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Implement Singlepass Terrain Render

Lukas Aldershaab 4 gadi atpakaļ
vecāks
revīzija
87dd7ffc4a
35 mainītis faili ar 1655 papildinājumiem un 947 dzēšanām
  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. 266 0
      Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp
  5. 51 0
      Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
  6. 3 2
      Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp
  7. 15 0
      Engine/source/gfx/Null/gfxNullDevice.cpp
  8. 1 0
      Engine/source/gfx/Null/gfxNullDevice.h
  9. 12 4
      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. 7 0
      Engine/source/gfx/gfxTextureArray.cpp
  15. 72 0
      Engine/source/gfx/gfxTextureArray.h
  16. 36 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. 215 0
      Engine/source/gfx/gl/gfxGLTextureArray.cpp
  23. 34 0
      Engine/source/gfx/gl/gfxGLTextureArray.h
  24. 3 0
      Engine/source/gfx/gl/gfxGLUtils.h
  25. 23 0
      Engine/source/shaderGen/shaderOp.cpp
  26. 15 0
      Engine/source/shaderGen/shaderOp.h
  27. 118 174
      Engine/source/terrain/glsl/terrFeatureGLSL.cpp
  28. 3 14
      Engine/source/terrain/glsl/terrFeatureGLSL.h
  29. 189 220
      Engine/source/terrain/hlsl/terrFeatureHLSL.cpp
  30. 6 11
      Engine/source/terrain/hlsl/terrFeatureHLSL.h
  31. 324 426
      Engine/source/terrain/terrCellMaterial.cpp
  32. 39 77
      Engine/source/terrain/terrCellMaterial.h
  33. 11 1
      Engine/source/terrain/terrData.cpp
  34. 10 0
      Engine/source/terrain/terrData.h
  35. 58 1
      Engine/source/terrain/terrRender.cpp

+ 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;

+ 266 - 0
Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp

@@ -0,0 +1,266 @@
+#include "gfxD3D11TextureArray.h"
+
+#include <d3d11.h>
+
+#include "gfxD3D11Device.h"
+#include "gfxD3D11EnumTranslate.h"
+#include "core/util/tVector.h"
+#include "gfx/gfxDebugEvent.h"
+#include "gfx/bitmap/imageUtils.h"
+#include "gfx/util/screenspace.h"
+#include "shaderGen/shaderFeature.h"
+
+
+bool GFXD3D11TextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
+{
+   bool success = true;
+   Vector<ID3D11Texture2D*> texture2Ds;
+   texture2Ds.setSize(textureArray.size());
+   Vector<GFXTexHandle> tmpHandles;
+
+   mArraySize = textureArray.size();
+
+   //---------------------------------------------------------------------------------------
+   //	Create the texture array.  Each element in the texture 
+   //		array has the same format/dimensions.
+   //---------------------------------------------------------------------------------------
+   D3D11_TEXTURE2D_DESC texElementDesc;
+   GFXFormat format;
+   bool found = false;
+   for (U32 idx = 0; idx < mArraySize; ++idx)
+   {
+      GFXTexHandle texObj = textureArray[idx];
+      if (texObj.isValid())
+      {
+         if (!found)
+         {
+            dynamic_cast<GFXD3D11TextureObject*>(texObj.getPointer())->get2DTex()->GetDesc(&texElementDesc);
+            found = true;
+            format = texObj.getFormat();
+         }
+
+         if (format != texObj.getFormat() || texElementDesc.Width != texObj.getWidth() || texElementDesc.Height != texObj.getHeight())
+         {
+            AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
+            Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
+            success = false;
+            format = 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;
+
+   for (U32 idx = 0; idx < mArraySize; ++idx)
+   {
+      texture2Ds[idx] = NULL;
+
+      if(textureArray[idx].isValid())
+      {
+         GFXTexHandle handle = textureArray[idx];
+         if (textureArray[idx]->getPath().isNotEmpty())
+         {
+            D3D11_TEXTURE2D_DESC desc;
+            ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(textureArray[idx].getPointer())->get2DTex();
+            tex->GetDesc(&desc);
+            if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || textureArray[idx].getFormat() != format)
+            {
+               if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width)
+               {
+                  AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
+                  Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
+               }
+               else
+               {
+                  AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
+                  Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
+               }
+
+               GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, texElementDesc.Width, texElementDesc.Height);
+               if (!inBitmap->setFormat(format))
+               {
+                  AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
+                  Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
+                  success = false;
+                  handle = NULL;
+                  delete inBitmap;
+               }
+               else
+               {
+                  handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
+                  tmpHandles.push_back(handle);
+               }
+            }
+         }
+         if (handle.isValid())
+         {
+            D3D11_TEXTURE2D_DESC desc;
+            ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
+            tex->GetDesc(&desc);
+            if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || handle.getFormat() != format)
+            {
+               AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
+               Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
+               success = false;
+            }
+            texture2Ds[idx] = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
+         }
+      }
+   }
+
+   D3D11_TEXTURE2D_DESC texArrayDesc;
+   texArrayDesc.Width = texElementDesc.Width;
+   texArrayDesc.Height = texElementDesc.Height;
+   texArrayDesc.MipLevels = texElementDesc.MipLevels;
+   texArrayDesc.ArraySize = mArraySize;
+   texArrayDesc.Format = GFXD3D11TextureFormat[format];
+   texArrayDesc.SampleDesc.Count = 1;
+   texArrayDesc.SampleDesc.Quality = 0;
+   texArrayDesc.Usage = D3D11_USAGE_DEFAULT;
+   texArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+   texArrayDesc.CPUAccessFlags = 0;
+   texArrayDesc.MiscFlags = 0;
+
+   HRESULT hr = D3D11DEVICE->CreateTexture2D(&texArrayDesc, NULL, &mTextureArray);
+   AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::_createTextureArray failed to create texture array!");
+   //---------------------------------------------------------------------------------------
+
+
+   //---------------------------------------------------------------------------------------
+   //	Copy individual texture elements into texture array.
+   //---------------------------------------------------------------------------------------
+   // for each texture element...
+   for (UINT i = 0; i < mArraySize; ++i)
+   {
+      if (texture2Ds[i] == NULL)
+      {
+         continue;
+      }
+      D3D11_TEXTURE2D_DESC desc;
+      texture2Ds[i]->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, i, texArrayDesc.MipLevels);
+         D3D11DEVICECONTEXT->CopySubresourceRegion(mTextureArray, dstSubResource, 0, 0, 0, texture2Ds[i], srcSubResource, NULL);
+      }
+   }
+
+   // Clean temporary textures
+   for (GFXTexHandle handle : tmpHandles)
+   {
+      handle.free();
+   }
+   //---------------------------------------------------------------------------------------
+
+
+   //---------------------------------------------------------------------------------------
+   //					Create a resource view to the texture array.
+   //---------------------------------------------------------------------------------------
+   createResourceView(texArrayDesc.Format, texArrayDesc.MipLevels, texArrayDesc.BindFlags);
+   //---------------------------------------------------------------------------------------
+
+   return success;
+}
+
+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)
+}
+
+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
+}

+ 51 - 0
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h

@@ -0,0 +1,51 @@
+#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 )
+   {
+   }
+
+   bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override;
+   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();
+
+private:
+   ID3D11ShaderResourceView* mSRView; // for shader resource input
+   ID3D11RenderTargetView* mRTView; // for render targets
+   ID3D11DepthStencilView* mDSView; //render target view for depth stencil
+
+   ID3D11Texture2D* mTextureArray;
+};
+
+
+#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);

+ 15 - 0
Engine/source/gfx/Null/gfxNullDevice.cpp

@@ -178,6 +178,16 @@ public:
    virtual void resurrect() {}
 };
 
+class GFXNullTextureArray : public GFXTextureArray
+{
+public:
+   void zombify() override {}
+   void resurrect() override {}
+   void Release() override {}
+   bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override { return true; }
+   virtual void setToTexUnit(U32 tuNum) { }
+};
+
 class GFXNullVertexBuffer : public GFXVertexBuffer 
 {
    unsigned char* tempBuf;
@@ -317,6 +327,11 @@ 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; };
 

+ 12 - 4
Engine/source/gfx/bitmap/gBitmap.cpp

@@ -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
 };
 
 

+ 7 - 0
Engine/source/gfx/gfxTextureArray.cpp

@@ -0,0 +1,7 @@
+#include "gfxTextureArray.h"
+
+const String GFXTextureArray::describeSelf() const
+{
+   // We've got nothing
+   return String();
+}

+ 72 - 0
Engine/source/gfx/gfxTextureArray.h

@@ -0,0 +1,72 @@
+//-----------------------------------------------------------------------------
+// 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
+
+
+class GFXTextureProfile;
+class GFXTextureObject;
+
+class GFXTextureArray : public StrongRefBase, public GFXResource
+{
+public:
+   virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) = 0;
+   virtual void setToTexUnit(U32 tuNum) = 0;
+
+
+   // GFXResource interface
+   virtual void zombify() = 0;
+   virtual void resurrect() = 0;
+   virtual void Release() = 0;
+
+   virtual const String describeSelf() const;
+
+   U32 mArraySize;
+};
+
+
+/// 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_

+ 36 - 0
Engine/source/gfx/gfxTextureManager.cpp

@@ -894,6 +894,42 @@ Torque::Path GFXTextureManager::validatePath(const Torque::Path &path)
    return correctPath;
 }
 
+GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile, U32 width, U32 height)
+{
+   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;
+      }
+   }
+
+   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);
    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

+ 215 - 0
Engine/source/gfx/gl/gfxGLTextureArray.cpp

@@ -0,0 +1,215 @@
+#include "gfxGLTextureArray.h"
+
+#include "gfxGLTextureObject.h"
+#include "gfxGLUtils.h"
+#include "core/util/tVector.h"
+#include "gfx/bitmap/imageUtils.h"
+
+
+GFXGLTextureArray::GFXGLTextureArray()
+{
+   mTextureArray = NULL;
+}
+
+GFXGLTextureArray::~GFXGLTextureArray()
+{
+   glDeleteTextures(1, &mTextureArray);
+}
+
+bool GFXGLTextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
+{
+   bool success = true;
+
+   if (textureArray.empty())
+   {
+      return true;
+   }
+
+   bool found = false;
+   U32 baseWidth = 0, baseHeight = 0;
+   bool isCompressed = false;
+   mArraySize = textureArray.size();
+
+   for (GFXTexHandle texObj : textureArray)
+   {
+      if (texObj.isValid())
+      {
+         if (!found)
+         {
+            baseWidth = texObj.getWidth();
+            baseHeight = texObj.getHeight();
+            mMipMapLevels = getMax((U32)1, texObj->mMipLevels);
+            found = true;
+            mFormat = texObj.getFormat();
+            isCompressed = ImageUtil::isCompressedFormat(mFormat);
+         }
+
+         if (mFormat != texObj.getFormat() || baseWidth != texObj.getWidth() || baseHeight != texObj.getHeight())
+         {
+            AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
+            Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
+            success = false;
+            mFormat = GFXFormatR8G8B8A8;
+            isCompressed = false;
+         }
+      }
+   }
+
+   // 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;
+
+   Vector <GFXGLTextureObject*> texture2Ds;
+   texture2Ds.setSize(textureArray.size());
+   Vector<GFXTexHandle> tmpHandles;
+
+   for (U32 idx = 0; idx < mArraySize; ++idx)
+   {
+      texture2Ds[idx] = NULL;
+      GFXTexHandle texObj = textureArray[idx];
+
+      if (texObj.isValid())
+      {
+         GFXTexHandle handle = textureArray[idx];
+         if (texObj->getPath().isNotEmpty())
+         {
+            if (texObj.getHeight() != baseHeight|| texObj.getWidth() != baseWidth || texObj.getFormat() != mFormat)
+            {
+               if (texObj.getHeight() != baseHeight || texObj.getWidth() != baseWidth)
+               {
+                  AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should be the same size");
+                  Con::warnf("GFXGLTextureArray::fromTextureArray all textures should be the same size");
+               }
+               else
+               {
+                  AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should have the same format");
+                  Con::warnf("GFXGLTextureArray::fromTextureArray all textures should have the same format");
+               }
+
+               GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, baseWidth, baseHeight);
+               if (!inBitmap->setFormat(mFormat))
+               {
+                  AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
+                  Con::errorf("GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
+                  success = false;
+                  handle = NULL;
+                  delete inBitmap;
+               }
+               else
+               {
+                  handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
+                  tmpHandles.push_back(handle);
+               }
+            }
+         }
+         if (handle.isValid())
+         {
+            if (handle.getHeight() != baseHeight || handle.getWidth()!= baseWidth || handle.getFormat() != mFormat)
+            {
+               AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
+               Con::errorf("GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
+               success = false;
+            }
+            texture2Ds[idx] = dynamic_cast<GFXGLTextureObject*>(handle.getPointer());
+            tmpHandles.push_back(handle);
+         }
+      }
+   }
+
+   glGenTextures(1, &mTextureArray);
+   PRESERVE_2D_TEXTURE_ARRAY();
+   glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
+   glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 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, mMipMapLevels, GL_RGBA8, baseWidth, baseHeight, textureArray.size());
+
+   for (U32 idx = 0; idx < texture2Ds.size(); ++idx)
+   {
+      if (texture2Ds[idx] == NULL)
+      {
+         continue;
+      }
+      GFXGLTextureObject* texObj = texture2Ds[idx];
+      for (U32 mip = 0; mip < mMipMapLevels; ++mip)
+      {
+         U8* buf = texObj->getTextureData(mip);
+         const U32 mipWidth = getMax(U32(1), baseWidth >> mip);
+         const U32 mipHeight = getMax(U32(1), baseHeight >> mip);
+         glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
+         if (isCompressed)
+         {
+            glCompressedTexSubImage3D(
+               GL_TEXTURE_2D_ARRAY,
+               mip, 0, 0,
+               idx, mipWidth, mipHeight, 1,
+               GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
+            );
+         }
+         else
+         {
+            glTexSubImage3D(
+               GL_TEXTURE_2D_ARRAY,
+               mip, 0, 0,
+               idx, mipWidth, mipHeight, 1,
+               GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
+            );
+         }
+         glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
+         delete[] buf;
+      }
+   }
+
+   if (!isCompressed)
+      glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
+
+   // Clean temporary textures
+   for (GFXTexHandle handle : tmpHandles)
+   {
+      handle.free();
+   }
+
+   return success;
+}
+
+void GFXGLTextureArray::setToTexUnit(U32 tuNum)
+{
+   dynamic_cast<GFXGLDevice*>(getOwningDevice())->setTextureArrayInternal(tuNum, this);
+}
+
+
+void GFXGLTextureArray::Release()
+{
+   glDeleteTextures(1, &mTextureArray);
+   mTextureArray = 0;
+}
+
+
+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 = static_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(mMipMapLevels - 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()
+{
+}

+ 34 - 0
Engine/source/gfx/gl/gfxGLTextureArray.h

@@ -0,0 +1,34 @@
+#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();
+
+   bool fromTextureArray(const Vector<GFXTexHandle>& textureArray) override;
+   void setToTexUnit(U32 tuNum) override;
+
+   void bind(U32 textureUnit) const;
+
+   // GFXResource interface
+   void zombify() override;
+   void resurrect() override;
+   void Release() override;
+
+private:
+   GLuint mTextureArray;
+
+   U32 mMipMapLevels;
+   GFXFormat mFormat;
+};
+
+
+#endif

+ 3 - 0
Engine/source/gfx/gl/gfxGLUtils.h

@@ -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 );
+};
+
 
 //----------------------------------------------------------------------------
 /*!

+ 118 - 174
Engine/source/terrain/glsl/terrFeatureGLSL.cpp

@@ -48,7 +48,6 @@ 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_TerrainORMMap, new TerrainORMMapFeatGLSL );
       FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
    }
@@ -124,69 +123,90 @@ 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 ormConfigMap;
+   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 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;
    }
@@ -377,11 +397,17 @@ 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 +418,11 @@ 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;
 }
@@ -473,7 +499,7 @@ 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
 
@@ -525,15 +551,10 @@ void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
    }
 
    // 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();
+   Var *normalMap = _getNormalMapSampler();
 
    // Issue happens somewhere here -----
 
@@ -541,8 +562,7 @@ void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
    //
    // 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.
@@ -552,35 +572,17 @@ void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
    //
    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
 
-   // Get a var and accumulate the blend amount.
-   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
-   if ( !blendTotal )
-   {
-      blendTotal = new Var;
-      blendTotal->setName( "blendTotal" );
-      blendTotal->setType( "float" );
-      meta->addStatement( new GenOp( "   @ = 0;\r\n", new DecOp( blendTotal ) ) );
-   }
-
-   // Add to the blend total.
-   meta->addStatement(new GenOp("   @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
-
    // If we had a parallax feature... then factor in the parallax
    // amount so that it fades out with the layer blending.
    if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
@@ -588,13 +590,13 @@ void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
       // Call the library function to do the rest.
       if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
       {
-         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
-         inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
+         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( @, @.xy, @, @.z * @ );\r\n",
-         inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
+         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));
       }
    }
    
@@ -632,17 +634,17 @@ void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
    //
    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 ) );
+      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 ) );
+      meta->addStatement( new GenOp( "      @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
+                                       detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)) );
    }
 
    meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
-                                    detailColor, detailInfo, inDet ) );
+                                    detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
 
 
    meta->addStatement(new GenOp("      @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
@@ -666,25 +668,12 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::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.
+      // Texture Array
       res.numTex += 1;
-
-   // If we have parallax for this layer then we'll also
-   // be sampling the normal map for the parallax heightmap.
-   if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
-      res.numTex += 1;
-
-   // Finally we always send the detail texture 
-   // coord to the pixel shader.
-   res.numTexReg += 1;
+      res.numTexReg += 1;
+   }
 
    return res;
 }
@@ -836,20 +825,6 @@ 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 )
    {
@@ -992,11 +967,12 @@ void TerrainNormalMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
    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.
    //
@@ -1005,11 +981,11 @@ 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;
@@ -1019,26 +995,11 @@ void TerrainNormalMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
    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.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));
 
-   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" ) );
 
@@ -1049,6 +1010,13 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
 {
    Resources res;
 
+   if (getProcessIndex() == 0)
+   {
+      // Texture Array
+      res.numTex += 1;
+      res.numTexReg += 1;
+   }
+
    // We only need to process normals during the deferred.
    if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
    {
@@ -1107,35 +1075,6 @@ 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 +1136,25 @@ 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 +1164,11 @@ 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 +1184,10 @@ 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 +1196,11 @@ 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;

+ 3 - 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 - 220
Engine/source/terrain/hlsl/terrFeatureHLSL.cpp

@@ -48,7 +48,6 @@ 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_TerrainORMMap, new TerrainORMMapFeatHLSL );
       FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
    }
@@ -123,56 +122,131 @@ 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;
 }
 
@@ -383,11 +457,17 @@ 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 +478,11 @@ 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;
 }
@@ -485,52 +565,25 @@ 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));
       }
      
    }
@@ -559,14 +612,6 @@ void TerrainDetailMapFeatHLSL::processPix(   Vector<ShaderComponent*> &component
       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.
 
@@ -585,27 +630,23 @@ void TerrainDetailMapFeatHLSL::processPix(   Vector<ShaderComponent*> &component
    //
 
    //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 ) );
+                                    detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
 
    ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
 
@@ -635,25 +676,24 @@ 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;
+      // Add Detail TextureArray
+      res.numTex += 1;
+      res.numTexReg += 1;
    }
 
    // sample from the detail texture for diffuse coloring.
-      res.numTex += 1;
+      // res.numTex += 1;
 
    // If we have parallax for this layer then we'll also
    // be sampling the normal map for the parallax heightmap.
-   if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
-      res.numTex += 1;
+   //if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
+      //res.numTex += 1;
 
    // Finally we always send the detail texture 
    // coord to the pixel shader.
-   res.numTexReg += 1;
+   // res.numTexReg += 1;
 
    return res;
 }
@@ -714,18 +754,24 @@ 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 +855,7 @@ 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 +882,6 @@ 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 +889,9 @@ 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 +901,17 @@ 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 ) );
+                                    detailColor, new IndexOp(detailInfo, detailIndex), inDet ) );
 
    ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
 
@@ -987,38 +1007,28 @@ void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &component
 
    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* 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;
-   }
+
+   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;
@@ -1028,25 +1038,11 @@ void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &component
    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.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( @, 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" ) );
    
@@ -1056,14 +1052,21 @@ void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &component
 ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialFeatureData &fd )
 {
    Resources res;
+
+
+   if (getProcessIndex() == 0)
+   {
+      res.numTexReg += 1;
+      res.numTex += 1;
+   }
    
    // 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_TerrainParallaxMap ) &&
+   //   ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
+   //   res.numTexReg = 3;
+   //res.numTex = 1;
    return res;
 }
 
@@ -1116,35 +1119,6 @@ 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 +1185,18 @@ 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 +1206,11 @@ 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;
 }
@@ -1249,32 +1226,24 @@ 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;

+ 6 - 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:

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 324 - 426
Engine/source/terrain/terrCellMaterial.cpp


+ 39 - 77
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 +69,60 @@ 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;
    };
 
-   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)
-      {
-      }
-
-      ~Pass() 
-      {
-         for ( U32 i=0; i < materials.size(); i++ )
-            delete materials[i];
-      }
+   ///
+   GFXShader *mShader;
 
-      Vector<MaterialInfo*> materials;
+   GFXShaderConstBufferRef mConsts;
 
-      ///
-      GFXShader *shader;
+   GFXStateBlockRef mStateBlock;
+   GFXStateBlockRef mWireframeStateBlock;
+   GFXStateBlockRef mReflectionStateBlock;
 
-      GFXShaderConstBufferRef consts;
+   GFXShaderConstHandle *mModelViewProjConst;
+   GFXShaderConstHandle *mWorldViewOnlyConst;
+   GFXShaderConstHandle *mViewToObjConst;
 
-      GFXStateBlockRef stateBlock;
-      GFXStateBlockRef wireframeStateBlock;
-      GFXStateBlockRef reflectionStateBlock;
+   GFXShaderConstHandle *mEyePosWorldConst;
+   GFXShaderConstHandle *mEyePosConst;
 
-      GFXShaderConstHandle *modelViewProjConst;
-      GFXShaderConstHandle *worldViewOnly;
-      GFXShaderConstHandle *viewToObj;
+   GFXShaderConstHandle *mObjTransConst;
+   GFXShaderConstHandle *mWorldToObjConst;
+   GFXShaderConstHandle *mVEyeConst;
 
-      GFXShaderConstHandle *eyePosWorldConst;
-      GFXShaderConstHandle *eyePosConst;
+   GFXShaderConstHandle *mLayerSizeConst;
+   GFXShaderConstHandle *mLightParamsConst;
+   GFXShaderConstHandle *mLightInfoBufferConst;
 
-      GFXShaderConstHandle *objTransConst;
-      GFXShaderConstHandle *worldToObjConst;
-      GFXShaderConstHandle *vEyeConst;
+   GFXShaderConstHandle *mBaseTexMapConst;
+   GFXShaderConstHandle *mLayerTexConst;
 
-      GFXShaderConstHandle *layerSizeConst;
-      GFXShaderConstHandle *lightParamsConst;
-      GFXShaderConstHandle *lightInfoBufferConst;
+   GFXShaderConstHandle *mLightMapTexConst;
 
-      GFXShaderConstHandle *baseTexMapConst;
-      GFXShaderConstHandle *layerTexConst;
+   GFXShaderConstHandle *mSquareSizeConst;
+   GFXShaderConstHandle *mOneOverTerrainSizeConst;
 
-      GFXShaderConstHandle *lightMapTexConst;
+   GFXShaderConstHandle* mDetailInfoVArrayConst;
+   GFXShaderConstHandle* mDetailInfoPArrayConst;
+   GFXShaderConstHandle* mMacroInfoVArrayConst;
+   GFXShaderConstHandle* mMacroInfoPArrayConst;
 
-      GFXShaderConstHandle *squareSize;
-      GFXShaderConstHandle *oneOverTerrainSize;
+   GFXShaderConstHandle *mFogDataConst;
+   GFXShaderConstHandle *mFogColorConst;
 
-      GFXShaderConstHandle *fogDataConst;
-      GFXShaderConstHandle *fogColorConst;
-   };
+   GFXShaderConstHandle *mDetailTexArrayConst;
+   GFXShaderConstHandle *mMacroTexArrayConst;
+   GFXShaderConstHandle *mNormalTexArrayConst;
+   GFXShaderConstHandle *mOrmTexArrayConst;
 
    TerrainBlock *mTerrain;
 
-   U64 mMaterials;
-
-   Vector<Pass> mPasses;
-
    U32 mCurrPass;
 
+   U64 mMaterials;
+   Vector<MaterialInfo*> mMaterialInfos;
+
    static const Vector<String> mSamplerNames;
 
    GFXTexHandle mBaseMapTexture;
@@ -175,14 +140,11 @@ 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:
    

+ 11 - 1
Engine/source/terrain/terrData.cpp

@@ -52,6 +52,7 @@
 #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 +204,11 @@ 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 +236,11 @@ TerrainBlock::~TerrainBlock()
       editor->detachTerrain(this);
 #endif
    deleteZodiacPrimitiveBuffer();
+
+   SAFE_RELEASE(mDetailTextureArray);
+   SAFE_RELEASE(mMacroTextureArray);
+   SAFE_RELEASE(mNormalTextureArray);
+   SAFE_RELEASE(mOrmTextureArray);
 }
 
 void TerrainBlock::_onTextureEvent( GFXTexCallbackCode code )

+ 10 - 0
Engine/source/terrain/terrData.h

@@ -135,6 +135,11 @@ protected:
    ///
    Vector<GFXTexHandle> mBaseTextures;
 
+   GFXTextureArray* mDetailTextureArray;
+   GFXTextureArray* mMacroTextureArray;
+   GFXTextureArray* mNormalTextureArray;
+   GFXTextureArray* mOrmTextureArray;
+
    /// 
    GFXTexHandle mLayerTex;
 
@@ -324,6 +329,11 @@ public:
 
    U32 getMaterialCount() const;
 
+   GFXTextureArray* getDetailTextureArray() const { return mDetailTextureArray; }
+   GFXTextureArray* getMacroTextureArray() const { return mMacroTextureArray; }
+   GFXTextureArray* getNormalTextureArray() const { return mNormalTextureArray; }
+   GFXTextureArray* getOrmTextureArray() const { return mOrmTextureArray; }
+
    //BaseMatInstance* getMaterialInst( U32 x, U32 y );
 
    void setHeight( const Point2I &pos, F32 height );

+ 58 - 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 +114,63 @@ 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);
+   }
+
+   mDetailTextureArray = NULL;
+   mMacroTextureArray = NULL;
+   mNormalTextureArray = NULL;
+   mOrmTextureArray = NULL;
+
+
+   mDetailTextureArray = GFX->createTextureArray();
+   mMacroTextureArray = GFX->createTextureArray();
+   mNormalTextureArray = GFX->createTextureArray();
+   mOrmTextureArray = GFX->createTextureArray();
+
+   if(!mDetailTextureArray->fromTextureArray(detailTexArray))
+   {
+      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))
+   {
+      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))
+   {
+      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))
+   {
+      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();
 }

Daži faili netika attēloti, jo izmaiņu fails ir pārāk liels