glowmap gl port rev1: debug yells about "ShaderFeatureGLSL::getInTexCoord - Type mismatch!", so will need to hunt that down before calling it final, but otherwise, functions.

This commit is contained in:
AzaezelX 2019-11-04 00:40:09 -06:00
parent 13f251e83c
commit 21ea0d94aa
3 changed files with 191 additions and 47 deletions

View file

@ -35,22 +35,38 @@
//****************************************************************************
// Deferred Shading Features
//****************************************************************************
U32 PBRConfigMapGLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
void PBRConfigMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
// search for color var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
MultiLine * meta = new MultiLine;
if ( !material )
MultiLine* meta = new MultiLine;
Var* pbrConfig;
if (fd.features[MFT_isDeferred])
{
// create color var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!pbrConfig)
{
// create material var
pbrConfig = new Var;
pbrConfig->setType("vec4");
pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
pbrConfig->setStructName("OUT");
}
}
else
{
pbrConfig = (Var*)LangElement::find("PBRConfig");
if (!pbrConfig)
{
pbrConfig = new Var("PBRConfig", "vec4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
}
}
// create texture var
@ -62,22 +78,25 @@ void PBRConfigMapGLSL::processPix( Vector<ShaderComponent*> &componentList, cons
pbrConfigMap->constNum = Var::getTexUnitNum();
LangElement *texOp = new GenOp( "tex2D(@, @)", pbrConfigMap, texCoord );
Var *pbrConfig = (Var*)LangElement::find("PBRConfig");
if (!pbrConfig) pbrConfig = new Var("PBRConfig", "vec4");
Var *metalness = (Var*)LangElement::find("metalness");
if (!metalness) metalness = new Var("metalness", "float");
Var *smoothness = (Var*)LangElement::find("smoothness");
if (!smoothness) smoothness = new Var("smoothness", "float");
Var* ao = (Var*)LangElement::find("ao");
if (!ao) ao = new Var("ao", "float");
meta->addStatement(new GenOp(" @ = @.r;\r\n", new DecOp(smoothness), texOp));
meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(metalness), texOp));
meta->addStatement(new GenOp(" @.bga = @.rgb;\r\n", pbrConfig, texOp));
meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(smoothness), pbrConfig));
if (fd.features[MFT_InvertSmoothness])
{
meta->addStatement(new GenOp(" @.b = 1.0-@.b;\r\n", pbrConfig, pbrConfig));
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
}
meta->addStatement(new GenOp(" @ = @.g;\r\n", new DecOp(ao), pbrConfig));
meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(metalness), pbrConfig));
meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(pbrConfig), texOp));
meta->addStatement(new GenOp(" @.bga = vec3(@,@.g,@);\r\n", material, smoothness, pbrConfig, metalness));
output = meta;
}
@ -116,20 +135,37 @@ void PBRConfigMapGLSL::processVert( Vector<ShaderComponent*> &componentList,
output = meta;
}
U32 MatInfoFlagsGLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
// Material Info Flags -> Red ( Flags ) of Material Info Buffer.
void MatInfoFlagsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
// search for material var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
if ( !material )
Var* pbrConfig;
if (fd.features[MFT_isDeferred])
{
// create material var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!pbrConfig)
{
// create material var
pbrConfig = new Var;
pbrConfig->setType("vec4");
pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
pbrConfig->setStructName("OUT");
}
}
else
{
pbrConfig = (Var*)LangElement::find("PBRConfig");
if (!pbrConfig)
{
pbrConfig = new Var("PBRConfig", "vec4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
}
}
Var *matInfoFlags = new Var;
@ -138,39 +174,126 @@ void MatInfoFlagsGLSL::processPix( Vector<ShaderComponent*> &componentList, cons
matInfoFlags->uniform = true;
matInfoFlags->constSortPos = cspPotentialPrimitive;
meta->addStatement(output = new GenOp(" @.r = @;\r\n", material, matInfoFlags));
meta->addStatement(output = new GenOp(" @.r = @;\r\n", pbrConfig, matInfoFlags));
output = meta;
}
U32 PBRConfigVarsGLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
// Spec Strength -> Blue Channel of Material Info Buffer.
// Spec Power -> Alpha Channel ( of Material Info Buffer.
void PBRConfigVarsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
MultiLine* meta = new MultiLine;
// search for material var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
if ( !material )
Var* pbrConfig;
if (fd.features[MFT_isDeferred])
{
// create material var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!pbrConfig)
{
// create material var
pbrConfig = new Var;
pbrConfig->setType("vec4");
pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
pbrConfig->setStructName("OUT");
}
}
Var *metalness = new Var("metalness", "float");
else
{
pbrConfig = (Var*)LangElement::find("PBRConfig");
if (!pbrConfig)
{
pbrConfig = new Var("PBRConfig", "vec4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
}
}
Var* metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
Var *smoothness = new Var("smoothness", "float");
Var* smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
MultiLine *meta = new MultiLine;
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
meta->addStatement(new GenOp(" @.b = @;\r\n", material, smoothness));
if (fd.features[MFT_InvertSmoothness])
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
meta->addStatement(new GenOp(" @.a = @;\r\n", material, metalness));
//matinfo.g slot reserved for AO later
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", pbrConfig));
meta->addStatement(new GenOp(" @.b = @;\r\n", pbrConfig, smoothness));
if (fd.features[MFT_InvertSmoothness])
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
meta->addStatement(new GenOp(" @.a = @;\r\n", pbrConfig, metalness));
output = meta;
}
U32 GlowMapGLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
}
//deferred emissive
void GlowMapGLSL::processPix(Vector<ShaderComponent*>& componentList, const MaterialFeatureData& fd)
{
Var* texCoord = getInTexCoord("texCoord", "float2", componentList);
Var* glowMap = new Var;
glowMap->setType("sampler2D");
glowMap->setName("glowMap");
glowMap->uniform = true;
glowMap->sampler = true;
glowMap->constNum = Var::getTexUnitNum();
LangElement* texOp = new GenOp("tex2D(@, @)", glowMap, texCoord);
Var* glowMul = new Var("glowMul", "float");
glowMul->uniform = true;
glowMul->constSortPos = cspPotentialPrimitive;
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if (fd.features[MFT_isDeferred])
{
targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
if (!targ)
{
// create scene color target var
targ = new Var;
targ->setType("vec4");
targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
targ->setStructName("OUT");
output = new GenOp("@ = vec4(@.rgb*@,0);", targ, texOp, glowMul);
}
else
{
output = new GenOp("@ += vec4(@.rgb*@,0);", targ, texOp, glowMul);
}
}
else
{
output = new GenOp("@ += vec4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
}
}
ShaderFeature::Resources GlowMapGLSL::getResources(const MaterialFeatureData& fd)
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void GlowMapGLSL::setTexData(Material::StageData& stageDat,
const MaterialFeatureData& fd,
RenderPassData& passData,
U32& texIndex)
{
GFXTextureObject* tex = stageDat.getTex(MFT_GlowMap);
if (tex)
{
passData.mTexType[texIndex] = Material::Standard;
passData.mSamplerNames[texIndex] = "glowMap";
passData.mTexSlot[texIndex++].texObject = tex;
}
}

View file

@ -32,6 +32,8 @@ class PBRConfigMapGLSL : public ShaderFeatureGLSL
public:
virtual String getName() { return "Deferred Shading: PBR Config Map"; }
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -54,8 +56,8 @@ public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
};
class PBRConfigVarsGLSL : public ShaderFeatureGLSL
@ -63,10 +65,28 @@ class PBRConfigVarsGLSL : public ShaderFeatureGLSL
public:
virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; }
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
};
class GlowMapGLSL : public ShaderFeatureGLSL
{
public:
virtual String getName() { return "Glow Map"; }
virtual void processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
virtual Resources getResources(const MaterialFeatureData& fd);
// Sets textures and texture flags for current pass
virtual void setTexData(Material::StageData& stageDat,
const MaterialFeatureData& fd,
RenderPassData& passData,
U32& texIndex);
};
#endif

View file

@ -102,6 +102,7 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_PBRConfigMap, new PBRConfigMapGLSL );
FEATUREMGR->registerFeature( MFT_PBRConfigVars, new PBRConfigVarsGLSL );
FEATUREMGR->registerFeature( MFT_MatInfoFlags, new MatInfoFlagsGLSL );
FEATUREMGR->registerFeature( MFT_GlowMap, new GlowMapGLSL);
FEATUREMGR->registerFeature( MFT_SkyBox, new NamedFeatureGLSL( "skybox" ) );
FEATUREMGR->registerFeature( MFT_HardwareSkinning, new HardwareSkinningFeatureGLSL );
}