void BumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; // Get the texture coord. Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList ); // Sample the bumpmap. Var *bumpMap = getNormalMapTex(); LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord ); Var *bumpNorm = new Var( "bumpNormal", "float4" ); meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) ); // We transform it into world space by reversing the // multiplication by the worldToTanget transform. Var *wsNormal = new Var( "wsNormal", "float3" ); Var *worldToTanget = getInWorldToTangent( componentList ); meta->addStatement( new GenOp( " @ = normalize( mul( @.xyz, @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) ); // TODO: Restore this! /* // Check to see if we're rendering world space normals. if ( fd.materialFeatures[MFT_NormalsOut] ) { Var *inNormal = getInTexCoord( "normal", "float3", false, componentList ); LangElement *normalOut; Var *outColor = (Var*)LangElement::find( "col" ); if ( outColor ) normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, @.a )", inNormal, outColor ); else normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, 1 )", inNormal ); meta->addStatement( new GenOp( " @; // MFT_NormalsOut\r\n", assignColor( normalOut, Material::None ) ) ); output = meta; return; } */ output = meta; }
void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; output = meta; // Get the texture coord. Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList ); // Sample the bumpmap. Var *bumpMap = getNormalMapTex(); LangElement *texOp = NULL; //Handle atlased textures // http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47 if(fd.features[MFT_NormalMapAtlas]) { // This is a big block of code, so put a comment in the shader code meta->addStatement( new GenOp( " // Atlased texture coordinate calculation (see BumpFeat*LSL for details)\r\n") ); Var *atlasedTex = new Var; atlasedTex->setName("atlasedBumpCoord"); atlasedTex->setType( "vec2" ); LangElement *atDecl = new DecOp(atlasedTex); // Parameters of the texture atlas Var *atParams = new Var; atParams->setType( "float4" ); atParams->setName("bumpAtlasParams"); atParams->uniform = true; atParams->constSortPos = cspPotentialPrimitive; // Parameters of the texture (tile) this object is using in the atlas Var *tileParams = new Var; tileParams->setType( "float4" ); tileParams->setName("bumpAtlasTileParams"); tileParams->uniform = true; tileParams->constSortPos = cspPotentialPrimitive; const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f); if(is_sm3) { // Figure out the mip level meta->addStatement( new GenOp( " float2 _dx_bump = ddx(@ * @.z);\r\n", texCoord, atParams ) ); meta->addStatement( new GenOp( " float2 _dy_bump = ddy(@ * @.z);\r\n", texCoord, atParams ) ); meta->addStatement( new GenOp( " float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n")); meta->addStatement( new GenOp( " mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams)); // And the size of the mip level meta->addStatement(new GenOp(" float mipPixSz_bump = pow(2.0, @.w - mipLod_bump);\r\n", atParams)); meta->addStatement( new GenOp( " float2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams ) ); } else { meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n")); } // Tiling mode if( true ) // Wrap meta->addStatement( new GenOp( " @ = frac(@);\r\n", atDecl, texCoord ) ); else // Clamp meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, texCoord)); // Finally scale/offset, and correct for filtering meta->addStatement( new GenOp( " @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n", atlasedTex, atlasedTex, atParams, atParams, tileParams)); // Add a newline meta->addStatement(new GenOp( "\r\n")); if(is_sm3) { texOp = new GenOp( "tex2Dlod(@, float4(@, 0.0, mipLod_bump))", bumpMap, texCoord ); } else { texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord ); } } else { texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord ); } Var *bumpNorm = new Var( "bumpNormal", "float4" ); meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) ); // If we have a detail normal map we add the xy coords of // it to the base normal map. This gives us the effect we // want with few instructions and minial artifacts. if ( fd.features.hasFeature( MFT_DetailNormalMap ) ) { bumpMap = new Var; bumpMap->setType( "sampler2D" ); bumpMap->setName( "detailBumpMap" ); bumpMap->uniform = true; bumpMap->sampler = true; bumpMap->constNum = Var::getTexUnitNum(); texCoord = getInTexCoord( "detCoord", "vec2", true, componentList ); texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord ); Var *detailBump = new Var; detailBump->setName( "detailBump" ); detailBump->setType( "float4" ); meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) ); Var *detailBumpScale = new Var; detailBumpScale->setType( "float" ); detailBumpScale->setName( "detailBumpStrength" ); detailBumpScale->uniform = true; detailBumpScale->constSortPos = cspPass; meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) ); } // We transform it into world space by reversing the // multiplication by the worldToTanget transform. Var *wsNormal = new Var( "wsNormal", "vec3" ); Var *worldToTanget = getInWorldToTangent( componentList ); meta->addStatement( new GenOp( " @ = normalize( tMul( @.xyz, @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) ); }