terrain updates #104

This commit is contained in:
Turanszki Janos
2020-04-08 00:10:06 +01:00
parent fb0d3c2f20
commit 75657a188d
5 changed files with 368 additions and 131 deletions
+169 -51
View File
@@ -318,48 +318,66 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
terrainMat3Combo->SetTooltip("Choose a sub terrain blend material.");
meshWindow->AddWidget(terrainMat3Combo);
terrainFromHeightMapButton = new wiButton("Create Terrain From Heightmap");
terrainFromHeightMapButton->SetTooltip("Load a heightmap texture, where the red channel corresponds to terrain height and the resolution to dimensions");
terrainFromHeightMapButton->SetSize(XMFLOAT2(200, 20));
terrainFromHeightMapButton->SetPos(XMFLOAT2(x + 180, y += step));
terrainFromHeightMapButton->OnClick([=](wiEventArgs args) {
terrainGenButton = new wiButton("Generate Terrain...");
terrainGenButton->SetTooltip("Generate terrain meshes.");
terrainGenButton->SetSize(XMFLOAT2(200, 20));
terrainGenButton->SetPos(XMFLOAT2(x + 180, y += step));
terrainGenButton->OnClick([=](wiEventArgs args) {
wiHelper::FileDialogParams params;
wiHelper::FileDialogResult result;
params.type = wiHelper::FileDialogParams::OPEN;
params.description = "Texture";
params.extensions.push_back("dds");
params.extensions.push_back("png");
params.extensions.push_back("jpg");
params.extensions.push_back("tga");
wiHelper::FileDialog(params, result);
if (terrainGenWindow != nullptr)
{
GUI->RemoveWidget(terrainGenWindow);
delete terrainGenWindow;
terrainGenWindow = nullptr;
}
if (this->rgb != nullptr)
{
stbi_image_free(this->rgb);
this->rgb = nullptr;
}
if (result.ok) {
string fileName = result.filenames.front();
terrainGenWindow = new wiWindow(GUI, "Terrain Gen");
terrainGenWindow->SetSize(XMFLOAT2(260, 130));
GUI->AddWidget(terrainGenWindow);
Scene& scene = wiScene::GetScene();
Entity entity = scene.Entity_CreateObject("editorTerrain");
ObjectComponent& object = *scene.objects.GetComponent(entity);
object.meshID = scene.Entity_CreateMesh("terrainMesh");
MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
const int channelCount = 4;
int width, height, bpp;
unsigned char* rgb = stbi_load(fileName.c_str(), &width, &height, &bpp, channelCount);
float xx = 20;
float yy = 0;
float stepstep = 25;
float heihei = 20;
mesh.vertex_positions.resize(width * height);
mesh.vertex_normals.resize(width * height);
mesh.vertex_colors.resize(width * height);
Scene& scene = wiScene::GetScene();
Entity entity = scene.Entity_CreateObject("editorTerrain");
ObjectComponent& object = *scene.objects.GetComponent(entity);
object.meshID = scene.Entity_CreateMesh("terrainMesh");
MeshComponent* mesh = scene.meshes.GetComponent(object.meshID);
mesh->SetTerrain(true);
mesh->subsets.emplace_back();
mesh->subsets.back().materialID = scene.Entity_CreateMaterial("terrainMaterial");
mesh->subsets.back().indexOffset = 0;
MaterialComponent* material = scene.materials.GetComponent(mesh->subsets.back().materialID);
material->SetUseVertexColors(true);
auto generate_mesh = [=] (int width, int height, unsigned char* rgb = nullptr,
int channelCount = 4, float heightmap_scale = 1)
{
mesh->vertex_positions.resize(width * height);
mesh->vertex_normals.resize(width * height);
mesh->vertex_colors.resize(width * height);
for (int i = 0; i < width; ++i)
{
for (int j = 0; j < height; ++j)
{
size_t index = size_t(i + j * width);
mesh.vertex_positions[index] = XMFLOAT3((float)i - (float)width * 0.5f, (float)rgb[index * channelCount] - 127.0f, (float)j - (float)height * 0.5f);
mesh.vertex_colors[index] = wiColor::Red().rgba;
mesh->vertex_positions[index] = XMFLOAT3((float)i - (float)width * 0.5f, 0, (float)j - (float)height * 0.5f);
if (rgb != nullptr)
mesh->vertex_positions[index].y = ((float)rgb[index * channelCount] - 127.0f) * heightmap_scale;
mesh->vertex_colors[index] = wiColor::Red().rgba;
}
}
mesh.indices.resize((width - 1) * (height - 1) * 6);
mesh->indices.resize((width - 1) * (height - 1) * 6);
size_t counter = 0;
for (int x = 0; x < width - 1; x++)
{
@@ -370,31 +388,105 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
int topLeft = x + (y + 1) * width;
int topRight = (x + 1) + (y + 1) * width;
mesh.indices[counter++] = topLeft;
mesh.indices[counter++] = lowerLeft;
mesh.indices[counter++] = lowerRight;
mesh->indices[counter++] = topLeft;
mesh->indices[counter++] = lowerLeft;
mesh->indices[counter++] = lowerRight;
mesh.indices[counter++] = topLeft;
mesh.indices[counter++] = lowerRight;
mesh.indices[counter++] = topRight;
mesh->indices[counter++] = topLeft;
mesh->indices[counter++] = lowerRight;
mesh->indices[counter++] = topRight;
}
}
mesh.subsets.emplace_back();
mesh.subsets.back().materialID = scene.Entity_CreateMaterial("terrainMaterial");
mesh.subsets.back().indexOffset = 0;
mesh.subsets.back().indexCount = (uint32_t)mesh.indices.size();
mesh->subsets.back().indexCount = (uint32_t)mesh->indices.size();
mesh.ComputeNormals(MeshComponent::COMPUTE_NORMALS_SMOOTH_FAST);
mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_SMOOTH_FAST);
};
generate_mesh(128, 128);
editor->ClearSelected();
wiScene::PickResult pick;
pick.entity = entity;
pick.subsetIndex = 0;
editor->AddSelected(pick);
SetEntity(object.meshID);
editor->ClearSelected();
wiScene::PickResult pick;
pick.entity = entity;
pick.subsetIndex = 0;
editor->AddSelected(pick);
SetEntity(entity);
}
wiSlider* dimXSlider;
wiSlider* dimYSlider;
wiSlider* dimZSlider;
dimXSlider = new wiSlider(16, 1024, 128, 1024 - 16, "X: ");
dimXSlider->SetTooltip("Terrain mesh grid resolution on X axis");
dimXSlider->SetSize(XMFLOAT2(200, heihei));
dimXSlider->SetPos(XMFLOAT2(xx, yy += stepstep));
terrainGenWindow->AddWidget(dimXSlider);
dimYSlider = new wiSlider(0, 1, 0.5f, 10000, "Y: ");
dimYSlider->SetTooltip("Terrain mesh grid heightmap scale on Y axis");
dimYSlider->SetSize(XMFLOAT2(200, heihei));
dimYSlider->SetPos(XMFLOAT2(xx, yy += stepstep));
terrainGenWindow->AddWidget(dimYSlider);
dimZSlider = new wiSlider(16, 1024, 128, 1024 - 16, "Z: ");
dimZSlider->SetTooltip("Terrain mesh grid resolution on Z axis");
dimZSlider->SetSize(XMFLOAT2(200, heihei));
dimZSlider->SetPos(XMFLOAT2(xx, yy += stepstep));
terrainGenWindow->AddWidget(dimZSlider);
dimXSlider->OnSlide([=](wiEventArgs args) {
this->width = (int)dimXSlider->GetValue();
this->height = (int)dimZSlider->GetValue();
generate_mesh(this->width, this->height);
});
dimZSlider->OnSlide([=](wiEventArgs args) {
this->width = (int)dimXSlider->GetValue();
this->height = (int)dimZSlider->GetValue();
generate_mesh(this->width, this->height);
});
dimYSlider->OnSlide([=](wiEventArgs args) {
generate_mesh(this->width, this->height, this->rgb, this->channelCount, args.fValue);
});
wiButton* heightmapButton = new wiButton("Load Heightmap...");
heightmapButton->SetTooltip("Load a heightmap texture, where the red channel corresponds to terrain height and the resolution to dimensions");
heightmapButton->SetSize(XMFLOAT2(200, heihei));
heightmapButton->SetPos(XMFLOAT2(xx, yy += stepstep));
heightmapButton->OnClick([=](wiEventArgs args) {
wiHelper::FileDialogParams params;
wiHelper::FileDialogResult result;
params.type = wiHelper::FileDialogParams::OPEN;
params.description = "Texture";
params.extensions.push_back("dds");
params.extensions.push_back("png");
params.extensions.push_back("jpg");
params.extensions.push_back("tga");
wiHelper::FileDialog(params, result);
if (result.ok) {
string fileName = result.filenames.front();
if (this->rgb != nullptr)
{
stbi_image_free(this->rgb);
this->rgb = nullptr;
}
int bpp;
this->rgb = stbi_load(fileName.c_str(), &this->width, &this->height, &bpp, channelCount);
generate_mesh(width, height, rgb, channelCount, dimYSlider->GetValue());
}
});
terrainGenWindow->AddWidget(heightmapButton);
terrainGenWindow->Translate(XMFLOAT3(
terrainGenButton->translation.x + terrainGenButton->scale.x + 10,
terrainGenButton->translation.y,
0)
);
});
meshWindow->AddWidget(terrainFromHeightMapButton);
meshWindow->AddWidget(terrainGenButton);
@@ -404,12 +496,23 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
SetEntity(INVALID_ENTITY);
}
MeshWindow::~MeshWindow()
{
meshWindow->RemoveWidgets(true);
GUI->RemoveWidget(meshWindow);
delete meshWindow;
if (terrainGenWindow != nullptr)
{
GUI->RemoveWidget(terrainGenWindow);
delete terrainGenWindow;
terrainGenWindow = nullptr;
}
if (this->rgb != nullptr)
{
stbi_image_free(this->rgb);
this->rgb = nullptr;
}
}
void MeshWindow::SetEntity(Entity entity)
@@ -420,6 +523,21 @@ void MeshWindow::SetEntity(Entity entity)
const MeshComponent* mesh = scene.meshes.GetComponent(entity);
if (mesh == nullptr || !mesh->IsTerrain())
{
if (terrainGenWindow != nullptr)
{
GUI->RemoveWidget(terrainGenWindow);
delete terrainGenWindow;
terrainGenWindow = nullptr;
}
if (this->rgb != nullptr)
{
stbi_image_free(this->rgb);
this->rgb = nullptr;
}
}
if (mesh != nullptr)
{
const NameComponent& name = *scene.names.GetComponent(entity);
@@ -497,5 +615,5 @@ void MeshWindow::SetEntity(Entity entity)
meshWindow->SetEnabled(false);
}
terrainFromHeightMapButton->SetEnabled(true);
terrainGenButton->SetEnabled(true);
}
+8 -1
View File
@@ -41,6 +41,13 @@ public:
wiComboBox* terrainMat1Combo;
wiComboBox* terrainMat2Combo;
wiComboBox* terrainMat3Combo;
wiButton* terrainFromHeightMapButton;
wiButton* terrainGenButton;
wiWindow* terrainGenWindow = nullptr;
// heightmap texture:
unsigned char* rgb = nullptr;
const int channelCount = 4;
int width = 0, height = 0;
};
+189 -77
View File
@@ -815,7 +815,7 @@ GBUFFEROutputType_Thin main(PIXELINPUT input)
blend_weights /= blend_weights.x + blend_weights.y + blend_weights.z + blend_weights.w;
float3 triplanar = abs(surface.N);
triplanar /= triplanar.x + triplanar.y + triplanar.z;
float4 sam_x, sam_y, sam_z;
float4 sam, sam_x, sam_y, sam_z;
float2 uv_x, uv_y, uv_z;
[branch]
@@ -824,25 +824,53 @@ GBUFFEROutputType_Thin main(PIXELINPUT input)
uv_x = surface.P.yz * g_xMaterial.texMulAdd.xy + g_xMaterial.texMulAdd.zw;
uv_y = surface.P.xz * g_xMaterial.texMulAdd.xy + g_xMaterial.texMulAdd.zw;
uv_z = surface.P.xy * g_xMaterial.texMulAdd.xy + g_xMaterial.texMulAdd.zw;
sam_x = texture_basecolormap.Sample(sampler_objectshader, uv_x);
sam_y = texture_basecolormap.Sample(sampler_objectshader, uv_y);
sam_z = texture_basecolormap.Sample(sampler_objectshader, uv_z);
sam_x.rgb = DEGAMMA(sam_x.rgb);
sam_y.rgb = DEGAMMA(sam_y.rgb);
sam_z.rgb = DEGAMMA(sam_z.rgb);
color += (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z) * g_xMaterial.baseColor * blend_weights.x;
sam_x = texture_surfacemap.Sample(sampler_objectshader, uv_x);
sam_y = texture_surfacemap.Sample(sampler_objectshader, uv_y);
sam_z = texture_surfacemap.Sample(sampler_objectshader, uv_z);
surface_occlusion_roughness_metallic_reflectance += (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z) *
float4(1, g_xMaterial.roughness, g_xMaterial.metalness, g_xMaterial.reflectance) * blend_weights.x;
sam_x.xyz = texture_normalmap.Sample(sampler_objectshader, uv_x).rgb;
sam_y.xyz = texture_normalmap.Sample(sampler_objectshader, uv_y).rgb;
sam_z.xyz = texture_normalmap.Sample(sampler_objectshader, uv_z).rgb;
bumpColor = (sam_x.xyz * triplanar.x + sam_y.xyz * triplanar.y + sam_z.xyz * triplanar.z);
bumpColor = bumpColor.rgb * 2 - 1;
bumpColor.g *= g_xMaterial.normalMapFlip;
triplanar_normal += normalize(lerp(surface.N, mul(bumpColor, TBN), g_xMaterial.normalMapStrength)) * blend_weights.x;
[branch]
if (g_xMaterial.uvset_baseColorMap >= 0)
{
sam_x = texture_basecolormap.Sample(sampler_objectshader, uv_x);
sam_y = texture_basecolormap.Sample(sampler_objectshader, uv_y);
sam_z = texture_basecolormap.Sample(sampler_objectshader, uv_z);
sam_x.rgb = DEGAMMA(sam_x.rgb);
sam_y.rgb = DEGAMMA(sam_y.rgb);
sam_z.rgb = DEGAMMA(sam_z.rgb);
sam = (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z);
}
else
{
sam = 1;
}
color += sam * g_xMaterial.baseColor * blend_weights.x;
[branch]
if (g_xMaterial.uvset_surfaceMap >= 0)
{
sam_x = texture_surfacemap.Sample(sampler_objectshader, uv_x);
sam_y = texture_surfacemap.Sample(sampler_objectshader, uv_y);
sam_z = texture_surfacemap.Sample(sampler_objectshader, uv_z);
sam = (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z);
}
else
{
sam = 1;
}
surface_occlusion_roughness_metallic_reflectance += sam * float4(1, g_xMaterial.roughness, g_xMaterial.metalness, g_xMaterial.reflectance) * blend_weights.x;
[branch]
if (g_xMaterial.uvset_normalMap >= 0)
{
sam_x.xyz = texture_normalmap.Sample(sampler_objectshader, uv_x).rgb;
sam_y.xyz = texture_normalmap.Sample(sampler_objectshader, uv_y).rgb;
sam_z.xyz = texture_normalmap.Sample(sampler_objectshader, uv_z).rgb;
bumpColor = (sam_x.xyz * triplanar.x + sam_y.xyz * triplanar.y + sam_z.xyz * triplanar.z);
bumpColor = bumpColor.rgb * 2 - 1;
bumpColor.g *= g_xMaterial.normalMapFlip;
triplanar_normal += normalize(lerp(surface.N, mul(bumpColor, TBN), g_xMaterial.normalMapStrength)) * blend_weights.x;
}
else
{
triplanar_normal += surface.N * blend_weights.x;
}
}
[branch]
@@ -851,25 +879,53 @@ GBUFFEROutputType_Thin main(PIXELINPUT input)
uv_x = surface.P.yz * g_xMaterial_blend1.texMulAdd.xy + g_xMaterial_blend1.texMulAdd.zw;
uv_y = surface.P.xz * g_xMaterial_blend1.texMulAdd.xy + g_xMaterial_blend1.texMulAdd.zw;
uv_z = surface.P.xy * g_xMaterial_blend1.texMulAdd.xy + g_xMaterial_blend1.texMulAdd.zw;
sam_x = texture_blend1_basecolormap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend1_basecolormap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend1_basecolormap.Sample(sampler_objectshader, uv_z);
sam_x.rgb = DEGAMMA(sam_x.rgb);
sam_y.rgb = DEGAMMA(sam_y.rgb);
sam_z.rgb = DEGAMMA(sam_z.rgb);
color += (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z) * g_xMaterial_blend1.baseColor * blend_weights.y;
sam_x = texture_blend1_surfacemap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend1_surfacemap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend1_surfacemap.Sample(sampler_objectshader, uv_z);
surface_occlusion_roughness_metallic_reflectance += (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z) *
float4(1, g_xMaterial_blend1.roughness, g_xMaterial_blend1.metalness, g_xMaterial_blend1.reflectance) * blend_weights.y;
sam_x.xyz = texture_blend1_normalmap.Sample(sampler_objectshader, uv_x).rgb;
sam_y.xyz = texture_blend1_normalmap.Sample(sampler_objectshader, uv_y).rgb;
sam_z.xyz = texture_blend1_normalmap.Sample(sampler_objectshader, uv_z).rgb;
bumpColor = (sam_x.xyz * triplanar.x + sam_y.xyz * triplanar.y + sam_z.xyz * triplanar.z);
bumpColor = bumpColor.rgb * 2 - 1;
bumpColor.g *= g_xMaterial_blend1.normalMapFlip;
triplanar_normal += normalize(lerp(surface.N, mul(bumpColor, TBN), g_xMaterial_blend1.normalMapStrength)) * blend_weights.y;
[branch]
if (g_xMaterial_blend1.uvset_baseColorMap >= 0)
{
sam_x = texture_blend1_basecolormap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend1_basecolormap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend1_basecolormap.Sample(sampler_objectshader, uv_z);
sam_x.rgb = DEGAMMA(sam_x.rgb);
sam_y.rgb = DEGAMMA(sam_y.rgb);
sam_z.rgb = DEGAMMA(sam_z.rgb);
sam = (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z);
}
else
{
sam = 1;
}
color += sam * g_xMaterial_blend1.baseColor * blend_weights.y;
[branch]
if (g_xMaterial_blend1.uvset_surfaceMap >= 0)
{
sam_x = texture_blend1_surfacemap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend1_surfacemap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend1_surfacemap.Sample(sampler_objectshader, uv_z);
sam = (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z);
}
else
{
sam = 1;
}
surface_occlusion_roughness_metallic_reflectance += sam * float4(1, g_xMaterial_blend1.roughness, g_xMaterial_blend1.metalness, g_xMaterial_blend1.reflectance) * blend_weights.y;
[branch]
if (g_xMaterial_blend1.uvset_normalMap >= 0)
{
sam_x.xyz = texture_blend1_normalmap.Sample(sampler_objectshader, uv_x).rgb;
sam_y.xyz = texture_blend1_normalmap.Sample(sampler_objectshader, uv_y).rgb;
sam_z.xyz = texture_blend1_normalmap.Sample(sampler_objectshader, uv_z).rgb;
bumpColor = (sam_x.xyz * triplanar.x + sam_y.xyz * triplanar.y + sam_z.xyz * triplanar.z);
bumpColor = bumpColor.rgb * 2 - 1;
bumpColor.g *= g_xMaterial_blend1.normalMapFlip;
triplanar_normal += normalize(lerp(surface.N, mul(bumpColor, TBN), g_xMaterial_blend1.normalMapStrength)) * blend_weights.y;
}
else
{
triplanar_normal += surface.N * blend_weights.y;
}
}
[branch]
@@ -878,25 +934,53 @@ GBUFFEROutputType_Thin main(PIXELINPUT input)
uv_x = surface.P.yz * g_xMaterial_blend2.texMulAdd.xy + g_xMaterial_blend2.texMulAdd.zw;
uv_y = surface.P.xz * g_xMaterial_blend2.texMulAdd.xy + g_xMaterial_blend2.texMulAdd.zw;
uv_z = surface.P.xy * g_xMaterial_blend2.texMulAdd.xy + g_xMaterial_blend2.texMulAdd.zw;
sam_x = texture_blend2_basecolormap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend2_basecolormap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend2_basecolormap.Sample(sampler_objectshader, uv_z);
sam_x.rgb = DEGAMMA(sam_x.rgb);
sam_y.rgb = DEGAMMA(sam_y.rgb);
sam_z.rgb = DEGAMMA(sam_z.rgb);
color += (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z) * g_xMaterial_blend2.baseColor * blend_weights.z;
sam_x = texture_blend2_surfacemap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend2_surfacemap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend2_surfacemap.Sample(sampler_objectshader, uv_z);
surface_occlusion_roughness_metallic_reflectance += (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z) *
float4(1, g_xMaterial_blend2.roughness, g_xMaterial_blend2.metalness, g_xMaterial_blend2.reflectance) * blend_weights.z;
sam_x.xyz = texture_blend2_normalmap.Sample(sampler_objectshader, uv_x).rgb;
sam_y.xyz = texture_blend2_normalmap.Sample(sampler_objectshader, uv_y).rgb;
sam_z.xyz = texture_blend2_normalmap.Sample(sampler_objectshader, uv_z).rgb;
bumpColor = (sam_x.xyz * triplanar.x + sam_y.xyz * triplanar.y + sam_z.xyz * triplanar.z);
bumpColor = bumpColor.rgb * 2 - 1;
bumpColor.g *= g_xMaterial_blend2.normalMapFlip;
triplanar_normal += normalize(lerp(surface.N, mul(bumpColor, TBN), g_xMaterial_blend2.normalMapStrength)) * blend_weights.z;
[branch]
if (g_xMaterial_blend2.uvset_baseColorMap >= 0)
{
sam_x = texture_blend2_basecolormap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend2_basecolormap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend2_basecolormap.Sample(sampler_objectshader, uv_z);
sam_x.rgb = DEGAMMA(sam_x.rgb);
sam_y.rgb = DEGAMMA(sam_y.rgb);
sam_z.rgb = DEGAMMA(sam_z.rgb);
sam = (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z);
}
else
{
sam = 1;
}
color += sam * g_xMaterial_blend2.baseColor * blend_weights.z;
[branch]
if (g_xMaterial_blend2.uvset_surfaceMap >= 0)
{
sam_x = texture_blend2_surfacemap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend2_surfacemap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend2_surfacemap.Sample(sampler_objectshader, uv_z);
sam = (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z);
}
else
{
sam = 1;
}
surface_occlusion_roughness_metallic_reflectance += sam * float4(1, g_xMaterial_blend2.roughness, g_xMaterial_blend2.metalness, g_xMaterial_blend2.reflectance) * blend_weights.z;
[branch]
if (g_xMaterial_blend2.uvset_normalMap >= 0)
{
sam_x.xyz = texture_blend2_normalmap.Sample(sampler_objectshader, uv_x).rgb;
sam_y.xyz = texture_blend2_normalmap.Sample(sampler_objectshader, uv_y).rgb;
sam_z.xyz = texture_blend2_normalmap.Sample(sampler_objectshader, uv_z).rgb;
bumpColor = (sam_x.xyz * triplanar.x + sam_y.xyz * triplanar.y + sam_z.xyz * triplanar.z);
bumpColor = bumpColor.rgb * 2 - 1;
bumpColor.g *= g_xMaterial_blend2.normalMapFlip;
triplanar_normal += normalize(lerp(surface.N, mul(bumpColor, TBN), g_xMaterial_blend2.normalMapStrength)) * blend_weights.z;
}
else
{
triplanar_normal += surface.N * blend_weights.z;
}
}
[branch]
@@ -905,25 +989,53 @@ GBUFFEROutputType_Thin main(PIXELINPUT input)
uv_x = surface.P.yz * g_xMaterial_blend3.texMulAdd.xy + g_xMaterial_blend3.texMulAdd.zw;
uv_y = surface.P.xz * g_xMaterial_blend3.texMulAdd.xy + g_xMaterial_blend3.texMulAdd.zw;
uv_z = surface.P.xy * g_xMaterial_blend3.texMulAdd.xy + g_xMaterial_blend3.texMulAdd.zw;
sam_x = texture_blend3_basecolormap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend3_basecolormap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend3_basecolormap.Sample(sampler_objectshader, uv_z);
sam_x.rgb = DEGAMMA(sam_x.rgb);
sam_y.rgb = DEGAMMA(sam_y.rgb);
sam_z.rgb = DEGAMMA(sam_z.rgb);
color += (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z) * g_xMaterial_blend3.baseColor * blend_weights.w;
sam_x = texture_blend3_surfacemap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend3_surfacemap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend3_surfacemap.Sample(sampler_objectshader, uv_z);
surface_occlusion_roughness_metallic_reflectance += (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z) *
float4(1, g_xMaterial_blend3.roughness, g_xMaterial_blend3.metalness, g_xMaterial_blend3.reflectance) * blend_weights.w;
sam_x.xyz = texture_blend3_normalmap.Sample(sampler_objectshader, uv_x).rgb;
sam_y.xyz = texture_blend3_normalmap.Sample(sampler_objectshader, uv_y).rgb;
sam_z.xyz = texture_blend3_normalmap.Sample(sampler_objectshader, uv_z).rgb;
bumpColor = (sam_x.xyz * triplanar.x + sam_y.xyz * triplanar.y + sam_z.xyz * triplanar.z);
bumpColor = bumpColor.rgb * 2 - 1;
bumpColor.g *= g_xMaterial_blend3.normalMapFlip;
triplanar_normal += normalize(lerp(surface.N, mul(bumpColor, TBN), g_xMaterial_blend3.normalMapStrength)) * blend_weights.w;
[branch]
if (g_xMaterial_blend3.uvset_baseColorMap >= 0)
{
sam_x = texture_blend3_basecolormap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend3_basecolormap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend3_basecolormap.Sample(sampler_objectshader, uv_z);
sam_x.rgb = DEGAMMA(sam_x.rgb);
sam_y.rgb = DEGAMMA(sam_y.rgb);
sam_z.rgb = DEGAMMA(sam_z.rgb);
sam = (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z);
}
else
{
sam = 1;
}
color += sam * g_xMaterial_blend3.baseColor * blend_weights.w;
[branch]
if (g_xMaterial_blend3.uvset_surfaceMap >= 0)
{
sam_x = texture_blend3_surfacemap.Sample(sampler_objectshader, uv_x);
sam_y = texture_blend3_surfacemap.Sample(sampler_objectshader, uv_y);
sam_z = texture_blend3_surfacemap.Sample(sampler_objectshader, uv_z);
sam = (sam_x * triplanar.x + sam_y * triplanar.y + sam_z * triplanar.z);
}
else
{
sam = 1;
}
surface_occlusion_roughness_metallic_reflectance += sam * float4(1, g_xMaterial_blend3.roughness, g_xMaterial_blend3.metalness, g_xMaterial_blend3.reflectance) * blend_weights.w;
[branch]
if (g_xMaterial_blend3.uvset_normalMap >= 0)
{
sam_x.xyz = texture_blend3_normalmap.Sample(sampler_objectshader, uv_x).rgb;
sam_y.xyz = texture_blend3_normalmap.Sample(sampler_objectshader, uv_y).rgb;
sam_z.xyz = texture_blend3_normalmap.Sample(sampler_objectshader, uv_z).rgb;
bumpColor = (sam_x.xyz * triplanar.x + sam_y.xyz * triplanar.y + sam_z.xyz * triplanar.z);
bumpColor = bumpColor.rgb * 2 - 1;
bumpColor.g *= g_xMaterial_blend3.normalMapFlip;
triplanar_normal += normalize(lerp(surface.N, mul(bumpColor, TBN), g_xMaterial_blend3.normalMapStrength)) * blend_weights.w;
}
else
{
triplanar_normal += surface.N * blend_weights.w;
}
}
color.a = 1;
+1 -1
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@@ -3505,7 +3505,7 @@ void RenderMeshes(const RenderQueue& renderQueue, RENDERPASS renderPass, uint32_
blendmat.GetSurfaceMap(),
};
device->BindResources(PS, res, TEXSLOT_RENDERER_BLEND3_BASECOLORMAP, arraysize(res), cmd);
device->BindConstantBuffer(PS, &blendmat.constantBuffer, CB_GETBINDSLOT(MaterialCB_Blend3) + 3, cmd);
device->BindConstantBuffer(PS, &blendmat.constantBuffer, CB_GETBINDSLOT(MaterialCB_Blend3), cmd);
}
}
+1 -1
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@@ -9,7 +9,7 @@ namespace wiVersion
// minor features, major updates
const int minor = 39;
// minor bug fixes, alterations, refactors, updates
const int revision = 42;
const int revision = 43;
long GetVersion()