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@@ -48,6 +48,7 @@ namespace
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FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
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+ FEATUREMGR->registerFeature( MFT_TerrainHeightBlend, new TerrainHeightMapBlendHLSL );
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FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
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}
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@@ -371,6 +372,26 @@ void TerrainBaseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
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}
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
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+
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+ if (fd.features[MFT_isDeferred])
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+ {
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+ // Set base ORM info
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+ Var* ormConfig;
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+ OutputTarget targ = RenderTarget1;
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+ targ = RenderTarget2;
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+ ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
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+ if (!ormConfig)
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+ {
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+ // create color var
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+ ormConfig = new Var;
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+ ormConfig->setType("fragout");
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+ ormConfig->setName(getOutputTargetVarName(targ));
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+ ormConfig->setStructName("OUT");
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+ }
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+
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+ meta->addStatement(new GenOp(" @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
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+ }
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+
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output = meta;
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}
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@@ -385,7 +406,7 @@ ShaderFeature::Resources TerrainBaseMapFeatHLSL::getResources( const MaterialFea
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U32 TerrainBaseMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
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{
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- return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
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+ return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
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}
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TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
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@@ -587,40 +608,22 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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}
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}
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-
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- // Check to see if we have a gbuffer normal.
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- Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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- // If we have a gbuffer normal and we don't have a
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- // normal map feature then we need to lerp in a
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- // default normal else the normals below this layer
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- // will show thru.
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- if (gbNormal &&
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- !fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
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- {
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- Var *viewToTangent = getInViewToTangent(componentList);
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- meta->addStatement(new GenOp(" @ = lerp( @, @[2], min( @, @.w ) );\r\n",
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- gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
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- }
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- Var *detailColor = (Var*)LangElement::find( "detailColor" );
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+ Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
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if ( !detailColor )
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{
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detailColor = new Var;
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detailColor->setType( "float4" );
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- detailColor->setName( "detailColor" );
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+ detailColor->setName( String::ToString("detailColor%d", detailIndex) );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
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}
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- // If we're using SM 3.0 then take advantage of
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- // dynamic branching to skip layers per-pixel.
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-
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-
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- if ( GFX->getPixelShaderVersion() >= 3.0f )
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- meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
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-
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- meta->addStatement( new GenOp( " {\r\n" ) );
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-
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+ // Sample the normal map.
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+ //
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+ // We take two normal samples and lerp between them for
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+ // side projection layers... else a single sample.
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+ //
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// Note that we're doing the standard greyscale detail
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// map technique here which can darken and lighten the
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// diffuse texture.
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@@ -635,34 +638,68 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
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{
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-
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- meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
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+ meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
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}
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else
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{
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- meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
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+ meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
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}
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- meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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- detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
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+ meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
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+ detailColor, new IndexOp(detailInfo, detailIndex), inDet));
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- ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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- if (fd.features.hasFeature(MFT_isDeferred))
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- target= ShaderFeature::RenderTarget1;
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+ // Check to see if we have a gbuffer normal.
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+ Var* viewToTangent = (Var*)LangElement::find("viewToTangent");
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+ if (!viewToTangent && fd.features.hasFeature(MFT_TerrainHeightBlend))
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+ {
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+ // This needs to be here, to ensure consistent ordering of texcoords, be careful with moving it
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+ getInViewToTangent(componentList);
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+ }
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- Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
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+ if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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+ {
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+ // Check to see if we have a gbuffer normal.
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+ Var* gbNormal = (Var*)LangElement::find("gbNormal");
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+
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+ // If we have a gbuffer normal and we don't have a
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+ // normal map feature then we need to lerp in a
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+ // default normal else the normals below this layer
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+ // will show thru.
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+ if (gbNormal &&
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+ !fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
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+ {
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+ Var* viewToTangent = getInViewToTangent(componentList);
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- meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
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+ meta->addStatement(new GenOp(" @ = lerp( @, @[2], min( @, @.w ) );\r\n",
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+ gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
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+ }
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- meta->addStatement( new GenOp( " @ += @ * @;\r\n",
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- outColor, detailColor, detailBlend));
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+ // If we're using SM 3.0 then take advantage of
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+ // dynamic branching to skip layers per-pixel.
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+ if (GFX->getPixelShaderVersion() >= 3.0f)
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+ meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
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- meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
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+ meta->addStatement(new GenOp(" {\r\n"));
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- meta->addStatement( new GenOp( " }\r\n" ) );
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+ ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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+
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+ if (fd.features.hasFeature(MFT_isDeferred))
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+ target = ShaderFeature::RenderTarget1;
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+
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+ Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
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+
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+ meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
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+
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+ meta->addStatement(new GenOp(" @ += @ * @;\r\n",
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+ outColor, detailColor, detailBlend));
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+
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+ meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
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+
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+ meta->addStatement(new GenOp(" }\r\n"));
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+ }
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output = meta;
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}
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@@ -901,16 +938,16 @@ void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentL
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//
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if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
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{
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- meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
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+ meta->addStatement(new GenOp(" @ = ( lerp( @.Sample( @, float3(@.yz, @.x) ), @.Sample( @, float3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex), inTex));
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}
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else
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{
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- meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
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+ meta->addStatement(new GenOp(" @ = ( @.Sample( @, float3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
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detailColor, detailMapArray, detailMapSampler, inDet, new IndexOp(detailInfo, detailIndex)));
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}
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- meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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+ meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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@@ -982,42 +1019,21 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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MultiLine *meta = new MultiLine;
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- Var *viewToTangent = getInViewToTangent( componentList );
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-
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- // This var is read from GBufferConditionerHLSL and
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- // used in the deferred output.
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- Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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- if ( !gbNormal )
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- {
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- gbNormal = new Var;
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- gbNormal->setName( "gbNormal" );
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- gbNormal->setType( "float3" );
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- meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
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- }
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-
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const S32 normalIndex = getProcessIndex();
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Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
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AssertFatal( detailBlend, "The detail blend is missing!" );
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- // If we're using SM 3.0 then take advantage of
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- // dynamic branching to skip layers per-pixel.
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- if ( GFX->getPixelShaderVersion() >= 3.0f )
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- meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
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-
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- meta->addStatement( new GenOp( " {\r\n" ) );
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-
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/// Get the texture coord.
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- Var *inDet = _getInDetailCoord( componentList );
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- Var *inTex = getVertTexCoord( "texCoord" );
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-
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+ Var* inDet = _getInDetailCoord(componentList);
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+ Var* inTex = getVertTexCoord("texCoord");
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Var* detailInfo = _getDetailIdStrengthParallax();
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// Sample the normal map.
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//
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// We take two normal samples and lerp between them for
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// side projection layers... else a single sample.
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- LangElement *texOp;
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+ LangElement* texOp;
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Var* normalMapSampler = _getNormalMapSampler();
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Var* normalMapArray = _getNormalMapArray();
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@@ -1031,20 +1047,43 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", normalMapArray, normalMapSampler, inDet, new IndexOp(detailInfo, normalIndex));
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// create bump normal
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- Var *bumpNorm = new Var;
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- bumpNorm->setName( "bumpNormal" );
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- bumpNorm->setType( "float4" );
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+ Var* bumpNorm = new Var;
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+ bumpNorm->setName(String::ToString("bumpNormal%d", normalIndex));
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+ bumpNorm->setType("float4");
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- LangElement *bumpNormDecl = new DecOp( bumpNorm );
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- meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
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+ LangElement* bumpNormDecl = new DecOp(bumpNorm);
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+ meta->addStatement(expandNormalMap(texOp, bumpNormDecl, bumpNorm, fd));
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+
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+ if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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+ {
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+ Var* viewToTangent = getInViewToTangent(componentList);
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+
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+ // This var is read from GBufferConditionerHLSL and
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+ // used in the deferred output.
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+ Var* gbNormal = (Var*)LangElement::find("gbNormal");
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+ if (!gbNormal)
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+ {
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+ gbNormal = new Var;
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+ gbNormal->setName("gbNormal");
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+ gbNormal->setType("float3");
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+ meta->addStatement(new GenOp(" @ = @[2];\r\n", new DecOp(gbNormal), viewToTangent));
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+ }
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+
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+ // If we're using SM 3.0 then take advantage of
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+ // dynamic branching to skip layers per-pixel.
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+ if (GFX->getPixelShaderVersion() >= 3.0f)
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+ meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
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+
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+ meta->addStatement(new GenOp(" {\r\n"));
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// Normalize is done later...
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// Note: The reverse mul order is intentional. Affine matrix.
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- meta->addStatement( new GenOp( " @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
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- gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
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+ meta->addStatement(new GenOp(" @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n",
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+ gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet));
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- // End the conditional block.
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- meta->addStatement( new GenOp( " }\r\n" ) );
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+ // End the conditional block.
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+ meta->addStatement(new GenOp(" }\r\n"));
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+ }
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output = meta;
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}
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@@ -1247,7 +1286,7 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
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// search for material var
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Var * ormConfig;
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- OutputTarget targ = DefaultTarget;
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+ OutputTarget targ = RenderTarget1;
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if (fd.features[MFT_isDeferred])
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{
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targ = RenderTarget2;
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@@ -1282,7 +1321,12 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
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meta->addStatement(new GenOp(" @.b = 1.0 - @.b;\r\n", matinfoCol, matinfoCol));
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}
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- meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
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+ meta->addStatement(new GenOp(" @ = lerp(float3(1.0, 1.0, 0.0), @, @.y * @.w);\r\n", matinfoCol, matinfoCol, new IndexOp(detailInfo, compositeIndex), inDet));
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+
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+ if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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+ {
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+ meta->addStatement(new GenOp(" @.gba += @ * @;\r\n", ormConfig, matinfoCol, detailBlend));
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+ }
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output = meta;
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}
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@@ -1297,7 +1341,7 @@ ShaderFeature::Resources TerrainORMMapFeatHLSL::getResources(const MaterialFeatu
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// reminder, the matinfo buffer is flags, smooth, ao, metal
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U32 TerrainBlankInfoMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
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{
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- return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
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+ return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
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}
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void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
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@@ -1307,12 +1351,12 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
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// search for material var
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Var *material;
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- OutputTarget targ = DefaultTarget;
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+ OutputTarget ormConfig = RenderTarget1;
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if (fd.features[MFT_isDeferred])
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{
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- targ = RenderTarget2;
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+ ormConfig = RenderTarget2;
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}
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- material = (Var*)LangElement::find(getOutputTargetVarName(targ));
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+ material = (Var*)LangElement::find(getOutputTargetVarName(ormConfig));
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MultiLine * meta = new MultiLine;
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if (!material)
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@@ -1320,7 +1364,7 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
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// create color var
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material = new Var;
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material->setType("fragout");
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- material->setName(getOutputTargetVarName(targ));
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+ material->setName(getOutputTargetVarName(ormConfig));
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material->setStructName("OUT");
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}
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@@ -1334,7 +1378,338 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
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String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
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- meta->addStatement(new GenOp(" @.gba += float3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
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+ if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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+ {
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+ meta->addStatement(new GenOp(" @.gba += float3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
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+ }
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+
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+ output = meta;
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+}
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+
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+void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentList,
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+ const MaterialFeatureData& fd)
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+{
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+
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+ ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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+
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+ if (fd.features.hasFeature(MFT_isDeferred))
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+ target = ShaderFeature::RenderTarget1;
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+
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+ Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
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+
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+ if (!outColor)
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+ return;
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+
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+ MultiLine* meta = new MultiLine;
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+
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+ // Count number of detail layers
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+ int detailCount = 0;
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+ while (true)
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+ {
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+ if(LangElement::find(String::ToString("detailBlend%d", detailCount)) == NULL)
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+ {
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+ break;
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+ }
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+
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+ ++detailCount;
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+ }
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+
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+ if ( detailCount == 0 )
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+ {
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+ return;
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+ }
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+
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+ // Compute blend factors
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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+ Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
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+ Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
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+ if (!blendDepth)
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+ {
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+ blendDepth = new Var;
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+ blendDepth->setType("float");
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+ blendDepth->setName(String::ToString("blendDepth%d", idx));
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+ blendDepth->uniform = true;
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+ blendDepth->constSortPos = cspPrimitive;
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+ }
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+
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+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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+ if (!detailH)
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+ {
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+ detailH = new Var;
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+ detailH->setType("float");
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+ detailH->setName(String::ToString("detailH%d", idx));
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+
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+ meta->addStatement(new GenOp(" @ = 0;\r\n",
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+ new DecOp(detailH)));
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+ meta->addStatement(new GenOp(" if (@ > 0.0f) {\r\n", detailBlend));
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+ if (bumpNormal != NULL)
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+ {
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+ meta->addStatement(new GenOp(" @ = clamp(@.a + @, 0.0, 1.0);\r\n",
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+ detailH, bumpNormal, blendDepth));
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+ }
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+ else
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+ {
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+ meta->addStatement(new GenOp(" @ = clamp(0.5 + @, 0.0, 1.0);\r\n",
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+ detailH, blendDepth));
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+ }
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+ meta->addStatement(new GenOp(" }\r\n"));
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+ }
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+ }
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+
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+ meta->addStatement(new GenOp("\r\n"));
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+
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+ Var* depth = (Var*)LangElement::find("baseBlendDepth");
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+ if (depth == NULL)
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+ {
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+ depth = new Var;
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+ depth->setType("float");
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+ depth->setName("baseBlendDepth");
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+ depth->uniform = true;
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+ depth->constSortPos = cspPrimitive;
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+ }
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+
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+ Var* ma = (Var*)LangElement::find("ma");
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+ if (ma == NULL)
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+ {
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+ ma = new Var;
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+ ma->setType("float");
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+ ma->setName("ma");
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+ meta->addStatement(new GenOp(" @ = 0;\r\n",
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+ new DecOp(ma)));
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+ }
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
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+
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+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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+ Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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+
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+ meta->addStatement(new GenOp(" @ = max(@, @ + @);\r\n",
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+ ma, ma, detailH, detailBlend));
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+ }
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+
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+ meta->addStatement(new GenOp(" @ -= @;\r\n",
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+ ma, depth));
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+
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+ meta->addStatement(new GenOp("\r\n"));
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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+ Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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+ Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
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+ if (!detailB)
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+ {
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+ detailB = new Var;
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+ detailB->setType("float");
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+ detailB->setName(String::ToString("detailB%d", idx));
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+
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+ meta->addStatement(new GenOp(" @ = max(@ + @ - @, 0);\r\n",
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+ new DecOp(detailB), detailH, detailBlend, ma));
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+ }
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+ }
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+
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+ meta->addStatement(new GenOp("\r\n"));
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+
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+ // Compute albedo
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+ meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n",
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+ outColor, outColor));
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+
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+ meta->addStatement(new GenOp(" @.rgb += (",
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+ outColor));
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
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+ Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
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+
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+
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+ if (idx > 0)
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+ {
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+ meta->addStatement(new GenOp(" + "));
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+ }
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+
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+ meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
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+ }
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+
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+ meta->addStatement(new GenOp(") / ("));
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
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+
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+ if (idx > 0)
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+ {
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+ meta->addStatement(new GenOp(" + "));
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+ }
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+
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+ meta->addStatement(new GenOp("@", detailB));
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+ }
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+
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+
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+ meta->addStatement(new GenOp(");\r\n"));
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+
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+ meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
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+ outColor, outColor));
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+
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+ meta->addStatement(new GenOp("\r\n"));
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+
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+ // Compute ORM
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+ Var* ormOutput;
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+ OutputTarget targ = DefaultTarget;
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+ if (fd.features[MFT_isDeferred])
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+ {
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+ targ = RenderTarget2;
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+ }
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+ ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
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+
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+ meta->addStatement(new GenOp(" @.gba = (",
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+ ormOutput));
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
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+ Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
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+
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+
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+ if (idx > 0)
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+ {
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+ meta->addStatement(new GenOp(" + "));
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+ }
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+ if (matinfoCol)
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+ {
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+ meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
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+ }
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+ else
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+ {
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+ meta->addStatement(new GenOp("float3(1.0, 1.0, 0.0) * @", detailB));
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+ }
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+ }
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+
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+ meta->addStatement(new GenOp(") / ("));
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
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+
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+ if (idx > 0)
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+ {
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+ meta->addStatement(new GenOp(" + "));
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+ }
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+
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+ meta->addStatement(new GenOp("@", detailB));
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+ }
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+
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+
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+ meta->addStatement(new GenOp(");\r\n"));
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+
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+
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+ meta->addStatement(new GenOp("\r\n"));
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+
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+ // Compute normal-specific blending factors
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+ // LukasPJ: I'm not sure why this is necessary, it might not be.
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+ Var* normalMa = (Var*)LangElement::find("normalMa");
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+ if (normalMa == NULL)
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+ {
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+ normalMa = new Var;
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+ normalMa->setType("float");
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+ normalMa->setName("normalMa");
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+ meta->addStatement(new GenOp(" @ = 0;\r\n",
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+ new DecOp(normalMa)));
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+ }
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
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+
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+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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+ Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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+
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+ meta->addStatement(new GenOp(" @ = max(@, @ + min(@, @.w));\r\n",
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+ normalMa, normalMa, detailH, detailBlend, detCoord));
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+ }
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+
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+ meta->addStatement(new GenOp(" @ -= @;\r\n",
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+ normalMa, depth));
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+
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+ meta->addStatement(new GenOp("\r\n"));
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
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+
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+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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+ Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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+ Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
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+ if (!normalDetailB)
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+ {
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+ normalDetailB = new Var;
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+ normalDetailB->setType("float");
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+ normalDetailB->setName(String::ToString("normalDetailB%d", idx));
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+
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+ meta->addStatement(new GenOp(" @ = max(@ + min(@, @.w) - @, 0);\r\n",
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+ new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
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+ }
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+ }
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+
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+ // Compute normals
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+ Var* gbNormal = (Var*)LangElement::find("gbNormal");
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+ if (!gbNormal)
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+ {
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+ gbNormal = new Var;
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+ gbNormal->setName("gbNormal");
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+ gbNormal->setType("float3");
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+ meta->addStatement(new GenOp(" @;\r\n", new DecOp(gbNormal)));
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+ }
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+
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+ if (gbNormal != NULL)
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+ {
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+ meta->addStatement(new GenOp(" @ = (",
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+ gbNormal));
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
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+ Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
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+ Var* viewToTangent = getInViewToTangent(componentList);
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+
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+
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+ if (idx > 0)
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+ {
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+ meta->addStatement(new GenOp(" + "));
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+ }
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+
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+ if (bumpNormal != NULL)
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+ {
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+ meta->addStatement(new GenOp("mul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
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+ }
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+ else
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+ {
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+ meta->addStatement(new GenOp("@[2] * @", viewToTangent, normalDetailB));
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+ }
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+ }
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+
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+ meta->addStatement(new GenOp(") / ("));
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+
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+ for (S32 idx = 0; idx < detailCount; ++idx)
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+ {
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+ Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
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+
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+ if (idx > 0)
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+ {
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+ meta->addStatement(new GenOp(" + "));
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+ }
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+
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+ meta->addStatement(new GenOp("@", normalDetailB));
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+ }
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+
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+
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+ meta->addStatement(new GenOp(");\r\n"));
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+ }
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+
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output = meta;
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}
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