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Engine directory for ticket #1
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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 "platform/platform.h"
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#include "lighting/advanced/glsl/advancedLightingFeaturesGLSL.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/conditionerFeature.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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{
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Parent::processPixMacros( macros, fd );
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return;
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}
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*/
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// Pull in the uncondition method for the light info buffer
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NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
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if ( texTarget && texTarget->getConditioner() )
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{
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ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
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unconditionMethod->createMethodMacro( String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition", macros );
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addDependency(unconditionMethod);
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}
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}
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void DeferredRTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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{
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Parent::processVert( componentList, fd );
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return;
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}
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*/
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// Pass screen space position to pixel shader to compute a full screen buffer uv
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *ssPos = connectComp->getElement( RT_TEXCOORD );
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ssPos->setName( "screenspacePos" );
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ssPos->setType( "vec4" );
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// Var *outPosition = (Var*) LangElement::find( "hpos" );
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// AssertFatal( outPosition, "No hpos, ohnoes." );
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output = new GenOp( " @ = gl_Position;\r\n", ssPos );
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}
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void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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{
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Parent::processPix( componentList, fd );
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return;
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}
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*/
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MultiLine *meta = new MultiLine;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *ssPos = connectComp->getElement( RT_TEXCOORD );
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ssPos->setName( "screenspacePos" );
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ssPos->setType( "vec4" );
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Var *uvScene = new Var;
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uvScene->setType( "vec2" );
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uvScene->setName( "uvScene" );
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LangElement *uvSceneDecl = new DecOp( uvScene );
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Var *rtParams = (Var*) LangElement::find( "renderTargetParams" );
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if( !rtParams )
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{
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rtParams = new Var;
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rtParams->setType( "vec4" );
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rtParams->setName( "renderTargetParams" );
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rtParams->uniform = true;
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rtParams->constSortPos = cspPass;
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}
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meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
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meta->addStatement( new GenOp( " @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
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meta->addStatement( new GenOp( " @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size
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Var *lightInfoSamp = new Var;
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lightInfoSamp->setType( "vec4" );
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lightInfoSamp->setName( "lightInfoSample" );
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// create texture var
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Var *lightInfoBuffer = new Var;
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lightInfoBuffer->setType( "sampler2D" );
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lightInfoBuffer->setName( "lightInfoBuffer" );
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lightInfoBuffer->uniform = true;
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lightInfoBuffer->sampler = true;
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lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
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String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
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meta->addStatement( new GenOp( " vec3 d_lightcolor;\r\n" ) );
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meta->addStatement( new GenOp( " float d_NL_Att;\r\n" ) );
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meta->addStatement( new GenOp( " float d_specular;\r\n" ) );
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meta->addStatement( new GenOp( avar( " %s(texture2D(@, @), d_lightcolor, d_NL_Att, d_specular);\r\n", unconditionLightInfo.c_str() ),
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lightInfoBuffer, uvScene ) );
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Var *rtShading = new Var;
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rtShading->setType( "vec4" );
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rtShading->setName( "rtShading" );
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LangElement *rtShadingDecl = new DecOp( rtShading );
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meta->addStatement( new GenOp( " @ = vec4( d_lightcolor, 1.0 );\r\n", rtShadingDecl ) );
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// This is kind of weak sauce
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if( !fd.features[MFT_SubSurface] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] )
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meta->addStatement( new GenOp( " @;\r\n", assignColor( rtShading, Material::Mul ) ) );
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output = meta;
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}
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ShaderFeature::Resources DeferredRTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if( fd.features[MFT_IsTranslucent] )
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return Parent::getResources( fd );
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*/
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Resources res;
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res.numTex = 1;
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res.numTexReg = 1;
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return res;
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}
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void DeferredRTLightingFeatGLSL::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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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if( fd.features[MFT_IsTranslucent] )
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{
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Parent::setTexData( stageDat, fd, passData, texIndex );
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return;
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}
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*/
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NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
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if( texTarget )
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{
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passData.mTexType[ texIndex ] = Material::TexTarget;
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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if( fd.features[MFT_PrePassConditioner] )
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{
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// There is an output conditioner active, so we need to supply a transform
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// to the pixel shader.
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MultiLine *meta = new MultiLine;
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// setup texture space matrix
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Var *texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
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if( !texSpaceMat )
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{
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LangElement * texSpaceSetup = setupTexSpaceMat( componentList, &texSpaceMat );
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meta->addStatement( texSpaceSetup );
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texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
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}
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// turn obj->tangent into world->tangent
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Var *worldToTangent = new Var;
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worldToTangent->setType( "mat3" );
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worldToTangent->setName( "worldToTangent" );
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LangElement *worldToTangentDecl = new DecOp( worldToTangent );
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// Get the world->obj transform
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Var *worldToObj = new Var;
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worldToObj->setType( "mat4" );
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worldToObj->setName( "worldToObj" );
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worldToObj->uniform = true;
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worldToObj->constSortPos = cspPrimitive;
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Var *mat3Conversion = new Var;
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mat3Conversion->setType( "mat3" );
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mat3Conversion->setName( "worldToObjMat3" );
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LangElement* mat3Lang = new DecOp(mat3Conversion);
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meta->addStatement( new GenOp( " @ = mat3(@[0].xyz, @[1].xyz, @[2].xyz);\r\n ", mat3Lang, worldToObj, worldToObj, worldToObj) );
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// assign world->tangent transform
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meta->addStatement( new GenOp( " @ = @ * @;\r\n", worldToTangentDecl, texSpaceMat, mat3Conversion ) );
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// send transform to pixel shader
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR1->setName( "worldToTangentR1" );
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worldToTangentR1->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = @[0];\r\n", worldToTangentR1, worldToTangent ) );
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Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR2->setName( "worldToTangentR2" );
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worldToTangentR2->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = @[1];\r\n", worldToTangentR2, worldToTangent ) );
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Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR3->setName( "worldToTangentR3" );
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worldToTangentR3->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = @[2];\r\n", worldToTangentR3, worldToTangent ) );
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// Make sure there are texcoords
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if( !fd.features[MFT_DiffuseMap] )
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{
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// find incoming texture var
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Var *inTex = getVertTexCoord( "texCoord" );
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( "outTexCoord" );
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outTex->setType( "vec2" );
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outTex->mapsToSampler = true;
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if( fd.features[MFT_TexAnim] )
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{
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inTex->setType( "vec4" );
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// create texture mat var
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Var *texMat = new Var;
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texMat->setType( "mat4" );
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texMat->setName( "texMat" );
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texMat->uniform = true;
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texMat->constSortPos = cspPotentialPrimitive;
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meta->addStatement( new GenOp( " @ = @ * @;\r\n", outTex, texMat, inTex ) );
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}
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else
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{
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// setup language elements to output incoming tex coords to output
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meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
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}
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}
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output = meta;
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}
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else if ( fd.materialFeatures[MFT_NormalsOut] ||
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fd.features[MFT_IsTranslucent] ||
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!fd.features[MFT_RTLighting] )
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{
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Parent::processVert( componentList, fd );
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return;
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}
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else
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{
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output = NULL;
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}
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}
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void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// NULL output in case nothing gets handled
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output = NULL;
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if( fd.features[MFT_PrePassConditioner] )
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{
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MultiLine *meta = new MultiLine;
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// Pull the world->tangent transform from the vertex shader
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR1->setName( "worldToTangentR1" );
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worldToTangentR1->setType( "vec3" );
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Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR2->setName( "worldToTangentR2" );
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worldToTangentR2->setType( "vec3" );
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Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR3->setName( "worldToTangentR3" );
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worldToTangentR3->setType( "vec3" );
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Var *worldToTangent = new Var;
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worldToTangent->setType( "mat3" );
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worldToTangent->setName( "worldToTangent" );
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LangElement *worldToTangentDecl = new DecOp( worldToTangent );
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// Build world->tangent matrix
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meta->addStatement( new GenOp( " @;\r\n", worldToTangentDecl ) );
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meta->addStatement( new GenOp( " @[0] = @;\r\n", worldToTangent, worldToTangentR1 ) );
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meta->addStatement( new GenOp( " @[1] = @;\r\n", worldToTangent, worldToTangentR2 ) );
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meta->addStatement( new GenOp( " @[2] = @;\r\n", worldToTangent, worldToTangentR3 ) );
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// create texture var
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Var *bumpMap = new Var;
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bumpMap->setType( "sampler2D" );
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bumpMap->setName( "bumpMap" );
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bumpMap->uniform = true;
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bumpMap->sampler = true;
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bumpMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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Var *texCoord = (Var*) LangElement::find( "outTexCoord" );
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if( !texCoord )
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{
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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texCoord = connectComp->getElement( RT_TEXCOORD );
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texCoord->setName( "outTexCoord" );
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texCoord->setType( "vec2" );
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texCoord->mapsToSampler = true;
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}
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LangElement * texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
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// create bump normal
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Var *bumpNorm = new Var;
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bumpNorm->setName( "bumpNormal" );
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bumpNorm->setType( "vec4" );
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LangElement *bumpNormDecl = new DecOp( bumpNorm );
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meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
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// This var is read from GBufferConditionerHLSL and
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// used in the prepass output.
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Var *gbNormal = new Var;
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gbNormal->setName( "gbNormal" );
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gbNormal->setType( "vec3" );
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LangElement *gbNormalDecl = new DecOp( gbNormal );
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// Normalize is done later...
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// Note: The reverse mul order is intentional. Affine matrix.
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meta->addStatement( new GenOp( " @ = @.xyz * @;\r\n", gbNormalDecl, bumpNorm, worldToTangent ) );
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output = meta;
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return;
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}
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else if ( fd.materialFeatures[MFT_NormalsOut] ||
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fd.features[MFT_IsTranslucent] ||
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!fd.features[MFT_RTLighting] )
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{
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Parent::processPix( componentList, fd );
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return;
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}
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else if ( fd.features[MFT_PixSpecular] )
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{
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Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
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if( bumpSample == NULL )
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{
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Var *texCoord = (Var*) LangElement::find( "outTexCoord" );
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if( !texCoord )
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{
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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texCoord = connectComp->getElement( RT_TEXCOORD );
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texCoord->setName( "outTexCoord" );
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texCoord->setType( "vec2" );
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texCoord->mapsToSampler = true;
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}
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Var *bumpMap = new Var;
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bumpMap->setType( "sampler2D" );
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bumpMap->setName( "bumpMap" );
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bumpMap->uniform = true;
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bumpMap->sampler = true;
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bumpMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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bumpSample = new Var;
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bumpSample->setType( "vec4" );
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bumpSample->setName( "bumpSample" );
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LangElement *bumpSampleDecl = new DecOp( bumpSample );
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output = new GenOp( " @ = texture2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
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||||
return;
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||||
}
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||||
}
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||||
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output = NULL;
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||||
}
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ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
if ( fd.materialFeatures[MFT_NormalsOut] ||
|
||||
fd.features[MFT_IsTranslucent] ||
|
||||
fd.features[MFT_Parallax] ||
|
||||
!fd.features[MFT_RTLighting] )
|
||||
return Parent::getResources( fd );
|
||||
|
||||
Resources res;
|
||||
if(!fd.features[MFT_SpecularMap])
|
||||
{
|
||||
res.numTex = 1;
|
||||
res.numTexReg = 1;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
|
||||
const MaterialFeatureData &fd,
|
||||
RenderPassData &passData,
|
||||
U32 &texIndex )
|
||||
{
|
||||
if ( fd.materialFeatures[MFT_NormalsOut] ||
|
||||
fd.features[MFT_IsTranslucent] ||
|
||||
!fd.features[MFT_RTLighting] )
|
||||
{
|
||||
Parent::setTexData( stageDat, fd, passData, texIndex );
|
||||
return;
|
||||
}
|
||||
|
||||
GFXTextureObject *normalMap = stageDat.getTex( MFT_NormalMap );
|
||||
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
|
||||
( fd.features[MFT_PrePassConditioner] ||
|
||||
fd.features[MFT_PixSpecular] ) &&
|
||||
normalMap )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::Bump;
|
||||
passData.mTexSlot[ texIndex++ ].texObject = normalMap;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
Parent::processVert( componentList, fd );
|
||||
return;
|
||||
}
|
||||
output = NULL;
|
||||
}
|
||||
|
||||
void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
Parent::processPix( componentList, fd );
|
||||
return;
|
||||
}
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
Var *specular = new Var;
|
||||
specular->setType( "float" );
|
||||
specular->setName( "specular" );
|
||||
LangElement * specDecl = new DecOp( specular );
|
||||
|
||||
Var *specCol = (Var*)LangElement::find( "specularColor" );
|
||||
if(specCol == NULL)
|
||||
{
|
||||
specCol = new Var;
|
||||
specCol->setType( "vec4" );
|
||||
specCol->setName( "specularColor" );
|
||||
specCol->uniform = true;
|
||||
specCol->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
Var *specPow = new Var;
|
||||
specPow->setType( "float" );
|
||||
specPow->setName( "specularPower" );
|
||||
|
||||
// If the gloss map flag is set, than the specular power is in the alpha
|
||||
// channel of the specular map
|
||||
if( fd.features[ MFT_GlossMap ] )
|
||||
meta->addStatement( new GenOp( " @ = @.a * 255;\r\n", new DecOp( specPow ), specCol ) );
|
||||
else
|
||||
{
|
||||
specPow->uniform = true;
|
||||
specPow->constSortPos = cspPotentialPrimitive;
|
||||
}
|
||||
|
||||
Var *constSpecPow = new Var;
|
||||
constSpecPow->setType( "float" );
|
||||
constSpecPow->setName( "constantSpecularPower" );
|
||||
constSpecPow->uniform = true;
|
||||
constSpecPow->constSortPos = cspPass;
|
||||
|
||||
Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
|
||||
AssertFatal( lightInfoSamp, "Something hosed the deferred features! Can't find lightInfoSample" );
|
||||
|
||||
// (a^m)^n = a^(m*n)
|
||||
meta->addStatement( new GenOp( " @ = pow(d_specular, ceil(@ / @)) * d_NL_Att;\r\n", specDecl, specPow, constSpecPow ) );
|
||||
|
||||
LangElement *specMul = new GenOp( "@ * @", specCol, specular );
|
||||
LangElement *final = specMul;
|
||||
|
||||
// We we have a normal map then mask the specular
|
||||
if( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] )
|
||||
{
|
||||
Var *bumpSample = (Var*)LangElement::find( "bumpSample" );
|
||||
final = new GenOp( "@ * @.a", final, bumpSample );
|
||||
}
|
||||
|
||||
// add to color
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
return Parent::getResources( fd );
|
||||
|
||||
Resources res;
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
ShaderFeature::Resources DeferredMinnaertGLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
Resources res;
|
||||
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
res.numTex = 1;
|
||||
res.numTexReg = 1;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
|
||||
const MaterialFeatureData &fd,
|
||||
RenderPassData &passData,
|
||||
U32 &texIndex )
|
||||
{
|
||||
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
|
||||
if ( texTarget )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::TexTarget;
|
||||
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DeferredMinnaertGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
// Pull in the uncondition method for the g buffer
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find( RenderPrePassMgr::BufferName );
|
||||
if ( texTarget && texTarget->getConditioner() )
|
||||
{
|
||||
ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
|
||||
unconditionMethod->createMethodMacro( String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition", macros );
|
||||
addDependency(unconditionMethod);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DeferredMinnaertGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// If there is no deferred information, bail on this feature
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
output = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
// grab incoming vert position
|
||||
Var *inVertPos = (Var*) LangElement::find( "position" );
|
||||
AssertFatal( inVertPos, "Something went bad with ShaderGen. The vertex position should be already defined." );
|
||||
|
||||
// grab output for gbuffer normal
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *outWSEyeVec= connectComp->getElement( RT_TEXCOORD );
|
||||
outWSEyeVec->setName( "outWSViewVec" );
|
||||
outWSEyeVec->setType( "vec4" );
|
||||
|
||||
// create objToWorld variable
|
||||
Var *objToWorld = (Var*) LangElement::find( "objTrans" );
|
||||
if( !objToWorld )
|
||||
{
|
||||
objToWorld = new Var;
|
||||
objToWorld->setType( "mat4x4" );
|
||||
objToWorld->setName( "objTrans" );
|
||||
objToWorld->uniform = true;
|
||||
objToWorld->constSortPos = cspPrimitive;
|
||||
}
|
||||
|
||||
// Eye Pos world
|
||||
Var *eyePosWorld = (Var*) LangElement::find( "eyePosWorld" );
|
||||
if( !eyePosWorld )
|
||||
{
|
||||
eyePosWorld = new Var;
|
||||
eyePosWorld->setType( "vec3" );
|
||||
eyePosWorld->setName( "eyePosWorld" );
|
||||
eyePosWorld->uniform = true;
|
||||
eyePosWorld->constSortPos = cspPass;
|
||||
}
|
||||
|
||||
// Kick out the world-space normal
|
||||
LangElement *statement = new GenOp( " @ = vec4(@, @) - vec4(@, 0.0);\r\n",
|
||||
outWSEyeVec, objToWorld, inVertPos, eyePosWorld );
|
||||
output = statement;
|
||||
}
|
||||
|
||||
void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// If there is no deferred information, bail on this feature
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
output = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
Var *minnaertConstant = new Var;
|
||||
minnaertConstant->setType( "float" );
|
||||
minnaertConstant->setName( "minnaertConstant" );
|
||||
minnaertConstant->uniform = true;
|
||||
minnaertConstant->constSortPos = cspPotentialPrimitive;
|
||||
|
||||
// create texture var
|
||||
Var *prepassBuffer = new Var;
|
||||
prepassBuffer->setType( "sampler2D" );
|
||||
prepassBuffer->setName( "prepassBuffer" );
|
||||
prepassBuffer->uniform = true;
|
||||
prepassBuffer->sampler = true;
|
||||
prepassBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
|
||||
// Texture coord
|
||||
Var *uvScene = (Var*) LangElement::find( "uvScene" );
|
||||
AssertFatal(uvScene != NULL, "Unable to find UVScene, no RTLighting feature?");
|
||||
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *wsViewVec = (Var*) LangElement::find( "wsPos" );
|
||||
if( !wsViewVec )
|
||||
{
|
||||
wsViewVec = connectComp->getElement( RT_TEXCOORD );
|
||||
wsViewVec->setName( "outWSViewVec" );
|
||||
wsViewVec->setType( "vec4" );
|
||||
wsViewVec->mapsToSampler = false;
|
||||
wsViewVec->uniform = false;
|
||||
}
|
||||
|
||||
String unconditionPrePassMethod = String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition";
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
meta->addStatement( new GenOp( avar( " vec4 normalDepth = %s(texture2D(@, @));\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
|
||||
meta->addStatement( new GenOp( " vec3 worldViewVec = normalize(@.xyz / @.w);\r\n", wsViewVec, wsViewVec ) );
|
||||
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, worldViewVec);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " float Minnaert = pow(d_NL_Att, @) * pow(vDotN, 1.0 - @);\r\n", minnaertConstant, minnaertConstant ) );
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
|
||||
void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// If there is no deferred information, bail on this feature
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
output = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
Var *subSurfaceParams = new Var;
|
||||
subSurfaceParams->setType( "vec4" );
|
||||
subSurfaceParams->setName( "subSurfaceParams" );
|
||||
subSurfaceParams->uniform = true;
|
||||
subSurfaceParams->constSortPos = cspPotentialPrimitive;
|
||||
|
||||
Var *inColor = (Var*) LangElement::find( "rtShading" );
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, d_NL_Att) - smoothstep(0.0, 1.0, d_NL_Att);\r\n", subSurfaceParams ) );
|
||||
meta->addStatement( new GenOp( " subLamb = max(0.0, subLamb);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@.rgb + (subLamb * @.rgb), 1.0)", inColor, subSurfaceParams ), Material::Mul ) ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue