mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
1132 lines
39 KiB
C++
1132 lines
39 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/glsl/terrFeatureGLSL.h"
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#include "terrain/terrFeatureTypes.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialFeatureData.h"
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#include "materials/processedMaterial.h"
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#include "gfx/gfxDevice.h"
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/shaderGen.h"
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#include "core/module.h"
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namespace
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{
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void register_glsl_shader_features_for_terrain(GFXAdapterType type)
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{
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if(type != OpenGL)
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return;
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FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureGLSL( "Terrain Parallax Texture" ) );
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FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
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FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBaseMap, new TerrainBaseMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainMacroMap, new TerrainMacroMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainDetailMap, new TerrainDetailMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
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}
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};
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MODULE_BEGIN( TerrainFeatGLSL )
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MODULE_INIT_AFTER( ShaderGen )
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MODULE_INIT
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{
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SHADERGEN->getFeatureInitSignal().notify(®ister_glsl_shader_features_for_terrain);
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}
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MODULE_END;
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TerrainFeatGLSL::TerrainFeatGLSL()
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: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" ))
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{
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addDependency( &mTorqueDep );
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}
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Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
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{
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Var *theVar = (Var*)LangElement::find( name );
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if ( !theVar )
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{
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theVar = new Var;
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theVar->setType( type );
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theVar->setName( name );
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theVar->uniform = true;
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theVar->constSortPos = csp;
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}
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return theVar;
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}
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Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
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{
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String name( String::ToString( "detCoord%d", getProcessIndex() ) );
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Var *inDet = (Var*)LangElement::find( name );
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if ( !inDet )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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inDet = connectComp->getElement( RT_TEXCOORD );
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inDet->setName( name );
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inDet->setStructName( "IN" );
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inDet->setType( "vec4" );
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}
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return inDet;
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}
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Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
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{
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String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
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Var *inDet = (Var*)LangElement::find( name );
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if ( !inDet )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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inDet = connectComp->getElement( RT_TEXCOORD );
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inDet->setName( name );
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inDet->setStructName( "IN" );
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inDet->setType( "vec4" );
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}
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return inDet;
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}
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Var* TerrainFeatGLSL::_getNormalMapTex()
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{
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String name( String::ToString( "normalMap%d", getProcessIndex() ) );
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Var *normalMap = (Var*)LangElement::find( name );
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if ( !normalMap )
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{
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normalMap = new Var;
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normalMap->setType( "sampler2D" );
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normalMap->setName( name );
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normalMap->uniform = true;
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normalMap->sampler = true;
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normalMap->constNum = Var::getTexUnitNum();
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}
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return normalMap;
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}
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Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
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{
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String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
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Var *detailInfo = (Var*)LangElement::find( name );
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if ( !detailInfo )
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{
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detailInfo = new Var;
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detailInfo->setType( "vec3" );
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detailInfo->setName( name );
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detailInfo->uniform = true;
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detailInfo->constSortPos = cspPotentialPrimitive;
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}
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return detailInfo;
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}
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Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
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{
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String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
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Var *detailInfo = (Var*)LangElement::find( name );
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if ( !detailInfo )
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{
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detailInfo = new Var;
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detailInfo->setType( "vec3" );
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detailInfo->setName( name );
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detailInfo->uniform = true;
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detailInfo->constSortPos = cspPotentialPrimitive;
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}
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return detailInfo;
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}
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void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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output = meta;
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// Generate the incoming texture var.
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Var *inTex;
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{
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Var *inPos = (Var*)LangElement::find( "inPosition" );
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if ( !inPos )
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inPos = (Var*)LangElement::find( "position" );
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inTex = new Var( "texCoord", "vec3" );
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Var *oneOverTerrainSize = _getUniformVar( "oneOverTerrainSize", "float", cspPass );
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// NOTE: The y coord here should be negative to have
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// the texture maps not end up flipped which also caused
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// normal and parallax mapping to be incorrect.
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//
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// This mistake early in development means that the layer
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// id bilinear blend depends on it being that way.
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//
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// So instead i fixed this by flipping the base and detail
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// coord y scale to compensate when rendering.
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//
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meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n",
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new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
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}
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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// Pass the texture coord to the pixel shader.
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( "outTexCoord" );
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outTex->setStructName( "OUT" );
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outTex->setType( "vec3" );
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meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
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// If this shader has a side projected layer then we
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// pass the dot product between the +Y and the normal
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// thru outTexCoord.z for use in blending the textures.
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if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
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{
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Var *inNormal = (Var*)LangElement::find( "normal" );
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meta->addStatement(
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new GenOp( " @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n",
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outTex, inNormal, inNormal ) );
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}
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else
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meta->addStatement( new GenOp( " @.z = 0;\r\n", outTex ) );
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// HACK: This is sort of lazy... we generate the tanget
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// vector here so that we're sure it exists in the parallax
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// and normal features which will expect "T" to exist.
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//
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// If this shader doesn't use it the shader compiler will
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// optimize away this code.
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//
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Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
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Var *inTanget = new Var( "T", "vec3" );
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Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
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meta->addStatement( new GenOp( " @ = normalize( float3( @, 0, @ ) );\r\n",
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new DecOp( inTanget ), squareSize, inTangentZ ) );
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}
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void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// grab connector texcoord register
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Var *texCoord = getInTexCoord( "texCoord", "vec3", componentList );
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// create texture var
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Var *diffuseMap = new Var;
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diffuseMap->setType( "sampler2D" );
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diffuseMap->setName( "baseTexMap" );
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diffuseMap->uniform = true;
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diffuseMap->sampler = true;
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diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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MultiLine *meta = new MultiLine;
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Var *baseColor = new Var;
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baseColor->setType( "vec4" );
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baseColor->setName( "baseColor" );
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meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if(fd.features.hasFeature(MFT_isDeferred))
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{
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target= ShaderFeature::RenderTarget1;
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}
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
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output = meta;
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}
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ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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res.numTexReg = 1;
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res.numTex = 1;
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return res;
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}
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U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
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}
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TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
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: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" )),
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mTerrainDep(ShaderGen::smCommonShaderPath + String("/terrain/terrain.glsl" ))
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{
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addDependency( &mTorqueDep );
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addDependency( &mTerrainDep );
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}
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void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const S32 detailIndex = getProcessIndex();
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// Grab incoming texture coords... the base map feature
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// made sure this was created.
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Var *inTex = (Var*)LangElement::find( "texCoord" );
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AssertFatal( inTex, "The texture coord is missing!" );
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// Grab the input position.
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Var *inPos = (Var*)LangElement::find( "inPosition" );
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if ( !inPos )
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inPos = (Var*)LangElement::find( "position" );
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// Get the object space eye position.
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Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPotentialPrimitive );
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MultiLine *meta = new MultiLine;
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// If we have parallax mapping then make sure we've sent
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// the negative view vector to the pixel shader.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
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!LangElement::find( "outNegViewTS" ) )
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{
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// Get the object to tangent transform which
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// will consume 3 output registers.
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Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
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// Now use a single output register to send the negative
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// view vector in tangent space to the pixel shader.
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
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outNegViewTS->setName( "outNegViewTS" );
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outNegViewTS->setStructName( "OUT" );
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outNegViewTS->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = tMul( @, float3( @ - @.xyz ) );\r\n",
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outNegViewTS, objToTangentSpace, eyePos, inPos ) );
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}
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// Get the distance from the eye to this vertex.
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Var *dist = (Var*)LangElement::find( "dist" );
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if ( !dist )
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{
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dist = new Var;
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dist->setType( "float" );
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dist->setName( "dist" );
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meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
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new DecOp( dist ), inPos, eyePos ) );
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}
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
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outTex->setStructName( "OUT" );
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outTex->setType( "vec4" );
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// Get the detail scale and fade info.
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Var *detScaleAndFade = new Var;
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detScaleAndFade->setType( "vec4" );
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detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
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detScaleAndFade->uniform = true;
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detScaleAndFade->constSortPos = cspPotentialPrimitive;
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// Setup the detail coord.
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//
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// NOTE: You see here we scale the texture coord by 'xyx'
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// to generate the detail coord. This y is here because
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// its scale is flipped to correct for the non negative y
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// in texCoord.
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//
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// See TerrainBaseMapFeatGLSL::processVert().
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//
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
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// And sneak the detail fade thru the w detailCoord.
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meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
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outTex, detScaleAndFade, dist, detScaleAndFade ) );
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output = meta;
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}
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void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const S32 detailIndex = getProcessIndex();
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Var *inTex = getVertTexCoord( "texCoord" );
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MultiLine *meta = new MultiLine;
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// We need the negative tangent space view vector
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// as in parallax mapping we step towards the camera.
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Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
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if ( !negViewTS &&
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fd.features.hasFeature( MFT_TerrainParallaxMap ) )
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{
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Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
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if ( !inNegViewTS )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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inNegViewTS = connectComp->getElement( RT_TEXCOORD );
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inNegViewTS->setName( "outNegViewTS" );
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inNegViewTS->setStructName( "IN" );
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inNegViewTS->setType( "vec3" );
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}
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negViewTS = new Var( "negViewTS", "vec3" );
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meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
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}
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// Get the layer samples.
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Var *layerSample = (Var*)LangElement::find( "layerSample" );
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if ( !layerSample )
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{
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layerSample = new Var;
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layerSample->setType( "vec4" );
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layerSample->setName( "layerSample" );
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// Get the layer texture var
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Var *layerTex = new Var;
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layerTex->setType( "sampler2D" );
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layerTex->setName( "layerTex" );
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layerTex->uniform = true;
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layerTex->sampler = true;
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layerTex->constNum = Var::getTexUnitNum();
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// Read the layer texture to get the samples.
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meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
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new DecOp( layerSample ), layerTex, inTex ) );
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}
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Var *layerSize = (Var*)LangElement::find( "layerSize" );
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if ( !layerSize )
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{
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layerSize = new Var;
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layerSize->setType( "float" );
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layerSize->setName( "layerSize" );
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layerSize->uniform = true;
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layerSize->constSortPos = cspPass;
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}
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// Grab the incoming detail coord.
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Var *inDet = _getInDetailCoord( componentList );
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// Get the detail id.
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Var *detailInfo = _getDetailIdStrengthParallax();
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// Create the detail blend var.
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Var *detailBlend = new Var;
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detailBlend->setType( "float" );
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detailBlend->setName( String::ToString( "detailBlend%d", detailIndex ) );
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// Calculate the blend for this detail texture.
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meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
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new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
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// New terrain
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Var *lerpBlend = (Var*)LangElement::find("lerpBlend");
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if (!lerpBlend)
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{
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lerpBlend = new Var;
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lerpBlend->setType("float");
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lerpBlend->setName("lerpBlend");
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lerpBlend->uniform = true;
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lerpBlend->constSortPos = cspPrimitive;
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}
|
|
|
|
|
|
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_DeferredTerrainDetailMap ))
|
|
target= ShaderFeature::RenderTarget1;
|
|
|
|
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
|
|
|
|
if (!outColor)
|
|
{
|
|
// create color var
|
|
outColor = new Var;
|
|
outColor->setType("float4");
|
|
outColor->setName("col");
|
|
outColor->setStructName("OUT");
|
|
meta->addStatement(new GenOp(" @;\r\n", outColor));
|
|
}
|
|
|
|
Var *detailColor = (Var*)LangElement::find("detailColor");
|
|
if (!detailColor)
|
|
{
|
|
detailColor = new Var;
|
|
detailColor->setType("float4");
|
|
detailColor->setName("detailColor");
|
|
meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
|
|
}
|
|
|
|
// Get the detail texture.
|
|
Var *detailMap = new Var;
|
|
detailMap->setType("sampler2D");
|
|
detailMap->setName(String::ToString("detailMap%d", detailIndex));
|
|
detailMap->uniform = true;
|
|
detailMap->sampler = true;
|
|
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
// Get the normal map texture.
|
|
Var *normalMap = _getNormalMapTex();
|
|
|
|
// Issue happens somewhere here -----
|
|
|
|
// Sample the normal map.
|
|
//
|
|
// We take two normal samples and lerp between them for
|
|
// side projection layers... else a single sample.
|
|
LangElement *texOp;
|
|
|
|
// 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));
|
|
|
|
texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
|
normalMap, inDet, normalMap, inDet, inTex);
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
|
detailColor, detailMap, inDet));
|
|
|
|
texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
|
|
}
|
|
|
|
// New terrain
|
|
|
|
// Get a var and accumulate the blend amount.
|
|
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
|
if ( !blendTotal )
|
|
{
|
|
blendTotal = new Var;
|
|
blendTotal->setName( "blendTotal" );
|
|
blendTotal->setType( "float" );
|
|
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
|
|
}
|
|
|
|
// Add to the blend total.
|
|
meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
|
|
|
|
// 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( @, @.xy, @, @.z * @ );\r\n",
|
|
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
|
|
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
|
|
}
|
|
}
|
|
|
|
// 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 ) );
|
|
|
|
|
|
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;
|
|
|
|
// If this material also does parallax then it
|
|
// will generate the negative view vector and the
|
|
// worldToTanget transform.
|
|
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
|
|
res.numTexReg += 4;
|
|
}
|
|
|
|
// sample from the detail texture for diffuse coloring.
|
|
res.numTex += 1;
|
|
|
|
// If we have parallax for this layer then we'll also
|
|
// be sampling the normal map for the parallax heightmap.
|
|
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
|
|
res.numTex += 1;
|
|
|
|
// Finally we always send the detail texture
|
|
// coord to the pixel shader.
|
|
res.numTexReg += 1;
|
|
|
|
return res;
|
|
}
|
|
|
|
U32 TerrainDetailMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
|
{
|
|
return fd.features[MFT_DeferredTerrainDetailMap] ? 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 ) );
|
|
|
|
// Get a var and accumulate the blend amount.
|
|
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
|
if ( !blendTotal )
|
|
{
|
|
blendTotal = new Var;
|
|
//blendTotal->setName( "blendTotal" );
|
|
blendTotal->setName( "blendTotal" );
|
|
blendTotal->setType( "float" );
|
|
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
|
|
}
|
|
|
|
// Add to the blend total.
|
|
meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
|
|
|
|
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_DeferredTerrainMacroMap))
|
|
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_DeferredTerrainMacroMap] ? 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;
|
|
|
|
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 ) );
|
|
}
|
|
|
|
const S32 normalIndex = getProcessIndex();
|
|
|
|
Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
|
|
AssertFatal( detailBlend, "The detail blend is missing!" );
|
|
|
|
// 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" ) );
|
|
|
|
// Get the normal map texture.
|
|
Var *normalMap = _getNormalMapTex();
|
|
|
|
/// Get the texture coord.
|
|
Var *inDet = _getInDetailCoord( componentList );
|
|
Var *inTex = getVertTexCoord( "texCoord" );
|
|
|
|
// 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( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
|
normalMap, inDet, normalMap, inDet, inTex );
|
|
}
|
|
else
|
|
texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
|
|
|
|
// create bump normal
|
|
Var *bumpNorm = new Var;
|
|
bumpNorm->setName( "bumpNormal" );
|
|
bumpNorm->setType( "vec4" );
|
|
|
|
LangElement *bumpNormDecl = new DecOp( bumpNorm );
|
|
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
|
|
|
|
// 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" ) );
|
|
|
|
// If this is the last normal map then we
|
|
// can test to see the total blend value
|
|
// to see if we should clip the result.
|
|
//if ( fd.features.getNextFeatureIndex( MFT_TerrainNormalMap, normalIndex ) == -1 )
|
|
//meta->addStatement( new GenOp( " clip( @ - 0.0001f );\r\n", blendTotal ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
|
|
// 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;
|
|
}
|
|
|
|
|
|
void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
Var *color = NULL;
|
|
Var *normal = NULL;
|
|
if (fd.features[MFT_DeferredTerrainDetailMap])
|
|
{
|
|
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
|
|
normal = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
|
|
}
|
|
else
|
|
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
|
|
|
|
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
|
if ( !color || !blendTotal )
|
|
return;
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
|
|
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
|
|
if (normal)
|
|
meta->addStatement(new GenOp(" @.a = @;\r\n", normal, blendTotal));
|
|
|
|
output = meta;
|
|
}
|
|
|
|
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
|
|
//.b = specular strength, a= spec power.
|
|
//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
|
|
//we'll most likely revisit that later. possibly several ways...
|
|
|
|
U32 TerrainBlankInfoMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
|
|
{
|
|
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
|
|
}
|
|
|
|
void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd)
|
|
{
|
|
// search for material var
|
|
Var *material;
|
|
OutputTarget targ = RenderTarget1;
|
|
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");
|
|
}
|
|
|
|
meta->addStatement(new GenOp(" @ = float4(0.0,0.0,0.0,0.0001);\r\n", material));
|
|
|
|
output = meta;
|
|
}
|