be clear where we're referencing gbuffer render targets

This commit is contained in:
AzaezelX 2021-08-28 17:21:45 -05:00
parent c04f3ae166
commit 2287c28d32
9 changed files with 24 additions and 154 deletions

View file

@ -55,7 +55,7 @@ void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col1" );
Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
if (!color)
{
output = new GenOp(" //NULL COLOR!");
@ -236,4 +236,4 @@ Var* AccuTexFeatGLSL::addOutAccuVec(Vector<ShaderComponent*> &componentList, Mul
}
return outAccuVec;
}
}

View file

@ -452,7 +452,7 @@ void NormalsOutFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
}
LangElement *normalOut;
Var *outColor = (Var*)LangElement::find( "col" );
Var *outColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( outColor && !fd.features[MFT_AlphaTest] )
normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, @.a )", wsNormal, outColor );
else

View file

@ -30,7 +30,7 @@ void DebugVizGLSL::processPix(Vector<ShaderComponent*>& componentList,
if (surface && (vizDisplayMode == 0 || vizDisplayMode == 1))
{
Var* color = (Var*)LangElement::find("col");
Var* color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if (color)
{
Var* specularColor = (Var*)LangElement::find("specularColor");

View file

@ -1181,13 +1181,13 @@ void DiffuseFeatureGLSL::processPix( Vector<ShaderComponent*> &componentList,
diffuseMaterialColor->constSortPos = cspPotentialPrimitive;
MultiLine* meta = new MultiLine;
Var *col = (Var*)LangElement::find("col");
Var *col = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
if (fd.features[MFT_isDeferred])
{
targ = ShaderFeature::RenderTarget1;
col = (Var*)LangElement::find("col1");
col = (Var*)LangElement::find(getOutputTargetVarName(targ));
meta = new MultiLine;
if (!col)
{
@ -1196,7 +1196,7 @@ void DiffuseFeatureGLSL::processPix( Vector<ShaderComponent*> &componentList,
col->setType("vec4");
col->setName(getOutputTargetVarName(targ));
col->setStructName("OUT");
meta->addStatement(new GenOp(" @ = vec4(1.0);\r\n", col));
meta->addStatement(new GenOp(" @ = vec4(1.0,1.0,1.0,1.0);\r\n", col));
}
}
@ -2334,7 +2334,7 @@ void FogFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
fogColor->constSortPos = cspPass;
// Get the out color.
Var *color = (Var*) LangElement::find( "col" );
Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( !color )
{
color = new Var;
@ -2466,7 +2466,7 @@ void VisibilityFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
// Translucent objects do a simple alpha fade.
if ( fd.features[ MFT_IsTranslucent ] )
{
Var *color = (Var*) LangElement::find( "col" );
Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
meta->addStatement( new GenOp( " @.a *= @;\r\n", color, visibility ) );
return;
}
@ -2507,9 +2507,9 @@ void AlphaTestGLSL::processPix( Vector<ShaderComponent*> &componentList,
}
// If we don't have a color var then we cannot do an alpha test.
Var *color = (Var*)LangElement::find( "col1" );
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1) );
if ( !color )
color = (Var*)LangElement::find("col");
color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( !color )
{
output = NULL;
@ -2542,7 +2542,7 @@ void GlowMaskGLSL::processPix( Vector<ShaderComponent*> &componentList,
//
// The shader compiler will optimize out all the other
// code above that doesn't contribute to the alpha mask.
Var *color = (Var*)LangElement::find( "col" );
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( color )
output = new GenOp( " @.rgb = vec3(0);\r\n", color );
}
@ -2574,7 +2574,7 @@ void HDROutGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Let the helper function do the work.
Var *color = (Var*)LangElement::find( "col" );
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( color )
output = new GenOp( " @ = hdrEncode( @ );\r\n", color, color );
}

View file

@ -55,7 +55,7 @@ void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col1" );
Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
if (!color)
{
output = new GenOp(" //NULL COLOR!");

View file

@ -460,7 +460,7 @@ void NormalsOutFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
}
LangElement *normalOut;
Var *outColor = (Var*)LangElement::find( "col" );
Var *outColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( outColor && !fd.features[MFT_AlphaTest] )
normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, @.a )", wsNormal, outColor );
else

View file

@ -68,136 +68,6 @@ void CustomFeatureHLSL::processPix(Vector<ShaderComponent*>& componentList,
mOutputState = PixelOutput;
/*MultiLine *meta = new MultiLine;
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col1" );
if (!color)
{
output = new GenOp(" //NULL COLOR!");
return;
}
// accu map
Var *accuMap = new Var;
accuMap->setType("SamplerState");
accuMap->setName( "accuMap" );
accuMap->uniform = true;
accuMap->sampler = true;
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// accuColor var
Var *accuColor = new Var;
accuColor->setType( "float4" );
accuColor->setName( "accuColor" );
LangElement *colorAccuDecl = new DecOp( accuColor );
// plc (placement)
Var *accuPlc = new Var;
accuPlc->setType( "float4" );
accuPlc->setName( "plc" );
LangElement *plcAccu = new DecOp( accuPlc );
// accu constants
Var *accuScale = (Var*)LangElement::find( "accuScale" );
if ( !accuScale )
{
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->uniform = true;
accuScale->sampler = false;
accuScale->constSortPos = cspPotentialPrimitive;
}
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
if ( !accuDirection )
{
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->uniform = true;
accuDirection->sampler = false;
accuDirection->constSortPos = cspPotentialPrimitive;
}
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
if ( !accuStrength )
{
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->uniform = true;
accuStrength->sampler = false;
accuStrength->constSortPos = cspPotentialPrimitive;
}
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
if ( !accuCoverage )
{
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->uniform = true;
accuCoverage->sampler = false;
accuCoverage->constSortPos = cspPotentialPrimitive;
}
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
if ( !accuSpecular )
{
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->uniform = true;
accuSpecular->sampler = false;
accuSpecular->constSortPos = cspPotentialPrimitive;
}
Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
if( bumpNorm == NULL )
{
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
if (!bumpNorm)
return;
}
// get the accu pixel color
Var *accuMapTex = new Var;
accuMapTex->setType("Texture2D");
accuMapTex->setName("accuMapTex");
accuMapTex->uniform = true;
accuMapTex->texture = true;
accuMapTex->constNum = accuMap->constNum;
meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
// assign direction
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
// saturate based on strength
meta->addStatement( new GenOp( " @ = saturate( dot( @.xyz, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
// add coverage
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
// clamp to a sensible value
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
// light
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
if(lightColor != NULL)
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
// lerp with current pixel - use the accu alpha as well
meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
// the result should always be opaque
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );*/
if (mOwner->isMethod("processPixelHLSL"))
Con::executef(mOwner, "processPixelHLSL");

View file

@ -24,7 +24,7 @@ void DebugVizHLSL::processPix(Vector<ShaderComponent*>& componentList,
{
MultiLine* meta = new MultiLine;
Var* surface = (Var*)LangElement::find("surface");
Var* color = (Var*)LangElement::find("col");
Var* color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if (!surface)
return;

View file

@ -1192,13 +1192,13 @@ void DiffuseFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
diffuseMaterialColor->constSortPos = cspPotentialPrimitive;
MultiLine* meta = new MultiLine;
Var *col = (Var*)LangElement::find("col");
Var *col = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
if (fd.features[MFT_isDeferred])
{
targ = ShaderFeature::RenderTarget1;
col = (Var*)LangElement::find("col1");
col = (Var*)LangElement::find(getOutputTargetVarName(targ));
if (!col)
{
// create color var
@ -2403,7 +2403,7 @@ void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
fogColor->constSortPos = cspPass;
// Get the out color.
Var *color = (Var*) LangElement::find( "col" );
Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( !color )
{
color = new Var;
@ -2535,7 +2535,7 @@ void VisibilityFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
// Translucent objects do a simple alpha fade.
if ( fd.features[ MFT_IsTranslucent ] )
{
Var *color = (Var*)LangElement::find( "col" );
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
meta->addStatement( new GenOp( " @.a *= @;\r\n", color, visibility ) );
return;
}
@ -2577,9 +2577,9 @@ void AlphaTestHLSL::processPix( Vector<ShaderComponent*> &componentList,
}
// If we don't have a color var then we cannot do an alpha test.
Var *color = (Var*)LangElement::find( "col1" );
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
if (!color)
color = (Var*)LangElement::find("col");
color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( !color )
{
output = NULL;
@ -2612,7 +2612,7 @@ void GlowMaskHLSL::processPix( Vector<ShaderComponent*> &componentList,
//
// The shader compiler will optimize out all the other
// code above that doesn't contribute to the alpha mask.
Var *color = (Var*)LangElement::find( "col" );
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( color )
output = new GenOp( " @.rgb = 0;\r\n", color );
}
@ -2644,7 +2644,7 @@ void HDROutHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Let the helper function do the work.
Var *color = (Var*)LangElement::find( "col" );
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if ( color )
output = new GenOp( " @ = hdrEncode( @ );\r\n", color, color );
}