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Direct3D11 common shader changes.
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283 changed files with 3547 additions and 1834 deletions
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Templates/Empty/game/shaders/common/shaderModel.hlsl
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Templates/Empty/game/shaders/common/shaderModel.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 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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#ifndef _TORQUE_SHADERMODEL_
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#define _TORQUE_SHADERMODEL_
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// Portability helpers for different shader models
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//Shader model 1.0 - 3.0
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#if (TORQUE_SM >= 10 && TORQUE_SM <=30)
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// Semantics
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#define TORQUE_POSITION POSITION
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#define TORQUE_DEPTH DEPTH
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#define TORQUE_TARGET0 COLOR0
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#define TORQUE_TARGET1 COLOR1
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#define TORQUE_TARGET2 COLOR2
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#define TORQUE_TARGET3 COLOR3
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// Sampler uniforms
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#define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform sampler1D tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform sampler2D tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform sampler3D tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform samplerCUBE tex : register(S##regist)
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// Sampling functions
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#define TORQUE_TEX1D(tex,coords) tex1D(tex,coords)
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#define TORQUE_TEX2D(tex,coords) tex2D(tex,coords)
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#define TORQUE_TEX2DPROJ(tex,coords) tex2Dproj(tex,coords) //this really is sm 2 or later
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#define TORQUE_TEX3D(tex,coords) tex3D(tex,coords)
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#define TORQUE_TEXCUBE(tex,coords) texCUBE(tex,coords)
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//Shader model 3.0 only
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#if TORQUE_SM == 30
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#define TORQUE_VPOS VPOS // This is a float2
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// The mipmap LOD is specified in coord.w
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#define TORQUE_TEX2DLOD(tex,coords) tex2Dlod(tex,coords)
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#endif
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//helper if you want to pass sampler/texture in a function
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//2D
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#define TORQUE_SAMPLER2D(tex) sampler2D tex
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#define TORQUE_SAMPLER2D_MAKEARG(tex) tex
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//Cube
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#define TORQUE_SAMPLERCUBE(tex) samplerCUBE tex
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#define TORQUE_SAMPLERCUBE_MAKEARG(tex) tex
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// Shader model 4.0+
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#elif TORQUE_SM >= 40
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#define TORQUE_POSITION SV_Position
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#define TORQUE_DEPTH SV_Depth
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#define TORQUE_VPOS SV_Position //note float4 compared to SM 3 where it is a float2
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#define TORQUE_TARGET0 SV_Target0
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#define TORQUE_TARGET1 SV_Target1
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#define TORQUE_TARGET2 SV_Target2
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#define TORQUE_TARGET3 SV_Target3
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// Sampler uniforms
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//1D is emulated to a 2D for now
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#define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform Texture3D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform TextureCube texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
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// Sampling functions
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#define TORQUE_TEX1D(tex,coords) texture_##tex.Sample(tex,coords)
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#define TORQUE_TEX2D(tex,coords) texture_##tex.Sample(tex,coords)
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#define TORQUE_TEX2DPROJ(tex,coords) texture_##tex.Sample(tex,coords.xy / coords.w)
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#define TORQUE_TEX3D(tex,coords) texture_##tex.Sample(tex,coords)
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#define TORQUE_TEXCUBE(tex,coords) texture_##tex.Sample(tex,coords)
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// The mipmap LOD is specified in coord.w
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#define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w)
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//helper if you want to pass sampler/texture in a function
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//2D
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#define TORQUE_SAMPLER2D(tex) Texture2D texture_##tex, SamplerState tex
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#define TORQUE_SAMPLER2D_MAKEARG(tex) texture_##tex, tex
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//Cube
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#define TORQUE_SAMPLERCUBE(tex) TextureCube texture_##tex, SamplerState tex
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#define TORQUE_SAMPLERCUBE_MAKEARG(tex) texture_##tex, tex
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#endif
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#endif // _TORQUE_SHADERMODEL_
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