|
@@ -249,11 +249,11 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
|
|
|
if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
|
|
|
{
|
|
|
Var* inNormal = (Var*)LangElement::find("normal");
|
|
|
- meta->addStatement(
|
|
|
- new GenOp(" @.z = clamp(abs( dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) ) ), 0.0, 1.0);\r\n",
|
|
|
- outTex, inNormal, inNormal));
|
|
|
meta->addStatement(
|
|
|
- new GenOp(" @.w = 1.0 - abs( dot( normalize( @.xyz ), vec3( 0, 0, 1 ) ) );\r\n",
|
|
|
+ new GenOp(" @.z = dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) );\r\n",
|
|
|
+ outTex, inNormal, inNormal));
|
|
|
+ meta->addStatement(
|
|
|
+ new GenOp(" @.w = 1.0 - dot( normalize( @.xyz ), vec3( 0, 0, 1 ) );\r\n",
|
|
|
outTex, inNormal));
|
|
|
}
|
|
|
else
|
|
@@ -319,7 +319,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- ormConfig = new Var("ORMConfig", "float4");
|
|
|
+ ormConfig = new Var("ORMConfig", "vec4");
|
|
|
meta->addStatement(new GenOp(" @;\r\n", new DecOp(ormConfig)));
|
|
|
}
|
|
|
|
|
@@ -362,8 +362,8 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
|
|
|
|
|
// Grab incoming texture coords... the base map feature
|
|
|
// made sure this was created.
|
|
|
- Var *inTex = (Var*)LangElement::find( "texCoord" );
|
|
|
- AssertFatal( inTex, "The texture coord is missing!" );
|
|
|
+ Var * inTexCoord = (Var*)LangElement::find( "texCoord" );
|
|
|
+ AssertFatal(inTexCoord, "The texture coord is missing!" );
|
|
|
|
|
|
// Grab the input position.
|
|
|
Var *inPos = (Var*)LangElement::find( "inPosition" );
|
|
@@ -409,14 +409,14 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
|
|
|
|
|
// grab connector texcoord register
|
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
|
- Var *outTex = connectComp->getElement( RT_TEXCOORD );
|
|
|
- outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
|
|
|
- outTex->setStructName( "OUT" );
|
|
|
- outTex->setType( "vec4" );
|
|
|
+ Var * detCoord = connectComp->getElement( RT_TEXCOORD );
|
|
|
+ detCoord->setName( String::ToString( "detCoord%d", detailIndex ) );
|
|
|
+ detCoord->setStructName( "OUT" );
|
|
|
+ detCoord->setType( "vec4" );
|
|
|
|
|
|
// Get the detail scale and fade info.
|
|
|
- Var *detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
|
|
- if (!detScaleAndFade)
|
|
|
+ Var* detScaleAndFade = (Var*)LangElement::find("detailScaleAndFade");
|
|
|
+ if (detScaleAndFade == NULL)
|
|
|
{
|
|
|
detScaleAndFade = new Var;
|
|
|
detScaleAndFade->setType("vec4");
|
|
@@ -436,11 +436,11 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
|
|
//
|
|
|
// See TerrainBaseMapFeatGLSL::processVert().
|
|
|
//
|
|
|
- meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, new IndexOp(detScaleAndFade, detailIndex) ) );
|
|
|
+ meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", detCoord, inTexCoord, 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, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
|
|
|
+ meta->addStatement(new GenOp(" @.w = ( @.z - @ ) * @.w;\r\n",
|
|
|
+ detCoord, new IndexOp(detScaleAndFade, detailIndex), dist, new IndexOp(detScaleAndFade, detailIndex)));
|
|
|
|
|
|
output = meta;
|
|
|
}
|
|
@@ -449,8 +449,8 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
const MaterialFeatureData &fd )
|
|
|
{
|
|
|
const S32 detailIndex = getProcessIndex();
|
|
|
- Var *inTex = getVertTexCoord( "texCoord" );
|
|
|
-
|
|
|
+ Var *inTexCoord = getVertTexCoord( "texCoord" );
|
|
|
+
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
|
|
// We need the negative tangent space view vector
|
|
@@ -491,7 +491,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
|
|
|
// Read the layer texture to get the samples.
|
|
|
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
|
|
|
- new DecOp( layerSample ), layerTex, inTex ) );
|
|
|
+ new DecOp( layerSample ), layerTex, inTexCoord ) );
|
|
|
}
|
|
|
|
|
|
Var *layerSize = (Var*)LangElement::find( "layerSize" );
|
|
@@ -505,7 +505,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
}
|
|
|
|
|
|
// Grab the incoming detail coord.
|
|
|
- Var *inDet = _getInDetailCoord( componentList );
|
|
|
+ Var * detCoord = _getInDetailCoord( componentList );
|
|
|
|
|
|
// Get the detail id.
|
|
|
Var *detailInfo = _getDetailIdStrengthParallax();
|
|
@@ -517,39 +517,39 @@ 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 ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
|
|
|
+ new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTexCoord, 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 normal map texture.
|
|
|
- Var* normalMap = _getNormalMapSampler();
|
|
|
+ // Get the normal map textures.
|
|
|
+ Var* normalMapArray = _getNormalMapSampler();
|
|
|
|
|
|
// Call the library function to do the rest.
|
|
|
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
|
|
|
{
|
|
|
meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
|
|
|
- inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
|
|
+ detCoord, normalMapArray, detCoord, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
|
|
|
- inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
|
|
+ detCoord, normalMapArray, detCoord, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
|
|
|
- if (!detailColor)
|
|
|
+ Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
|
|
|
+ if ( !detailColor )
|
|
|
{
|
|
|
detailColor = new Var;
|
|
|
- detailColor->setType("vec4");
|
|
|
- detailColor->setName(String::ToString("detailColor%d", detailIndex));
|
|
|
- meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
|
|
|
+ detailColor->setType( "vec4" );
|
|
|
+ detailColor->setName( String::ToString("detailColor%d", detailIndex) );
|
|
|
+ meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
|
|
|
}
|
|
|
|
|
|
// Get the detail texture.
|
|
|
- Var *detailMap = _getDetailMapSampler();
|
|
|
+ Var *detailMapArray = _getDetailMapSampler();
|
|
|
|
|
|
// If we had a parallax feature... then factor in the parallax
|
|
|
// amount so that it fades out with the layer blending.
|
|
@@ -557,19 +557,18 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
{
|
|
|
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.xy, @.x) ), lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ), @.w) * 2.0 ) - 1.0;\r\n",
|
|
|
detailColor,
|
|
|
- detailMap, inDet, new IndexOp(detailInfo, detailIndex),
|
|
|
- detailMap, inDet, new IndexOp(detailInfo, detailIndex),
|
|
|
- detailMap, inDet, new IndexOp(detailInfo, detailIndex),
|
|
|
- inTex, inTex));
|
|
|
+ detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
|
|
|
+ detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
|
|
|
+ detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
|
|
|
+ inTexCoord, inTexCoord));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
meta->addStatement(new GenOp(" @ = ( tex2D( @, vec3(@.xy, @.x) ) * 2.0 ) - 1.0;\r\n",
|
|
|
- detailColor, detailMap, inDet, new IndexOp(detailInfo, detailIndex)));
|
|
|
+ detailColor, detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex)));
|
|
|
}
|
|
|
|
|
|
- meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
|
|
|
- detailColor, new IndexOp(detailInfo, detailIndex), inDet));
|
|
|
+ meta->addStatement(new GenOp(" @ *= @.y * @;\r\n", detailColor, new IndexOp(detailInfo, detailIndex), detailBlend));
|
|
|
|
|
|
if (!fd.features.hasFeature(MFT_TerrainNormalMap))
|
|
|
{
|
|
@@ -585,32 +584,14 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
{
|
|
|
Var* viewToTangent = getInViewToTangent(componentList);
|
|
|
|
|
|
- meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
|
|
|
- gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
|
|
|
+ meta->addStatement(new GenOp(" @ = lerp( @, tGetMatrix3Row(@, 2), @ ) );\r\n", gbNormal, gbNormal, viewToTangent, detailBlend));
|
|
|
}
|
|
|
|
|
|
- // 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"));
|
|
|
-
|
|
|
- ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
|
|
-
|
|
|
- if (fd.features.hasFeature(MFT_isDeferred))
|
|
|
- target = ShaderFeature::RenderTarget1;
|
|
|
+ ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
|
|
|
|
|
|
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
|
|
|
|
|
|
- meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @ += @ * @;\r\n",
|
|
|
- outColor, detailColor, detailBlend));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" }\r\n"));
|
|
|
+ meta->addStatement(new GenOp(" @ += @ * @;\r\n", outColor, detailColor, detailBlend));
|
|
|
}
|
|
|
|
|
|
output = meta;
|
|
@@ -691,18 +672,17 @@ void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentL
|
|
|
outTex->setType( "vec4" );
|
|
|
|
|
|
// 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;
|
|
|
+ Var *macroScaleAndFade = new Var;
|
|
|
+ macroScaleAndFade->setType( "vec4" );
|
|
|
+ macroScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
|
|
|
+ macroScaleAndFade->uniform = true;
|
|
|
+ macroScaleAndFade->constSortPos = cspPotentialPrimitive;
|
|
|
|
|
|
// 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, macroScaleAndFade ) );
|
|
|
|
|
|
// 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 ) );
|
|
|
+ meta->addStatement( new GenOp( " @.w = ( @.z - @ ) * @.w;\r\n", outTex, macroScaleAndFade, dist, macroScaleAndFade ) );
|
|
|
|
|
|
output = meta;
|
|
|
}
|
|
@@ -768,7 +748,7 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
|
|
|
}
|
|
|
|
|
|
// Grab the incoming detail coord.
|
|
|
- Var *inDet = _getInMacroCoord( componentList );
|
|
|
+ Var *detCoord = _getInMacroCoord( componentList );
|
|
|
|
|
|
// Get the detail id.
|
|
|
Var *detailInfo = _getMacroIdStrengthParallax();
|
|
@@ -792,10 +772,10 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
|
|
|
if (gbNormal &&
|
|
|
!fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
|
|
|
{
|
|
|
- Var* viewToTangent = getInViewToTangent(componentList);
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @ = lerp( @, @[2], min( @, @.w ) );\r\n",
|
|
|
- gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
|
|
|
+ Var *viewToTangent = getInViewToTangent( componentList );
|
|
|
+
|
|
|
+ meta->addStatement( new GenOp( " @ = lerp( @, @[2], min( @, @.w ) );\r\n",
|
|
|
+ gbNormal, gbNormal, viewToTangent, detailBlend, detCoord ) );
|
|
|
}
|
|
|
|
|
|
Var *detailColor = (Var*)LangElement::find( "macroColor" );
|
|
@@ -808,17 +788,14 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
|
|
|
}
|
|
|
|
|
|
// 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 ) );
|
|
|
+ Var *detailMapArray = new Var;
|
|
|
+ detailMapArray->setType( "sampler2D" );
|
|
|
+ detailMapArray->setName( String::ToString( "macroMap%d", detailIndex ) );
|
|
|
+ detailMapArray->uniform = true;
|
|
|
+ detailMapArray->sampler = true;
|
|
|
+ detailMapArray->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
+
|
|
|
+ meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
|
|
|
|
|
|
meta->addStatement( new GenOp( " {\r\n" ) );
|
|
|
|
|
@@ -829,45 +806,35 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
|
|
|
// We take two color samples and lerp between them for
|
|
|
// side projection layers... else a single sample.
|
|
|
//
|
|
|
- if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
|
|
|
+ if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
|
|
|
{
|
|
|
meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.xy, @.x) ), lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ), @.w) * 2.0 ) - 1.0;\r\n",
|
|
|
detailColor,
|
|
|
- detailMap, inDet, new IndexOp(detailInfo, detailIndex),
|
|
|
- detailMap, inDet, new IndexOp(detailInfo, detailIndex),
|
|
|
- detailMap, inDet, new IndexOp(detailInfo, detailIndex),
|
|
|
+ detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
|
|
|
+ detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
|
|
|
+ detailMapArray, detCoord, new IndexOp(detailInfo, detailIndex),
|
|
|
inTex, inTex));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
|
|
|
- detailColor, detailMap, inDet ) );
|
|
|
+ detailColor, detailMapArray, detCoord) );
|
|
|
}
|
|
|
|
|
|
- meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
|
|
|
- detailColor, detailInfo, inDet ) );
|
|
|
-
|
|
|
- ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
|
|
+ meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n", detailColor, detailInfo, detCoord) );
|
|
|
|
|
|
- if (fd.features.hasFeature(MFT_isDeferred))
|
|
|
- target= ShaderFeature::RenderTarget1;
|
|
|
+ ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
|
|
|
|
|
|
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
|
|
|
|
|
|
- meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
|
|
|
-
|
|
|
meta->addStatement(new GenOp(" @ += @ * @;\r\n",
|
|
|
outColor, detailColor, detailBlend));
|
|
|
|
|
|
- meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));
|
|
|
-
|
|
|
meta->addStatement( new GenOp( " }\r\n" ) );
|
|
|
|
|
|
output = meta;
|
|
|
}
|
|
|
|
|
|
-
|
|
|
-
|
|
|
ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
|
{
|
|
|
Resources res;
|
|
@@ -902,7 +869,7 @@ void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
|
|
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
|
|
- if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
|
|
|
+ if ( !fd.features.hasFeature(MFT_TerrainHeightBlend) )
|
|
|
{
|
|
|
// Make sure the world to tangent transform
|
|
|
// is created and available for the pixel shader.
|
|
@@ -927,36 +894,36 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|
|
AssertFatal( detailBlend, "The detail blend is missing!" );
|
|
|
|
|
|
// Get the normal map texture.
|
|
|
- Var *normalMap = _getNormalMapSampler();
|
|
|
+ Var *normalMapArray = _getNormalMapSampler();
|
|
|
|
|
|
/// Get the texture coord.
|
|
|
- Var *inDet = _getInDetailCoord( componentList );
|
|
|
- Var *inTex = getVertTexCoord( "texCoord" );
|
|
|
+ Var* inDet = _getInDetailCoord(componentList);
|
|
|
+ Var* inTex = getVertTexCoord("texCoord");
|
|
|
Var* detailInfo = _getDetailIdStrengthParallax();
|
|
|
|
|
|
// Sample the normal map.
|
|
|
//
|
|
|
// We take two normal samples and lerp between them for
|
|
|
// side projection layers... else a single sample.
|
|
|
- LangElement *texOp;
|
|
|
- if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
|
|
|
+ LangElement* texOp;
|
|
|
+ if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
|
|
|
{
|
|
|
texOp = new GenOp("lerp( tex2D( @, float3(@.xy, @.x) ), lerp( tex2D( @, float3(@.yz, @.x) ), tex2D( @, float3(@.xz, @.x) ), @.z ), @.w )",
|
|
|
- normalMap, inDet, new IndexOp(detailInfo, normalIndex),
|
|
|
- normalMap, inDet, new IndexOp(detailInfo, normalIndex),
|
|
|
- normalMap, inDet, new IndexOp(detailInfo, normalIndex),
|
|
|
+ normalMapArray, inDet, new IndexOp(detailInfo, normalIndex),
|
|
|
+ normalMapArray, inDet, new IndexOp(detailInfo, normalIndex),
|
|
|
+ normalMapArray, inDet, new IndexOp(detailInfo, normalIndex),
|
|
|
inTex, inTex);
|
|
|
}
|
|
|
else
|
|
|
- texOp = new GenOp( String::ToString("tex2D(@, vec3(@.xy, @.x))", normalIndex), normalMap, inDet, new IndexOp(detailInfo, normalIndex));
|
|
|
+ texOp = new GenOp( String::ToString("tex2D(@, vec3(@.xy, @.x))", normalIndex), normalMapArray, inDet, new IndexOp(detailInfo, normalIndex));
|
|
|
|
|
|
// create bump normal
|
|
|
- Var *bumpNorm = new Var;
|
|
|
- bumpNorm->setName( String::ToString("bumpNormal%d", normalIndex) );
|
|
|
- bumpNorm->setType( "vec4" );
|
|
|
+ Var* bumpNorm = new Var;
|
|
|
+ bumpNorm->setName(String::ToString("bumpNormal%d", normalIndex));
|
|
|
+ bumpNorm->setType("vec4");
|
|
|
|
|
|
- LangElement *bumpNormDecl = new DecOp( bumpNorm );
|
|
|
- meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
|
|
|
+ LangElement* bumpNormDecl = new DecOp(bumpNorm);
|
|
|
+ meta->addStatement(expandNormalMap(texOp, bumpNormDecl, bumpNorm, fd));
|
|
|
|
|
|
if (!fd.features.hasFeature(MFT_TerrainNormalMap))
|
|
|
{
|
|
@@ -996,7 +963,6 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
|
|
|
{
|
|
|
Resources res;
|
|
|
|
|
|
- // We only need to process normals during the deferred.
|
|
|
if (!fd.features.hasFeature(MFT_DeferredConditioner))
|
|
|
{
|
|
|
return res;
|
|
@@ -1248,11 +1214,7 @@ void TerrainHeightMapBlendGLSL::processVert(
|
|
|
void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentList,
|
|
|
const MaterialFeatureData& fd)
|
|
|
{
|
|
|
-
|
|
|
- ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
|
|
|
-
|
|
|
- if (fd.features.hasFeature(MFT_isDeferred))
|
|
|
- target = ShaderFeature::RenderTarget1;
|
|
|
+ ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
|
|
|
|
|
|
Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
|
|
|
|
|
@@ -1261,14 +1223,7 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
|
|
|
|
|
|
MultiLine* meta = new MultiLine;
|
|
|
|
|
|
- Var* detailTot = (Var*)LangElement::find("detailTot");
|
|
|
- if (detailTot == NULL)
|
|
|
- {
|
|
|
- detailTot = new Var("detailTot", "float");
|
|
|
- meta->addStatement(new GenOp("@=0;\r\n", new DecOp(detailTot)));
|
|
|
- }
|
|
|
-
|
|
|
- // Count the number of detail textures
|
|
|
+ // Count number of detail layers
|
|
|
int detailCount = 0;
|
|
|
while (true)
|
|
|
{
|
|
@@ -1285,10 +1240,21 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
- // Compute the "height" of each detail layer and store it detailHX
|
|
|
+ Var* depth = (Var*)LangElement::find("baseBlendDepth");
|
|
|
+ if (depth == NULL)
|
|
|
+ {
|
|
|
+ depth = new Var;
|
|
|
+ depth->setType("float");
|
|
|
+ depth->setName("baseBlendDepth");
|
|
|
+ depth->uniform = true;
|
|
|
+ depth->constSortPos = cspPrimitive;
|
|
|
+ }
|
|
|
+
|
|
|
+ Var* heightRange = new Var("heightRange", "vec2");
|
|
|
+ meta->addStatement(new GenOp(" @ = vec2(2.0f,0);//x=min, y=max\r\n", new DecOp(heightRange)));
|
|
|
+ // Compute blend factors
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
{
|
|
|
- Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
|
|
|
Var* blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", idx));
|
|
|
if (!blendDepth)
|
|
@@ -1309,136 +1275,79 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
|
|
|
blendContrast->uniform = true;
|
|
|
blendContrast->constSortPos = cspPrimitive;
|
|
|
}
|
|
|
-
|
|
|
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
+ Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
if (!detailH)
|
|
|
{
|
|
|
detailH = new Var;
|
|
|
detailH->setType("float");
|
|
|
detailH->setName(String::ToString("detailH%d", idx));
|
|
|
|
|
|
- meta->addStatement(new GenOp(" @ = 0;\r\n",
|
|
|
- new DecOp(detailH)));
|
|
|
- meta->addStatement(new GenOp(" if (@ > 0.0f) {\r\n", detailBlend));
|
|
|
+ meta->addStatement(new GenOp(" @ = @+@;\r\n", new DecOp(detailH), blendDepth, depth));
|
|
|
if (bumpNormal != NULL)
|
|
|
{
|
|
|
- meta->addStatement(new GenOp(" @ = clamp(@.a + @, 0.0, 1.0);\r\n",
|
|
|
- detailH, bumpNormal, blendDepth));
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- meta->addStatement(new GenOp(" @ = clamp(@, 0.0, 1.0);\r\n",
|
|
|
- detailH, blendDepth));
|
|
|
+ meta->addStatement(new GenOp(" @ += @.a * @;\r\n", detailH, bumpNormal, blendContrast));
|
|
|
}
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @ = max((@ * 2.0f - 1.0f) * @, 0.0f);\r\n",
|
|
|
- detailH, detailH, blendContrast));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" }\r\n"));
|
|
|
+ meta->addStatement(new GenOp(" @ *= @;\r\n", detailH, detailBlend));
|
|
|
+ meta->addStatement(new GenOp(" @ = vec2(min(@.x,@),max(@.y,@));\r\n", heightRange, heightRange, detailH, heightRange, detailH));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
meta->addStatement(new GenOp("\r\n"));
|
|
|
-
|
|
|
- // Compute blending factors
|
|
|
- Var* depth = (Var*)LangElement::find("baseBlendDepth");
|
|
|
- if (depth == NULL)
|
|
|
- {
|
|
|
- depth = new Var;
|
|
|
- depth->setType("float");
|
|
|
- depth->setName("baseBlendDepth");
|
|
|
- depth->uniform = true;
|
|
|
- depth->constSortPos = cspPrimitive;
|
|
|
- }
|
|
|
-
|
|
|
- Var* ma = (Var*)LangElement::find("ma");
|
|
|
- if (ma == NULL)
|
|
|
+ if (detailCount > 1)
|
|
|
{
|
|
|
- ma = new Var;
|
|
|
- ma->setType("float");
|
|
|
- ma->setName("ma");
|
|
|
- meta->addStatement(new GenOp(" @ = 0;\r\n",
|
|
|
- new DecOp(ma)));
|
|
|
- }
|
|
|
-
|
|
|
- for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
- {
|
|
|
- Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
- Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
+ for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
+ {
|
|
|
+ Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
+ meta->addStatement(new GenOp(" @ = (@[email protected])/(@[email protected]);\r\n", detailH, detailH, heightRange, heightRange, heightRange));
|
|
|
|
|
|
- meta->addStatement(new GenOp(" @ = max(@, @ + @);\r\n",
|
|
|
- ma, ma, detailH, detailBlend));
|
|
|
+ }
|
|
|
+ meta->addStatement(new GenOp("\r\n"));
|
|
|
}
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @ -= @;\r\n",
|
|
|
- ma, depth));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp("\r\n"));
|
|
|
-
|
|
|
- for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
+ else
|
|
|
{
|
|
|
- Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
- Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
- Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
|
|
|
- if (!detailB)
|
|
|
+ for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
{
|
|
|
- detailB = new Var;
|
|
|
- detailB->setType("float");
|
|
|
- detailB->setName(String::ToString("detailB%d", idx));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @ = max(@ + @ - @, 0);\r\n",
|
|
|
- new DecOp(detailB), detailH, detailBlend, ma));
|
|
|
+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
+ meta->addStatement(new GenOp(" @ = 1.0;\r\n", detailH));
|
|
|
}
|
|
|
- meta->addStatement(new GenOp(" @ += @;\r\n", detailTot, detailB));
|
|
|
}
|
|
|
|
|
|
- meta->addStatement(new GenOp("\r\n"));
|
|
|
-
|
|
|
- // Compute albedo
|
|
|
- meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n",
|
|
|
- outColor, outColor));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @.rgb += (",
|
|
|
- outColor));
|
|
|
+ meta->addStatement(new GenOp(" @.rgb += (", outColor));
|
|
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
{
|
|
|
Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", idx));
|
|
|
- Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
|
|
|
-
|
|
|
+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
+ Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
|
|
|
|
|
|
if (idx > 0)
|
|
|
{
|
|
|
meta->addStatement(new GenOp(" + "));
|
|
|
}
|
|
|
|
|
|
- meta->addStatement(new GenOp("@.rgb * @", detailColor, detailB));
|
|
|
+ meta->addStatement(new GenOp("((@.rgb * @)*max(@.w,0))", detailColor, detailH, detCoord));
|
|
|
}
|
|
|
|
|
|
- meta->addStatement(new GenOp(") / @;\r\n", detailTot));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n",
|
|
|
- outColor, outColor));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp("\r\n"));
|
|
|
+ meta->addStatement(new GenOp(");\r\n"));
|
|
|
|
|
|
// Compute ORM
|
|
|
Var* ormOutput;
|
|
|
- OutputTarget targ = DefaultTarget;
|
|
|
if (fd.features[MFT_isDeferred])
|
|
|
{
|
|
|
- targ = RenderTarget2;
|
|
|
+ ormOutput = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
|
|
|
}
|
|
|
- ormOutput = (Var*)LangElement::find(getOutputTargetVarName(targ));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @.gba = (",
|
|
|
- ormOutput));
|
|
|
+ else
|
|
|
+ {
|
|
|
+ ormOutput = (Var*)LangElement::find("ORMConfig");
|
|
|
+ }
|
|
|
+ meta->addStatement(new GenOp(" @.gba = (", ormOutput));
|
|
|
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
{
|
|
|
Var* matinfoCol = (Var*)LangElement::find(String::ToString("matinfoCol%d", idx));
|
|
|
- Var* detailB = (Var*)LangElement::find(String::ToString("detailB%d", idx));
|
|
|
-
|
|
|
+ Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
|
|
|
if (idx > 0)
|
|
|
{
|
|
@@ -1446,104 +1355,42 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
|
|
|
}
|
|
|
if (matinfoCol)
|
|
|
{
|
|
|
- meta->addStatement(new GenOp("@ * @", matinfoCol, detailB));
|
|
|
+ meta->addStatement(new GenOp("(@ * @)", matinfoCol, detailH));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- meta->addStatement(new GenOp("vec3(1.0, 1.0, 0.0) * @", detailB));
|
|
|
+ meta->addStatement(new GenOp("(vec3(1.0, 1.0, 0.0) * @)", detailH));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- meta->addStatement(new GenOp(") / @;\r\n", detailTot));
|
|
|
+ meta->addStatement(new GenOp(");\r\n"));
|
|
|
|
|
|
- meta->addStatement(new GenOp("\r\n"));
|
|
|
-
|
|
|
- // Compute normal-specific blending factors
|
|
|
- // LukasPJ: I'm not sure why this is necessary, it might not be.
|
|
|
- Var* normalMa = (Var*)LangElement::find("normalMa");
|
|
|
- if (normalMa == NULL)
|
|
|
- {
|
|
|
- normalMa = new Var;
|
|
|
- normalMa->setType("float");
|
|
|
- normalMa->setName("normalMa");
|
|
|
- meta->addStatement(new GenOp(" @ = 0;\r\n",
|
|
|
- new DecOp(normalMa)));
|
|
|
- }
|
|
|
+ // Compute normals
|
|
|
+ Var* viewToTangent = getInViewToTangent(componentList);
|
|
|
+ Var* bumpSum = new Var("bumpNorm", "vec3");
|
|
|
|
|
|
+ meta->addStatement(new GenOp(" @ = vec3(0, 0, 1)", new DecOp(bumpSum)));
|
|
|
for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
{
|
|
|
- Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
|
|
|
-
|
|
|
Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
- Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @ = max(@, @ + min(@, @.w));\r\n",
|
|
|
- normalMa, normalMa, detailH, detailBlend, detCoord));
|
|
|
- }
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @ -= @;\r\n",
|
|
|
- normalMa, depth));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp("\r\n"));
|
|
|
-
|
|
|
- for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
- {
|
|
|
+ Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
|
|
|
Var* detCoord = (Var*)LangElement::find(String::ToString("detCoord%d", idx));
|
|
|
-
|
|
|
- Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
|
|
|
- Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
|
|
|
- Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
|
|
|
- if (!normalDetailB)
|
|
|
+ if (bumpNormal != NULL)
|
|
|
{
|
|
|
- normalDetailB = new Var;
|
|
|
- normalDetailB->setType("float");
|
|
|
- normalDetailB->setName(String::ToString("normalDetailB%d", idx));
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(" @ = max(@ + min(@, @.w) - @, 0);\r\n",
|
|
|
- new DecOp(normalDetailB), detailH, detailBlend, detCoord, normalMa));
|
|
|
+ meta->addStatement(new GenOp("+(@.xyz * @*max(@.w,0))", bumpNormal, detailH, detCoord));
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
+ meta->addStatement(new GenOp(";\r\n"));
|
|
|
|
|
|
- // Compute normals
|
|
|
Var* gbNormal = (Var*)LangElement::find("gbNormal");
|
|
|
if (!gbNormal)
|
|
|
{
|
|
|
- gbNormal = new Var;
|
|
|
- gbNormal->setName("gbNormal");
|
|
|
- gbNormal->setType("vec3");
|
|
|
- meta->addStatement(new GenOp(" @;\r\n", new DecOp(gbNormal)));
|
|
|
- }
|
|
|
-
|
|
|
- if (gbNormal != NULL)
|
|
|
- {
|
|
|
- meta->addStatement(new GenOp(" @ = (",
|
|
|
- gbNormal));
|
|
|
-
|
|
|
- for (S32 idx = 0; idx < detailCount; ++idx)
|
|
|
- {
|
|
|
- Var* normalDetailB = (Var*)LangElement::find(String::ToString("normalDetailB%d", idx));
|
|
|
- Var* bumpNormal = (Var*)LangElement::find(String::ToString("bumpNormal%d", idx));
|
|
|
- Var* viewToTangent = getInViewToTangent(componentList);
|
|
|
-
|
|
|
-
|
|
|
- if (idx > 0)
|
|
|
- {
|
|
|
- meta->addStatement(new GenOp(" + "));
|
|
|
- }
|
|
|
-
|
|
|
- if (bumpNormal != NULL)
|
|
|
- {
|
|
|
- meta->addStatement(new GenOp("tMul(@.xyz, @) * @", bumpNormal, viewToTangent, normalDetailB));
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- meta->addStatement(new GenOp("tGetMatrix3Row(@, 2) * @", viewToTangent, normalDetailB));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- meta->addStatement(new GenOp(") / @;\r\n", detailTot));
|
|
|
+ gbNormal = new Var("gbNormal","vec3");
|
|
|
+ meta->addStatement(new GenOp(" @ = ", new DecOp(gbNormal)));
|
|
|
}
|
|
|
-
|
|
|
-
|
|
|
+ else
|
|
|
+ meta->addStatement(new GenOp(" @ = ", gbNormal));
|
|
|
+ meta->addStatement(new GenOp("tMul(normalize(@),@);\r\n", bumpSum, viewToTangent));
|
|
|
output = meta;
|
|
|
}
|