Update GLSL Shadergen. Not used on DX9.

This commit is contained in:
LuisAntonRebollo 2014-04-17 17:44:49 +02:00
parent ba36617aec
commit 9221b4dd10
20 changed files with 1944 additions and 1128 deletions

View file

@ -40,6 +40,9 @@
static void _onRegisterFeatures( GFXAdapterType type )
{
if ( type != OpenGL )
return;
FEATUREMGR->registerFeature( MFT_WindEffect, new WindDeformationGLSL );
}
@ -83,29 +86,14 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
// save constant space and reduce the memory copied to the
// card.
//
// This in particular helps when we're instancing.
//
// .x = bend scale
// .y = branch amplitude
// .z = detail amplitude
// .w = detail frequency
//
Var *windParams;
if ( fd.features[MFT_UseInstancing] )
{
ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
windParams = vertStruct->getElement( RT_TEXCOORD );
windParams->setName( "inst_windParams" );
windParams->setType( "vec4" );
mInstancingFormat->addElement( "windParams", GFXDeclType_Float4, windParams->constNum );
}
else
{
windParams = new Var( "windParams", "vec4" );
Var *windParams = new Var( "windParams", "vec4" );
windParams->uniform = true;
windParams->constSortPos = cspPotentialPrimitive;
}
// If we're instancing then we need to instance the wind direction
// and speed as its unique for each tree instance.
@ -114,6 +102,7 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
{
ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
windDirAndSpeed = vertStruct->getElement( RT_TEXCOORD );
windDirAndSpeed->setStructName( "IN" );
windDirAndSpeed->setName( "inst_windDirAndSpeed" );
windDirAndSpeed->setType( "vec3" );
@ -143,16 +132,31 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
if ( !inPosition )
inPosition = (Var*)LangElement::find( "position" );
// Copy the input position to the output first as
// the wind effects are conditional.
Var *outPosition = (Var*)LangElement::find( "inPosition" );
if ( !outPosition )
{
outPosition = new Var;
outPosition->setType( "vec3" );
outPosition->setName( "inPosition" );
meta->addStatement( new GenOp(" @ = @.xyz;\r\n", new DecOp( outPosition ), inPosition ) );
}
// Get the incoming color data
Var *inColor = (Var*)LangElement::find( "diffuse" );
// Do a dynamic branch based on wind force.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp(" if ( any( bvec3(@) ) ) {\r\n", windDirAndSpeed ) );
// Do the branch and detail bending first so that
// it can work in pure object space of the tree.
LangElement *effect =
new GenOp( "windBranchBending( "
"@.xyz, " // vPos
"normalize( normal ), " // vNormal
"@, " // vPos
"normalize( IN_normal ), " // vNormal
"@, " // fTime
"@.z, " // fWindSpeed
@ -161,13 +165,13 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
"@.y, " // fBranchAmp
"@.r, " // fBranchAtten
"dot( @[3], vec4( 1.0 ) ), " // fDetailPhase
"dot( @[3], vec4(1) ), " // fDetailPhase
"@.z, " // fDetailAmp
"@.w, " // fDetailFreq
"@.b )", // fEdgeAtten
inPosition, // vPos
outPosition, // vPos
// vNormal
accumTime, // fTime
@ -183,22 +187,15 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
inColor ); // fEdgeAtten
Var *outPosition = (Var*)LangElement::find( "inPosition" );
if ( outPosition )
meta->addStatement( new GenOp( " @.xyz = @;\r\n", outPosition, effect, inPosition ) );
else
{
outPosition = new Var;
outPosition->setType( "vec3" );
outPosition->setName( "inPosition" );
meta->addStatement( new GenOp(" vec3 inPosition = @;\r\n", effect, inPosition ) );
}
meta->addStatement( new GenOp( " @ = @;\r\n", outPosition, effect ) );
// Now do the trunk bending.
effect = new GenOp( "windTrunkBending( @, @.xy, @.z * @.x )",
outPosition, windDirAndSpeed, outPosition, windParams );
meta->addStatement( new GenOp(" @ = windTrunkBending( @, @.xy, @.z * @.x );\r\n",
outPosition, outPosition, windDirAndSpeed, outPosition, windParams ) );
meta->addStatement( new GenOp(" @ = @;\r\n", outPosition, effect ) );
// End the dynamic branch.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp(" } // [branch]\r\n" ) );
}
ShaderFeatureConstHandles* WindDeformationGLSL::createConstHandles( GFXShader *shader, SimObject *userObject )

View file

@ -35,16 +35,12 @@
void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if ( fd.features[MFT_IsTranslucent] )
// 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 );
@ -59,48 +55,42 @@ void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> &macro
void DeferredRTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if ( fd.features[MFT_IsTranslucent] )
// 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( "vec4" );
// Var *outPosition = (Var*) LangElement::find( "hpos" );
// AssertFatal( outPosition, "No hpos, ohnoes." );
Var *outPosition = (Var*) LangElement::find( "gl_Position" );
AssertFatal( outPosition, "No gl_Position, ohnoes." );
output = new GenOp( " @ = gl_Position;\r\n", ssPos );
output = new GenOp( " @ = @;\r\n", ssPos, outPosition );
}
void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if ( fd.features[MFT_IsTranslucent] )
// 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( "vec4" );
Var *uvScene = new Var;
@ -108,18 +98,20 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
uvScene->setName( "uvScene" );
LangElement *uvSceneDecl = new DecOp( uvScene );
Var *rtParams = (Var*) LangElement::find( "renderTargetParams" );
String rtParamName = String::ToString( "rtParams%s", "lightInfoBuffer" );
Var *rtParams = (Var*) LangElement::find( rtParamName );
if( !rtParams )
{
rtParams = new Var;
rtParams->setType( "vec4" );
rtParams->setName( "renderTargetParams" );
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;
@ -134,36 +126,60 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
lightInfoBuffer->sampler = true;
lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
meta->addStatement( new GenOp( " vec3 d_lightcolor;\r\n" ) );
meta->addStatement( new GenOp( " float d_NL_Att;\r\n" ) );
meta->addStatement( new GenOp( " float d_specular;\r\n" ) );
meta->addStatement( new GenOp( avar( " %s(texture2D(@, @), d_lightcolor, d_NL_Att, d_specular);\r\n", unconditionLightInfo.c_str() ),
lightInfoBuffer, uvScene ) );
// 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", "vec3" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_lightcolor ) ) );
Var *rtShading = new Var;
rtShading->setType( "vec4" );
rtShading->setName( "rtShading" );
LangElement *rtShadingDecl = new DecOp( rtShading );
meta->addStatement( new GenOp( " @ = vec4( d_lightcolor, 1.0 );\r\n", rtShadingDecl ) );
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( "vec2" );
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_SubSurface] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( rtShading, Material::Mul ) ) );
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 DeferredRTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if( fd.features[MFT_IsTranslucent] )
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
return Parent::getResources( fd );
*/
// HACK: See DeferredRTLightingFeatGLSL::setTexData.
mLastTexIndex = 0;
Resources res;
res.numTex = 1;
@ -176,21 +192,22 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
RenderPassData &passData,
U32 &texIndex )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if( fd.features[MFT_IsTranslucent] )
// 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 )
{
passData.mTexType[ texIndex ] = Material::TexTarget;
// HACK: We store this for use in DeferredRTLightingFeatGLSL::processPix()
// which cannot deduce the texture unit itself.
mLastTexIndex = texIndex;
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mSamplerNames[ texIndex ]= "lightInfoBuffer";
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}
@ -205,92 +222,31 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
// to the pixel shader.
MultiLine *meta = new MultiLine;
// setup texture space matrix
Var *texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
if( !texSpaceMat )
{
LangElement * texSpaceSetup = setupTexSpaceMat( componentList, &texSpaceMat );
meta->addStatement( texSpaceSetup );
texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
}
// turn obj->tangent into world->tangent
Var *worldToTangent = new Var;
worldToTangent->setType( "mat3" );
worldToTangent->setName( "worldToTangent" );
LangElement *worldToTangentDecl = new DecOp( worldToTangent );
// Get the world->obj transform
Var *worldToObj = new Var;
worldToObj->setType( "mat4" );
worldToObj->setName( "worldToObj" );
worldToObj->uniform = true;
worldToObj->constSortPos = cspPrimitive;
Var *mat3Conversion = new Var;
mat3Conversion->setType( "mat3" );
mat3Conversion->setName( "worldToObjMat3" );
LangElement* mat3Lang = new DecOp(mat3Conversion);
meta->addStatement( new GenOp( " @ = mat3(@[0].xyz, @[1].xyz, @[2].xyz);\r\n ", mat3Lang, worldToObj, worldToObj, worldToObj) );
// assign world->tangent transform
meta->addStatement( new GenOp( " @ = @ * @;\r\n", worldToTangentDecl, texSpaceMat, mat3Conversion ) );
// send transform to pixel shader
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR1->setName( "worldToTangentR1" );
worldToTangentR1->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @[0];\r\n", worldToTangentR1, worldToTangent ) );
Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR2->setName( "worldToTangentR2" );
worldToTangentR2->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @[1];\r\n", worldToTangentR2, worldToTangent ) );
Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR3->setName( "worldToTangentR3" );
worldToTangentR3->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @[2];\r\n", worldToTangentR3, worldToTangent ) );
// 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_DiffuseMap] )
if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
{
// find incoming texture var
Var *inTex = getVertTexCoord( "texCoord" );
const bool useTexAnim = fd.features[MFT_TexAnim];
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( "outTexCoord" );
outTex->setType( "vec2" );
outTex->mapsToSampler = true;
getOutTexCoord( "texCoord",
"vec2",
true,
useTexAnim,
meta,
componentList );
if( fd.features[MFT_TexAnim] )
{
inTex->setType( "vec4" );
// create texture mat var
Var *texMat = new Var;
texMat->setType( "mat4" );
texMat->setName( "texMat" );
texMat->uniform = true;
texMat->constSortPos = cspPotentialPrimitive;
meta->addStatement( new GenOp( " @ = @ * @;\r\n", outTex, texMat, inTex ) );
}
else
{
// setup language elements to output incoming tex coords to output
meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
}
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
addOutDetailTexCoord( componentList,
meta,
useTexAnim );
}
output = meta;
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_IsTranslucent] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
@ -312,52 +268,12 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
{
MultiLine *meta = new MultiLine;
// Pull the world->tangent transform from the vertex shader
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR1->setName( "worldToTangentR1" );
worldToTangentR1->setType( "vec3" );
Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR2->setName( "worldToTangentR2" );
worldToTangentR2->setType( "vec3" );
Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR3->setName( "worldToTangentR3" );
worldToTangentR3->setType( "vec3" );
Var *worldToTangent = new Var;
worldToTangent->setType( "mat3" );
worldToTangent->setName( "worldToTangent" );
LangElement *worldToTangentDecl = new DecOp( worldToTangent );
// Build world->tangent matrix
meta->addStatement( new GenOp( " @;\r\n", worldToTangentDecl ) );
meta->addStatement( new GenOp( " @[0] = @;\r\n", worldToTangent, worldToTangentR1 ) );
meta->addStatement( new GenOp( " @[1] = @;\r\n", worldToTangent, worldToTangentR2 ) );
meta->addStatement( new GenOp( " @[2] = @;\r\n", worldToTangent, worldToTangentR3 ) );
Var *viewToTangent = getInViewToTangent( componentList );
// create texture var
Var *bumpMap = new Var;
bumpMap->setType( "sampler2D" );
bumpMap->setName( "bumpMap" );
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *texCoord = (Var*) LangElement::find( "outTexCoord" );
if( !texCoord )
{
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
texCoord = connectComp->getElement( RT_TEXCOORD );
texCoord->setName( "outTexCoord" );
texCoord->setType( "vec2" );
texCoord->mapsToSampler = true;
}
LangElement * texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
Var *bumpMap = getNormalMapTex();
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
// create bump normal
Var *bumpNorm = new Var;
@ -367,56 +283,75 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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", "vec2", true, componentList );
texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
Var *detailBump = new Var;
detailBump->setName( "detailBump" );
detailBump->setType( "vec4" );
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( "vec3" );
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( " @ = @.xyz * @;\r\n", gbNormalDecl, bumpNorm, worldToTangent ) );
meta->addStatement( new GenOp( " @ = half3(tMul( @.xyz, @ ));\r\n", gbNormalDecl, bumpNorm, viewToTangent ) );
output = meta;
return;
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_IsTranslucent] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
return;
}
else if ( fd.features[MFT_PixSpecular] )
else if ( fd.features[MFT_PixSpecular] && !fd.features[MFT_SpecularMap] )
{
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
if( bumpSample == NULL )
{
Var *texCoord = (Var*) LangElement::find( "outTexCoord" );
if( !texCoord )
{
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
texCoord = connectComp->getElement( RT_TEXCOORD );
texCoord->setName( "outTexCoord" );
texCoord->setType( "vec2" );
texCoord->mapsToSampler = true;
}
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *bumpMap = new Var;
bumpMap->setType( "sampler2D" );
bumpMap->setName( "bumpMap" );
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *bumpMap = getNormalMapTex();
bumpSample = new Var;
bumpSample->setType( "vec4" );
bumpSample->setName( "bumpSample" );
LangElement *bumpSampleDecl = new DecOp( bumpSample );
output = new GenOp( " @ = texture2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
output = new GenOp( " @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
return;
}
}
@ -427,7 +362,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatureData &fd )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_IsTranslucent] ||
fd.features[MFT_ForwardShading] ||
fd.features[MFT_Parallax] ||
!fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
@ -437,7 +372,16 @@ ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatu
{
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;
}
@ -447,21 +391,28 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
U32 &texIndex )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_IsTranslucent] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
return;
}
GFXTextureObject *normalMap = stageDat.getTex( MFT_NormalMap );
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
( fd.features[MFT_PrePassConditioner] ||
fd.features[MFT_PixSpecular] ) &&
normalMap )
fd.features[MFT_PixSpecular] ) )
{
passData.mTexType[ texIndex ] = Material::Bump;
passData.mTexSlot[ texIndex++ ].texObject = normalMap;
passData.mSamplerNames[ texIndex ] = "bumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
if ( fd.features[MFT_PrePassConditioner] &&
fd.features.hasFeature( MFT_DetailNormalMap ) )
{
passData.mTexType[ texIndex ] = Material::DetailBump;
passData.mSamplerNames[ texIndex ] = "detailBumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
}
}
}
@ -469,7 +420,7 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
return;
@ -480,7 +431,7 @@ void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &component
void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
return;
@ -523,19 +474,18 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
Var *constSpecPow = new Var;
constSpecPow->setType( "float" );
constSpecPow->setName( "constantSpecularPower" );
constSpecPow->uniform = true;
constSpecPow->constSortPos = cspPass;
Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
AssertFatal( lightInfoSamp, "Something hosed the deferred features! Can't find lightInfoSample" );
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,
"DeferredPixelSpecularGLSL::processPix - Something hosed the deferred features!" );
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow(d_specular, ceil(@ / @)) * @;\r\n", specDecl, specPow, constSpecPow, specStrength ) );
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
specDecl, d_specular, specPow, specStrength ) );
LangElement *specMul = new GenOp( "@ * @", specCol, specular );
LangElement *specMul = new GenOp( "float4( @.rgb, 0 ) * @", specCol, specular );
LangElement *final = specMul;
// We we have a normal map then mask the specular
@ -545,14 +495,15 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
final = new GenOp( "@ * @.a", final, bumpSample );
}
// add to color meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
// add to color
meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
output = meta;
}
ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
{
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
Resources res;
@ -563,7 +514,7 @@ ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const Material
ShaderFeature::Resources DeferredMinnaertGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
{
res.numTex = 1;
res.numTexReg = 1;
@ -576,7 +527,7 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
RenderPassData &passData,
U32 &texIndex )
{
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
{
NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
if ( texTarget )
@ -590,7 +541,7 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
void DeferredMinnaertGLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
{
// Pull in the uncondition method for the g buffer
NamedTexTarget *texTarget = NamedTexTarget::find( RenderPrePassMgr::BufferName );
@ -607,55 +558,24 @@ void DeferredMinnaertGLSL::processVert( Vector<ShaderComponent*> &componentLis
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
// grab incoming vert position
Var *inVertPos = (Var*) LangElement::find( "position" );
AssertFatal( inVertPos, "Something went bad with ShaderGen. The vertex position should be already defined." );
// grab output for gbuffer normal
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outWSEyeVec= connectComp->getElement( RT_TEXCOORD );
outWSEyeVec->setName( "outWSViewVec" );
outWSEyeVec->setType( "vec4" );
// create objToWorld variable
Var *objToWorld = (Var*) LangElement::find( "objTrans" );
if( !objToWorld )
{
objToWorld = new Var;
objToWorld->setType( "mat4x4" );
objToWorld->setName( "objTrans" );
objToWorld->uniform = true;
objToWorld->constSortPos = cspPrimitive;
}
// Eye Pos world
Var *eyePosWorld = (Var*) LangElement::find( "eyePosWorld" );
if( !eyePosWorld )
{
eyePosWorld = new Var;
eyePosWorld->setType( "vec3" );
eyePosWorld->setName( "eyePosWorld" );
eyePosWorld->uniform = true;
eyePosWorld->constSortPos = cspPass;
}
// Kick out the world-space normal
LangElement *statement = new GenOp( " @ = vec4(@, @) - vec4(@, 0.0);\r\n",
outWSEyeVec, objToWorld, inVertPos, eyePosWorld );
output = statement;
// 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 DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
@ -679,25 +599,19 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
Var *uvScene = (Var*) LangElement::find( "uvScene" );
AssertFatal(uvScene != NULL, "Unable to find UVScene, no RTLighting feature?");
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *wsViewVec = (Var*) LangElement::find( "wsPos" );
if( !wsViewVec )
{
wsViewVec = connectComp->getElement( RT_TEXCOORD );
wsViewVec->setName( "outWSViewVec" );
wsViewVec->setType( "vec4" );
wsViewVec->mapsToSampler = false;
wsViewVec->uniform = false;
}
MultiLine *meta = new MultiLine;
// Get the world space view vector.
Var *wsViewVec = getWsView( getInWsPosition( componentList ), meta );
String unconditionPrePassMethod = String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition";
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( avar( " vec4 normalDepth = %s(texture2D(@, @));\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
meta->addStatement( new GenOp( " vec3 worldViewVec = normalize(@.xyz / @.w);\r\n", wsViewVec, wsViewVec ) );
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, worldViewVec);\r\n" ) );
meta->addStatement( new GenOp( " float Minnaert = pow(d_NL_Att, @) * pow(vDotN, 1.0 - @);\r\n", minnaertConstant, minnaertConstant ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
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;
}
@ -707,7 +621,7 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
@ -719,12 +633,13 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
subSurfaceParams->uniform = true;
subSurfaceParams->constSortPos = cspPotentialPrimitive;
Var *inColor = (Var*) LangElement::find( "rtShading" );
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, d_NL_Att) - smoothstep(0.0, 1.0, d_NL_Att);\r\n", subSurfaceParams ) );
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( "vec4(@.rgb + (subLamb * @.rgb), 1.0)", inColor, subSurfaceParams ), Material::Mul ) ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@ + (subLamb * @.rgb), 1.0)", d_lightcolor, subSurfaceParams ), Material::Mul ) ) );
output = meta;
}

View file

@ -30,13 +30,25 @@
class ConditionerMethodDependency;
/// Lights the pixel by sampling from the light prepass buffer. It will
/// fall back to default vertex lighting functionality if
/// 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 DeferredRTLightingFeatGLSL : public RTLightingFeatGLSL
{
typedef RTLightingFeatGLSL Parent;
protected:
/// @see DeferredRTLightingFeatHLSL::processPix()
U32 mLastTexIndex;
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -57,12 +69,12 @@ public:
virtual String getName()
{
return "Deferred RT Lighting Feature";
return "Deferred RT Lighting";
}
};
/// Used to write the normals during the depth/normal prepass.
/// This is used during the
class DeferredBumpFeatGLSL : public BumpFeatGLSL
{
typedef BumpFeatGLSL Parent;

View file

@ -27,9 +27,10 @@
#include "gfx/gfxStringEnumTranslate.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat ) :
GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat, const NormalSpace nrmSpace ) :
Parent( bufferFormat )
{
// Figure out how we should store the normal data. These are the defaults.
@ -39,20 +40,18 @@ GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat ) :
// 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:
// TODO: Some kind of logic here. Spherical is better, but is more
// expensive.
mNormalStorageType = Spherical;
mNormalStorageType = twoCmpNrmStorageType;
mBitsPerChannel = 8;
break;
case GFXFormatR16G16B16A16F:
// Floating point buffers don't need to encode negative values
mCanWriteNegativeValues = true;
mNormalStorageType = Spherical;
mNormalStorageType = twoCmpNrmStorageType;
mBitsPerChannel = 16;
break;
@ -61,7 +60,7 @@ GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat ) :
// precision and high quality normals within a 64bit
// buffer format.
case GFXFormatR16G16B16A16:
mNormalStorageType = Spherical;
mNormalStorageType = twoCmpNrmStorageType;
mBitsPerChannel = 16;
break;
@ -83,34 +82,43 @@ GBufferConditionerGLSL::~GBufferConditionerGLSL()
void GBufferConditionerGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
output = NULL;
// 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;
if( !fd.features[MFT_NormalMap] )
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] )
{
// grab incoming vert normal
Var *inNormal = (Var*) LangElement::find( "normal" );
AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );
// Kick out the view-space normal
// grab output for gbuffer normal
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
outNormal->setName( "gbNormal" );
outNormal->setType( "vec3" );
// TODO: Total hack because Conditioner is directly derived
// from ShaderFeature and not from ShaderFeatureGLSL.
NamedFeatureGLSL dummy( String::EmptyString );
dummy.mInstancingFormat = mInstancingFormat;
Var *worldViewOnly = dummy.getWorldView( componentList, fd.features[MFT_UseInstancing], meta );
// create objToWorld variable
Var *objToWorld = (Var*) LangElement::find( "objTrans" );
if( !objToWorld )
{
objToWorld = new Var;
objToWorld->setType( "mat4" );
objToWorld->setName( "objTrans" );
objToWorld->uniform = true;
objToWorld->constSortPos = cspPrimitive;
}
// Kick out the world-space normal
LangElement *statement = new GenOp( " @ = vec3(@ * vec4(normalize(@), 0.0));\r\n", outNormal, objToWorld, inNormal );
output = statement;
meta->addStatement( new GenOp(" @ = tMul(@, 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 ) );
}
}
@ -129,7 +137,8 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
{
gbNormal = connectComp->getElement( RT_TEXCOORD );
gbNormal->setName( "gbNormal" );
gbNormal->setType( "vec3" );
gbNormal->setStructName( "IN" );
gbNormal->setType( "float3" );
gbNormal->mapsToSampler = false;
gbNormal->uniform = false;
}
@ -143,16 +152,45 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
Var *unconditionedOut = new Var;
unconditionedOut->setType("vec4");
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( " @ = 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 ShaderFeatureGLSL::addOutVpos() in the vertex
// shader as for SM 3.0 nothing is needed there.
Var *Vpos = (Var*) LangElement::find( "gl_Position" ); //Var *Vpos = ShaderFeatureGLSL::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( "vec4(normalize(@), @)", gbNormal, depth ) ) );
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;
}
@ -180,7 +218,7 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
{
Var *methodVar = new Var;
methodVar->setName(methodName);
methodVar->setType("vec4");
methodVar->setType("float4");
DecOp *methodDecl = new DecOp(methodVar);
Var *prepassSampler = new Var;
@ -190,12 +228,12 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
Var *screenUV = new Var;
screenUV->setName("screenUVVar");
screenUV->setType("vec2");
screenUV->setType("float2");
DecOp *screenUVDecl = new DecOp(screenUV);
Var *bufferSample = new Var;
bufferSample->setName("bufferSample");
bufferSample->setType("vec4");
bufferSample->setType("float4");
DecOp *bufferSampleDecl = new DecOp(bufferSample);
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
@ -204,9 +242,18 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
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
// so that the shader compiler can optimize.
meta->addStatement( new GenOp( " @ = texture2DLod(@, @, 0.0);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
// 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
@ -218,39 +265,67 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
GenOp* GBufferConditionerGLSL::_posnegEncode( GenOp *val )
{
return mCanWriteNegativeValues ? val : new GenOp("0.5 * (@ + 1.0)", 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* GBufferConditionerGLSL::_posnegDecode( GenOp *val )
{
return mCanWriteNegativeValues ? val : new GenOp("@ * 2.0 - 1.0", 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* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
{
Var *retVar = new Var;
retVar->setType("vec4");
retVar->setType("float4");
retVar->setName("_gbConditionedOutput");
LangElement *outputDecl = new DecOp( retVar );
switch(mNormalStorageType)
{
case CartesianXYZ:
meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.xyz, depth)\r\n" ) );
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
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: vec4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " @ = vec4(@, @.a);", outputDecl,
_posnegEncode(new GenOp("vec3(@.xy, sign(@.z))", unconditionedOutput, unconditionedOutput)), unconditionedOutput ) );
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: vec4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " @ = vec4(@, 0.0, @.a);\r\n", outputDecl,
_posnegEncode(new GenOp("vec2(atan2(@.y, @.x) / 3.14159265358979323846f, @.z)", unconditionedOutput, unconditionedOutput, unconditionedOutput ) ),
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;
}
@ -259,11 +334,10 @@ Var* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLi
if(mNormalStorageType != CartesianXYZ)
{
const U64 maxValPerChannel = 1 << mBitsPerChannel;
const U64 extraVal = (maxValPerChannel * maxValPerChannel - 1) - (maxValPerChannel - 1) * 2;
meta->addStatement( new GenOp( " \r\n // Encode depth into hi/lo\r\n" ) );
meta->addStatement( new GenOp( avar( " vec3 _tempDepth = fract(@.a * vec3(1.0, %llu.0, %llu.0));\r\n", maxValPerChannel - 1, extraVal ),
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.yz * vec2(1.0/%llu.0, 1.0/%llu.0);\r\n\r\n", maxValPerChannel - 1, maxValPerChannel - 1 ),
meta->addStatement( new GenOp( avar( " @.zw = _tempDepth.xy - _tempDepth.yy * float2(1.0/%llu.0, 0.0);\r\n\r\n", maxValPerChannel - 1 ),
retVar ) );
}
@ -274,33 +348,43 @@ Var* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLi
Var* GBufferConditionerGLSL::_unconditionInput( Var *conditionedInput, MultiLine *meta )
{
Var *retVar = new Var;
retVar->setType("vec4");
retVar->setType("float4");
retVar->setName("_gbUnconditionedInput");
LangElement *outputDecl = new DecOp( retVar );
switch(mNormalStorageType)
{
case CartesianXYZ:
meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.xyz, depth)\r\n" ) );
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
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: vec4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
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: vec4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
meta->addStatement( new GenOp( " vec2 spGPUAngles = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
meta->addStatement( new GenOp( " vec2 sincosTheta;\r\n" ) );
meta->addStatement( new GenOp( " sincosTheta.x = sin(spGPUAngles.x * 3.14159265358979323846);\r\n" ) );
meta->addStatement( new GenOp( " sincosTheta.y = cos(spGPUAngles.x * 3.14159265358979323846);\r\n" ) );
meta->addStatement( new GenOp( " vec2 sincosPhi = vec2(sqrt(1.0 - spGPUAngles.y * spGPUAngles.y), spGPUAngles.y);\r\n" ) );
meta->addStatement( new GenOp( " @ = vec4(sincosTheta.y * sincosPhi.x, sincosTheta.x * sincosPhi.x, sincosPhi.y, @.a);\r\n", outputDecl, conditionedInput ) );
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;
}
@ -309,7 +393,7 @@ Var* GBufferConditionerGLSL::_unconditionInput( Var *conditionedInput, MultiLine
{
const U64 maxValPerChannel = 1 << mBitsPerChannel;
meta->addStatement( new GenOp( " \r\n // Decode depth\r\n" ) );
meta->addStatement( new GenOp( avar( " @.w = dot( @.zw, vec2(1.0, 1.0/%llu.0));\r\n", maxValPerChannel - 1 ),
meta->addStatement( new GenOp( avar( " @.w = dot( @.zw, float2(1.0, 1.0/%llu.0));\r\n", maxValPerChannel - 1 ),
retVar, conditionedInput ) );
}

View file

@ -42,6 +42,13 @@ public:
CartesianXYZ,
CartesianXY,
Spherical,
LambertAzimuthal,
};
enum NormalSpace
{
WorldSpace,
ViewSpace,
};
protected:
@ -52,7 +59,7 @@ protected:
public:
GBufferConditionerGLSL( const GFXFormat bufferFormat );
GBufferConditionerGLSL( const GFXFormat bufferFormat, const NormalSpace nrmSpace );
virtual ~GBufferConditionerGLSL();

View file

@ -64,14 +64,14 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
output = meta;
// Get the texture coord.
Var *texCoord = getInTexCoord( "out_texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
// Sample the bumpmap.
Var *bumpMap = getNormalMapTex();
LangElement *texOp = NULL;
//Handle atlased textures
// http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
if(fd.features[MFT_NormalMapAtlas])
{
// This is a big block of code, so put a comment in the shader code
@ -79,52 +79,49 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
Var *atlasedTex = new Var;
atlasedTex->setName("atlasedBumpCoord");
atlasedTex->setType("vec2");
atlasedTex->setType( "vec2" );
LangElement *atDecl = new DecOp(atlasedTex);
// Parameters of the texture atlas
Var *atParams = new Var;
atParams->setType("vec4");
atParams->setType( "float4" );
atParams->setName("bumpAtlasParams");
atParams->uniform = true;
atParams->constSortPos = cspPotentialPrimitive;
// Parameters of the texture (tile) this object is using in the atlas
Var *tileParams = new Var;
tileParams->setType("vec4");
tileParams->setType( "float4" );
tileParams->setName("bumpAtlasTileParams");
tileParams->uniform = true;
tileParams->constSortPos = cspPotentialPrimitive;
const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
// getPixelShaderVersion() on Mac currently returns 2.0,
// or 3.0 if Advanced Lighting is enabled
if(is_sm3)
{
// Figure out the mip level
meta->addStatement(new GenOp(" vec2 _dx_bump = dFdx(@ * @.z);\r\n", texCoord, atParams));
meta->addStatement(new GenOp(" vec2 _dy_bump = dFdy(@ * @.z);\r\n", texCoord, atParams));
meta->addStatement(new GenOp(" float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n"));
meta->addStatement(new GenOp(" mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams));
meta->addStatement( new GenOp( " float2 _dx_bump = ddx(@ * @.z);\r\n", texCoord, atParams ) );
meta->addStatement( new GenOp( " float2 _dy_bump = ddy(@ * @.z);\r\n", texCoord, atParams ) );
meta->addStatement( new GenOp( " float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n"));
meta->addStatement( new GenOp( " mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams));
// And the size of the mip level
meta->addStatement(new GenOp(" float mipPixSz_bump = pow(2.0, @.w - mipLod_bump);\r\n", atParams));
meta->addStatement(new GenOp(" vec2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams));
meta->addStatement( new GenOp( " float2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams ) );
}
else
{
meta->addStatement(new GenOp(" vec2 mipSz = float2(1.0, 1.0);\r\n"));
meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n"));
}
// Tiling mode
// TODO: Select wrap or clamp somehow
if( true ) // Wrap
meta->addStatement(new GenOp(" @ = fract(@);\r\n", atDecl, texCoord));
meta->addStatement( new GenOp( " @ = frac(@);\r\n", atDecl, texCoord ) );
else // Clamp
meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, texCoord));
// Finally scale/offset, and correct for filtering
meta->addStatement(new GenOp(" @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n",
meta->addStatement( new GenOp( " @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n",
atlasedTex, atlasedTex, atParams, atParams, tileParams));
// Add a newline
@ -132,19 +129,19 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
if(is_sm3)
{
texOp = new GenOp( "texture2DLod(@, vec4(@, 0.0, mipLod_bump)", bumpMap, texCoord );
texOp = new GenOp( "tex2Dlod(@, float4(@, 0.0, mipLod_bump))", bumpMap, texCoord );
}
else
{
texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
}
}
else
{
texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
}
Var *bumpNorm = new Var( "bumpNormal", "vec4" );
Var *bumpNorm = new Var( "bumpNormal", "float4" );
meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) );
// If we have a detail normal map we add the xy coords of
@ -160,11 +157,11 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
bumpMap->constNum = Var::getTexUnitNum();
texCoord = getInTexCoord( "detCoord", "vec2", true, componentList );
texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
Var *detailBump = new Var;
detailBump->setName( "detailBump" );
detailBump->setType( "vec4" );
detailBump->setType( "float4" );
meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
Var *detailBumpScale = new Var;
@ -175,13 +172,11 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
}
// We transform it into world space by reversing the
// multiplication by the worldToTanget transform.
Var *wsNormal = new Var( "wsNormal", "vec3" );
Var *worldToTanget = getInWorldToTangent( componentList );
meta->addStatement( new GenOp( " @ = normalize( vec3( @.xyz * @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) );
meta->addStatement( new GenOp( " @ = normalize( tMul( @.xyz, @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) );
}
ShaderFeature::Resources BumpFeatGLSL::getResources( const MaterialFeatureData &fd )
@ -227,20 +222,26 @@ void BumpFeatGLSL::setTexData( Material::StageData &stageDat,
if ( fd.features[MFT_NormalMap] )
{
passData.mTexType[ texIndex ] = Material::Bump;
passData.mSamplerNames[ texIndex ] = "bumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
}
if ( fd.features[ MFT_DetailNormalMap ] )
{
passData.mTexType[ texIndex ] = Material::DetailBump;
passData.mSamplerNames[ texIndex ] = "detailBumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
}
}
//
Var* ParallaxFeatGLSL::_getUniformVar( const char *name, const char *type )
ParallaxFeatGLSL::ParallaxFeatGLSL()
: mIncludeDep( "shaders/common/gl/torque.glsl" )
{
addDependency( &mIncludeDep );
}
Var* ParallaxFeatGLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
{
Var *theVar = (Var*)LangElement::find( name );
if ( !theVar )
@ -249,7 +250,7 @@ Var* ParallaxFeatGLSL::_getUniformVar( const char *name, const char *type )
theVar->setType( type );
theVar->setName( name );
theVar->uniform = true;
theVar->constSortPos = cspPass;
theVar->constSortPos = csp;
}
return theVar;
@ -259,13 +260,13 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
"ParallaxFeatGLSL::processVert - We don't support SM 1.x!" );
"ParallaxFeatGLSL::processVert - We don't support SM 1.x!" );
MultiLine *meta = new MultiLine;
// Add the texture coords.
getOutTexCoord( "texCoord",
"vec2",
"vec2",
true,
fd.features[MFT_TexAnim],
meta,
@ -276,18 +277,36 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
if ( !inPos )
inPos = (Var*)LangElement::find( "position" );
// Get the object space eye position and the world
// to tangent transform.
Var *eyePos = _getUniformVar( "eyePos", "vec3" );
// Get the object space eye position and the
// object to tangent space transform.
Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPrimitive );
Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
// send transform to pixel shader
// Now send the negative view vector in tangent space to the pixel shader.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outViewTS = connectComp->getElement( RT_TEXCOORD, 1 );
outViewTS->setName( "outViewTS" );
outViewTS->setType( "vec3" );
meta->addStatement( new GenOp( " @ = ( @ - @.xyz ) * transpose( @ );\r\n",
outViewTS, inPos, eyePos, objToTangentSpace ) );
Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
outNegViewTS->setName( "outNegViewTS" );
outNegViewTS->setStructName( "OUT" );
outNegViewTS->setType( "vec3" );
meta->addStatement( new GenOp( " @ = tMul( @, float3( @.xyz - @ ) );\r\n",
outNegViewTS, objToTangentSpace, inPos, eyePos ) );
// TODO: I'm at a loss at why i need to flip the binormal/y coord
// to get a good view vector for parallax. Lighting works properly
// with the TS matrix as is... but parallax does not.
//
// Someone figure this out!
//
meta->addStatement( new GenOp( " @.y = -@.y;\r\n", outNegViewTS, outNegViewTS ) );
// If we have texture anim matrix the tangent
// space view vector may need to be rotated.
Var *texMat = (Var*)LangElement::find( "texMat" );
if ( texMat )
{
meta->addStatement( new GenOp( " @ = tMul(@, float4(@,0)).xyz;\r\n",
outNegViewTS, texMat, outNegViewTS ) );
}
output = meta;
}
@ -296,7 +315,7 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
"ParallaxFeatGLSL::processPix - We don't support SM 1.x!" );
"ParallaxFeatGLSL::processPix - We don't support SM 1.x!" );
MultiLine *meta = new MultiLine;
@ -310,38 +329,28 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
if ( !negViewTS )
{
Var *inViewTS = (Var*)LangElement::find( "outViewTS" );
if ( !inViewTS )
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
if ( !inNegViewTS )
{
inViewTS = connectComp->getElement( RT_TEXCOORD, 1 );
inViewTS->setName( "outViewTS" );
inViewTS->setType( "vec3" );
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
inNegViewTS->setName( "outNegViewTS" );
inNegViewTS->setStructName( "IN" );
inNegViewTS->setType( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = -normalize( @ );\r\n", new DecOp( negViewTS ), inViewTS ) );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the rest of our inputs.
Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float" );
Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float", cspPotentialPrimitive );
Var *normalMap = getNormalMapTex();
// Do 3 parallax samples to get acceptable
// quality without too much overhead.
Var *pdepth = findOrCreateLocal( "pdepth", "float", meta );
Var *poffset = findOrCreateLocal( "poffset", "vec2", meta );
meta->addStatement( new GenOp( " @ = texture2D( @, @.xy ).a;\r\n", pdepth, normalMap, texCoord ) );
meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
meta->addStatement( new GenOp( " @ = ( @ + texture2D( @, @.xy + @ ).a ) * 0.5;\r\n", pdepth, pdepth, normalMap, texCoord, poffset ) );
meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
meta->addStatement( new GenOp( " @ = ( @ + texture2D( @, @.xy + @ ).a ) * 0.5;\r\n", pdepth, pdepth, normalMap, texCoord, poffset ) );
meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
meta->addStatement( new GenOp( " @.xy += @;\r\n", texCoord, poffset ) );
// Call the library function to do the rest.
meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
texCoord, normalMap, texCoord, negViewTS, parallaxInfo ) );
// TODO: Fix second UV.
// TODO: Fix second UV maybe?
output = meta;
}
@ -349,7 +358,7 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
ShaderFeature::Resources ParallaxFeatGLSL::getResources( const MaterialFeatureData &fd )
{
AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
"ParallaxFeatGLSL::getResources - We don't support SM 1.x!" );
"ParallaxFeatGLSL::getResources - We don't support SM 1.x!" );
Resources res;
@ -370,7 +379,7 @@ void ParallaxFeatGLSL::setTexData( Material::StageData &stageDat,
U32 &texIndex )
{
AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
"ParallaxFeatGLSL::setTexData - We don't support SM 1.x!" );
"ParallaxFeatGLSL::setTexData - We don't support SM 1.x!" );
GFXTextureObject *tex = stageDat.getTex( MFT_NormalMap );
if ( tex )
@ -381,7 +390,6 @@ void ParallaxFeatGLSL::setTexData( Material::StageData &stageDat,
}
//
void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
@ -397,6 +405,7 @@ void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
outNormal->setName( "wsNormal" );
outNormal->setStructName( "OUT" );
outNormal->setType( "vec3" );
outNormal->mapsToSampler = false;
@ -406,13 +415,13 @@ void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
{
// Transform the normal to world space.
Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
meta->addStatement( new GenOp( " @ = @ * normalize( @ );\r\n", outNormal, objTrans, inNormal ) );
meta->addStatement( new GenOp( " @ = tMul( @, normalize( vec4(@, 0.0) ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
}
else
{
// If we don't have a vertex normal... just pass the
// camera facing normal to the pixel shader.
meta->addStatement( new GenOp( " @ = vec3( 0.0, 0.0, 1.0 );\r\n", outNormal ) );
meta->addStatement( new GenOp( " @ = float3( 0.0, 0.0, 1.0 );\r\n", outNormal ) );
}
}
@ -428,20 +437,26 @@ void NormalsOutFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
wsNormal = connectComp->getElement( RT_TEXCOORD );
wsNormal->setName( "wsNormal" );
wsNormal->setStructName( "IN" );
wsNormal->setType( "vec3" );
// If we loaded the normal its our resposibility
// to normalize it... the interpolators won't.
//
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", wsNormal, wsNormal ) );
// Note we cast to half here to get partial precision
// optimized code which is an acceptable loss of
// precision for normals and performs much better
// on older Geforce cards.
//
meta->addStatement( new GenOp( " @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );
}
LangElement *normalOut;
Var *outColor = (Var*)LangElement::find( "col" );
if ( outColor )
normalOut = new GenOp( "vec4( ( -@ + 1 ) * 0.5, @.a )", wsNormal, outColor );
if ( outColor && !fd.features[MFT_AlphaTest] )
normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, @.a )", wsNormal, outColor );
else
normalOut = new GenOp( "vec4( ( -@ + 1 ) * 0.5, 1 )", wsNormal );
normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, 1 )", wsNormal );
meta->addStatement( new GenOp( " @;\r\n",
assignColor( normalOut, Material::None ) ) );

View file

@ -26,6 +26,9 @@
#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
struct RenderPassData;
class MultiLine;
@ -50,7 +53,6 @@ public:
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName() { return "Bumpmap"; }
};
@ -62,10 +64,16 @@ class ParallaxFeatGLSL : public ShaderFeatureGLSL
{
protected:
static Var* _getUniformVar( const char *name, const char *type );
static Var* _getUniformVar( const char *name,
const char *type,
ConstantSortPosition csp );
ShaderIncludeDependency mIncludeDep;
public:
ParallaxFeatGLSL();
// ShaderFeatureGLSL
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -80,7 +88,6 @@ public:
};
/// This feature is used to render normals to the
/// diffuse target for imposter rendering.
class NormalsOutFeatGLSL : public ShaderFeatureGLSL

View file

@ -24,36 +24,36 @@
#include "shaderGen/GLSL/depthGLSL.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
void EyeSpaceDepthOutGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
MultiLine *meta = new MultiLine;
output = meta;
// grab output
// grab output
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outWSEyeVec = connectComp->getElement( RT_TEXCOORD );
outWSEyeVec->setName( "outWSEyeVec" );
// grab incoming vert position
Var *wsPosition = new Var( "depthPos", "vec3" );
outWSEyeVec->setName( "wsEyeVec" );
outWSEyeVec->setStructName( "OUT" );
// grab incoming vert position
Var *wsPosition = new Var( "depthPos", "float3" );
getWsPosition( componentList, fd.features[MFT_UseInstancing], meta, new DecOp( wsPosition ) );
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if( !eyePos )
{
eyePos = new Var;
eyePos->setType("vec3");
eyePos->setType("float3");
eyePos->setName("eyePosWorld");
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " @ = vec4( @.xyz - @, 1 );\r\n", outWSEyeVec, wsPosition, eyePos ) );
meta->addStatement( new GenOp( " @ = float4( @.xyz - @, 1 );\r\n", outWSEyeVec, wsPosition, eyePos ) );
}
void EyeSpaceDepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList,
@ -64,14 +64,15 @@ void EyeSpaceDepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList,
// grab connector position
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *wsEyeVec = connectComp->getElement( RT_TEXCOORD );
wsEyeVec->setName( "outWSEyeVec" );
wsEyeVec->setType( "vec4" );
wsEyeVec->setName( "wsEyeVec" );
wsEyeVec->setStructName( "IN" );
wsEyeVec->setType( "float4" );
wsEyeVec->mapsToSampler = false;
wsEyeVec->uniform = false;
// get shader constants
Var *vEye = new Var;
vEye->setType("vec3");
vEye->setType("float3");
vEye->setName("vEye");
vEye->uniform = true;
vEye->constSortPos = cspPass;
@ -83,12 +84,27 @@ void EyeSpaceDepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList,
LangElement *depthOutDecl = new DecOp( depthOut );
meta->addStatement( new GenOp( "#ifndef CUBE_SHADOW_MAP\r\n" ) );
meta->addStatement( new GenOp( " @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec ) );
meta->addStatement( new GenOp( "#else\r\n" ) );
Var *farDist = (Var*)Var::find( "oneOverFarplane" );
if ( !farDist )
{
farDist = new Var;
farDist->setType("float4");
farDist->setName("oneOverFarplane");
farDist->uniform = true;
farDist->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " @ = length( @.xyz / @.w ) * @.x;\r\n", depthOutDecl, wsEyeVec, wsEyeVec, farDist ) );
meta->addStatement( new GenOp( "#endif\r\n" ) );
// If there isn't an output conditioner for the pre-pass, than just write
// out the depth to rgba and return.
if( !fd.features[MFT_PrePassConditioner] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@)", depthOut ), Material::None ) ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(float3(@),1)", depthOut ), Material::None ) ) );
output = meta;
}
@ -111,11 +127,12 @@ void DepthOutGLSL::processVert( Vector<ShaderComponent*> &componentList,
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
// Grab the output vert.
Var *outPosition = (Var*)LangElement::find( "gl_Position" );
Var *outPosition = (Var*)LangElement::find( "gl_Position" ); //hpos
// Grab our output depth.
Var *outDepth = connectComp->getElement( RT_TEXCOORD );
outDepth->setName( "outDepth" );
outDepth->setName( "depth" );
outDepth->setStructName( "OUT" );
outDepth->setType( "float" );
output = new GenOp( " @ = @.z / @.w;\r\n", outDepth, outPosition, outPosition );
@ -128,7 +145,8 @@ void DepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList,
// grab connector position
Var *depthVar = connectComp->getElement( RT_TEXCOORD );
depthVar->setName( "outDepth" );
depthVar->setName( "depth" );
depthVar->setStructName( "IN" );
depthVar->setType( "float" );
depthVar->mapsToSampler = false;
depthVar->uniform = false;
@ -140,7 +158,7 @@ void DepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList,
depthOut->setName(getOutputVarName());
*/
LangElement *depthOut = new GenOp( "vec4( @, @ * @, 0, 1 )", depthVar, depthVar, depthVar );
LangElement *depthOut = new GenOp( "float4( @, 0, 0, 1 )", depthVar );
output = new GenOp( " @;\r\n", assignColor( depthOut, Material::None ) );
}

View file

@ -54,7 +54,7 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Depth (Out)"; }
virtual Material::BlendOp getBlendOp() { return Material::None; }
virtual const char* getOutputVarName() const { return "outDepth"; }
virtual const char* getOutputVarName() const { return "IN_depth"; }
};
#endif // _DEPTH_GLSL_H_

View file

@ -65,7 +65,7 @@ void ParaboloidVertTransformGLSL::processVert( Vector<ShaderComponent*> &compon
// http://www.gamedev.net/reference/articles/article2308.asp
// Swizzle z and y post-transform
meta->addStatement( new GenOp( " @ = vec4(@ * vec4(@.xyz,1)).xzyw;\r\n", outPosition, worldViewOnly, inPosition ) );
meta->addStatement( new GenOp( " @ = tMul(@, float4(@.xyz,1)).xzyw;\r\n", outPosition, worldViewOnly, inPosition ) );
meta->addStatement( new GenOp( " float L = length(@.xyz);\r\n", outPosition ) );
if ( isSinglePass )
@ -73,7 +73,8 @@ void ParaboloidVertTransformGLSL::processVert( Vector<ShaderComponent*> &compon
// Flip the z in the back case
Var *outIsBack = connectComp->getElement( RT_TEXCOORD );
outIsBack->setType( "float" );
outIsBack->setName( "outIsBack" );
outIsBack->setName( "isBack" );
outIsBack->setStructName( "OUT" );
meta->addStatement( new GenOp( " bool isBack = @.z < 0.0;\r\n", outPosition ) );
meta->addStatement( new GenOp( " @ = isBack ? -1.0 : 1.0;\r\n", outIsBack ) );
@ -94,15 +95,16 @@ void ParaboloidVertTransformGLSL::processVert( Vector<ShaderComponent*> &compon
// TODO: If we change other shadow shaders to write out
// linear depth, than fix this as well!
//
// (L - 1.0)/(lightParams.x - 1.0);
// (L - zNear)/(lightParams.x - zNear);
//
meta->addStatement( new GenOp( " @.z = L / @.x;\r\n", outPosition, lightParams ) );
meta->addStatement( new GenOp( " @.w = 1.0;\r\n", outPosition ) );
// Pass unmodified to pixel shader to allow it to clip properly.
Var *outPosXY = connectComp->getElement( RT_TEXCOORD );
outPosXY->setType( "vec2" );
outPosXY->setName( "outPosXY" );
outPosXY->setType( "float2" );
outPosXY->setName( "posXY" );
outPosXY->setStructName( "OUT" );
meta->addStatement( new GenOp( " @ = @.xy;\r\n", outPosXY, outPosition ) );
// Scale and offset so it shows up in the atlas properly.
@ -136,16 +138,18 @@ void ParaboloidVertTransformGLSL::processPix( Vector<ShaderComponent*> &compon
{
// Cull things on the back side of the map.
Var *isBack = connectComp->getElement( RT_TEXCOORD );
isBack->setName( "outIsBack" );
isBack->setName( "isBack" );
isBack->setStructName( "IN" );
isBack->setType( "float" );
meta->addStatement( new GenOp( " if ( ( abs( @ ) - 0.999 ) < 0 ) discard;\r\n", isBack ) );
}
// Cull pixels outside of the valid paraboloid.
Var *posXY = connectComp->getElement( RT_TEXCOORD );
posXY->setName( "outPosXY" );
posXY->setType( "vec2" );
meta->addStatement( new GenOp( " if ( ( 1.0 - length( @ ) ) < 0 ) discard;\r\n", posXY ) );
posXY->setName( "posXY" );
posXY->setStructName( "IN" );
posXY->setType( "float2" );
meta->addStatement( new GenOp( " clip( 1.0 - abs(@.x) );\r\n", posXY ) );
output = meta;
}

View file

@ -38,98 +38,35 @@ PixelSpecularGLSL::PixelSpecularGLSL()
void PixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
/*
AssertFatal( fd.features[MFT_RTLighting],
"PixelSpecularHLSL requires RTLighting to be enabled!" );
MultiLine *meta = new MultiLine;
// Get the eye world position.
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if( !eyePos )
{
eyePos = new Var;
eyePos->setType( "float3" );
eyePos->setName( "eyePosWorld" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
// Grab a register for passing the
// world space view vector.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *wsView = connectComp->getElement( RT_TEXCOORD );
wsView->setName( "wsView" );
wsView->setStructName( "OUT" );
wsView->setType( "float3" );
// Get the input position.
Var *position = (Var*)LangElement::find( "inPosition" );
if ( !position )
position = (Var*)LangElement::find( "position" );
// Get the object to world transform.
Var *objTrans = (Var*) LangElement::find( "objTrans" );
if ( !objTrans )
{
objTrans = new Var;
objTrans->setType( "float4x4" );
objTrans->setName( "objTrans" );
objTrans->uniform = true;
objTrans->constSortPos = cspPrimitive;
}
meta->addStatement( new GenOp( " @ = @ - mul( @, float4( @.xyz,1 ) ).xyz;\r\n",
wsView, eyePos, objTrans, position ) );
output = meta;
*/
// Nothing to do here... MFT_RTLighting should have
// taken care of passing everything to the pixel shader.
}
void PixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
/*
{
AssertFatal( fd.features[MFT_RTLighting],
"PixelSpecularHLSL requires RTLighting to be enabled!" );
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
// RTLighting should have spit out the 4 specular
// powers for the 4 potential lights on this pass.
//
// This can sometimes be NULL if RTLighting skips out
// on us for lightmaps or missing normals.
Var *specular = (Var*)LangElement::find( "specular" );
if ( !specular )
return;
MultiLine *meta = new MultiLine;
// Get the normal and light vectors from which the
// RTLighting feature should have already setup.
Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
Var *inLightVec = (Var*)LangElement::find( "inLightVec" );
// Grab the world space position to eye vector.
Var *wsView = connectComp->getElement( RT_TEXCOORD );
wsView->setName( "wsView" );
wsView->setStructName( "IN" );
wsView->setType( "float3" );
// Get the specular power and color.
Var *specPow = new Var( "specularPower", "float" );
specPow->uniform = true;
specPow->constSortPos = cspPass;
Var *specCol = (Var*)LangElement::find("specularColor");
if(specCol == NULL)
{
specCol = new Var( "specularColor", "vec4" );
specCol->uniform = true;
specCol->constSortPos = cspPass;
}
// Calcuate the specular factor.
Var *specular = new Var( "specular", "float" );
meta->addStatement( new GenOp( " @ = calcSpecular( -@, normalize( @ ), normalize( @ ), @ );\r\n",
new DecOp( specular ), inLightVec, wsNormal, wsView, specPow ) );
LangElement *specMul = new GenOp( "float4(@.rgb,0) * @", specCol, specular );
LangElement *specMul = new GenOp( "@", specular );
LangElement *final = specMul;
// mask out with lightmap if present
if( fd.features[MFT_LightMap] )
if ( fd.features[MFT_LightMap] )
{
LangElement *lmColor = NULL;
@ -141,37 +78,44 @@ void PixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
LangElement * lightMap = LangElement::find( "lightMap" );
LangElement * lmCoord = LangElement::find( "texCoord2" );
lmColor = new GenOp( "tex2D(@, @)", lightMap, lmCoord );
lmColor = new GenOp( "texture(@, @)", lightMap, lmCoord );
}
final = new GenOp( "@ * float4(@.rgb,0)", specMul, lmColor );
final = new GenOp( "@ * vec4(@.rgb,0)", specMul, lmColor );
}
// We we have a normal map then mask the specular
if ( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] )
// If we have a normal map then mask the specular
if ( fd.features[MFT_SpecularMap] )
{
Var *specularColor = (Var*)LangElement::find( "specularColor" );
if (specularColor)
final = new GenOp( "@ * @", final, specularColor );
}
else if ( fd.features[MFT_NormalMap] && !fd.features[MFT_IsDXTnm] )
{
Var *bumpColor = (Var*)LangElement::find( "bumpNormal" );
final = new GenOp( "@ * @.a", final, bumpColor );
}
// Add the specular to the final color.
meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
// Add the specular to the final color.
// search for color var
Var *color = (Var*)LangElement::find( "col" );
meta->addStatement( new GenOp( " @.rgb += ( @ ).rgb;\r\n", color, final ) );
output = meta;
*/
}
ShaderFeature::Resources PixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTexReg = 1;
return res;
}
void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "out_texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
// create texture var
Var *specularMap = new Var;
@ -180,7 +124,7 @@ void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const
specularMap->uniform = true;
specularMap->sampler = true;
specularMap->constNum = Var::getTexUnitNum();
LangElement *texOp = new GenOp( "texture2D(@, @)", specularMap, texCoord );
LangElement *texOp = new GenOp( "texture(@, @)", specularMap, texCoord );
Var *specularColor = new Var( "specularColor", "vec4" );
@ -203,6 +147,7 @@ void SpecularMapGLSL::setTexData( Material::StageData &stageDat,
if ( tex )
{
passData.mTexType[ texIndex ] = Material::Standard;
passData.mSamplerNames[ texIndex ] = "specularMap";
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}

View file

@ -53,7 +53,6 @@ public:
}
};
/// A texture source for the PixSpecular feature
class SpecularMapGLSL : public ShaderFeatureGLSL
{
@ -75,5 +74,4 @@ public:
}
};
#endif // _PIXSPECULAR_GLSL_H_
#endif // _PIXSPECULAR_HLSL_H_

View file

@ -38,7 +38,7 @@ Var * AppVertConnectorGLSL::getElement( RegisterType type,
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "gl_Vertex" );
newVar->setConnectName( "vPosition" );
return newVar;
}
@ -46,28 +46,49 @@ Var * AppVertConnectorGLSL::getElement( RegisterType type,
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "gl_Normal" );
newVar->setConnectName( "vNormal" );
return newVar;
}
case RT_BINORMAL:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "vBinormal" );
return newVar;
}
case RT_COLOR:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "gl_Color" );
newVar->setConnectName( "vColor" );
return newVar;
}
case RT_TANGENT:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "vTangent" );
return newVar;
}
case RT_TANGENTW:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "vTangentW" );
return newVar;
}
case RT_TEXCOORD:
case RT_BINORMAL:
case RT_TANGENT:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
char out[32];
dSprintf( (char*)out, sizeof(out), "gl_MultiTexCoord%d", mCurTexElem );
dSprintf( (char*)out, sizeof(out), "vTexCoord%d", mCurTexElem );
newVar->setConnectName( out );
newVar->constNum = mCurTexElem;
newVar->arraySize = numElements;
@ -108,29 +129,55 @@ void AppVertConnectorGLSL::reset()
mCurTexElem = 0;
}
void AppVertConnectorGLSL::print( Stream &stream )
void AppVertConnectorGLSL::print( Stream &stream, bool isVertexShader )
{
// print out elements
if(!isVertexShader)
return;
U8 output[256];
// print struct
dSprintf( (char*)output, sizeof(output), "struct VertexData\r\n" );
stream.write( dStrlen((char*)output), output );
dSprintf( (char*)output, sizeof(output), "{\r\n" );
stream.write( dStrlen((char*)output), output );
for( U32 i=0; i<mElementList.size(); i++ )
{
Var *var = mElementList[i];
U8 output[256];
const char* swizzle;
if(!dStrcmp((const char*)var->type, "float"))
swizzle = "x";
else if(!dStrcmp((const char*)var->type, "vec2"))
swizzle = "xy";
else if(!dStrcmp((const char*)var->type, "vec3"))
swizzle = "xyz";
if( var->arraySize == 1)
{
dSprintf( (char*)output, sizeof(output), " %s %s;\r\n", var->type, (char*)var->name );
stream.write( dStrlen((char*)output), output );
}
else
swizzle = "xyzw";
{
dSprintf( (char*)output, sizeof(output), " %s %s[%d];\r\n", var->type, (char*)var->name, var->arraySize );
stream.write( dStrlen((char*)output), output );
}
}
// This is ugly. We use #defines to match user defined names with
// built in vars. There is no cleaner way to do this.
dSprintf( (char*)output, sizeof(output), "#define %s %s.%s\r\n", var->name, var->connectName, swizzle );
dSprintf( (char*)output, sizeof(output), "} IN;\r\n\r\n" );
stream.write( dStrlen((char*)output), output );
// print in elements
for( U32 i=0; i<mElementList.size(); i++ )
{
Var *var = mElementList[i];
for(int j = 0; j < var->arraySize; ++j)
{
const char *name = j == 0 ? var->connectName : avar("vTexCoord%d", var->constNum + j) ;
dSprintf( (char*)output, sizeof(output), "in %s %s;\r\n", var->type, name );
stream.write( dStrlen((char*)output), output );
}
dSprintf( (char*)output, sizeof(output), "#define IN_%s IN.%s\r\n", var->name, var->name ); // TODO REMOVE
stream.write( dStrlen((char*)output), output );
}
const char* newLine ="\r\n";
stream.write( dStrlen((char*)newLine), newLine );
}
Var * VertPixelConnectorGLSL::getElement( RegisterType type,
@ -140,14 +187,45 @@ Var * VertPixelConnectorGLSL::getElement( RegisterType type,
switch( type )
{
case RT_POSITION:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "POSITION" );
return newVar;
}
case RT_NORMAL:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "NORMAL" );
return newVar;
}
case RT_COLOR:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "COLOR" );
return newVar;
}
/*case RT_BINORMAL:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "BINORMAL" );
return newVar;
}
case RT_TANGENT:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "TANGENT" );
return newVar;
} */
case RT_TEXCOORD:
case RT_BINORMAL:
case RT_TANGENT:
@ -155,6 +233,10 @@ Var * VertPixelConnectorGLSL::getElement( RegisterType type,
Var *newVar = new Var;
newVar->arraySize = numElements;
char out[32];
dSprintf( (char*)out, sizeof(out), "TEXCOORD%d", mCurTexElem );
newVar->setConnectName( out );
if ( numRegisters != -1 )
mCurTexElem += numRegisters;
else
@ -192,7 +274,7 @@ void VertPixelConnectorGLSL::reset()
mCurTexElem = 0;
}
void VertPixelConnectorGLSL::print( Stream &stream )
void VertPixelConnectorGLSL::print( Stream &stream, bool isVerterShader )
{
// print out elements
for( U32 i=0; i<mElementList.size(); i++ )
@ -204,15 +286,138 @@ void VertPixelConnectorGLSL::print( Stream &stream )
continue;
if(var->arraySize <= 1)
dSprintf((char*)output, sizeof(output), "varying %s %s;\r\n", var->type, var->name);
dSprintf((char*)output, sizeof(output), "%s %s _%s_;\r\n", (isVerterShader ? "out" : "in"), var->type, var->connectName);
else
dSprintf((char*)output, sizeof(output), "varying %s %s[%d];\r\n", var->type, var->name, var->arraySize);
dSprintf((char*)output, sizeof(output), "%s %s _%s_[%d];\r\n", (isVerterShader ? "out" : "in"),var->type, var->connectName, var->arraySize);
stream.write( dStrlen((char*)output), output );
}
printStructDefines(stream, !isVerterShader);
}
void VertexParamsDefGLSL::print( Stream &stream )
void VertPixelConnectorGLSL::printOnMain( Stream &stream, bool isVerterShader )
{
if(isVerterShader)
return;
const char *newLine = "\r\n";
const char *header = " //-------------------------\r\n";
stream.write( dStrlen((char*)newLine), newLine );
stream.write( dStrlen((char*)header), header );
// print out elements
for( U32 i=0; i<mElementList.size(); i++ )
{
U8 output[256];
Var *var = mElementList[i];
if(!dStrcmp((const char*)var->name, "gl_Position"))
continue;
dSprintf((char*)output, sizeof(output), " %s IN_%s = _%s_;\r\n", var->type, var->name, var->connectName);
stream.write( dStrlen((char*)output), output );
}
stream.write( dStrlen((char*)header), header );
stream.write( dStrlen((char*)newLine), newLine );
}
void AppVertConnectorGLSL::printOnMain( Stream &stream, bool isVerterShader )
{
if(!isVerterShader)
return;
const char *newLine = "\r\n";
const char *header = " //-------------------------\r\n";
stream.write( dStrlen((char*)newLine), newLine );
stream.write( dStrlen((char*)header), header );
// print out elements
for( U32 i=0; i<mElementList.size(); i++ )
{
Var *var = mElementList[i];
U8 output[256];
if(var->arraySize <= 1)
{
dSprintf((char*)output, sizeof(output), " IN.%s = %s;\r\n", var->name, var->connectName);
stream.write( dStrlen((char*)output), output );
}
else
{
for(int j = 0; j < var->arraySize; ++j)
{
const char *name = j == 0 ? var->connectName : avar("vTexCoord%d", var->constNum + j) ;
dSprintf((char*)output, sizeof(output), " IN.%s[%d] = %s;\r\n", var->name, j, name );
stream.write( dStrlen((char*)output), output );
}
}
}
stream.write( dStrlen((char*)header), header );
stream.write( dStrlen((char*)newLine), newLine );
}
Vector<String> initDeprecadedDefines()
{
Vector<String> vec;
vec.push_back( "isBack");
return vec;
}
void VertPixelConnectorGLSL::printStructDefines( Stream &stream, bool in )
{
const char* connectionDir;
if(in)
{
connectionDir = "IN";
}
else
{
connectionDir = "OUT";
}
static Vector<String> deprecatedDefines = initDeprecadedDefines();
const char *newLine = "\r\n";
const char *header = "// Struct defines\r\n";
stream.write( dStrlen((char*)newLine), newLine );
stream.write( dStrlen((char*)header), header );
// print out elements
for( U32 i=0; i<mElementList.size(); i++ )
{
U8 output[256];
Var *var = mElementList[i];
if(!dStrcmp((const char*)var->name, "gl_Position"))
continue;
if(!in)
{
dSprintf((char*)output, sizeof(output), "#define %s_%s _%s_\r\n", connectionDir, var->name, var->connectName);
stream.write( dStrlen((char*)output), output );
}
if( deprecatedDefines.contains((char*)var->name))
continue;
dSprintf((char*)output, sizeof(output), "#define %s %s_%s\r\n", var->name, connectionDir, var->name);
stream.write( dStrlen((char*)output), output );
}
stream.write( dStrlen((char*)newLine), newLine );
}
void VertexParamsDefGLSL::print( Stream &stream, bool isVerterShader )
{
// find all the uniform variables and print them out
for( U32 i=0; i<LangElement::elementList.size(); i++)
@ -237,7 +442,7 @@ void VertexParamsDefGLSL::print( Stream &stream )
stream.write( dStrlen(closer), closer );
}
void PixelParamsDefGLSL::print( Stream &stream )
void PixelParamsDefGLSL::print( Stream &stream, bool isVerterShader )
{
// find all the uniform variables and print them out
for( U32 i=0; i<LangElement::elementList.size(); i++)
@ -260,4 +465,22 @@ void PixelParamsDefGLSL::print( Stream &stream )
const char *closer = "\r\nvoid main()\r\n{\r\n";
stream.write( dStrlen(closer), closer );
for( U32 i=0; i<LangElement::elementList.size(); i++)
{
Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
if( var )
{
if( var->uniform && !var->sampler)
{
U8 output[256];
if(var->arraySize <= 1)
dSprintf((char*)output, sizeof(output), " %s %s = %s;\r\n", var->type, var->name, var->name);
else
dSprintf((char*)output, sizeof(output), " %s %s[%d] = %s;\r\n", var->type, var->name, var->arraySize, var->name);
stream.write( dStrlen((char*)output), output );
}
}
}
}

View file

@ -40,7 +40,9 @@ public:
virtual void reset();
virtual void sortVars();
virtual void print( Stream &stream );
virtual void print( Stream &stream, bool isVerterShader );
void printStructDefines( Stream &stream, bool in );
virtual void printOnMain( Stream &stream, bool isVerterShader );
};
class AppVertConnectorGLSL : public ShaderConnector
@ -53,21 +55,22 @@ public:
virtual void reset();
virtual void sortVars();
virtual void print( Stream &stream );
virtual void print( Stream &stream, bool isVerterShader );
virtual void printOnMain( Stream &stream, bool isVerterShader );
};
class VertexParamsDefGLSL : public ParamsDef
{
public:
virtual void print( Stream &stream );
virtual void print( Stream &stream, bool isVerterShader );
};
class PixelParamsDefGLSL : public ParamsDef
{
public:
virtual void print( Stream &stream );
virtual void print( Stream &stream, bool isVerterShader );
};
#endif // _SHADERCOMP_GLSL_H_

File diff suppressed because it is too large Load diff

View file

@ -25,9 +25,6 @@
#ifndef _SHADERFEATURE_H_
#include "shaderGen/shaderFeature.h"
#endif
#ifndef _MATERIALFEATUREDATA_H_
#include "materials/materialFeatureData.h"
#endif
struct LangElement;
struct MaterialFeatureData;
@ -54,13 +51,25 @@ public:
bool mapsToSampler,
Vector<ShaderComponent*> &componentList );
static Var* getInColor( const char *name,
const char *type,
Vector<ShaderComponent*> &componentList );
///
static Var* addOutVpos( MultiLine *meta,
Vector<ShaderComponent*> &componentList );
/// Returns the VPOS input register for the pixel shader.
static Var* getInVpos( MultiLine *meta,
Vector<ShaderComponent*> &componentList );
/// Returns the "objToTangentSpace" transform or creates one if this
/// is the first feature to need it.
Var* getOutObjToTangentSpace( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
const MaterialFeatureData &fd );
/// Returns the existing output "worldToTangent" transform or
/// Returns the existing output "outWorldToTangent" transform or
/// creates one if this is the first feature to need it.
Var* getOutWorldToTangent( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
@ -70,7 +79,7 @@ public:
/// adding it to the input connector if it doesn't exist.
static Var* getInWorldToTangent( Vector<ShaderComponent*> &componentList );
/// Returns the existing output "viewToTangent" transform or
/// Returns the existing output "outViewToTangent" transform or
/// creates one if this is the first feature to need it.
Var* getOutViewToTangent( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
@ -81,17 +90,16 @@ public:
static Var* getInViewToTangent( Vector<ShaderComponent*> &componentList );
/// Calculates the world space position in the vertex shader and
/// assigns it to the passed language element. It does not pass /// it across the connector to the pixel shader.
/// assigns it to the passed language element. It does not pass
/// it across the connector to the pixel shader.
/// @see addOutWsPosition
void getWsPosition( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta,
LangElement *wsPosition );
/// Adds the "wsPosition" to the input connector if it doesn't exist.
Var* addOutWsPosition( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta );
@ -129,7 +137,6 @@ public:
bool useInstancing,
MultiLine *meta );
// ShaderFeature
Var* getVertTexCoord( const String &name );
LangElement* setupTexSpaceMat( Vector<ShaderComponent*> &componentList, Var **texSpaceMat );
@ -151,25 +158,27 @@ public:
virtual String getName() { return mName; }
};
class RenderTargetZeroGLSL : public ShaderFeatureGLSL
{
protected: ShaderFeature::OutputTarget mOutputTargetMask;
protected:
ShaderFeature::OutputTarget mOutputTargetMask;
String mFeatureName;
public:
RenderTargetZeroGLSL( const ShaderFeature::OutputTarget target )
: mOutputTargetMask( target )
{
char buffer[256]; dSprintf(buffer, sizeof(buffer), "Render Target Output = 0.0, output mask %04b", mOutputTargetMask);
mFeatureName = buffer; }
char buffer[256];
dSprintf(buffer, sizeof(buffer), "Render Target Output = 0.0, output mask %04b", mOutputTargetMask);
mFeatureName = buffer;
}
virtual String getName() { return mFeatureName; }
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return
mOutputTargetMask; }
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return mOutputTargetMask; }
};
@ -190,11 +199,7 @@ public:
U32 stageNum,
const FeatureType &type,
const FeatureSet &features,
MaterialFeatureData *outFeatureData )
{
// This feature is always on!
outFeatureData->features.addFeature( type );
}
MaterialFeatureData *outFeatureData );
};
@ -297,7 +302,6 @@ public:
}
};
/// Diffuse vertex color
class DiffuseVertColorFeatureGLSL : public ShaderFeatureGLSL
{
@ -316,7 +320,6 @@ public:
}
};
/// Lightmap
class LightmapFeatGLSL : public ShaderFeatureGLSL
{
@ -491,7 +494,14 @@ public:
/// Visibility
class VisibilityFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
VisibilityFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -500,11 +510,6 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual Material::BlendOp getBlendOp() { return Material::None; }
virtual String getName()
@ -547,10 +552,10 @@ public:
}
};
/// This should be the final feature on most pixel shaders which
/// encodes the color for the current HDR target format.
/// @see HDRPostFx/// @see LightManager
/// @see HDRPostFx
/// @see LightManager
/// @see torque.glsl
class HDROutGLSL : public ShaderFeatureGLSL
{
@ -570,9 +575,9 @@ public:
virtual String getName() { return "HDR Output"; }
};
///
class FoliageFeatureGLSL : public ShaderFeatureGLSL{
class FoliageFeatureGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mDep;
@ -583,6 +588,7 @@ public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -597,11 +603,10 @@ public:
const FeatureType &type,
const FeatureSet &features,
MaterialFeatureData *outFeatureData );
virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject );
};
///
class ParticleNormalFeatureGLSL : public ShaderFeatureGLSL
{
public:
@ -616,6 +621,9 @@ public:
};
/// Special feature for unpacking imposter verts.
/// @see RenderImposterMgr
class ImposterVertFeatureGLSL : public ShaderFeatureGLSL
{
protected:
@ -623,9 +631,12 @@ protected:
ShaderIncludeDependency mDep;
public:
ImposterVertFeatureGLSL();
ImposterVertFeatureGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );

View file

@ -56,7 +56,9 @@ void ShaderGenPrinterGLSL::printMainComment( Stream& stream )
void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
{
const char *closer = "}\r\n";
// We are render OpenGL upside down for use DX9 texture coords.
// Must be the last vertex feature.
const char *closer = " gl_Position.y *= -1;\r\n}\r\n";
stream.write( dStrlen(closer), closer );
}
@ -67,7 +69,7 @@ void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const M
void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
{
const char *closer = " gl_FragColor = col;\r\n}\r\n";
const char *closer = " OUT_FragColor0 = col;\r\n}\r\n";
stream.write( dStrlen(closer), closer );
}
@ -124,6 +126,11 @@ ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( cons
var = vertComp->getElement( RT_TANGENT );
var->setName( "T" );
}
else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
{
var = vertComp->getElement( RT_TANGENTW );
var->setName( "tangentW" );
}
else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
{
var = vertComp->getElement( RT_BINORMAL );
@ -152,7 +159,7 @@ ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( cons
if ( !var )
continue;
var->setStructName( "" );
var->setStructName( "IN" );
var->setType( typeToString( element.getType() ) );
}

View file

@ -76,6 +76,8 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_ParaboloidVertTransform, new ParaboloidVertTransformGLSL );
FEATUREMGR->registerFeature( MFT_IsSinglePassParaboloid, new NamedFeatureGLSL( "Single Pass Paraboloid" ) );
FEATUREMGR->registerFeature( MFT_UseInstancing, new NamedFeatureGLSL( "Hardware Instancing" ) );
FEATUREMGR->registerFeature( MFT_RenderTarget1_Zero, new RenderTargetZeroGLSL
( ShaderFeature::RenderTarget1 ) );
@ -89,6 +91,10 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_ImposterVert, new ImposterVertFeatureGLSL );
//FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureGLSL( "Lightbuffer MRT" ) );
//FEATUREMGR->registerFeature( MFT_IsTranslucentZWrite, new NamedFeatureGLSL( "Translucent ZWrite" ) );
//FEATUREMGR->registerFeature( MFT_InterlacedPrePass, new NamedFeatureGLSL( "Interlaced Pre Pass" ) );
}
MODULE_BEGIN( ShaderGenGLSL )

View file

@ -30,22 +30,35 @@
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
#include "shaderGen/shaderGen.h"
#include "core/module.h"
namespace
{
void register_glsl_shader_features_for_terrain(GFXAdapterType type)
{
if(type != OpenGL)
return;
FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureGLSL( "Terrain Parallax Texture" ) );
FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new TerrainMacroMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
}
};
MODULE_BEGIN( TerrainFeatGLSL )
MODULE_INIT_AFTER( ShaderGenFeatureMgr )
MODULE_INIT_AFTER( ShaderGen )
MODULE_INIT
{
FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new TerrainParallaxMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
{
SHADERGEN->getFeatureInitSignal().notify(&register_glsl_shader_features_for_terrain);
}
MODULE_END;
@ -68,7 +81,7 @@ Var* TerrainFeatGLSL::_getUniformVar( const char *name, const char *type, Consta
Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
{
String name( String::ToString( "outDetCoord%d", getProcessIndex() ) );
String name( String::ToString( "detCoord%d", getProcessIndex() ) );
Var *inDet = (Var*)LangElement::find( name );
if ( !inDet )
@ -77,6 +90,7 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
inDet = connectComp->getElement( RT_TEXCOORD );
inDet->setName( name );
inDet->setStructName( "IN" );
inDet->setType( "vec4" );
inDet->mapsToSampler = true;
}
@ -84,6 +98,25 @@ Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList
return inDet;
}
Var* TerrainFeatGLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
{
String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
Var *inDet = (Var*)LangElement::find( name );
if ( !inDet )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inDet = connectComp->getElement( RT_TEXCOORD );
inDet->setName( name );
inDet->setStructName( "IN" );
inDet->setType( "vec4" );
inDet->mapsToSampler = true;
}
return inDet;
}
Var* TerrainFeatGLSL::_getNormalMapTex()
{
String name( String::ToString( "normalMap%d", getProcessIndex() ) );
@ -119,6 +152,24 @@ Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
return detailInfo;
}
Var* TerrainFeatGLSL::_getMacroIdStrengthParallax()
{
String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );
Var *detailInfo = (Var*)LangElement::find( name );
if ( !detailInfo )
{
detailInfo = new Var;
detailInfo->setType( "vec3" );
detailInfo->setName( name );
detailInfo->uniform = true;
detailInfo->constSortPos = cspPotentialPrimitive;
}
return detailInfo;
}
void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
@ -146,7 +197,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
// So instead i fixed this by flipping the base and detail
// coord y scale to compensate when rendering.
//
meta->addStatement( new GenOp( " @ = @.xyz * vec3( @, @, -@ );\r\n",
meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n",
new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
}
@ -155,6 +206,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
// Pass the texture coord to the pixel shader.
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( "outTexCoord" );
outTex->setStructName( "OUT" );
outTex->setType( "vec3" );
outTex->mapsToSampler = true;
meta->addStatement( new GenOp( " @.xy = @.xy;\r\n", outTex, inTex ) );
@ -166,7 +218,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
{
Var *inNormal = (Var*)LangElement::find( "normal" );
meta->addStatement(
new GenOp( " @.z = pow( abs( dot( normalize( vec3( @.x, @.y, 0.0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
new GenOp( " @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n",
outTex, inNormal, inNormal ) );
}
else
@ -182,7 +234,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
Var *inTanget = new Var( "T", "vec3" );
Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
meta->addStatement( new GenOp( " @ = normalize( vec3( @, 0.0, @ ) );\r\n",
meta->addStatement( new GenOp( " @ = normalize( float3( @, 0, @ ) );\r\n",
new DecOp( inTanget ), squareSize, inTangentZ ) );
}
@ -190,7 +242,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
const MaterialFeatureData &fd )
{
// grab connector texcoord register
Var *texCoord = getInTexCoord( "outTexCoord", "vec3", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );
// We do nothing more if this is a prepass.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
@ -209,7 +261,7 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
Var *baseColor = new Var;
baseColor->setType( "vec4" );
baseColor->setName( "baseColor" );
meta->addStatement( new GenOp( " @ = texture2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
meta->addStatement( new GenOp( " @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( baseColor, Material::Mul ) ) );
output = meta;
@ -228,8 +280,11 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
}
TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
: mTerrainDep( "shaders/common/terrain/terrain.glsl" )
: mTorqueDep( "shaders/common/gl/torque.glsl" ),
mTerrainDep( "shaders/common/terrain/terrain.glsl" )
{
addDependency( &mTorqueDep );
addDependency( &mTerrainDep );
}
@ -238,13 +293,6 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
{
const U32 detailIndex = getProcessIndex();
// If this is a prepass and we don't have a
// matching normal map... we have nothing to do.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
return;
// Grab incoming texture coords... the base map feature
// made sure this was created.
Var *inTex = (Var*)LangElement::find( "texCoord" );
@ -260,6 +308,26 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
MultiLine *meta = new MultiLine;
// If we have parallax mapping then make sure we've sent
// the negative view vector to the pixel shader.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
!LangElement::find( "outNegViewTS" ) )
{
// Get the object to tangent transform which
// will consume 3 output registers.
Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
// Now use a single output register to send the negative
// view vector in tangent space to the pixel shader.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
outNegViewTS->setName( "outNegViewTS" );
outNegViewTS->setStructName( "OUT" );
outNegViewTS->setType( "vec3" );
meta->addStatement( new GenOp( " @ = tMul( @, float3( @ - @.xyz ) );\r\n",
outNegViewTS, objToTangentSpace, eyePos, inPos ) );
}
// Get the distance from the eye to this vertex.
Var *dist = (Var*)LangElement::find( "dist" );
if ( !dist )
@ -275,7 +343,8 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "outDetCoord%d", detailIndex ) );
outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "vec4" );
outTex->mapsToSampler = true;
@ -293,7 +362,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
// its scale is flipped to correct for the non negative y
// in texCoord.
//
// See TerrainBaseMapFeatHLSL::processVert().
// See TerrainBaseMapFeatGLSL::processVert().
//
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
@ -308,17 +377,30 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
// If this is a prepass and we don't have a
// matching normal map... we have nothing to do.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
return;
Var *inTex = getVertTexCoord( "outTexCoord" );
MultiLine *meta = new MultiLine;
// We need the negative tangent space view vector
// as in parallax mapping we step towards the camera.
Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
if ( !negViewTS &&
fd.features.hasFeature( MFT_TerrainParallaxMap ) )
{
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
if ( !inNegViewTS )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
inNegViewTS->setName( "outNegViewTS" );
inNegViewTS->setStructName( "IN" );
inNegViewTS->setType( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the layer samples.
Var *layerSample = (Var*)LangElement::find( "layerSample" );
if ( !layerSample )
@ -336,7 +418,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( texture2D( @, @.xy ) * 255.0f );\r\n",
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
}
@ -372,17 +454,43 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
blendTotal = new Var;
blendTotal->setName( "blendTotal" );
blendTotal->setType( "float" );
meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( blendTotal ) ) );
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
}
// Add to the blend total.
meta->addStatement( new GenOp( " @ += @;\r\n", blendTotal, detailBlend ) );
//meta->addStatement( new GenOp( " @ += @ * @.y * @.w;\r\n",
//blendTotal, detailBlend, detailInfo, inDet ) );
meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
// Nothing more to do for a detail texture in prepass.
// If we had a parallax feature... then factor in the parallax
// amount so that it fades out with the layer blending.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
{
// Get the rest of our inputs.
Var *normalMap = _getNormalMapTex();
// Call the library function to do the rest.
meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend ) );
}
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// Check to see if we have a gbuffer normal.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if ( gbNormal &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
{
Var *viewToTangent = getInViewToTangent( componentList );
meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
}
output = meta;
return;
}
@ -407,6 +515,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
@ -421,12 +530,12 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
{
meta->addStatement( new GenOp( " @ = ( mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
}
else
{
meta->addStatement( new GenOp( " @ = ( texture2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
}
@ -436,7 +545,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
Var *baseColor = (Var*)LangElement::find( "baseColor" );
Var *outColor = (Var*)LangElement::find( "col" );
meta->addStatement( new GenOp( " @ = mix( @, @ + @, @ );\r\n",
meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
outColor, outColor, baseColor, detailColor, detailBlend ) );
meta->addStatement( new GenOp( " }\r\n" ) );
@ -448,28 +557,293 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
{
Resources res;
if ( getProcessIndex() == 0 )
{
// If this is the first detail pass then we
// samples from the layer tex.
res.numTex += 1;
// If this material also does parallax then it
// will generate the negative view vector and the
// worldToTanget transform.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
res.numTexReg += 4;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex += 1;
// If we have parallax for this layer then we'll also
// be sampling the normal map for the parallax heightmap.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
res.numTex += 1;
// Finally we always send the detail texture
// coord to the pixel shader.
res.numTexReg += 1;
return res;
}
TerrainMacroMapFeatGLSL::TerrainMacroMapFeatGLSL()
: mTorqueDep( "shaders/common/gl/torque.glsl" ),
mTerrainDep( "shaders/common/terrain/terrain.glsl" )
{
addDependency( &mTorqueDep );
addDependency( &mTerrainDep );
}
void TerrainMacroMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
Var *inTex = (Var*)LangElement::find( "texCoord" );
AssertFatal( inTex, "The texture coord is missing!" );
// Grab the input position.
Var *inPos = (Var*)LangElement::find( "inPosition" );
if ( !inPos )
inPos = (Var*)LangElement::find( "position" );
// Get the object space eye position.
Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPotentialPrimitive );
MultiLine *meta = new MultiLine;
// Get the distance from the eye to this vertex.
Var *dist = (Var*)LangElement::find( "macroDist" );
if ( !dist )
{
dist = new Var;
dist->setType( "float" );
dist->setName( "macroDist" );
meta->addStatement( new GenOp( " @ = distance( @.xyz, @ );\r\n",
new DecOp( dist ), inPos, eyePos ) );
}
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
outTex->setStructName( "OUT" );
outTex->setType( "vec4" );
outTex->mapsToSampler = true;
// Get the detail scale and fade info.
Var *detScaleAndFade = new Var;
detScaleAndFade->setType( "vec4" );
detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
detScaleAndFade->uniform = true;
detScaleAndFade->constSortPos = cspPotentialPrimitive;
// Setup the detail coord.
meta->addStatement( new GenOp( " @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );
// And sneak the detail fade thru the w detailCoord.
meta->addStatement( new GenOp( " @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
outTex, detScaleAndFade, dist, detScaleAndFade ) );
output = meta;
}
void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
const U32 detailIndex = getProcessIndex();
Var *inTex = getVertTexCoord( "texCoord" );
MultiLine *meta = new MultiLine;
// We need the negative tangent space view vector
// as in parallax mapping we step towards the camera.
Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
if ( !negViewTS &&
fd.features.hasFeature( MFT_TerrainParallaxMap ) )
{
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
if ( !inNegViewTS )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
inNegViewTS->setName( "outNegViewTS" );
inNegViewTS->setStructName( "IN" );
inNegViewTS->setType( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the layer samples.
Var *layerSample = (Var*)LangElement::find( "layerSample" );
if ( !layerSample )
{
layerSample = new Var;
layerSample->setType( "vec4" );
layerSample->setName( "layerSample" );
// Get the layer texture var
Var *layerTex = new Var;
layerTex->setType( "sampler2D" );
layerTex->setName( "macrolayerTex" );
layerTex->uniform = true;
layerTex->sampler = true;
layerTex->constNum = Var::getTexUnitNum();
// Read the layer texture to get the samples.
meta->addStatement( new GenOp( " @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
new DecOp( layerSample ), layerTex, inTex ) );
}
Var *layerSize = (Var*)LangElement::find( "layerSize" );
if ( !layerSize )
{
layerSize = new Var;
layerSize->setType( "float" );
layerSize->setName( "layerSize" );
layerSize->uniform = true;
layerSize->constSortPos = cspPass;
}
// Grab the incoming detail coord.
Var *inDet = _getInMacroCoord( componentList );
// Get the detail id.
Var *detailInfo = _getMacroIdStrengthParallax();
// Create the detail blend var.
Var *detailBlend = new Var;
detailBlend->setType( "float" );
detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );
// Calculate the blend for this detail texture.
meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
// Get a var and accumulate the blend amount.
Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
if ( !blendTotal )
{
blendTotal = new Var;
//blendTotal->setName( "blendTotal" );
blendTotal->setName( "blendTotal" );
blendTotal->setType( "float" );
meta->addStatement( new GenOp( " @ = 0;\r\n", new DecOp( blendTotal ) ) );
}
// Add to the blend total.
meta->addStatement( new GenOp( " @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );
// If this is a prepass then we skip color.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// If this is a prepass and we don't have a
// matching normal map... we use no resources.
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() ) )
return res;
// Check to see if we have a gbuffer normal.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
// If this is the first matching normal map then
// it also samples from the layer tex.
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
res.numTex += 1;
// If we have a gbuffer normal and we don't have a
// normal map feature then we need to lerp in a
// default normal else the normals below this layer
// will show thru.
if ( gbNormal &&
!fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
{
Var *viewToTangent = getInViewToTangent( componentList );
meta->addStatement( new GenOp( " @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n",
gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
}
output = meta;
return;
}
Var *detailColor = (Var*)LangElement::find( "macroColor" );
if ( !detailColor )
{
detailColor = new Var;
detailColor->setType( "vec4" );
detailColor->setName( "macroColor" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( detailColor ) ) );
}
// Get the detail texture.
Var *detailMap = new Var;
detailMap->setType( "sampler2D" );
detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
detailMap->uniform = true;
detailMap->sampler = true;
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
meta->addStatement( new GenOp( " {\r\n" ) );
// Note that we're doing the standard greyscale detail
// map technique here which can darken and lighten the
// diffuse texture.
//
// We take two color samples and lerp between them for
// side projection layers... else a single sample.
//
if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
{
meta->addStatement( new GenOp( " @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
}
else
{
// If this is the first detail pass then it
// also samples from the layer tex.
if ( !fd.features.hasFeature( MFT_TerrainDetailMap, getProcessIndex() - 1 ) )
res.numTex += 1;
res.numTex += 1;
meta->addStatement( new GenOp( " @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
detailColor, detailMap, inDet ) );
}
meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
detailColor, detailInfo, inDet ) );
Var *baseColor = (Var*)LangElement::find( "baseColor" );
Var *outColor = (Var*)LangElement::find( "col" );
meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
outColor, outColor, outColor, detailColor, detailBlend ) );
//outColor, outColor, baseColor, detailColor, detailBlend ) );
meta->addStatement( new GenOp( " }\r\n" ) );
output = meta;
}
ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if ( getProcessIndex() == 0 )
{
// If this is the first detail pass then we
// samples from the layer tex.
res.numTex += 1;
}
// If this isn't the prepass then we sample
// from the detail texture for diffuse coloring.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex += 1;
// Finally we always send the detail texture
// coord to the pixel shader.
res.numTexReg += 1;
return res;
@ -510,7 +884,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
gbNormal = new Var;
gbNormal->setName( "gbNormal" );
gbNormal->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
meta->addStatement( new GenOp( " @ = tGetMatrix3Row(@, 2);\r\n", new DecOp( gbNormal ), viewToTangent ) );
}
const U32 normalIndex = getProcessIndex();
@ -520,7 +894,6 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// If we're using SM 3.0 then take advantage of
// dynamic branching to skip layers per-pixel.
if ( GFX->getPixelShaderVersion() >= 3.0f )
meta->addStatement( new GenOp( " if ( @ > 0.0f )\r\n", detailBlend ) );
@ -531,7 +904,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
/// Get the texture coord.
Var *inDet = _getInDetailCoord( componentList );
Var *inTex = getVertTexCoord( "outTexCoord" );
Var *inTex = getVertTexCoord( "texCoord" );
// Sample the normal map.
//
@ -540,11 +913,11 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
LangElement *texOp;
if ( fd.features.hasFeature( MFT_TerrainSideProject, normalIndex ) )
{
texOp = new GenOp( "mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z )",
texOp = new GenOp( "lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
normalMap, inDet, normalMap, inDet, inTex );
}
else
texOp = new GenOp( "texture2D(@, @.xy)", normalMap, inDet );
texOp = new GenOp( "tex2D(@, @.xy)", normalMap, inDet );
// create bump normal
Var *bumpNorm = new Var;
@ -556,7 +929,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// Normalize is done later...
// Note: The reverse mul order is intentional. Affine matrix.
meta->addStatement( new GenOp( " @ = mix( @, @.xyz * @, min( @, @.w ) );\r\n",
meta->addStatement( new GenOp( " @ = lerp( @, tMul( @.xyz, @ ), min( @, @.w ) );\r\n",
gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );
// End the conditional block.
@ -578,9 +951,11 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
// We only need to process normals during the prepass.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
{
// If this is the first normal map then it
// will generate the worldToTanget transform.
if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
// If this is the first normal map and there
// are no parallax features then we will
// generate the worldToTanget transform.
if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
res.numTexReg = 3;
res.numTex = 1;
@ -589,100 +964,11 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
return res;
}
TerrainParallaxMapFeatGLSL::TerrainParallaxMapFeatGLSL()
: mIncludeDep( "shaders/common/gl/torque.glsl" )
{
addDependency( &mIncludeDep );
}
void TerrainParallaxMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if ( LangElement::find( "outNegViewTS" ) )
return;
MultiLine *meta = new MultiLine;
// Grab the input position.
Var *inPos = (Var*)LangElement::find( "inPosition" );
if ( !inPos )
inPos = (Var*)LangElement::find( "position" );
// Get the object space eye position and the
// object to tangent transform.
Var *eyePos = _getUniformVar( "eyePos", "vec3" , cspPotentialPrimitive );
Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta,fd );
// Now send the negative view vector in tangent space to the pixel shader.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
outNegViewTS->setName( "outNegViewTS" );
outNegViewTS->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @ * vec3( @ - @.xyz );\r\n",
outNegViewTS, objToTangentSpace, eyePos, inPos ) );
output = meta;
}
void TerrainParallaxMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
// We need the negative tangent space view vector
// as in parallax mapping we step towards the camera.
Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
if ( !negViewTS )
{
Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
if ( !inNegViewTS )
{
inNegViewTS = connectComp->getElement( RT_TEXCOORD );
inNegViewTS->setName( "outNegViewTS" );
inNegViewTS->setType( "vec3" );
}
negViewTS = new Var( "negViewTS", "vec3" );
meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
}
// Get the rest of our inputs.
Var *detailInfo = _getDetailIdStrengthParallax();
Var *normalMap = _getNormalMapTex();
Var *texCoord = _getInDetailCoord( componentList );
// Call the library function to do the rest.
meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @.z );\r\n",
texCoord, normalMap, texCoord, negViewTS, detailInfo ) );
output = meta;
}
ShaderFeature::Resources TerrainParallaxMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
// If this is the first parallax feature then
// it will generate the tangetEye vector and
// the worldToTanget transform.
if ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() - 1 ) )
res.numTexReg = 4;
// If this isn't the prepass then we will
// be adding a normal map.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
res.numTex = 1;
return res;
}
void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// grab connector texcoord register
Var *inTex = (Var*)LangElement::find( "outTexCoord" );
Var *inTex = (Var*)LangElement::find( "texCoord" );
if ( !inTex )
return;
@ -694,13 +980,23 @@ void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
lightMap->sampler = true;
lightMap->constNum = Var::getTexUnitNum();
// Create a 'lightMask' value which is read by
// RTLighting to mask out the directional lighting.
Var *lightMask = new Var;
lightMask->setType( "vec3" );
lightMask->setName( "lightMask" );
MultiLine *meta = new MultiLine;
output = new GenOp( " @ = texture2D( @, @.xy ).rgb;\r\n", new DecOp( lightMask ), lightMap, inTex );
// Find or create the lightMask value which is read by
// RTLighting to mask out the lights.
//
// The first light is always the sunlight so we apply
// the shadow mask to only the first channel.
//
Var *lightMask = (Var*)LangElement::find( "lightMask" );
if ( !lightMask )
{
lightMask = new Var( "lightMask", "vec4" );
meta->addStatement( new GenOp( " @ = vec4(1);\r\n", new DecOp( lightMask ) ) );
}
meta->addStatement( new GenOp( " @[0] = tex2D( @, @.xy ).r;\r\n", lightMask, lightMap, inTex ) );
output = meta;
}
ShaderFeature::Resources TerrainLightMapFeatGLSL::getResources( const MaterialFeatureData &fd )
@ -721,7 +1017,7 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( " if ( @ - 0.0001 < 0.0 ) discard;\r\n", blendTotal ) );
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
output = meta;

View file

@ -30,6 +30,7 @@
#include "shaderGen/langElement.h"
#endif
/// A shared base class for terrain features which
/// includes some helper functions.
class TerrainFeatGLSL : public ShaderFeatureGLSL
@ -38,14 +39,18 @@ protected:
Var* _getInDetailCoord(Vector<ShaderComponent*> &componentList );
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
Var* _getNormalMapTex();
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
Var* _getDetailIdStrengthParallax();
Var* _getMacroIdStrengthParallax();
};
class TerrainBaseMapFeatGLSL : public TerrainFeatGLSL
{
public:
@ -61,10 +66,12 @@ public:
virtual String getName() { return "Terrain Base Texture"; }
};
class TerrainDetailMapFeatGLSL : public TerrainFeatGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
@ -83,10 +90,17 @@ public:
};
class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
class TerrainMacroMapFeatGLSL : public TerrainFeatGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
ShaderIncludeDependency mTerrainDep;
public:
TerrainMacroMapFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -95,19 +109,14 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Normal Texture"; }
virtual String getName() { return "Terrain Macro Texture"; }
};
class TerrainParallaxMapFeatGLSL : public TerrainFeatGLSL
class TerrainNormalMapFeatGLSL : public TerrainFeatGLSL
{
protected:
ShaderIncludeDependency mIncludeDep;
public:
TerrainParallaxMapFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -116,7 +125,7 @@ public:
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName() { return "Terrain Parallax Texture"; }
virtual String getName() { return "Terrain Normal Texture"; }
};
class TerrainLightMapFeatGLSL : public TerrainFeatGLSL