//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "terrain/glsl/terrFeatureGLSL.h" #include "terrain/terrFeatureTypes.h" #include "materials/materialFeatureTypes.h" #include "materials/materialFeatureData.h" #include "materials/processedMaterial.h" #include "gfx/gfxDevice.h" #include "shaderGen/langElement.h" #include "shaderGen/shaderOp.h" #include "shaderGen/featureMgr.h" #include "shaderGen/shaderGen.h" #include "core/module.h" namespace { void register_glsl_shader_features_for_terrain(GFXAdapterType type) { if(type != OpenGL) return; FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL ); FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureGLSL( "Terrain Parallax Texture" ) ); FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL ); FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL ); FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatGLSL ); FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL ); FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) ); FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL ); FEATUREMGR->registerFeature( MFT_DeferredTerrainBaseMap, new TerrainBaseMapFeatGLSL ); FEATUREMGR->registerFeature( MFT_DeferredTerrainMacroMap, new TerrainMacroMapFeatGLSL ); FEATUREMGR->registerFeature( MFT_DeferredTerrainDetailMap, new TerrainDetailMapFeatGLSL ); FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL ); } }; MODULE_BEGIN( TerrainFeatGLSL ) MODULE_INIT_AFTER( ShaderGen ) MODULE_INIT { SHADERGEN->getFeatureInitSignal().notify(®ister_glsl_shader_features_for_terrain); } MODULE_END; TerrainFeatGLSL::TerrainFeatGLSL() : mTorqueDep( "shaders/common/gl/torque.glsl" ) { addDependency( &mTorqueDep ); } Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp ) { Var *theVar = (Var*)LangElement::find( name ); if ( !theVar ) { theVar = new Var; theVar->setType( type ); theVar->setName( name ); theVar->uniform = true; theVar->constSortPos = csp; } return theVar; } Var* TerrainFeatGLSL::_getInDetailCoord( Vector &componentList ) { String name( String::ToString( "detCoord%d", getProcessIndex() ) ); Var *inDet = (Var*)LangElement::find( name ); if ( !inDet ) { ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); inDet = connectComp->getElement( RT_TEXCOORD ); inDet->setName( name ); inDet->setStructName( "IN" ); inDet->setType( "vec4" ); inDet->mapsToSampler = true; } return inDet; } Var* TerrainFeatGLSL::_getInMacroCoord( Vector &componentList ) { String name( String::ToString( "macroCoord%d", getProcessIndex() ) ); Var *inDet = (Var*)LangElement::find( name ); if ( !inDet ) { ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); inDet = connectComp->getElement( RT_TEXCOORD ); inDet->setName( name ); inDet->setStructName( "IN" ); inDet->setType( "vec4" ); inDet->mapsToSampler = true; } return inDet; } Var* TerrainFeatGLSL::_getNormalMapTex() { String name( String::ToString( "normalMap%d", getProcessIndex() ) ); Var *normalMap = (Var*)LangElement::find( name ); if ( !normalMap ) { normalMap = new Var; normalMap->setType( "sampler2D" ); normalMap->setName( name ); normalMap->uniform = true; normalMap->sampler = true; normalMap->constNum = Var::getTexUnitNum(); } return normalMap; } Var* TerrainFeatGLSL::_getDetailIdStrengthParallax() { String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) ); Var *detailInfo = (Var*)LangElement::find( name ); if ( !detailInfo ) { detailInfo = new Var; detailInfo->setType( "vec3" ); detailInfo->setName( name ); detailInfo->uniform = true; detailInfo->constSortPos = cspPotentialPrimitive; } return detailInfo; } Var* TerrainFeatGLSL::_getMacroIdStrengthParallax() { String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) ); Var *detailInfo = (Var*)LangElement::find( name ); if ( !detailInfo ) { detailInfo = new Var; detailInfo->setType( "vec3" ); detailInfo->setName( name ); detailInfo->uniform = true; detailInfo->constSortPos = cspPotentialPrimitive; } return detailInfo; } void TerrainBaseMapFeatGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; output = meta; // Generate the incoming texture var. Var *inTex; { Var *inPos = (Var*)LangElement::find( "inPosition" ); if ( !inPos ) inPos = (Var*)LangElement::find( "position" ); inTex = new Var( "texCoord", "vec3" ); Var *oneOverTerrainSize = _getUniformVar( "oneOverTerrainSize", "float", cspPass ); // NOTE: The y coord here should be negative to have // the texture maps not end up flipped which also caused // normal and parallax mapping to be incorrect. // // This mistake early in development means that the layer // id bilinear blend depends on it being that way. // // So instead i fixed this by flipping the base and detail // coord y scale to compensate when rendering. // meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n", new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) ); } ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); // Pass the texture coord to the pixel shader. Var *outTex = connectComp->getElement( RT_TEXCOORD ); outTex->setName( "outTexCoord" ); outTex->setStructName( "OUT" ); outTex->setType( "vec3" ); outTex->mapsToSampler = true; meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) ); // If this shader has a side projected layer then we // pass the dot product between the +Y and the normal // thru outTexCoord.z for use in blending the textures. if ( fd.features.hasFeature( MFT_TerrainSideProject ) ) { Var *inNormal = (Var*)LangElement::find( "normal" ); meta->addStatement( new GenOp( " @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n", outTex, inNormal, inNormal ) ); } else meta->addStatement( new GenOp( " @.z = 0;\r\n", outTex ) ); // HACK: This is sort of lazy... we generate the tanget // vector here so that we're sure it exists in the parallax // and normal features which will expect "T" to exist. // // If this shader doesn't use it the shader compiler will // optimize away this code. // Var *inTangentZ = getVertTexCoord( "tcTangentZ" ); Var *inTanget = new Var( "T", "vec3" ); Var *squareSize = _getUniformVar( "squareSize", "float", cspPass ); meta->addStatement( new GenOp( " @ = normalize( float3( @, 0, @ ) );\r\n", new DecOp( inTanget ), squareSize, inTangentZ ) ); } void TerrainBaseMapFeatGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { // grab connector texcoord register Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList ); // create texture var Var *diffuseMap = new Var; diffuseMap->setType( "sampler2D" ); diffuseMap->setName( "baseTexMap" ); diffuseMap->uniform = true; diffuseMap->sampler = true; diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here MultiLine *meta = new MultiLine; Var *baseColor = new Var; baseColor->setType( "vec4" ); baseColor->setName( "baseColor" ); meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) ); meta->addStatement(new GenOp(" @ = toLinear(@);\r\n", baseColor, baseColor)); ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget; if(fd.features.hasFeature(MFT_isDeferred)) { target= ShaderFeature::RenderTarget1; } meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) ); output = meta; } ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd ) { Resources res; res.numTexReg = 1; res.numTex = 1; return res; } U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget; } TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL() : mTorqueDep( "shaders/common/gl/torque.glsl" ), mTerrainDep( "shaders/common/terrain/terrain.glsl" ) { addDependency( &mTorqueDep ); addDependency( &mTerrainDep ); } void TerrainDetailMapFeatGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { const S32 detailIndex = getProcessIndex(); // Grab incoming texture coords... the base map feature // made sure this was created. Var *inTex = (Var*)LangElement::find( "texCoord" ); AssertFatal( inTex, "The texture coord is missing!" ); // Grab the input position. Var *inPos = (Var*)LangElement::find( "inPosition" ); if ( !inPos ) inPos = (Var*)LangElement::find( "position" ); // Get the object space eye position. Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPotentialPrimitive ); MultiLine *meta = new MultiLine; // If we have parallax mapping then make sure we've sent // the negative view vector to the pixel shader. if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) && !LangElement::find( "outNegViewTS" ) ) { // Get the object to tangent transform which // will consume 3 output registers. Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd ); // Now use a single output register to send the negative // view vector in tangent space to the pixel shader. ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD ); outNegViewTS->setName( "outNegViewTS" ); outNegViewTS->setStructName( "OUT" ); outNegViewTS->setType( "vec3" ); meta->addStatement( new GenOp( " @ = tMul( @, float3( @ - @.xyz ) );\r\n", outNegViewTS, objToTangentSpace, eyePos, inPos ) ); } // Get the distance from the eye to this vertex. Var *dist = (Var*)LangElement::find( "dist" ); if ( !dist ) { dist = new Var; dist->setType( "float" ); dist->setName( "dist" ); meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n", new DecOp( dist ), inPos, eyePos ) ); } // grab connector texcoord register ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); Var *outTex = connectComp->getElement( RT_TEXCOORD ); outTex->setName( String::ToString( "detCoord%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( "detailScaleAndFade%d", detailIndex ) ); detScaleAndFade->uniform = true; detScaleAndFade->constSortPos = cspPotentialPrimitive; // Setup the detail coord. // // NOTE: You see here we scale the texture coord by 'xyx' // to generate the detail coord. This y is here because // its scale is flipped to correct for the non negative y // in texCoord. // // See TerrainBaseMapFeatGLSL::processVert(). // meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) ); // And sneak the detail fade thru the w detailCoord. meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", outTex, detScaleAndFade, dist, detScaleAndFade ) ); output = meta; } void TerrainDetailMapFeatGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { const S32 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( 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( "layerTex" ); 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 = _getInDetailCoord( componentList ); // Get the detail id. Var *detailInfo = _getDetailIdStrengthParallax(); // Create the detail blend var. Var *detailBlend = new Var; detailBlend->setType( "float" ); detailBlend->setName( String::ToString( "detailBlend%d", detailIndex ) ); // Calculate the blend for this detail texture. meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n", new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) ); // New terrain Var *lerpBlend = (Var*)LangElement::find("lerpBlend"); if (!lerpBlend) { lerpBlend = new Var; lerpBlend->setType("float"); lerpBlend->setName("lerpBlend"); lerpBlend->uniform = true; lerpBlend->constSortPos = cspPrimitive; } Var *blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", detailIndex)); if (!blendDepth) { blendDepth = new Var; blendDepth->setType("float"); blendDepth->setName(String::ToString("blendDepth%d", detailIndex)); blendDepth->uniform = true; blendDepth->constSortPos = cspPrimitive; } ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget; if(fd.features.hasFeature( MFT_DeferredTerrainDetailMap )) target= ShaderFeature::RenderTarget1; Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) ); if (!outColor) { // create color var outColor = new Var; outColor->setType("float4"); outColor->setName("col"); outColor->setStructName("OUT"); meta->addStatement(new GenOp(" @;\r\n", outColor)); } Var *detailColor = (Var*)LangElement::find("detailColor"); if (!detailColor) { detailColor = new Var; detailColor->setType("float4"); detailColor->setName("detailColor"); meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor))); } // Get the detail texture. Var *detailMap = new Var; detailMap->setType("sampler2D"); detailMap->setName(String::ToString("detailMap%d", detailIndex)); detailMap->uniform = true; detailMap->sampler = true; detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here // Get the normal map texture. Var *normalMap = _getNormalMapTex(); // Issue happens somewhere here ----- // Sample the normal map. // // We take two normal samples and lerp between them for // side projection layers... else a single sample. LangElement *texOp; // Note that we're doing the standard greyscale detail // map technique here which can darken and lighten the // diffuse texture. // // 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)); texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )", normalMap, inDet, normalMap, inDet, inTex); } else { meta->addStatement(new GenOp(" @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n", detailColor, detailMap, inDet)); texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet); } // New terrain // Get a var and accumulate the blend amount. Var *blendTotal = (Var*)LangElement::find( "blendTotal" ); if ( !blendTotal ) { blendTotal = new Var; blendTotal->setName( "blendTotal" ); blendTotal->setType( "float" ); meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) ); } // Add to the blend total. meta->addStatement(new GenOp(" @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend)); // If we had a parallax feature... then factor in the parallax // amount so that it fades out with the layer blending. if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) ) { // Get the rest of our inputs. Var *normalMap = _getNormalMapTex(); // Call the library function to do the rest. if (fd.features.hasFeature(MFT_IsDXTnm, detailIndex)) { meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n", inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend)); } else { meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n", inDet, normalMap, inDet, negViewTS, detailInfo, 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" ) ); // 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 { 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 ) ); meta->addStatement( new GenOp( " @ += @ * @;\r\n", outColor, detailColor, detailBlend)); meta->addStatement( new GenOp( " }\r\n" ) ); output = meta; } ShaderFeature::Resources TerrainDetailMapFeatGLSL::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 material also does parallax then it // will generate the negative view vector and the // worldToTanget transform. if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) ) res.numTexReg += 4; } // sample from the detail texture for diffuse coloring. res.numTex += 1; // If we have parallax for this layer then we'll also // be sampling the normal map for the parallax heightmap. if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) ) res.numTex += 1; // Finally we always send the detail texture // coord to the pixel shader. res.numTexReg += 1; return res; } U32 TerrainDetailMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const { return fd.features[MFT_DeferredTerrainDetailMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget; } TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL() : mTorqueDep( "shaders/common/gl/torque.glsl" ), mTerrainDep( "shaders/common/terrain/terrain.glsl" ) { addDependency( &mTorqueDep ); addDependency( &mTerrainDep ); } void TerrainMacroMapFeatGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { const S32 detailIndex = getProcessIndex(); // Grab incoming texture coords... the base map feature // made sure this was created. Var *inTex = (Var*)LangElement::find( "texCoord" ); AssertFatal( inTex, "The texture coord is missing!" ); // Grab the input position. Var *inPos = (Var*)LangElement::find( "inPosition" ); if ( !inPos ) inPos = (Var*)LangElement::find( "position" ); // Get the object space eye position. Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPotentialPrimitive ); MultiLine *meta = new MultiLine; // Get the distance from the eye to this vertex. Var *dist = (Var*)LangElement::find( "macroDist" ); if ( !dist ) { dist = new Var; dist->setType( "float" ); dist->setName( "macroDist" ); meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n", new DecOp( dist ), inPos, eyePos ) ); } // grab connector texcoord register ShaderConnector *connectComp = dynamic_cast( 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 &componentList, const MaterialFeatureData &fd ) { const S32 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( 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)); 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 { 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 ) ); ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget; if(fd.features.hasFeature(MFT_DeferredTerrainMacroMap)) target= ShaderFeature::RenderTarget1; Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) ); meta->addStatement(new GenOp(" @ += @ * @;\r\n", outColor, 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; } res.numTex += 1; // Finally we always send the detail texture // coord to the pixel shader. res.numTexReg += 1; return res; } U32 TerrainMacroMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const { return fd.features[MFT_DeferredTerrainMacroMap] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget; } void TerrainNormalMapFeatGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { // We only need to process normals during the prepass. if ( !fd.features.hasFeature( MFT_PrePassConditioner ) ) return; MultiLine *meta = new MultiLine; // Make sure the world to tangent transform // is created and available for the pixel shader. getOutViewToTangent( componentList, meta, fd ); output = meta; } void TerrainNormalMapFeatGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; Var *viewToTangent = getInViewToTangent( componentList ); // This var is read from GBufferConditionerGLSL and // used in the prepass output. Var *gbNormal = (Var*)LangElement::find( "gbNormal" ); if ( !gbNormal ) { gbNormal = new Var; gbNormal->setName( "gbNormal" ); gbNormal->setType( "vec3" ); meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) ); } const S32 normalIndex = getProcessIndex(); Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) ); AssertFatal( detailBlend, "The detail blend is missing!" ); // If we're using SM 3.0 then take advantage of // dynamic branching to skip layers per-pixel. if ( GFX->getPixelShaderVersion() >= 3.0f ) meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) ); meta->addStatement( new GenOp( " {\r\n" ) ); // Get the normal map texture. Var *normalMap = _getNormalMapTex(); /// Get the texture coord. Var *inDet = _getInDetailCoord( componentList ); Var *inTex = getVertTexCoord( "texCoord" ); // Sample the normal map. // // We take two normal samples and lerp between them for // side projection layers... else a single sample. LangElement *texOp; if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) ) { texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )", normalMap, inDet, normalMap, inDet, inTex ); } else texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet ); // create bump normal Var *bumpNorm = new Var; bumpNorm->setName( "bumpNormal" ); bumpNorm->setType( "vec4" ); LangElement *bumpNormDecl = new DecOp( bumpNorm ); meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) ); // Normalize is done later... // Note: The reverse mul order is intentional. Affine matrix. meta->addStatement( new GenOp( " @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n", gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) ); // End the conditional block. meta->addStatement( new GenOp( " }\r\n" ) ); // If this is the last normal map then we // can test to see the total blend value // to see if we should clip the result. //if ( fd.features.getNextFeatureIndex( MFT_TerrainNormalMap, normalIndex ) == -1 ) //meta->addStatement( new GenOp( " clip( @ - 0.0001f );\r\n", blendTotal ) ); output = meta; } ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialFeatureData &fd ) { Resources res; // We only need to process normals during the prepass. if ( fd.features.hasFeature( MFT_PrePassConditioner ) ) { // If this is the first normal map and there // are no parallax features then we will // generate the worldToTanget transform. if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) && ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) ) res.numTexReg = 3; res.numTex = 1; } return res; } void TerrainLightMapFeatGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { // grab connector texcoord register Var *inTex = (Var*)LangElement::find( "texCoord" ); if ( !inTex ) return; // Get the lightmap texture. Var *lightMap = new Var; lightMap->setType( "sampler2D" ); lightMap->setName( "lightMapTex" ); lightMap->uniform = true; lightMap->sampler = true; lightMap->constNum = Var::getTexUnitNum(); MultiLine *meta = new MultiLine; // 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 ) { Resources res; res.numTex = 1; return res; } void TerrainAdditiveFeatGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { Var *color = NULL; Var *normal = NULL; if (fd.features[MFT_DeferredTerrainDetailMap]) { color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) ); normal = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) ); } else color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) ); Var *blendTotal = (Var*)LangElement::find( "blendTotal" ); if ( !color || !blendTotal ) return; MultiLine *meta = new MultiLine; meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) ); meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) ); if (normal) meta->addStatement(new GenOp(" @.a = @;\r\n", normal, blendTotal)); output = meta; } //standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO), //.b = specular strength, a= spec power. //here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled. //we'll most likely revisit that later. possibly several ways... U32 TerrainBlankInfoMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1; } void TerrainBlankInfoMapFeatGLSL::processPix(Vector &componentList, const MaterialFeatureData &fd) { // search for material var Var *material; OutputTarget targ = RenderTarget1; if (fd.features[MFT_isDeferred]) { targ = RenderTarget2; } material = (Var*)LangElement::find(getOutputTargetVarName(targ)); MultiLine * meta = new MultiLine; if (!material) { // create color var material = new Var; material->setType("vec4"); material->setName(getOutputTargetVarName(targ)); material->setStructName("OUT"); } meta->addStatement(new GenOp(" @ = float4(0.0,0.0,0.0,0.0001);\r\n", material)); output = meta; }