Engine directory for ticket #1

This commit is contained in:
DavidWyand-GG 2012-09-19 11:15:01 -04:00
parent 352279af7a
commit 7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions

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//-----------------------------------------------------------------------------
// 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/hlsl/advancedLightingFeaturesHLSL.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/conditionerFeature.h"
#include "renderInstance/renderPrePassMgr.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
void DeferredRTLightingFeatHLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
{
Parent::processPixMacros( macros, fd );
return;
}
// Pull in the uncondition method for the light info buffer
NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
if ( texTarget && texTarget->getConditioner() )
{
ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
unconditionMethod->createMethodMacro( String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition", macros );
addDependency(unconditionMethod);
}
}
void DeferredRTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
{
Parent::processVert( componentList, fd );
return;
}
// Pass screen space position to pixel shader to compute a full screen buffer uv
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *ssPos = connectComp->getElement( RT_TEXCOORD );
ssPos->setName( "screenspacePos" );
ssPos->setStructName( "OUT" );
ssPos->setType( "float4" );
Var *outPosition = (Var*) LangElement::find( "hpos" );
AssertFatal( outPosition, "No hpos, ohnoes." );
output = new GenOp( " @ = @;\r\n", ssPos, outPosition );
}
void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
{
Parent::processPix( componentList, fd );
return;
}
MultiLine *meta = new MultiLine;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *ssPos = connectComp->getElement( RT_TEXCOORD );
ssPos->setName( "screenspacePos" );
ssPos->setStructName( "IN" );
ssPos->setType( "float4" );
Var *uvScene = new Var;
uvScene->setType( "float2" );
uvScene->setName( "uvScene" );
LangElement *uvSceneDecl = new DecOp( uvScene );
String rtParamName = String::ToString( "rtParams%d", mLastTexIndex );
Var *rtParams = (Var*) LangElement::find( rtParamName );
if( !rtParams )
{
rtParams = new Var;
rtParams->setType( "float4" );
rtParams->setName( rtParamName );
rtParams->uniform = true;
rtParams->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
meta->addStatement( new GenOp( " @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
meta->addStatement( new GenOp( " @.y = 1.0 - @.y;\r\n", uvScene, uvScene ) ); // flip the y axis
meta->addStatement( new GenOp( " @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size
Var *lightInfoSamp = new Var;
lightInfoSamp->setType( "float4" );
lightInfoSamp->setName( "lightInfoSample" );
// create texture var
Var *lightInfoBuffer = new Var;
lightInfoBuffer->setType( "sampler2D" );
lightInfoBuffer->setName( "lightInfoBuffer" );
lightInfoBuffer->uniform = true;
lightInfoBuffer->sampler = true;
lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
// Declare the RTLighting variables in this feature, they will either be assigned
// in this feature, or in the tonemap/lightmap feature
Var *d_lightcolor = new Var( "d_lightcolor", "float3" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_lightcolor ) ) );
Var *d_NL_Att = new Var( "d_NL_Att", "float" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_NL_Att ) ) );
Var *d_specular = new Var( "d_specular", "float" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_specular ) ) );
// Perform the uncondition here.
String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
meta->addStatement( new GenOp( avar( " %s(tex2D(@, @), @, @, @);\r\n",
unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular ) );
// If this has an interlaced pre-pass, do averaging here
if( fd.features[MFT_InterlacedPrePass] )
{
Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
if( !oneOverTargetSize )
{
oneOverTargetSize = new Var;
oneOverTargetSize->setType( "float2" );
oneOverTargetSize->setName( "oneOverTargetSize" );
oneOverTargetSize->uniform = true;
oneOverTargetSize->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n float3 id_lightcolor;\r\n" ) );
meta->addStatement( new GenOp( avar( " %s(tex2D(@, @ + float2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, oneOverTargetSize ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_NL_Att, 0.5);\r\n", d_NL_Att, d_NL_Att ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_specular, 0.5);\r\n", d_specular, d_specular ) );
}
// This is kind of weak sauce
if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
output = meta;
}
ShaderFeature::Resources DeferredRTLightingFeatHLSL::getResources( const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
return Parent::getResources( fd );
// HACK: See DeferredRTLightingFeatHLSL::setTexData.
mLastTexIndex = 0;
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
return;
}
NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
if( texTarget )
{
// HACK: We store this for use in DeferredRTLightingFeatHLSL::processPix()
// which cannot deduce the texture unit itself.
mLastTexIndex = texIndex;
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}
void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_PrePassConditioner] )
{
// There is an output conditioner active, so we need to supply a transform
// to the pixel shader.
MultiLine *meta = new MultiLine;
// We need the view to tangent space transform in the pixel shader.
getOutViewToTangent( componentList, meta, fd );
// Make sure there are texcoords
if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
{
const bool useTexAnim = fd.features[MFT_TexAnim];
getOutTexCoord( "texCoord",
"float2",
true,
useTexAnim,
meta,
componentList );
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
addOutDetailTexCoord( componentList,
meta,
useTexAnim );
}
output = meta;
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
return;
}
else
{
output = NULL;
}
}
void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// NULL output in case nothing gets handled
output = NULL;
if( fd.features[MFT_PrePassConditioner] )
{
MultiLine *meta = new MultiLine;
Var *viewToTangent = getInViewToTangent( componentList );
// create texture var
Var *bumpMap = getNormalMapTex();
Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
// create bump normal
Var *bumpNorm = new Var;
bumpNorm->setName( "bumpNormal" );
bumpNorm->setType( "float4" );
LangElement *bumpNormDecl = new DecOp( bumpNorm );
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
// If we have a detail normal map we add the xy coords of
// it to the base normal map. This gives us the effect we
// want with few instructions and minial artifacts.
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
{
bumpMap = new Var;
bumpMap->setType( "sampler2D" );
bumpMap->setName( "detailBumpMap" );
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum();
texCoord = getInTexCoord( "detCoord", "float2", true, componentList );
texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
Var *detailBump = new Var;
detailBump->setName( "detailBump" );
detailBump->setType( "float4" );
meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
Var *detailBumpScale = new Var;
detailBumpScale->setType( "float" );
detailBumpScale->setName( "detailBumpStrength" );
detailBumpScale->uniform = true;
detailBumpScale->constSortPos = cspPass;
meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
}
// This var is read from GBufferConditionerHLSL and
// used in the prepass output.
//
// By using the 'half' type here we get a bunch of partial
// precision optimized code on further operations on the normal
// which helps alot on older Geforce cards.
//
Var *gbNormal = new Var;
gbNormal->setName( "gbNormal" );
gbNormal->setType( "half3" );
LangElement *gbNormalDecl = new DecOp( gbNormal );
// Normalize is done later...
// Note: The reverse mul order is intentional. Affine matrix.
meta->addStatement( new GenOp( " @ = (half3)mul( @.xyz, @ );\r\n", gbNormalDecl, bumpNorm, viewToTangent ) );
output = meta;
return;
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
return;
}
else if ( fd.features[MFT_PixSpecular] && !fd.features[MFT_SpecularMap] )
{
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
if( bumpSample == NULL )
{
Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
Var *bumpMap = getNormalMapTex();
bumpSample = new Var;
bumpSample->setType( "float4" );
bumpSample->setName( "bumpSample" );
LangElement *bumpSampleDecl = new DecOp( bumpSample );
output = new GenOp( " @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
return;
}
}
output = NULL;
}
ShaderFeature::Resources DeferredBumpFeatHLSL::getResources( const MaterialFeatureData &fd )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
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;
if ( fd.features[MFT_PrePassConditioner] &&
fd.features.hasFeature( MFT_DetailNormalMap ) )
{
res.numTex += 1;
if ( !fd.features.hasFeature( MFT_DetailMap ) )
res.numTexReg += 1;
}
}
return res;
}
void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
return;
}
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
( fd.features[MFT_PrePassConditioner] ||
fd.features[MFT_PixSpecular] ) )
{
passData.mTexType[ texIndex ] = Material::Bump;
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
if ( fd.features[MFT_PrePassConditioner] &&
fd.features.hasFeature( MFT_DetailNormalMap ) )
{
passData.mTexType[ texIndex ] = Material::DetailBump;
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
}
}
}
void DeferredPixelSpecularHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
return;
}
output = NULL;
}
void DeferredPixelSpecularHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !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( "float4" );
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 *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
Var *d_specular = (Var*)LangElement::find( "d_specular" );
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
"DeferredPixelSpecularHLSL::processPix - Something hosed the deferred features!" );
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow( @, ceil(@ / AL_ConstantSpecularPower)) * @;\r\n",
specDecl, d_specular, specPow, d_NL_Att ) );
LangElement *specMul = new GenOp( "float4( @.rgb, 0 ) * @", 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 DeferredPixelSpecularHLSL::getResources( const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
Resources res;
return res;
}
ShaderFeature::Resources DeferredMinnaertHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
{
res.numTex = 1;
res.numTexReg = 1;
}
return res;
}
void DeferredMinnaertHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
{
NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
if ( texTarget )
{
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}
}
void DeferredMinnaertHLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
if( !fd.features[MFT_ForwardShading] && 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 DeferredMinnaertHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
// Make sure we pass the world space position to the
// pixel shader so we can calculate a view vector.
MultiLine *meta = new MultiLine;
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
output = meta;
}
void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !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?");
MultiLine *meta = new MultiLine;
// Get the world space view vector.
Var *wsViewVec = getWsView( getInWsPosition( componentList ), meta );
String unconditionPrePassMethod = String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition";
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
meta->addStatement( new GenOp( avar( " float4 normalDepth = %s(@, @);\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, @);\r\n", wsViewVec ) );
meta->addStatement( new GenOp( " float Minnaert = pow( @, @) * pow(vDotN, 1.0 - @);\r\n", d_NL_Att, minnaertConstant, minnaertConstant ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
output = meta;
}
void DeferredSubSurfaceHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
Var *subSurfaceParams = new Var;
subSurfaceParams->setType( "float4" );
subSurfaceParams->setName( "subSurfaceParams" );
subSurfaceParams->uniform = true;
subSurfaceParams->constSortPos = cspPotentialPrimitive;
Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, @) - smoothstep(0.0, 1.0, @);\r\n", subSurfaceParams, d_NL_Att, d_NL_Att ) );
meta->addStatement( new GenOp( " subLamb = max(0.0, subLamb);\r\n" ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@ + (subLamb * @.rgb), 1.0)", d_lightcolor, subSurfaceParams ), Material::Mul ) ) );
output = meta;
}

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _DEFERREDFEATURESHLSL_H_
#define _DEFERREDFEATURESHLSL_H_
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#include "shaderGen/HLSL/bumpHLSL.h"
#include "shaderGen/HLSL/pixSpecularHLSL.h"
class ConditionerMethodDependency;
/// Lights the pixel by sampling from the light prepass
/// buffer. It will fall back to forward lighting
/// functionality for non-deferred rendered surfaces.
///
/// Also note that this feature is only used in the
/// forward rendering pass. It is not used during the
/// prepass step.
///
class DeferredRTLightingFeatHLSL : public RTLightingFeatHLSL
{
typedef RTLightingFeatHLSL Parent;
protected:
/// @see DeferredRTLightingFeatHLSL::processPix()
U32 mLastTexIndex;
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::None; }
virtual Resources getResources( const MaterialFeatureData &fd );
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Deferred RT Lighting";
}
};
/// This is used during the
class DeferredBumpFeatHLSL : public BumpFeatHLSL
{
typedef BumpFeatHLSL Parent;
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd );
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Bumpmap [Deferred]";
}
};
/// Generates specular highlights in the forward pass
/// from the light prepass buffer.
class DeferredPixelSpecularHLSL : public PixelSpecularHLSL
{
typedef PixelSpecularHLSL Parent;
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName()
{
return "Pixel Specular [Deferred]";
}
};
///
class DeferredMinnaertHLSL : public ShaderFeatureHLSL
{
typedef ShaderFeatureHLSL Parent;
public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Minnaert Shading [Deferred]";
}
};
///
class DeferredSubSurfaceHLSL : public ShaderFeatureHLSL
{
typedef ShaderFeatureHLSL Parent;
public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual String getName()
{
return "Sub-Surface Approximation [Deferred]";
}
};
#endif // _DEFERREDFEATURESHLSL_H_

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@ -0,0 +1,404 @@
//-----------------------------------------------------------------------------
// 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/hlsl/gBufferConditionerHLSL.h"
#include "shaderGen/featureMgr.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
#include "shaderGen/hlsl/shaderFeatureHLSL.h"
GBufferConditionerHLSL::GBufferConditionerHLSL( const GFXFormat bufferFormat, const NormalSpace nrmSpace ) :
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.
const NormalStorage &twoCmpNrmStorageType = ( nrmSpace == WorldSpace ? Spherical : LambertAzimuthal );
switch(bufferFormat)
{
case GFXFormatR8G8B8A8:
mNormalStorageType = twoCmpNrmStorageType;
mBitsPerChannel = 8;
break;
case GFXFormatR16G16B16A16F:
// Floating point buffers don't need to encode negative values
mCanWriteNegativeValues = true;
mNormalStorageType = twoCmpNrmStorageType;
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 = twoCmpNrmStorageType;
mBitsPerChannel = 16;
break;
case GFXFormatR32G32B32A32F:
mCanWriteNegativeValues = true;
mNormalStorageType = CartesianXYZ;
mBitsPerChannel = 32;
break;
default:
AssertFatal(false, "Unsupported G-Buffer format");
}
}
GBufferConditionerHLSL::~GBufferConditionerHLSL()
{
}
void GBufferConditionerHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If we have a normal map then that feature will
// take care of passing gbNormal to the pixel shader.
if ( fd.features[MFT_NormalMap] )
return;
MultiLine *meta = new MultiLine;
output = meta;
// 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->setStructName( "OUT" );
outNormal->setType( "float3" );
if( !fd.features[MFT_ParticleNormal] )
{
// Kick out the view-space normal
// TODO: Total hack because Conditioner is directly derived
// from ShaderFeature and not from ShaderFeatureHLSL.
NamedFeatureHLSL dummy( String::EmptyString );
dummy.mInstancingFormat = mInstancingFormat;
Var *worldViewOnly = dummy.getWorldView( componentList, fd.features[MFT_UseInstancing], meta );
meta->addStatement( new GenOp(" @ = mul(@, float4( normalize(@), 0.0 ) ).xyz;\r\n",
outNormal, worldViewOnly, inNormal ) );
}
else
{
// Assume the particle normal generator has already put this in view space
// and normalized it
meta->addStatement( new GenOp( " @ = @;\r\n", outNormal, inNormal ) );
}
}
void GBufferConditionerHLSL::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->setStructName( "IN" );
gbNormal->setType( "float3" );
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("float4");
unconditionedOut->setName("normal_depth");
LangElement *outputDecl = new DecOp( unconditionedOut );
// If we're doing prepass blending then we need
// to steal away the alpha channel before the
// conditioner stomps on it.
Var *alphaVal = NULL;
if ( fd.features[ MFT_IsTranslucentZWrite ] )
{
alphaVal = new Var( "outAlpha", "float" );
meta->addStatement( new GenOp( " @ = OUT.col.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
}
// If using interlaced normals, invert the normal
if(fd.features[MFT_InterlacedPrePass])
{
// NOTE: Its safe to not call ShaderFeatureHLSL::addOutVpos() in the vertex
// shader as for SM 3.0 nothing is needed there.
Var *Vpos = ShaderFeatureHLSL::getInVpos( meta, componentList );
Var *iGBNormal = new Var( "interlacedGBNormal", "float3" );
meta->addStatement(new GenOp(" @ = (frac(@.y * 0.5) < 0.1 ? reflect(@, float3(0.0, -1.0, 0.0)) : @);\r\n", new DecOp(iGBNormal), Vpos, gbNormal, gbNormal));
gbNormal = iGBNormal;
}
// NOTE: We renormalize the normal here as they
// will not stay normalized during interpolation.
meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
meta->addStatement( assignOutput( unconditionedOut ) );
// If we have an alpha var then we're doing prepass lerp blending.
if ( alphaVal )
{
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
meta->addStatement( new GenOp( " @.ba = float2( 0, @ ); // MFT_IsTranslucentZWrite\r\n", outColor, alphaVal ) );
}
output = meta;
}
ShaderFeature::Resources GBufferConditionerHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
// Passing from VS->PS:
// - world space normal (gbNormal)
res.numTexReg = 1;
return res;
}
Var* GBufferConditionerHLSL::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("inline float4");
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("float2");
DecOp *screenUVDecl = new DecOp(screenUV);
Var *bufferSample = new Var;
bufferSample->setName("bufferSample");
bufferSample->setType("float4");
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" ) );
#ifdef TORQUE_OS_XENON
meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
#else
// The gbuffer has no mipmaps, so use tex2dlod when
// possible so that the shader compiler can optimize.
meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
meta->addStatement( new GenOp( " #else\r\n" ) );
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
meta->addStatement( new GenOp( " #endif\r\n\r\n" ) );
#endif
// 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* GBufferConditionerHLSL::_posnegEncode( GenOp *val )
{
if(mNormalStorageType == LambertAzimuthal)
return mCanWriteNegativeValues ? val : new GenOp(avar("(%f * (@ + %f))", 1.0f/(M_SQRT2_F * 2.0f), M_SQRT2_F), val);
else
return mCanWriteNegativeValues ? val : new GenOp("(0.5 * (@ + 1.0))", val);
}
GenOp* GBufferConditionerHLSL::_posnegDecode( GenOp *val )
{
if(mNormalStorageType == LambertAzimuthal)
return mCanWriteNegativeValues ? val : new GenOp(avar("(@ * %f - %f)", M_SQRT2_F * 2.0f, M_SQRT2_F), val);
else
return mCanWriteNegativeValues ? val : new GenOp("(@ * 2.0 - 1.0)", val);
}
Var* GBufferConditionerHLSL::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
{
Var *retVar = new Var;
retVar->setType("float4");
retVar->setName("_gbConditionedOutput");
LangElement *outputDecl = new DecOp( retVar );
switch(mNormalStorageType)
{
case CartesianXYZ:
meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.xyz, depth)\r\n" ) );
meta->addStatement( new GenOp( " @ = float4(@, @.a);\r\n", outputDecl,
_posnegEncode(new GenOp("@.xyz", unconditionedOutput)), unconditionedOutput ) );
break;
case CartesianXY:
meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " @ = float4(@, @.a);", outputDecl,
_posnegEncode(new GenOp("float3(@.xy, sign(@.z))", unconditionedOutput, unconditionedOutput)), unconditionedOutput ) );
break;
case Spherical:
meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " @ = float4(@, 0.0, @.a);\r\n", outputDecl,
_posnegEncode(new GenOp("float2(atan2(@.y, @.x) / 3.14159265358979323846f, @.z)", unconditionedOutput, unconditionedOutput, unconditionedOutput ) ),
unconditionedOutput ) );
// HACK: This fixes the noise present when using a floating point
// gbuffer on Geforce cards and the "flat areas unlit" issues.
//
// We need work around atan2() above to fix this issue correctly
// without the extra overhead of this test.
//
meta->addStatement( new GenOp( " if ( abs( dot( @.xyz, float3( 0.0, 0.0, 1.0 ) ) ) > 0.999f ) @ = float4( 0, 1 * sign( @.z ), 0, @.a );\r\n",
unconditionedOutput, retVar, unconditionedOutput, unconditionedOutput ) );
break;
case LambertAzimuthal:
//http://en.wikipedia.org/wiki/Lambert_azimuthal_equal-area_projection
//
// Note we're casting to half to use partial precision
// sqrt which is much faster on older Geforces while
// still being acceptable for normals.
//
meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " @ = float4(@, 0.0, @.a);\r\n", outputDecl,
_posnegEncode(new GenOp("sqrt(half(2.0/(1.0 - @.y))) * half2(@.xz)", unconditionedOutput, unconditionedOutput)),
unconditionedOutput ) );
break;
}
// Encode depth into two channels
if(mNormalStorageType != CartesianXYZ)
{
const U64 maxValPerChannel = 1 << mBitsPerChannel;
meta->addStatement( new GenOp( " \r\n // Encode depth into hi/lo\r\n" ) );
meta->addStatement( new GenOp( avar( " float2 _tempDepth = frac(@.a * float2(1.0, %llu.0));\r\n", maxValPerChannel - 1 ),
unconditionedOutput ) );
meta->addStatement( new GenOp( avar( " @.zw = _tempDepth.xy - _tempDepth.yy * float2(1.0/%llu.0, 0.0);\r\n\r\n", maxValPerChannel - 1 ),
retVar ) );
}
AssertFatal( retVar != NULL, avar( "Cannot condition output to buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );
return retVar;
}
Var* GBufferConditionerHLSL::_unconditionInput( Var *conditionedInput, MultiLine *meta )
{
Var *retVar = new Var;
retVar->setType("float4");
retVar->setName("_gbUnconditionedInput");
LangElement *outputDecl = new DecOp( retVar );
switch(mNormalStorageType)
{
case CartesianXYZ:
meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.xyz, depth)\r\n" ) );
meta->addStatement( new GenOp( " @ = float4(@, @.a);\r\n", outputDecl,
_posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
break;
case CartesianXY:
meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " @ = float4(@, @.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: float4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " float2 spGPUAngles = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
meta->addStatement( new GenOp( " float2 sincosTheta;\r\n" ) );
meta->addStatement( new GenOp( " sincos(spGPUAngles.x * 3.14159265358979323846f, sincosTheta.x, sincosTheta.y);\r\n" ) );
meta->addStatement( new GenOp( " float2 sincosPhi = float2(sqrt(1.0 - spGPUAngles.y * spGPUAngles.y), spGPUAngles.y);\r\n" ) );
meta->addStatement( new GenOp( " @ = float4(sincosTheta.y * sincosPhi.x, sincosTheta.x * sincosPhi.x, sincosPhi.y, @.a);\r\n", outputDecl, conditionedInput ) );
break;
case LambertAzimuthal:
// Note we're casting to half to use partial precision
// sqrt which is much faster on older Geforces while
// still being acceptable for normals.
//
meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " float2 _inpXY = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
meta->addStatement( new GenOp( " float _xySQ = dot(_inpXY, _inpXY);\r\n" ) );
meta->addStatement( new GenOp( " @ = float4( sqrt(half(1.0 - (_xySQ / 4.0))) * _inpXY, -1.0 + (_xySQ / 2.0), @.a).xzyw;\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, float2(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;
}

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _GBUFFER_CONDITIONER_HLSL_H_
#define _GBUFFER_CONDITIONER_HLSL_H_
#ifndef _CONDITIONER_BASE_H_
#include "shaderGen/conditionerFeature.h"
#endif
#ifndef _SHADEROP_H_
#include "shaderGen/shaderOp.h"
#endif
///
class GBufferConditionerHLSL : public ConditionerFeature
{
typedef ConditionerFeature Parent;
public:
enum NormalStorage
{
CartesianXYZ,
CartesianXY,
Spherical,
LambertAzimuthal,
};
enum NormalSpace
{
WorldSpace,
ViewSpace,
};
protected:
NormalStorage mNormalStorageType;
bool mCanWriteNegativeValues;
U32 mBitsPerChannel;
public:
GBufferConditionerHLSL( const GFXFormat bufferFormat, const NormalSpace nrmSpace );
virtual ~GBufferConditionerHLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "GBuffer Conditioner"; }
protected:
virtual Var *printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
virtual GenOp* _posnegEncode( GenOp *val );
virtual GenOp* _posnegDecode( GenOp *val );
virtual Var* _conditionOutput( Var *unconditionedOutput, MultiLine *meta );
virtual Var* _unconditionInput( Var *conditionedInput, MultiLine *meta );
};
#endif // _GBUFFER_CONDITIONER_HLSL_H_