void TerrainParallaxMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                            const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   // 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 )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setType( "vec3" );
      }

      negViewTS = new Var( "negViewTS", "vec3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the rest of our inputs.
   Var *detailInfo = _getDetailIdStrengthParallax();
   Var *normalMap = _getNormalMapTex();
   Var *texCoord = _getInDetailCoord( componentList );

   // Call the library function to do the rest.
   meta->addStatement( new GenOp( "   @.xy += parallaxOffset( @, @.xy, @, @.z );\r\n", 
      texCoord, normalMap, texCoord, negViewTS, detailInfo ) );

   output = meta;
}
예제 #2
0
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;
}
예제 #3
0
void TerrainDetailMapFeatHLSL::processPix(   Vector<ShaderComponent*> &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<ShaderConnector *>( componentList[C_CONNECTOR] );
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "float3" );
      }

      negViewTS = new Var( "negViewTS", "float3" );
      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( "float4" );
      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();

      if (mIsDirect3D11)
      {
         layerTex->setType("SamplerState");
         Var* layerTexObj = new Var;
         layerTexObj->setName("layerTexObj");
         layerTexObj->setType("Texture2D");
         layerTexObj->uniform = true;
         layerTexObj->texture = true;
         layerTexObj->constNum = layerTex->constNum;
         // Read the layer texture to get the samples.
         meta->addStatement(new GenOp("   @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
            new DecOp(layerSample), layerTexObj, layerTex, inTex));
      }
      else
      {
         // 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 ) );

   // 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();

      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;
         }

         // 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, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
         }
         else
         {
            meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @, @.xy, @, @.z * @ );\r\n",
               inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
         }

      }
      else
      {
         // 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));
         }
      }
   }

   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

   // 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.
   //

   //Sampled detail texture that is not expanded
   if (mIsDirect3D11)
   {
      detailMap->setType("SamplerState");
      Var* detailTex = new Var;
      detailTex->setName(String::ToString("detailTex%d", detailIndex));
      detailTex->setType("Texture2D");
      detailTex->uniform = true;
      detailTex->texture = true;
      detailTex->constNum = detailMap->constNum;

      if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
      {

         meta->addStatement(new GenOp("      @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
            detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
      }
      else
      {
         meta->addStatement(new GenOp("      @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
            detailColor, detailTex, detailMap, inDet));
      }
   }
   else
   {
      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_DeferredTerrainDetailMap ))
      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;
}
예제 #4
0
void TerrainDetailMapFeatGLSL::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( "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 ) );

   // 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( "   @ += @;\r\n", 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.
      meta->addStatement( new GenOp( "   @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n", 
         inDet, normalMap, inDet, negViewTS, detailInfo, 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( "detailColor" ); 
   if ( !detailColor )
   {
      detailColor = new Var;
      detailColor->setType( "vec4" );
      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

   // 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, baseColor, detailColor, detailBlend ) );

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}