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Engine directory for ticket #1
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Engine/source/shaderGen/GLSL/bumpGLSL.cpp
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Engine/source/shaderGen/GLSL/bumpGLSL.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 "shaderGen/GLSL/bumpGLSL.h"
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#include "shaderGen/shaderOp.h"
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#include "gfx/gfxDevice.h"
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#include "materials/matInstance.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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#include "shaderGen/shaderGenVars.h"
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void BumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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output = meta;
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const bool useTexAnim = fd.features[MFT_TexAnim];
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// Output the texture coord.
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getOutTexCoord( "texCoord",
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"vec2",
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true,
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useTexAnim,
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meta,
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componentList );
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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addOutDetailTexCoord( componentList,
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meta,
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useTexAnim );
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// Also output the worldToTanget transform which
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// we use to create the world space normal.
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getOutWorldToTangent( componentList, meta, fd );
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}
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void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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output = meta;
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "out_texCoord", "vec2", true, componentList );
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// Sample the bumpmap.
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Var *bumpMap = getNormalMapTex();
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LangElement *texOp = NULL;
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//Handle atlased textures
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if(fd.features[MFT_NormalMapAtlas])
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{
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// This is a big block of code, so put a comment in the shader code
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meta->addStatement( new GenOp( " // Atlased texture coordinate calculation (see BumpFeat*LSL for details)\r\n") );
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Var *atlasedTex = new Var;
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atlasedTex->setName("atlasedBumpCoord");
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atlasedTex->setType("vec2");
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LangElement *atDecl = new DecOp(atlasedTex);
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// Parameters of the texture atlas
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Var *atParams = new Var;
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atParams->setType("vec4");
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atParams->setName("bumpAtlasParams");
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atParams->uniform = true;
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atParams->constSortPos = cspPotentialPrimitive;
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// Parameters of the texture (tile) this object is using in the atlas
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Var *tileParams = new Var;
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tileParams->setType("vec4");
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tileParams->setName("bumpAtlasTileParams");
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tileParams->uniform = true;
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tileParams->constSortPos = cspPotentialPrimitive;
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const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
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// getPixelShaderVersion() on Mac currently returns 2.0,
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// or 3.0 if Advanced Lighting is enabled
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if(is_sm3)
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{
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// Figure out the mip level
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meta->addStatement(new GenOp(" vec2 _dx_bump = dFdx(@ * @.z);\r\n", texCoord, atParams));
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meta->addStatement(new GenOp(" vec2 _dy_bump = dFdy(@ * @.z);\r\n", texCoord, atParams));
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meta->addStatement(new GenOp(" float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n"));
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meta->addStatement(new GenOp(" mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams));
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// And the size of the mip level
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meta->addStatement(new GenOp(" float mipPixSz_bump = pow(2.0, @.w - mipLod_bump);\r\n", atParams));
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meta->addStatement(new GenOp(" vec2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams));
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}
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else
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{
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meta->addStatement(new GenOp(" vec2 mipSz = float2(1.0, 1.0);\r\n"));
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}
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// Tiling mode
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// TODO: Select wrap or clamp somehow
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if( true ) // Wrap
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meta->addStatement(new GenOp(" @ = fract(@);\r\n", atDecl, texCoord));
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else // Clamp
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meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, texCoord));
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// Finally scale/offset, and correct for filtering
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meta->addStatement(new GenOp(" @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n",
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atlasedTex, atlasedTex, atParams, atParams, tileParams));
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// Add a newline
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meta->addStatement(new GenOp( "\r\n"));
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if(is_sm3)
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{
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texOp = new GenOp( "texture2DLod(@, vec4(@, 0.0, mipLod_bump)", bumpMap, texCoord );
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}
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else
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{
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texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
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}
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}
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else
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{
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texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
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}
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Var *bumpNorm = new Var( "bumpNormal", "vec4" );
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meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) );
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// If we have a detail normal map we add the xy coords of
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// it to the base normal map. This gives us the effect we
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// want with few instructions and minial artifacts.
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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{
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bumpMap = new Var;
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bumpMap->setType( "sampler2D" );
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bumpMap->setName( "detailBumpMap" );
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bumpMap->uniform = true;
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bumpMap->sampler = true;
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bumpMap->constNum = Var::getTexUnitNum();
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texCoord = getInTexCoord( "detCoord", "vec2", true, componentList );
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texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
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Var *detailBump = new Var;
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detailBump->setName( "detailBump" );
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detailBump->setType( "vec4" );
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meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
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Var *detailBumpScale = new Var;
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detailBumpScale->setType( "float" );
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detailBumpScale->setName( "detailBumpStrength" );
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detailBumpScale->uniform = true;
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detailBumpScale->constSortPos = cspPass;
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meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
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}
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// We transform it into world space by reversing the
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// multiplication by the worldToTanget transform.
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Var *wsNormal = new Var( "wsNormal", "vec3" );
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Var *worldToTanget = getInWorldToTangent( componentList );
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meta->addStatement( new GenOp( " @ = normalize( vec3( @.xyz * @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) );
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}
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ShaderFeature::Resources BumpFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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// If we have no parallax then we bring on the normal tex.
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if ( !fd.features[MFT_Parallax] )
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res.numTex = 1;
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// Only the parallax or diffuse map will add texture
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// coords other than us.
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if ( !fd.features[MFT_Parallax] &&
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!fd.features[MFT_DiffuseMap] &&
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!fd.features[MFT_OverlayMap] &&
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!fd.features[MFT_DetailMap] )
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res.numTexReg++;
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// We pass the world to tanget space transform.
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res.numTexReg += 3;
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// Do we have detail normal mapping?
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if ( fd.features[MFT_DetailNormalMap] )
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{
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res.numTex++;
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if ( !fd.features[MFT_DetailMap] )
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res.numTexReg++;
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}
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return res;
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}
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void BumpFeatGLSL::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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// If we had a parallax feature then it takes
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// care of hooking up the normal map texture.
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if ( fd.features[MFT_Parallax] )
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return;
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if ( fd.features[MFT_NormalMap] )
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{
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passData.mTexType[ texIndex ] = Material::Bump;
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passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
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}
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if ( fd.features[ MFT_DetailNormalMap ] )
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{
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passData.mTexType[ texIndex ] = Material::DetailBump;
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passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
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}
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}
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//
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Var* ParallaxFeatGLSL::_getUniformVar( const char *name, const char *type )
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{
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Var *theVar = (Var*)LangElement::find( name );
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if ( !theVar )
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{
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theVar = new Var;
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theVar->setType( type );
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theVar->setName( name );
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theVar->uniform = true;
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theVar->constSortPos = cspPass;
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}
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return theVar;
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}
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void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
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"ParallaxFeatGLSL::processVert - We don't support SM 1.x!" );
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MultiLine *meta = new MultiLine;
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// Add the texture coords.
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getOutTexCoord( "texCoord",
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"vec2",
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true,
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fd.features[MFT_TexAnim],
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meta,
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componentList );
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// Grab the input position.
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Var *inPos = (Var*)LangElement::find( "inPosition" );
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if ( !inPos )
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inPos = (Var*)LangElement::find( "position" );
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// Get the object space eye position and the world
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// to tangent transform.
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Var *eyePos = _getUniformVar( "eyePos", "vec3" );
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Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
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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 *outViewTS = connectComp->getElement( RT_TEXCOORD, 1 );
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outViewTS->setName( "outViewTS" );
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outViewTS->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = ( @ - @.xyz ) * transpose( @ );\r\n",
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outViewTS, inPos, eyePos, objToTangentSpace ) );
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output = meta;
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}
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void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
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"ParallaxFeatGLSL::processPix - We don't support SM 1.x!" );
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MultiLine *meta = new MultiLine;
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// Order matters... get this first!
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Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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// We need the negative tangent space view vector
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// as in parallax mapping we step towards the camera.
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Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
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if ( !negViewTS )
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{
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Var *inViewTS = (Var*)LangElement::find( "outViewTS" );
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if ( !inViewTS )
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{
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inViewTS = connectComp->getElement( RT_TEXCOORD, 1 );
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inViewTS->setName( "outViewTS" );
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inViewTS->setType( "vec3" );
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}
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negViewTS = new Var( "negViewTS", "vec3" );
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meta->addStatement( new GenOp( " @ = -normalize( @ );\r\n", new DecOp( negViewTS ), inViewTS ) );
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}
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// Get the rest of our inputs.
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Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float" );
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Var *normalMap = getNormalMapTex();
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// Do 3 parallax samples to get acceptable
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// quality without too much overhead.
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Var *pdepth = findOrCreateLocal( "pdepth", "float", meta );
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Var *poffset = findOrCreateLocal( "poffset", "vec2", meta );
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meta->addStatement( new GenOp( " @ = texture2D( @, @.xy ).a;\r\n", pdepth, normalMap, texCoord ) );
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meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
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meta->addStatement( new GenOp( " @ = ( @ + texture2D( @, @.xy + @ ).a ) * 0.5;\r\n", pdepth, pdepth, normalMap, texCoord, poffset ) );
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meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
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meta->addStatement( new GenOp( " @ = ( @ + texture2D( @, @.xy + @ ).a ) * 0.5;\r\n", pdepth, pdepth, normalMap, texCoord, poffset ) );
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meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
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meta->addStatement( new GenOp( " @.xy += @;\r\n", texCoord, poffset ) );
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// TODO: Fix second UV.
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output = meta;
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}
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ShaderFeature::Resources ParallaxFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
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"ParallaxFeatGLSL::getResources - We don't support SM 1.x!" );
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Resources res;
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// We add the outViewTS to the outputstructure.
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res.numTexReg = 1;
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// If this isn't a prepass then we will be
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// creating the normal map here.
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if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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res.numTex = 1;
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return res;
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}
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void ParallaxFeatGLSL::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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AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
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"ParallaxFeatGLSL::setTexData - We don't support SM 1.x!" );
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GFXTextureObject *tex = stageDat.getTex( MFT_NormalMap );
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if ( tex )
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{
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passData.mTexType[ texIndex ] = Material::Bump;
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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}
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}
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//
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void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// If we have normal maps then we can count
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// on it to generate the world space normal.
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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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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outNormal = connectComp->getElement( RT_TEXCOORD );
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outNormal->setName( "wsNormal" );
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outNormal->setType( "vec3" );
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outNormal->mapsToSampler = false;
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// Find the incoming vertex normal.
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Var *inNormal = (Var*)LangElement::find( "normal" );
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if ( inNormal )
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{
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// Transform the normal to world space.
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Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
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meta->addStatement( new GenOp( " @ = @ * normalize( @ );\r\n", outNormal, objTrans, inNormal ) );
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}
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else
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{
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// If we don't have a vertex normal... just pass the
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// camera facing normal to the pixel shader.
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meta->addStatement( new GenOp( " @ = vec3( 0.0, 0.0, 1.0 );\r\n", outNormal ) );
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}
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}
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void NormalsOutFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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output = meta;
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Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
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if ( !wsNormal )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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wsNormal = connectComp->getElement( RT_TEXCOORD );
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wsNormal->setName( "wsNormal" );
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wsNormal->setType( "vec3" );
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// If we loaded the normal its our resposibility
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// to normalize it... the interpolators won't.
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//
|
||||
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", wsNormal, wsNormal ) );
|
||||
}
|
||||
|
||||
LangElement *normalOut;
|
||||
Var *outColor = (Var*)LangElement::find( "col" );
|
||||
if ( outColor )
|
||||
normalOut = new GenOp( "vec4( ( -@ + 1 ) * 0.5, @.a )", wsNormal, outColor );
|
||||
else
|
||||
normalOut = new GenOp( "vec4( ( -@ + 1 ) * 0.5, 1 )", wsNormal );
|
||||
|
||||
meta->addStatement( new GenOp( " @;\r\n",
|
||||
assignColor( normalOut, Material::None ) ) );
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue