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Engine directory for ticket #1
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Engine/source/lighting/advanced/hlsl/gBufferConditionerHLSL.cpp
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Engine/source/lighting/advanced/hlsl/gBufferConditionerHLSL.cpp
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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/hlsl/gBufferConditionerHLSL.h"
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#include "shaderGen/featureMgr.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialFeatureData.h"
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#include "shaderGen/hlsl/shaderFeatureHLSL.h"
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GBufferConditionerHLSL::GBufferConditionerHLSL( const GFXFormat bufferFormat, const NormalSpace nrmSpace ) :
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Parent( bufferFormat )
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{
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// Figure out how we should store the normal data. These are the defaults.
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mCanWriteNegativeValues = false;
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mNormalStorageType = CartesianXYZ;
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// Note: We clear to a depth 1 (the w component) so
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// that the unrendered parts of the scene end up
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// farthest to the camera.
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const NormalStorage &twoCmpNrmStorageType = ( nrmSpace == WorldSpace ? Spherical : LambertAzimuthal );
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switch(bufferFormat)
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{
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case GFXFormatR8G8B8A8:
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mNormalStorageType = twoCmpNrmStorageType;
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mBitsPerChannel = 8;
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break;
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case GFXFormatR16G16B16A16F:
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// Floating point buffers don't need to encode negative values
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mCanWriteNegativeValues = true;
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mNormalStorageType = twoCmpNrmStorageType;
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mBitsPerChannel = 16;
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break;
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// Store a 32bit depth with a sperical normal in the
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// integer 16 format. This gives us perfect depth
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// precision and high quality normals within a 64bit
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// buffer format.
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case GFXFormatR16G16B16A16:
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mNormalStorageType = twoCmpNrmStorageType;
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mBitsPerChannel = 16;
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break;
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case GFXFormatR32G32B32A32F:
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mCanWriteNegativeValues = true;
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mNormalStorageType = CartesianXYZ;
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mBitsPerChannel = 32;
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break;
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default:
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AssertFatal(false, "Unsupported G-Buffer format");
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}
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}
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GBufferConditionerHLSL::~GBufferConditionerHLSL()
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{
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}
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void GBufferConditionerHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// If we have a normal map then that feature will
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// take care of passing gbNormal to the pixel shader.
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if ( fd.features[MFT_NormalMap] )
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return;
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MultiLine *meta = new MultiLine;
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output = meta;
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// grab incoming vert normal
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Var *inNormal = (Var*) LangElement::find( "normal" );
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AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );
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// grab output for gbuffer normal
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outNormal = connectComp->getElement( RT_TEXCOORD );
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outNormal->setName( "gbNormal" );
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outNormal->setStructName( "OUT" );
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outNormal->setType( "float3" );
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if( !fd.features[MFT_ParticleNormal] )
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{
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// Kick out the view-space normal
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// TODO: Total hack because Conditioner is directly derived
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// from ShaderFeature and not from ShaderFeatureHLSL.
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NamedFeatureHLSL dummy( String::EmptyString );
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dummy.mInstancingFormat = mInstancingFormat;
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Var *worldViewOnly = dummy.getWorldView( componentList, fd.features[MFT_UseInstancing], meta );
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meta->addStatement( new GenOp(" @ = mul(@, float4( normalize(@), 0.0 ) ).xyz;\r\n",
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outNormal, worldViewOnly, inNormal ) );
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}
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else
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{
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// Assume the particle normal generator has already put this in view space
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// and normalized it
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meta->addStatement( new GenOp( " @ = @;\r\n", outNormal, inNormal ) );
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}
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}
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void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// sanity
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AssertFatal( fd.features[MFT_EyeSpaceDepthOut], "No depth-out feature enabled! Bad news!" );
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MultiLine *meta = new MultiLine;
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// grab connector normal
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *gbNormal = (Var*) LangElement::find( "gbNormal" );
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if( !gbNormal )
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{
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gbNormal = connectComp->getElement( RT_TEXCOORD );
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gbNormal->setName( "gbNormal" );
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gbNormal->setStructName( "IN" );
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gbNormal->setType( "float3" );
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gbNormal->mapsToSampler = false;
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gbNormal->uniform = false;
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}
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// find depth
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ShaderFeature *depthFeat = FEATUREMGR->getByType( MFT_EyeSpaceDepthOut );
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AssertFatal( depthFeat != NULL, "No eye space depth feature found!" );
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Var *depth = (Var*) LangElement::find(depthFeat->getOutputVarName());
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AssertFatal( depth, "Something went bad with ShaderGen. The depth should be already generated by the EyeSpaceDepthOut feature." );
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Var *unconditionedOut = new Var;
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unconditionedOut->setType("float4");
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unconditionedOut->setName("normal_depth");
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LangElement *outputDecl = new DecOp( unconditionedOut );
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// If we're doing prepass blending then we need
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// to steal away the alpha channel before the
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// conditioner stomps on it.
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Var *alphaVal = NULL;
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if ( fd.features[ MFT_IsTranslucentZWrite ] )
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{
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alphaVal = new Var( "outAlpha", "float" );
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meta->addStatement( new GenOp( " @ = OUT.col.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
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}
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// If using interlaced normals, invert the normal
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if(fd.features[MFT_InterlacedPrePass])
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{
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// NOTE: Its safe to not call ShaderFeatureHLSL::addOutVpos() in the vertex
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// shader as for SM 3.0 nothing is needed there.
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Var *Vpos = ShaderFeatureHLSL::getInVpos( meta, componentList );
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Var *iGBNormal = new Var( "interlacedGBNormal", "float3" );
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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));
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gbNormal = iGBNormal;
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}
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// NOTE: We renormalize the normal here as they
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// will not stay normalized during interpolation.
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meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
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meta->addStatement( assignOutput( unconditionedOut ) );
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// If we have an alpha var then we're doing prepass lerp blending.
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if ( alphaVal )
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{
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Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
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meta->addStatement( new GenOp( " @.ba = float2( 0, @ ); // MFT_IsTranslucentZWrite\r\n", outColor, alphaVal ) );
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}
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output = meta;
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}
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ShaderFeature::Resources GBufferConditionerHLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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// Passing from VS->PS:
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// - world space normal (gbNormal)
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res.numTexReg = 1;
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return res;
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}
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Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta )
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{
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const bool isCondition = ( methodType == ConditionerFeature::ConditionMethod );
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Var *retVal = NULL;
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// The uncondition method inputs are changed
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if( isCondition )
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retVal = Parent::printMethodHeader( methodType, methodName, stream, meta );
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else
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{
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Var *methodVar = new Var;
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methodVar->setName(methodName);
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methodVar->setType("inline float4");
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DecOp *methodDecl = new DecOp(methodVar);
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Var *prepassSampler = new Var;
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prepassSampler->setName("prepassSamplerVar");
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prepassSampler->setType("sampler2D");
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DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
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Var *screenUV = new Var;
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screenUV->setName("screenUVVar");
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screenUV->setType("float2");
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DecOp *screenUVDecl = new DecOp(screenUV);
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Var *bufferSample = new Var;
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bufferSample->setName("bufferSample");
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bufferSample->setType("float4");
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DecOp *bufferSampleDecl = new DecOp(bufferSample);
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meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
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meta->addStatement( new GenOp( "{\r\n" ) );
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meta->addStatement( new GenOp( " // Sampler g-buffer\r\n" ) );
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#ifdef TORQUE_OS_XENON
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meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
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meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
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#else
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// The gbuffer has no mipmaps, so use tex2dlod when
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// possible so that the shader compiler can optimize.
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meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
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meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
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meta->addStatement( new GenOp( " #else\r\n" ) );
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meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
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meta->addStatement( new GenOp( " #endif\r\n\r\n" ) );
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#endif
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// We don't use this way of passing var's around, so this should cause a crash
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// if something uses this improperly
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retVal = bufferSample;
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}
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return retVal;
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}
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GenOp* GBufferConditionerHLSL::_posnegEncode( GenOp *val )
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{
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if(mNormalStorageType == LambertAzimuthal)
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return mCanWriteNegativeValues ? val : new GenOp(avar("(%f * (@ + %f))", 1.0f/(M_SQRT2_F * 2.0f), M_SQRT2_F), val);
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else
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return mCanWriteNegativeValues ? val : new GenOp("(0.5 * (@ + 1.0))", val);
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}
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GenOp* GBufferConditionerHLSL::_posnegDecode( GenOp *val )
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{
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if(mNormalStorageType == LambertAzimuthal)
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return mCanWriteNegativeValues ? val : new GenOp(avar("(@ * %f - %f)", M_SQRT2_F * 2.0f, M_SQRT2_F), val);
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else
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return mCanWriteNegativeValues ? val : new GenOp("(@ * 2.0 - 1.0)", val);
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}
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Var* GBufferConditionerHLSL::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
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{
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Var *retVar = new Var;
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retVar->setType("float4");
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retVar->setName("_gbConditionedOutput");
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LangElement *outputDecl = new DecOp( retVar );
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switch(mNormalStorageType)
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{
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case CartesianXYZ:
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meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.xyz, depth)\r\n" ) );
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meta->addStatement( new GenOp( " @ = float4(@, @.a);\r\n", outputDecl,
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_posnegEncode(new GenOp("@.xyz", unconditionedOutput)), unconditionedOutput ) );
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break;
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case CartesianXY:
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meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
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meta->addStatement( new GenOp( " @ = float4(@, @.a);", outputDecl,
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_posnegEncode(new GenOp("float3(@.xy, sign(@.z))", unconditionedOutput, unconditionedOutput)), unconditionedOutput ) );
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break;
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case Spherical:
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meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
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meta->addStatement( new GenOp( " @ = float4(@, 0.0, @.a);\r\n", outputDecl,
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_posnegEncode(new GenOp("float2(atan2(@.y, @.x) / 3.14159265358979323846f, @.z)", unconditionedOutput, unconditionedOutput, unconditionedOutput ) ),
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unconditionedOutput ) );
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// HACK: This fixes the noise present when using a floating point
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// gbuffer on Geforce cards and the "flat areas unlit" issues.
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//
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// We need work around atan2() above to fix this issue correctly
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// without the extra overhead of this test.
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//
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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",
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unconditionedOutput, retVar, unconditionedOutput, unconditionedOutput ) );
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break;
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case LambertAzimuthal:
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//http://en.wikipedia.org/wiki/Lambert_azimuthal_equal-area_projection
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//
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// Note we're casting to half to use partial precision
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// sqrt which is much faster on older Geforces while
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// still being acceptable for normals.
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//
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meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)\r\n" ) );
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meta->addStatement( new GenOp( " @ = float4(@, 0.0, @.a);\r\n", outputDecl,
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_posnegEncode(new GenOp("sqrt(half(2.0/(1.0 - @.y))) * half2(@.xz)", unconditionedOutput, unconditionedOutput)),
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unconditionedOutput ) );
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break;
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}
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// Encode depth into two channels
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if(mNormalStorageType != CartesianXYZ)
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{
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const U64 maxValPerChannel = 1 << mBitsPerChannel;
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meta->addStatement( new GenOp( " \r\n // Encode depth into hi/lo\r\n" ) );
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meta->addStatement( new GenOp( avar( " float2 _tempDepth = frac(@.a * float2(1.0, %llu.0));\r\n", maxValPerChannel - 1 ),
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unconditionedOutput ) );
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meta->addStatement( new GenOp( avar( " @.zw = _tempDepth.xy - _tempDepth.yy * float2(1.0/%llu.0, 0.0);\r\n\r\n", maxValPerChannel - 1 ),
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retVar ) );
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}
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AssertFatal( retVar != NULL, avar( "Cannot condition output to buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );
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return retVar;
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}
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Var* GBufferConditionerHLSL::_unconditionInput( Var *conditionedInput, MultiLine *meta )
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{
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Var *retVar = new Var;
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retVar->setType("float4");
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retVar->setName("_gbUnconditionedInput");
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LangElement *outputDecl = new DecOp( retVar );
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switch(mNormalStorageType)
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{
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case CartesianXYZ:
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meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.xyz, depth)\r\n" ) );
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meta->addStatement( new GenOp( " @ = float4(@, @.a);\r\n", outputDecl,
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_posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
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break;
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case CartesianXY:
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meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
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meta->addStatement( new GenOp( " @ = float4(@, @.a);\r\n", outputDecl,
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_posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
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meta->addStatement( new GenOp( " @.z *= sqrt(1.0 - dot(@.xy, @.xy));\r\n", retVar, retVar, retVar ) );
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break;
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case Spherical:
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meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
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meta->addStatement( new GenOp( " float2 spGPUAngles = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
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meta->addStatement( new GenOp( " float2 sincosTheta;\r\n" ) );
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meta->addStatement( new GenOp( " sincos(spGPUAngles.x * 3.14159265358979323846f, sincosTheta.x, sincosTheta.y);\r\n" ) );
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meta->addStatement( new GenOp( " float2 sincosPhi = float2(sqrt(1.0 - spGPUAngles.y * spGPUAngles.y), spGPUAngles.y);\r\n" ) );
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meta->addStatement( new GenOp( " @ = float4(sincosTheta.y * sincosPhi.x, sincosTheta.x * sincosPhi.x, sincosPhi.y, @.a);\r\n", outputDecl, conditionedInput ) );
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break;
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case LambertAzimuthal:
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// Note we're casting to half to use partial precision
|
||||
// sqrt which is much faster on older Geforces while
|
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// still being acceptable for normals.
|
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//
|
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meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)\r\n" ) );
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meta->addStatement( new GenOp( " float2 _inpXY = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
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meta->addStatement( new GenOp( " float _xySQ = dot(_inpXY, _inpXY);\r\n" ) );
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meta->addStatement( new GenOp( " @ = float4( sqrt(half(1.0 - (_xySQ / 4.0))) * _inpXY, -1.0 + (_xySQ / 2.0), @.a).xzyw;\r\n", outputDecl, conditionedInput ) );
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break;
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}
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// Recover depth from encoding
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if(mNormalStorageType != CartesianXYZ)
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{
|
||||
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;
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue