mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
900 lines
30 KiB
C++
900 lines
30 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/terrCellMaterial.h"
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#include "core/util/safeRelease.h"
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#include "terrain/terrData.h"
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#include "terrain/terrCell.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialManager.h"
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#include "terrain/terrFeatureTypes.h"
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#include "terrain/terrMaterial.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "shaderGen/shaderGen.h"
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#include "shaderGen/featureMgr.h"
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#include "scene/sceneRenderState.h"
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#include "materials/sceneData.h"
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#include "gfx/util/screenspace.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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S32 sgMaxTerrainMaterialsPerPass = 32;
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AFTER_MODULE_INIT( MaterialManager )
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{
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Con::NotifyDelegate callabck( &TerrainCellMaterial::_updateDefaultAnisotropy );
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Con::addVariableNotify( "$pref::Video::defaultAnisotropy", callabck );
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}
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Vector<TerrainCellMaterial*> TerrainCellMaterial::smAllMaterials;
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Vector<String> _initSamplerNames()
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{
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Vector<String> samplerNames;
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samplerNames.push_back("$baseTexMap");
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samplerNames.push_back("$layerTex");
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samplerNames.push_back("$lightMapTex");
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samplerNames.push_back("$lightInfoBuffer");
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samplerNames.push_back("$normalMapSampler");
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samplerNames.push_back("$detailMapSampler");
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samplerNames.push_back("$macroMapSampler");
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samplerNames.push_back("$ormMapSampler");
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return samplerNames;
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}
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const Vector<String> TerrainCellMaterial::mSamplerNames = _initSamplerNames();
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TerrainCellMaterial::TerrainCellMaterial()
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: mTerrain( NULL ),
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mDeferredMat( NULL ),
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mReflectMat( NULL ),
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mShader( NULL ),
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mCurrPass( 0 ),
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mMaterials( 0 )
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{
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smAllMaterials.push_back( this );
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}
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TerrainCellMaterial::~TerrainCellMaterial()
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{
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SAFE_DELETE( mDeferredMat );
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SAFE_DELETE( mReflectMat );
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smAllMaterials.remove( this );
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T3D::for_each(mMaterialInfos.begin(), mMaterialInfos.end(), T3D::delete_pointer());
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mMaterialInfos.clear();
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}
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void TerrainCellMaterial::_updateDefaultAnisotropy()
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{
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// TODO: We need to split the stateblock initialization
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// from the shader constant lookup and pass setup in a
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// future version of terrain materials.
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//
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// For now use some custom code in a horrible loop to
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// change the anisotropy directly and fast.
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//
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const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
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Vector<TerrainCellMaterial*>::iterator iter = smAllMaterials.begin();
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for ( ; iter != smAllMaterials.end(); iter++ )
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{
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// Start from the existing state block.
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GFXStateBlockDesc desc = (*iter)->mStateBlock->getDesc();
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if ((*iter)->mDetailTexArrayConst->isValid())
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{
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const S32 sampler = (*iter)->mDetailTexArrayConst->getSamplerRegister();
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if (maxAnisotropy > 1)
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{
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desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
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desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
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}
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else
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desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
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}
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if ((*iter)->mMacroTexArrayConst->isValid())
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{
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const S32 sampler = (*iter)->mMacroTexArrayConst->getSamplerRegister();
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if (maxAnisotropy > 1)
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{
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desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
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desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
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}
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else
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desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
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}
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if ((*iter)->mNormalTexArrayConst->isValid())
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{
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const S32 sampler = (*iter)->mNormalTexArrayConst->getSamplerRegister();
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if (maxAnisotropy > 1)
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{
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desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
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desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
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}
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else
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desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
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}
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if ((*iter)->mOrmTexArrayConst->isValid())
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{
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const S32 sampler = (*iter)->mOrmTexArrayConst->getSamplerRegister();
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if (maxAnisotropy > 1)
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{
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desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
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desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
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}
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else
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desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
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}
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// Set the updated stateblock.
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desc.setCullMode(GFXCullCCW);
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(*iter)->mStateBlock = GFX->createStateBlock(desc);
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//reflection
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desc.setCullMode(GFXCullCW);
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(*iter)->mReflectionStateBlock = GFX->createStateBlock(desc);
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// Create the wireframe state blocks.
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GFXStateBlockDesc wireframe(desc);
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wireframe.fillMode = GFXFillWireframe;
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wireframe.setCullMode(GFXCullCCW);
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(*iter)->mWireframeStateBlock = GFX->createStateBlock(wireframe);
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}
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}
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void TerrainCellMaterial::setTransformAndEye( const MatrixF &modelXfm,
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const MatrixF &viewXfm,
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const MatrixF &projectXfm,
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F32 farPlane )
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{
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PROFILE_SCOPE( TerrainCellMaterial_SetTransformAndEye );
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MatrixF modelViewProj = projectXfm * viewXfm * modelXfm;
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MatrixF invViewXfm( viewXfm );
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invViewXfm.inverse();
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Point3F eyePos = invViewXfm.getPosition();
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MatrixF invModelXfm( modelXfm );
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invModelXfm.inverse();
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Point3F objEyePos = eyePos;
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invModelXfm.mulP( objEyePos );
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VectorF vEye = invViewXfm.getForwardVector();
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vEye.normalize( 1.0f / farPlane );
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mConsts->setSafe(mModelViewProjConst, modelViewProj);
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if (mViewToObjConst->isValid() || mWorldViewOnlyConst->isValid())
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{
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MatrixF worldViewOnly = viewXfm * modelXfm;
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mConsts->setSafe(mWorldViewOnlyConst, worldViewOnly);
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if (mViewToObjConst->isValid())
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{
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worldViewOnly.affineInverse();
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mConsts->set(mViewToObjConst, worldViewOnly);
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}
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}
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mConsts->setSafe(mEyePosWorldConst, eyePos);
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mConsts->setSafe(mEyePosConst, objEyePos);
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mConsts->setSafe(mObjTransConst, modelXfm);
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mConsts->setSafe(mWorldToObjConst, invModelXfm);
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mConsts->setSafe(mVEyeConst, vEye);
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}
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TerrainCellMaterial* TerrainCellMaterial::getDeferredMat()
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{
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if ( !mDeferredMat )
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{
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mDeferredMat = new TerrainCellMaterial();
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mDeferredMat->init( mTerrain, mMaterials, true, false, mMaterials == 0 );
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}
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return mDeferredMat;
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}
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TerrainCellMaterial* TerrainCellMaterial::getReflectMat()
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{
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if ( !mReflectMat )
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{
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mReflectMat = new TerrainCellMaterial();
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mReflectMat->init( mTerrain, mMaterials, false, true, true );
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}
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return mReflectMat;
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}
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void TerrainCellMaterial::init( TerrainBlock *block,
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U64 activeMaterials,
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bool deferredMat,
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bool reflectMat,
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bool baseOnly )
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{
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// This isn't allowed for now.
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AssertFatal( !( deferredMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
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mTerrain = block;
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mMaterials = activeMaterials;
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mMaterialInfos.clear();
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for ( U32 i = 0; i < 64; i++ )
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{
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if ( !( mMaterials & ((U64)1 << i ) ) )
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continue;
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TerrainMaterial *mat = block->getMaterial( i );
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MaterialInfo *info = new MaterialInfo();
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info->layerId = i;
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info->mat = mat;
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mMaterialInfos.push_back(info);
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}
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if (!_initShader(deferredMat,
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reflectMat,
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baseOnly))
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{
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Con::errorf("TerrainCellMaterial::init - Failed to init shader!");
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T3D::for_each(mMaterialInfos.begin(), mMaterialInfos.end(), T3D::delete_pointer());
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mMaterialInfos.clear();
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return;
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}
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// If we have attached mats then update them too.
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if ( mDeferredMat )
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mDeferredMat->init( mTerrain, mMaterials, true, false, baseOnly );
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if ( mReflectMat )
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mReflectMat->init( mTerrain, mMaterials, false, true, baseOnly );
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}
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bool TerrainCellMaterial::_initShader(bool deferredMat,
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bool reflectMat,
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bool baseOnly)
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{
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if (GFX->getPixelShaderVersion() < 3.0f)
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baseOnly = true;
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// NOTE: At maximum we only try to combine sgMaxTerrainMaterialsPerPass materials
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// into a single pass. This is sub-optimal for the simplest
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// cases, but the most common case results in much fewer
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// shader generation failures and permutations leading to
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// faster load time and less hiccups during gameplay.
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U32 matCount = getMin(sgMaxTerrainMaterialsPerPass, mMaterialInfos.size());
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Vector<GFXTexHandle> normalMaps;
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// See if we're currently running under the
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// basic lighting manager.
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//
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// TODO: This seems ugly... we should trigger
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// features like this differently in the future.
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//
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bool useBLM = String::compare(LIGHTMGR->getId(), "BLM") == 0;
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// Do we need to disable normal mapping?
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const bool disableNormalMaps = MATMGR->getExclusionFeatures().hasFeature(MFT_NormalMap) || useBLM;
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// How about parallax?
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const bool disableParallaxMaps = GFX->getPixelShaderVersion() < 3.0f ||
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MATMGR->getExclusionFeatures().hasFeature(MFT_Parallax);
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// Has advanced lightmap support been enabled for deferred.
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bool advancedLightmapSupport = false;
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if (deferredMat)
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{
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// This sucks... but it works.
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AdvancedLightBinManager* lightBin;
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if (Sim::findObject("AL_LightBinMgr", lightBin))
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advancedLightmapSupport = lightBin->MRTLightmapsDuringDeferred();
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}
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// Loop till we create a valid shader!
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while (true)
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{
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FeatureSet features;
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features.addFeature(MFT_VertTransform);
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features.addFeature(MFT_TerrainBaseMap);
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if (deferredMat)
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{
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features.addFeature(MFT_EyeSpaceDepthOut);
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features.addFeature(MFT_DeferredConditioner);
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features.addFeature(MFT_isDeferred);
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if (advancedLightmapSupport)
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features.addFeature(MFT_RenderTarget3_Zero);
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}
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else
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{
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features.addFeature(MFT_RTLighting);
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// The HDR feature is always added... it will compile out
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// if HDR is not enabled in the engine.
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features.addFeature(MFT_HDROut);
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}
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// Enable lightmaps and fogging if we're in BL.
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if (reflectMat || useBLM)
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{
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features.addFeature(MFT_Fog);
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features.addFeature(MFT_ForwardShading);
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}
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if (useBLM)
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features.addFeature(MFT_TerrainLightMap);
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normalMaps.clear();
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S32 featureIndex = 0;
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// Now add all the material layer features.
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for (U32 i = 0; i < matCount && !baseOnly; i++)
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{
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TerrainMaterial* mat = mMaterialInfos[i]->mat;
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if (mat == NULL)
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continue;
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// We only include materials that
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// have more than a base texture.
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if (mat->getDetailSize() <= 0 ||
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mat->getDetailDistance() <= 0 ||
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mat->getDetailMap() == StringTable->EmptyString())
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continue;
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// check for macro detail texture
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if (!(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap() == StringTable->EmptyString()))
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{
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if (deferredMat)
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features.addFeature(MFT_isDeferred, featureIndex);
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features.addFeature(MFT_TerrainMacroMap, featureIndex);
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}
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if (deferredMat)
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features.addFeature(MFT_isDeferred, featureIndex);
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features.addFeature(MFT_TerrainDetailMap, featureIndex);
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if (deferredMat)
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{
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if (!(mat->getORMConfigMap() == StringTable->EmptyString()))
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{
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features.addFeature(MFT_TerrainORMMap, featureIndex);
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}
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else
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{
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features.addFeature(MFT_DeferredTerrainBlankInfoMap, featureIndex);
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}
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}
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if (mat->getInvertRoughness())
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features.addFeature(MFT_InvertRoughness, featureIndex);
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normalMaps.increment();
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// Skip normal maps if we need to.
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if (!disableNormalMaps && mat->getNormalMap() != StringTable->EmptyString())
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{
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features.addFeature(MFT_TerrainNormalMap, featureIndex);
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normalMaps.last() = mat->getNormalMapResource();
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GFXFormat normalFmt = normalMaps.last().getFormat();
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if (normalFmt == GFXFormatBC3)
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features.addFeature(MFT_IsBC3nm, featureIndex);
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else if (normalFmt == GFXFormatBC5)
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features.addFeature(MFT_IsBC5nm, featureIndex);
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// Do we need and can we do parallax mapping?
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if (!disableParallaxMaps &&
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mat->getParallaxScale() > 0.0f &&
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!mat->useSideProjection())
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features.addFeature(MFT_TerrainParallaxMap, featureIndex);
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}
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// Is this layer got side projection?
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if (mat->useSideProjection())
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features.addFeature(MFT_TerrainSideProject, featureIndex);
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featureIndex++;
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}
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// New blending
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if (matCount > 0 && !Con::getBoolVariable("$Terrain::LerpBlend", false))
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{
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features.addFeature(MFT_TerrainHeightBlend);
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}
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MaterialFeatureData featureData;
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featureData.features = features;
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featureData.materialFeatures = features;
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// Check to see how many vertex shader output
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// registers we're gonna need.
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U32 numTex = 0;
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U32 numTexReg = 0;
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for (U32 i = 0; i < features.getCount(); i++)
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{
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S32 index;
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const FeatureType& type = features.getAt(i, &index);
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ShaderFeature* sf = FEATUREMGR->getByType(type);
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if (!sf)
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continue;
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sf->setProcessIndex(index);
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ShaderFeature::Resources res = sf->getResources(featureData);
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numTex += res.numTex;
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numTexReg += res.numTexReg;
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}
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// Can we build the shader?
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//
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// NOTE: The 10 is sort of an abitrary SM 3.0
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// limit. Its really supposed to be 11, but that
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// always fails to compile so far.
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//
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if (numTex < GFX->getNumSamplers() &&
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numTexReg <= 10)
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{
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// NOTE: We really shouldn't be getting errors building the shaders,
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// but we can generate more instructions than the ps_2_x will allow.
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//
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// There is no way to deal with this case that i know of other than
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// letting the compile fail then recovering by trying to build it
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// with fewer materials.
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//
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// We normally disable the shader error logging so that the user
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// isn't fooled into thinking there is a real bug. That is until
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// we get down to a single material. If a single material case
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// fails it means it cannot generate any passes at all!
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const bool logErrors = true;// matCount == 1;
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GFXShader::setLogging(logErrors, true);
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mShader = SHADERGEN->getShader(featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames);
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}
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// If we got a shader then we can continue.
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if (mShader)
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break;
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// If the material count is already 1 then this
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// is a real shader error... give up!
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if (matCount <= 1)
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return false;
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// If we failed we next try half the input materials
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// so that we can more quickly arrive at a valid shader.
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matCount -= matCount / 2;
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}
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// Setup the constant buffer.
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mConsts = mShader->allocConstBuffer();
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// Prepare the basic constants.
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mModelViewProjConst = mShader->getShaderConstHandle("$modelview");
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mWorldViewOnlyConst = mShader->getShaderConstHandle("$worldViewOnly");
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mViewToObjConst = mShader->getShaderConstHandle("$viewToObj");
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mEyePosWorldConst = mShader->getShaderConstHandle("$eyePosWorld");
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mEyePosConst = mShader->getShaderConstHandle("$eyePos");
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mVEyeConst = mShader->getShaderConstHandle("$vEye");
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mLayerSizeConst = mShader->getShaderConstHandle("$layerSize");
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mObjTransConst = mShader->getShaderConstHandle("$objTrans");
|
|
mWorldToObjConst = mShader->getShaderConstHandle("$worldToObj");
|
|
mLightInfoBufferConst = mShader->getShaderConstHandle("$lightInfoBuffer");
|
|
mBaseTexMapConst = mShader->getShaderConstHandle("$baseTexMap");
|
|
mLayerTexConst = mShader->getShaderConstHandle("$layerTex");
|
|
mFogDataConst = mShader->getShaderConstHandle("$fogData");
|
|
mFogColorConst = mShader->getShaderConstHandle("$fogColor");
|
|
mLightMapTexConst = mShader->getShaderConstHandle("$lightMapTex");
|
|
mOneOverTerrainSizeConst = mShader->getShaderConstHandle("$oneOverTerrainSize");
|
|
mSquareSizeConst = mShader->getShaderConstHandle("$squareSize");
|
|
mBlendDepthConst = mShader->getShaderConstHandle("$baseBlendDepth");
|
|
|
|
mLightParamsConst = mShader->getShaderConstHandle("$rtParamslightInfoBuffer");
|
|
|
|
// Now prepare the basic stateblock.
|
|
GFXStateBlockDesc desc;
|
|
|
|
// We write to the zbuffer if this is a deferred
|
|
// material or if the deferred is disabled.
|
|
desc.setZReadWrite(true, !MATMGR->getDeferredEnabled() ||
|
|
deferredMat ||
|
|
reflectMat);
|
|
|
|
desc.samplersDefined = true;
|
|
if (mBaseTexMapConst->isValid())
|
|
desc.samplers[mBaseTexMapConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
|
|
|
|
if (mLayerTexConst->isValid())
|
|
desc.samplers[mLayerTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
|
|
|
|
if (mLightInfoBufferConst->isValid())
|
|
desc.samplers[mLightInfoBufferConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
|
|
|
|
if (mLightMapTexConst->isValid())
|
|
desc.samplers[mLightMapTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
|
|
|
|
const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
|
|
|
|
mDetailInfoVArrayConst = mShader->getShaderConstHandle("$detailScaleAndFade");
|
|
mDetailInfoPArrayConst = mShader->getShaderConstHandle("$detailIdStrengthParallax");
|
|
mMacroInfoVArrayConst = mShader->getShaderConstHandle("$macroIdStrengthParallax");
|
|
mMacroInfoPArrayConst = mShader->getShaderConstHandle("$macroIdStrengthParallax");
|
|
|
|
mDetailTexArrayConst = mShader->getShaderConstHandle("$detailMapSampler");
|
|
if (mDetailTexArrayConst->isValid())
|
|
{
|
|
const S32 sampler = mDetailTexArrayConst->getSamplerRegister();
|
|
|
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
|
|
if (maxAnisotropy > 1)
|
|
{
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
}
|
|
else
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
}
|
|
|
|
mMacroTexArrayConst = mShader->getShaderConstHandle("$macroMapSampler");
|
|
if (mMacroTexArrayConst->isValid())
|
|
{
|
|
const S32 sampler = mMacroTexArrayConst->getSamplerRegister();
|
|
|
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
|
|
if (maxAnisotropy > 1)
|
|
{
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
}
|
|
else
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
}
|
|
|
|
mNormalTexArrayConst = mShader->getShaderConstHandle("$normalMapSampler");
|
|
if (mNormalTexArrayConst->isValid())
|
|
{
|
|
const S32 sampler = mNormalTexArrayConst->getSamplerRegister();
|
|
|
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
|
|
if (maxAnisotropy > 1)
|
|
{
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
}
|
|
else
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
}
|
|
|
|
mOrmTexArrayConst = mShader->getShaderConstHandle("$ormMapSampler");
|
|
if (mOrmTexArrayConst->isValid())
|
|
{
|
|
const S32 sampler = mOrmTexArrayConst->getSamplerRegister();
|
|
|
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
|
|
if (maxAnisotropy > 1)
|
|
{
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
}
|
|
else
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
}
|
|
|
|
for (U32 i = 0; i < matCount && !baseOnly; i++)
|
|
{
|
|
TerrainMaterial* mat = mMaterialInfos[i]->mat;
|
|
|
|
if (mat == NULL)
|
|
continue;
|
|
|
|
// We only include materials that
|
|
// have more than a base texture.
|
|
if (mat->getDetailSize() <= 0 ||
|
|
mat->getDetailDistance() <= 0 ||
|
|
mat->getDetailMap() == StringTable->EmptyString())
|
|
continue;
|
|
|
|
mMaterialInfos[i]->mBlendDepthConst = mShader->getShaderConstHandle(avar("$blendDepth%d", i));
|
|
mMaterialInfos[i]->mBlendContrastConst = mShader->getShaderConstHandle(avar("$blendContrast%d", i));
|
|
}
|
|
|
|
// If we're doing deferred it requires some
|
|
// special stencil settings for it to work.
|
|
if ( deferredMat )
|
|
desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
|
|
|
|
desc.setCullMode( GFXCullCCW );
|
|
mStateBlock = GFX->createStateBlock(desc);
|
|
|
|
//reflection stateblock
|
|
desc.setCullMode( GFXCullCW );
|
|
mReflectionStateBlock = GFX->createStateBlock(desc);
|
|
|
|
// Create the wireframe state blocks.
|
|
GFXStateBlockDesc wireframe( desc );
|
|
wireframe.fillMode = GFXFillWireframe;
|
|
wireframe.setCullMode( GFXCullCCW );
|
|
mWireframeStateBlock = GFX->createStateBlock( wireframe );
|
|
|
|
return true;
|
|
}
|
|
|
|
void TerrainCellMaterial::_updateMaterialConsts( )
|
|
{
|
|
PROFILE_SCOPE( TerrainCellMaterial_UpdateMaterialConsts );
|
|
|
|
int detailMatCount = 0;
|
|
for (MaterialInfo* materialInfo : mMaterialInfos)
|
|
{
|
|
if (materialInfo == NULL)
|
|
continue;
|
|
|
|
TerrainMaterial* mat = materialInfo->mat;
|
|
|
|
if (mat == NULL)
|
|
continue;
|
|
|
|
// We only include materials that
|
|
// have more than a base texture.
|
|
if (mat->getDetailSize() <= 0 ||
|
|
mat->getDetailDistance() <= 0 ||
|
|
mat->getDetailMap() == StringTable->EmptyString())
|
|
continue;
|
|
|
|
detailMatCount++;
|
|
}
|
|
|
|
if (detailMatCount == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
AlignedArray<Point4F> detailInfoArray(detailMatCount, sizeof(Point4F));
|
|
AlignedArray<Point4F> detailScaleAndFadeArray(detailMatCount, sizeof(Point4F));
|
|
|
|
int detailIndex = 0;
|
|
for (MaterialInfo* matInfo : mMaterialInfos)
|
|
{
|
|
if (matInfo == NULL)
|
|
continue;
|
|
|
|
TerrainMaterial* mat = matInfo->mat;
|
|
|
|
if (mat == NULL)
|
|
continue;
|
|
|
|
// We only include materials that
|
|
// have more than a base texture.
|
|
if (mat->getDetailSize() <= 0 ||
|
|
mat->getDetailDistance() <= 0 ||
|
|
mat->getDetailMap() == StringTable->EmptyString())
|
|
continue;
|
|
|
|
F32 detailSize = matInfo->mat->getDetailSize();
|
|
F32 detailScale = 1.0f;
|
|
if ( !mIsZero( detailSize ) )
|
|
detailScale = mTerrain->getWorldBlockSize() / detailSize;
|
|
|
|
// Scale the distance by the global scalar.
|
|
const F32 distance = mTerrain->smDetailScale * matInfo->mat->getDetailDistance();
|
|
|
|
// NOTE: The negation of the y scale is to make up for
|
|
// my mistake early in development and passing the wrong
|
|
// y texture coord into the system.
|
|
//
|
|
// This negation fixes detail, normal, and parallax mapping
|
|
// without harming the layer id blending code.
|
|
//
|
|
// Eventually we should rework this to correct this little
|
|
// mistake, but there isn't really a hurry to.
|
|
//
|
|
Point4F detailScaleAndFade( detailScale,
|
|
-detailScale,
|
|
distance,
|
|
0 );
|
|
|
|
if ( !mIsZero( distance ) )
|
|
detailScaleAndFade.w = 1.0f / distance;
|
|
|
|
Point4F detailIdStrengthParallax( matInfo->layerId,
|
|
matInfo->mat->getDetailStrength(),
|
|
matInfo->mat->getParallaxScale(), 0 );
|
|
|
|
detailScaleAndFadeArray[detailIndex] = detailScaleAndFade;
|
|
detailInfoArray[detailIndex] = detailIdStrengthParallax;
|
|
|
|
if (matInfo->mBlendDepthConst != NULL)
|
|
{
|
|
mConsts->setSafe(matInfo->mBlendDepthConst, matInfo->mat->getBlendDepth());
|
|
}
|
|
|
|
if (matInfo->mBlendContrastConst != NULL)
|
|
{
|
|
mConsts->setSafe(matInfo->mBlendContrastConst, matInfo->mat->getBlendContrast());
|
|
}
|
|
detailIndex++;
|
|
}
|
|
|
|
mConsts->setSafe(mDetailInfoVArrayConst, detailScaleAndFadeArray);
|
|
mConsts->setSafe(mDetailInfoPArrayConst, detailInfoArray);
|
|
|
|
}
|
|
|
|
bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
|
|
const SceneData &sceneData )
|
|
{
|
|
PROFILE_SCOPE( TerrainCellMaterial_SetupPass );
|
|
|
|
if (mCurrPass > 0)
|
|
{
|
|
mCurrPass = 0;
|
|
return false;
|
|
}
|
|
|
|
mCurrPass++;
|
|
|
|
_updateMaterialConsts();
|
|
|
|
if ( mBaseTexMapConst->isValid() )
|
|
GFX->setTexture( mBaseTexMapConst->getSamplerRegister(), mTerrain->mBaseTex.getPointer() );
|
|
|
|
if ( mLayerTexConst->isValid() )
|
|
GFX->setTexture( mLayerTexConst->getSamplerRegister(), mTerrain->mLayerTex.getPointer() );
|
|
|
|
if ( mLightMapTexConst->isValid() )
|
|
GFX->setTexture( mLightMapTexConst->getSamplerRegister(), mTerrain->getLightMapTex() );
|
|
|
|
if ( sceneData.wireframe )
|
|
GFX->setStateBlock( mWireframeStateBlock );
|
|
else if ( state->isReflectPass( ))
|
|
GFX->setStateBlock( mReflectionStateBlock );
|
|
else
|
|
GFX->setStateBlock( mStateBlock );
|
|
|
|
GFX->setShader( mShader );
|
|
GFX->setShaderConstBuffer( mConsts );
|
|
|
|
// Let the light manager prepare any light stuff it needs.
|
|
LIGHTMGR->setLightInfo( NULL,
|
|
NULL,
|
|
sceneData,
|
|
state,
|
|
0,
|
|
mConsts );
|
|
|
|
if (mDetailTexArrayConst->isValid() && mTerrain->getDetailTextureArray().isValid())
|
|
GFX->setTextureArray(mDetailTexArrayConst->getSamplerRegister(), mTerrain->getDetailTextureArray());
|
|
if (mMacroTexArrayConst->isValid() && mTerrain->getMacroTextureArray().isValid())
|
|
GFX->setTextureArray(mMacroTexArrayConst->getSamplerRegister(), mTerrain->getMacroTextureArray());
|
|
if (mNormalTexArrayConst->isValid() && mTerrain->getNormalTextureArray().isValid())
|
|
GFX->setTextureArray(mNormalTexArrayConst->getSamplerRegister(), mTerrain->getNormalTextureArray());
|
|
if (mOrmTexArrayConst->isValid() && mTerrain->getOrmTextureArray().isValid())
|
|
GFX->setTextureArray(mOrmTexArrayConst->getSamplerRegister(), mTerrain->getOrmTextureArray());
|
|
|
|
mConsts->setSafe( mLayerSizeConst, (F32)mTerrain->mLayerTex.getWidth() );
|
|
|
|
if ( mOneOverTerrainSizeConst->isValid() )
|
|
{
|
|
F32 oneOverTerrainSize = 1.0f / mTerrain->getWorldBlockSize();
|
|
mConsts->set( mOneOverTerrainSizeConst, oneOverTerrainSize );
|
|
}
|
|
|
|
mConsts->setSafe( mSquareSizeConst, mTerrain->getSquareSize() );
|
|
|
|
if ( mFogDataConst->isValid() )
|
|
{
|
|
Point3F fogData;
|
|
fogData.x = sceneData.fogDensity;
|
|
fogData.y = sceneData.fogDensityOffset;
|
|
fogData.z = sceneData.fogHeightFalloff;
|
|
mConsts->set( mFogDataConst, fogData );
|
|
}
|
|
|
|
if (String::isEmpty(Con::getVariable("$Terrain::BlendDepth")))
|
|
{
|
|
mConsts->setSafe(mBlendDepthConst, 0.2f);
|
|
}
|
|
else
|
|
{
|
|
mConsts->setSafe(mBlendDepthConst, Con::getFloatVariable("$Terrain::BlendDepth"));
|
|
}
|
|
|
|
mConsts->setSafe( mFogColorConst, sceneData.fogColor );
|
|
|
|
if ( mLightInfoBufferConst->isValid() &&
|
|
mLightParamsConst->isValid() )
|
|
{
|
|
if ( !mLightInfoTarget )
|
|
mLightInfoTarget = NamedTexTarget::find( "diffuseLighting" );
|
|
|
|
GFXTextureObject *texObject = mLightInfoTarget->getTexture();
|
|
|
|
// TODO: Sometimes during reset of the light manager we get a
|
|
// NULL texture here. This is corrected on the next frame, but
|
|
// we should still investigate why that happens.
|
|
|
|
if ( texObject )
|
|
{
|
|
GFX->setTexture( mLightInfoBufferConst->getSamplerRegister(), texObject );
|
|
|
|
const Point3I &targetSz = texObject->getSize();
|
|
const RectI &targetVp = mLightInfoTarget->getViewport();
|
|
Point4F rtParams;
|
|
ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
|
|
mConsts->setSafe( mLightParamsConst, rtParams );
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
BaseMatInstance* TerrainCellMaterial::getShadowMat()
|
|
{
|
|
// Find our material which has some settings
|
|
// defined on it in script.
|
|
Material *mat = MATMGR->getMaterialDefinitionByName( "AL_DefaultShadowMaterial" );
|
|
|
|
// Create the material instance adding the feature which
|
|
// handles rendering terrain cut outs.
|
|
FeatureSet features = MATMGR->getDefaultFeatures();
|
|
BaseMatInstance *matInst = mat->createMatInstance();
|
|
if ( !matInst->init( features, getGFXVertexFormat<TerrVertex>() ) )
|
|
{
|
|
delete matInst;
|
|
matInst = NULL;
|
|
}
|
|
|
|
return matInst;
|
|
}
|
|
|