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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "terrain/glsl/terrFeatureGLSL.h"
- #include "terrain/terrFeatureTypes.h"
- #include "materials/materialFeatureTypes.h"
- #include "materials/materialFeatureData.h"
- #include "gfx/gfxDevice.h"
- #include "shaderGen/langElement.h"
- #include "shaderGen/shaderOp.h"
- #include "shaderGen/featureMgr.h"
- #include "core/module.h"
- MODULE_BEGIN( TerrainFeatGLSL )
- MODULE_INIT_AFTER( ShaderGenFeatureMgr )
- MODULE_INIT
- {
- FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
- FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new TerrainParallaxMapFeatGLSL );
- FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
- FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
- FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
- FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
- FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
- }
- MODULE_END;
- Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
- {
- Var *theVar = (Var*)LangElement::find( name );
- if ( !theVar )
- {
- theVar = new Var;
- theVar->setType( type );
- theVar->setName( name );
- theVar->uniform = true;
- theVar->constSortPos = csp;
- }
-
- return theVar;
- }
- Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
- {
- String name( String::ToString( "outDetCoord%d", getProcessIndex() ) );
- Var *inDet = (Var*)LangElement::find( name );
-
- if ( !inDet )
- {
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
-
- inDet = connectComp->getElement( RT_TEXCOORD );
- inDet->setName( name );
- inDet->setType( "vec4" );
- inDet->mapsToSampler = true;
- }
-
- return inDet;
- }
- Var* TerrainFeatGLSL::_getNormalMapTex()
- {
- String name( String::ToString( "normalMap%d", getProcessIndex() ) );
- Var *normalMap = (Var*)LangElement::find( name );
-
- if ( !normalMap )
- {
- normalMap = new Var;
- normalMap->setType( "sampler2D" );
- normalMap->setName( name );
- normalMap->uniform = true;
- normalMap->sampler = true;
- normalMap->constNum = Var::getTexUnitNum();
- }
-
- return normalMap;
- }
- Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
- {
- String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
-
- Var *detailInfo = (Var*)LangElement::find( name );
- if ( !detailInfo )
- {
- detailInfo = new Var;
- detailInfo->setType( "vec3" );
- detailInfo->setName( name );
- detailInfo->uniform = true;
- detailInfo->constSortPos = cspPotentialPrimitive;
- }
-
- return detailInfo;
- }
- void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- output = meta;
- // Generate the incoming texture var.
- Var *inTex;
- {
- Var *inPos = (Var*)LangElement::find( "inPosition" );
- if ( !inPos )
- inPos = (Var*)LangElement::find( "position" );
- inTex = new Var( "texCoord", "vec3" );
- Var *oneOverTerrainSize = _getUniformVar( "oneOverTerrainSize", "float", cspPass );
- // NOTE: The y coord here should be negative to have
- // the texture maps not end up flipped which also caused
- // normal and parallax mapping to be incorrect.
- //
- // This mistake early in development means that the layer
- // id bilinear blend depends on it being that way.
- //
- // So instead i fixed this by flipping the base and detail
- // coord y scale to compensate when rendering.
- //
- meta->addStatement( new GenOp( " @ = @.xyz * vec3( @, @, -@ );\r\n",
- new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
- }
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- // Pass the texture coord to the pixel shader.
- Var *outTex = connectComp->getElement( RT_TEXCOORD );
- outTex->setName( "outTexCoord" );
- outTex->setType( "vec3" );
- outTex->mapsToSampler = true;
- meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
- // If this shader has a side projected layer then we
- // pass the dot product between the +Y and the normal
- // thru outTexCoord.z for use in blending the textures.
- if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
- {
- Var *inNormal = (Var*)LangElement::find( "normal" );
- meta->addStatement(
- new GenOp( " @.z = pow( abs( dot( normalize( vec3( @.x, @.y, 0.0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
- outTex, inNormal, inNormal ) );
- }
- else
- meta->addStatement( new GenOp( " @.z = 0;\r\n", outTex ) );
- // HACK: This is sort of lazy... we generate the tanget
- // vector here so that we're sure it exists in the parallax
- // and normal features which will expect "T" to exist.
- //
- // If this shader doesn't use it the shader compiler will
- // optimize away this code.
- //
- Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
- Var *inTanget = new Var( "T", "vec3" );
- Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
- meta->addStatement( new GenOp( " @ = normalize( vec3( @, 0.0, @ ) );\r\n",
- new DecOp( inTanget ), squareSize, inTangentZ ) );
- }
- void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // grab connector texcoord register
- Var *texCoord = getInTexCoord( "outTexCoord", "vec3", true, componentList );
- // We do nothing more if this is a prepass.
- if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
- return;
- // create texture var
- Var *diffuseMap = new Var;
- diffuseMap->setType( "sampler2D" );
- diffuseMap->setName( "baseTexMap" );
- diffuseMap->uniform = true;
- diffuseMap->sampler = true;
- diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
- MultiLine *meta = new MultiLine;
- Var *baseColor = new Var;
- baseColor->setType( "vec4" );
- baseColor->setName( "baseColor" );
- meta->addStatement( new GenOp( " @ = texture2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
- meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
- output = meta;
- }
- ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- res.numTexReg = 1;
- // We only sample from the base map during a diffuse pass.
- if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
- res.numTex = 1;
- return res;
- }
- TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
- : mTerrainDep( "shaders/common/terrain/terrain.glsl" )
- {
- addDependency( &mTerrainDep );
- }
- void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- const U32 detailIndex = getProcessIndex();
- // If this is a prepass and we don't have a
- // matching normal map... we have nothing to do.
- if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
- !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
- return;
- // Grab incoming texture coords... the base map feature
- // made sure this was created.
- Var *inTex = (Var*)LangElement::find( "texCoord" );
- AssertFatal( inTex, "The texture coord is missing!" );
- // Grab the input position.
- Var *inPos = (Var*)LangElement::find( "inPosition" );
- if ( !inPos )
- inPos = (Var*)LangElement::find( "position" );
- // Get the object space eye position.
- Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPotentialPrimitive );
- MultiLine *meta = new MultiLine;
- // Get the distance from the eye to this vertex.
- Var *dist = (Var*)LangElement::find( "dist" );
- if ( !dist )
- {
- dist = new Var;
- dist->setType( "float" );
- dist->setName( "dist" );
- meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
- new DecOp( dist ), inPos, eyePos ) );
- }
- // grab connector texcoord register
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- Var *outTex = connectComp->getElement( RT_TEXCOORD );
- outTex->setName( String::ToString( "outDetCoord%d", detailIndex ) );
- outTex->setType( "vec4" );
- outTex->mapsToSampler = true;
- // 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;
- // Setup the detail coord.
- //
- // NOTE: You see here we scale the texture coord by 'xyx'
- // to generate the detail coord. This y is here because
- // its scale is flipped to correct for the non negative y
- // in texCoord.
- //
- // See TerrainBaseMapFeatHLSL::processVert().
- //
- meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
- // And sneak the detail fade thru the w detailCoord.
- meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
- outTex, detScaleAndFade, dist, detScaleAndFade ) );
- output = meta;
- }
- void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- const U32 detailIndex = getProcessIndex();
- // If this is a prepass and we don't have a
- // matching normal map... we have nothing to do.
- if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
- !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
- return;
- Var *inTex = getVertTexCoord( "outTexCoord" );
-
- MultiLine *meta = new MultiLine;
- // Get the layer samples.
- Var *layerSample = (Var*)LangElement::find( "layerSample" );
- if ( !layerSample )
- {
- layerSample = new Var;
- layerSample->setType( "vec4" );
- layerSample->setName( "layerSample" );
- // Get the layer texture var
- Var *layerTex = new Var;
- layerTex->setType( "sampler2D" );
- layerTex->setName( "layerTex" );
- layerTex->uniform = true;
- layerTex->sampler = true;
- layerTex->constNum = Var::getTexUnitNum();
- // Read the layer texture to get the samples.
- meta->addStatement( new GenOp( " @ = round( texture2D( @, @.xy ) * 255.0f );\r\n",
- new DecOp( layerSample ), layerTex, inTex ) );
- }
- Var *layerSize = (Var*)LangElement::find( "layerSize" );
- if ( !layerSize )
- {
- layerSize = new Var;
- layerSize->setType( "float" );
- layerSize->setName( "layerSize" );
- layerSize->uniform = true;
- layerSize->constSortPos = cspPass;
- }
- // Grab the incoming detail coord.
- Var *inDet = _getInDetailCoord( componentList );
- // Get the detail id.
- Var *detailInfo = _getDetailIdStrengthParallax();
- // Create the detail blend var.
- Var *detailBlend = new Var;
- detailBlend->setType( "float" );
- detailBlend->setName( String::ToString( "detailBlend%d", detailIndex ) );
- // Calculate the blend for this detail texture.
- meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
- new DecOp( detailBlend ), 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( " @ = 0.0;\r\n", new DecOp( blendTotal ) ) );
- }
- // Add to the blend total.
- meta->addStatement( new GenOp( " @ += @;\r\n", blendTotal, detailBlend ) );
- //meta->addStatement( new GenOp( " @ += @ * @.y * @.w;\r\n",
- //blendTotal, detailBlend, detailInfo, inDet ) );
- // Nothing more to do for a detail texture in prepass.
- if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
- {
- output = meta;
- return;
- }
- Var *detailColor = (Var*)LangElement::find( "detailColor" );
- if ( !detailColor )
- {
- detailColor = new Var;
- detailColor->setType( "vec4" );
- detailColor->setName( "detailColor" );
- meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
- }
- // Get the detail texture.
- Var *detailMap = new Var;
- detailMap->setType( "sampler2D" );
- detailMap->setName( String::ToString( "detailMap%d", detailIndex ) );
- detailMap->uniform = true;
- detailMap->sampler = true;
- detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
- // If we're using SM 3.0 then take advantage of
- // dynamic branching to skip layers per-pixel.
-
- if ( GFX->getPixelShaderVersion() >= 3.0f )
- meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
- meta->addStatement( new GenOp( " {\r\n" ) );
- // Note that we're doing the standard greyscale detail
- // map technique here which can darken and lighten the
- // diffuse texture.
- //
- // We take two color samples and lerp between them for
- // side projection layers... else a single sample.
- //
- if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
- {
- meta->addStatement( new GenOp( " @ = ( mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
- detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
- }
- else
- {
- meta->addStatement( new GenOp( " @ = ( texture2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
- detailColor, detailMap, inDet ) );
- }
- meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
- detailColor, detailInfo, inDet ) );
- Var *baseColor = (Var*)LangElement::find( "baseColor" );
- Var *outColor = (Var*)LangElement::find( "col" );
- meta->addStatement( new GenOp( " @ = mix( @, @ + @, @ );\r\n",
- outColor, outColor, baseColor, detailColor, detailBlend ) );
- meta->addStatement( new GenOp( " }\r\n" ) );
- output = meta;
- }
- ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
- {
- // If this is a prepass and we don't have a
- // matching normal map... we use no resources.
- if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() ) )
- return res;
- // If this is the first matching normal map then
- // it also samples from the layer tex.
- if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
- res.numTex += 1;
- }
- else
- {
- // If this is the first detail pass then it
- // also samples from the layer tex.
- if ( !fd.features.hasFeature( MFT_TerrainDetailMap, getProcessIndex() - 1 ) )
- res.numTex += 1;
- res.numTex += 1;
- }
- res.numTexReg += 1;
- return res;
- }
- void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // We only need to process normals during the prepass.
- if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
- return;
- MultiLine *meta = new MultiLine;
- // Make sure the world to tangent transform
- // is created and available for the pixel shader.
- getOutViewToTangent( componentList, meta, fd );
- output = meta;
- }
- void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // We only need to process normals during the prepass.
- if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
- return;
- MultiLine *meta = new MultiLine;
- Var *viewToTangent = getInViewToTangent( componentList );
- // This var is read from GBufferConditionerGLSL and
- // used in the prepass output.
- Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
- if ( !gbNormal )
- {
- gbNormal = new Var;
- gbNormal->setName( "gbNormal" );
- gbNormal->setType( "vec3" );
- meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
- }
- const U32 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( "outTexCoord" );
- // Sample the normal map.
- //
- // We take two normal samples and lerp between them for
- // side projection layers... else a single sample.
- LangElement *texOp;
- if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
- {
- texOp = new GenOp( "mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z )",
- normalMap, inDet, normalMap, inDet, inTex );
- }
- else
- texOp = new GenOp( "texture2D(@, @.xy)", normalMap, inDet );
- // create bump normal
- Var *bumpNorm = new Var;
- bumpNorm->setName( "bumpNormal" );
- bumpNorm->setType( "vec4" );
- LangElement *bumpNormDecl = new DecOp( bumpNorm );
- meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
- // Normalize is done later...
- // Note: The reverse mul order is intentional. Affine matrix.
- meta->addStatement( new GenOp( " @ = mix( @, @.xyz * @, min( @, @.w ) );\r\n",
- gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
- // End the conditional block.
- meta->addStatement( new GenOp( " }\r\n" ) );
- // If this is the last normal map then we
- // can test to see the total blend value
- // to see if we should clip the result.
- //if ( fd.features.getNextFeatureIndex( MFT_TerrainNormalMap, normalIndex ) == -1 )
- //meta->addStatement( new GenOp( " clip( @ - 0.0001f );\r\n", blendTotal ) );
- output = meta;
- }
- ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- // We only need to process normals during the prepass.
- if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
- {
- // If this is the first normal map then it
- // will generate the worldToTanget transform.
- if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
- res.numTexReg = 3;
- res.numTex = 1;
- }
- return res;
- }
- TerrainParallaxMapFeatGLSL::TerrainParallaxMapFeatGLSL()
- : mIncludeDep( "shaders/common/gl/torque.glsl" )
- {
- addDependency( &mIncludeDep );
- }
- void TerrainParallaxMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- if ( LangElement::find( "outNegViewTS" ) )
- return;
- MultiLine *meta = new MultiLine;
- // Grab the input position.
- Var *inPos = (Var*)LangElement::find( "inPosition" );
- if ( !inPos )
- inPos = (Var*)LangElement::find( "position" );
- // Get the object space eye position and the
- // object to tangent transform.
- Var *eyePos = _getUniformVar( "eyePos", "vec3" , cspPotentialPrimitive );
- Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta,fd );
- // Now send the negative view vector in tangent space to the pixel shader.
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
- outNegViewTS->setName( "outNegViewTS" );
- outNegViewTS->setType( "vec3" );
- meta->addStatement( new GenOp( " @ = @ * vec3( @ - @.xyz );\r\n",
- outNegViewTS, objToTangentSpace, eyePos, inPos ) );
- output = meta;
- }
- void TerrainParallaxMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- // We need the negative tangent space view vector
- // as in parallax mapping we step towards the camera.
- Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
- if ( !negViewTS )
- {
- Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
- if ( !inNegViewTS )
- {
- inNegViewTS = connectComp->getElement( RT_TEXCOORD );
- inNegViewTS->setName( "outNegViewTS" );
- inNegViewTS->setType( "vec3" );
- }
- negViewTS = new Var( "negViewTS", "vec3" );
- meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
- }
- // Get the rest of our inputs.
- Var *detailInfo = _getDetailIdStrengthParallax();
- Var *normalMap = _getNormalMapTex();
- Var *texCoord = _getInDetailCoord( componentList );
- // Call the library function to do the rest.
- meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z );\r\n",
- texCoord, normalMap, texCoord, negViewTS, detailInfo ) );
- output = meta;
- }
- ShaderFeature::Resources TerrainParallaxMapFeatGLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
-
- // If this is the first parallax feature then
- // it will generate the tangetEye vector and
- // the worldToTanget transform.
- if ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() - 1 ) )
- res.numTexReg = 4;
-
- // If this isn't the prepass then we will
- // be adding a normal map.
- if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
- res.numTex = 1;
-
- return res;
- }
- void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // grab connector texcoord register
- Var *inTex = (Var*)LangElement::find( "outTexCoord" );
- if ( !inTex )
- return;
- // Get the lightmap texture.
- Var *lightMap = new Var;
- lightMap->setType( "sampler2D" );
- lightMap->setName( "lightMapTex" );
- lightMap->uniform = true;
- lightMap->sampler = true;
- lightMap->constNum = Var::getTexUnitNum();
- // Create a 'lightMask' value which is read by
- // RTLighting to mask out the directional lighting.
- Var *lightMask = new Var;
- lightMask->setType( "vec3" );
- lightMask->setName( "lightMask" );
- output = new GenOp( " @ = texture2D( @, @.xy ).rgb;\r\n", new DecOp( lightMask ), lightMap, inTex );
- }
- ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- res.numTex = 1;
- return res;
- }
- void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- Var *color = (Var*) LangElement::find( "col" );
- Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
- if ( !color || !blendTotal )
- return;
-
- MultiLine *meta = new MultiLine;
- meta->addStatement( new GenOp( " if ( @ - 0.0001 < 0.0 ) discard;\r\n", blendTotal ) );
- meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
- output = meta;
- }
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