Torque3D/Engine/source/shaderGen/HLSL/shaderGenHLSL.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/HLSL/shaderGenHLSL.h"
#include "shaderGen/HLSL/shaderCompHLSL.h"
#include "shaderGen/featureMgr.h"
void ShaderGenPrinterHLSL::printShaderHeader(Stream& stream)
{
const char *header1 = "//*****************************************************************************\r\n";
const char *header2 = "// Torque -- HLSL procedural shader\r\n";
stream.write( dStrlen(header1), header1 );
stream.write( dStrlen(header2), header2 );
stream.write( dStrlen(header1), header1 );
const char* header3 = "\r\n";
stream.write( dStrlen(header3), header3 );
}
void ShaderGenPrinterHLSL::printMainComment(Stream& stream)
{
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 ShaderGenPrinterHLSL::printVertexShaderCloser(Stream& stream)
{
const char *closer = " return OUT;\r\n}\r\n";
stream.write( dStrlen(closer), closer );
}
void ShaderGenPrinterHLSL::printPixelShaderOutputStruct(Stream& stream, const MaterialFeatureData &featureData)
{
// 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 );
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if ( featureData.features.hasFeature( *info.type ) )
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numMRTs |= info.feature->getOutputTargets( featureData );
}
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WRITESTR("struct Fragout\r\n");
WRITESTR("{\r\n");
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WRITESTR(" float4 col : SV_Target0;\r\n");
for (U32 i = 1; i < 4; i++)
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{
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if (numMRTs & 1 << i)
WRITESTR(avar(" float4 col%d : SV_Target%d;\r\n", i, i));
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}
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WRITESTR("};\r\n");
WRITESTR("\r\n");
WRITESTR("\r\n");
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}
void ShaderGenPrinterHLSL::printPixelShaderCloser(Stream& stream)
{
WRITESTR( "\r\n return OUT;\r\n}\r\n" );
}
void ShaderGenPrinterHLSL::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* ShaderGenComponentFactoryHLSL::typeToString( GFXDeclType type )
{
switch ( type )
{
default:
case GFXDeclType_Float:
return "float";
case GFXDeclType_Float2:
return "float2";
case GFXDeclType_Float3:
return "float3";
case GFXDeclType_Float4:
case GFXDeclType_Color:
return "float4";
case GFXDeclType_UByte4:
return "uint4";
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}
}
ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
{
ShaderConnectorHLSL *vertComp = new ShaderConnectorHLSL;
vertComp->setName( "VertData" );
// 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 ) )
{
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var = vertComp->getIndexedElement(element.getSemanticIndex(), RT_TEXCOORD);
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->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD );
if ( element.getSemanticIndex() == 0 )
var->setName( "texCoord" );
else
var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
}
else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
{
var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDINDICES );
var->setName( String::ToString( "blendIndices%d", element.getSemanticIndex() ) );
}
else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) )
{
var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDWEIGHT );
var->setName( String::ToString( "blendWeight%d", element.getSemanticIndex() ) );
}
else if ( element.isSemantic( GFXSemantic::PADDING ) )
{
var = NULL;
//var = vertComp->getIndexedElement( vertComp->getCurTexElem() + element.getSemanticIndex(), RT_TEXCOORD );
//var->setName( String::ToString( "pad%d", element.getSemanticIndex() + 1 ) );
}
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else
{
// Everything else is a texcoord!
var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD );
var->setName( "tc" + element.getSemantic() );
}
if ( !var )
continue;
var->setStructName( "IN" );
var->setType( typeToString( element.getType() ) );
}
return vertComp;
}
ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexPixelConnector()
{
ShaderComponent* comp = new ShaderConnectorHLSL;
((ShaderConnector*)comp)->setName("ConnectData");
return comp;
}
ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexParamsDef()
{
ShaderComponent* comp = new VertexParamsDefHLSL;
return comp;
}
ShaderComponent* ShaderGenComponentFactoryHLSL::createPixelParamsDef()
{
ShaderComponent* comp = new PixelParamsDefHLSL;
return comp;
}