Move TexGen and TexMatrix to the fragment shader to improve accuracy on lowpoly models

This commit is contained in:
rdb 2009-06-12 10:39:41 +00:00
parent d1f9183119
commit 4bd2bdda96

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@ -566,12 +566,16 @@ synthesize_shader(const RenderState *rs) {
text << "//Cg\n"; text << "//Cg\n";
text << "void vshader(\n"; text << "void vshader(\n";
const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot()));
for (int i=0; i<_num_textures; i++) { for (int i=0; i<_num_textures; i++) {
if (!tex_gen->has_stage(texture->get_on_stage(i))) {
texcoord_vreg.push_back(alloc_vreg()); texcoord_vreg.push_back(alloc_vreg());
texcoord_freg.push_back(alloc_freg()); texcoord_freg.push_back(alloc_freg());
text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n"; text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n"; text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
} }
}
if (_vertex_colors) { if (_vertex_colors) {
text << "\t in float4 vtx_color : COLOR,\n"; text << "\t in float4 vtx_color : COLOR,\n";
text << "\t out float4 l_color : COLOR,\n"; text << "\t out float4 l_color : COLOR,\n";
@ -637,15 +641,6 @@ synthesize_shader(const RenderState *rs) {
text << "\t in float4 vtx_normal : " << normal_vreg << ",\n"; text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
text << "\t out float4 l_normal : " << normal_freg << ",\n"; text << "\t out float4 l_normal : " << normal_freg << ",\n";
} }
const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
const TexMatrixAttrib *tex_matrix = DCAST(TexMatrixAttrib, rs->get_attrib_def(TexMatrixAttrib::get_class_slot()));
if (texture != NULL && tex_matrix != NULL && !tex_matrix->is_empty()) {
for (int i=0; i<_num_textures; i++) {
if (tex_matrix->has_stage(texture->get_on_stage(i))) {
text << "\t uniform float4x4 texmat_" << i << ",\n";
}
}
}
text << "\t float4 vtx_position : POSITION,\n"; text << "\t float4 vtx_position : POSITION,\n";
text << "\t out float4 l_position : POSITION,\n"; text << "\t out float4 l_position : POSITION,\n";
text << "\t uniform float4x4 mat_modelproj\n"; text << "\t uniform float4x4 mat_modelproj\n";
@ -655,25 +650,10 @@ synthesize_shader(const RenderState *rs) {
if (_need_worldspace_pos) { if (_need_worldspace_pos) {
text << "\t l_worldpos = mul(trans_model_to_world, vtx_position);\n"; text << "\t l_worldpos = mul(trans_model_to_world, vtx_position);\n";
} }
// Now load in / generate the texture coordinates for each stage. If it has a TexMatrixAttrib, also transform it.
for (int i=0; i<_num_textures; i++) { for (int i=0; i<_num_textures; i++) {
TextureStage *stage = texture->get_on_stage(i); if (!tex_gen->has_stage(texture->get_on_stage(i))) {
const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot()));
if (tex_gen != NULL && tex_gen->has_stage(stage)) {
switch (tex_gen->get_mode(stage)) {
case TexGenAttrib::M_world_position:
text << "\t l_texcoord" << i << " = l_worldpos;\n";
break;
default:
pgraph_cat.error() << "Unsupported TexGenAttrib mode\n";
}
} else {
text << "\t l_texcoord" << i << " = vtx_texcoord" << i << ";\n"; text << "\t l_texcoord" << i << " = vtx_texcoord" << i << ";\n";
} }
if (tex_matrix != NULL && tex_matrix->has_stage(stage)) {
text << "\t l_texcoord" << i << " = mul(texmat_" << i << ", l_texcoord" << i << ");\n";
text << "\t l_texcoord" << i << ".xyz /= l_texcoord" << i << ".w;\n";
}
} }
if (_vertex_colors) { if (_vertex_colors) {
text << "\t l_color = vtx_color;\n"; text << "\t l_color = vtx_color;\n";
@ -716,12 +696,19 @@ synthesize_shader(const RenderState *rs) {
text << "}\n\n"; text << "}\n\n";
text << "void fshader(\n"; text << "void fshader(\n";
if (_num_clip_planes > 0) { if (_need_worldspace_pos) {
text << "\t in float4 l_worldpos,\n"; text << "\t in float4 l_worldpos,\n";
} }
const TexMatrixAttrib *tex_matrix = DCAST(TexMatrixAttrib, rs->get_attrib_def(TexMatrixAttrib::get_class_slot()));
for (int i=0; i<_num_textures; i++) { for (int i=0; i<_num_textures; i++) {
text << "\t in float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n"; TextureStage *stage = texture->get_on_stage(i);
text << "\t uniform sampler2D tex_" << i << ",\n"; text << "\t uniform sampler2D tex_" << i << ",\n";
if (!tex_gen->has_stage(stage)) {
text << "\t in float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
}
if (tex_matrix->has_stage(stage)) {
text << "\t uniform float4x4 texmat_" << i << ",\n";
}
} }
if (_lighting || _out_aux_normal) { if (_lighting || _out_aux_normal) {
text << "\t in float3 l_normal : " << normal_freg << ",\n"; text << "\t in float3 l_normal : " << normal_freg << ",\n";
@ -803,9 +790,26 @@ synthesize_shader(const RenderState *rs) {
if (_out_aux_any) { if (_out_aux_any) {
text << "\t o_aux = float4(0,0,0,0);\n"; text << "\t o_aux = float4(0,0,0,0);\n";
} }
// Now generate any texture coordinates according to TexGenAttrib. If it has a TexMatrixAttrib, also transform them.
for (int i=0; i<_num_textures; i++) {
TextureStage *stage = texture->get_on_stage(i);
if (tex_gen != NULL && tex_gen->has_stage(stage)) {
switch (tex_gen->get_mode(stage)) {
case TexGenAttrib::M_world_position:
text << "\t float4 l_texcoord" << i << " = l_worldpos;\n";
break;
default:
pgraph_cat.error() << "Unsupported TexGenAttrib mode\n";
}
}
if (tex_matrix != NULL && tex_matrix->has_stage(stage)) {
text << "\t l_texcoord" << i << " = mul(texmat_" << i << ", l_texcoord" << i << ");\n";
text << "\t l_texcoord" << i << ".xyz /= l_texcoord" << i << ".w;\n";
}
}
text << "\t // Fetch all textures.\n"; text << "\t // Fetch all textures.\n";
if (_map_index_height >= 0) { if (_map_index_height >= 0) {
text << "\t float4 tex" << _map_index_height << " = tex2D(tex_" << _map_index_height << ", float2(l_texcoord" << _map_index_height << "));\n"; text << "\t float4 tex" << _map_index_height << " = tex2D(tex_" << _map_index_height << ", l_texcoord" << _map_index_height << ".xy);\n";
text << "\t float2 parallax_offset = l_eyevec.xy * (tex" << _map_index_height; text << "\t float2 parallax_offset = l_eyevec.xy * (tex" << _map_index_height;
if (_map_height_in_alpha) { if (_map_height_in_alpha) {
text << ".aa"; text << ".aa";
@ -822,7 +826,7 @@ synthesize_shader(const RenderState *rs) {
if (_map_index_height >= 0 && i != _map_index_normal) { if (_map_index_height >= 0 && i != _map_index_normal) {
text << "\t l_texcoord" << i << ".xy += parallax_offset;\n"; text << "\t l_texcoord" << i << ".xy += parallax_offset;\n";
} }
text << "\t float4 tex" << i << " = tex2D(tex_" << i << ", float2(l_texcoord" << i << "));\n"; text << "\t float4 tex" << i << " = tex2D(tex_" << i << ", l_texcoord" << i << ".xy);\n";
} }
} }
if (_lighting) { if (_lighting) {