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Merge pull request #424 from lukaspj/feature/new-terrain-blending

Height based terrain texture blending
Brian Roberts 4 年之前
父節點
當前提交
27641b16ca
共有 49 個文件被更改,包括 3601 次插入1252 次删除
  1. 11 0
      Engine/source/gfx/D3D11/gfxD3D11Device.cpp
  2. 1 0
      Engine/source/gfx/D3D11/gfxD3D11Device.h
  3. 2 1
      Engine/source/gfx/D3D11/gfxD3D11Shader.cpp
  4. 150 0
      Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp
  5. 56 0
      Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
  6. 3 2
      Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp
  7. 18 0
      Engine/source/gfx/Null/gfxNullDevice.cpp
  8. 1 0
      Engine/source/gfx/Null/gfxNullDevice.h
  9. 14 6
      Engine/source/gfx/bitmap/gBitmap.cpp
  10. 1 1
      Engine/source/gfx/bitmap/gBitmap.h
  11. 64 8
      Engine/source/gfx/gfxDevice.cpp
  12. 7 1
      Engine/source/gfx/gfxDevice.h
  13. 2 1
      Engine/source/gfx/gfxEnums.h
  14. 181 0
      Engine/source/gfx/gfxTextureArray.cpp
  15. 88 0
      Engine/source/gfx/gfxTextureArray.h
  16. 39 0
      Engine/source/gfx/gfxTextureManager.cpp
  17. 2 0
      Engine/source/gfx/gfxTextureManager.h
  18. 25 0
      Engine/source/gfx/gl/gfxGLDevice.cpp
  19. 4 0
      Engine/source/gfx/gl/gfxGLDevice.h
  20. 14 2
      Engine/source/gfx/gl/gfxGLShader.cpp
  21. 11 3
      Engine/source/gfx/gl/gfxGLStateCache.h
  22. 98 0
      Engine/source/gfx/gl/gfxGLTextureArray.cpp
  23. 35 0
      Engine/source/gfx/gl/gfxGLTextureArray.h
  24. 4 1
      Engine/source/gfx/gl/gfxGLUtils.h
  25. 23 0
      Engine/source/shaderGen/shaderOp.cpp
  26. 15 0
      Engine/source/shaderGen/shaderOp.h
  27. 634 341
      Engine/source/terrain/glsl/terrFeatureGLSL.cpp
  28. 16 14
      Engine/source/terrain/glsl/terrFeatureGLSL.h
  29. 685 329
      Engine/source/terrain/hlsl/terrFeatureHLSL.cpp
  30. 19 11
      Engine/source/terrain/hlsl/terrFeatureHLSL.h
  31. 356 426
      Engine/source/terrain/terrCellMaterial.cpp
  32. 42 76
      Engine/source/terrain/terrCellMaterial.h
  33. 17 1
      Engine/source/terrain/terrData.cpp
  34. 12 0
      Engine/source/terrain/terrData.h
  35. 1 1
      Engine/source/terrain/terrFeatureTypes.cpp
  36. 1 1
      Engine/source/terrain/terrFeatureTypes.h
  37. 8 0
      Engine/source/terrain/terrMaterial.cpp
  38. 11 0
      Engine/source/terrain/terrMaterial.h
  39. 128 1
      Engine/source/terrain/terrRender.cpp
  40. 17 0
      Templates/BaseGame/game/core/rendering/Core_Rendering.cs
  41. 29 0
      Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl
  42. 1 0
      Templates/BaseGame/game/core/rendering/shaders/shaderModel.hlsl
  43. 29 0
      Templates/BaseGame/game/core/rendering/shaders/torque.hlsl
  44. 41 4
      Templates/BaseGame/game/tools/worldEditor/gui/TerrainPainterToolbar.ed.gui
  45. 167 17
      Templates/BaseGame/game/tools/worldEditor/gui/guiTerrainMaterialDlg.ed.gui
  46. 309 0
      Templates/BaseGame/game/tools/worldEditor/gui/guiTerrainTextureSettingsDlg.ed.gui
  47. 2 1
      Templates/BaseGame/game/tools/worldEditor/scripts/EditorGui.ed.cs
  48. 49 3
      Templates/BaseGame/game/tools/worldEditor/scripts/interfaces/terrainMaterialDlg.ed.cs
  49. 158 0
      Templates/BaseGame/game/tools/worldEditor/scripts/interfaces/terrainTextureSettingsDlg.ed.cs

+ 11 - 0
Engine/source/gfx/D3D11/gfxD3D11Device.cpp

@@ -40,6 +40,8 @@
 #include "shaderGen/shaderGen.h"
 #include <d3d9.h> //d3dperf
 
+#include "gfxD3D11TextureArray.h"
+
 #ifdef TORQUE_DEBUG
 #include "d3d11sdklayers.h"
 #endif
@@ -48,6 +50,8 @@
 #pragma comment(lib, "d3d9.lib") //d3dperf
 #pragma comment(lib, "d3d11.lib")
 
+class GFXD3D11TextureArray;
+
 class GFXPCD3D11RegisterDevice
 {
 public:
@@ -1736,6 +1740,13 @@ GFXCubemapArray * GFXD3D11Device::createCubemapArray()
    return cubeArray;
 }
 
+GFXTextureArray * GFXD3D11Device::createTextureArray()
+{
+   GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray();
+   textureArray->registerResourceWithDevice(this);
+   return textureArray;
+}
+
 // Debug events
 //------------------------------------------------------------------------------
 void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)

+ 1 - 0
Engine/source/gfx/D3D11/gfxD3D11Device.h

@@ -231,6 +231,7 @@ public:
 
    virtual GFXCubemap *createCubemap();
    virtual GFXCubemapArray *createCubemapArray();
+   virtual GFXTextureArray* createTextureArray();
 
    virtual F32  getPixelShaderVersion() const { return mPixVersion; }
    virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;} 

+ 2 - 1
Engine/source/gfx/D3D11/gfxD3D11Shader.cpp

@@ -1385,7 +1385,8 @@ void GFXD3D11Shader::_buildSamplerShaderConstantHandles( Vector<GFXShaderConstDe
 
       AssertFatal(   desc.constType == GFXSCT_Sampler || 
                      desc.constType == GFXSCT_SamplerCube || 
-                     desc.constType == GFXSCT_SamplerCubeArray,
+                     desc.constType == GFXSCT_SamplerCubeArray ||
+                     desc.constType == GFXSCT_SamplerTextureArray,
                      "GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
 
       GFXD3D11ShaderConstHandle *handle;

+ 150 - 0
Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp

@@ -0,0 +1,150 @@
+#include "gfxD3D11TextureArray.h"
+
+#include <d3d11.h>
+
+#include "gfxD3D11Device.h"
+#include "gfxD3D11EnumTranslate.h"
+#include "core/util/tVector.h"
+#include "gfx/util/screenspace.h"
+#include "shaderGen/shaderFeature.h"
+
+
+void GFXD3D11TextureArray::init()
+{
+   mTextureArrayDesc.Width = mWidth;
+   mTextureArrayDesc.Height = mHeight;
+   mTextureArrayDesc.MipLevels = mMipLevels;
+   mTextureArrayDesc.ArraySize = mArraySize;
+   mTextureArrayDesc.Format = GFXD3D11TextureFormat[mFormat];
+   mTextureArrayDesc.SampleDesc.Count = 1;
+   mTextureArrayDesc.SampleDesc.Quality = 0;
+   mTextureArrayDesc.Usage = D3D11_USAGE_DEFAULT;
+   mTextureArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+   mTextureArrayDesc.CPUAccessFlags = 0;
+   mTextureArrayDesc.MiscFlags = 0;
+
+   HRESULT hr = D3D11DEVICE->CreateTexture2D(&mTextureArrayDesc, NULL, &mTextureArray);
+   AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::init failed to create texture array!");
+
+   //---------------------------------------------------------------------------------------
+   //					Create a resource view to the texture array.
+   //---------------------------------------------------------------------------------------
+   createResourceView(mTextureArrayDesc.Format, mTextureArrayDesc.MipLevels, mTextureArrayDesc.BindFlags);
+   //---------------------------------------------------------------------------------------
+}
+
+void GFXD3D11TextureArray::_setTexture(const GFXTexHandle& texture, U32 slot)
+{
+   GFXD3D11TextureObject *texObj = dynamic_cast<GFXD3D11TextureObject*>(texture.getPointer());
+   ID3D11Texture2D* tex2d = texObj->get2DTex();
+   D3D11_TEXTURE2D_DESC desc;
+   tex2d->GetDesc(&desc);
+   // for each mipmap level...
+   for (UINT j = 0; j < desc.MipLevels; ++j)
+   {
+      const U32 srcSubResource = D3D11CalcSubresource(j, 0, desc.MipLevels);
+      const U32 dstSubResource = D3D11CalcSubresource(j, slot, mTextureArrayDesc.MipLevels);
+      D3D11DEVICECONTEXT->CopySubresourceRegion(mTextureArray, dstSubResource, 0, 0, 0, tex2d, srcSubResource, NULL);
+   }
+}
+
+void GFXD3D11TextureArray::setToTexUnit(U32 tuNum)
+{
+   D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
+}
+
+void GFXD3D11TextureArray::createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags)
+{
+   HRESULT hr;
+   if (usageFlags & D3D11_BIND_SHADER_RESOURCE)
+   {
+      D3D11_SHADER_RESOURCE_VIEW_DESC desc;
+
+      if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
+         desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
+      else
+         desc.Format = format;
+
+      desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+      desc.Texture2DArray.MostDetailedMip = 0;
+      desc.Texture2DArray.MipLevels = numMipLevels;
+      desc.Texture2DArray.FirstArraySlice = 0;
+      desc.Texture2DArray.ArraySize = mArraySize;
+
+      hr = D3D11DEVICE->CreateShaderResourceView(mTextureArray, &desc, &mSRView);
+      AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateShaderResourceView failed to create view!");
+   }
+
+   if (usageFlags & D3D11_BIND_RENDER_TARGET)
+   {
+      D3D11_RENDER_TARGET_VIEW_DESC desc;
+      desc.Format = format;
+      desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+      desc.Texture2DArray.MipSlice = 0;
+      desc.Texture2DArray.FirstArraySlice = 0;
+      desc.Texture2DArray.ArraySize = mArraySize;
+      hr = D3D11DEVICE->CreateRenderTargetView(mTextureArray, &desc, &mRTView);
+      AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateRenderTargetView failed to create view!");
+   }
+
+   if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
+   {
+      D3D11_DEPTH_STENCIL_VIEW_DESC desc;
+      desc.Format = format;
+      desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+      desc.Texture2DArray.MipSlice = 0;
+      desc.Texture2DArray.FirstArraySlice = 0;
+      desc.Texture2DArray.ArraySize = mArraySize;
+      desc.Flags = 0;
+      hr = D3D11DEVICE->CreateDepthStencilView(mTextureArray, &desc, &mDSView);
+      AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateDepthStencilView failed to create view!");
+   }
+}
+
+
+void GFXD3D11TextureArray::Release()
+{
+   SAFE_RELEASE(mSRView)
+   SAFE_RELEASE(mRTView)
+   SAFE_RELEASE(mDSView)
+   SAFE_RELEASE(mTextureArray)
+
+   GFXTextureArray::Release();
+}
+
+ID3D11ShaderResourceView* GFXD3D11TextureArray::getSRView()
+{
+   return mSRView;
+}
+ID3D11RenderTargetView* GFXD3D11TextureArray::getRTView()
+{
+   return mRTView;
+}
+ID3D11DepthStencilView* GFXD3D11TextureArray::getDSView()
+{
+   return mDSView;
+}
+
+ID3D11ShaderResourceView** GFXD3D11TextureArray::getSRViewPtr()
+{
+   return &mSRView;
+}
+ID3D11RenderTargetView** GFXD3D11TextureArray::getRTViewPtr()
+{
+   return &mRTView;
+}
+
+ID3D11DepthStencilView** GFXD3D11TextureArray::getDSViewPtr()
+{
+   return &mDSView;
+}
+
+void GFXD3D11TextureArray::zombify()
+{
+   // Unsupported
+}
+
+void GFXD3D11TextureArray::resurrect()
+{
+   // Unsupported
+}

+ 56 - 0
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h

@@ -0,0 +1,56 @@
+#ifndef _GFXD3D11TEXTUREARRAY_H_
+#define _GFXD3D11TEXTUREARRAY_H_
+
+#include <dxgiformat.h>
+
+
+#include "gfx/gfxTextureArray.h"
+#include "gfx/gfxTextureManager.h"
+#include "core/util/safeRelease.h"
+#include "gfxD3D11TextureManager.h"
+
+class GFXD3D11TextureArray : public GFXTextureArray
+{
+public:
+   GFXD3D11TextureArray()
+      : mSRView( NULL ),
+        mRTView( NULL ),
+        mDSView( NULL ),
+        mTextureArray( NULL )
+   {
+   }
+
+   ~GFXD3D11TextureArray() { Release();  };
+
+   void init();
+   void setToTexUnit(U32 tuNum) override;
+
+   void createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags);
+
+   // GFXResource interface
+   void zombify() override;
+   void resurrect() override;
+   void Release() override;
+
+
+   ID3D11ShaderResourceView* getSRView();
+   ID3D11RenderTargetView* getRTView();
+   ID3D11DepthStencilView* getDSView();
+
+   ID3D11ShaderResourceView** getSRViewPtr();
+   ID3D11RenderTargetView** getRTViewPtr();
+   ID3D11DepthStencilView** getDSViewPtr();
+
+protected:
+   void _setTexture(const GFXTexHandle& texture, U32 slot) override;
+
+private:
+   ID3D11ShaderResourceView* mSRView; // for shader resource input
+   ID3D11RenderTargetView* mRTView; // for render targets
+   ID3D11DepthStencilView* mDSView; //render target view for depth stencil
+   ID3D11Texture2D* mTextureArray;
+   D3D11_TEXTURE2D_DESC mTextureArrayDesc;
+};
+
+
+#endif

+ 3 - 2
Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp

@@ -210,8 +210,8 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
    // check format limitations
    // at the moment we only support RGBA for the source (other 4 byte formats should
    // be easy to add though)
-   AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB, "copyToBmp: invalid format");
-   if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB)
+   AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB || mFormat == GFXFormatR8G8B8, "copyToBmp: invalid format");
+   if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB && mFormat != GFXFormatR8G8B8)
       return false;
 
    PROFILE_START(GFXD3D11TextureObject_copyToBmp);
@@ -248,6 +248,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
    desc.BindFlags = 0;
    desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
    desc.Usage = D3D11_USAGE_STAGING;
+   desc.MiscFlags = 0;
 
    ID3D11Texture2D* pStagingTexture = NULL;
    HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);

+ 18 - 0
Engine/source/gfx/Null/gfxNullDevice.cpp

@@ -178,6 +178,19 @@ public:
    virtual void resurrect() {}
 };
 
+class GFXNullTextureArray : public GFXTextureArray
+{
+public:
+   void zombify() override {}
+   void resurrect() override {}
+   void Release() override {}
+   void setToTexUnit(U32 tuNum) override { }
+   void init() override { }
+
+protected:
+   void _setTexture(const GFXTexHandle& texture, U32 slot) override { }
+};
+
 class GFXNullVertexBuffer : public GFXVertexBuffer 
 {
    unsigned char* tempBuf;
@@ -317,6 +330,11 @@ GFXCubemapArray* GFXNullDevice::createCubemapArray()
    return new GFXNullCubemapArray();
 };
 
+GFXTextureArray* GFXNullDevice::createTextureArray()
+{
+   return new GFXNullTextureArray();
+};
+
 void GFXNullDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
 {
    // Add the NULL renderer

+ 1 - 0
Engine/source/gfx/Null/gfxNullDevice.h

@@ -130,6 +130,7 @@ protected:
 public:
    virtual GFXCubemap * createCubemap();
    virtual GFXCubemapArray *createCubemapArray();
+   virtual GFXTextureArray *createTextureArray();
 
    virtual F32 getFillConventionOffset() const { return 0.0f; };
 

+ 14 - 6
Engine/source/gfx/bitmap/gBitmap.cpp

@@ -319,7 +319,7 @@ void GBitmap::allocateBitmap(const U32 in_width, const U32 in_height, const bool
       U32 currWidth  = in_width;
       U32 currHeight = in_height;
 
-      do 
+      while (currWidth != 1 || currHeight != 1)
       {
          mMipLevelOffsets[mNumMipLevels] = mMipLevelOffsets[mNumMipLevels - 1] +
                                          (currWidth * currHeight * mBytesPerPixel);
@@ -330,7 +330,7 @@ void GBitmap::allocateBitmap(const U32 in_width, const U32 in_height, const bool
 
          mNumMipLevels++;
          allocPixels += currWidth * currHeight * mBytesPerPixel;
-      } while (currWidth != 1 || currHeight != 1);
+      }
 
       U32 expectedMips = mFloor(mLog2(mMax(in_width, in_height))) + 1;
       AssertFatal(mNumMipLevels == expectedMips, "GBitmap::allocateBitmap: mipmap count wrong");
@@ -727,7 +727,7 @@ bool GBitmap::checkForTransparency()
 }
 
 //------------------------------------------------------------------------------
-LinearColorF GBitmap::sampleTexel(F32 u, F32 v) const
+LinearColorF GBitmap::sampleTexel(F32 u, F32 v, bool retAlpha) const
 {
    LinearColorF col(0.5f, 0.5f, 0.5f);
    // normally sampling wraps all the way around at 1.0,
@@ -751,6 +751,13 @@ LinearColorF GBitmap::sampleTexel(F32 u, F32 v) const
       col.red = F32(buffer[lexelindex + 0]) / 255.0f;
       col.green = F32(buffer[lexelindex + 1]) / 255.0f;
       col.blue = F32(buffer[lexelindex + 2]) / 255.0f;
+      if (retAlpha)
+      {
+         if (getHasTransparency())
+            col.alpha = F32(buffer[lexelindex + 3]) / 255.0f;
+         else
+            col.alpha = 1.0f;
+      }
    }
 
    return col;
@@ -1352,7 +1359,7 @@ U32 GBitmap::getSurfaceSize(const U32 mipLevel) const
 }
 
 DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
-   "Returns image info in the following format: width TAB height TAB bytesPerPixel. "
+   "Returns image info in the following format: width TAB height TAB bytesPerPixel TAB format. "
    "It will return an empty string if the file is not found.\n"
    "@ingroup Rendering\n" )
 {
@@ -1360,7 +1367,8 @@ DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
    if ( !image )
       return String::EmptyString;
 
-   return String::ToString( "%d\t%d\t%d", image->getWidth(), 
+   return String::ToString( "%d\t%d\t%d\t%d", image->getWidth(), 
                                           image->getHeight(),
-                                          image->getBytesPerPixel() );
+                                          image->getBytesPerPixel(),
+                                          image->getFormat());
 }

+ 1 - 1
Engine/source/gfx/bitmap/gBitmap.h

@@ -205,7 +205,7 @@ public:
    /// the bitmap bits and to check for alpha values less than 255
    bool        checkForTransparency();
 
-   LinearColorF      sampleTexel(F32 u, F32 v) const;
+   LinearColorF      sampleTexel(F32 u, F32 v, bool retAlpha = false) const;
    bool        getColor(const U32 x, const U32 y, ColorI& rColor) const;
    bool        setColor(const U32 x, const U32 y, const ColorI& rColor);
    U8          getChanelValueAt(U32 x, U32 y, U32 chan);

+ 64 - 8
Engine/source/gfx/gfxDevice.cpp

@@ -132,6 +132,8 @@ GFXDevice::GFXDevice()
       mCurrentCubemap[i] = NULL;
       mNewCubemap[i] = NULL;
       mCurrentCubemapArray[i] = NULL;
+      mNewTextureArray[i] = NULL;
+      mCurrentTextureArray[i] = NULL;
       mNewCubemapArray[i] = NULL;
       mTexType[i] = GFXTDT_Normal;
 
@@ -266,6 +268,8 @@ GFXDevice::~GFXDevice()
       mNewCubemap[i] = NULL;
       mCurrentCubemapArray[i] = NULL;
       mNewCubemapArray[i] = NULL;
+      mCurrentTextureArray[i] = NULL;
+      mNewTextureArray[i] = NULL;
    }
 
    mCurrentRT = NULL;
@@ -403,14 +407,23 @@ void GFXDevice::updateStates(bool forceSetAll /*=false*/)
                }
                break;
             case GFXTDT_CubeArray:
-            {
-               mCurrentCubemapArray[i] = mNewCubemapArray[i];
-               if (mCurrentCubemapArray[i])
-                  mCurrentCubemapArray[i]->setToTexUnit(i);
-               else
-                  setTextureInternal(i, NULL);
-            }
-            break;
+               {
+                  mCurrentCubemapArray[i] = mNewCubemapArray[i];
+                  if (mCurrentCubemapArray[i])
+                     mCurrentCubemapArray[i]->setToTexUnit(i);
+                  else
+                     setTextureInternal(i, NULL);
+               }
+               break;
+            case GFXTDT_TextureArray:
+               {
+                  mCurrentTextureArray[i] = mNewTextureArray[i];
+                  if (mCurrentTextureArray[i])
+                     mCurrentTextureArray[i]->setToTexUnit(i);
+                  else
+                     setTextureInternal(i, NULL);
+               }
+               break;
             default:
                AssertFatal(false, "Unknown texture type!");
                break;
@@ -557,6 +570,15 @@ void GFXDevice::updateStates(bool forceSetAll /*=false*/)
                mCurrentCubemapArray[i]->setToTexUnit(i);
             else
                setTextureInternal(i, NULL);
+         }
+            break;
+         case GFXTDT_TextureArray:
+         {
+            mCurrentTextureArray[i] = mNewTextureArray[i];
+            if (mCurrentTextureArray[i])
+               mCurrentTextureArray[i]->setToTexUnit(i);
+            else
+               setTextureInternal(i, NULL);
          }
          break;
          default:
@@ -801,6 +823,8 @@ void GFXDevice::setTexture( U32 stage, GFXTextureObject *texture )
    mCurrentCubemap[stage] = NULL;
    mNewCubemapArray[stage] = NULL;
    mCurrentCubemapArray[stage] = NULL;
+   mNewTextureArray[stage] = NULL;
+   mCurrentTextureArray[stage] = NULL;
 }
 
 //-----------------------------------------------------------------------------
@@ -827,6 +851,8 @@ void GFXDevice::setCubeTexture( U32 stage, GFXCubemap *cubemap )
    mCurrentTexture[stage] = NULL;
    mNewCubemapArray[stage] = NULL;
    mCurrentCubemapArray[stage] = NULL;
+   mNewTextureArray[stage] = NULL;
+   mCurrentTextureArray[stage] = NULL;
 }
 
 //-----------------------------------------------------------------------------
@@ -853,6 +879,36 @@ void GFXDevice::setCubeArrayTexture(U32 stage, GFXCubemapArray *cubemapArray)
    mCurrentTexture[stage] = NULL;
    mNewCubemap[stage] = NULL;
    mCurrentCubemap[stage] = NULL;
+   mNewTextureArray[stage] = NULL;
+   mCurrentTextureArray[stage] = NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Set texture array
+//-----------------------------------------------------------------------------
+void GFXDevice::setTextureArray(U32 stage, GFXTextureArray *textureArray)
+{
+   AssertFatal(stage < getNumSamplers(), avar("GFXDevice::setTextureArray - out of range stage! %i>%i", stage, getNumSamplers()));
+
+   if (mTexType[stage] == GFXTDT_TextureArray &&
+      ((mTextureDirty[stage] && mNewTextureArray[stage].getPointer() == textureArray) ||
+      (!mTextureDirty[stage] && mCurrentTextureArray[stage].getPointer() == textureArray)))
+      return;
+
+   mStateDirty = true;
+   mTexturesDirty = true;
+   mTextureDirty[stage] = true;
+
+   mNewTextureArray[stage] = textureArray;
+   mTexType[stage] = GFXTDT_TextureArray;
+
+   // Clear out textures
+   mNewTexture[stage] = NULL;
+   mCurrentTexture[stage] = NULL;
+   mNewCubemap[stage] = NULL;
+   mCurrentCubemap[stage] = NULL;
+   mNewCubemapArray[stage] = NULL;
+   mCurrentCubemapArray[stage] = NULL;
 }
 
 //------------------------------------------------------------------------------

+ 7 - 1
Engine/source/gfx/gfxDevice.h

@@ -57,6 +57,7 @@
 #ifndef _PLATFORM_PLATFORMTIMER_H_
 #include "platform/platformTimer.h"
 #endif
+#include "gfxTextureArray.h"
 
 class FontRenderBatcher;
 class GFont;
@@ -498,7 +499,8 @@ protected:
    {
       GFXTDT_Normal,
       GFXTDT_Cube,
-      GFXTDT_CubeArray
+      GFXTDT_CubeArray,
+      GFXTDT_TextureArray
    };
    
    GFXTexHandle mCurrentTexture[TEXTURE_STAGE_COUNT];
@@ -507,6 +509,8 @@ protected:
    GFXCubemapHandle mNewCubemap[TEXTURE_STAGE_COUNT];
    GFXCubemapArrayHandle mCurrentCubemapArray[TEXTURE_STAGE_COUNT];
    GFXCubemapArrayHandle mNewCubemapArray[TEXTURE_STAGE_COUNT];
+   GFXTextureArrayHandle mCurrentTextureArray[TEXTURE_STAGE_COUNT];
+   GFXTextureArrayHandle mNewTextureArray[TEXTURE_STAGE_COUNT];
 
    TexDirtyType   mTexType[TEXTURE_STAGE_COUNT];
    bool           mTextureDirty[TEXTURE_STAGE_COUNT];
@@ -757,6 +761,7 @@ protected:
 public:   
    virtual GFXCubemap * createCubemap() = 0;
    virtual GFXCubemapArray *createCubemapArray() = 0;
+   virtual GFXTextureArray *createTextureArray() = 0;
 
    inline GFXTextureManager *getTextureManager()
    {
@@ -952,6 +957,7 @@ public:
    void setTexture(U32 stage, GFXTextureObject *texture);
    void setCubeTexture( U32 stage, GFXCubemap *cubemap );
    void setCubeArrayTexture( U32 stage, GFXCubemapArray *cubemapArray);
+   void setTextureArray( U32 stage, GFXTextureArray *textureArray);
    inline GFXTextureObject* getCurrentTexture( U32 stage ) { return mCurrentTexture[stage]; }
 
    /// @}

+ 2 - 1
Engine/source/gfx/gfxEnums.h

@@ -599,7 +599,8 @@ enum GFXShaderConstType
    // Samplers
    GFXSCT_Sampler,
    GFXSCT_SamplerCube,
-   GFXSCT_SamplerCubeArray
+   GFXSCT_SamplerCubeArray,
+   GFXSCT_SamplerTextureArray
 };
 
 

+ 181 - 0
Engine/source/gfx/gfxTextureArray.cpp

@@ -0,0 +1,181 @@
+#include "gfxTextureArray.h"
+
+
+#include "gfxDevice.h"
+#include "gfxTextureManager.h"
+#include "bitmap/imageUtils.h"
+#include "console/console.h"
+
+GFXTextureArray::GFXTextureArray()
+   : mFormat(GFXFormat_COUNT),
+     mIsCompressed(false),
+     mWidth(0),
+     mHeight(0),
+     mArraySize(0),
+     mMipLevels(0)
+{
+}
+
+void GFXTextureArray::set(U32 width, U32 height, U32 size, GFXFormat format, U32 mipLevels)
+{
+   if (mipLevels == 0 && width == height && isPow2(width))
+   {
+      mipLevels = mLog2(static_cast<F32>(width)) + 1;
+   }
+   if (
+      mWidth == width &&
+      mHeight == height &&
+      mArraySize == size &&
+      mFormat == format &&
+      mMipLevels == mipLevels
+      )
+   {
+      return;
+   }
+
+   Release();
+
+   mWidth = width;
+   mHeight = height;
+   mArraySize = size;
+   mFormat = format;
+   mIsCompressed = ImageUtil::isCompressedFormat(mFormat);
+   mMipLevels = getMax(mipLevels, static_cast<U32>(1));
+
+   mTextures.setSize(size);
+
+   init();
+}
+
+bool GFXTextureArray::fromTextureArray(const Vector<GFXTexHandle>& textureArray, U32 capacity)
+{
+   bool success = true;
+
+   // Not initialized, infer it from the given array of textures
+   if (mArraySize == 0)
+   {
+      bool found = false;
+      for (const GFXTexHandle& texObj : textureArray)
+      {
+         if (texObj.isValid())
+         {
+            if (!found)
+            {
+               found = true;
+               mFormat = texObj.getFormat();
+               mWidth = texObj.getWidth();
+               mHeight = texObj.getHeight();
+               mMipLevels = texObj->getMipLevels();
+            }
+
+            if (mFormat != texObj.getFormat() || mWidth != texObj.getWidth() || mHeight != texObj.getHeight())
+            {
+               AssertWarn(true, "GFXTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
+               Con::warnf("GFXTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
+               success = false;
+               mFormat = GFXFormatR8G8B8A8;
+            }
+         }
+      }
+
+      // One might think this should return false in this case, but the return value is mostly to highlight internal errors not input errors.
+      if (!found) return true;
+
+
+      //---------------------------------------------------------------------------------------
+      //	Create the texture array.  Each element in the texture 
+      //		array has the same format/dimensions.
+      //---------------------------------------------------------------------------------------
+      U32 size = capacity;
+      if (size == 0)
+      {
+         size = textureArray.size();
+      }
+      set(mWidth, mHeight, size, mFormat, mMipLevels);
+   }
+   //---------------------------------------------------------------------------------------
+
+
+   //---------------------------------------------------------------------------------------
+   //	Copy individual texture elements into texture array.
+   //---------------------------------------------------------------------------------------
+   // for each texture element...
+   for (U32 i = 0; i < textureArray.size(); ++i)
+   {
+      if (textureArray[i].isValid())
+      {
+         setTexture(textureArray[i], i);
+      }
+   }
+   //---------------------------------------------------------------------------------------
+
+   return success;
+}
+
+void GFXTextureArray::setTexture(const GFXTexHandle& texture, U32 slot)
+{
+   GFXTexHandle handle = texture;
+   if (texture->getPath().isNotEmpty())
+   {
+      if (texture.getHeight() != mHeight || texture.getWidth() != mWidth || texture.getFormat() != mFormat || texture->getMipLevels() < mMipLevels)
+      {
+         if (texture.getHeight() != mHeight || texture.getWidth() != mWidth)
+         {
+            AssertWarn(true, "GFXTextureArray::setTexture all textures should be the same size");
+            Con::warnf("GFXTextureArray::setTexture all textures should be the same size");
+         }
+         else if (texture->getMipLevels() < mMipLevels)
+         {
+            AssertWarn(true, "GFXTextureArray::setTexture all textures should have at least the same number of mips");
+            Con::warnf("GFXTextureArray::setTexture all textures should have at least the same number of mips");
+         }
+         else
+         {
+            AssertWarn(true, "GFXTextureArray::setTexture all textures should have the same format");
+            Con::warnf("GFXTextureArray::setTexture all textures should have the same format");
+         }
+
+         GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(texture->getPath(), &GFXTexturePersistentProfile, mWidth, mHeight);
+         if (!inBitmap->setFormat(mFormat))
+         {
+            AssertFatal(true, "GFXTextureArray::setTexture all textures must be convertible to GFXFormat " + mFormat);
+            Con::errorf("GFXTextureArray::setTexture all textures must be convertible to GFXFormat" + mFormat);
+            handle = NULL;
+            delete inBitmap;
+         }
+         else
+         {
+            handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
+         }
+      }
+   }
+   if (!handle.isValid())
+   {
+      return;
+   }
+
+   if (handle.getHeight() != mHeight || handle.getWidth() != mWidth || handle.getFormat() != mFormat || handle->getMipLevels() < mMipLevels)
+   {
+      AssertFatal(true, "GFXTextureArray::setTexture all textures must have the same size and format");
+      Con::errorf("GFXTextureArray::setTexture all textures must have the same size and format");
+      return;
+   }
+
+   mTextures[slot] = handle;
+
+   _setTexture(handle, slot);
+}
+
+void GFXTextureArray::Release()
+{
+   for (GFXTexHandle& mTexture : mTextures)
+   {
+      mTexture = NULL;
+   }
+}
+
+const String GFXTextureArray::describeSelf() const
+{
+   // We've got nothing
+   return String();
+}

+ 88 - 0
Engine/source/gfx/gfxTextureArray.h

@@ -0,0 +1,88 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#ifndef _GFXTEXTUREARRAY_H_
+#define _GFXTEXTUREARRAY_H_
+
+#ifndef _REFBASE_H_
+#include "core/util/refBase.h"
+#endif
+#ifndef _GFXRESOURCE_H_
+#include "gfx/gfxResource.h"
+#endif
+#ifndef _GFXENUMS_H_
+#include "gfxEnums.h"
+#endif
+#ifndef _GFXTEXTUREHANDLE_H_
+#include "gfxTextureHandle.h"
+#endif
+#include "core/util/tVector.h"
+
+
+class GFXTextureProfile;
+class GFXTextureObject;
+
+class GFXTextureArray : public StrongRefBase, public GFXResource
+{
+public:
+   GFXTextureArray();
+
+   virtual void init() = 0;
+   virtual void set(U32 width, U32 height, U32 size, GFXFormat format, U32 mipLevels = 0);
+   virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray, U32 capacity = 0);
+   virtual void setTexture(const GFXTexHandle &texture, U32 slot);
+   virtual void setToTexUnit(U32 tuNum) = 0;
+
+
+   // GFXResource interface
+   virtual void zombify() = 0;
+   virtual void resurrect() = 0;
+   virtual void Release();
+
+   virtual const String describeSelf() const;
+
+   GFXFormat mFormat;
+   bool mIsCompressed;
+   U32 mWidth;
+   U32 mHeight;
+   U32 mArraySize;
+   U32 mMipLevels;
+
+   Vector<GFXTexHandle> mTextures;
+
+protected:
+   virtual void _setTexture(const GFXTexHandle& texture, U32 slot) = 0;
+};
+
+
+/// A reference counted handle to a texture array resource.
+class GFXTextureArrayHandle : public StrongRefPtr<GFXTextureArray>
+{
+public:
+   GFXTextureArrayHandle() {}
+   GFXTextureArrayHandle(GFXTextureArray* textureArray) { StrongRefPtr<GFXTextureArray>::set(textureArray); }
+
+   /// Releases the texture handle.
+   void free() { StrongObjectRef::set(NULL); }
+};
+
+#endif // _GFXTEXTUREARRAY_H_

+ 39 - 0
Engine/source/gfx/gfxTextureManager.cpp

@@ -894,6 +894,45 @@ Torque::Path GFXTextureManager::validatePath(const Torque::Path &path)
    return correctPath;
 }
 
+GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile, U32 width, U32 height, bool genMips)
+{
+   GBitmap* inBitmap = loadUncompressedTexture(path, &GFXTexturePersistentProfile);
+
+   if (inBitmap == NULL)
+   {
+      Con::warnf("GFXTextureManager::loadUncompressedTexture unable to load texture: %s", path.getFullPath());
+      return NULL;
+   }
+
+   // Set the format so we don't have to handle which channels are where.
+   if (!inBitmap->setFormat(GFXFormatR8G8B8A8))
+   {
+      Con::warnf("GFXTextureManager::loadUncompressedTexture unable to handle texture format: %s", path.getFullPath());
+      return NULL;
+   }
+
+   GBitmap* outBmp = new GBitmap(width, height, true, GFXFormatR8G8B8A8);
+
+   U8* oBits = (U8*)outBmp->getWritableBits();
+   for (S32 y = 0; y < width; y++)
+   {
+      for (S32 x = 0; x < height; x++)
+      {
+         ColorI texelColor = inBitmap->sampleTexel(x / F32(width), y / F32(height), true).toColorI(true);
+
+         oBits[(y * width + x) * 4] = texelColor.red;
+         oBits[(y * width + x) * 4 + 1] = texelColor.green;
+         oBits[(y * width + x) * 4 + 2] = texelColor.blue;
+         oBits[(y * width + x) * 4 + 3] = texelColor.alpha;
+      }
+   }
+
+   if (genMips)
+      outBmp->extrudeMipLevels();
+
+   return outBmp;
+}
+
 GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile)
 {
    PROFILE_SCOPE(GFXTextureManager_loadUncompressedTexture);

+ 2 - 0
Engine/source/gfx/gfxTextureManager.h

@@ -41,6 +41,7 @@
 #ifndef _TSIGNAL_H_
 #include "core/util/tSignal.h"
 #endif
+#include "gfxTextureHandle.h"
 
 
 namespace Torque
@@ -131,6 +132,7 @@ public:
       S32 antialiasLevel);
 
    Torque::Path validatePath(const Torque::Path &path);
+   GBitmap *loadUncompressedTexture(const Torque::Path& path, GFXTextureProfile* profile, U32 width, U32 height, bool genMips = false);
    GBitmap *loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile);
    virtual GFXTextureObject *createCompositeTexture(const Torque::Path &pathR, const Torque::Path &pathG, const Torque::Path &pathB, const Torque::Path &pathA, U32 inputKey[4],
       GFXTextureProfile *profile);

+ 25 - 0
Engine/source/gfx/gl/gfxGLDevice.cpp

@@ -22,6 +22,8 @@
 
 #include "platform/platform.h"
 #include "gfx/gl/gfxGLDevice.h"
+
+#include "gfxGLTextureArray.h"
 #include "platform/platformGL.h"
 
 #include "gfx/gfxCubemap.h"
@@ -457,6 +459,13 @@ GFXCubemapArray *GFXGLDevice::createCubemapArray()
    return cubeArray;
 }
 
+GFXTextureArray* GFXGLDevice::createTextureArray()
+{
+   GFXGLTextureArray* textureArray = new GFXGLTextureArray();
+   textureArray->registerResourceWithDevice(this);
+   return textureArray;
+}
+
 void GFXGLDevice::endSceneInternal() 
 {
    // nothing to do for opengl
@@ -766,6 +775,22 @@ void GFXGLDevice::setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArr
    }
 }
 
+void GFXGLDevice::setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture)
+{
+   if (texture)
+   {
+      mActiveTextureType[textureUnit] = GL_TEXTURE_2D_ARRAY;
+      texture->bind(textureUnit);
+   }
+   else if (mActiveTextureType[textureUnit] != GL_ZERO)
+   {
+      glActiveTexture(GL_TEXTURE0 + textureUnit);
+      glBindTexture(mActiveTextureType[textureUnit], 0);
+      getOpenglCache()->setCacheBindedTex(textureUnit, mActiveTextureType[textureUnit], 0);
+      mActiveTextureType[textureUnit] = GL_ZERO;
+   }
+}
+
 void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
 {
    // ONLY NEEDED ON FFP

+ 4 - 0
Engine/source/gfx/gl/gfxGLDevice.h

@@ -35,6 +35,7 @@
 #include "gfx/gfxResource.h"
 #include "gfx/gl/gfxGLStateBlock.h"
 
+class GFXGLTextureArray;
 class GFXGLVertexBuffer;
 class GFXGLPrimitiveBuffer;
 class GFXGLTextureTarget;
@@ -83,6 +84,7 @@ public:
 
    virtual GFXCubemap * createCubemap();
    virtual GFXCubemapArray *createCubemapArray();
+   virtual GFXTextureArray *createTextureArray();
 
    virtual F32 getFillConventionOffset() const { return 0.0f; }
 
@@ -173,6 +175,7 @@ protected:
    virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
    virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
    virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
+   virtual void setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture);
 
    virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
    virtual void setLightMaterialInternal(const GFXLightMaterial mat);
@@ -210,6 +213,7 @@ private:
    friend class GFXGLTextureObject;
    friend class GFXGLCubemap;
    friend class GFXGLCubemapArray;
+   friend class GFXGLTextureArray;
    friend class GFXGLWindowTarget;
    friend class GFXGLPrimitiveBuffer;
    friend class GFXGLVertexBuffer;

+ 14 - 2
Engine/source/gfx/gl/gfxGLShader.cpp

@@ -82,6 +82,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
    case GFXSCT_Sampler:
    case GFXSCT_SamplerCube:
    case GFXSCT_SamplerCubeArray:
+   case GFXSCT_SamplerTextureArray:
       return 4;
    case GFXSCT_Float2:
    case GFXSCT_Int2:
@@ -630,6 +631,9 @@ void GFXGLShader::initConstantDescs()
          case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
             desc.constType = GFXSCT_SamplerCubeArray;
             break;
+         case GL_SAMPLER_2D_ARRAY:
+            desc.constType = GFXSCT_SamplerTextureArray;
+            break;
          default:
             AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
             // If we don't recognize the constant don't add its description.
@@ -661,7 +665,10 @@ void GFXGLShader::initHandles()
 
       HandleMap::Iterator handle = mHandles.find(desc.name);
       S32 sampler = -1;
-      if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube || desc.constType == GFXSCT_SamplerCubeArray)
+      if(desc.constType == GFXSCT_Sampler ||
+         desc.constType == GFXSCT_SamplerCube ||
+         desc.constType == GFXSCT_SamplerCubeArray ||
+         desc.constType == GFXSCT_SamplerTextureArray)
       {
          S32 idx = mSamplerNamesOrdered.find_next(desc.name);
          AssertFatal(idx != -1, "");
@@ -704,7 +711,11 @@ void GFXGLShader::initHandles()
    for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
    {
       GFXGLShaderConstHandle* handle = iter->value;
-      if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube || handle->getType() == GFXSCT_SamplerCubeArray))
+      if(handle->isValid() &&
+         (handle->getType() == GFXSCT_Sampler ||
+            handle->getType() == GFXSCT_SamplerCube ||
+            handle->getType() == GFXSCT_SamplerCubeArray ||
+            handle->getType() == GFXSCT_SamplerTextureArray))
       {
          // Set sampler number on our program.
          glUniform1i(handle->mLocation, handle->mSamplerNum);
@@ -837,6 +848,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
          case GFXSCT_Sampler:
          case GFXSCT_SamplerCube:
          case GFXSCT_SamplerCubeArray:
+         case GFXSCT_SamplerTextureArray:
             glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
             break;
          case GFXSCT_Int2:

+ 11 - 3
Engine/source/gfx/gl/gfxGLStateCache.h

@@ -20,11 +20,11 @@ public:
    class TextureUnit
    {
    public:
-      TextureUnit() :  mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0)
+      TextureUnit() :  mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0), mTextureArray(0)
       {
 
       }
-      GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray;
+      GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray, mTextureArray;
    };
 
    /// after glBindTexture
@@ -48,6 +48,9 @@ public:
       case GL_TEXTURE_CUBE_MAP_ARRAY:
          mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
          break;
+      case GL_TEXTURE_2D_ARRAY:
+         mTextureUnits[mActiveTexture].mTextureArray = handle;
+         break;
       default:
          AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
          return;
@@ -74,6 +77,9 @@ public:
       case GL_TEXTURE_CUBE_MAP_ARRAY:
          mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
          break;
+      case GL_TEXTURE_2D_ARRAY:
+         mTextureUnits[mActiveTexture].mTextureArray = handle;
+         break;
       case GL_FRAMEBUFFER:
          mBindedFBO_W = mBindedFBO_R = handle;
          break;
@@ -109,6 +115,8 @@ public:
          return mTextureUnits[mActiveTexture].mTextureCube;
       case GL_TEXTURE_CUBE_MAP_ARRAY:
          return mTextureUnits[mActiveTexture].mTextureCubeArray;
+      case GL_TEXTURE_2D_ARRAY:
+         return mTextureUnits[mActiveTexture].mTextureArray;
       case GL_DRAW_FRAMEBUFFER:
          return mBindedFBO_W;
       case GL_READ_FRAMEBUFFER:
@@ -138,4 +146,4 @@ protected:
 };
 
 
-#endif
+#endif

+ 98 - 0
Engine/source/gfx/gl/gfxGLTextureArray.cpp

@@ -0,0 +1,98 @@
+#include "gfxGLTextureArray.h"
+
+#include "gfxGLTextureObject.h"
+#include "gfxGLUtils.h"
+#include "core/util/tVector.h"
+
+GFXGLTextureArray::GFXGLTextureArray()
+{
+   mTextureArray = NULL;
+}
+
+void GFXGLTextureArray::init()
+{
+   PRESERVE_2D_TEXTURE_ARRAY();
+   glGenTextures(1, &mTextureArray);
+   glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipLevels - 1, 1));
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+   glTexStorage3D(GL_TEXTURE_2D_ARRAY, mMipLevels, GFXGLTextureInternalFormat[mFormat], mWidth, mHeight, mArraySize);
+}
+
+void GFXGLTextureArray::_setTexture(const GFXTexHandle& texture, U32 slot)
+{
+   PRESERVE_2D_TEXTURE_ARRAY();
+   glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
+
+   GFXGLTextureObject* texObj = dynamic_cast<GFXGLTextureObject*>(texture.getPointer());
+   for (U32 mip = 0; mip < mMipLevels; ++mip)
+   {
+      U8* buf = texObj->getTextureData(mip);
+      const U32 mipWidth = getMax(U32(1), mWidth >> mip);
+      const U32 mipHeight = getMax(U32(1), mHeight >> mip);
+      if (mIsCompressed)
+      {
+         glCompressedTexSubImage3D(
+            GL_TEXTURE_2D_ARRAY,
+            mip, 0, 0,
+            slot, mipWidth, mipHeight, 1,
+            GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
+         );
+      }
+      else
+      {
+         glTexSubImage3D(
+            GL_TEXTURE_2D_ARRAY,
+            mip, 0, 0,
+            slot, mipWidth, mipHeight, 1,
+            GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
+         );
+      }
+      delete[] buf;
+   }
+}
+
+void GFXGLTextureArray::setToTexUnit(U32 tuNum)
+{
+   dynamic_cast<GFXGLDevice*>(getOwningDevice())->setTextureArrayInternal(tuNum, this);
+}
+
+void GFXGLTextureArray::Release()
+{
+   glDeleteTextures(1, &mTextureArray);
+   mTextureArray = 0;
+
+   GFXTextureArray::Release();
+}
+
+void GFXGLTextureArray::bind(U32 textureUnit) const
+{
+   glActiveTexture(GL_TEXTURE0 + textureUnit);
+   glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
+
+   dynamic_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_2D_ARRAY, mTextureArray);
+
+   GFXGLStateBlockRef sb = dynamic_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
+   AssertFatal(sb, "GFXGLTextureArray::bind - No active stateblock!");
+   if (!sb)
+      return;
+
+   const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipLevels - 1, 1));
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
+}
+
+void GFXGLTextureArray::zombify()
+{
+}
+
+void GFXGLTextureArray::resurrect()
+{
+}

+ 35 - 0
Engine/source/gfx/gl/gfxGLTextureArray.h

@@ -0,0 +1,35 @@
+#ifndef _GFXGLTEXTUREARRAY_H_
+#define _GFXGLTEXTUREARRAY_H_
+
+#include <glad/glad.h>
+
+#include "gfx/gfxTextureArray.h"
+#include "gfx/gfxTextureManager.h"
+
+class GFXGLTextureArray : public GFXTextureArray
+{
+public:
+   GFXGLTextureArray();
+
+   ~GFXGLTextureArray() { Release(); };
+
+   void init();
+
+   void setToTexUnit(U32 tuNum) override;
+
+   void bind(U32 textureUnit) const;
+
+   // GFXResource interface
+   void zombify() override;
+   void resurrect() override;
+   void Release() override;
+
+protected:
+   void _setTexture(const GFXTexHandle& texture, U32 slot) override;
+
+private:
+   GLuint mTextureArray;
+};
+
+
+#endif

+ 4 - 1
Engine/source/gfx/gl/gfxGLUtils.h

@@ -30,7 +30,7 @@
 
 inline U32 getMaxMipmaps(U32 width, U32 height, U32 depth)
 {
-   return getMax( getBinLog2(depth), getMax(getBinLog2(width), getBinLog2(height)));
+   return getMax( getBinLog2(depth), getMax(getBinLog2(width), getBinLog2(height))) + 1;
 }
 
 inline GLenum minificationFilter(U32 minFilter, U32 mipFilter, U32 /*mipLevels*/)
@@ -194,6 +194,9 @@ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL
 #define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
 GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
 
+#define PRESERVE_2D_TEXTURE_ARRAY() \
+GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
+
 #define _GET_TEXTURE_BINDING(binding) \
 binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ?  GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )
 

+ 23 - 0
Engine/source/shaderGen/shaderOp.cpp

@@ -80,6 +80,29 @@ void EchoOp::print( Stream &stream )
    WRITESTR( mStatement );
 }
 
+//**************************************************************************
+// Index operation
+//**************************************************************************
+IndexOp::IndexOp( Var* var, U32 index ) : Parent( NULL, NULL )
+{
+   mInput[0] = var;
+   mIndex = index;
+}
+
+//--------------------------------------------------------------------------
+// Print
+//--------------------------------------------------------------------------
+void IndexOp::print( Stream &stream )
+{
+   Var* var = dynamic_cast<Var*>(mInput[0]);
+
+   mInput[0]->print(stream);
+   if (var->arraySize > 1)
+   {
+      WRITESTR(String::ToString("[%d]", mIndex));
+   }
+}
+
 
 //**************************************************************************
 // General operation

+ 15 - 0
Engine/source/shaderGen/shaderOp.h

@@ -110,6 +110,21 @@ public:
    virtual void print( Stream &stream );
 };
 
+//----------------------------------------------------------------------------
+/*!
+   Accesses the given index on the variable
+*/
+//----------------------------------------------------------------------------
+class IndexOp : public ShaderOp
+{
+   typedef ShaderOp Parent;
+   U32 mIndex;
+
+public:
+   IndexOp( Var* var, U32 index );
+   virtual void print( Stream &stream );
+};
+
 
 //----------------------------------------------------------------------------
 /*!

+ 634 - 341
Engine/source/terrain/glsl/terrFeatureGLSL.cpp

@@ -48,7 +48,7 @@ namespace
       FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
       FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
       FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
-      FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
+      FEATUREMGR->registerFeature(MFT_TerrainHeightBlend, new TerrainHeightMapBlendGLSL);
       FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatGLSL );
       FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
    }
@@ -124,69 +124,90 @@ Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
    return inDet;
 }
 
-Var* TerrainFeatGLSL::_getNormalMapTex()
+Var* TerrainFeatGLSL::_getDetailMapSampler()
 {
-   String name( String::ToString( "normalMap%d", getProcessIndex() ) );
-   Var *normalMap =  (Var*)LangElement::find( name );
-   
-   if ( !normalMap )
+   String name("detailMapSampler");
+   Var* detailMapSampler = (Var*)LangElement::find(name);
+
+   if (!detailMapSampler)
    {
-      normalMap = new Var;
-      normalMap->setType( "sampler2D" );
-      normalMap->setName( name );
-      normalMap->uniform = true;
-      normalMap->sampler = true;
-      normalMap->constNum = Var::getTexUnitNum();
+      detailMapSampler = new Var;
+      detailMapSampler->setName(name);
+      detailMapSampler->setType("sampler2DArray");
+      detailMapSampler->uniform = true;
+      detailMapSampler->sampler = true;
+      detailMapSampler->constNum = Var::getTexUnitNum();
    }
-   
-   return normalMap;
+
+   return detailMapSampler;
 }
 
-Var* TerrainFeatGLSL::_getORMConfigMapTex()
+Var* TerrainFeatGLSL::_getNormalMapSampler()
 {
-	String name(String::ToString("ormConfigMap%d", getProcessIndex()));
-	Var *ormConfigMap = (Var*)LangElement::find(name);
+   String name("normalMapSampler");
+   Var* normalMapSampler = (Var*)LangElement::find(name);
 
-	if (!ormConfigMap)
-	{
-		ormConfigMap = new Var;
-		ormConfigMap->setType("sampler2D");
-		ormConfigMap->setName(name);
-		ormConfigMap->uniform = true;
-		ormConfigMap->sampler = true;
-		ormConfigMap->constNum = Var::getTexUnitNum();
-	}
+   if (!normalMapSampler)
+   {
+      normalMapSampler = new Var;
+      normalMapSampler->setName(name);
+      normalMapSampler->setType("sampler2DArray");
+      normalMapSampler->uniform = true;
+      normalMapSampler->sampler = true;
+      normalMapSampler->constNum = Var::getTexUnitNum();
+   }
+
+   return normalMapSampler;
+}
+
+Var* TerrainFeatGLSL::_getOrmMapSampler()
+{
+   String name("ormMapSampler");
+   Var* ormMapSampler = (Var*)LangElement::find(name);
+
+   if (!ormMapSampler)
+   {
+      ormMapSampler = new Var;
+      ormMapSampler->setName(name);
+      ormMapSampler->setType("sampler2DArray");
+      ormMapSampler->uniform = true;
+      ormMapSampler->sampler = true;
+      ormMapSampler->constNum = Var::getTexUnitNum();
+   }
 
-	return ormConfigMap;
+   return ormMapSampler;
 }
 
 Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
 {
-   String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
-   
-   Var *detailInfo = (Var*)LangElement::find( name );
-   if ( !detailInfo )
+   String name(String::ToString("detailIdStrengthParallax", getProcessIndex()));
+
+   Var* detailInfo = (Var*)LangElement::find(name);
+   if (!detailInfo)
    {
       detailInfo = new Var;
-      detailInfo->setType( "vec3" );
-      detailInfo->setName( name );
+      detailInfo->setType("vec4");
+      detailInfo->setName(name);
       detailInfo->uniform = true;
       detailInfo->constSortPos = cspPotentialPrimitive;
+      detailInfo->arraySize = getProcessIndex();
    }
-   
+
+   detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
+
    return detailInfo;
 }
 
 Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
 {
-   String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
+   String name(String::ToString("macroIdStrengthParallax%d", getProcessIndex()));
 
-   Var *detailInfo = (Var*)LangElement::find( name );
-   if ( !detailInfo )
+   Var* detailInfo = (Var*)LangElement::find(name);
+   if (!detailInfo)
    {
       detailInfo = new Var;
-      detailInfo->setType( "vec3" );
-      detailInfo->setName( name );
+      detailInfo->setType("vec3");
+      detailInfo->setName(name);
       detailInfo->uniform = true;
       detailInfo->constSortPos = cspPotentialPrimitive;
    }
@@ -291,21 +312,42 @@ void TerrainBaseMapFeatGLSL::processPix(  Vector<ShaderComponent*> &componentLis
    }
    meta->addStatement( new GenOp( "   @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
 
+   // Set base ORM info
+   Var* ormConfig;
+   OutputTarget targ = RenderTarget1;
+   if (fd.features[MFT_isDeferred])
+   {
+      targ = RenderTarget2;
+   }
+   ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
+   if (!ormConfig)
+   {
+      // create color var
+      ormConfig = new Var;
+      ormConfig->setType("fragout");
+      ormConfig->setName(getOutputTargetVarName(targ));
+      ormConfig->setStructName("OUT");
+   }
+
+   meta->addStatement(new GenOp("   @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
+
    output = meta;
 }
 
 ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
 {
-   Resources res; 
+   Resources res;
+
+   // Sample base texture
    res.numTexReg = 1;
-      res.numTex = 1;
+   res.numTex = 1;
 
    return res;
 }
 
 U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
 {
-   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
+   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget | ShaderFeature::RenderTarget1;
 }
 
 TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
@@ -377,11 +419,17 @@ void TerrainDetailMapFeatGLSL::processVert(  Vector<ShaderComponent*> &component
    outTex->setType( "vec4" );
 
    // Get the detail scale and fade info.
-   Var *detScaleAndFade = new Var;
-   detScaleAndFade->setType( "vec4" );
-   detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
-   detScaleAndFade->uniform = true;
-   detScaleAndFade->constSortPos = cspPotentialPrimitive;
+   Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
+   if (!detScaleAndFade)
+   {
+      detScaleAndFade = new Var;
+      detScaleAndFade->setType("vec4");
+      detScaleAndFade->setName("detailScaleAndFade");
+      detScaleAndFade->uniform = true;
+      detScaleAndFade->constSortPos = cspPotentialPrimitive;
+   }
+
+   detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
 
    // Setup the detail coord.
    //
@@ -392,11 +440,11 @@ void TerrainDetailMapFeatGLSL::processVert(  Vector<ShaderComponent*> &component
    //
    // See TerrainBaseMapFeatGLSL::processVert().
    //
-   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
+   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
 
    // And sneak the detail fade thru the w detailCoord.
    meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
-                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   
+                                    outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)) );
 
    output = meta;
 }
@@ -473,186 +521,97 @@ void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
 
    // Calculate the blend for this detail texture.
    meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
-                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
+                                    new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
 
-   // New terrain
-
-   Var *lerpBlend = (Var*)LangElement::find("lerpBlend");
-   if (!lerpBlend)
-   {
-	   lerpBlend = new Var;
-	   lerpBlend->setType("float");
-	   lerpBlend->setName("lerpBlend");
-	   lerpBlend->uniform = true;
-	   lerpBlend->constSortPos = cspPrimitive;
-   }
-
-
-   Var *blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", detailIndex));
-   if (!blendDepth)
+   // 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))
    {
-	   blendDepth = new Var;
-	   blendDepth->setType("float");
-	   blendDepth->setName(String::ToString("blendDepth%d", detailIndex));
-	   blendDepth->uniform = true;
-	   blendDepth->constSortPos = cspPrimitive;
-   }
-
-   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
-
-   if (fd.features.hasFeature(MFT_isDeferred))
-      target= ShaderFeature::RenderTarget1;
+      // Get the normal map texture.
+      Var* normalMap = _getNormalMapSampler();
 
-   Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
-
-   if (!outColor)
-   {
-	   // create color var
-	   outColor = new Var;
-	   outColor->setType("vec4");
-	   outColor->setName("col");
-       outColor->setStructName("OUT");
-	   meta->addStatement(new GenOp("   @;\r\n", outColor));
+      // Call the library function to do the rest.
+      if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
+      {
+         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
+            inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
+      }
+      else
+      {
+         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
+            inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
+      }
    }
 
-   Var *detailColor = (Var*)LangElement::find("detailColor");
+   Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
    if (!detailColor)
    {
-	   detailColor = new Var;
-	   detailColor->setType("vec4");
-	   detailColor->setName("detailColor");
-	   meta->addStatement(new GenOp("   @;\r\n", new DecOp(detailColor)));
+      detailColor = new Var;
+      detailColor->setType("vec4");
+      detailColor->setName(String::ToString("detailColor%d", detailIndex));
+      meta->addStatement(new GenOp("   @;\r\n", new DecOp(detailColor)));
    }
 
    // Get the detail texture.
-   Var *detailMap = 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
+   Var *detailMap = _getDetailMapSampler();
 
-   // 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 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_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);
+	   meta->addStatement(new GenOp("   @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
+		   detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex), detailMap, inDet, new IndexOp(detailInfo, detailIndex), inTex));
    }
    else
    {
-	   meta->addStatement(new GenOp("   @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
-		   detailColor, detailMap, inDet));
-
-	   texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
+	   meta->addStatement(new GenOp("   @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
+		   detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
    }
 
-   // New terrain
+   meta->addStatement(new GenOp("   @ *= @.y * @.w;\r\n",
+      detailColor, new IndexOp(detailInfo, detailIndex), inDet));
 
-   // Get a var and accumulate the blend amount.
-   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
-   if ( !blendTotal )
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
    {
-      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))
+      // Check to see if we have a gbuffer normal.
+      Var* gbNormal = (Var*)LangElement::find("gbNormal");
+
+      // If we have a gbuffer normal and we don't have a
+      // normal map feature then we need to lerp in a 
+      // default normal else the normals below this layer
+      // will show thru.
+      if (gbNormal &&
+         !fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
       {
-         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));
+         Var* viewToTangent = getInViewToTangent(componentList);
+
+         meta->addStatement(new GenOp("   @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
+            gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
       }
-   }
-   
-   // Check to see if we have a gbuffer normal.
-   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
-   
-   // If we have a gbuffer normal and we don't have a
-   // normal map feature then we need to lerp in a 
-   // default normal else the normals below this layer
-   // will show thru.
-   if (gbNormal &&
-      !fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
-   {
-      Var *viewToTangent = getInViewToTangent(componentList);
 
-      meta->addStatement(new GenOp("   @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
-         gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
-   }
+      // If we're using SM 3.0 then take advantage of 
+      // dynamic branching to skip layers per-pixel.
+      if (GFX->getPixelShaderVersion() >= 3.0f)
+         meta->addStatement(new GenOp("   if ( @ > 0.0f )\r\n", detailBlend));
 
-   // If we're using SM 3.0 then take advantage of 
-   // dynamic branching to skip layers per-pixel.
-   
+      meta->addStatement(new GenOp("   {\r\n"));
 
-   if ( GFX->getPixelShaderVersion() >= 3.0f )
-      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );
+      ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
 
-   meta->addStatement( new GenOp( "   {\r\n" ) );
+      if (fd.features.hasFeature(MFT_isDeferred))
+         target = ShaderFeature::RenderTarget1;
 
-   // 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 ) );
-   }
+      Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
 
-   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 = 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("      @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
 
-   meta->addStatement( new GenOp( "   }\r\n" ) );
+      meta->addStatement(new GenOp("   }\r\n"));
+   }
 
    output = meta;
 }
@@ -665,26 +624,13 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
    {
       // 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;
+      res.numTex = 1;
+      res.numTexReg = 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() ) )
+      // Add Detail TextureArray
       res.numTex += 1;
-
-   // Finally we always send the detail texture 
-   // coord to the pixel shader.
-   res.numTexReg += 1;
+      res.numTexReg += 1;
+   }
 
    return res;
 }
@@ -836,20 +782,6 @@ void TerrainMacroMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentL
    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 )
    {
@@ -950,9 +882,12 @@ void TerrainNormalMapFeatGLSL::processVert(  Vector<ShaderComponent*> &component
 
    MultiLine *meta = new MultiLine;
 
-   // Make sure the world to tangent transform
-   // is created and available for the pixel shader.
-   getOutViewToTangent( componentList, meta, fd );
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
+   {
+      // Make sure the world to tangent transform
+      // is created and available for the pixel shader.
+      getOutViewToTangent(componentList, meta, fd);
+   }
 
    output = meta;
 }
@@ -966,37 +901,18 @@ void TerrainNormalMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
 
    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();
+   Var *normalMap = _getNormalMapSampler();
 
    /// Get the texture coord.
    Var *inDet = _getInDetailCoord( componentList );
    Var *inTex = getVertTexCoord( "texCoord" );
+   Var* detailInfo = _getDetailIdStrengthParallax();
 
    // Sample the normal map.
    //
@@ -1005,42 +921,50 @@ void TerrainNormalMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
    LangElement *texOp;
    if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
    {
-      texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )", 
-         normalMap, inDet, normalMap, inDet, inTex );
+      texOp = new GenOp( "lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
+         normalMap, inDet, new IndexOp(detailInfo, normalIndex), normalMap, inDet, inTex, new IndexOp(detailInfo, normalIndex));
    }
    else
-      texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
+      texOp = new GenOp( String::ToString("tex2D(@, vec3(@.xy, @.x))", normalIndex), normalMap, inDet, new IndexOp(detailInfo, normalIndex));
 
    // create bump normal
    Var *bumpNorm = new Var;
-   bumpNorm->setName( "bumpNormal" );
+   bumpNorm->setName( String::ToString("bumpNormal%d", normalIndex) );
    bumpNorm->setType( "vec4" );
 
    LangElement *bumpNormDecl = new DecOp( bumpNorm );
    meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
 
-   // 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.
-   Var* blendTotal = (Var*)LangElement::find("blendTotal");
-   if (blendTotal)
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
    {
-      if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
-         meta->addStatement(new GenOp("   if ( @ > 0.0001f ){\r\n\r\n", blendTotal));
-   }
-   // 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));
+      Var* viewToTangent = getInViewToTangent(componentList);
 
-   if (blendTotal)
-   {
-      if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
-         meta->addStatement(new GenOp("   }\r\n"));
-   }
+      // 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));
+      }
 
-   // End the conditional block.
-   meta->addStatement( new GenOp( "   }\r\n" ) );
+      // If we're using SM 3.0 then take advantage of 
+      // dynamic branching to skip layers per-pixel.
+      if (GFX->getPixelShaderVersion() >= 3.0f)
+         meta->addStatement(new GenOp("   if ( @ > 0.0f )\r\n", detailBlend));
+
+      meta->addStatement(new GenOp("   {\r\n"));
+
+      // Normalize is done later... 
+      // Note: The reverse mul order is intentional. Affine matrix.
+      meta->addStatement(new GenOp("      @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
+         gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
+
+      // End the conditional block.
+      meta->addStatement(new GenOp("   }\r\n"));
+   }
 
    output = meta;
 }
@@ -1050,16 +974,25 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
    Resources res;
 
    // We only need to process normals during the deferred.
-   if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
+   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;
+      return  res;
+   }
 
-      res.numTex = 1;
+   S32 featureIndex = 0, firstNormalMapIndex = 0;
+   for (int idx = 0; idx < fd.features.getCount(); ++idx) {
+      const FeatureType& type = fd.features.getAt(idx, &featureIndex);
+      if (type == MFT_TerrainNormalMap) {
+         firstNormalMapIndex = getMin(firstNormalMapIndex, featureIndex);
+      }
+   }
+
+   // We only need to process normals during the deferred.
+   if (getProcessIndex() == firstNormalMapIndex)
+   {
+      // Normal Texture Array
+      res.numTexReg += 1;
+      res.numTex += 1;
    }
 
    return res;
@@ -1107,35 +1040,6 @@ ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFe
    return res;
 }
 
-
-void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentList, 
-                                          const MaterialFeatureData &fd )
-{
-   Var *color = NULL;
-   Var* norm = NULL;
-   if (fd.features[MFT_isDeferred])
-   {
-      color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
-      norm = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
-   }
-      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 (fd.features[MFT_isDeferred])
-   {
-      meta->addStatement(new GenOp("   @.a = @;\r\n", norm, blendTotal));
-   }
-
-   output = meta;
-}
-
 //standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO), 
 //.b = specular strength, a= spec power. 
 
@@ -1197,21 +1101,25 @@ void TerrainORMMapFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
 	Var *outTex = (Var*)LangElement::find(String::ToString("detCoord%d", detailIndex));
 	if (outTex == NULL)
 	{
+      outTex = new Var;
 		outTex = connectComp->getElement(RT_TEXCOORD);
 		outTex->setName(String::ToString("detCoord%d", detailIndex));
 		outTex->setStructName("OUT");
 		outTex->setType("vec4");
 	}
 	// Get the detail scale and fade info.
-	Var *detScaleAndFade = (Var*)LangElement::find(String::ToString("detailScaleAndFade%d", detailIndex));
+	Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
 	if (detScaleAndFade == NULL)
 	{
+      detScaleAndFade = new Var;
 		detScaleAndFade->setType("vec4");
-		detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
+		detScaleAndFade->setName("detailScaleAndFade");
 		detScaleAndFade->uniform = true;
 		detScaleAndFade->constSortPos = cspPotentialPrimitive;
 	}
 
+   detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
+
 	// Setup the detail coord.
 	//
 	// NOTE: You see here we scale the texture coord by 'xyx'
@@ -1221,11 +1129,11 @@ void TerrainORMMapFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
 	//
 	// See TerrainBaseMapFeatGLSL::processVert().
 	//
-	meta->addStatement(new GenOp("   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade));
+	meta->addStatement(new GenOp("   @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex)));
 
 	// And sneak the detail fade thru the w detailCoord.
 	meta->addStatement(new GenOp("   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
-		outTex, detScaleAndFade, dist, detScaleAndFade));
+		outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
 
 	output = meta;
 }
@@ -1241,9 +1149,10 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
 	/// Get the texture coord.
 	Var *inDet = _getInDetailCoord(componentList);
 	Var *inTex = getVertTexCoord("texCoord");
+   Var* detailInfo = _getDetailIdStrengthParallax();
 
 	const S32 compositeIndex = getProcessIndex();
-	Var *ormConfigMap = _getORMConfigMapTex();
+	Var *ormConfigMap = _getOrmMapSampler();
 	// Sample the normal map.
 	//
 	// We take two normal samples and lerp between them for
@@ -1252,11 +1161,11 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
 	
 	if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
 	{
-		texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
-			ormConfigMap, inDet, ormConfigMap, inDet, inTex);
+		texOp = new GenOp("lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z )",
+			ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex), ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex), inTex);
 	}
 	else
-		texOp = new GenOp("tex2D(@, @.xy)", ormConfigMap, inDet);
+		texOp = new GenOp("tex2D(@, vec3(@.xy, @.x))", ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex));
 
 	// search for material var
 	Var * ormConfig;
@@ -1283,21 +1192,24 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
 	String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
 	Var *matinfoCol = new Var(matinfoName, "vec3");
 
-	Var *priorComp = (Var*)LangElement::find(String::ToString("matinfoCol%d", compositeIndex - 1));
-	if (priorComp)
-	{
-		meta->addStatement(new GenOp("   @ = @.rgb*@;\r\n", new DecOp(matinfoCol), texOp, detailBlend));
-		meta->addStatement(new GenOp("   @.gba += @;\r\n", ormConfig, matinfoCol));
-	}
-	else
-	{
-		meta->addStatement(new GenOp("   @ = lerp(vec3(1.0,1.0,0.0),@.rgb,@);\r\n", new DecOp(matinfoCol), texOp, detailBlend));
-		meta->addStatement(new GenOp("   @ = vec4(0.0,@);\r\n", ormConfig, matinfoCol));
-	}
+   if (compositeIndex == 0)
+   {
+      meta->addStatement(new GenOp("   @ = vec4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
+   }
 
-   if (fd.features[MFT_InvertRoughness])
+   meta->addStatement(new GenOp("   @ = @.rgb;\r\n", new DecOp(matinfoCol), texOp));
+
+   if (fd.features.hasFeature(MFT_InvertRoughness, compositeIndex))
    {
-      meta->addStatement(new GenOp("   @.b = [email protected];\r\n", ormConfig, ormConfig));
+      meta->addStatement(new GenOp("   @.b = 1.0 - @.b;\r\n", matinfoCol, matinfoCol));
+   }
+
+
+   meta->addStatement(new GenOp("   @ = lerp(float3(1.0, 1.0, 0.0), @, @.y * @.w);\r\n", matinfoCol, matinfoCol, new IndexOp(detailInfo, compositeIndex), inDet));
+
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
+   {
+      meta->addStatement(new GenOp("   @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
    }
 
 	output = meta;
@@ -1305,10 +1217,23 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
 
 ShaderFeature::Resources TerrainORMMapFeatGLSL::getResources(const MaterialFeatureData &fd)
 {
-	Resources res;
-	res.numTex = 1;
-	res.numTexReg += 1;
-	return res;
+   Resources res;
+
+   S32 featureIndex = 0, firstOrmMapIndex = 0;
+   for (int idx = 0; idx < fd.features.getCount(); ++idx) {
+      const FeatureType& type = fd.features.getAt(idx, &featureIndex);
+      if (type == MFT_TerrainORMMap) {
+         firstOrmMapIndex = getMin(firstOrmMapIndex, featureIndex);
+      }
+   }
+
+   // We only need to process normals during the deferred.
+   if (getProcessIndex() == firstOrmMapIndex)
+   {
+      res.numTexReg = 1;
+      res.numTex = 1;
+   }
+   return res;
 }
 
 
@@ -1321,9 +1246,11 @@ U32 TerrainBlankInfoMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd)
 void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
    const MaterialFeatureData &fd)
 {
+   S32 compositeIndex = getProcessIndex();
+
    // search for material var
    Var *material;
-   OutputTarget targ = RenderTarget1;
+   OutputTarget targ = DefaultTarget;
    if (fd.features[MFT_isDeferred])
    {
       targ = RenderTarget2;
@@ -1340,7 +1267,373 @@ void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &component
       material->setStructName("OUT");
    }
 
-   meta->addStatement(new GenOp("   @ = vec4(0.0,1.0,1.0,0.0);\r\n", material));
+   if (compositeIndex == 0)
+   {
+      meta->addStatement(new GenOp("   @ = vec4(0.0, 0.0, 0.0, 0.0);\r\n", material));
+   }
+
+   Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
+   AssertFatal(detailBlend, "The detail blend is missing!");
+
+   String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
+
+   meta->addStatement(new GenOp("   @.gba += vec3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
+
+   output = meta;
+}
+
+void TerrainHeightMapBlendGLSL::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 TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentList,
+                                           const MaterialFeatureData& fd)
+{
+
+   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
+
+   if (fd.features.hasFeature(MFT_isDeferred))
+      target = ShaderFeature::RenderTarget1;
+
+   Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
+
+   if (!outColor)
+      return;
+
+   MultiLine* meta = new MultiLine;
+
+   // Count the number of detail textures
+   int detailCount = 0;
+   while (true)
+   {
+      if (LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
+      {
+         break;
+      }
+
+      ++detailCount;
+   }
+
+   if (detailCount == 0)
+   {
+      return;
+   }
+
+   // Compute the "height" of each detail layer and store it detailHX
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+      Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
+      Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
+      if (!blendDepth)
+      {
+         blendDepth = new Var;
+         blendDepth->setType("float");
+         blendDepth->setName(String::ToString("blendDepth%d", idx));
+         blendDepth->uniform = true;
+         blendDepth->constSortPos = cspPrimitive;
+      }
+
+      Var* blendContrast = (Var*)LangElement::find(String::ToString("blendContrast%d", idx));
+      if (!blendContrast)
+      {
+         blendContrast = new Var;
+         blendContrast->setType("float");
+         blendContrast->setName(String::ToString("blendContrast%d", idx));
+         blendContrast->uniform = true;
+         blendContrast->constSortPos = cspPrimitive;
+      }
+
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      if (!detailH)
+      {
+         detailH = new Var;
+         detailH->setType("float");
+         detailH->setName(String::ToString("detailH%d", idx));
+
+         meta->addStatement(new GenOp("   @ = 0;\r\n",
+            new DecOp(detailH)));
+         meta->addStatement(new GenOp("   if (@ > 0.0f) {\r\n", detailBlend));
+         if (bumpNormal != NULL)
+         {
+            meta->addStatement(new GenOp("      @ = clamp(@.a + @, 0.0, 1.0);\r\n",
+               detailH, bumpNormal, blendDepth));
+         }
+         else
+         {
+            meta->addStatement(new GenOp("      @ = clamp(0.5 + @, 0.0, 1.0);\r\n",
+               detailH, blendDepth));
+         }
+
+         meta->addStatement(new GenOp("      @ = max((@ * 2.0f - 1.0f) * @ + 0.5f, 0.0f);\r\n",
+            detailH, detailH, blendContrast));
+
+         meta->addStatement(new GenOp("   }\r\n"));
+      }
+   }
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   // Compute blending factors
+   Var* depth = (Var*)LangElement::find("baseBlendDepth");
+   if (depth == NULL)
+   {
+      depth = new Var;
+      depth->setType("float");
+      depth->setName("baseBlendDepth");
+      depth->uniform = true;
+      depth->constSortPos = cspPrimitive;
+   }
+
+   Var* ma = (Var*)LangElement::find("ma");
+   if (ma == NULL)
+   {
+      ma = new Var;
+      ma->setType("float");
+      ma->setName("ma");
+      meta->addStatement(new GenOp("   @ = 0;\r\n",
+         new DecOp(ma)));
+   }
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+
+      meta->addStatement(new GenOp("   @ = max(@, @ + @);\r\n",
+         ma, ma, detailH, detailBlend));
+   }
+
+   meta->addStatement(new GenOp("   @ -= @;\r\n",
+      ma, depth));
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+      if (!detailB)
+      {
+         detailB = new Var;
+         detailB->setType("float");
+         detailB->setName(String::ToString("detailB%d", idx));
+
+         meta->addStatement(new GenOp("   @ = max(@ + @ - @, 0);\r\n",
+            new DecOp(detailB), detailH, detailBlend, ma));
+      }
+   }
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   // Compute albedo
+   meta->addStatement(new GenOp("   @.rgb = toGamma(@.rgb);\r\n",
+      outColor, outColor));
+
+   meta->addStatement(new GenOp("   @.rgb += (",
+      outColor));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+
+
+      if (idx > 0)
+      {
+         meta->addStatement(new GenOp(" + "));
+      }
+
+      meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
+   }
+
+   meta->addStatement(new GenOp(") / ("));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+
+      if (idx > 0)
+      {
+         meta->addStatement(new GenOp(" + "));
+      }
+
+      meta->addStatement(new GenOp("@", detailB));
+   }
+
+
+   meta->addStatement(new GenOp(");\r\n"));
+
+   meta->addStatement(new GenOp("   @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
+      outColor, outColor));
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   // Compute ORM
+   Var* ormOutput;
+   OutputTarget targ = DefaultTarget;
+   if (fd.features[MFT_isDeferred])
+   {
+      targ = RenderTarget2;
+   }
+   ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
+
+   meta->addStatement(new GenOp("   @.gba = (",
+      ormOutput));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+
+
+      if (idx > 0)
+      {
+         meta->addStatement(new GenOp(" + "));
+      }
+      if (matinfoCol)
+      {
+         meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
+      }
+      else
+      {
+         meta->addStatement(new GenOp("vec3(1.0, 1.0, 0.0) * @", detailB));
+      }
+   }
+
+   meta->addStatement(new GenOp(") / ("));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+
+      if (idx > 0)
+      {
+         meta->addStatement(new GenOp(" + "));
+      }
+
+      meta->addStatement(new GenOp("@", detailB));
+   }
+
+
+   meta->addStatement(new GenOp(");\r\n"));
+
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   // Compute normal-specific blending factors
+   // LukasPJ: I'm not sure why this is necessary, it might not be.
+   Var* normalMa = (Var*)LangElement::find("normalMa");
+   if (normalMa == NULL)
+   {
+      normalMa = new Var;
+      normalMa->setType("float");
+      normalMa->setName("normalMa");
+      meta->addStatement(new GenOp("   @ = 0;\r\n",
+         new DecOp(normalMa)));
+   }
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
+
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+
+      meta->addStatement(new GenOp("   @ = max(@, @ + min(@, @.w));\r\n",
+         normalMa, normalMa, detailH, detailBlend, detCoord));
+   }
+
+   meta->addStatement(new GenOp("   @ -= @;\r\n",
+      normalMa, depth));
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
+
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+      Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
+      if (!normalDetailB)
+      {
+         normalDetailB = new Var;
+         normalDetailB->setType("float");
+         normalDetailB->setName(String::ToString("normalDetailB%d", idx));
+
+         meta->addStatement(new GenOp("   @ = max(@ + min(@, @.w) - @, 0);\r\n",
+            new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
+      }
+   }
+
+   // Compute normals
+   Var* gbNormal = (Var*)LangElement::find("gbNormal");
+   if (!gbNormal)
+   {
+      gbNormal = new Var;
+      gbNormal->setName("gbNormal");
+      gbNormal->setType("vec3");
+      meta->addStatement(new GenOp("   @;\r\n", new DecOp(gbNormal)));
+   }
+
+   if (gbNormal != NULL)
+   {
+      meta->addStatement(new GenOp("   @ = (",
+         gbNormal));
+
+      for (S32 idx = 0; idx < detailCount; ++idx)
+      {
+         Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
+         Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
+         Var* viewToTangent = getInViewToTangent(componentList);
+
+
+         if (idx > 0)
+         {
+            meta->addStatement(new GenOp(" + "));
+         }
+
+         if (bumpNormal != NULL)
+         {
+            meta->addStatement(new GenOp("tMul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
+         }
+         else
+         {
+            meta->addStatement(new GenOp("tGetMatrix3Row(@, 2) * @", viewToTangent, normalDetailB));
+         }
+      }
+
+      meta->addStatement(new GenOp(") / ("));
+
+      for (S32 idx = 0; idx < detailCount; ++idx)
+      {
+         Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
+
+         if (idx > 0)
+         {
+            meta->addStatement(new GenOp(" + "));
+         }
+
+         meta->addStatement(new GenOp("@", normalDetailB));
+      }
+
+
+      meta->addStatement(new GenOp(");\r\n"));
+   }
+
 
    output = meta;
 }

+ 16 - 14
Engine/source/terrain/glsl/terrFeatureGLSL.h

@@ -44,9 +44,9 @@ public:
    
    Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
 
-   Var* _getNormalMapTex();
-
-   Var* _getORMConfigMapTex();
+   Var* _getDetailMapSampler();
+   Var* _getNormalMapSampler();
+   Var* _getOrmMapSampler();
 
    static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
    
@@ -151,17 +151,6 @@ public:
    virtual String getName() { return "Terrain Lightmap Texture"; }
 };
 
-
-class TerrainAdditiveFeatGLSL : public TerrainFeatGLSL
-{
-public:
-
-   virtual void processPix( Vector<ShaderComponent*> &componentList, 
-                            const MaterialFeatureData &fd );
-
-   virtual String getName() { return "Terrain Additive"; }
-};
-
 class TerrainORMMapFeatGLSL : public TerrainFeatGLSL
 {
 public:
@@ -189,4 +178,17 @@ public:
    virtual String getName() { return "Blank Matinfo map"; }
 };
 
+class TerrainHeightMapBlendGLSL : public TerrainFeatGLSL
+{
+public:
+
+   virtual void processVert(Vector<ShaderComponent*>& componentList,
+      const MaterialFeatureData& fd);
+
+   virtual void processPix(Vector<ShaderComponent*>& componentList,
+      const MaterialFeatureData& fd);
+
+   virtual String getName() { return "Terrain Heightmap Blend"; }
+};
+
 #endif // _TERRFEATUREGLSL_H_

+ 685 - 329
Engine/source/terrain/hlsl/terrFeatureHLSL.cpp

@@ -30,6 +30,7 @@
 #include "gfx/gfxDevice.h"
 #include "shaderGen/langElement.h"
 #include "shaderGen/shaderOp.h"
+#include "shaderGen/featureType.h"
 #include "shaderGen/featureMgr.h"
 #include "shaderGen/shaderGen.h"
 #include "core/module.h"
@@ -48,7 +49,7 @@ namespace
       FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
       FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
       FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
-      FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );  
+      FEATUREMGR->registerFeature( MFT_TerrainHeightBlend, new TerrainHeightMapBlendHLSL );
       FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatHLSL );
       FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
    }
@@ -123,56 +124,131 @@ Var* TerrainFeatHLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList
    return inDet;
 }
 
-Var* TerrainFeatHLSL::_getNormalMapTex()
+Var* TerrainFeatHLSL::_getDetailMapSampler()
 {
-   String name(String::ToString("normalMap%d", getProcessIndex()));
-   Var *normalMap = (Var*)LangElement::find(name);
+   String name("detailMapSampler");
+   Var* detailMapSampler = (Var*)LangElement::find(name);
 
-   if (!normalMap)
+   if(!detailMapSampler)
    {
-      normalMap = new Var;
-      normalMap->setType("SamplerState");
-      normalMap->setName(name);
-      normalMap->uniform = true;
-      normalMap->sampler = true;
-      normalMap->constNum = Var::getTexUnitNum();
+      detailMapSampler = new Var;
+      detailMapSampler->setName(name);
+      detailMapSampler->setType("SamplerState");
+      detailMapSampler->uniform = true;
+      detailMapSampler->sampler = true;
+      detailMapSampler->constNum = Var::getTexUnitNum();
    }
 
-   return normalMap;
+   return detailMapSampler;
 }
 
-Var* TerrainFeatHLSL::_getORMConfigMapTex()
+Var* TerrainFeatHLSL::_getDetailMapArray()
 {
-   String name(String::ToString("ormConfigMap%d", getProcessIndex()));
-   Var *ormConfigMap = (Var*)LangElement::find(name);
+   String name("detailMapArray");
+   Var* detailMapArray = (Var*)LangElement::find(name);
 
-   if (!ormConfigMap)
+   if(!detailMapArray)
    {
-      ormConfigMap = new Var;
-      ormConfigMap->setType("SamplerState");
-      ormConfigMap->setName(name);
-      ormConfigMap->uniform = true;
-      ormConfigMap->sampler = true;
-      ormConfigMap->constNum = Var::getTexUnitNum();
+      detailMapArray = new Var;
+      detailMapArray->setName(name);
+      detailMapArray->setType("Texture2DArray");
+      detailMapArray->uniform = true;
+      detailMapArray->texture = true;
+      detailMapArray->constNum = _getDetailMapSampler()->constNum;
    }
 
-   return ormConfigMap;
+   return detailMapArray;
+}
+
+Var* TerrainFeatHLSL::_getNormalMapSampler()
+{
+   String name("normalMapSampler");
+   Var* normalMapSampler = (Var*)LangElement::find(name);
+
+   if (!normalMapSampler)
+   {
+      normalMapSampler = new Var;
+      normalMapSampler->setName(name);
+      normalMapSampler->setType("SamplerState");
+      normalMapSampler->uniform = true;
+      normalMapSampler->sampler = true;
+      normalMapSampler->constNum = Var::getTexUnitNum();
+   }
+
+   return normalMapSampler;
+}
+
+Var* TerrainFeatHLSL::_getNormalMapArray()
+{
+   String name("normalMapArray");
+   Var* normalMapArray = (Var*)LangElement::find(name);
+
+   if (!normalMapArray)
+   {
+      normalMapArray = new Var;
+      normalMapArray->setName(name);
+      normalMapArray->setType("Texture2DArray");
+      normalMapArray->uniform = true;
+      normalMapArray->texture = true;
+      normalMapArray->constNum = _getNormalMapSampler()->constNum;
+   }
+
+   return normalMapArray;
+}
+
+Var* TerrainFeatHLSL::_getOrmMapSampler()
+{
+   String name("ormMapSampler");
+   Var* ormMapSampler = (Var*)LangElement::find(name);
+
+   if (!ormMapSampler)
+   {
+      ormMapSampler = new Var;
+      ormMapSampler->setName(name);
+      ormMapSampler->setType("SamplerState");
+      ormMapSampler->uniform = true;
+      ormMapSampler->sampler = true;
+      ormMapSampler->constNum = Var::getTexUnitNum();
+   }
+
+   return ormMapSampler;
+}
+
+Var* TerrainFeatHLSL::_getOrmMapArray()
+{
+   String name("ormMapArray");
+   Var* ormMapArray = (Var*)LangElement::find(name);
+
+   if (!ormMapArray)
+   {
+      ormMapArray = new Var;
+      ormMapArray->setName(name);
+      ormMapArray->setType("Texture2DArray");
+      ormMapArray->uniform = true;
+      ormMapArray->texture = true;
+      ormMapArray->constNum = _getOrmMapSampler()->constNum;
+   }
+
+   return ormMapArray;
 }
 
 Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
 {
-   String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
+   String name( String::ToString( "detailIdStrengthParallax", getProcessIndex() ) );
 
    Var *detailInfo = (Var*)LangElement::find( name );
    if ( !detailInfo )
    {
       detailInfo = new Var;
-      detailInfo->setType( "float3" );
+      detailInfo->setType( "float4" );
       detailInfo->setName( name );
       detailInfo->uniform = true;
       detailInfo->constSortPos = cspPotentialPrimitive;
+      detailInfo->arraySize = getProcessIndex();
    }
 
+   detailInfo->arraySize = mMax(detailInfo->arraySize, getProcessIndex() + 1);
+
    return detailInfo;
 }
 
@@ -297,6 +373,26 @@ void TerrainBaseMapFeatHLSL::processPix(  Vector<ShaderComponent*> &componentLis
    }
 
    meta->addStatement( new GenOp( "   @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
+
+   if (fd.features[MFT_isDeferred])
+   {
+      // Set base ORM info
+      Var* ormConfig;
+      OutputTarget targ = RenderTarget1;
+      targ = RenderTarget2;
+      ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
+      if (!ormConfig)
+      {
+         // create color var
+         ormConfig = new Var;
+         ormConfig->setType("fragout");
+         ormConfig->setName(getOutputTargetVarName(targ));
+         ormConfig->setStructName("OUT");
+      }
+
+      meta->addStatement(new GenOp("   @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
+   }
+
    output = meta;
 }
 
@@ -311,7 +407,7 @@ ShaderFeature::Resources TerrainBaseMapFeatHLSL::getResources( const MaterialFea
 
 U32 TerrainBaseMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
 {
-   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
+   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
 }
 
 TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
@@ -383,11 +479,17 @@ void TerrainDetailMapFeatHLSL::processVert(  Vector<ShaderComponent*> &component
    outTex->setType( "float4" );
 
    // Get the detail scale and fade info.
-   Var *detScaleAndFade = new Var;
-   detScaleAndFade->setType( "float4" );
-   detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
-   detScaleAndFade->uniform = true;
-   detScaleAndFade->constSortPos = cspPotentialPrimitive;
+   Var* detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
+   if (detScaleAndFade == NULL)
+   {
+      detScaleAndFade = new Var;
+      detScaleAndFade->setType("float4");
+      detScaleAndFade->setName("detailScaleAndFade");
+      detScaleAndFade->uniform = true;
+      detScaleAndFade->constSortPos = cspPotentialPrimitive;
+   }
+
+   detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
 
    // Setup the detail coord.
    //
@@ -398,11 +500,11 @@ void TerrainDetailMapFeatHLSL::processVert(  Vector<ShaderComponent*> &component
    //
    // See TerrainBaseMapFeatHLSL::processVert().
    //
-   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
+   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
 
    // And sneak the detail fade thru the w detailCoord.
    meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
-                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   
+                                    outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)) );
 
    output = meta;
 }
@@ -485,143 +587,97 @@ void TerrainDetailMapFeatHLSL::processPix(   Vector<ShaderComponent*> &component
 
    // 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->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));
+                                    new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
 
    // If we had a parallax feature... then factor in the parallax
    // amount so that it fades out with the layer blending.
    if (fd.features.hasFeature(MFT_TerrainParallaxMap, detailIndex))
    {
-      // Get the rest of our inputs.
-      Var *normalMap = _getNormalMapTex();
-
-      String name(String::ToString("normalMapTex%d", getProcessIndex()));
-      Var *normalMapTex = (Var*)LangElement::find(name);
-
-      if (!normalMapTex)
-      {
-         normalMapTex = new Var;
-         normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
-         normalMapTex->setType("Texture2D");
-         normalMapTex->uniform = true;
-         normalMapTex->texture = true;
-         normalMapTex->constNum = normalMap->constNum;
-      }
+      Var* normalMapArray = _getNormalMapArray();
+      Var* normalMapSampler = _getNormalMapSampler();
 
       // Call the library function to do the rest.
       if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
       {
-         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @.z * @ );\r\n",
-            inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
+         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnmTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
+            inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
       }
       else
       {
-         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @, @.xy, @, @.z * @ );\r\n",
-            inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
+         meta->addStatement(new GenOp("   @.xy += parallaxOffsetTexArray( @, @, float3(@.xy, @.x), @, @.z * @ );\r\n",
+            inDet, normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
       }
      
    }
-   
-   // Check to see if we have a gbuffer normal.
-   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
-   // If we have a gbuffer normal and we don't have a
-   // normal map feature then we need to lerp in a
-   // default normal else the normals below this layer
-   // will show thru.
-   if (gbNormal &&
-      !fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
-   {
-      Var *viewToTangent = getInViewToTangent(componentList);
 
-      meta->addStatement(new GenOp("   @ = lerp( @, @[2], min( @, @.w ) );\r\n",
-         gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
-   }
-
-   Var *detailColor = (Var*)LangElement::find( "detailColor" ); 
+   Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
    if ( !detailColor )
    {
       detailColor = new Var;
       detailColor->setType( "float4" );
-      detailColor->setName( "detailColor" );
+      detailColor->setName( String::ToString("detailColor%d", detailIndex) );
       meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
    }
 
-   // Get the detail texture.
-   Var *detailMap = new Var;
-   detailMap->setType( "SamplerState" );
-   detailMap->setName( String::ToString( "detailMap%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.
-   //
-
    //Sampled detail texture that is not expanded
-   Var* detailTex = new Var;
-   detailTex->setName(String::ToString("detailTex%d", detailIndex));
-   detailTex->setType("Texture2D");
-   detailTex->uniform = true;
-   detailTex->texture = true;
-   detailTex->constNum = detailMap->constNum;
+   Var* detailMapArray = _getDetailMapArray();
+   Var* detailMapSampler = _getDetailMapSampler();
 
    if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
    {
-
-      meta->addStatement(new GenOp("      @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
-         detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
+      meta->addStatement(new GenOp("   @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
+         detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
    }
    else
    {
-      meta->addStatement(new GenOp("      @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
-         detailColor, detailTex, detailMap, inDet));
+      meta->addStatement(new GenOp("   @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
+         detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
    }
 
-   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
-                                    detailColor, detailInfo, inDet ) );
+   meta->addStatement(new GenOp("   @ *= @.y * @.w;\r\n",
+      detailColor, new IndexOp(detailInfo, detailIndex), inDet));
 
-   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
+   {
+      // Check to see if we have a gbuffer normal.
+      Var* gbNormal = (Var*)LangElement::find("gbNormal");
+
+      // If we have a gbuffer normal and we don't have a
+      // normal map feature then we need to lerp in a
+      // default normal else the normals below this layer
+      // will show thru.
+      if (gbNormal &&
+         !fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
+      {
+         Var* viewToTangent = getInViewToTangent(componentList);
 
-   if (fd.features.hasFeature(MFT_isDeferred))
-      target= ShaderFeature::RenderTarget1;
+         meta->addStatement(new GenOp("   @ = lerp( @, @[2], min( @, @.w ) );\r\n",
+            gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
+      }
 
-   Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
+      // 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("      @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
+      meta->addStatement(new GenOp("   {\r\n"));
 
-   meta->addStatement( new GenOp( "      @ += @ * @;\r\n",
-                                    outColor, detailColor, detailBlend));
+      ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
 
-   meta->addStatement(new GenOp("      @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
+      if (fd.features.hasFeature(MFT_isDeferred))
+         target = ShaderFeature::RenderTarget1;
 
-   meta->addStatement( new GenOp( "   }\r\n" ) );
+      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;
 }
@@ -635,25 +691,12 @@ ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialF
       // If this is the first detail pass then we 
       // samples from the layer tex.
       res.numTex += 1;
+      res.numTexReg += 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() ) )
+      // Add Detail TextureArray
       res.numTex += 1;
-
-   // Finally we always send the detail texture 
-   // coord to the pixel shader.
-   res.numTexReg += 1;
+      res.numTexReg += 1;
+   }
 
    return res;
 }
@@ -714,18 +757,24 @@ void TerrainMacroMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentL
    outTex->setType( "float4" );
 
    // Get the detail scale and fade info.
-   Var *detScaleAndFade = new Var;
-   detScaleAndFade->setType( "float4" );
-   detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
-   detScaleAndFade->uniform = true;
-   detScaleAndFade->constSortPos = cspPotentialPrimitive;
+   Var* macroScaleAndFade = (Var*)LangElement::find("macroScaleAndFade");
+   if (macroScaleAndFade == NULL)
+   {
+      macroScaleAndFade = new Var;
+      macroScaleAndFade->setType("float4");
+      macroScaleAndFade->setName("macroScaleAndFade");
+      macroScaleAndFade->uniform = true;
+      macroScaleAndFade->constSortPos = cspPotentialPrimitive;
+   }
+
+   macroScaleAndFade->arraySize = mMax(macroScaleAndFade->arraySize, detailIndex + 1);
 
    // Setup the detail coord.
-   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
+   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(macroScaleAndFade, detailIndex)) );
 
    // And sneak the detail fade thru the w detailCoord.
    meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
-                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   
+                                    outTex, new IndexOp(macroScaleAndFade, detailIndex), dist, new IndexOp(macroScaleAndFade, detailIndex)) );
 
    output = meta;
 }
@@ -809,20 +858,7 @@ void TerrainMacroMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentL
 
    // 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->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));
+                                    new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
    
    // Check to see if we have a gbuffer normal.
    Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
@@ -849,22 +885,6 @@ void TerrainMacroMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentL
       meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
    }
 
-   // Get the detail texture.
-   Var *detailMap = new Var;
-   detailMap->setType( "SamplerState" );
-   detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
-   detailMap->uniform = true;
-   detailMap->sampler = true;
-   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here
-
-   //Create texture object for directx 11
-   Var *detailTex = new Var;
-   detailTex->setName(String::ToString("macroMapTex%d", detailIndex));
-   detailTex->setType("Texture2D");
-   detailTex->uniform = true;
-   detailTex->texture = true;
-   detailTex->constNum = detailMap->constNum;
-
    // If we're using SM 3.0 then take advantage of 
    // dynamic branching to skip layers per-pixel.
    if ( GFX->getPixelShaderVersion() >= 3.0f )
@@ -872,6 +892,9 @@ void TerrainMacroMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentL
 
    meta->addStatement( new GenOp( "   {\r\n" ) );
 
+   Var* detailMapArray = _getDetailMapArray();
+   Var* detailMapSampler = _getDetailMapSampler();
+
    // Note that we're doing the standard greyscale detail 
    // map technique here which can darken and lighten the 
    // diffuse texture.
@@ -881,17 +904,17 @@ void TerrainMacroMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentL
    //
    if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
    {
-      meta->addStatement(new GenOp("      @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
-         detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
+      meta->addStatement(new GenOp("   @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
+         detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
    }
    else
    {
-      meta->addStatement(new GenOp("      @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
-         detailColor, detailTex, detailMap, inDet));
+      meta->addStatement(new GenOp("   @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
+         detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
    }
 
-   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
-                                    detailColor, detailInfo, inDet ) );
+   meta->addStatement( new GenOp( "   @ *= @.y * @.w;\r\n",
+                                    detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
 
    ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
 
@@ -946,9 +969,12 @@ void TerrainNormalMapFeatHLSL::processVert(  Vector<ShaderComponent*> &component
 
    MultiLine *meta = new MultiLine;
 
-   // Make sure the world to tangent transform
-   // is created and available for the pixel shader.
-   getOutViewToTangent( componentList, meta, fd );
+   if ( !fd.features.hasFeature(MFT_TerrainHeightBlend) )
+   {
+      // Make sure the world to tangent transform
+      // is created and available for the pixel shader.
+      getOutViewToTangent(componentList, meta, fd);
+   }
 
    output = meta;
 }
@@ -962,93 +988,71 @@ void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &component
 
    MultiLine *meta = new MultiLine;
 
-   Var *viewToTangent = getInViewToTangent( componentList );
-
-   // This var is read from GBufferConditionerHLSL and 
-   // used in the deferred output.
-   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
-   if ( !gbNormal )
-   {
-      gbNormal = new Var;
-      gbNormal->setName( "gbNormal" );
-      gbNormal->setType( "float3" );
-      meta->addStatement( new GenOp( "   @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
-   }
-
    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" );
+   Var* inDet = _getInDetailCoord(componentList);
+   Var* inTex = getVertTexCoord("texCoord");
+   Var* detailInfo = _getDetailIdStrengthParallax();
 
    // Sample the normal map.
    //
    // We take two normal samples and lerp between them for
    // side projection layers... else a single sample.
-   LangElement *texOp;
-   
-   String name(String::ToString("normalMapTex%d", getProcessIndex()));
-   Var *normalMapTex = (Var*)LangElement::find(name);
-   if (!normalMapTex)
-   {
-      normalMapTex = new Var;
-      normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
-      normalMapTex->setType("Texture2D");
-      normalMapTex->uniform = true;
-      normalMapTex->texture = true;
-      normalMapTex->constNum = normalMap->constNum;
-   }
+   LangElement* texOp;
+
+   Var* normalMapSampler = _getNormalMapSampler();
+   Var* normalMapArray = _getNormalMapArray();
 
    if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
    {
-      texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
-         normalMapTex, normalMap, inDet, normalMapTex, normalMap, inDet, inTex);
+      texOp = new GenOp("lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z )",
+         normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex), normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex), inTex);
    }
    else
-      texOp = new GenOp("@.Sample(@, @.xy)", normalMapTex, normalMap, inDet);
+      texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex));
 
    // create bump normal
-   Var *bumpNorm = new Var;
-   bumpNorm->setName( "bumpNormal" );
-   bumpNorm->setType( "float4" );
+   Var* bumpNorm = new Var;
+   bumpNorm->setName(String::ToString("bumpNormal%d", normalIndex));
+   bumpNorm->setType("float4");
 
-   LangElement *bumpNormDecl = new DecOp( bumpNorm );
-   meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
+   LangElement* bumpNormDecl = new DecOp(bumpNorm);
+   meta->addStatement(expandNormalMap(texOp, bumpNormDecl, bumpNorm, fd));
 
-   // 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.
-   Var* blendTotal = (Var*)LangElement::find("blendTotal");
-   if (blendTotal)
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
    {
-      if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
-         meta->addStatement(new GenOp("   if ( @ > 0.0001f ){\r\n\r\n", blendTotal));
-   }
+      Var* viewToTangent = getInViewToTangent(componentList);
+
+      // This var is read from GBufferConditionerHLSL and 
+      // used in the deferred output.
+      Var* gbNormal = (Var*)LangElement::find("gbNormal");
+      if (!gbNormal)
+      {
+         gbNormal = new Var;
+         gbNormal->setName("gbNormal");
+         gbNormal->setType("float3");
+         meta->addStatement(new GenOp("   @ = @[2];\r\n", new DecOp(gbNormal), viewToTangent));
+      }
+
+      // If we're using SM 3.0 then take advantage of 
+      // dynamic branching to skip layers per-pixel.
+      if (GFX->getPixelShaderVersion() >= 3.0f)
+         meta->addStatement(new GenOp("   if ( @ > 0.0f )\r\n", detailBlend));
+
+      meta->addStatement(new GenOp("   {\r\n"));
+
       // Normalize is done later... 
       // Note: The reverse mul order is intentional. Affine matrix.
-      meta->addStatement( new GenOp( "      @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n", 
-            gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
+      meta->addStatement(new GenOp("      @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
+         gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
 
-   if (blendTotal)
-   {
-      if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
-         meta->addStatement(new GenOp("   }\r\n"));
+      // End the conditional block.
+      meta->addStatement(new GenOp("   }\r\n"));
    }
-   // End the conditional block.
-   meta->addStatement( new GenOp( "   }\r\n" ) );
    
    output = meta;
 }
@@ -1056,14 +1060,27 @@ void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &component
 ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialFeatureData &fd )
 {
    Resources res;
-   
-   // 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;
+
+   if (!fd.features.hasFeature(MFT_DeferredConditioner))
+   {
+      return  res;
+   }
+
+   S32 featureIndex = 0, firstNormalMapIndex = 0;
+   for (int idx = 0; idx < fd.features.getCount(); ++idx) {
+      const FeatureType &type = fd.features.getAt(idx, &featureIndex);
+     if (type == MFT_TerrainNormalMap) {
+        firstNormalMapIndex = getMin(firstNormalMapIndex, featureIndex);
+     }
+   }
+
+   // We only need to process normals during the deferred.
+   if (getProcessIndex() == firstNormalMapIndex)
+   {
+      res.numTexReg += 1;
+      res.numTex += 1;
+   }
+
    return res;
 }
 
@@ -1116,35 +1133,6 @@ ShaderFeature::Resources TerrainLightMapFeatHLSL::getResources( const MaterialFe
    return res;
 }
 
-void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentList, 
-                                          const MaterialFeatureData &fd )
-{
-   Var *color = NULL;
-   Var* norm = NULL;
-   if (fd.features[MFT_isDeferred])
-   {
-       color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
-       norm = (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 (fd.features[MFT_isDeferred])
-   {
-      meta->addStatement(new GenOp("   @.a = @;\r\n", norm, blendTotal));
-   }
-
-   output = meta;
-}
-
 //standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO), 
 //.b = specular strength, a= spec power. 
 
@@ -1211,15 +1199,18 @@ void TerrainORMMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
       outTex->setType("float4");
    }
    // Get the detail scale and fade info.
-   Var *detScaleAndFade = (Var*)LangElement::find(String::ToString("detailScaleAndFade%d", detailIndex));
+   Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
    if (detScaleAndFade == NULL)
    {
+      detScaleAndFade = new Var;
       detScaleAndFade->setType("float4");
-      detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
+      detScaleAndFade->setName("detailScaleAndFade");
       detScaleAndFade->uniform = true;
       detScaleAndFade->constSortPos = cspPotentialPrimitive;
    }
 
+   detScaleAndFade->arraySize = mMax(detScaleAndFade->arraySize, detailIndex + 1);
+
    // Setup the detail coord.
    //
    // NOTE: You see here we scale the texture coord by 'xyx'
@@ -1229,11 +1220,11 @@ void TerrainORMMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
    //
    // See TerrainBaseMapFeatHLSL::processVert().
    //
-   meta->addStatement(new GenOp("   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade));
+   meta->addStatement(new GenOp("   @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex)));
 
    // And sneak the detail fade thru the w detailCoord.
    meta->addStatement(new GenOp("   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
-      outTex, detScaleAndFade, dist, detScaleAndFade));
+      outTex, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
 
    output = meta;
 }
@@ -1249,36 +1240,28 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
    /// Get the texture coord.
    Var *inDet = _getInDetailCoord(componentList);
    Var *inTex = getVertTexCoord("texCoord");
+   Var* detailInfo = _getDetailIdStrengthParallax();
 
    const S32 compositeIndex = getProcessIndex();
-   Var *ormConfigMap = _getORMConfigMapTex();
    // Sample the normal map.
    //
    // We take two normal samples and lerp between them for
    // side projection layers... else a single sample.
    LangElement *texOp;
-   String name(String::ToString("ormConfigMapTex%d", getProcessIndex()));
-   Var *ormConfigMapTex = (Var*)LangElement::find(name);
-   if (!ormConfigMapTex)
-   {
-      ormConfigMapTex = new Var;
-      ormConfigMapTex->setName(String::ToString("ormConfigMapTex%d", getProcessIndex()));
-      ormConfigMapTex->setType("Texture2D");
-      ormConfigMapTex->uniform = true;
-      ormConfigMapTex->texture = true;
-      ormConfigMapTex->constNum = ormConfigMap->constNum;
-   }
+
+   Var* ormMapArray = _getOrmMapArray();
+   Var* ormMapSampler = _getOrmMapSampler();
    if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
    {
-      texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
-         ormConfigMapTex, ormConfigMap, inDet, ormConfigMapTex, ormConfigMap, inDet, inTex);
+      texOp = new GenOp("lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z )",
+         ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex), ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex), inTex);
    }
    else
-      texOp = new GenOp("@.Sample(@, @.xy)", ormConfigMapTex, ormConfigMap, inDet);
+      texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex));
 
    // search for material var
    Var * ormConfig;
-   OutputTarget targ = DefaultTarget;
+   OutputTarget targ = RenderTarget1;
    if (fd.features[MFT_isDeferred])
    {
       targ = RenderTarget2;
@@ -1300,22 +1283,24 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
 
    String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
    Var *matinfoCol = new Var(matinfoName, "float3");
-   
-   Var *priorComp = (Var*)LangElement::find(String::ToString("matinfoCol%d", compositeIndex - 1));
-   if (priorComp)
+
+   if (compositeIndex == 0)
    {
-      meta->addStatement(new GenOp("   @ = @.rgb*@;\r\n", new DecOp(matinfoCol), texOp, detailBlend));
-      meta->addStatement(new GenOp("   @.gba += @;\r\n", ormConfig, matinfoCol));
+      meta->addStatement(new GenOp("   @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
    }
-   else
+
+   meta->addStatement(new GenOp("   @ = @.rgb;\r\n", new DecOp(matinfoCol), texOp));
+
+   if (fd.features.hasFeature(MFT_InvertRoughness, compositeIndex))
    {
-      meta->addStatement(new GenOp("   @ = lerp(float3(1.0,1.0,0.0),@.rgb,@);\r\n", new DecOp(matinfoCol), texOp, detailBlend));
-      meta->addStatement(new GenOp("   @ = float4(0.0,@);\r\n", ormConfig, matinfoCol));
+      meta->addStatement(new GenOp("   @.b = 1.0 - @.b;\r\n", matinfoCol, matinfoCol));
    }
 
-   if (fd.features[MFT_InvertRoughness])
+   meta->addStatement(new GenOp("   @ = lerp(float3(1.0, 1.0, 0.0), @, @.y * @.w);\r\n", matinfoCol, matinfoCol, new IndexOp(detailInfo, compositeIndex), inDet));
+
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
    {
-      meta->addStatement(new GenOp("   @.b = [email protected];\r\n", ormConfig, ormConfig));
+      meta->addStatement(new GenOp("   @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
    }
 
    output = meta;
@@ -1331,20 +1316,22 @@ ShaderFeature::Resources TerrainORMMapFeatHLSL::getResources(const MaterialFeatu
 // reminder, the matinfo buffer is flags, smooth, ao, metal
 U32 TerrainBlankInfoMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
 {
-   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
+   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
 }
 
 void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
    const MaterialFeatureData &fd)
 {
+   S32 compositeIndex = getProcessIndex();
+
    // search for material var
    Var *material;
-   OutputTarget targ = DefaultTarget;
+   OutputTarget ormConfig = RenderTarget1;
    if (fd.features[MFT_isDeferred])
    {
-      targ = RenderTarget2;
+      ormConfig = RenderTarget2;
    }
-   material = (Var*)LangElement::find(getOutputTargetVarName(targ));
+   material = (Var*)LangElement::find(getOutputTargetVarName(ormConfig));
 
    MultiLine * meta = new MultiLine;
    if (!material)
@@ -1352,11 +1339,380 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
       // create color var
       material = new Var;
       material->setType("fragout");
-      material->setName(getOutputTargetVarName(targ));
+      material->setName(getOutputTargetVarName(ormConfig));
       material->setStructName("OUT");
    }
 
-   meta->addStatement(new GenOp("   @ = float4(0.0,1.0,1.0,0.0);\r\n", material));
+   if (compositeIndex == 0)
+   {
+      meta->addStatement(new GenOp("   @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", material));
+   }
+
+   Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
+   AssertFatal(detailBlend, "The detail blend is missing!");
+
+   String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
+
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
+   {
+      meta->addStatement(new GenOp("   @.gba += float3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
+   }
+
+   output = meta;
+}
+
+void TerrainHeightMapBlendHLSL::processVert(Vector<ShaderComponent*>& componentList,
+   const MaterialFeatureData& fd)
+{
+   // We only need to process normals during the deferred.
+   if (!fd.features.hasFeature(MFT_DeferredConditioner))
+      return;
+
+   MultiLine* meta = new MultiLine;
+
+   // Make sure the world to tangent transform
+   // is created and available for the pixel shader.
+   getOutViewToTangent(componentList, meta, fd);
+
+   output = meta;
+}
+
+void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentList,
+   const MaterialFeatureData& fd)
+{
+
+   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
+
+   if (fd.features.hasFeature(MFT_isDeferred))
+      target = ShaderFeature::RenderTarget1;
+
+   Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
+
+   if (!outColor)
+      return;
+
+   MultiLine* meta = new MultiLine;
+
+   // Count number of detail layers
+   int detailCount = 0;
+   while (true)
+   {
+      if(LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
+      {
+         break;
+      }
+
+      ++detailCount;
+   }
+
+   if ( detailCount == 0 )
+   {
+      return;
+   }
+
+   // Compute blend factors
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+      Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
+      Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
+      if (!blendDepth)
+      {
+         blendDepth = new Var;
+         blendDepth->setType("float");
+         blendDepth->setName(String::ToString("blendDepth%d", idx));
+         blendDepth->uniform = true;
+         blendDepth->constSortPos = cspPrimitive;
+      }
+
+      Var* blendContrast = (Var*)LangElement::find(String::ToString("blendContrast%d", idx));
+      if (!blendContrast)
+      {
+         blendContrast = new Var;
+         blendContrast->setType("float");
+         blendContrast->setName(String::ToString("blendContrast%d", idx));
+         blendContrast->uniform = true;
+         blendContrast->constSortPos = cspPrimitive;
+      }
+
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      if (!detailH)
+      {
+         detailH = new Var;
+         detailH->setType("float");
+         detailH->setName(String::ToString("detailH%d", idx));
+
+         meta->addStatement(new GenOp("   @ = 0;\r\n",
+            new DecOp(detailH)));
+         meta->addStatement(new GenOp("   if (@ > 0.0f) {\r\n", detailBlend));
+         if (bumpNormal != NULL)
+         {
+            meta->addStatement(new GenOp("      @ = clamp(@.a + @, 0.0, 1.0);\r\n",
+               detailH, bumpNormal, blendDepth));
+         }
+         else
+         {
+            meta->addStatement(new GenOp("      @ = clamp(0.5 + @, 0.0, 1.0);\r\n",
+               detailH, blendDepth));
+         }
+
+         meta->addStatement(new GenOp("      @ = max((@ * 2.0f - 1.0f) * @ + 0.5f, 0.0f);\r\n",
+            detailH, detailH, blendContrast));
+
+         meta->addStatement(new GenOp("   }\r\n"));
+      }
+   }
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   Var* depth = (Var*)LangElement::find("baseBlendDepth");
+   if (depth == NULL)
+   {
+      depth = new Var;
+      depth->setType("float");
+      depth->setName("baseBlendDepth");
+      depth->uniform = true;
+      depth->constSortPos = cspPrimitive;
+   }
+
+   Var* ma = (Var*)LangElement::find("ma");
+   if (ma == NULL)
+   {
+      ma = new Var;
+      ma->setType("float");
+      ma->setName("ma");
+      meta->addStatement(new GenOp("   @ = 0;\r\n",
+         new DecOp(ma)));
+   }
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+
+      meta->addStatement(new GenOp("   @ = max(@, @ + @);\r\n",
+         ma, ma, detailH, detailBlend));
+   }
+
+   meta->addStatement(new GenOp("   @ -= @;\r\n",
+      ma, depth));
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+      if (!detailB)
+      {
+         detailB = new Var;
+         detailB->setType("float");
+         detailB->setName(String::ToString("detailB%d", idx));
+
+         meta->addStatement(new GenOp("   @ = max(@ + @ - @, 0);\r\n",
+            new DecOp(detailB), detailH, detailBlend, ma));
+      }
+   }
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   // Compute albedo
+   meta->addStatement(new GenOp("   @.rgb = toGamma(@.rgb);\r\n",
+      outColor, outColor));
+
+   meta->addStatement(new GenOp("   @.rgb += (",
+      outColor));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+
+
+      if (idx > 0)
+      {
+         meta->addStatement(new GenOp(" + "));
+      }
+
+      meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
+   }
+
+   meta->addStatement(new GenOp(") / ("));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+
+      if (idx > 0)
+      {
+         meta->addStatement(new GenOp(" + "));
+      }
+
+      meta->addStatement(new GenOp("@", detailB));
+   }
+
+
+   meta->addStatement(new GenOp(");\r\n"));
+
+   meta->addStatement(new GenOp("   @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
+      outColor, outColor));
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   // Compute ORM
+   Var* ormOutput;
+   OutputTarget targ = DefaultTarget;
+   if (fd.features[MFT_isDeferred])
+   {
+      targ = RenderTarget2;
+   }
+   ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
+
+   meta->addStatement(new GenOp("   @.gba = (",
+      ormOutput));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+
+
+      if (idx > 0)
+      {
+         meta->addStatement(new GenOp(" + "));
+      }
+      if (matinfoCol)
+      {
+         meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
+      }
+      else
+      {
+         meta->addStatement(new GenOp("float3(1.0, 1.0, 0.0) * @", detailB));
+      }
+   }
+
+   meta->addStatement(new GenOp(") / ("));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
+
+      if (idx > 0)
+      {
+         meta->addStatement(new GenOp(" + "));
+      }
+
+      meta->addStatement(new GenOp("@", detailB));
+   }
+
+
+   meta->addStatement(new GenOp(");\r\n"));
+
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   // Compute normal-specific blending factors
+   // LukasPJ: I'm not sure why this is necessary, it might not be.
+   Var* normalMa = (Var*)LangElement::find("normalMa");
+   if (normalMa == NULL)
+   {
+      normalMa = new Var;
+      normalMa->setType("float");
+      normalMa->setName("normalMa");
+      meta->addStatement(new GenOp("   @ = 0;\r\n",
+         new DecOp(normalMa)));
+   }
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
+
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+
+      meta->addStatement(new GenOp("   @ = max(@, @ + min(@, @.w));\r\n",
+         normalMa, normalMa, detailH, detailBlend, detCoord));
+   }
+
+   meta->addStatement(new GenOp("   @ -= @;\r\n",
+      normalMa, depth));
+
+   meta->addStatement(new GenOp("\r\n"));
+
+   for (S32 idx = 0; idx < detailCount; ++idx)
+   {
+      Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
+
+      Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
+      Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
+      Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
+      if (!normalDetailB)
+      {
+         normalDetailB = new Var;
+         normalDetailB->setType("float");
+         normalDetailB->setName(String::ToString("normalDetailB%d", idx));
+
+         meta->addStatement(new GenOp("   @ = max(@ + min(@, @.w) - @, 0);\r\n",
+            new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
+      }
+   }
+
+   // Compute normals
+   Var* gbNormal = (Var*)LangElement::find("gbNormal");
+   if (!gbNormal)
+   {
+      gbNormal = new Var;
+      gbNormal->setName("gbNormal");
+      gbNormal->setType("float3");
+      meta->addStatement(new GenOp("   @;\r\n", new DecOp(gbNormal)));
+   }
+
+   if (gbNormal != NULL)
+   {
+      meta->addStatement(new GenOp("   @ = (",
+         gbNormal));
+
+      for (S32 idx = 0; idx < detailCount; ++idx)
+      {
+         Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
+         Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
+         Var* viewToTangent = getInViewToTangent(componentList);
+
+
+         if (idx > 0)
+         {
+            meta->addStatement(new GenOp(" + "));
+         }
+
+         if (bumpNormal != NULL)
+         {
+            meta->addStatement(new GenOp("mul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
+         }
+         else
+         {
+            meta->addStatement(new GenOp("@[2] * @", viewToTangent, normalDetailB));
+         }
+      }
+
+      meta->addStatement(new GenOp(") / ("));
+
+      for (S32 idx = 0; idx < detailCount; ++idx)
+      {
+         Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
+
+         if (idx > 0)
+         {
+            meta->addStatement(new GenOp(" + "));
+         }
+
+         meta->addStatement(new GenOp("@", normalDetailB));
+      }
+
+
+      meta->addStatement(new GenOp(");\r\n"));
+   }
+
 
    output = meta;
 }

+ 19 - 11
Engine/source/terrain/hlsl/terrFeatureHLSL.h

@@ -45,6 +45,12 @@ public:
 
    Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
 
+   Var* _getDetailMapSampler();
+   Var* _getDetailMapArray();
+   Var* _getNormalMapSampler();
+   Var* _getNormalMapArray();
+   Var* _getOrmMapSampler();
+   Var* _getOrmMapArray();
    Var* _getNormalMapTex();
    Var* _getORMConfigMapTex();
 
@@ -151,17 +157,6 @@ public:
    virtual String getName() { return "Terrain Lightmap Texture"; }
 };
 
-
-class TerrainAdditiveFeatHLSL : public TerrainFeatHLSL
-{
-public:
-
-   virtual void processPix( Vector<ShaderComponent*> &componentList, 
-                            const MaterialFeatureData &fd );
-
-   virtual String getName() { return "Terrain Additive"; }
-};
-
 class TerrainORMMapFeatHLSL : public TerrainFeatHLSL
 {
 public:
@@ -189,4 +184,17 @@ public:
    virtual String getName() { return "Blank Matinfo map"; }
 };
 
+class TerrainHeightMapBlendHLSL : public TerrainFeatHLSL
+{
+public:
+
+   virtual void processVert(Vector<ShaderComponent*>& componentList,
+      const MaterialFeatureData& fd);
+
+   virtual void processPix(Vector<ShaderComponent*>& componentList,
+      const MaterialFeatureData& fd);
+
+   virtual String getName() { return "Terrain Heightmap Blend"; }
+};
+
 #endif // _TERRFEATUREHLSL_H_

File diff suppressed because it is too large
+ 356 - 426
Engine/source/terrain/terrCellMaterial.cpp


+ 42 - 76
Engine/source/terrain/terrCellMaterial.h

@@ -40,6 +40,7 @@
 #endif
 
 
+class GFXTextureArray;
 class SceneRenderState;
 struct SceneData;
 class TerrainMaterial;
@@ -58,8 +59,7 @@ protected:
    public:
 
       MaterialInfo()
-         :mat(NULL), layerId(0), detailTexConst(NULL), macroTexConst(NULL), normalTexConst(NULL),
-         ormTexConst(NULL), detailInfoVConst(NULL), detailInfoPConst(NULL), macroInfoVConst(NULL), macroInfoPConst(NULL)
+         :mat(NULL), layerId(0)
       {
       }
 
@@ -69,95 +69,64 @@ protected:
 
       TerrainMaterial *mat;
       U32 layerId;
-
-      GFXShaderConstHandle *detailTexConst;
-      GFXTexHandle detailTex;
-
-      GFXShaderConstHandle *macroTexConst;
-      GFXTexHandle macroTex;
-
-      GFXShaderConstHandle *normalTexConst;
-      GFXTexHandle normalTex;
-
-      GFXShaderConstHandle *ormTexConst;
-      GFXTexHandle ormTex;
-
-      GFXShaderConstHandle *detailInfoVConst;
-      GFXShaderConstHandle *detailInfoPConst;
-
-	  GFXShaderConstHandle *macroInfoVConst;
-      GFXShaderConstHandle *macroInfoPConst;
+      GFXShaderConstHandle* mBlendDepthConst;
+      GFXShaderConstHandle* mBlendContrastConst;
    };
 
-   class Pass
-   {
-   public:
-
-      Pass() 
-         :  shader( NULL ),
-         modelViewProjConst(NULL), worldViewOnly(NULL), viewToObj(NULL),
-         eyePosWorldConst(NULL), eyePosConst(NULL),
-         objTransConst(NULL), worldToObjConst(NULL), vEyeConst(NULL),
-         layerSizeConst(NULL), lightParamsConst(NULL), lightInfoBufferConst(NULL),
-         baseTexMapConst(NULL), layerTexConst(NULL),
-         lightMapTexConst(NULL),
-         squareSize(NULL), oneOverTerrainSize(NULL),
-         fogDataConst(NULL), fogColorConst(NULL)
-      {
-      }
+   ///
+   GFXShader *mShader;
 
-      ~Pass() 
-      {
-         for ( U32 i=0; i < materials.size(); i++ )
-            delete materials[i];
-      }
+   GFXShaderConstBufferRef mConsts;
 
-      Vector<MaterialInfo*> materials;
+   GFXStateBlockRef mStateBlock;
+   GFXStateBlockRef mWireframeStateBlock;
+   GFXStateBlockRef mReflectionStateBlock;
 
-      ///
-      GFXShader *shader;
+   GFXShaderConstHandle *mModelViewProjConst;
+   GFXShaderConstHandle *mWorldViewOnlyConst;
+   GFXShaderConstHandle *mViewToObjConst;
 
-      GFXShaderConstBufferRef consts;
+   GFXShaderConstHandle *mEyePosWorldConst;
+   GFXShaderConstHandle *mEyePosConst;
 
-      GFXStateBlockRef stateBlock;
-      GFXStateBlockRef wireframeStateBlock;
-      GFXStateBlockRef reflectionStateBlock;
+   GFXShaderConstHandle *mObjTransConst;
+   GFXShaderConstHandle *mWorldToObjConst;
+   GFXShaderConstHandle *mVEyeConst;
 
-      GFXShaderConstHandle *modelViewProjConst;
-      GFXShaderConstHandle *worldViewOnly;
-      GFXShaderConstHandle *viewToObj;
+   GFXShaderConstHandle *mLayerSizeConst;
+   GFXShaderConstHandle *mLightParamsConst;
+   GFXShaderConstHandle *mLightInfoBufferConst;
 
-      GFXShaderConstHandle *eyePosWorldConst;
-      GFXShaderConstHandle *eyePosConst;
+   GFXShaderConstHandle *mBaseTexMapConst;
+   GFXShaderConstHandle *mLayerTexConst;
 
-      GFXShaderConstHandle *objTransConst;
-      GFXShaderConstHandle *worldToObjConst;
-      GFXShaderConstHandle *vEyeConst;
+   GFXShaderConstHandle *mLightMapTexConst;
 
-      GFXShaderConstHandle *layerSizeConst;
-      GFXShaderConstHandle *lightParamsConst;
-      GFXShaderConstHandle *lightInfoBufferConst;
+   GFXShaderConstHandle *mSquareSizeConst;
+   GFXShaderConstHandle *mOneOverTerrainSizeConst;
 
-      GFXShaderConstHandle *baseTexMapConst;
-      GFXShaderConstHandle *layerTexConst;
+   GFXShaderConstHandle* mDetailInfoVArrayConst;
+   GFXShaderConstHandle* mDetailInfoPArrayConst;
+   GFXShaderConstHandle* mMacroInfoVArrayConst;
+   GFXShaderConstHandle* mMacroInfoPArrayConst;
 
-      GFXShaderConstHandle *lightMapTexConst;
+   GFXShaderConstHandle *mFogDataConst;
+   GFXShaderConstHandle *mFogColorConst;
 
-      GFXShaderConstHandle *squareSize;
-      GFXShaderConstHandle *oneOverTerrainSize;
+   GFXShaderConstHandle *mDetailTexArrayConst;
+   GFXShaderConstHandle *mMacroTexArrayConst;
+   GFXShaderConstHandle *mNormalTexArrayConst;
+   GFXShaderConstHandle *mOrmTexArrayConst;
 
-      GFXShaderConstHandle *fogDataConst;
-      GFXShaderConstHandle *fogColorConst;
-   };
+   GFXShaderConstHandle* mBlendDepthConst;
 
    TerrainBlock *mTerrain;
 
-   U64 mMaterials;
-
-   Vector<Pass> mPasses;
-
    U32 mCurrPass;
 
+   U64 mMaterials;
+   Vector<MaterialInfo*> mMaterialInfos;
+
    static const Vector<String> mSamplerNames;
 
    GFXTexHandle mBaseMapTexture;
@@ -175,14 +144,11 @@ protected:
    /// A vector of all terrain cell materials loaded in the system.
    static Vector<TerrainCellMaterial*> smAllMaterials;
 
-   bool _createPass( Vector<MaterialInfo*> *materials, 
-                     Pass *pass, 
-                     bool firstPass,
-                     bool deferredMat,
+   bool _initShader( bool deferredMat,
                      bool reflectMat,
                      bool baseOnly );
 
-   void _updateMaterialConsts( Pass *pass );
+   void _updateMaterialConsts();
 
 public:
    

+ 17 - 1
Engine/source/terrain/terrData.cpp

@@ -47,11 +47,13 @@
 #include "materials/baseMatInstance.h"
 #include "gfx/gfxTextureManager.h"
 #include "gfx/gfxCardProfile.h"
+#include "gfx/gfxAPI.h"
 #include "core/resourceManager.h"
 #include "T3D/physics/physicsPlugin.h"
 #include "T3D/physics/physicsBody.h"
 #include "T3D/physics/physicsCollision.h"
 #include "console/engineAPI.h"
+#include "core/util/safeRelease.h"
 
 #include "T3D/assets/TerrainMaterialAsset.h"
 using namespace Torque;
@@ -203,7 +205,11 @@ TerrainBlock::TerrainBlock()
    mScreenError( 16 ),
    mCastShadows( true ),
    mZoningDirty( false ),
-   mUpdateBasetex ( true )
+   mUpdateBasetex ( true ),
+   mDetailTextureArray( NULL ),
+   mMacroTextureArray( NULL ),
+   mOrmTextureArray( NULL ),
+   mNormalTextureArray( NULL )
 {
    mTypeMask = TerrainObjectType | StaticObjectType | StaticShapeObjectType;
    mNetFlags.set(Ghostable | ScopeAlways);
@@ -231,6 +237,11 @@ TerrainBlock::~TerrainBlock()
       editor->detachTerrain(this);
 #endif
    deleteZodiacPrimitiveBuffer();
+
+   SAFE_RELEASE(mDetailTextureArray);
+   SAFE_RELEASE(mMacroTextureArray);
+   SAFE_RELEASE(mNormalTextureArray);
+   SAFE_RELEASE(mOrmTextureArray);
 }
 
 void TerrainBlock::_onTextureEvent( GFXTexCallbackCode code )
@@ -1461,6 +1472,11 @@ DefineEngineMethod(TerrainBlock, saveAsset, bool, (), ,
    return static_cast<TerrainBlock*>(object)->saveAsset();
 }
 
+DefineEngineMethod( TerrainBlock, setMaterialsDirty, void, (),, "")
+{
+   static_cast<TerrainBlock*>(object)->setMaterialsDirty();
+}
+
 //ConsoleMethod(TerrainBlock, save, bool, 3, 3, "(string fileName) - saves the terrain block's terrain file to the specified file name.")
 //{
 //   char filename[256];

+ 12 - 0
Engine/source/terrain/terrData.h

@@ -135,6 +135,11 @@ protected:
    ///
    Vector<GFXTexHandle> mBaseTextures;
 
+   GFXTextureArrayHandle mDetailTextureArray;
+   GFXTextureArrayHandle mMacroTextureArray;
+   GFXTextureArrayHandle mNormalTextureArray;
+   GFXTextureArrayHandle mOrmTextureArray;
+
    /// 
    GFXTexHandle mLayerTex;
 
@@ -308,6 +313,8 @@ public:
    /// Deletes all the materials on the terrain.
    void deleteAllMaterials();
 
+   void setMaterialsDirty() { mDetailsDirty = true; };
+
    //void setMaterialName( U32 index, const String &name );
 
    /// Accessors and mutators for TerrainMaterialUndoAction.
@@ -324,6 +331,11 @@ public:
 
    U32 getMaterialCount() const;
 
+   GFXTextureArrayHandle getDetailTextureArray() const { return mDetailTextureArray; }
+   GFXTextureArrayHandle getMacroTextureArray() const { return mMacroTextureArray; }
+   GFXTextureArrayHandle getNormalTextureArray() const { return mNormalTextureArray; }
+   GFXTextureArrayHandle getOrmTextureArray() const { return mOrmTextureArray; }
+
    //BaseMatInstance* getMaterialInst( U32 x, U32 y );
 
    void setHeight( const Point2I &pos, F32 height );

+ 1 - 1
Engine/source/terrain/terrFeatureTypes.cpp

@@ -33,7 +33,7 @@ ImplementFeatureType( MFT_TerrainNormalMap, MFG_Texture, 103.0f, false );
 ImplementFeatureType( MFT_TerrainMacroMap, MFG_Texture, 104.0f, false );
 ImplementFeatureType( MFT_TerrainLightMap, MFG_Texture, 105.0f, false );
 ImplementFeatureType( MFT_TerrainSideProject, MFG_Texture, 106.0f, false );
-ImplementFeatureType( MFT_TerrainAdditive, MFG_PostProcess, 999.0f, false );
+ImplementFeatureType( MFT_TerrainHeightBlend, MFG_PreLighting, 200.0f, false );
 //Deferred Shading
 ImplementFeatureType( MFT_DeferredTerrainBlankInfoMap, MFG_Texture, 104.1f, false);
 ImplementFeatureType( MFT_TerrainORMMap, MFG_Texture, 104.2f, false);

+ 1 - 1
Engine/source/terrain/terrFeatureTypes.h

@@ -34,7 +34,7 @@ DeclareFeatureType( MFT_TerrainNormalMap );
 DeclareFeatureType( MFT_TerrainParallaxMap );
 DeclareFeatureType( MFT_TerrainLightMap );
 DeclareFeatureType( MFT_TerrainSideProject );
-DeclareFeatureType( MFT_TerrainAdditive );
+DeclareFeatureType( MFT_TerrainHeightBlend );
 //Deferred Shading
 DeclareFeatureType( MFT_TerrainORMMap );
 DeclareFeatureType( MFT_DeferredTerrainBlankInfoMap );

+ 8 - 0
Engine/source/terrain/terrMaterial.cpp

@@ -68,6 +68,8 @@ TerrainMaterial::TerrainMaterial()
       mMacroStrength( 0.7f ),
       mMacroDistance( 500.0f ),
       mParallaxScale( 0.0f ),
+      mBlendDepth( 0.0f ),
+      mBlendContrast( 1.0f ),
       mIsSRGB(false),
       mInvertRoughness(false)
 {
@@ -91,6 +93,12 @@ void TerrainMaterial::initPersistFields()
    addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
 	   "occlusion effect (aka parallax) to the terrain material" );
 
+   addField("blendHeightBase", TypeF32, Offset(mBlendDepth, TerrainMaterial), "A fixed value to add while blending using heightmap-based blending."
+      "Higher numbers = larger blend radius.");
+
+   addField("blendHeightContrast", TypeF32, Offset(mBlendContrast, TerrainMaterial), "A fixed value to add while blending using heightmap-based blending."
+      "Higher numbers = larger blend radius.");
+
    scriptBindMapSlot(DetailMap, TerrainMaterial, "Raises and lowers the RGB result of the Base Albedo up close.");
    addField( "detailSize", TypeF32, Offset( mDetailSize, TerrainMaterial ), "Used to scale the detail map to the material square" );
    addField( "detailStrength", TypeF32, Offset( mDetailStrength, TerrainMaterial ), "Exponentially sharpens or lightens the detail map rendering on the material" );

+ 11 - 0
Engine/source/terrain/terrMaterial.h

@@ -85,6 +85,13 @@ protected:
    ///
    F32 mParallaxScale;
 
+   /// Depth for blending the textures using the new
+   /// blending method. Higher numbers = larger blend
+   /// radius.
+   F32 mBlendDepth;
+
+   F32 mBlendContrast;
+
 public:
 
    TerrainMaterial();
@@ -122,6 +129,10 @@ public:
 
    F32 getParallaxScale() const { return mParallaxScale; }
 
+   F32 getBlendDepth() const { return mBlendDepth; }
+
+   F32 getBlendContrast() const { return mBlendContrast; }
+
    bool getIsSRGB() const { return mIsSRGB; }
 
    bool getInvertRoughness() const { return mInvertRoughness; }

+ 128 - 1
Engine/source/terrain/terrRender.cpp

@@ -96,7 +96,7 @@ void TerrainBlock::_updateMaterials()
    {
       TerrainMaterial *mat = mFile->mMaterials[i];
 
-      if (!mat->getDiffuseMap().isEmpty())
+      if (mat->getDiffuseMap().isNotEmpty())
       {
          mBaseTextures[i].set(mat->getDiffuseMap(), &GFXStaticTextureSRGBProfile,
             "TerrainBlock::_updateMaterials() - DiffuseMap");
@@ -114,6 +114,133 @@ void TerrainBlock::_updateMaterials()
          mMaxDetailDistance = mat->getMacroDistance();
    }
 
+   Vector<GFXTexHandle> detailTexArray;
+   detailTexArray.setSize(mFile->mMaterials.size());
+   Vector<GFXTexHandle> macroTexArray;
+   macroTexArray.setSize(mFile->mMaterials.size());
+   Vector<GFXTexHandle> normalTexArray;
+   normalTexArray.setSize(mFile->mMaterials.size());
+   Vector<GFXTexHandle> ormTexArray;
+   ormTexArray.setSize(mFile->mMaterials.size());
+
+   for (U32 i = 0; i < mFile->mMaterials.size(); i++)
+   {
+      TerrainMaterial* mat = mFile->mMaterials[i];
+      GFXTextureProfile* profile = &GFXStaticTextureProfile;
+      if (mat->getIsSRGB())
+         profile = &GFXStaticTextureSRGBProfile;
+
+      if (mat->getDetailMap().isNotEmpty())
+         detailTexArray[i] = TEXMGR->createTexture(mat->getDetailMap(), profile);
+      if (mat->getMacroMap().isNotEmpty())
+         macroTexArray[i] = TEXMGR->createTexture(mat->getMacroMap(), profile);
+      if (mat->getNormalMap().isNotEmpty())
+         normalTexArray[i] = TEXMGR->createTexture(mat->getNormalMap(), profile);
+      if (mat->getORMConfigMap().isNotEmpty())
+         ormTexArray[i] = TEXMGR->createTexture(mat->getORMConfigMap(), profile);
+   }
+
+   if (mDetailTextureArray.isNull())
+   {
+      mDetailTextureArray = GFX->createTextureArray();
+   }
+
+   if (mMacroTextureArray.isNull())
+   {
+      mMacroTextureArray = GFX->createTextureArray();
+   }
+
+   if (mNormalTextureArray.isNull())
+   {
+      mNormalTextureArray = GFX->createTextureArray();
+   }
+
+   if (mOrmTextureArray.isNull())
+   {
+      mOrmTextureArray = GFX->createTextureArray();
+   }
+
+   U32 detailTexArraySize = detailTexArray.size();
+   U32 macroTexArraySize = macroTexArray.size();
+   U32 normalTexArraySize = normalTexArray.size();
+   U32 ormTexArraySize = ormTexArray.size();
+#ifdef TORQUE_TOOLS
+   // For performance improvement when adding terrain layers, we always allocate at least 32 textures to the arrays in tool builds
+   detailTexArraySize = mMax(32, detailTexArraySize);
+   macroTexArraySize = mMax(32, macroTexArraySize);
+   normalTexArraySize = mMax(32, normalTexArraySize);
+   ormTexArraySize = mMax(32, ormTexArraySize);
+#endif
+
+   // Format has been explicitly set
+   const U32 detailTexSize = Con::getIntVariable("Terrain::DetailTextureSize");
+   const GFXFormat detailTexFormat = static_cast<GFXFormat>(Con::getIntVariable("Terrain::DetailTextureFormat"));
+   if (detailTexSize != 0)
+   {
+      GFXFormat format = GFXFormatR8G8B8A8;
+      if (detailTexFormat < GFXFormat_COUNT)
+      {
+         format = detailTexFormat;
+      }
+      mDetailTextureArray->set(detailTexSize, detailTexSize, detailTexArraySize, format);
+   }
+
+   const U32 macroTexSize = Con::getIntVariable("Terrain::MacroTextureSize");
+   const GFXFormat macroTexFormat = static_cast<GFXFormat>(Con::getIntVariable("Terrain::MacroTextureFormat"));
+   if (macroTexSize != 0)
+   {
+      GFXFormat format = GFXFormatR8G8B8A8;
+      if (macroTexFormat < GFXFormat_COUNT)
+      {
+         format = macroTexFormat;
+      }
+      mMacroTextureArray->set(macroTexSize, macroTexSize, macroTexArraySize, format);
+   }
+
+   const U32 normalTexSize = Con::getIntVariable("Terrain::NormalTextureSize");
+   const GFXFormat normalTexFormat = static_cast<GFXFormat>(Con::getIntVariable("Terrain::NormalTextureFormat"));
+   if (normalTexSize != 0)
+   {
+      GFXFormat format = GFXFormatR8G8B8A8;
+      if (normalTexFormat < GFXFormat_COUNT)
+      {
+         format = normalTexFormat;
+      }
+      mNormalTextureArray->set(normalTexSize, normalTexSize, normalTexArraySize, format);
+   }
+
+   const U32 ormTexSize = Con::getIntVariable("Terrain::OrmTextureSize");
+   const GFXFormat ormTexFormat = static_cast<GFXFormat>(Con::getIntVariable("Terrain::OrmTextureFormat"));
+   if (ormTexSize != 0)
+   {
+      GFXFormat format = GFXFormatR8G8B8A8;
+      if (ormTexFormat < GFXFormat_COUNT)
+      {
+         format = ormTexFormat;
+      }
+      mOrmTextureArray->set(ormTexSize, ormTexSize, ormTexArraySize, format);
+   }
+
+   if (!mDetailTextureArray->fromTextureArray(detailTexArray, detailTexArraySize))
+   {
+      Con::errorf("TerrainBlock::_updateMaterials - an issue with the diffuse terrain materials was detected. Please ensure they are all of the same size and format!");
+   }
+
+   if (!mMacroTextureArray->fromTextureArray(macroTexArray, macroTexArraySize))
+   {
+      Con::errorf("TerrainBlock::_updateMaterials - an issue with the detail terrain materials was detected. Please ensure they are all of the same size and format!");
+   }
+
+   if (!mNormalTextureArray->fromTextureArray(normalTexArray, normalTexArraySize))
+   {
+      Con::errorf("TerrainBlock::_updateMaterials - an issue with the normal terrain materials was detected. Please ensure they are all of the same size and format!");
+   }
+
+   if (!mOrmTextureArray->fromTextureArray(ormTexArray, ormTexArraySize))
+   {
+      Con::errorf("TerrainBlock::_updateMaterials - an issue with the orm terrain materials was detected. Please ensure they are all of the same size and format!");
+   }
+
    if ( mCell )
       mCell->deleteMaterials();
 }

+ 17 - 0
Templates/BaseGame/game/core/rendering/Core_Rendering.cs

@@ -11,7 +11,22 @@ function Core_Rendering::onCreate(%this)
    
    $pref::ReflectionProbes::BakeResolution = ProjectSettings.value("Rendering/ProbeCaptureResolution", "64");
    
+   $Terrain::LerpBlend = ProjectSettings.value("Terrain/LerpBlend");
+   $Terrain::BlendDepth = ProjectSettings.value("Terrain/BlendDepth");
+   
+   $Terrain::DetailTextureSize = ProjectSettings.value("Terrain/DetailTextureSize");
+   $Terrain::MacroTextureSize = ProjectSettings.value("Terrain/MacroTextureSize");
+   $Terrain::NormalTextureSize = ProjectSettings.value("Terrain/NormalTextureSize");
+   $Terrain::OrmTextureSize = ProjectSettings.value("Terrain/OrmTextureSize");
+   
+   // Default to R8G8B8A8 for all textures
+   $Terrain::DetailTextureFormat = ProjectSettings.value("Terrain/DetailTextureFormat", 12);
+   $Terrain::MacroTextureFormat = ProjectSettings.value("Terrain/MacroTextureFormat", 12);
+   $Terrain::NormalTextureFormat = ProjectSettings.value("Terrain/NormalTextureFormat", 12);
+   $Terrain::OrmTextureFormat = ProjectSettings.value("Terrain/OrmTextureFormat", 12);
+   
    exec("./scripts/graphicsOptions.cs");
+   exec("./scripts/terrainSettings.cs");
    exec("./scripts/renderManager.cs");
    exec("./scripts/gfxData/clouds.cs");
    exec("./scripts/gfxData/commonMaterialData.cs");
@@ -20,6 +35,8 @@ function Core_Rendering::onCreate(%this)
    exec("./scripts/gfxData/terrainBlock.cs");
    exec("./scripts/gfxData/water.cs");
    exec("./scripts/gfxData/warningTerrainMat.cs");
+   
+   loadTerrainSettings();
 }
 
 function Core_Rendering::onDestroy(%this)

+ 29 - 0
Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl

@@ -166,6 +166,35 @@ vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float
    return offset;
 }
 
+/// Same as the above but for arrays
+vec2 parallaxOffset( sampler2DArray texMap, vec3 texCoord, vec3 negViewTS, float depthScale )
+{
+   float depth = texture( texMap, texCoord ).a/(PARALLAX_REFINE_STEPS*2);
+   vec2 offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
+
+   for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
+   {
+      depth = ( depth + texture( texMap, texCoord + vec3(offset, 0.0) ).a )/(PARALLAX_REFINE_STEPS*2);
+      offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
+   }
+
+   return offset;
+}
+
+vec2 parallaxOffsetDxtnm(sampler2DArray texMap, vec3 texCoord, vec3 negViewTS, float depthScale)
+{
+   float depth = texture(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
+   vec2 offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
+
+   for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
+   {
+      depth = (depth + texture(texMap, texCoord + vec3(offset, 0.0)).r)/(PARALLAX_REFINE_STEPS*2);
+      offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
+   }
+
+   return offset;
+}
+
 /// The maximum value for 10bit per component integer HDR encoding.
 const float HDR_RGB10_MAX = 4.0;
 

+ 1 - 0
Templates/BaseGame/game/core/rendering/shaders/shaderModel.hlsl

@@ -60,6 +60,7 @@
 //helper if you want to pass sampler/texture in a function
 //2D
 #define TORQUE_SAMPLER2D(tex) Texture2D texture_##tex, SamplerState tex
+#define TORQUE_SAMPLER2DARRAY(tex) Texture2DArray texture_##tex, SamplerState tex
 #define TORQUE_SAMPLER2D_MAKEARG(tex) texture_##tex, tex
 // Sampler comparison state - use above MAKEARG with this
 #define TORQUE_SAMPLER2DCMP(tex) Texture2D texture_##tex, SamplerComparisonState tex

+ 29 - 0
Templates/BaseGame/game/core/rendering/shaders/torque.hlsl

@@ -167,6 +167,35 @@ float2 parallaxOffsetDxtnm(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 neg
    return offset;
 }
 
+/// Copy of the above to functions, but for arrays
+float2 parallaxOffsetTexArray(TORQUE_SAMPLER2DARRAY(texMap), float3 texCoord, float3 negViewTS, float depthScale)
+{
+   float depth = TORQUE_TEX2D(texMap, texCoord).a/(PARALLAX_REFINE_STEPS*2);
+   float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
+
+   for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
+   {
+      depth = (depth + TORQUE_TEX2D(texMap, texCoord + float3(offset, 0.0)).a)/(PARALLAX_REFINE_STEPS*2);
+      offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
+   }
+
+   return offset;
+}
+
+float2 parallaxOffsetDxtnmTexArray(TORQUE_SAMPLER2DARRAY(texMap), float3 texCoord, float3 negViewTS, float depthScale)
+{
+   float depth = TORQUE_TEX2D(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
+   float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
+
+   for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
+   {
+      depth = (depth + TORQUE_TEX2D(texMap, texCoord + float3(offset, 0.0)).r)/(PARALLAX_REFINE_STEPS*2);
+      offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
+   }
+
+   return offset;
+}
+
 /// The maximum value for 10bit per component integer HDR encoding.
 static const float HDR_RGB10_MAX = 4.0;
 

+ 41 - 4
Templates/BaseGame/game/tools/worldEditor/gui/TerrainPainterToolbar.ed.gui

@@ -210,7 +210,7 @@
       new GuiBitmapCtrl() {
          Enabled = "1";
          Profile = "ToolsGuiDefaultProfile";
-         position = "270 3";
+         position = "230 3";
          Extent = "2 26";
          MinExtent = "1 1";
          bitmap = "tools/gui/images/separator-h.png";
@@ -222,7 +222,7 @@
          Profile = "ToolsGuiDefaultProfile";
          HorizSizing = "right";
          VertSizing = "bottom";
-         Position = "262 5";
+         Position = "222 5";
          Extent = "256 50";
          MinExtent = "8 2";
          canSave = "1";
@@ -370,7 +370,7 @@
       new GuiBitmapCtrl() {
          Enabled = "1";
          Profile = "ToolsGuiDefaultProfile";
-         position = "525 3";
+         position = "445 3";
          Extent = "2 26";
          MinExtent = "1 1";
          bitmap = "tools/gui/images/separator-h.png";
@@ -382,7 +382,7 @@
          Profile = "ToolsGuiTransparentProfile";
          HorizSizing = "right";
          VertSizing = "bottom";
-         position = "540 5";
+         position = "480 5";
          Extent = "120 50";
          MinExtent = "8 2";
          canSave = "1";
@@ -454,6 +454,43 @@
             bitmap = "tools/gui/images/dropslider";
          }; 
       };
+
+      new GuiBitmapCtrl() {
+         Enabled = "1";
+         Profile = "ToolsGuiDefaultProfile";
+         position = "618 3";
+         Extent = "2 26";
+         MinExtent = "1 1";
+         bitmap = "tools/gui/images/separator-h.png";
+      };
+
+      new GuiControl(TerrainTextureSettingsButtonContainer,EditorGuiGroup) {
+         position = "628 5";
+         extent = "90 18";
+         minExtent = "8 2";
+         horizSizing = "right";
+         vertSizing = "bottom";
+         profile = "ToolsGuiTransparentProfile";
+         visible = "1";
+         active = "1";
+         tooltipProfile = "ToolsGuiToolTipProfile";
+         hovertime = "1000";
+         isContainer = "1";
+         canSave = "1";
+         canSaveDynamicFields = "0";
+         
+         new GuiButtonCtrl() {
+            text = "Texture Settings";
+            buttonType = "pushButton";
+            profile = "ToolsGuiButtonProfile";
+            command = "TerrainTextureSettingsDlg.show();";
+            tooltipProfile = "ToolsGuiToolTipProfile";
+            position = "0 0";
+            extent = "90 18";
+            horizSizing = "right";
+            vertSizing = "bottom";
+         };
+      };
    };
 };
 //--- OBJECT WRITE END ---

+ 167 - 17
Templates/BaseGame/game/tools/worldEditor/gui/guiTerrainMaterialDlg.ed.gui

@@ -32,9 +32,9 @@
       anchorBottom = "0";
       anchorLeft = "0";
       anchorRight = "0";
-      position = "315 168";
-      extent = "394 494";
-      minExtent = "358 432";
+      position = "315 127";
+      extent = "394 514";
+      minExtent = "358 452";
       horizSizing = "center";
       vertSizing = "center";
       profile = "ToolsGuiWindowProfile";
@@ -149,7 +149,7 @@
          anchorLeft = "1";
          anchorRight = "0";
          position = "202 26";
-         extent = "185 425";
+         extent = "185 445";
          minExtent = "8 2";
          horizSizing = "left";
          vertSizing = "height";
@@ -511,7 +511,7 @@
             anchorLeft = "1";
             anchorRight = "0";
             position = "6 122";
-            extent = "185 50";
+            extent = "185 100";
             minExtent = "8 2";
             horizSizing = "width";
             vertSizing = "bottom";
@@ -712,12 +712,162 @@
                canSave = "1";
                canSaveDynamicFields = "0";
             };
+            new GuiSliderCtrl(TerrainMaterialDlgBlendHeightBaseSlider) {
+               range = "-0.5 0.5";
+               ticks = "0";
+               snap = "0";
+               value = "0.5";
+               useFillBar = "0";
+               fillBarColor = "255 255 255 255";
+               renderTicks = "1";
+               position = "39 61";
+               extent = "70 14";
+               minExtent = "8 2";
+               horizSizing = "right";
+               vertSizing = "bottom";
+               profile = "ToolsGuiSliderProfile";
+               visible = "1";
+               active = "1";
+               tooltipProfile = "ToolsGuiToolTipProfile";
+               hovertime = "1000";
+               isContainer = "0";
+               internalName = "blendHeightBaseSliderCtrl";
+               canSave = "1";
+               canSaveDynamicFields = "0";
+            };
+            new GuiTextCtrl() {
+               text = "Blend Height";
+               maxLength = "1024";
+               margin = "0 0 0 0";
+               padding = "0 0 0 0";
+               anchorTop = "1";
+               anchorBottom = "0";
+               anchorLeft = "1";
+               anchorRight = "0";
+               position = "115 61";
+               extent = "58 15";
+               minExtent = "8 2";
+               horizSizing = "right";
+               vertSizing = "bottom";
+               profile = "ToolsGuiTextProfile";
+               visible = "1";
+               active = "1";
+               tooltipProfile = "ToolsGuiToolTipProfile";
+               hovertime = "1000";
+               isContainer = "1";
+               canSave = "1";
+               canSaveDynamicFields = "0";
+            };
+            new GuiTextEditCtrl(TerrainMaterialDlgBlendHeightBaseTextEdit) {
+               historySize = "0";
+               tabComplete = "0";
+               sinkAllKeyEvents = "0";
+               password = "0";
+               passwordMask = "*";
+               text = "0.3";
+               maxLength = "1024";
+               margin = "0 0 0 0";
+               padding = "0 0 0 0";
+               anchorTop = "0";
+               anchorBottom = "0";
+               anchorLeft = "0";
+               anchorRight = "0";
+               position = "1 59";
+               extent = "35 18";
+               minExtent = "8 2";
+               horizSizing = "right";
+               vertSizing = "bottom";
+               profile = "ToolsGuiTextEditProfile";
+               visible = "1";
+               active = "1";
+               tooltipProfile = "ToolsGuiToolTipProfile";
+               hovertime = "1000";
+               isContainer = "0";
+               internalName = "blendHeightBaseTextEditCtrl";
+               canSave = "1";
+               canSaveDynamicFields = "0";
+            };
+            new GuiSliderCtrl(TerrainMaterialDlgBlendHeightContrastSlider) {
+               range = "0.0 5.0";
+               ticks = "0";
+               snap = "0";
+               value = "1.0";
+               useFillBar = "0";
+               fillBarColor = "255 255 255 255";
+               renderTicks = "1";
+               position = "39 81";
+               extent = "70 14";
+               minExtent = "8 2";
+               horizSizing = "right";
+               vertSizing = "bottom";
+               profile = "ToolsGuiSliderProfile";
+               visible = "1";
+               active = "1";
+               tooltipProfile = "ToolsGuiToolTipProfile";
+               hovertime = "1000";
+               isContainer = "0";
+               internalName = "blendHeightContrastSliderCtrl";
+               canSave = "1";
+               canSaveDynamicFields = "0";
+            };
+            new GuiTextCtrl() {
+               text = "Blend Contrast";
+               maxLength = "1024";
+               margin = "0 0 0 0";
+               padding = "0 0 0 0";
+               anchorTop = "1";
+               anchorBottom = "0";
+               anchorLeft = "1";
+               anchorRight = "0";
+               position = "115 81";
+               extent = "58 15";
+               minExtent = "8 2";
+               horizSizing = "right";
+               vertSizing = "bottom";
+               profile = "ToolsGuiTextProfile";
+               visible = "1";
+               active = "1";
+               tooltipProfile = "ToolsGuiToolTipProfile";
+               hovertime = "1000";
+               isContainer = "1";
+               canSave = "1";
+               canSaveDynamicFields = "0";
+            };
+            new GuiTextEditCtrl(TerrainMaterialDlgBlendHeightContrastTextEdit) {
+               historySize = "0";
+               tabComplete = "0";
+               sinkAllKeyEvents = "0";
+               password = "0";
+               passwordMask = "*";
+               text = "0.3";
+               maxLength = "1024";
+               margin = "0 0 0 0";
+               padding = "0 0 0 0";
+               anchorTop = "0";
+               anchorBottom = "0";
+               anchorLeft = "0";
+               anchorRight = "0";
+               position = "1 79";
+               extent = "35 18";
+               minExtent = "8 2";
+               horizSizing = "right";
+               vertSizing = "bottom";
+               profile = "ToolsGuiTextEditProfile";
+               visible = "1";
+               active = "1";
+               tooltipProfile = "ToolsGuiToolTipProfile";
+               hovertime = "1000";
+               isContainer = "0";
+               internalName = "blendHeightContrastTextEditCtrl";
+               canSave = "1";
+               canSaveDynamicFields = "0";
+            };
          };
          new GuiBitmapCtrl() {
             bitmap = "tools/gui/images/separator-v";
             color = "255 255 255 255";
             wrap = "0";
-            position = "6 177";
+            position = "6 222";
             extent = "175 2";
             minExtent = "8 2";
             horizSizing = "width";
@@ -738,7 +888,7 @@
             anchorBottom = "0";
             anchorLeft = "1";
             anchorRight = "0";
-            position = "6 184";
+            position = "6 229";
             extent = "185 64";
             minExtent = "8 2";
             horizSizing = "width";
@@ -781,7 +931,7 @@
                anchorLeft = "1";
                anchorRight = "0";
                position = "56 -3";
-               extent = "60 18";
+               extent = "64 18";
                minExtent = "8 2";
                horizSizing = "right";
                vertSizing = "bottom";
@@ -933,7 +1083,7 @@
             bitmap = "tools/gui/images/separator-v";
             color = "255 255 255 255";
             wrap = "0";
-            position = "6 254";
+            position = "6 299";
             extent = "175 2";
             minExtent = "8 2";
             horizSizing = "width";
@@ -954,7 +1104,7 @@
             anchorBottom = "0";
             anchorLeft = "1";
             anchorRight = "0";
-            position = "6 261";
+            position = "6 306";
             extent = "185 72";
             minExtent = "8 2";
             horizSizing = "width";
@@ -1438,7 +1588,7 @@
             bitmap = "tools/gui/images/separator-v";
             color = "255 255 255 255";
             wrap = "0";
-            position = "6 336";
+            position = "6 381";
             extent = "175 2";
             minExtent = "8 2";
             horizSizing = "width";
@@ -1459,7 +1609,7 @@
             anchorBottom = "0";
             anchorLeft = "1";
             anchorRight = "0";
-            position = "6 343";
+            position = "6 388";
             extent = "185 72";
             minExtent = "8 2";
             horizSizing = "width";
@@ -1766,7 +1916,7 @@
       };
       new GuiControl() {
          position = "6 42";
-         extent = "189 435";
+         extent = "189 455";
          minExtent = "8 2";
          horizSizing = "width";
          vertSizing = "height";
@@ -1831,7 +1981,7 @@
                canRenameObjects = "1";
                renameInternal = "0";
                position = "1 1";
-               extent = "8 2";
+               extent = "136 798";
                minExtent = "8 2";
                horizSizing = "right";
                vertSizing = "bottom";
@@ -1853,7 +2003,7 @@
          groupNum = "-1";
          buttonType = "PushButton";
          useMouseEvents = "0";
-         position = "202 456";
+         position = "202 476";
          extent = "98 22";
          minExtent = "8 2";
          horizSizing = "left";
@@ -1873,7 +2023,7 @@
          groupNum = "-1";
          buttonType = "PushButton";
          useMouseEvents = "0";
-         position = "307 456";
+         position = "307 476";
          extent = "80 22";
          minExtent = "8 2";
          horizSizing = "left";
@@ -1893,7 +2043,7 @@
          color = "255 255 255 255";
          wrap = "0";
          position = "199 23";
-         extent = "190 329";
+         extent = "190 349";
          minExtent = "8 2";
          horizSizing = "left";
          vertSizing = "height";

+ 309 - 0
Templates/BaseGame/game/tools/worldEditor/gui/guiTerrainTextureSettingsDlg.ed.gui

@@ -0,0 +1,309 @@
+//--- OBJECT WRITE BEGIN ---
+%guiContent = new GuiControl(TerrainTextureSettingsDlg, EditorGuiGroup) {
+   position = "0 0";
+   extent = "1024 768";
+   minExtent = "8 2";
+   horizSizing = "right";
+   vertSizing = "bottom";
+   profile = "ToolsGuiDefaultProfile";
+   visible = "1";
+   active = "1";
+   tooltipProfile = "ToolsGuiToolTipProfile";
+   hovertime = "1000";
+   isContainer = "1";
+   canSave = "1";
+   canSaveDynamicFields = "1";
+
+   new GuiWindowCtrl() {
+      canSaveDynamicFields = "0";
+      internalName = "TerrainTextureSettings";
+      Enabled = "1";
+      isContainer = "1";
+      Profile = "ToolsGuiWindowProfile";
+      position = "342 184";
+      extent = "340 400";
+      minExtent = "340 400";
+      horizSizing = "center";
+      vertSizing = "center";
+      canSave = "1";
+      isDecoy = "0";
+      Visible = "1";
+      tooltipprofile = "ToolsGuiToolTipProfile";
+      hovertime = "1000";
+      Margin = "0 0 0 0";
+      Padding = "0 0 0 0";
+      AnchorTop = "1";
+      AnchorBottom = "1";
+      AnchorLeft = "1";
+      AnchorRight = "1";
+      resizeWidth = "1";
+      resizeHeight = "0";
+      canMove = "1";
+      canClose = "1";
+      canMinimize = "0";
+      canMaximize = "0";
+      minSize = "4 4";
+      closeCommand = "TerrainTextureSettingsDlg.cancel();";
+      EdgeSnap = "0";
+      text = "Global Terrain Texture Settings";
+
+      new GuiCheckBoxCtrl() {
+         internalName = "lerpBlendCheckBox";
+         text = "LerpBlend";
+         profile = "ToolsGuiCheckBoxProfile";
+         tooltipProfile = "ToolsGuiToolTipProfile";
+         tooltip = "If enabled, terrain textures will use a simple linear interpolation blending method.";
+         
+         command = "TerrainTextureSettingsDlg.apply();";
+         
+         position = "20 40";
+         extent = "300 20";
+      };
+      
+      new GuiControl() {
+         position = "20 70";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "Global Blend Depth:";
+            profile = "ToolsGuiTextProfile";
+            tooltipProfile = "ToolsGuiToolTipProfile";
+            tooltip = "Controls the general level of bleding across all textures, has no effect if Lerp Blend is enabled.";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+      
+         new GuiSliderCtrl() {
+            internalName = "blendDepthSlider";
+            profile = "ToolsGuiSliderProfile";
+         
+            command = "TerrainTextureSettingsDlg.apply();";
+            altCommand = "TerrainTextureSettingsDlg.updateBlendDepth();";
+            
+            position = "130 0";
+            extent = "170 20";
+            
+            range = "0.01 1.0";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 100";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "Detail Texture Size:";
+            profile = "ToolsGuiTextProfile";
+         
+            command = "TerrainTextureSettingsDlg.apply();";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+         
+         new GuiTextEditCtrl() {
+            internalName = "detailTextureSizeTextEdit";
+            profile = "ToolsGuiTextEditProfile";
+         
+            command = "TerrainTextureSettingsDlg.apply();";
+            
+            position = "130 0";
+            extent = "170 20";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 130";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "Detail Texture Format:";
+            profile = "ToolsGuiTextProfile";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+         
+         new GuiPopUpMenuCtrl() {
+            internalName = "detailTextureFormatPopUpMenu";
+            profile = "ToolsGuiPopUpMenuProfile";
+         
+            command = "TerrainTextureSettingsDlg.apply();";
+            
+            position = "130 0";
+            extent = "170 20";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 160";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "Macro Texture Size:";
+            profile = "ToolsGuiTextProfile";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+         
+         new GuiTextEditCtrl() {
+            internalName = "macroTextureSizeTextEdit";
+            profile = "ToolsGuiTextEditProfile";
+         
+            command = "TerrainTextureSettingsDlg.apply();";
+            
+            position = "130 0";
+            extent = "170 20";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 190";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "Macro Texture Format:";
+            profile = "ToolsGuiTextProfile";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+         
+         new GuiPopUpMenuCtrl() {
+            internalName = "macroTextureFormatPopUpMenu";
+            profile = "ToolsGuiPopUpMenuProfile";
+         
+            command = "TerrainTextureSettingsDlg.apply();";
+            
+            position = "130 0";
+            extent = "170 20";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 220";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "Normal Texture Size:";
+            profile = "ToolsGuiTextProfile";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+         
+         new GuiTextEditCtrl() {
+            internalName = "normalTextureSizeTextEdit";
+            profile = "ToolsGuiTextEditProfile";
+         
+            command = "TerrainTextureSettingsDlg.apply();";
+            
+            position = "130 0";
+            extent = "170 20";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 250";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "Normal Texture Format:";
+            profile = "ToolsGuiTextProfile";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+         
+         new GuiPopUpMenuCtrl() {
+            internalName = "normalTextureFormatPopUpMenu";
+            profile = "ToolsGuiPopUpMenuProfile";
+         
+            command = "TerrainTextureSettingsDlg.apply();";
+            
+            position = "130 0";
+            extent = "170 20";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 280";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "ORM Texture Size:";
+            profile = "ToolsGuiTextProfile";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+         
+         new GuiTextEditCtrl() {
+            internalName = "ormTextureSizeTextEdit";
+            profile = "ToolsGuiTextEditProfile";
+            
+            position = "130 0";
+            extent = "170 20";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 310";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 20";
+         
+         new GuiTextCtrl() {
+            text = "ORM Texture Format:";
+            profile = "ToolsGuiTextProfile";
+            
+            position = "0 0";
+            extent = "120 20";
+         };
+         
+         new GuiPopUpMenuCtrl() {
+            internalName = "ormTextureFormatPopUpMenu";
+            profile = "ToolsGuiPopUpMenuProfile";
+            
+            position = "130 0";
+            extent = "170 20";
+         };
+      };
+      
+      new GuiControl() {
+         position = "20 350";
+         profile = "ToolsGuiDefaultProfile";
+         extent = "300 30";
+      
+         new GuiButtonCtrl() {
+            text = "Apply & Save";
+            profile = "ToolsGuiButtonProfile";
+            position = "0 0";
+            
+            command = "TerrainTextureSettingsDlg.applyAndSave();";
+            
+            extent = "145 30";
+         };
+      
+         new GuiButtonCtrl() {
+            text = "Cancel";
+            profile = "ToolsGuiButtonProfile";
+            position = "155 0";
+            
+            command = "TerrainTextureSettingsDlg.cancel();";
+            
+            extent = "145 30";
+         };
+      };
+   };
+};
+//--- OBJECT WRITE END ---

+ 2 - 1
Templates/BaseGame/game/tools/worldEditor/scripts/EditorGui.ed.cs

@@ -119,7 +119,8 @@ function EditorGui::init(%this)
       }
          
       exec("~/worldEditor/gui/guiTerrainMaterialDlg.ed.gui"); 
-      exec("~/worldEditor/gui/TerrainBrushSoftnessCurveDlg.ed.gui");        
+      exec("~/worldEditor/gui/TerrainBrushSoftnessCurveDlg.ed.gui");   
+      exec("~/worldEditor/gui/guiTerrainTextureSettingsDlg.ed.gui");      
    }
    if ( !isObject( %this-->TerrainPainterToolbar) )
    {

+ 49 - 3
Templates/BaseGame/game/tools/worldEditor/scripts/interfaces/terrainMaterialDlg.ed.cs

@@ -443,6 +443,14 @@ function TerrainMaterialDlg::setActiveMaterial( %this, %mat )
       %this-->detDistanceCtrl.setText( %mat.detailDistance );      
       %this-->sideProjectionCtrl.setValue( %mat.useSideProjection );
       %this-->parallaxScaleCtrl.setText( %mat.parallaxScale );
+      
+      %blendHeightBase = mFloor(%mat.blendHeightBase * 1000)/1000;
+      %this-->blendHeightBaseTextEditCtrl.setText( %blendHeightBase );
+      %this-->blendHeightBaseSliderCtrl.setValue( %mat.blendHeightBase );
+      
+      %blendHeightContrast = mFloor(%mat.blendHeightContrast * 1000)/1000;
+      %this-->blendHeightContrastTextEditCtrl.setText( %blendHeightContrast );
+      %this-->blendHeightContrastSliderCtrl.setValue( %mat.blendHeightContrast );
 
       %this-->macroSizeCtrl.setText( %mat.macroSize );
       %this-->macroStrengthCtrl.setText( %mat.macroStrength );
@@ -504,6 +512,8 @@ function TerrainMaterialDlg::saveDirtyMaterial( %this, %mat )
    %detailDistance = %this-->detDistanceCtrl.getText();   
    %useSideProjection = %this-->sideProjectionCtrl.getValue();   
    %parallaxScale = %this-->parallaxScaleCtrl.getText();
+   %blendHeightBase = %this-->blendHeightBaseTextEditCtrl.getText();
+   %blendHeightContrast = %this-->blendHeightContrastTextEditCtrl.getText();
 
    %macroSize = %this-->macroSizeCtrl.getText();      
    %macroStrength = %this-->macroStrengthCtrl.getText();
@@ -529,11 +539,13 @@ function TerrainMaterialDlg::saveDirtyMaterial( %this, %mat )
          %mat.macroSize == %macroSize &&
          %mat.macroStrength == %macroStrength &&
          %mat.macroDistance == %macroDistance &&         
-         %mat.parallaxScale == %parallaxScale &&         
+         %mat.parallaxScale == %parallaxScale &&
+         %mat.blendHeightBase == %blendHeightBase &&
+         %mat.blendHeightContrast == %blendHeightContrast &&
          %mat.isSRGB == %isSRGB &&         
-         %mat.invertRoughness == %invertRoughness)               
+         %mat.invertRoughness == %invertRoughness && false)               
       return;
-      
+   
    // Make sure the material name is unique.
    
    if( %mat.internalName !$= %newName )
@@ -567,6 +579,8 @@ function TerrainMaterialDlg::saveDirtyMaterial( %this, %mat )
    %mat.macroDistance = %macroDistance;    
    %mat.useSideProjection = %useSideProjection;
    %mat.parallaxScale = %parallaxScale;
+   %mat.blendHeightBase = %blendHeightBase;
+   %mat.blendHeightContrast = %blendHeightContrast;
    %mat.isSRGB = %isSRGB;
    %mat.invertRoughness = %invertRoughness;
    
@@ -619,6 +633,8 @@ function TerrainMaterialDlg::snapshotMaterials( %this )
          macroDistance = %mat.macroDistance;
          useSideProjection = %mat.useSideProjection;
          parallaxScale = %mat.parallaxScale;
+         blendHeightBase = %mat.blendHeightBase;
+         blendHeightContrast = %mat.blendHeightContrast;
          isSRGB = %mat.isSRGB;
          invertRoughness = %mat.invertRoughness;
       };
@@ -656,6 +672,8 @@ function TerrainMaterialDlg::restoreMaterials( %this )
       %mat.macroDistance = %obj.macroDistance;
       %mat.useSideProjection = %obj.useSideProjection;
       %mat.parallaxScale = %obj.parallaxScale;
+      %mat.blendHeightBase = %obj.blendHeightBase;
+      %mat.blendHeightContrast = %obj.blendHeightContrast;
       %mat.isSRGB = %obj.isSRGB;
       %mat.invertRoughness = %obj.invertRoughness;
    }
@@ -693,3 +711,31 @@ function TerrainMaterialDlg::_selectTextureFileDialog( %this, %defaultFileName )
       
    return %file;
 }
+
+function TerrainMaterialDlgBlendHeightBaseSlider::onMouseDragged(%this)
+{
+   %value = mFloor(%this.value * 1000)/1000;
+   TerrainMaterialDlgBlendHeightBaseTextEdit.setText(%value);
+   TerrainMaterialDlg.activeMat.blendHeightBase = %this.value;
+
+}
+
+function TerrainMaterialDlgBlendHeightBaseTextEdit::onValidate(%this)
+{
+   TerrainMaterialDlgBlendHeightBaseSlider.setValue(%this.getText());
+   TerrainMaterialDlg.activeMat.blendHeightBase = %this.getText();
+}
+
+function TerrainMaterialDlgBlendHeightContrastSlider::onMouseDragged(%this)
+{
+   %value = mFloor(%this.value * 1000)/1000;
+   TerrainMaterialDlgBlendHeightContrastTextEdit.setText(%value);
+   TerrainMaterialDlg.activeMat.blendHeightContrast = %this.value;
+
+}
+
+function TerrainMaterialDlgBlendHeightContrastTextEdit::onValidate(%this)
+{
+   TerrainMaterialDlgBlendHeightContrastSlider.setValue(%this.getText());
+   TerrainMaterialDlg.activeMat.blendHeightContrast = %this.getText();
+}

+ 158 - 0
Templates/BaseGame/game/tools/worldEditor/scripts/interfaces/terrainTextureSettingsDlg.ed.cs

@@ -0,0 +1,158 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+$TerrainTextureSettingsDlg::TerrainTextureFormat = 
+   "R8G8B8 10" TAB 
+   "R8G8B8_SRGB 11" TAB 
+   "R8G8B8A8 12" TAB 
+   "R8G8B8A8_SRGB 15" TAB
+   "BC5 33";
+
+//-----------------------------------------------------------------------------
+
+function TerrainTextureSettingsDlg::show( %this )
+{
+   Canvas.pushDialog( %this );
+}
+
+function TerrainTextureSettingsDlg::onWake( %this ) {
+   %this-->lerpBlendCheckBox.setStateOn(ProjectSettings.value("Terrain/LerpBlend"));
+   %this-->blendDepthSlider.setValue(ProjectSettings.value("Terrain/BlendDepth"));
+   
+   %this-->detailTextureFormatPopUpMenu.clear();
+   %this-->macroTextureFormatPopUpMenu.clear();
+   %this-->normalTextureFormatPopUpMenu.clear();
+   %this-->ormTextureFormatPopUpMenu.clear();
+   
+   for(%i = 0; %i < getFieldCount($TerrainTextureSettingsDlg::TerrainTextureFormat); %i++) {
+      %field = getField($TerrainTextureSettingsDlg::TerrainTextureFormat, %i);
+      
+      %this-->detailTextureFormatPopUpMenu.add(getWord(%field, 0), getWord(%field, 1));
+      %this-->macroTextureFormatPopUpMenu.add(getWord(%field, 0), getWord(%field, 1));
+      %this-->normalTextureFormatPopUpMenu.add(getWord(%field, 0), getWord(%field, 1));
+      %this-->ormTextureFormatPopUpMenu.add(getWord(%field, 0), getWord(%field, 1));
+   }
+   
+   %this-->detailTextureFormatPopUpMenu.setSelected(ProjectSettings.value("Terrain/DetailTextureFormat", 12), false);
+   %this-->macroTextureFormatPopUpMenu.setSelected(ProjectSettings.value("Terrain/MacroTextureFormat", 12), false);
+   %this-->normalTextureFormatPopUpMenu.setSelected(ProjectSettings.value("Terrain/NormalTextureFormat", 12), false);
+   %this-->ormTextureFormatPopUpMenu.setSelected(ProjectSettings.value("Terrain/OrmTextureFormat", 12), false);
+   
+   %this-->detailTextureSizeTextEdit.setText(ProjectSettings.value("Terrain/DetailTextureSize"));
+   %this-->macroTextureSizeTextEdit.setText(ProjectSettings.value("Terrain/MacroTextureSize"));
+   %this-->normalTextureSizeTextEdit.setText(ProjectSettings.value("Terrain/NormalTextureSize"));
+   %this-->ormTextureSizeTextEdit.setText(ProjectSettings.value("Terrain/OrmTextureSize"));
+}
+
+function TerrainTextureSettingsDlg::updateBlendDepth( %this ) {
+   $Terrain::BlendDepth = %this-->blendDepthSlider.getValue();
+}
+
+function TerrainTextureSettingsDlg::apply( %this ) {
+   $Terrain::LerpBlend = %this-->lerpBlendCheckBox.isStateOn();
+   $Terrain::BlendDepth = %this-->blendDepthSlider.getValue();
+   
+   $Terrain::DetailTextureFormat = %this-->detailTextureFormatPopUpMenu.getSelected();
+   $Terrain::MacroTextureFormat = %this-->macroTextureFormatPopUpMenu.getSelected();
+   $Terrain::NormalTextureFormat = %this-->normalTextureFormatPopUpMenu.getSelected();
+   $Terrain::OrmTextureFormat = %this-->ormTextureFormatPopUpMenu.getSelected();
+   
+   if (%this-->detailTextureSizeTextEdit.getText() $= "" || mIsPow2(%this-->detailTextureSizeTextEdit.getText())) {
+      $Terrain::DetailTextureSize = %this-->detailTextureSizeTextEdit.getText();
+   }
+   if (%this-->macroTextureSizeTextEdit.getText() $= "" || mIsPow2(%this-->macroTextureSizeTextEdit.getText())) {
+      $Terrain::MacroTextureSize = %this-->macroTextureSizeTextEdit.getText();
+   }
+   if (%this-->normalTextureSizeTextEdit.getText() $= "" || mIsPow2(%this-->normalTextureSizeTextEdit.getText())) {
+      $Terrain::NormalTextureSize = %this-->normalTextureSizeTextEdit.getText();
+   }
+   if (%this-->ormTextureSizeTextEdit.getText() $= "" || mIsPow2(%this-->ormTextureSizeTextEdit.getText())) {
+      $Terrain::OrmTextureSize = %this-->ormTextureSizeTextEdit.getText();
+   }
+   
+   ETerrainEditor.getActiveTerrain().getClientObject().setMaterialsDirty();
+}
+
+
+function TerrainTextureSettingsDlg::validate( %this ) {
+   if (%this-->detailTextureSizeTextEdit.getText() !$= "" && !mIsPow2(%this-->detailTextureSizeTextEdit.getText())) {
+      toolsMessageBoxOK("Detail Texture Error!", "Detail texture resolution must be a power of 2");
+      return false;
+   }
+   if (%this-->macroTextureSizeTextEdit.getText() !$= "" && !mIsPow2(%this-->macroTextureSizeTextEdit.getText())) {
+      toolsMessageBoxOK("Macro Texture Error!", "Macro texture resolution must be a power of 2");
+      return false;
+   }
+   if (%this-->normalTextureSizeTextEdit.getText() !$= "" && !mIsPow2(%this-->normalTextureSizeTextEdit.getText())) {
+      toolsMessageBoxOK("Normal Texture Error!", "Normal texture resolution must be a power of 2");
+      return false;
+   }
+   if (%this-->ormTextureSizeTextEdit.getText() !$= "" && !mIsPow2(%this-->ormTextureSizeTextEdit.getText())) {
+      toolsMessageBoxOK("ORM Texture Error!", "ORM texture resolution must be a power of 2");
+      return false;
+   }
+   
+   return true;
+}
+
+
+function TerrainTextureSettingsDlg::cancel( %this ) {
+   $Terrain::LerpBlend = ProjectSettings.value("Terrain/LerpBlend");
+   $Terrain::BlendDepth = ProjectSettings.value("Terrain/BlendDepth");
+   
+   $Terrain::DetailTextureFormat = ProjectSettings.value("Terrain/DetailTextureFormat");
+   $Terrain::MacroTextureFormat = ProjectSettings.value("Terrain/MacroTextureFormat");
+   $Terrain::NormalTextureFormat = ProjectSettings.value("Terrain/NormalTextureFormat");
+   $Terrain::OrmTextureFormat = ProjectSettings.value("Terrain/OrmTextureFormat");
+   
+   $Terrain::DetailTextureSize = ProjectSettings.value("Terrain/DetailTextureSize");
+   $Terrain::MacroTextureSize = ProjectSettings.value("Terrain/MacroTextureSize");
+   $Terrain::NormalTextureSize = ProjectSettings.value("Terrain/NormalTextureSize");
+   $Terrain::OrmTextureSize = ProjectSettings.value("Terrain/OrmTextureSize");
+   
+   ETerrainEditor.getActiveTerrain().getClientObject().setMaterialsDirty();
+   Canvas.popDialog(%this);
+}
+
+function TerrainTextureSettingsDlg::applyAndSave( %this ) {
+   if (!%this.validate()) {
+      return;
+   }
+   %this.apply();
+   
+   ProjectSettings.setValue("Terrain/LerpBlend", $Terrain::LerpBlend);
+   ProjectSettings.setValue("Terrain/BlendDepth", $Terrain::BlendDepth);
+
+   ProjectSettings.setValue("Terrain/DetailTextureFormat", $Terrain::DetailTextureFormat);
+   ProjectSettings.setValue("Terrain/MacroTextureFormat", $Terrain::MacroTextureFormat);
+   ProjectSettings.setValue("Terrain/NormalTextureFormat", $Terrain::NormalTextureFormat);
+   ProjectSettings.setValue("Terrain/OrmTextureFormat", $Terrain::OrmTextureFormat);
+   
+   ProjectSettings.setValue("Terrain/DetailTextureSize", $Terrain::DetailTextureSize);
+   ProjectSettings.setValue("Terrain/MacroTextureSize", $Terrain::MacroTextureSize);
+   ProjectSettings.setValue("Terrain/NormalTextureSize", $Terrain::NormalTextureSize);
+   ProjectSettings.setValue("Terrain/OrmTextureSize", $Terrain::OrmTextureSize);
+   
+   ProjectSettings.write();
+   
+   Canvas.popDialog(%this);
+}

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