コード例 #1
0
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 ) )
   {
      // 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 );

         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
   {
      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;
}
コード例 #2
0
ファイル: terrFeatureHLSL.cpp プロジェクト: J0linar/Torque3D
void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{

   MultiLine *meta = new MultiLine;

   Var *viewToTangent = getInViewToTangent( componentList );

   // This var is read from GBufferConditionerHLSL and 
   // used in the prepass output.
   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
   if ( !gbNormal )
   {
      gbNormal = new Var;
      gbNormal->setName( "gbNormal" );
      gbNormal->setType( "float3" );
      meta->addStatement( new GenOp( "   @ = @[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 (mIsDirect3D11)
   {
      String name(String::ToString("normalMapTex%d", getProcessIndex()));
      Var *normalMapTex = (Var*)LangElement::find(name);
      if (!normalMapTex)
      {
         normalMapTex = new Var;
         normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
         normalMapTex->setType("Texture2D");
         normalMapTex->uniform = true;
         normalMapTex->texture = true;
         normalMapTex->constNum = normalMap->constNum;
      }
      if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
      {
         texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
            normalMapTex, normalMap, inDet, normalMapTex, normalMap, inDet, inTex);
      }
      else
         texOp = new GenOp("@.Sample(@, @.xy)", normalMapTex, normalMap, inDet);

   }

   else
   {
      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( "float4" );

   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( @, mul( @.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;
}
コード例 #3
0
void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   // NULL output in case nothing gets handled
   output = NULL;

   if( fd.features[MFT_PrePassConditioner] )
   {
      MultiLine *meta = new MultiLine;

      Var *viewToTangent = getInViewToTangent( componentList );

      // create texture var
      Var *bumpMap = getNormalMapTex();
      Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
      LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );

      // 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 ) );

      // 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( "vec4" );
         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 ) );
      }

      // This var is read from GBufferConditionerHLSL and 
      // used in the prepass output.
      //
      // By using the 'half' type here we get a bunch of partial
      // precision optimized code on further operations on the normal
      // which helps alot on older Geforce cards.
      //
      Var *gbNormal = new Var;
      gbNormal->setName( "gbNormal" );
      gbNormal->setType( "half3" );
      LangElement *gbNormalDecl = new DecOp( gbNormal );

      // Normalize is done later... 
      // Note: The reverse mul order is intentional. Affine matrix.
      meta->addStatement( new GenOp( "   @ = half3(tMul( @.xyz, @ ));\r\n", gbNormalDecl, bumpNorm, viewToTangent ) );

      output = meta;
      return;
   }

   else if (fd.features[MFT_AccuMap])
   {
      Var *bumpSample = (Var *)LangElement::find("bumpSample");
      if (bumpSample == NULL)
      {
         MultiLine *meta = new MultiLine;

         Var *texCoord = getInTexCoord("texCoord", "vec2", true, componentList);

         Var *bumpMap = getNormalMapTex();

         bumpSample = new Var;
         bumpSample->setType("vec4");
         bumpSample->setName("bumpSample");
         LangElement *bumpSampleDecl = new DecOp(bumpSample);

         meta->addStatement(new GenOp("   @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord));

         if (fd.features.hasFeature(MFT_DetailNormalMap))
         {
            Var *bumpMap = (Var*)LangElement::find("detailBumpMap");
            if (!bumpMap) {
               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);
            LangElement *texOp = new GenOp("tex2D(@, @)", bumpMap, texCoord);

            Var *detailBump = new Var;
            detailBump->setName("detailBump");
            detailBump->setType("vec4");
            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", bumpSample, detailBump, detailBumpScale));
         }

         output = meta;

         return;
      }
   }
   else if (   fd.materialFeatures[MFT_NormalsOut] || 
               fd.features[MFT_ForwardShading] || 
               !fd.features[MFT_RTLighting] )
   {
      Parent::processPix( componentList, fd );
      return;
   }
   else if ( fd.features[MFT_PixSpecular] && !fd.features[MFT_SpecularMap] )
   {
      Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
      if( bumpSample == NULL )
      {
         Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );

         Var *bumpMap = getNormalMapTex();

         bumpSample = new Var;
         bumpSample->setType( "vec4" );
         bumpSample->setName( "bumpSample" );
         LangElement *bumpSampleDecl = new DecOp( bumpSample );

         output = new GenOp( "   @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
         return;
      }
   }

   output = NULL;
}