2014-12-21 20:07:42 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shaderGen/GLSL/accuFeatureGLSL.h"
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#include "shaderGen/shaderFeature.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/featureMgr.h"
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#include "materials/materialFeatureTypes.h"
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#include "gfx/gfxDevice.h"
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#include "materials/processedMaterial.h"
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//****************************************************************************
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// Accu Texture
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//****************************************************************************
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void AccuTexFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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getOutTexCoord( "texCoord",
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"vec2",
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false,
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meta,
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componentList );
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getOutObjToTangentSpace( componentList, meta, fd );
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addOutAccuVec( componentList, meta );
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output = meta;
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}
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void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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output = meta;
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// OUT.col
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The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)
Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.
Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 08:50:49 +00:00
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Var *color = (Var*) LangElement::find( "col1" );
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2014-12-21 20:07:42 +00:00
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if (!color)
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{
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output = new GenOp(" //NULL COLOR!");
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return;
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}
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// accu map
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Var *accuMap = new Var;
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accuMap->setType( "sampler2D" );
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accuMap->setName( "accuMap" );
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accuMap->uniform = true;
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accuMap->sampler = true;
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accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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// accuColor var
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Var *accuColor = new Var;
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accuColor->setType( "vec4" );
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accuColor->setName( "accuColor" );
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LangElement *colorAccuDecl = new DecOp( accuColor );
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// plc (placement)
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Var *accuPlc = new Var;
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accuPlc->setType( "vec4" );
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accuPlc->setName( "plc" );
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LangElement *plcAccu = new DecOp( accuPlc );
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// accu constants
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Var *accuScale = (Var*)LangElement::find( "accuScale" );
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if ( !accuScale ) {
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accuScale = new Var;
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accuScale->setType( "float" );
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accuScale->setName( "accuScale" );
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accuScale->uniform = true;
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accuScale->sampler = false;
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accuScale->constSortPos = cspPotentialPrimitive;
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}
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Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
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if ( !accuDirection ) {
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accuDirection = new Var;
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accuDirection->setType( "float" );
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accuDirection->setName( "accuDirection" );
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accuDirection->uniform = true;
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accuDirection->sampler = false;
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accuDirection->constSortPos = cspPotentialPrimitive;
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}
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Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
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if ( !accuStrength ) {
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accuStrength = new Var;
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accuStrength->setType( "float" );
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accuStrength->setName( "accuStrength" );
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accuStrength->uniform = true;
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accuStrength->sampler = false;
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accuStrength->constSortPos = cspPotentialPrimitive;
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}
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Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
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if ( !accuCoverage ) {
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accuCoverage = new Var;
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accuCoverage->setType( "float" );
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accuCoverage->setName( "accuCoverage" );
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accuCoverage->uniform = true;
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accuCoverage->sampler = false;
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accuCoverage->constSortPos = cspPotentialPrimitive;
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}
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Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
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if ( !accuSpecular ) {
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accuSpecular = new Var;
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accuSpecular->setType( "float" );
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accuSpecular->setName( "accuSpecular" );
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accuSpecular->uniform = true;
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accuSpecular->sampler = false;
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accuSpecular->constSortPos = cspPotentialPrimitive;
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}
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2017-05-28 21:51:31 +00:00
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Var *inTex = getInTexCoord( "texCoord", "vec2", componentList );
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Var *accuVec = getInTexCoord( "accuVec", "vec3", componentList );
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2014-12-21 20:07:42 +00:00
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Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
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if( bumpNorm == NULL ) {
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bumpNorm = (Var *)LangElement::find( "bumpNormal" );
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if (!bumpNorm)
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{
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output = new GenOp(" //NULL bumpNormal!");
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return;
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}
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}
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// get the accu pixel color
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meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
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// scale up normals
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meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
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// assign direction
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meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
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// saturate based on strength
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meta->addStatement( new GenOp( " @ = saturate( float4(dot( float3(@), @.xyz * pow(@, 5) ) ));\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
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// add coverage
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meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
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// clamp to a sensible value
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meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
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// light
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Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
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if(lightColor != NULL)
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meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
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// lerp with current pixel - use the accu alpha as well
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meta->addStatement( new GenOp( " @ = mix( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
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// the result should always be opaque
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meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );
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}
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void AccuTexFeatGLSL::setTexData(Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex )
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{
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//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
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//if ( tex )
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//{
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passData.mSamplerNames[texIndex] = "accuMap";
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passData.mTexType[ texIndex++ ] = Material::AccuMap;
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//passData.mTexSlot[ texIndex++ ].texObject = tex;
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//}
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}
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void AccuTexFeatGLSL::getAccuVec(MultiLine *meta, LangElement *accuVec)
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{
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// Get the transform to world space.
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Var *objTrans = (Var*)LangElement::find( "objTrans" );
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if ( !objTrans )
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{
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objTrans = new Var;
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objTrans->setType( "float4x4" );
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objTrans->setName( "objTrans" );
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objTrans->uniform = true;
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objTrans->constSortPos = cspPrimitive;
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}
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// accu obj trans
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Var *aobjTrans = new Var;
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aobjTrans->setType( "float4x4" );
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aobjTrans->setName( "accuObjTrans" );
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LangElement *accuObjTransDecl = new DecOp( aobjTrans );
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Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
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Var *tav = new Var;
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tav->setType( "float4" );
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tav->setName( "tAccuVec" );
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LangElement *tavDecl = new DecOp( tav );
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meta->addStatement( new GenOp( " @ = float4(0,0,1,0);\r\n", tavDecl ) );
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meta->addStatement( new GenOp( " @ = transpose(@);\r\n", accuObjTransDecl, objTrans ) );
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meta->addStatement( new GenOp( " @ = tMul(@, @);\r\n", tav, aobjTrans, tav ) );
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meta->addStatement( new GenOp( " @.xyz = tMul(@, @.xyz);\r\n", tav, outObjToTangentSpace, tav ) );
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meta->addStatement( new GenOp( " @.y *= -1;\r\n", tav ) );
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meta->addStatement( new GenOp( " @ = @.xyz;\r\n", accuVec, tav ) );
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}
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Var* AccuTexFeatGLSL::addOutAccuVec(Vector<ShaderComponent*> &componentList, MultiLine *meta)
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{
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Var *outAccuVec = (Var*)LangElement::find( "accuVec" );
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if ( !outAccuVec )
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{
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// Setup the connector.
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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outAccuVec = connectComp->getElement( RT_TEXCOORD );
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outAccuVec->setName( "accuVec" );
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outAccuVec->setStructName( "OUT" );
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outAccuVec->setType( "float3" );
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getAccuVec( meta, outAccuVec );
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}
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return outAccuVec;
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}
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