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https://github.com/panda3d/panda3d.git
synced 2025-10-02 09:52:27 -04:00
Move TexGen and TexMatrix to the fragment shader to improve accuracy on lowpoly models
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parent
d1f9183119
commit
4bd2bdda96
@ -566,12 +566,16 @@ synthesize_shader(const RenderState *rs) {
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text << "//Cg\n";
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text << "//Cg\n";
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text << "void vshader(\n";
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text << "void vshader(\n";
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const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
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const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot()));
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for (int i=0; i<_num_textures; i++) {
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for (int i=0; i<_num_textures; i++) {
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if (!tex_gen->has_stage(texture->get_on_stage(i))) {
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texcoord_vreg.push_back(alloc_vreg());
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texcoord_vreg.push_back(alloc_vreg());
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texcoord_freg.push_back(alloc_freg());
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texcoord_freg.push_back(alloc_freg());
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text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
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text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
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text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
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text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
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}
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}
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}
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if (_vertex_colors) {
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if (_vertex_colors) {
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text << "\t in float4 vtx_color : COLOR,\n";
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text << "\t in float4 vtx_color : COLOR,\n";
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text << "\t out float4 l_color : COLOR,\n";
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text << "\t out float4 l_color : COLOR,\n";
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@ -637,15 +641,6 @@ synthesize_shader(const RenderState *rs) {
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text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
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text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
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text << "\t out float4 l_normal : " << normal_freg << ",\n";
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text << "\t out float4 l_normal : " << normal_freg << ",\n";
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}
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}
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const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
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const TexMatrixAttrib *tex_matrix = DCAST(TexMatrixAttrib, rs->get_attrib_def(TexMatrixAttrib::get_class_slot()));
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if (texture != NULL && tex_matrix != NULL && !tex_matrix->is_empty()) {
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for (int i=0; i<_num_textures; i++) {
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if (tex_matrix->has_stage(texture->get_on_stage(i))) {
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text << "\t uniform float4x4 texmat_" << i << ",\n";
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}
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}
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}
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text << "\t float4 vtx_position : POSITION,\n";
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text << "\t float4 vtx_position : POSITION,\n";
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text << "\t out float4 l_position : POSITION,\n";
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text << "\t out float4 l_position : POSITION,\n";
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text << "\t uniform float4x4 mat_modelproj\n";
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text << "\t uniform float4x4 mat_modelproj\n";
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@ -655,25 +650,10 @@ synthesize_shader(const RenderState *rs) {
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if (_need_worldspace_pos) {
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if (_need_worldspace_pos) {
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text << "\t l_worldpos = mul(trans_model_to_world, vtx_position);\n";
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text << "\t l_worldpos = mul(trans_model_to_world, vtx_position);\n";
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}
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}
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// Now load in / generate the texture coordinates for each stage. If it has a TexMatrixAttrib, also transform it.
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for (int i=0; i<_num_textures; i++) {
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for (int i=0; i<_num_textures; i++) {
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TextureStage *stage = texture->get_on_stage(i);
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if (!tex_gen->has_stage(texture->get_on_stage(i))) {
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const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot()));
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if (tex_gen != NULL && tex_gen->has_stage(stage)) {
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switch (tex_gen->get_mode(stage)) {
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case TexGenAttrib::M_world_position:
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text << "\t l_texcoord" << i << " = l_worldpos;\n";
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break;
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default:
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pgraph_cat.error() << "Unsupported TexGenAttrib mode\n";
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}
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} else {
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text << "\t l_texcoord" << i << " = vtx_texcoord" << i << ";\n";
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text << "\t l_texcoord" << i << " = vtx_texcoord" << i << ";\n";
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}
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}
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if (tex_matrix != NULL && tex_matrix->has_stage(stage)) {
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text << "\t l_texcoord" << i << " = mul(texmat_" << i << ", l_texcoord" << i << ");\n";
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text << "\t l_texcoord" << i << ".xyz /= l_texcoord" << i << ".w;\n";
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}
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}
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}
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if (_vertex_colors) {
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if (_vertex_colors) {
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text << "\t l_color = vtx_color;\n";
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text << "\t l_color = vtx_color;\n";
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@ -716,12 +696,19 @@ synthesize_shader(const RenderState *rs) {
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text << "}\n\n";
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text << "}\n\n";
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text << "void fshader(\n";
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text << "void fshader(\n";
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if (_num_clip_planes > 0) {
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if (_need_worldspace_pos) {
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text << "\t in float4 l_worldpos,\n";
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text << "\t in float4 l_worldpos,\n";
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}
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}
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const TexMatrixAttrib *tex_matrix = DCAST(TexMatrixAttrib, rs->get_attrib_def(TexMatrixAttrib::get_class_slot()));
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for (int i=0; i<_num_textures; i++) {
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for (int i=0; i<_num_textures; i++) {
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text << "\t in float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
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TextureStage *stage = texture->get_on_stage(i);
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text << "\t uniform sampler2D tex_" << i << ",\n";
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text << "\t uniform sampler2D tex_" << i << ",\n";
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if (!tex_gen->has_stage(stage)) {
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text << "\t in float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
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}
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if (tex_matrix->has_stage(stage)) {
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text << "\t uniform float4x4 texmat_" << i << ",\n";
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}
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}
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}
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if (_lighting || _out_aux_normal) {
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if (_lighting || _out_aux_normal) {
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text << "\t in float3 l_normal : " << normal_freg << ",\n";
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text << "\t in float3 l_normal : " << normal_freg << ",\n";
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@ -803,9 +790,26 @@ synthesize_shader(const RenderState *rs) {
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if (_out_aux_any) {
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if (_out_aux_any) {
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text << "\t o_aux = float4(0,0,0,0);\n";
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text << "\t o_aux = float4(0,0,0,0);\n";
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}
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}
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// Now generate any texture coordinates according to TexGenAttrib. If it has a TexMatrixAttrib, also transform them.
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for (int i=0; i<_num_textures; i++) {
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TextureStage *stage = texture->get_on_stage(i);
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if (tex_gen != NULL && tex_gen->has_stage(stage)) {
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switch (tex_gen->get_mode(stage)) {
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case TexGenAttrib::M_world_position:
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text << "\t float4 l_texcoord" << i << " = l_worldpos;\n";
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break;
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default:
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pgraph_cat.error() << "Unsupported TexGenAttrib mode\n";
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}
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}
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if (tex_matrix != NULL && tex_matrix->has_stage(stage)) {
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text << "\t l_texcoord" << i << " = mul(texmat_" << i << ", l_texcoord" << i << ");\n";
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text << "\t l_texcoord" << i << ".xyz /= l_texcoord" << i << ".w;\n";
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}
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}
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text << "\t // Fetch all textures.\n";
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text << "\t // Fetch all textures.\n";
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if (_map_index_height >= 0) {
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if (_map_index_height >= 0) {
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text << "\t float4 tex" << _map_index_height << " = tex2D(tex_" << _map_index_height << ", float2(l_texcoord" << _map_index_height << "));\n";
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text << "\t float4 tex" << _map_index_height << " = tex2D(tex_" << _map_index_height << ", l_texcoord" << _map_index_height << ".xy);\n";
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text << "\t float2 parallax_offset = l_eyevec.xy * (tex" << _map_index_height;
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text << "\t float2 parallax_offset = l_eyevec.xy * (tex" << _map_index_height;
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if (_map_height_in_alpha) {
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if (_map_height_in_alpha) {
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text << ".aa";
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text << ".aa";
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@ -822,7 +826,7 @@ synthesize_shader(const RenderState *rs) {
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if (_map_index_height >= 0 && i != _map_index_normal) {
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if (_map_index_height >= 0 && i != _map_index_normal) {
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text << "\t l_texcoord" << i << ".xy += parallax_offset;\n";
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text << "\t l_texcoord" << i << ".xy += parallax_offset;\n";
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}
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}
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text << "\t float4 tex" << i << " = tex2D(tex_" << i << ", float2(l_texcoord" << i << "));\n";
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text << "\t float4 tex" << i << " = tex2D(tex_" << i << ", l_texcoord" << i << ".xy);\n";
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}
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}
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}
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}
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if (_lighting) {
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if (_lighting) {
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