void TerrainParallaxMapFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   if ( LangElement::find( "outNegViewTS" ) )
      return;

   MultiLine *meta = new MultiLine;

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position and the
   // object to tangent transform.
   Var *eyePos = _getUniformVar( "eyePos", "vec3" , cspPotentialPrimitive );
   Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta,fd  );

   // Now send the negative view vector in tangent space to the pixel shader.
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
   outNegViewTS->setName( "outNegViewTS" );
   outNegViewTS->setType( "vec3" );
   meta->addStatement( new GenOp( "   @ =  @ * vec3( @ - @.xyz );\r\n", 
      outNegViewTS, objToTangentSpace, eyePos, inPos ) );

   output = meta;
}
Exemple #2
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void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList, 
											  const MaterialFeatureData &fd )
{
   AssertFatal( GFX->getPixelShaderVersion() >= 2.0, 
      "ParallaxFeatGLSL::processVert - We don't support SM 1.x!" );
	
   MultiLine *meta = new MultiLine;
	
   // Add the texture coords.
   getOutTexCoord(   "texCoord", 
                     "vec2", 
						true, 
						fd.features[MFT_TexAnim], 
						meta, 
						componentList );
	
   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );
	
   // Get the object space eye position and the 
   // object to tangent space transform.
   Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPrimitive );
   Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
	
   // Now send the negative view vector in tangent space to the pixel shader.
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( 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, inPos, eyePos ) );

   // TODO: I'm at a loss at why i need to flip the binormal/y coord
   // to get a good view vector for parallax. Lighting works properly
   // with the TS matrix as is... but parallax does not.
   //
   // Someone figure this out!
   //
   meta->addStatement( new GenOp( "   @.y = [email protected];\r\n", outNegViewTS, outNegViewTS ) );  

   // If we have texture anim matrix the tangent
   // space view vector may need to be rotated.
   Var *texMat = (Var*)LangElement::find( "texMat" );
   if ( texMat )
   {
      meta->addStatement( new GenOp( "   @ = tMul(@, float4(@,0)).xyz;\r\n",
         outNegViewTS, texMat, outNegViewTS ) );
   }
	
   output = meta;
}
Exemple #3
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void TerrainDetailMapFeatHLSL::processVert(  Vector<ShaderComponent*> &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", "float3", 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<ShaderConnector *>( componentList[C_CONNECTOR] );
      Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
      outNegViewTS->setName( "outNegViewTS" );
      outNegViewTS->setStructName( "OUT" );
      outNegViewTS->setType( "float3" );
      meta->addStatement( new GenOp( "   @ = mul( @, 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<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
   outTex->setStructName( "OUT" );
   outTex->setType( "float4" );
   outTex->mapsToSampler = true;

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "float4" );
   detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // 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 TerrainBaseMapFeatHLSL::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;
}