Torque3D/Engine/source/shaderGen/GLSL/shaderGenGLSL.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "shaderGen/GLSL/shaderGenGLSL.h"
#include "shaderGen/GLSL/shaderCompGLSL.h"
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#include "shaderGen/featureMgr.h"
#include "gfx/gl/tGL/tGL.h"
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void ShaderGenPrinterGLSL::printShaderHeader( Stream& stream )
{
const char *header1 = "//*****************************************************************************\r\n";
const char *header2 = "// Torque -- GLSL procedural shader\r\n";
stream.write( dStrlen(header1), header1 );
stream.write( dStrlen(header2), header2 );
stream.write( dStrlen(header1), header1 );
// Cheap HLSL compatibility.
const char* header3 = "#include \"shaders/common/gl/hlslCompat.glsl\"\r\n";
stream.write( dStrlen(header3), header3 );
const char* header4 = "\r\n";
stream.write( dStrlen(header4), header4 );
}
void ShaderGenPrinterGLSL::printMainComment( Stream& stream )
{
// Print out main function definition
const char * header5 = "// Main \r\n";
const char * line = "//-----------------------------------------------------------------------------\r\n";
stream.write( dStrlen(line), line );
stream.write( dStrlen(header5), header5 );
stream.write( dStrlen(line), line );
}
void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
{
// We are render OpenGL upside down for use DX9 texture coords.
// Must be the last vertex feature.
const char *closer = " gl_Position.y *= -1;\r\n}\r\n";
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stream.write( dStrlen(closer), closer );
}
void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
{
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// Determine the number of output targets we need
U32 numMRTs = 0;
for (U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++)
{
const FeatureInfo &info = FEATUREMGR->getAt(i);
if (featureData.features.hasFeature(*info.type))
numMRTs |= info.feature->getOutputTargets(featureData);
}
WRITESTR(avar("//Fragment shader OUT\r\n"));
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WRITESTR(avar("out vec4 OUT_col;\r\n"));
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for( U32 i = 1; i < 4; i++ )
{
if( numMRTs & 1 << i )
WRITESTR(avar("out vec4 OUT_col%d;\r\n", i));
}
WRITESTR("\r\n");
WRITESTR("\r\n");
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}
void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
{
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const char *closer = " \r\n}\r\n";
stream.write( dStrlen(closer), closer );
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}
void ShaderGenPrinterGLSL::printLine(Stream& stream, const String& line)
{
stream.write(line.length(), line.c_str());
const char* end = "\r\n";
stream.write(dStrlen(end), end);
}
const char* ShaderGenComponentFactoryGLSL::typeToString( GFXDeclType type )
{
switch ( type )
{
default:
case GFXDeclType_Float:
return "float";
case GFXDeclType_Float2:
return "vec2";
case GFXDeclType_Float3:
return "vec3";
case GFXDeclType_Float4:
case GFXDeclType_Color:
return "vec4";
}
}
ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
{
AppVertConnectorGLSL *vertComp = new AppVertConnectorGLSL;
// Loop thru the vertex format elements.
for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
{
const GFXVertexElement &element = vertexFormat.getElement( i );
Var *var = NULL;
if ( element.isSemantic( GFXSemantic::POSITION ) )
{
var = vertComp->getElement( RT_POSITION );
var->setName( "position" );
}
else if ( element.isSemantic( GFXSemantic::NORMAL ) )
{
var = vertComp->getElement( RT_NORMAL );
var->setName( "normal" );
}
else if ( element.isSemantic( GFXSemantic::TANGENT ) )
{
var = vertComp->getElement( RT_TANGENT );
var->setName( "T" );
}
else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
{
var = vertComp->getElement( RT_TANGENTW );
var->setName( "tangentW" );
}
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else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
{
var = vertComp->getElement( RT_BINORMAL );
var->setName( "B" );
}
else if ( element.isSemantic( GFXSemantic::COLOR ) )
{
var = vertComp->getElement( RT_COLOR );
var->setName( "diffuse" );
}
else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
{
var = vertComp->getElement( RT_TEXCOORD );
if ( element.getSemanticIndex() == 0 )
var->setName( "texCoord" );
else
var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
}
else
{
// Everything else is a texcoord!
var = vertComp->getElement( RT_TEXCOORD );
var->setName( "tc" + element.getSemantic() );
}
if ( !var )
continue;
var->setStructName( "IN" );
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var->setType( typeToString( element.getType() ) );
}
return vertComp;
}
ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexPixelConnector()
{
VertPixelConnectorGLSL* comp = new VertPixelConnectorGLSL;
return comp;
}
ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexParamsDef()
{
VertexParamsDefGLSL* comp = new VertexParamsDefGLSL;
return comp;
}
ShaderComponent* ShaderGenComponentFactoryGLSL::createPixelParamsDef()
{
PixelParamsDefGLSL* comp = new PixelParamsDefGLSL;
return comp;
}