mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-23 13:25:36 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
320
Engine/source/lighting/advanced/glsl/gBufferConditionerGLSL.cpp
Normal file
320
Engine/source/lighting/advanced/glsl/gBufferConditionerGLSL.cpp
Normal file
|
|
@ -0,0 +1,320 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 "platform/platform.h"
|
||||
#include "lighting/advanced/glsl/gBufferConditionerGLSL.h"
|
||||
|
||||
#include "shaderGen/featureMgr.h"
|
||||
#include "gfx/gfxStringEnumTranslate.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#include "materials/materialFeatureData.h"
|
||||
|
||||
|
||||
GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat ) :
|
||||
Parent( bufferFormat )
|
||||
{
|
||||
// Figure out how we should store the normal data. These are the defaults.
|
||||
mCanWriteNegativeValues = false;
|
||||
mNormalStorageType = CartesianXYZ;
|
||||
|
||||
// Note: We clear to a depth 1 (the w component) so
|
||||
// that the unrendered parts of the scene end up
|
||||
// farthest to the camera.
|
||||
|
||||
switch(bufferFormat)
|
||||
{
|
||||
case GFXFormatR8G8B8A8:
|
||||
// TODO: Some kind of logic here. Spherical is better, but is more
|
||||
// expensive.
|
||||
mNormalStorageType = Spherical;
|
||||
mBitsPerChannel = 8;
|
||||
break;
|
||||
|
||||
case GFXFormatR16G16B16A16F:
|
||||
// Floating point buffers don't need to encode negative values
|
||||
mCanWriteNegativeValues = true;
|
||||
mNormalStorageType = Spherical;
|
||||
mBitsPerChannel = 16;
|
||||
break;
|
||||
|
||||
// Store a 32bit depth with a sperical normal in the
|
||||
// integer 16 format. This gives us perfect depth
|
||||
// precision and high quality normals within a 64bit
|
||||
// buffer format.
|
||||
case GFXFormatR16G16B16A16:
|
||||
mNormalStorageType = Spherical;
|
||||
mBitsPerChannel = 16;
|
||||
break;
|
||||
|
||||
case GFXFormatR32G32B32A32F:
|
||||
mCanWriteNegativeValues = true;
|
||||
mNormalStorageType = CartesianXYZ;
|
||||
mBitsPerChannel = 32;
|
||||
break;
|
||||
|
||||
default:
|
||||
AssertFatal(false, "Unsupported G-Buffer format");
|
||||
}
|
||||
}
|
||||
|
||||
GBufferConditionerGLSL::~GBufferConditionerGLSL()
|
||||
{
|
||||
}
|
||||
|
||||
void GBufferConditionerGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
output = NULL;
|
||||
|
||||
if( !fd.features[MFT_NormalMap] )
|
||||
{
|
||||
// grab incoming vert normal
|
||||
Var *inNormal = (Var*) LangElement::find( "normal" );
|
||||
AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );
|
||||
|
||||
// grab output for gbuffer normal
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
|
||||
outNormal->setName( "gbNormal" );
|
||||
outNormal->setType( "vec3" );
|
||||
|
||||
// create objToWorld variable
|
||||
Var *objToWorld = (Var*) LangElement::find( "objTrans" );
|
||||
if( !objToWorld )
|
||||
{
|
||||
objToWorld = new Var;
|
||||
objToWorld->setType( "mat4" );
|
||||
objToWorld->setName( "objTrans" );
|
||||
objToWorld->uniform = true;
|
||||
objToWorld->constSortPos = cspPrimitive;
|
||||
}
|
||||
|
||||
// Kick out the world-space normal
|
||||
LangElement *statement = new GenOp( " @ = vec3(@ * vec4(normalize(@), 0.0));\r\n", outNormal, objToWorld, inNormal );
|
||||
output = statement;
|
||||
}
|
||||
}
|
||||
|
||||
void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// sanity
|
||||
AssertFatal( fd.features[MFT_EyeSpaceDepthOut], "No depth-out feature enabled! Bad news!" );
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
// grab connector normal
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *gbNormal = (Var*) LangElement::find( "gbNormal" );
|
||||
if( !gbNormal )
|
||||
{
|
||||
gbNormal = connectComp->getElement( RT_TEXCOORD );
|
||||
gbNormal->setName( "gbNormal" );
|
||||
gbNormal->setType( "vec3" );
|
||||
gbNormal->mapsToSampler = false;
|
||||
gbNormal->uniform = false;
|
||||
}
|
||||
|
||||
// find depth
|
||||
ShaderFeature *depthFeat = FEATUREMGR->getByType( MFT_EyeSpaceDepthOut );
|
||||
AssertFatal( depthFeat != NULL, "No eye space depth feature found!" );
|
||||
|
||||
Var *depth = (Var*) LangElement::find(depthFeat->getOutputVarName());
|
||||
AssertFatal( depth, "Something went bad with ShaderGen. The depth should be already generated by the EyeSpaceDepthOut feature." );
|
||||
|
||||
|
||||
Var *unconditionedOut = new Var;
|
||||
unconditionedOut->setType("vec4");
|
||||
unconditionedOut->setName("normal_depth");
|
||||
|
||||
LangElement *outputDecl = new DecOp( unconditionedOut );
|
||||
|
||||
// NOTE: We renormalize the normal here as they
|
||||
// will not stay normalized during interpolation.
|
||||
meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "vec4(normalize(@), @)", gbNormal, depth ) ) );
|
||||
meta->addStatement( assignOutput( unconditionedOut ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
ShaderFeature::Resources GBufferConditionerGLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
Resources res;
|
||||
|
||||
// Passing from VS->PS:
|
||||
// - world space normal (gbNormal)
|
||||
res.numTexReg = 1;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta )
|
||||
{
|
||||
const bool isCondition = ( methodType == ConditionerFeature::ConditionMethod );
|
||||
|
||||
Var *retVal = NULL;
|
||||
|
||||
// The uncondition method inputs are changed
|
||||
if( isCondition )
|
||||
retVal = Parent::printMethodHeader( methodType, methodName, stream, meta );
|
||||
else
|
||||
{
|
||||
Var *methodVar = new Var;
|
||||
methodVar->setName(methodName);
|
||||
methodVar->setType("vec4");
|
||||
DecOp *methodDecl = new DecOp(methodVar);
|
||||
|
||||
Var *prepassSampler = new Var;
|
||||
prepassSampler->setName("prepassSamplerVar");
|
||||
prepassSampler->setType("sampler2D");
|
||||
DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
|
||||
|
||||
Var *screenUV = new Var;
|
||||
screenUV->setName("screenUVVar");
|
||||
screenUV->setType("vec2");
|
||||
DecOp *screenUVDecl = new DecOp(screenUV);
|
||||
|
||||
Var *bufferSample = new Var;
|
||||
bufferSample->setName("bufferSample");
|
||||
bufferSample->setType("vec4");
|
||||
DecOp *bufferSampleDecl = new DecOp(bufferSample);
|
||||
|
||||
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
|
||||
|
||||
meta->addStatement( new GenOp( "{\r\n" ) );
|
||||
|
||||
meta->addStatement( new GenOp( " // Sampler g-buffer\r\n" ) );
|
||||
|
||||
// The gbuffer has no mipmaps, so use tex2dlod when
|
||||
// so that the shader compiler can optimize.
|
||||
meta->addStatement( new GenOp( " @ = texture2DLod(@, @, 0.0);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
|
||||
|
||||
// We don't use this way of passing var's around, so this should cause a crash
|
||||
// if something uses this improperly
|
||||
retVal = bufferSample;
|
||||
}
|
||||
|
||||
return retVal;
|
||||
}
|
||||
|
||||
GenOp* GBufferConditionerGLSL::_posnegEncode( GenOp *val )
|
||||
{
|
||||
return mCanWriteNegativeValues ? val : new GenOp("0.5 * (@ + 1.0)", val);
|
||||
}
|
||||
|
||||
GenOp* GBufferConditionerGLSL::_posnegDecode( GenOp *val )
|
||||
{
|
||||
return mCanWriteNegativeValues ? val : new GenOp("@ * 2.0 - 1.0", val);
|
||||
}
|
||||
|
||||
Var* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
|
||||
{
|
||||
Var *retVar = new Var;
|
||||
retVar->setType("vec4");
|
||||
retVar->setName("_gbConditionedOutput");
|
||||
LangElement *outputDecl = new DecOp( retVar );
|
||||
|
||||
switch(mNormalStorageType)
|
||||
{
|
||||
case CartesianXYZ:
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.xyz, depth)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
|
||||
_posnegEncode(new GenOp("@.xyz", unconditionedOutput)), unconditionedOutput ) );
|
||||
break;
|
||||
|
||||
case CartesianXY:
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, @.a);", outputDecl,
|
||||
_posnegEncode(new GenOp("vec3(@.xy, sign(@.z))", unconditionedOutput, unconditionedOutput)), unconditionedOutput ) );
|
||||
break;
|
||||
|
||||
case Spherical:
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, 0.0, @.a);\r\n", outputDecl,
|
||||
_posnegEncode(new GenOp("vec2(atan2(@.y, @.x) / 3.14159265358979323846f, @.z)", unconditionedOutput, unconditionedOutput, unconditionedOutput ) ),
|
||||
unconditionedOutput ) );
|
||||
break;
|
||||
}
|
||||
|
||||
// Encode depth into two channels
|
||||
if(mNormalStorageType != CartesianXYZ)
|
||||
{
|
||||
const U64 maxValPerChannel = 1 << mBitsPerChannel;
|
||||
const U64 extraVal = (maxValPerChannel * maxValPerChannel - 1) - (maxValPerChannel - 1) * 2;
|
||||
meta->addStatement( new GenOp( " \r\n // Encode depth into hi/lo\r\n" ) );
|
||||
meta->addStatement( new GenOp( avar( " vec3 _tempDepth = fract(@.a * vec3(1.0, %llu.0, %llu.0));\r\n", maxValPerChannel - 1, extraVal ),
|
||||
unconditionedOutput ) );
|
||||
meta->addStatement( new GenOp( avar( " @.zw = _tempDepth.xy - _tempDepth.yz * vec2(1.0/%llu.0, 1.0/%llu.0);\r\n\r\n", maxValPerChannel - 1, maxValPerChannel - 1 ),
|
||||
retVar ) );
|
||||
}
|
||||
|
||||
AssertFatal( retVar != NULL, avar( "Cannot condition output to buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );
|
||||
return retVar;
|
||||
}
|
||||
|
||||
Var* GBufferConditionerGLSL::_unconditionInput( Var *conditionedInput, MultiLine *meta )
|
||||
{
|
||||
Var *retVar = new Var;
|
||||
retVar->setType("vec4");
|
||||
retVar->setName("_gbUnconditionedInput");
|
||||
LangElement *outputDecl = new DecOp( retVar );
|
||||
|
||||
switch(mNormalStorageType)
|
||||
{
|
||||
case CartesianXYZ:
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.xyz, depth)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
|
||||
_posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
|
||||
break;
|
||||
|
||||
case CartesianXY:
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
|
||||
_posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
|
||||
meta->addStatement( new GenOp( " @.z *= sqrt(1.0 - dot(@.xy, @.xy));\r\n", retVar, retVar, retVar ) );
|
||||
break;
|
||||
|
||||
case Spherical:
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " vec2 spGPUAngles = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
|
||||
meta->addStatement( new GenOp( " vec2 sincosTheta;\r\n" ) );
|
||||
meta->addStatement( new GenOp( " sincosTheta.x = sin(spGPUAngles.x * 3.14159265358979323846);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " sincosTheta.y = cos(spGPUAngles.x * 3.14159265358979323846);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " vec2 sincosPhi = vec2(sqrt(1.0 - spGPUAngles.y * spGPUAngles.y), spGPUAngles.y);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(sincosTheta.y * sincosPhi.x, sincosTheta.x * sincosPhi.x, sincosPhi.y, @.a);\r\n", outputDecl, conditionedInput ) );
|
||||
break;
|
||||
}
|
||||
|
||||
// Recover depth from encoding
|
||||
if(mNormalStorageType != CartesianXYZ)
|
||||
{
|
||||
const U64 maxValPerChannel = 1 << mBitsPerChannel;
|
||||
meta->addStatement( new GenOp( " \r\n // Decode depth\r\n" ) );
|
||||
meta->addStatement( new GenOp( avar( " @.w = dot( @.zw, vec2(1.0, 1.0/%llu.0));\r\n", maxValPerChannel - 1 ),
|
||||
retVar, conditionedInput ) );
|
||||
}
|
||||
|
||||
|
||||
AssertFatal( retVar != NULL, avar( "Cannot uncondition input from buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );
|
||||
return retVar;
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue