mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Update GLSL Shadergen. Not used on DX9.
This commit is contained in:
parent
ba36617aec
commit
9221b4dd10
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@ -40,6 +40,9 @@
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static void _onRegisterFeatures( GFXAdapterType type )
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{
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if ( type != OpenGL )
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return;
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FEATUREMGR->registerFeature( MFT_WindEffect, new WindDeformationGLSL );
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}
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@ -83,29 +86,14 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
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// save constant space and reduce the memory copied to the
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// card.
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//
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// This in particular helps when we're instancing.
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//
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// .x = bend scale
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// .y = branch amplitude
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// .z = detail amplitude
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// .w = detail frequency
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//
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Var *windParams;
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if ( fd.features[MFT_UseInstancing] )
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{
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ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
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windParams = vertStruct->getElement( RT_TEXCOORD );
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windParams->setName( "inst_windParams" );
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windParams->setType( "vec4" );
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mInstancingFormat->addElement( "windParams", GFXDeclType_Float4, windParams->constNum );
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}
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else
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{
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windParams = new Var( "windParams", "vec4" );
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Var *windParams = new Var( "windParams", "vec4" );
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windParams->uniform = true;
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windParams->constSortPos = cspPotentialPrimitive;
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}
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// If we're instancing then we need to instance the wind direction
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// and speed as its unique for each tree instance.
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@ -114,6 +102,7 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
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{
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ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
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windDirAndSpeed = vertStruct->getElement( RT_TEXCOORD );
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windDirAndSpeed->setStructName( "IN" );
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windDirAndSpeed->setName( "inst_windDirAndSpeed" );
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windDirAndSpeed->setType( "vec3" );
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@ -143,16 +132,31 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
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if ( !inPosition )
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inPosition = (Var*)LangElement::find( "position" );
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// Copy the input position to the output first as
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// the wind effects are conditional.
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Var *outPosition = (Var*)LangElement::find( "inPosition" );
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if ( !outPosition )
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{
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outPosition = new Var;
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outPosition->setType( "vec3" );
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outPosition->setName( "inPosition" );
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meta->addStatement( new GenOp(" @ = @.xyz;\r\n", new DecOp( outPosition ), inPosition ) );
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}
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// Get the incoming color data
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Var *inColor = (Var*)LangElement::find( "diffuse" );
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// Do a dynamic branch based on wind force.
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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meta->addStatement( new GenOp(" if ( any( bvec3(@) ) ) {\r\n", windDirAndSpeed ) );
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// Do the branch and detail bending first so that
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// it can work in pure object space of the tree.
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LangElement *effect =
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new GenOp( "windBranchBending( "
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"@.xyz, " // vPos
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"normalize( normal ), " // vNormal
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"@, " // vPos
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"normalize( IN_normal ), " // vNormal
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"@, " // fTime
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"@.z, " // fWindSpeed
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@ -161,13 +165,13 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
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"@.y, " // fBranchAmp
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"@.r, " // fBranchAtten
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"dot( @[3], vec4( 1.0 ) ), " // fDetailPhase
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"dot( @[3], vec4(1) ), " // fDetailPhase
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"@.z, " // fDetailAmp
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"@.w, " // fDetailFreq
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"@.b )", // fEdgeAtten
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inPosition, // vPos
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outPosition, // vPos
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// vNormal
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accumTime, // fTime
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@ -183,22 +187,15 @@ void WindDeformationGLSL::processVert( Vector<ShaderComponent*> &componentList,
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inColor ); // fEdgeAtten
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Var *outPosition = (Var*)LangElement::find( "inPosition" );
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if ( outPosition )
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meta->addStatement( new GenOp( " @.xyz = @;\r\n", outPosition, effect, inPosition ) );
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else
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{
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outPosition = new Var;
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outPosition->setType( "vec3" );
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outPosition->setName( "inPosition" );
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meta->addStatement( new GenOp(" vec3 inPosition = @;\r\n", effect, inPosition ) );
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}
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meta->addStatement( new GenOp( " @ = @;\r\n", outPosition, effect ) );
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// Now do the trunk bending.
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effect = new GenOp( "windTrunkBending( @, @.xy, @.z * @.x )",
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outPosition, windDirAndSpeed, outPosition, windParams );
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meta->addStatement( new GenOp(" @ = windTrunkBending( @, @.xy, @.z * @.x );\r\n",
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outPosition, outPosition, windDirAndSpeed, outPosition, windParams ) );
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meta->addStatement( new GenOp(" @ = @;\r\n", outPosition, effect ) );
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// End the dynamic branch.
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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meta->addStatement( new GenOp(" } // [branch]\r\n" ) );
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}
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ShaderFeatureConstHandles* WindDeformationGLSL::createConstHandles( GFXShader *shader, SimObject *userObject )
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@ -35,16 +35,12 @@
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void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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{
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Parent::processPixMacros( macros, fd );
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return;
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}
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*/
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// Pull in the uncondition method for the light info buffer
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NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
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@ -59,48 +55,42 @@ void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> ¯o
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void DeferredRTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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{
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Parent::processVert( componentList, fd );
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return;
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}
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*/
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// Pass screen space position to pixel shader to compute a full screen buffer uv
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *ssPos = connectComp->getElement( RT_TEXCOORD );
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ssPos->setName( "screenspacePos" );
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ssPos->setStructName( "OUT" );
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ssPos->setType( "vec4" );
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// Var *outPosition = (Var*) LangElement::find( "hpos" );
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// AssertFatal( outPosition, "No hpos, ohnoes." );
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Var *outPosition = (Var*) LangElement::find( "gl_Position" );
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AssertFatal( outPosition, "No gl_Position, ohnoes." );
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output = new GenOp( " @ = gl_Position;\r\n", ssPos );
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output = new GenOp( " @ = @;\r\n", ssPos, outPosition );
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}
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void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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{
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Parent::processPix( componentList, fd );
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return;
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}
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*/
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MultiLine *meta = new MultiLine;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *ssPos = connectComp->getElement( RT_TEXCOORD );
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ssPos->setName( "screenspacePos" );
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ssPos->setStructName( "IN" );
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ssPos->setType( "vec4" );
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Var *uvScene = new Var;
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@ -108,18 +98,20 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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uvScene->setName( "uvScene" );
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LangElement *uvSceneDecl = new DecOp( uvScene );
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Var *rtParams = (Var*) LangElement::find( "renderTargetParams" );
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String rtParamName = String::ToString( "rtParams%s", "lightInfoBuffer" );
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Var *rtParams = (Var*) LangElement::find( rtParamName );
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if( !rtParams )
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{
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rtParams = new Var;
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rtParams->setType( "vec4" );
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rtParams->setName( "renderTargetParams" );
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rtParams->setName( rtParamName );
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rtParams->uniform = true;
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rtParams->constSortPos = cspPass;
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}
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meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
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meta->addStatement( new GenOp( " @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
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meta->addStatement( new GenOp( " @.y = 1.0 - @.y;\r\n", uvScene, uvScene ) ); // flip the y axis
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meta->addStatement( new GenOp( " @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size
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Var *lightInfoSamp = new Var;
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@ -134,36 +126,60 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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lightInfoBuffer->sampler = true;
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lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
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String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
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meta->addStatement( new GenOp( " vec3 d_lightcolor;\r\n" ) );
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meta->addStatement( new GenOp( " float d_NL_Att;\r\n" ) );
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meta->addStatement( new GenOp( " float d_specular;\r\n" ) );
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meta->addStatement( new GenOp( avar( " %s(texture2D(@, @), d_lightcolor, d_NL_Att, d_specular);\r\n", unconditionLightInfo.c_str() ),
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lightInfoBuffer, uvScene ) );
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// Declare the RTLighting variables in this feature, they will either be assigned
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// in this feature, or in the tonemap/lightmap feature
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Var *d_lightcolor = new Var( "d_lightcolor", "vec3" );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_lightcolor ) ) );
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Var *rtShading = new Var;
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rtShading->setType( "vec4" );
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rtShading->setName( "rtShading" );
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LangElement *rtShadingDecl = new DecOp( rtShading );
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meta->addStatement( new GenOp( " @ = vec4( d_lightcolor, 1.0 );\r\n", rtShadingDecl ) );
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Var *d_NL_Att = new Var( "d_NL_Att", "float" );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_NL_Att ) ) );
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Var *d_specular = new Var( "d_specular", "float" );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_specular ) ) );
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// Perform the uncondition here.
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String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
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meta->addStatement( new GenOp( avar( " %s(tex2D(@, @), @, @, @);\r\n",
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unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular ) );
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// If this has an interlaced pre-pass, do averaging here
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if( fd.features[MFT_InterlacedPrePass] )
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{
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Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
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if( !oneOverTargetSize )
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{
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oneOverTargetSize = new Var;
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oneOverTargetSize->setType( "vec2" );
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oneOverTargetSize->setName( "oneOverTargetSize" );
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oneOverTargetSize->uniform = true;
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oneOverTargetSize->constSortPos = cspPass;
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}
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meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n float3 id_lightcolor;\r\n" ) );
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meta->addStatement( new GenOp( avar( " %s(tex2D(@, @ + float2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
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unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, oneOverTargetSize ) );
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meta->addStatement( new GenOp(" @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
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meta->addStatement( new GenOp(" @ = lerp(@, id_NL_Att, 0.5);\r\n", d_NL_Att, d_NL_Att ) );
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meta->addStatement( new GenOp(" @ = lerp(@, id_specular, 0.5);\r\n", d_specular, d_specular ) );
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}
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// This is kind of weak sauce
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if( !fd.features[MFT_SubSurface] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] )
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meta->addStatement( new GenOp( " @;\r\n", assignColor( rtShading, Material::Mul ) ) );
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if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
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meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
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output = meta;
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}
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ShaderFeature::Resources DeferredRTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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return Parent::getResources( fd );
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*/
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// HACK: See DeferredRTLightingFeatGLSL::setTexData.
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mLastTexIndex = 0;
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Resources res;
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res.numTex = 1;
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@ -176,21 +192,22 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
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RenderPassData &passData,
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U32 &texIndex )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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{
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Parent::setTexData( stageDat, fd, passData, texIndex );
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return;
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}
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*/
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NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
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if( texTarget )
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{
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passData.mTexType[ texIndex ] = Material::TexTarget;
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// HACK: We store this for use in DeferredRTLightingFeatGLSL::processPix()
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// which cannot deduce the texture unit itself.
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mLastTexIndex = texIndex;
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passData.mTexType[ texIndex ] = Material::TexTarget;
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passData.mSamplerNames[ texIndex ]= "lightInfoBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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@ -205,92 +222,31 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// to the pixel shader.
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MultiLine *meta = new MultiLine;
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// setup texture space matrix
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Var *texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
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if( !texSpaceMat )
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{
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LangElement * texSpaceSetup = setupTexSpaceMat( componentList, &texSpaceMat );
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meta->addStatement( texSpaceSetup );
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texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
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}
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// turn obj->tangent into world->tangent
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Var *worldToTangent = new Var;
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worldToTangent->setType( "mat3" );
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worldToTangent->setName( "worldToTangent" );
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LangElement *worldToTangentDecl = new DecOp( worldToTangent );
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// Get the world->obj transform
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Var *worldToObj = new Var;
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worldToObj->setType( "mat4" );
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worldToObj->setName( "worldToObj" );
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worldToObj->uniform = true;
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worldToObj->constSortPos = cspPrimitive;
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Var *mat3Conversion = new Var;
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mat3Conversion->setType( "mat3" );
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mat3Conversion->setName( "worldToObjMat3" );
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LangElement* mat3Lang = new DecOp(mat3Conversion);
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meta->addStatement( new GenOp( " @ = mat3(@[0].xyz, @[1].xyz, @[2].xyz);\r\n ", mat3Lang, worldToObj, worldToObj, worldToObj) );
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// assign world->tangent transform
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meta->addStatement( new GenOp( " @ = @ * @;\r\n", worldToTangentDecl, texSpaceMat, mat3Conversion ) );
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// send transform to pixel shader
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR1->setName( "worldToTangentR1" );
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worldToTangentR1->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = @[0];\r\n", worldToTangentR1, worldToTangent ) );
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Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR2->setName( "worldToTangentR2" );
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worldToTangentR2->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = @[1];\r\n", worldToTangentR2, worldToTangent ) );
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Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
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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> ¯os,
|
||||
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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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 ) );
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -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 ) ) );
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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 ) );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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_
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
@ -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_
|
||||
|
|
@ -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 );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
|
@ -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 );
|
||||
|
||||
|
|
|
|||
|
|
@ -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() ) );
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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 )
|
||||
|
|
|
|||
|
|
@ -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(®ister_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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Reference in a new issue