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@@ -30,22 +30,35 @@
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/featureMgr.h"
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+#include "shaderGen/shaderGen.h"
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#include "core/module.h"
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-
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-MODULE_BEGIN( TerrainFeatGLSL )
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-
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- MODULE_INIT_AFTER( ShaderGenFeatureMgr )
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-
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- MODULE_INIT
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+namespace
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+{
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+ void register_glsl_shader_features_for_terrain(GFXAdapterType type)
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{
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+ if(type != OpenGL)
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+ return;
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+
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FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
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- FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new TerrainParallaxMapFeatGLSL );
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+ FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureGLSL( "Terrain Parallax Texture" ) );
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FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
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+ FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
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- FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
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+ FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
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+ }
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+
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+};
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+
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+MODULE_BEGIN( TerrainFeatGLSL )
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+
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+ MODULE_INIT_AFTER( ShaderGen )
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+
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+ MODULE_INIT
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+ {
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+ SHADERGEN->getFeatureInitSignal().notify(®ister_glsl_shader_features_for_terrain);
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}
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MODULE_END;
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@@ -68,7 +81,7 @@ Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, Consta
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Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
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{
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- String name( String::ToString( "outDetCoord%d", getProcessIndex() ) );
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+ String name( String::ToString( "detCoord%d", getProcessIndex() ) );
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Var *inDet = (Var*)LangElement::find( name );
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if ( !inDet )
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@@ -77,6 +90,7 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
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inDet = connectComp->getElement( RT_TEXCOORD );
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inDet->setName( name );
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+ inDet->setStructName( "IN" );
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inDet->setType( "vec4" );
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inDet->mapsToSampler = true;
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}
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@@ -84,6 +98,25 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
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return inDet;
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}
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+Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
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+{
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+ String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
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+ Var *inDet = (Var*)LangElement::find( name );
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+
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+ if ( !inDet )
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+ {
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+ ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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+
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+ inDet = connectComp->getElement( RT_TEXCOORD );
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+ inDet->setName( name );
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+ inDet->setStructName( "IN" );
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+ inDet->setType( "vec4" );
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+ inDet->mapsToSampler = true;
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+ }
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+
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+ return inDet;
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+}
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+
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Var* TerrainFeatGLSL::_getNormalMapTex()
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{
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String name( String::ToString( "normalMap%d", getProcessIndex() ) );
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@@ -119,6 +152,24 @@ Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
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return detailInfo;
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}
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+Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
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+{
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+ String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
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+
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+ Var *detailInfo = (Var*)LangElement::find( name );
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+ if ( !detailInfo )
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+ {
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+ detailInfo = new Var;
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+ detailInfo->setType( "vec3" );
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+ detailInfo->setName( name );
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+ detailInfo->uniform = true;
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+ detailInfo->constSortPos = cspPotentialPrimitive;
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+ }
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+
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+ return detailInfo;
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+}
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+
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+
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void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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@@ -146,7 +197,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// So instead i fixed this by flipping the base and detail
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// coord y scale to compensate when rendering.
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//
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- meta->addStatement( new GenOp( " @ = @.xyz * vec3( @, @, -@ );\r\n",
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+ meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n",
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new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
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}
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@@ -155,6 +206,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// Pass the texture coord to the pixel shader.
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( "outTexCoord" );
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+ outTex->setStructName( "OUT" );
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outTex->setType( "vec3" );
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outTex->mapsToSampler = true;
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meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
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@@ -166,7 +218,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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{
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Var *inNormal = (Var*)LangElement::find( "normal" );
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meta->addStatement(
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- new GenOp( " @.z = pow( abs( dot( normalize( vec3( @.x, @.y, 0.0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
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+ new GenOp( " @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n",
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outTex, inNormal, inNormal ) );
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}
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else
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@@ -182,7 +234,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
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Var *inTanget = new Var( "T", "vec3" );
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Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
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- meta->addStatement( new GenOp( " @ = normalize( vec3( @, 0.0, @ ) );\r\n",
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+ meta->addStatement( new GenOp( " @ = normalize( float3( @, 0, @ ) );\r\n",
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new DecOp( inTanget ), squareSize, inTangentZ ) );
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}
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@@ -190,7 +242,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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const MaterialFeatureData &fd )
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{
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// grab connector texcoord register
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- Var *texCoord = getInTexCoord( "outTexCoord", "vec3", true, componentList );
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+ Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );
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// We do nothing more if this is a prepass.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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@@ -209,7 +261,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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Var *baseColor = new Var;
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baseColor->setType( "vec4" );
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baseColor->setName( "baseColor" );
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- meta->addStatement( new GenOp( " @ = texture2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
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+ meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
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meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
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output = meta;
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@@ -228,8 +280,11 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
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}
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TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
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- : mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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+ : mTorqueDep( "shaders/common/gl/torque.glsl" ),
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+ mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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+
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{
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+ addDependency( &mTorqueDep );
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addDependency( &mTerrainDep );
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}
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@@ -238,13 +293,6 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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{
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const U32 detailIndex = getProcessIndex();
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-
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- // If this is a prepass and we don't have a
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- // matching normal map... we have nothing to do.
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- if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
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- !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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- return;
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-
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// Grab incoming texture coords... the base map feature
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// made sure this was created.
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Var *inTex = (Var*)LangElement::find( "texCoord" );
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@@ -260,6 +308,26 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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MultiLine *meta = new MultiLine;
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+ // If we have parallax mapping then make sure we've sent
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+ // the negative view vector to the pixel shader.
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+ if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
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+ !LangElement::find( "outNegViewTS" ) )
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+ {
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+ // Get the object to tangent transform which
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+ // will consume 3 output registers.
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+ Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
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+
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+ // Now use a single output register to send the negative
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+ // view vector in tangent space to the pixel shader.
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+ ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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+ Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
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+ outNegViewTS->setName( "outNegViewTS" );
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+ outNegViewTS->setStructName( "OUT" );
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+ outNegViewTS->setType( "vec3" );
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+ meta->addStatement( new GenOp( " @ = tMul( @, float3( @ - @.xyz ) );\r\n",
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+ outNegViewTS, objToTangentSpace, eyePos, inPos ) );
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+ }
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+
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// Get the distance from the eye to this vertex.
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Var *dist = (Var*)LangElement::find( "dist" );
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if ( !dist )
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@@ -275,7 +343,8 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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- outTex->setName( String::ToString( "outDetCoord%d", detailIndex ) );
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+ outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
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+ outTex->setStructName( "OUT" );
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outTex->setType( "vec4" );
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outTex->mapsToSampler = true;
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@@ -293,7 +362,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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// its scale is flipped to correct for the non negative y
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// in texCoord.
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//
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- // See TerrainBaseMapFeatHLSL::processVert().
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+ // See TerrainBaseMapFeatGLSL::processVert().
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//
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meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
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@@ -308,16 +377,29 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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const MaterialFeatureData &fd )
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{
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const U32 detailIndex = getProcessIndex();
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+ Var *inTex = getVertTexCoord( "texCoord" );
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- // If this is a prepass and we don't have a
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- // matching normal map... we have nothing to do.
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- if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
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- !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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- return;
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+ MultiLine *meta = new MultiLine;
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- Var *inTex = getVertTexCoord( "outTexCoord" );
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+ // We need the negative tangent space view vector
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+ // as in parallax mapping we step towards the camera.
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+ Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
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+ if ( !negViewTS &&
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+ fd.features.hasFeature( MFT_TerrainParallaxMap ) )
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+ {
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+ Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
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+ if ( !inNegViewTS )
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+ {
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+ ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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+ inNegViewTS = connectComp->getElement( RT_TEXCOORD );
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+ inNegViewTS->setName( "outNegViewTS" );
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+ inNegViewTS->setStructName( "IN" );
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+ inNegViewTS->setType( "vec3" );
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+ }
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- MultiLine *meta = new MultiLine;
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+ negViewTS = new Var( "negViewTS", "vec3" );
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+ meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
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+ }
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// Get the layer samples.
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Var *layerSample = (Var*)LangElement::find( "layerSample" );
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@@ -336,7 +418,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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layerTex->constNum = Var::getTexUnitNum();
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// Read the layer texture to get the samples.
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- meta->addStatement( new GenOp( " @ = round( texture2D( @, @.xy ) * 255.0f );\r\n",
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+ meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
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new DecOp( layerSample ), layerTex, inTex ) );
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}
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@@ -372,17 +454,43 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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blendTotal = new Var;
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blendTotal->setName( "blendTotal" );
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blendTotal->setType( "float" );
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- meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( blendTotal ) ) );
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+ meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
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}
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// Add to the blend total.
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- meta->addStatement( new GenOp( " @ += @;\r\n", blendTotal, detailBlend ) );
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- //meta->addStatement( new GenOp( " @ += @ * @.y * @.w;\r\n",
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- //blendTotal, detailBlend, detailInfo, inDet ) );
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+ meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
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+
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+ // If we had a parallax feature... then factor in the parallax
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+ // amount so that it fades out with the layer blending.
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+ if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
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+ {
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+ // Get the rest of our inputs.
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+ Var *normalMap = _getNormalMapTex();
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- // Nothing more to do for a detail texture in prepass.
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+ // Call the library function to do the rest.
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+ meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
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+ inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
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+ }
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+
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+ // If this is a prepass then we skip color.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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{
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+ // Check to see if we have a gbuffer normal.
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+ Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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+
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+ // If we have a gbuffer normal and we don't have a
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+ // normal map feature then we need to lerp in a
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+ // default normal else the normals below this layer
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+ // will show thru.
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+ if ( gbNormal &&
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+ !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
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+ {
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+ Var *viewToTangent = getInViewToTangent( componentList );
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+
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+ meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
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+ gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
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+ }
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+
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output = meta;
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return;
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}
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@@ -407,6 +515,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// If we're using SM 3.0 then take advantage of
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// dynamic branching to skip layers per-pixel.
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+
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
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@@ -421,12 +530,12 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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//
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if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
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{
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- meta->addStatement( new GenOp( " @ = ( mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
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+ meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
|
|
|
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- meta->addStatement( new GenOp( " @ = ( texture2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
|
|
+ meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
|
|
detailColor, detailMap, inDet ) );
|
|
|
}
|
|
|
|
|
@@ -436,7 +545,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
Var *baseColor = (Var*)LangElement::find( "baseColor" );
|
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|
Var *outColor = (Var*)LangElement::find( "col" );
|
|
|
|
|
|
- meta->addStatement( new GenOp( " @ = mix( @, @ + @, @ );\r\n",
|
|
|
+ meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
|
|
|
outColor, outColor, baseColor, detailColor, detailBlend ) );
|
|
|
|
|
|
meta->addStatement( new GenOp( " }\r\n" ) );
|
|
@@ -448,28 +557,293 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
|
|
|
{
|
|
|
Resources res;
|
|
|
|
|
|
+ if ( getProcessIndex() == 0 )
|
|
|
+ {
|
|
|
+ // If this is the first detail pass then we
|
|
|
+ // samples from the layer tex.
|
|
|
+ res.numTex += 1;
|
|
|
+
|
|
|
+ // If this material also does parallax then it
|
|
|
+ // will generate the negative view vector and the
|
|
|
+ // worldToTanget transform.
|
|
|
+ if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
|
|
|
+ res.numTexReg += 4;
|
|
|
+ }
|
|
|
+
|
|
|
+ // If this isn't the prepass then we sample
|
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|
+ // from the detail texture for diffuse coloring.
|
|
|
+ if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
|
|
+ res.numTex += 1;
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|
|
+
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|
|
+ // If we have parallax for this layer then we'll also
|
|
|
+ // be sampling the normal map for the parallax heightmap.
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|
|
+ if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
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|
+ res.numTex += 1;
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|
+
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|
|
+ // Finally we always send the detail texture
|
|
|
+ // coord to the pixel shader.
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|
|
+ res.numTexReg += 1;
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|
+
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|
|
+ return res;
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|
|
+}
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|
+
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|
+
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|
|
+TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
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|
+ : mTorqueDep( "shaders/common/gl/torque.glsl" ),
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|
+ mTerrainDep( "shaders/common/terrain/terrain.glsl" )
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|
|
+
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|
|
+{
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|
|
+ addDependency( &mTorqueDep );
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|
|
+ addDependency( &mTerrainDep );
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|
|
+}
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|
+
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|
+
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|
|
+void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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|
|
+ const MaterialFeatureData &fd )
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|
|
+{
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|
|
+ const U32 detailIndex = getProcessIndex();
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|
+
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|
|
+ // Grab incoming texture coords... the base map feature
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|
|
+ // made sure this was created.
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|
+ Var *inTex = (Var*)LangElement::find( "texCoord" );
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|
|
+ AssertFatal( inTex, "The texture coord is missing!" );
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|
+
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|
|
+ // Grab the input position.
|
|
|
+ Var *inPos = (Var*)LangElement::find( "inPosition" );
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|
|
+ if ( !inPos )
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|
|
+ inPos = (Var*)LangElement::find( "position" );
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|
+
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|
|
+ // Get the object space eye position.
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|
|
+ Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPotentialPrimitive );
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|
|
+
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|
|
+ MultiLine *meta = new MultiLine;
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|
+
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|
|
+ // Get the distance from the eye to this vertex.
|
|
|
+ Var *dist = (Var*)LangElement::find( "macroDist" );
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|
|
+ if ( !dist )
|
|
|
+ {
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|
|
+ dist = new Var;
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|
|
+ dist->setType( "float" );
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|
|
+ dist->setName( "macroDist" );
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|
|
+
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|
|
+ meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
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|
|
+ new DecOp( dist ), inPos, eyePos ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ // grab connector texcoord register
|
|
|
+ ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
|
+ Var *outTex = connectComp->getElement( RT_TEXCOORD );
|
|
|
+ outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
|
|
|
+ outTex->setStructName( "OUT" );
|
|
|
+ outTex->setType( "vec4" );
|
|
|
+ outTex->mapsToSampler = true;
|
|
|
+
|
|
|
+ // Get the detail scale and fade info.
|
|
|
+ Var *detScaleAndFade = new Var;
|
|
|
+ detScaleAndFade->setType( "vec4" );
|
|
|
+ detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
|
|
|
+ detScaleAndFade->uniform = true;
|
|
|
+ detScaleAndFade->constSortPos = cspPotentialPrimitive;
|
|
|
+
|
|
|
+ // Setup the detail coord.
|
|
|
+ meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
|
|
|
+
|
|
|
+ // And sneak the detail fade thru the w detailCoord.
|
|
|
+ meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
|
|
|
+ outTex, detScaleAndFade, dist, detScaleAndFade ) );
|
|
|
+
|
|
|
+ output = meta;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
|
+ const MaterialFeatureData &fd )
|
|
|
+{
|
|
|
+ const U32 detailIndex = getProcessIndex();
|
|
|
+ Var *inTex = getVertTexCoord( "texCoord" );
|
|
|
+
|
|
|
+ MultiLine *meta = new MultiLine;
|
|
|
+
|
|
|
+ // We need the negative tangent space view vector
|
|
|
+ // as in parallax mapping we step towards the camera.
|
|
|
+ Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
|
|
|
+ if ( !negViewTS &&
|
|
|
+ fd.features.hasFeature( MFT_TerrainParallaxMap ) )
|
|
|
+ {
|
|
|
+ Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
|
|
|
+ if ( !inNegViewTS )
|
|
|
+ {
|
|
|
+ ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
|
+ inNegViewTS = connectComp->getElement( RT_TEXCOORD );
|
|
|
+ inNegViewTS->setName( "outNegViewTS" );
|
|
|
+ inNegViewTS->setStructName( "IN" );
|
|
|
+ inNegViewTS->setType( "vec3" );
|
|
|
+ }
|
|
|
+
|
|
|
+ negViewTS = new Var( "negViewTS", "vec3" );
|
|
|
+ meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ // Get the layer samples.
|
|
|
+ Var *layerSample = (Var*)LangElement::find( "layerSample" );
|
|
|
+ if ( !layerSample )
|
|
|
+ {
|
|
|
+ layerSample = new Var;
|
|
|
+ layerSample->setType( "vec4" );
|
|
|
+ layerSample->setName( "layerSample" );
|
|
|
+
|
|
|
+ // Get the layer texture var
|
|
|
+ Var *layerTex = new Var;
|
|
|
+ layerTex->setType( "sampler2D" );
|
|
|
+ layerTex->setName( "macrolayerTex" );
|
|
|
+ layerTex->uniform = true;
|
|
|
+ layerTex->sampler = true;
|
|
|
+ layerTex->constNum = Var::getTexUnitNum();
|
|
|
+
|
|
|
+ // Read the layer texture to get the samples.
|
|
|
+ meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
|
|
|
+ new DecOp( layerSample ), layerTex, inTex ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ Var *layerSize = (Var*)LangElement::find( "layerSize" );
|
|
|
+ if ( !layerSize )
|
|
|
+ {
|
|
|
+ layerSize = new Var;
|
|
|
+ layerSize->setType( "float" );
|
|
|
+ layerSize->setName( "layerSize" );
|
|
|
+ layerSize->uniform = true;
|
|
|
+ layerSize->constSortPos = cspPass;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Grab the incoming detail coord.
|
|
|
+ Var *inDet = _getInMacroCoord( componentList );
|
|
|
+
|
|
|
+ // Get the detail id.
|
|
|
+ Var *detailInfo = _getMacroIdStrengthParallax();
|
|
|
+
|
|
|
+ // Create the detail blend var.
|
|
|
+ Var *detailBlend = new Var;
|
|
|
+ detailBlend->setType( "float" );
|
|
|
+ detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );
|
|
|
+
|
|
|
+ // Calculate the blend for this detail texture.
|
|
|
+ meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
|
|
|
+ new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
|
|
|
+
|
|
|
+ // Get a var and accumulate the blend amount.
|
|
|
+ Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
|
|
|
+ if ( !blendTotal )
|
|
|
+ {
|
|
|
+ blendTotal = new Var;
|
|
|
+ //blendTotal->setName( "blendTotal" );
|
|
|
+ blendTotal->setName( "blendTotal" );
|
|
|
+ blendTotal->setType( "float" );
|
|
|
+ meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ // Add to the blend total.
|
|
|
+ meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
|
|
|
+
|
|
|
+ // If this is a prepass then we skip color.
|
|
|
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
|
|
|
{
|
|
|
- // If this is a prepass and we don't have a
|
|
|
- // matching normal map... we use no resources.
|
|
|
- if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() ) )
|
|
|
- return res;
|
|
|
+ // Check to see if we have a gbuffer normal.
|
|
|
+ Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
|
|
|
+
|
|
|
+ // If we have a gbuffer normal and we don't have a
|
|
|
+ // normal map feature then we need to lerp in a
|
|
|
+ // default normal else the normals below this layer
|
|
|
+ // will show thru.
|
|
|
+ if ( gbNormal &&
|
|
|
+ !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
|
|
|
+ {
|
|
|
+ Var *viewToTangent = getInViewToTangent( componentList );
|
|
|
|
|
|
- // If this is the first matching normal map then
|
|
|
- // it also samples from the layer tex.
|
|
|
- if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
|
|
|
- res.numTex += 1;
|
|
|
+ meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
|
|
|
+ gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ output = meta;
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ Var *detailColor = (Var*)LangElement::find( "macroColor" );
|
|
|
+ if ( !detailColor )
|
|
|
+ {
|
|
|
+ detailColor = new Var;
|
|
|
+ detailColor->setType( "vec4" );
|
|
|
+ detailColor->setName( "macroColor" );
|
|
|
+ meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ // Get the detail texture.
|
|
|
+ Var *detailMap = new Var;
|
|
|
+ detailMap->setType( "sampler2D" );
|
|
|
+ detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
|
|
|
+ detailMap->uniform = true;
|
|
|
+ detailMap->sampler = true;
|
|
|
+ detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
+
|
|
|
+ // If we're using SM 3.0 then take advantage of
|
|
|
+ // dynamic branching to skip layers per-pixel.
|
|
|
+ if ( GFX->getPixelShaderVersion() >= 3.0f )
|
|
|
+ meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
|
|
|
+
|
|
|
+ meta->addStatement( new GenOp( " {\r\n" ) );
|
|
|
+
|
|
|
+ // Note that we're doing the standard greyscale detail
|
|
|
+ // map technique here which can darken and lighten the
|
|
|
+ // diffuse texture.
|
|
|
+ //
|
|
|
+ // We take two color samples and lerp between them for
|
|
|
+ // side projection layers... else a single sample.
|
|
|
+ //
|
|
|
+ if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
|
|
|
+ {
|
|
|
+ meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
|
|
|
+ detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- // If this is the first detail pass then it
|
|
|
- // also samples from the layer tex.
|
|
|
- if ( !fd.features.hasFeature( MFT_TerrainDetailMap, getProcessIndex() - 1 ) )
|
|
|
+ meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
|
|
+ detailColor, detailMap, inDet ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
|
|
+ detailColor, detailInfo, inDet ) );
|
|
|
+
|
|
|
+ Var *baseColor = (Var*)LangElement::find( "baseColor" );
|
|
|
+ Var *outColor = (Var*)LangElement::find( "col" );
|
|
|
+
|
|
|
+ meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
|
|
|
+ outColor, outColor, outColor, detailColor, detailBlend ) );
|
|
|
+ //outColor, outColor, baseColor, detailColor, detailBlend ) );
|
|
|
+
|
|
|
+ meta->addStatement( new GenOp( " }\r\n" ) );
|
|
|
+
|
|
|
+ output = meta;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
|
+{
|
|
|
+ Resources res;
|
|
|
+
|
|
|
+ if ( getProcessIndex() == 0 )
|
|
|
+ {
|
|
|
+ // If this is the first detail pass then we
|
|
|
+ // samples from the layer tex.
|
|
|
res.numTex += 1;
|
|
|
+ }
|
|
|
|
|
|
+ // If this isn't the prepass then we sample
|
|
|
+ // from the detail texture for diffuse coloring.
|
|
|
+ if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
|
|
res.numTex += 1;
|
|
|
- }
|
|
|
|
|
|
+ // Finally we always send the detail texture
|
|
|
+ // coord to the pixel shader.
|
|
|
res.numTexReg += 1;
|
|
|
|
|
|
return res;
|
|
@@ -510,7 +884,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
gbNormal = new Var;
|
|
|
gbNormal->setName( "gbNormal" );
|
|
|
gbNormal->setType( "vec3" );
|
|
|
- meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
|
|
|
+ meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) );
|
|
|
}
|
|
|
|
|
|
const U32 normalIndex = getProcessIndex();
|
|
@@ -520,7 +894,6 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
|
|
|
// If we're using SM 3.0 then take advantage of
|
|
|
// dynamic branching to skip layers per-pixel.
|
|
|
-
|
|
|
if ( GFX->getPixelShaderVersion() >= 3.0f )
|
|
|
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
|
|
|
|
|
@@ -531,7 +904,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
|
|
|
/// Get the texture coord.
|
|
|
Var *inDet = _getInDetailCoord( componentList );
|
|
|
- Var *inTex = getVertTexCoord( "outTexCoord" );
|
|
|
+ Var *inTex = getVertTexCoord( "texCoord" );
|
|
|
|
|
|
// Sample the normal map.
|
|
|
//
|
|
@@ -540,11 +913,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
LangElement *texOp;
|
|
|
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
|
|
|
{
|
|
|
- texOp = new GenOp( "mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z )",
|
|
|
+ texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
|
|
|
normalMap, inDet, normalMap, inDet, inTex );
|
|
|
}
|
|
|
else
|
|
|
- texOp = new GenOp( "texture2D(@, @.xy)", normalMap, inDet );
|
|
|
+ texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
|
|
|
|
|
|
// create bump normal
|
|
|
Var *bumpNorm = new Var;
|
|
@@ -556,7 +929,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
|
|
|
// Normalize is done later...
|
|
|
// Note: The reverse mul order is intentional. Affine matrix.
|
|
|
- meta->addStatement( new GenOp( " @ = mix( @, @.xyz * @, min( @, @.w ) );\r\n",
|
|
|
+ meta->addStatement( new GenOp( " @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
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gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
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// End the conditional block.
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@@ -578,9 +951,11 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
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// We only need to process normals during the prepass.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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{
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- // If this is the first normal map then it
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- // will generate the worldToTanget transform.
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- if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
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+ // If this is the first normal map and there
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+ // are no parallax features then we will
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+ // generate the worldToTanget transform.
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+ if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
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+ ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
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res.numTexReg = 3;
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res.numTex = 1;
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@@ -589,100 +964,11 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
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return res;
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}
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-TerrainParallaxMapFeatGLSL::TerrainParallaxMapFeatGLSL()
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- : mIncludeDep( "shaders/common/gl/torque.glsl" )
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-{
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- addDependency( &mIncludeDep );
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-}
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-
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-void TerrainParallaxMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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- const MaterialFeatureData &fd )
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-{
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- if ( LangElement::find( "outNegViewTS" ) )
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- return;
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-
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- MultiLine *meta = new MultiLine;
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-
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- // Grab the input position.
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- Var *inPos = (Var*)LangElement::find( "inPosition" );
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- if ( !inPos )
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- inPos = (Var*)LangElement::find( "position" );
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-
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- // Get the object space eye position and the
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- // object to tangent transform.
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- Var *eyePos = _getUniformVar( "eyePos", "vec3" , cspPotentialPrimitive );
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- Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta,fd );
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-
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- // Now send the negative view vector in tangent space to the pixel shader.
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- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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- Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
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- outNegViewTS->setName( "outNegViewTS" );
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- outNegViewTS->setType( "vec3" );
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- meta->addStatement( new GenOp( " @ = @ * vec3( @ - @.xyz );\r\n",
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- outNegViewTS, objToTangentSpace, eyePos, inPos ) );
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-
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- output = meta;
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-}
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-
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-void TerrainParallaxMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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- const MaterialFeatureData &fd )
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-{
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- MultiLine *meta = new MultiLine;
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-
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- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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-
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- // We need the negative tangent space view vector
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- // as in parallax mapping we step towards the camera.
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- Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
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- if ( !negViewTS )
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- {
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- Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
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- if ( !inNegViewTS )
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- {
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- inNegViewTS = connectComp->getElement( RT_TEXCOORD );
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- inNegViewTS->setName( "outNegViewTS" );
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- inNegViewTS->setType( "vec3" );
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- }
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-
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- negViewTS = new Var( "negViewTS", "vec3" );
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- meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
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- }
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-
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- // Get the rest of our inputs.
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- Var *detailInfo = _getDetailIdStrengthParallax();
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- Var *normalMap = _getNormalMapTex();
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- Var *texCoord = _getInDetailCoord( componentList );
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-
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- // Call the library function to do the rest.
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- meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z );\r\n",
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- texCoord, normalMap, texCoord, negViewTS, detailInfo ) );
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-
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- output = meta;
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-}
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-
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-ShaderFeature::Resources TerrainParallaxMapFeatGLSL::getResources( const MaterialFeatureData &fd )
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-{
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- Resources res;
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-
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- // If this is the first parallax feature then
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|
- // it will generate the tangetEye vector and
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- // the worldToTanget transform.
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- if ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() - 1 ) )
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- res.numTexReg = 4;
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-
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- // If this isn't the prepass then we will
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- // be adding a normal map.
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- if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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- res.numTex = 1;
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-
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- return res;
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-}
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-
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void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// grab connector texcoord register
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|
|
- Var *inTex = (Var*)LangElement::find( "outTexCoord" );
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|
|
+ Var *inTex = (Var*)LangElement::find( "texCoord" );
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if ( !inTex )
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return;
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|
|
@@ -694,13 +980,23 @@ void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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|
lightMap->sampler = true;
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lightMap->constNum = Var::getTexUnitNum();
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|
|
|
- // Create a 'lightMask' value which is read by
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|
|
- // RTLighting to mask out the directional lighting.
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|
|
- Var *lightMask = new Var;
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|
|
- lightMask->setType( "vec3" );
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|
|
- lightMask->setName( "lightMask" );
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|
|
+ MultiLine *meta = new MultiLine;
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|
|
|
- output = new GenOp( " @ = texture2D( @, @.xy ).rgb;\r\n", new DecOp( lightMask ), lightMap, inTex );
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|
|
+ // Find or create the lightMask value which is read by
|
|
|
+ // RTLighting to mask out the lights.
|
|
|
+ //
|
|
|
+ // The first light is always the sunlight so we apply
|
|
|
+ // the shadow mask to only the first channel.
|
|
|
+ //
|
|
|
+ Var *lightMask = (Var*)LangElement::find( "lightMask" );
|
|
|
+ if ( !lightMask )
|
|
|
+ {
|
|
|
+ lightMask = new Var( "lightMask", "vec4" );
|
|
|
+ meta->addStatement( new GenOp( " @ = vec4(1);\r\n", new DecOp( lightMask ) ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ meta->addStatement( new GenOp( " @[0] = tex2D( @, @.xy ).r;\r\n", lightMask, lightMap, inTex ) );
|
|
|
+ output = meta;
|
|
|
}
|
|
|
|
|
|
ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
@@ -721,7 +1017,7 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
|
|
- meta->addStatement( new GenOp( " if ( @ - 0.0001 < 0.0 ) discard;\r\n", blendTotal ) );
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|
|
+ meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
|
|
|
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
|
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|
|
output = meta;
|