Deferred Shading

Phase 1: buffers
engine:
provides the following hooks and methods
A) render target "color", and "matinfo". these correspond to texture[0] = "#color";  texture[2] = "#matinfo"; entries in scripts
B) utilizes the independentMrtBitDepth method added GarageGames#857 to set color to an 8RGBA if cards support it
C) adds an RenderPrePassMgr::_initShaders() method to support void RenderPrePassMgr::clearBuffers(). This operates as a pseudo-postfx by rendering a veiwspace plane which fills the screen, then calls a shader which fills both the introduced rendertarget buffers and the prepass buffer to relevant defaults (white with full alpha for prepass, black with full alpha for color and material respectively)

script:
\game\tools\worldEditor\main.cs adds additional hooks similar to GarageGames#863 for colorbuffer, specular map, and backbuffer display
\game\core\scripts\client\lighting\advanced\deferredShading.cs adds the clearbuffer shader, visualizers, and the ShaderData( AL_DeferredShader )  +  PostEffect( AL_DeferredShading ) which combine the various buffers into the output which reaches the screen under normal conditions, as well as the extended debug visualizers.
again, note the lines

   texture[0] = "#color";
   texture[1] = "#lightinfo";
   texture[2] = "#matinfo";
   target = "$backBuffer";
in particular for the core tie-in.

shader:
\game\shaders\common\lighting\advanced\deferredColorShaderP.hlsl
\game\shaders\common\lighting\advanced\gl\deferredClearGBufferP.glsl
the previously mentioned shaders which clear the buffers to specified colors

\game\shaders\common\lighting\advanced\deferredShadingP.hlsl
\game\shaders\common\lighting\advanced\gl\deferredShadingP.glsl
the tie-in shaders

the rest are visualizers

purpose: to expose methodology that allows one to render color, lighting and material information such as specular and gloss which effect the result of both when combined

long term intent: the previous prepass lighting methodology while serviceable, unfortunately had the side effect of throwing out raw color information required by more modern pipelines and methodologies. This preserves that data while also allowing the manipulation to occur only on a screenspace (or reflected speudo-screenspace) basis.
This commit is contained in:
Azaezel 2016-02-16 01:50:58 -06:00
parent cb22357eb2
commit 5b5c6b9907
13 changed files with 824 additions and 19 deletions

View file

@ -36,6 +36,7 @@
#include "scene/sceneRenderState.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxCardProfile.h"
#include "materials/customMaterialDefinition.h"
#include "lighting/advanced/advancedLightManager.h"
#include "lighting/advanced/advancedLightBinManager.h"
@ -44,10 +45,17 @@
#include "terrain/terrCellMaterial.h"
#include "math/mathUtils.h"
#include "math/util/matrixSet.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDrawUtil.h"
#include "materials/shaderData.h"
#include "gfx/sim/cubemapData.h"
const MatInstanceHookType PrePassMatInstanceHook::Type( "PrePass" );
const String RenderPrePassMgr::BufferName("prepass");
const RenderInstType RenderPrePassMgr::RIT_PrePass("PrePass");
const String RenderPrePassMgr::ColorBufferName("color");
const String RenderPrePassMgr::MatInfoBufferName("matinfo");
IMPLEMENT_CONOBJECT(RenderPrePassMgr);
@ -79,6 +87,7 @@ RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
mPrePassMatInstance( NULL )
{
notifyType( RenderPassManager::RIT_Decal );
notifyType( RenderPassManager::RIT_DecalRoad );
notifyType( RenderPassManager::RIT_Mesh );
notifyType( RenderPassManager::RIT_Terrain );
notifyType( RenderPassManager::RIT_Object );
@ -90,6 +99,10 @@ RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" );
mNamedTarget.registerWithName( BufferName );
mColorTarget.registerWithName( ColorBufferName );
mMatInfoTarget.registerWithName( MatInfoBufferName );
mClearGBufferShader = NULL;
_registerFeatures();
}
@ -98,6 +111,8 @@ RenderPrePassMgr::~RenderPrePassMgr()
{
GFXShader::removeGlobalMacro( "TORQUE_LINEAR_DEPTH" );
mColorTarget.release();
mMatInfoTarget.release();
_unregisterFeatures();
SAFE_DELETE( mPrePassMatInstance );
}
@ -119,6 +134,8 @@ bool RenderPrePassMgr::setTargetSize(const Point2I &newTargetSize)
{
bool ret = Parent::setTargetSize( newTargetSize );
mNamedTarget.setViewport( GFX->getViewport() );
mColorTarget.setViewport( GFX->getViewport() );
mMatInfoTarget.setViewport( GFX->getViewport() );
return ret;
}
@ -135,6 +152,40 @@ bool RenderPrePassMgr::_updateTargets()
// reload materials, the conditioner needs to alter the generated shaders
}
GFXFormat colorFormat = mTargetFormat;
bool independentMrtBitDepth = GFX->getCardProfiler()->queryProfile("independentMrtBitDepth", false);
//If independent bit depth on a MRT is supported than just use 8bit channels for the albedo color.
if(independentMrtBitDepth)
colorFormat = GFXFormatR8G8B8A8;
// andrewmac: Deferred Shading Color Buffer
if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
{
mColorTarget.release();
mColorTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
&GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
mColorTarget.setTexture(mColorTex);
for (U32 i = 0; i < mTargetChainLength; i++)
mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mColorTarget.getTexture());
}
// andrewmac: Deferred Shading Material Info Buffer
if (mMatInfoTex.getFormat() != colorFormat || mMatInfoTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
{
mMatInfoTarget.release();
mMatInfoTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
&GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
mMatInfoTarget.setTexture(mMatInfoTex);
for (U32 i = 0; i < mTargetChainLength; i++)
mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
}
GFX->finalizeReset();
// Attach the light info buffer as a second render target, if there is
// lightmapped geometry in the scene.
AdvancedLightBinManager *lightBin;
@ -154,11 +205,13 @@ bool RenderPrePassMgr::_updateTargets()
for ( U32 i = 0; i < mTargetChainLength; i++ )
{
GFXTexHandle lightInfoTex = lightBin->getTargetTexture(0, i);
mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, lightInfoTex);
mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, lightInfoTex);
}
}
}
_initShaders();
return ret;
}
@ -191,7 +244,7 @@ void RenderPrePassMgr::addElement( RenderInst *inst )
return;
// First what type of render instance is it?
const bool isDecalMeshInst = inst->type == RenderPassManager::RIT_Decal;
const bool isDecalMeshInst = ((inst->type == RenderPassManager::RIT_Decal)||(inst->type == RenderPassManager::RIT_DecalRoad));
const bool isMeshInst = inst->type == RenderPassManager::RIT_Mesh;
@ -280,9 +333,8 @@ void RenderPrePassMgr::render( SceneRenderState *state )
// Tell the superclass we're about to render
const bool isRenderingToTarget = _onPreRender(state);
// Clear all the buffers to white so that the
// default depth is to the far plane.
GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::WHITE, 1.0f, 0);
// Clear all z-buffer, and g-buffer.
clearBuffers();
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
@ -329,7 +381,13 @@ void RenderPrePassMgr::render( SceneRenderState *state )
GFX->drawPrimitive( ri->prim );
}
// init loop data
GFXTextureObject *lastLM = NULL;
GFXCubemap *lastCubemap = NULL;
GFXTextureObject *lastReflectTex = NULL;
GFXTextureObject *lastMiscTex = NULL;
GFXTextureObject *lastAccuTex = NULL;
// Next render all the meshes.
itr = mElementList.begin();
for ( ; itr != mElementList.end(); )
@ -363,12 +421,11 @@ void RenderPrePassMgr::render( SceneRenderState *state )
// Set up SG data for this instance.
setupSGData( passRI, sgData );
mat->setSceneInfo(state, sgData);
matrixSet.setWorld(*passRI->objectToWorld);
matrixSet.setView(*passRI->worldToCamera);
matrixSet.setProjection(*passRI->projection);
mat->setSceneInfo(state, sgData);
mat->setTransforms(matrixSet, state);
// If we're instanced then don't render yet.
@ -385,6 +442,43 @@ void RenderPrePassMgr::render( SceneRenderState *state )
continue;
}
bool dirty = false;
// set the lightmaps if different
if( passRI->lightmap && passRI->lightmap != lastLM )
{
sgData.lightmap = passRI->lightmap;
lastLM = passRI->lightmap;
dirty = true;
}
// set the cubemap if different.
if ( passRI->cubemap != lastCubemap )
{
sgData.cubemap = passRI->cubemap;
lastCubemap = passRI->cubemap;
dirty = true;
}
if ( passRI->reflectTex != lastReflectTex )
{
sgData.reflectTex = passRI->reflectTex;
lastReflectTex = passRI->reflectTex;
dirty = true;
}
// Update accumulation texture if it changed.
// Note: accumulation texture can be NULL, and must be updated.
if (passRI->accuTex != lastAccuTex)
{
sgData.accuTex = passRI->accuTex;
lastAccuTex = lastAccuTex;
dirty = true;
}
if ( dirty )
mat->setTextureStages( state, sgData );
// Setup the vertex and index buffers.
mat->setBuffers( passRI->vertBuff, passRI->primBuff );
@ -525,6 +619,31 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
#ifndef TORQUE_DEDICATED
//tag all materials running through prepass as deferred
newFeatures.addFeature(MFT_isDeferred);
// Deferred Shading : Diffuse
if (mStages[stageNum].getTex( MFT_DiffuseMap ))
{
newFeatures.addFeature(MFT_DiffuseMap);
}
newFeatures.addFeature( MFT_DiffuseColor );
// Deferred Shading : Specular
if( mStages[stageNum].getTex( MFT_SpecularMap ) )
{
newFeatures.addFeature( MFT_DeferredSpecMap );
}
else if ( mMaterial->mPixelSpecular[stageNum] )
{
newFeatures.addFeature( MFT_DeferredSpecVars );
}
else
newFeatures.addFeature(MFT_DeferredEmptySpec);
// Deferred Shading : Material Info Flags
newFeatures.addFeature( MFT_DeferredMatInfoFlags );
for ( U32 i=0; i < fd.features.getCount(); i++ )
{
const FeatureType &type = fd.features.getAt( i );
@ -553,7 +672,10 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
type == MFT_InterlacedPrePass ||
type == MFT_Visibility ||
type == MFT_UseInstancing ||
type == MFT_DiffuseVertColor )
type == MFT_DiffuseVertColor ||
type == MFT_DetailMap ||
type == MFT_DetailNormalMap ||
type == MFT_DiffuseMapAtlas)
newFeatures.addFeature( type );
// Add any transform features.
@ -563,11 +685,39 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
newFeatures.addFeature( type );
}
if (mMaterial->mAccuEnabled[stageNum])
{
newFeatures.addFeature(MFT_AccuMap);
mHasAccumulation = true;
}
// we need both diffuse and normal maps + sm3 to have an accu map
if (newFeatures[MFT_AccuMap] &&
(!newFeatures[MFT_DiffuseMap] ||
!newFeatures[MFT_NormalMap] ||
GFX->getPixelShaderVersion() < 3.0f)) {
AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
newFeatures.removeFeature(MFT_AccuMap);
mHasAccumulation = false;
}
// if we still have the AccuMap feature, we add all accu constant features
if (newFeatures[MFT_AccuMap]) {
// add the dependencies of the accu map
newFeatures.addFeature(MFT_AccuScale);
newFeatures.addFeature(MFT_AccuDirection);
newFeatures.addFeature(MFT_AccuStrength);
newFeatures.addFeature(MFT_AccuCoverage);
newFeatures.addFeature(MFT_AccuSpecular);
// now remove some features that are not compatible with this
newFeatures.removeFeature(MFT_UseInstancing);
}
// If there is lightmapped geometry support, add the MRT light buffer features
if(bEnableMRTLightmap)
{
// If this material has a lightmap, pass it through, and flag it to
// send it's output to RenderTarget1
// send it's output to RenderTarget3
if( fd.features.hasFeature( MFT_ToneMap ) )
{
newFeatures.addFeature( MFT_ToneMap );
@ -590,10 +740,16 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
else
{
// If this object isn't lightmapped, add a zero-output feature to it
newFeatures.addFeature( MFT_RenderTarget1_Zero );
newFeatures.addFeature( MFT_RenderTarget3_Zero );
}
}
// cubemaps only available on stage 0 for now - bramage
if ( stageNum < 1 &&
( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
mMaterial->mDynamicCubemap ) )
newFeatures.addFeature( MFT_CubeMap );
#endif
// Set the new features.
@ -602,8 +758,54 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
U32 ProcessedPrePassMaterial::getNumStages()
{
// Return 1 stage so this material gets processed for sure
return 1;
// Loops through all stages to determine how many
// stages we actually use.
//
// The first stage is always active else we shouldn't be
// creating the material to begin with.
U32 numStages = 1;
U32 i;
for( i=1; i<Material::MAX_STAGES; i++ )
{
// Assume stage is inactive
bool stageActive = false;
// Cubemaps only on first stage
if( i == 0 )
{
// If we have a cubemap the stage is active
if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
{
numStages++;
continue;
}
}
// If we have a texture for the a feature the
// stage is active.
if ( mStages[i].hasValidTex() )
stageActive = true;
// If this stage has specular lighting, it's active
if ( mMaterial->mPixelSpecular[i] )
stageActive = true;
// If this stage has diffuse color, it's active
if ( mMaterial->mDiffuse[i].alpha > 0 &&
mMaterial->mDiffuse[i] != ColorF::WHITE )
stageActive = true;
// If we have a Material that is vertex lit
// then it may not have a texture
if( mMaterial->mVertLit[i] )
stageActive = true;
// Increment the number of active stages
numStages += stageActive;
}
return numStages;
}
void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
@ -633,7 +835,7 @@ void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
if ( isTranslucent )
{
prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
prePassStateBlock.setColorWrites( true, true, false, false );
prePassStateBlock.setColorWrites(false, false, false, true);
}
// Enable z reads, but only enable zwrites if we're not translucent.
@ -663,7 +865,22 @@ ProcessedMaterial* PrePassMatInstance::getShaderMaterial()
bool PrePassMatInstance::init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat )
{
return Parent::init( features, vertexFormat );
bool vaild = Parent::init(features, vertexFormat);
if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
{
String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
RenderPassData* rpd = getPass(0);
if (rpd)
{
rpd->mTexSlot[0].texTarget = texTarget;
rpd->mTexType[0] = Material::TexTarget;
rpd->mSamplerNames[0] = "diffuseMap";
}
}
return vaild;
}
PrePassMatInstanceHook::PrePassMatInstanceHook( MatInstance *baseMatInst,
@ -850,3 +1067,77 @@ Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const
return retVal;
}
void RenderPrePassMgr::_initShaders()
{
if ( mClearGBufferShader ) return;
// Find ShaderData
ShaderData *shaderData;
mClearGBufferShader = Sim::findObject( "ClearGBufferShader", shaderData ) ? shaderData->getShader() : NULL;
if ( !mClearGBufferShader )
Con::errorf( "RenderPrePassMgr::_initShaders - could not find ClearGBufferShader" );
// Create StateBlocks
GFXStateBlockDesc desc;
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
desc.setZReadWrite( false, false );
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressWrap;
desc.samplers[0].addressModeV = GFXAddressWrap;
desc.samplers[0].addressModeW = GFXAddressWrap;
desc.samplers[0].magFilter = GFXTextureFilterLinear;
desc.samplers[0].minFilter = GFXTextureFilterLinear;
desc.samplers[0].mipFilter = GFXTextureFilterLinear;
desc.samplers[0].textureColorOp = GFXTOPModulate;
mStateblock = GFX->createStateBlock( desc );
// Set up shader constants.
mShaderConsts = mClearGBufferShader->allocConstBuffer();
mSpecularStrengthSC = mClearGBufferShader->getShaderConstHandle( "$specularStrength" );
mSpecularPowerSC = mClearGBufferShader->getShaderConstHandle( "$specularPower" );
}
void RenderPrePassMgr::clearBuffers()
{
// Clear z-buffer.
GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
if ( !mClearGBufferShader )
return;
GFXTransformSaver saver;
// Clear the g-buffer.
RectI box(-1, -1, 3, 3);
GFX->setWorldMatrix( MatrixF::Identity );
GFX->setViewMatrix( MatrixF::Identity );
GFX->setProjectionMatrix( MatrixF::Identity );
GFX->setShader(mClearGBufferShader);
GFX->setStateBlock(mStateblock);
Point2F nw(-0.5,-0.5);
Point2F ne(0.5,-0.5);
GFXVertexBufferHandle<GFXVertexPC> verts(GFX, 4, GFXBufferTypeVolatile);
verts.lock();
F32 ulOffset = 0.5f - GFX->getFillConventionOffset();
Point2F upperLeft(-1.0, -1.0);
Point2F lowerRight(1.0, 1.0);
verts[0].point.set( upperLeft.x+nw.x+ulOffset, upperLeft.y+nw.y+ulOffset, 0.0f );
verts[1].point.set( lowerRight.x+ne.x, upperLeft.y+ne.y+ulOffset, 0.0f );
verts[2].point.set( upperLeft.x-ne.x+ulOffset, lowerRight.y-ne.y, 0.0f );
verts[3].point.set( lowerRight.x-nw.x, lowerRight.y-nw.y, 0.0f );
verts.unlock();
GFX->setVertexBuffer( verts );
GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
GFX->setShader(NULL);
}

View file

@ -43,6 +43,10 @@ public:
// registered buffer name
static const String BufferName;
// andremwac: Deferred Rendering
static const String ColorBufferName;
static const String MatInfoBufferName;
// Generic PrePass Render Instance Type
static const RenderInstType RIT_PrePass;
@ -93,6 +97,22 @@ protected:
virtual void _createPrePassMaterial();
bool _lightManagerActivate(bool active);
// Deferred Shading
GFXVertexBufferHandle<GFXVertexPC> mClearGBufferVerts;
GFXShaderRef mClearGBufferShader;
GFXStateBlockRef mStateblock;
NamedTexTarget mColorTarget;
NamedTexTarget mMatInfoTarget;
GFXTexHandle mColorTex;
GFXTexHandle mMatInfoTex;
GFXShaderConstBufferRef mShaderConsts;
GFXShaderConstHandle *mSpecularStrengthSC;
GFXShaderConstHandle *mSpecularPowerSC;
public:
void clearBuffers();
void _initShaders();
};
//------------------------------------------------------------------------------

View file

@ -0,0 +1,147 @@
singleton ShaderData( ClearGBufferShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/deferredClearGBufferP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredClearGBufferP.glsl";
pixVersion = 2.0;
};
singleton ShaderData( DeferredColorShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/deferredColorShaderP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredColorShaderP.glsl";
pixVersion = 2.0;
};
// Primary Deferred Shader
new GFXStateBlockData( AL_DeferredShadingState : PFX_DefaultStateBlock )
{
cullMode = GFXCullNone;
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendSrcAlpha;
blendDest = GFXBlendInvSrcAlpha;
samplersDefined = true;
samplerStates[0] = SamplerWrapLinear;
samplerStates[1] = SamplerWrapLinear;
samplerStates[2] = SamplerWrapLinear;
samplerStates[3] = SamplerWrapLinear;
};
new ShaderData( AL_DeferredShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/deferredShadingP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredShadingP.glsl";
samplerNames[0] = "colorBufferTex";
samplerNames[1] = "lightPrePassTex";
samplerNames[2] = "matInfoTex";
samplerNames[3] = "prepassTex";
pixVersion = 2.0;
};
singleton PostEffect( AL_DeferredShading )
{
renderTime = "PFXBeforeBin";
renderBin = "SkyBin";
shader = AL_DeferredShader;
stateBlock = AL_DeferredShadingState;
texture[0] = "#color";
texture[1] = "#lightinfo";
texture[2] = "#matinfo";
texture[3] = "#prepass";
target = "$backBuffer";
renderPriority = 10000;
allowReflectPass = true;
};
// Debug Shaders.
new ShaderData( AL_ColorBufferShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/dbgColorBufferP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgColorBufferP.glsl";
samplerNames[0] = "colorBufferTex";
pixVersion = 2.0;
};
singleton PostEffect( AL_ColorBufferVisualize )
{
shader = AL_ColorBufferShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#color";
target = "$backBuffer";
renderPriority = 9999;
};
/// Toggles the visualization of the AL lighting specular power buffer.
function toggleColorBufferViz( %enable )
{
if ( %enable $= "" )
{
$AL_ColorBufferShaderVar = AL_ColorBufferVisualize.isEnabled() ? false : true;
AL_ColorBufferVisualize.toggle();
}
else if ( %enable )
{
AL_DeferredShading.disable();
AL_ColorBufferVisualize.enable();
}
else if ( !%enable )
{
AL_ColorBufferVisualize.disable();
AL_DeferredShading.enable();
}
}
new ShaderData( AL_SpecMapShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/dbgSpecMapVisualizeP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgSpecMapVisualizeP.glsl";
samplerNames[0] = "matinfoTex";
pixVersion = 2.0;
};
singleton PostEffect( AL_SpecMapVisualize )
{
shader = AL_SpecMapShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#matinfo";
target = "$backBuffer";
renderPriority = 9999;
};
/// Toggles the visualization of the AL lighting specular power buffer.
function toggleSpecMapViz( %enable )
{
if ( %enable $= "" )
{
$AL_SpecMapShaderVar = AL_SpecMapVisualize.isEnabled() ? false : true;
AL_SpecMapVisualize.toggle();
}
else if ( %enable )
AL_SpecMapVisualize.enable();
else if ( !%enable )
AL_SpecMapVisualize.disable();
}

View file

@ -56,7 +56,7 @@ new ShaderData( AL_DepthVisualizeShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgDepthVisualizeP.glsl";
samplerNames[0] = "prepassBuffer";
samplerNames[0] = "prepassTex";
samplerNames[1] = "depthViz";
pixVersion = 2.0;
@ -113,7 +113,7 @@ new ShaderData( AL_NormalsVisualizeShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgNormalVisualizeP.glsl";
samplerNames[0] = "prepassBuffer";
samplerNames[0] = "prepassTex";
pixVersion = 2.0;
};
@ -149,7 +149,7 @@ new ShaderData( AL_LightColorVisualizeShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightColorVisualizeP.glsl";
samplerNames[0] = "lightInfoBuffer";
samplerNames[0] = "lightPrePassTex";
pixVersion = 2.0;
};
@ -184,7 +184,7 @@ new ShaderData( AL_LightSpecularVisualizeShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightSpecularVisualizeP.glsl";
samplerNames[0] = "lightInfoBuffer";
samplerNames[0] = "lightPrePassTex";
pixVersion = 2.0;
};
@ -280,3 +280,16 @@ function toggleLightSpecularViz( %enable )
AL_LightSpecularVisualize.disable();
}
function toggleBackbufferViz( %enable )
{
if ( %enable $= "" )
{
$AL_BackbufferVisualizeVar = AL_DeferredShading.isEnabled() ? true : false;
AL_DeferredShading.toggle();
}
else if ( %enable )
AL_DeferredShading.disable();
else if ( !%enable )
AL_DeferredShading.enable();
}

View file

@ -0,0 +1,31 @@
//-----------------------------------------------------------------------------
// 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 "shadergen:/autogenConditioners.h"
#include "../../postfx/postFx.hlsl"
float4 main( PFXVertToPix IN,
uniform sampler2D colorBufferTex : register(S0) ) : COLOR0
{
return float4(tex2D( colorBufferTex, IN.uv0 ).rgb, 1.0);
}

View file

@ -0,0 +1,32 @@
//-----------------------------------------------------------------------------
// 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 "shadergen:/autogenConditioners.h"
#include "../../postfx/postFx.hlsl"
float4 main( PFXVertToPix IN,
uniform sampler2D matinfoTex : register(S0) ) : COLOR0
{
float specular = tex2D( matinfoTex, IN.uv0 ).b;
return float4( specular, specular, specular, 1.0 );
}

View file

@ -0,0 +1,47 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
struct Fragout
{
float4 col : COLOR0;
float4 col1 : COLOR1;
float4 col2 : COLOR2;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( )
{
Fragout OUT;
// Clear Prepass Buffer ( Normals/Depth );
OUT.col = float4(1.0, 1.0, 1.0, 1.0);
// Clear Color Buffer.
OUT.col1 = float4(0.0, 0.0, 0.0, 1.0);
// Clear Material Info Buffer.
OUT.col2 = float4(0.0, 0.0, 0.0, 1.0);
return OUT;
}

View file

@ -0,0 +1,54 @@
//-----------------------------------------------------------------------------
// 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 "shadergen:/autogenConditioners.h"
#include "../../postfx/postFx.hlsl"
#include "shaders/common/torque.hlsl"
float4 main( PFXVertToPix IN,
uniform sampler2D colorBufferTex : register(S0),
uniform sampler2D lightPrePassTex : register(S1),
uniform sampler2D matInfoTex : register(S2),
uniform sampler2D prepassTex : register(S3)) : COLOR0
{
float4 lightBuffer = tex2D( lightPrePassTex, IN.uv0 );
float4 colorBuffer = tex2D( colorBufferTex, IN.uv0 );
float4 matInfo = tex2D( matInfoTex, IN.uv0 );
float specular = saturate(lightBuffer.a);
float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
if (depth>0.9999)
return float4(0,0,0,0);
// Diffuse Color Altered by Metalness
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
{
colorBuffer *= (1.0 - colorBuffer.a);
}
colorBuffer *= float4(lightBuffer.rgb, 1.0);
colorBuffer += float4(specular, specular, specular, 1.0);
return hdrEncode( float4(colorBuffer.rgb, 1.0) );
}

View file

@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// 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 "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postfx/gl/postFx.glsl"
uniform sampler2D colorBufferTex;
out vec4 OUT_FragColor0;
void main()
{
OUT_FragColor0 = vec4(texture( colorBufferTex, uv0 ).rgb, 1.0);
}

View file

@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// 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 "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postfx/gl/postFx.glsl"
uniform sampler2D matinfoTex;
out vec4 OUT_FragColor0;
void main()
{
float specular = texture( matinfoTex, uv0 ).a;
OUT_FragColor0 = vec4( specular, specular, specular, 1.0 );
}

View file

@ -0,0 +1,40 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
out vec4 OUT_col;
out vec4 OUT_col1;
out vec4 OUT_col2;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
void main()
{
// Clear Prepass Buffer ( Normals/Depth );
OUT_col = vec4(1.0, 1.0, 1.0, 1.0);
// Clear Color Buffer.
OUT_col1 = vec4(0.0, 0.0, 0.0, 1.0);
// Clear Material Info Buffer.
OUT_col2 = vec4(0.0, 0.0, 0.0, 1.0);
}

View file

@ -0,0 +1,59 @@
//-----------------------------------------------------------------------------
// 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 "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postfx/gl/postFx.glsl"
#include "../../../gl/torque.glsl"
uniform sampler2D colorBufferTex;
uniform sampler2D lightPrePassTex;
uniform sampler2D matInfoTex;
uniform sampler2D prepassTex;
out vec4 OUT_col;
void main()
{
float depth = prepassUncondition( prepassTex, uv0 ).w;
if (depth>0.9999)
{
OUT_col = vec4(0.0);
return;
}
vec4 lightBuffer = texture( lightPrePassTex, uv0 );
vec4 colorBuffer = texture( colorBufferTex, uv0 );
vec4 matInfo = texture( matInfoTex, uv0 );
float specular = clamp(lightBuffer.a,0.0,1.0);
// Diffuse Color Altered by Metalness
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
{
colorBuffer *= (1.0 - colorBuffer.a);
}
colorBuffer *= vec4(lightBuffer.rgb, 1.0);
colorBuffer += vec4(specular, specular, specular, 1.0);
OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) );
}

View file

@ -120,6 +120,9 @@ function initializeWorldEditor()
EVisibility.addOption( "AL: Light Specular Viz", "$AL_LightSpecularVisualizeVar", "toggleLightSpecularViz" );
EVisibility.addOption( "AL: Normals Viz", "$AL_NormalsVisualizeVar", "toggleNormalsViz" );
EVisibility.addOption( "AL: Depth Viz", "$AL_DepthVisualizeVar", "toggleDepthViz" );
EVisibility.addOption( "AL: Color Buffer", "$AL_ColorBufferShaderVar", "toggleColorBufferViz" );
EVisibility.addOption( "AL: Spec Map", "$AL_SpecMapShaderVar", "toggleSpecMapViz");
EVisibility.addOption( "AL: Backbuffer", "$AL_BackbufferVisualizeVar", "toggleBackbufferViz" );
EVisibility.addOption( "AL: Glow Buffer", "$AL_GlowVisualizeVar", "toggleGlowViz" );
EVisibility.addOption( "AL: PSSM Cascade Viz", "$AL::PSSMDebugRender", "" );
EVisibility.addOption( "Frustum Lock", "$Scene::lockCull", "" );