- major shader rework
* handle brightmaps in the main shader instead of keeping separate instances around. * added detail and glow layers from Raze. * fixed material setup which could not guarantee that everything was initialized correctly. * for warped textures, warp all layers. With this brightmaps finally work on warped textures. Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
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b5c88957f0
commit
8381092cce
31 changed files with 293 additions and 134 deletions
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@ -45,10 +45,6 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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mShaderIndex = SHADER_Paletted;
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}
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else if (tx->isWarped())
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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else if (tx->isHardwareCanvas())
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{
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if (tx->shaderindex >= FIRST_USER_SHADER)
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@ -59,7 +55,11 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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}
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else
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{
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if (tx->Normal && tx->Specular)
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if (tx->isWarped())
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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else if (tx->Normal && tx->Specular)
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{
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for (auto &texture : { tx->Normal, tx->Specular })
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{
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@ -76,16 +76,34 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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mShaderIndex = SHADER_PBR;
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}
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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tx->CreateDefaultBrightmap();
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if (tx->Brightmap)
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{
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mTextureLayers.Push(tx->Brightmap);
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if (mShaderIndex == SHADER_Specular)
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mShaderIndex = SHADER_SpecularBrightmap;
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else if (mShaderIndex == SHADER_PBR)
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mShaderIndex = SHADER_PBRBrightmap;
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else
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mShaderIndex = SHADER_Brightmap;
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->Detailmap)
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{
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mTextureLayers.Push(tx->Detailmap);
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->Glowmap)
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{
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mTextureLayers.Push(tx->Glowmap);
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->shaderindex >= FIRST_USER_SHADER)
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@ -347,7 +365,7 @@ again:
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{
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if (expand)
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{
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if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
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if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || tex->shaderindex == SHADER_Specular || tex->shaderindex == SHADER_PBR)
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{
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tex->bNoExpand = true;
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goto again;
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