ) );
}
void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// grab connector texcoord register
Var *texCoord = getInTexCoord( "texCoord", "vec3", componentList );
// create texture var
Var *diffuseMap = new Var;
diffuseMap->setType( "sampler2D" );
diffuseMap->setName( "baseTexMap" );
diffuseMap->uniform = true;
diffuseMap->sampler = true;
diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
MultiLine *meta = new MultiLine;
Var *baseColor = new Var;
baseColor->setType( "vec4" );
baseColor->setName( "baseColor" );
meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if(fd.features.hasFeature(MFT_isDeferred))
{
target= ShaderFeature::RenderTarget1;
}
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
// Set base ORM info
Var* ormConfig;
OutputTarget targ = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
if (!ormConfig)
{
// create color var
ormConfig = new Var;
ormConfig->setType("fragout");
ormConfig->setName(getOutputTargetVarName(targ));
ormConfig->setStructName("OUT");
}
meta->addStatement(new GenOp(" @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
output = meta;
}
ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTexReg = 1;
res.numTex = 1;
return res;
}
U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget | ShaderFeature::RenderTarget1;
}
TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" )),
mTerrainDep(ShaderGen::smCommonShaderPath + String("/terrain/terrain.glsl" ))
{
addDependency( &mTorqueDep );
addDependency( &mTerrainDep );
}
void TerrainDetailMapFeatGLSL::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", "vec3", 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( "vec3" );
meta->addStatement( new GenOp( " @ = tMul( @, vec3( @ - @.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 = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "vec4" );
// Get the detail scale and fade info.
Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
if (!detScaleAndFade)
{
detScaleAndFade = new Var;
detScaleAndFade->setType("vec4");
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 TerrainBaseMapFeatGLSL::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 TerrainDetailMapFeatGLSL::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( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the layer samples.
Var *layerSample = (Var*)LangElement::find( "layerSample" );
if ( !layerSample )
{
layerSample = new Var;
layerSample->setType( "vec4" );
layerSample->setName( "layerSample" );
// Get the layer texture var
Var *layerTex = new Var;
layerTex->setType( "sampler2D" );
layerTex->setName( "layerTex" );
layerTex->uniform = true;
layerTex->sampler = true;
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
if ( !layerSize )
{
layerSize = new Var;
layerSize->setType( "float" );
layerSize->setName( "layerSize" );
layerSize->uniform = true;
layerSize->constSortPos = cspPass;
}
// Grab the incoming detail coord.
Var *inDet = _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 ) );
// New terrain
Var *lerpBlend = (Var*)LangElement::find("lerpBlend");
if (!lerpBlend)
{
lerpBlend = new Var;
lerpBlend->setType("float");
lerpBlend->setName("lerpBlend");
lerpBlend->uniform = true;
lerpBlend->constSortPos = cspPrimitive;
}
Var *blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", detailIndex));
if (!blendDepth)
{
blendDepth = new Var;
blendDepth->setType("float");
blendDepth->setName(String::ToString("blendDepth%d", detailIndex));
blendDepth->uniform = true;
blendDepth->constSortPos = cspPrimitive;
}
ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
if (fd.features.hasFeature(MFT_isDeferred))
target= ShaderFeature::RenderTarget1;
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
if (!outColor)
{
// create color var
outColor = new Var;
outColor->setType("vec4");
outColor->setName("col");
outColor->setStructName("OUT");
meta->addStatement(new GenOp(" @;\r\n", outColor));
}
Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
if (!detailColor)
{
detailColor = new Var;
detailColor->setType("vec4");
detailColor->setName(String::ToString("detailColor%d", detailIndex));
meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
}
// Get the detail texture.
Var *detailMap = _getDetailMapSampler();
// Get the normal map texture.
Var *normalMap = _getNormalMapSampler();
// Sample the normal map.
//
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
//
// Note that we're doing the standard greyscale detail
// map technique here which can darken and lighten the
// diffuse texture.
//
// We take two color samples and lerp between them for
// side projection layers... else a single sample.
//
if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
{
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex));
}
else
{
meta->addStatement(new GenOp(" @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
}
meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
detailColor, new IndexOp(detailInfo, detailIndex), inDet));
// 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 ) )
{
// Call the library function to do the rest.
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
{
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
}
else
{
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
}
}
// Check to see if we have a gbuffer normal.
Var* viewToTangent = (Var*)LangElement::find("viewToTangent");
if (!viewToTangent && fd.features.hasFeature(MFT_TerrainHeightBlend))
{
// This needs to be here, to ensure consistent ordering of texcoords, be careful with moving it
getInViewToTangent(componentList);
}
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( @, tGetMatrix3Row(@, 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"));
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 TerrainDetailMapFeatGLSL::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;
// Texture Array
res.numTex += 1;
res.numTexReg += 1;
}
return res;
}
U32 TerrainDetailMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" )),
mTerrainDep(ShaderGen::smCommonShaderPath + String("/terrain/terrain.glsl" ))
{
addDependency( &mTorqueDep );
addDependency( &mTerrainDep );
}
void TerrainMacroMapFeatGLSL::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", "vec3", cspPotentialPrimitive );
MultiLine *meta = new MultiLine;
// Get the distance from the eye to this vertex.
Var *dist = (Var*)LangElement::find( "macroDist" );
if ( !dist )
{
dist = new Var;
dist->setType( "float" );
dist->setName( "macroDist" );
meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
new DecOp( dist ), inPos, eyePos ) );
}
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "vec4" );
// Get the detail scale and fade info.
Var *detScaleAndFade = new Var;
detScaleAndFade->setType( "vec4" );
detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
detScaleAndFade->uniform = true;
detScaleAndFade->constSortPos = cspPotentialPrimitive;
// Setup the detail coord.
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
// And sneak the detail fade thru the w detailCoord.
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
outTex, detScaleAndFade, dist, detScaleAndFade ) );
output = meta;
}
void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const 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( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the layer samples.
Var *layerSample = (Var*)LangElement::find( "layerSample" );
if ( !layerSample )
{
layerSample = new Var;
layerSample->setType( "vec4" );
layerSample->setName( "layerSample" );
// Get the layer texture var
Var *layerTex = new Var;
layerTex->setType( "sampler2D" );
layerTex->setName( "macrolayerTex" );
layerTex->uniform = true;
layerTex->sampler = true;
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
if ( !layerSize )
{
layerSize = new Var;
layerSize->setType( "float" );
layerSize->setName( "layerSize" );
layerSize->uniform = true;
layerSize->constSortPos = cspPass;
}
// Grab the incoming detail coord.
Var *inDet = _getInMacroCoord( componentList );
// Get the detail id.
Var *detailInfo = _getMacroIdStrengthParallax();
// Create the detail blend var.
Var *detailBlend = new Var;
detailBlend->setType( "float" );
detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );
// Calculate the blend for this detail texture.
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
Var *detailColor = (Var*)LangElement::find( "macroColor" );
if ( !detailColor )
{
detailColor = new Var;
detailColor->setType( "vec4" );
detailColor->setName( "macroColor" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
// Get the detail texture.
Var *detailMap = new Var;
detailMap->setType( "sampler2D" );
detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
detailMap->uniform = true;
detailMap->sampler = true;
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " {\r\n" ) );
// Note that we're doing the standard greyscale detail
// map technique here which can darken and lighten the
// diffuse texture.
//
// We take two color samples and lerp between them for
// side projection layers... else a single sample.
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
{
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
}
else
{
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
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 TerrainMacroMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if ( getProcessIndex() == 0 )
{
// If this is the first detail pass then we
// samples from the layer tex.
res.numTex += 1;
}
res.numTex += 1;
// Finally we always send the detail texture
// coord to the pixel shader.
res.numTexReg += 1;
return res;
}
U32 TerrainMacroMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
void TerrainNormalMapFeatGLSL::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 TerrainNormalMapFeatGLSL::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 normal map texture.
Var *normalMap = _getNormalMapSampler();
/// 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;
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
{
texOp = new GenOp( "lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
normalMap, inDet, new IndexOp(detailInfo, normalIndex), normalMap, inDet, inTex, new IndexOp(detailInfo, normalIndex));
}
else
texOp = new GenOp( String::ToString("tex2D(@, vec3(@.xy, @.x))", normalIndex), normalMap, inDet, new IndexOp(detailInfo, normalIndex));
// create bump normal
Var *bumpNorm = new Var;
bumpNorm->setName( String::ToString("bumpNormal%d", normalIndex) );
bumpNorm->setType( "vec4" );
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 GBufferConditionerGLSL and
// used in the deferred output.
Var* gbNormal = (Var*)LangElement::find("gbNormal");
if (!gbNormal)
{
gbNormal = new Var;
gbNormal->setName("gbNormal");
gbNormal->setType("vec3");
meta->addStatement(new GenOp(" @ = tGetMatrix3Row(@, 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( @, tMul( @.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 TerrainNormalMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if (getProcessIndex() == 0)
{
// Texture Array
res.numTex += 1;
res.numTexReg += 1;
}
// We only need to process normals during the deferred.
if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
{
// If this is the first normal map and there
// are no parallax features then we will
// generate the worldToTanget transform.
if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
res.numTexReg = 3;
res.numTex = 1;
}
return res;
}
void TerrainLightMapFeatGLSL::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( "sampler2D" );
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", "vec4" );
meta->addStatement( new GenOp( " @ = vec4(1);\r\n", new DecOp( lightMask ) ) );
}
meta->addStatement( new GenOp( " @[0] = tex2D( @, @.xy ).r;\r\n", lightMask, lightMap, inTex ) );
output = meta;
}
ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
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 TerrainORMMapFeatGLSL::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", "vec3", 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("vec3");
meta->addStatement(new GenOp(" @ = @ * vec3( @ - @.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 = new Var;
outTex = connectComp->getElement(RT_TEXCOORD);
outTex->setName(String::ToString("detCoord%d", detailIndex));
outTex->setStructName("OUT");
outTex->setType("vec4");
}
// Get the detail scale and fade info.
Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
if (detScaleAndFade == NULL)
{
detScaleAndFade = new Var;
detScaleAndFade->setType("vec4");
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 TerrainBaseMapFeatGLSL::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 TerrainORMMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
}
void TerrainORMMapFeatGLSL::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();
Var *ormConfigMap = _getOrmMapSampler();
// Sample the normal map.
//
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
LangElement *texOp;
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
{
texOp = new GenOp("lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex), ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex), inTex);
}
else
texOp = new GenOp("tex2D(@, vec3(@.xy, @.x))", ormConfigMap, 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, "vec3");
if (compositeIndex == 0)
{
meta->addStatement(new GenOp(" @ = vec4(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 TerrainORMMapFeatGLSL::getResources(const MaterialFeatureData &fd)
{
Resources res;
res.numTex = 1;
res.numTexReg += 1;
return res;
}
U32 TerrainBlankInfoMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
}
// reminder, the matinfo buffer is flags, smooth, ao, metal
void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
S32 compositeIndex = getProcessIndex();
// search for material var
Var *material;
OutputTarget targ = DefaultTarget;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
material = (Var*)LangElement::find(getOutputTargetVarName(targ));
MultiLine * meta = new MultiLine;
if (!material)
{
// create color var
material = new Var;
material->setType("vec4");
material->setName(getOutputTargetVarName(targ));
material->setStructName("OUT");
}
if (compositeIndex == 0)
{
meta->addStatement(new GenOp(" @ = vec4(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));
meta->addStatement(new GenOp(" @.gba += vec3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
output = meta;
}
void TerrainHeightMapBlendGLSL::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 the number of detail textures
int detailCount = 0;
while (true)
{
if (LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
{
break;
}
++detailCount;
}
if (detailCount == 0)
{
return;
}
// Compute the "height" of each detail layer and store it detailHX
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"));
// Compute blending factors
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("vec3(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("vec3");
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("tMul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
}
else
{
meta->addStatement(new GenOp("tGetMatrix3Row(@, 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;
}