mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-27 23:35:45 +00:00
Update GLSL Shadergen. Not used on DX9.
This commit is contained in:
parent
ba36617aec
commit
9221b4dd10
20 changed files with 1944 additions and 1128 deletions
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@ -64,14 +64,14 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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output = meta;
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "out_texCoord", "vec2", true, componentList );
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Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
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// Sample the bumpmap.
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Var *bumpMap = getNormalMapTex();
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LangElement *texOp = NULL;
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//Handle atlased textures
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// http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
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if(fd.features[MFT_NormalMapAtlas])
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{
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// This is a big block of code, so put a comment in the shader code
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@ -79,52 +79,49 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *atlasedTex = new Var;
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atlasedTex->setName("atlasedBumpCoord");
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atlasedTex->setType("vec2");
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atlasedTex->setType( "vec2" );
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LangElement *atDecl = new DecOp(atlasedTex);
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// Parameters of the texture atlas
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Var *atParams = new Var;
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atParams->setType("vec4");
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atParams->setType( "float4" );
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atParams->setName("bumpAtlasParams");
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atParams->uniform = true;
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atParams->constSortPos = cspPotentialPrimitive;
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// Parameters of the texture (tile) this object is using in the atlas
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Var *tileParams = new Var;
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tileParams->setType("vec4");
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tileParams->setType( "float4" );
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tileParams->setName("bumpAtlasTileParams");
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tileParams->uniform = true;
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tileParams->constSortPos = cspPotentialPrimitive;
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const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
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// getPixelShaderVersion() on Mac currently returns 2.0,
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// or 3.0 if Advanced Lighting is enabled
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if(is_sm3)
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{
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// Figure out the mip level
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meta->addStatement(new GenOp(" vec2 _dx_bump = dFdx(@ * @.z);\r\n", texCoord, atParams));
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meta->addStatement(new GenOp(" vec2 _dy_bump = dFdy(@ * @.z);\r\n", texCoord, atParams));
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meta->addStatement(new GenOp(" float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n"));
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meta->addStatement(new GenOp(" mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams));
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meta->addStatement( new GenOp( " float2 _dx_bump = ddx(@ * @.z);\r\n", texCoord, atParams ) );
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meta->addStatement( new GenOp( " float2 _dy_bump = ddy(@ * @.z);\r\n", texCoord, atParams ) );
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meta->addStatement( new GenOp( " float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n"));
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meta->addStatement( new GenOp( " mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams));
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// And the size of the mip level
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meta->addStatement(new GenOp(" float mipPixSz_bump = pow(2.0, @.w - mipLod_bump);\r\n", atParams));
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meta->addStatement(new GenOp(" vec2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams));
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meta->addStatement( new GenOp( " float2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams ) );
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}
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else
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{
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meta->addStatement(new GenOp(" vec2 mipSz = float2(1.0, 1.0);\r\n"));
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meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n"));
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}
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// Tiling mode
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// TODO: Select wrap or clamp somehow
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if( true ) // Wrap
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meta->addStatement(new GenOp(" @ = fract(@);\r\n", atDecl, texCoord));
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meta->addStatement( new GenOp( " @ = frac(@);\r\n", atDecl, texCoord ) );
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else // Clamp
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meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, texCoord));
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// Finally scale/offset, and correct for filtering
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meta->addStatement(new GenOp(" @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n",
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meta->addStatement( new GenOp( " @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n",
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atlasedTex, atlasedTex, atParams, atParams, tileParams));
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// Add a newline
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@ -132,19 +129,19 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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if(is_sm3)
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{
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texOp = new GenOp( "texture2DLod(@, vec4(@, 0.0, mipLod_bump)", bumpMap, texCoord );
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texOp = new GenOp( "tex2Dlod(@, float4(@, 0.0, mipLod_bump))", bumpMap, texCoord );
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}
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else
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{
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texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
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texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
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}
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}
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else
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{
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texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
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texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
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}
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Var *bumpNorm = new Var( "bumpNormal", "vec4" );
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Var *bumpNorm = new Var( "bumpNormal", "float4" );
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meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) );
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// If we have a detail normal map we add the xy coords of
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@ -160,11 +157,11 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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bumpMap->constNum = Var::getTexUnitNum();
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texCoord = getInTexCoord( "detCoord", "vec2", true, componentList );
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texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
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texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
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Var *detailBump = new Var;
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detailBump->setName( "detailBump" );
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detailBump->setType( "vec4" );
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detailBump->setType( "float4" );
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meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
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Var *detailBumpScale = new Var;
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@ -175,13 +172,11 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
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}
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// We transform it into world space by reversing the
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// multiplication by the worldToTanget transform.
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Var *wsNormal = new Var( "wsNormal", "vec3" );
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Var *worldToTanget = getInWorldToTangent( componentList );
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meta->addStatement( new GenOp( " @ = normalize( vec3( @.xyz * @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) );
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meta->addStatement( new GenOp( " @ = normalize( tMul( @.xyz, @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) );
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}
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ShaderFeature::Resources BumpFeatGLSL::getResources( const MaterialFeatureData &fd )
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@ -227,20 +222,26 @@ void BumpFeatGLSL::setTexData( Material::StageData &stageDat,
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if ( fd.features[MFT_NormalMap] )
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{
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passData.mTexType[ texIndex ] = Material::Bump;
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passData.mSamplerNames[ texIndex ] = "bumpMap";
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passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
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}
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if ( fd.features[ MFT_DetailNormalMap ] )
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{
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passData.mTexType[ texIndex ] = Material::DetailBump;
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passData.mSamplerNames[ texIndex ] = "detailBumpMap";
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passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
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}
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}
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//
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Var* ParallaxFeatGLSL::_getUniformVar( const char *name, const char *type )
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ParallaxFeatGLSL::ParallaxFeatGLSL()
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: mIncludeDep( "shaders/common/gl/torque.glsl" )
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{
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addDependency( &mIncludeDep );
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}
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Var* ParallaxFeatGLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
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{
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Var *theVar = (Var*)LangElement::find( name );
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if ( !theVar )
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@ -249,7 +250,7 @@ Var* ParallaxFeatGLSL::_getUniformVar( const char *name, const char *type )
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theVar->setType( type );
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theVar->setName( name );
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theVar->uniform = true;
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theVar->constSortPos = cspPass;
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theVar->constSortPos = csp;
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}
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return theVar;
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@ -259,13 +260,13 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
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"ParallaxFeatGLSL::processVert - We don't support SM 1.x!" );
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"ParallaxFeatGLSL::processVert - We don't support SM 1.x!" );
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MultiLine *meta = new MultiLine;
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// Add the texture coords.
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getOutTexCoord( "texCoord",
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"vec2",
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"vec2",
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true,
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fd.features[MFT_TexAnim],
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meta,
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@ -276,18 +277,36 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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if ( !inPos )
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inPos = (Var*)LangElement::find( "position" );
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// Get the object space eye position and the world
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// to tangent transform.
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Var *eyePos = _getUniformVar( "eyePos", "vec3" );
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// Get the object space eye position and the
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// object to tangent space transform.
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Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPrimitive );
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Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
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// send transform to pixel shader
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// Now send the negative view vector in tangent space to the pixel shader.
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outViewTS = connectComp->getElement( RT_TEXCOORD, 1 );
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outViewTS->setName( "outViewTS" );
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outViewTS->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = ( @ - @.xyz ) * transpose( @ );\r\n",
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outViewTS, inPos, eyePos, objToTangentSpace ) );
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Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
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outNegViewTS->setName( "outNegViewTS" );
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outNegViewTS->setStructName( "OUT" );
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outNegViewTS->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = tMul( @, float3( @.xyz - @ ) );\r\n",
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outNegViewTS, objToTangentSpace, inPos, eyePos ) );
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// TODO: I'm at a loss at why i need to flip the binormal/y coord
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// to get a good view vector for parallax. Lighting works properly
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// with the TS matrix as is... but parallax does not.
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//
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// Someone figure this out!
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//
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meta->addStatement( new GenOp( " @.y = -@.y;\r\n", outNegViewTS, outNegViewTS ) );
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// If we have texture anim matrix the tangent
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// space view vector may need to be rotated.
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Var *texMat = (Var*)LangElement::find( "texMat" );
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if ( texMat )
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{
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meta->addStatement( new GenOp( " @ = tMul(@, float4(@,0)).xyz;\r\n",
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outNegViewTS, texMat, outNegViewTS ) );
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}
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output = meta;
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}
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@ -296,7 +315,7 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
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"ParallaxFeatGLSL::processPix - We don't support SM 1.x!" );
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"ParallaxFeatGLSL::processPix - We don't support SM 1.x!" );
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MultiLine *meta = new MultiLine;
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@ -310,38 +329,28 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
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if ( !negViewTS )
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{
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Var *inViewTS = (Var*)LangElement::find( "outViewTS" );
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if ( !inViewTS )
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Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
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if ( !inNegViewTS )
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{
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inViewTS = connectComp->getElement( RT_TEXCOORD, 1 );
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inViewTS->setName( "outViewTS" );
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inViewTS->setType( "vec3" );
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inNegViewTS = connectComp->getElement( RT_TEXCOORD );
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inNegViewTS->setName( "outNegViewTS" );
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inNegViewTS->setStructName( "IN" );
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inNegViewTS->setType( "vec3" );
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}
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negViewTS = new Var( "negViewTS", "vec3" );
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meta->addStatement( new GenOp( " @ = -normalize( @ );\r\n", new DecOp( negViewTS ), inViewTS ) );
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meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
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}
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// Get the rest of our inputs.
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Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float" );
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Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float", cspPotentialPrimitive );
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Var *normalMap = getNormalMapTex();
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// Do 3 parallax samples to get acceptable
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// quality without too much overhead.
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Var *pdepth = findOrCreateLocal( "pdepth", "float", meta );
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Var *poffset = findOrCreateLocal( "poffset", "vec2", meta );
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meta->addStatement( new GenOp( " @ = texture2D( @, @.xy ).a;\r\n", pdepth, normalMap, texCoord ) );
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meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
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meta->addStatement( new GenOp( " @ = ( @ + texture2D( @, @.xy + @ ).a ) * 0.5;\r\n", pdepth, pdepth, normalMap, texCoord, poffset ) );
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meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
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meta->addStatement( new GenOp( " @ = ( @ + texture2D( @, @.xy + @ ).a ) * 0.5;\r\n", pdepth, pdepth, normalMap, texCoord, poffset ) );
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meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) );
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meta->addStatement( new GenOp( " @.xy += @;\r\n", texCoord, poffset ) );
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// Call the library function to do the rest.
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meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
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texCoord, normalMap, texCoord, negViewTS, parallaxInfo ) );
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// TODO: Fix second UV.
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// TODO: Fix second UV maybe?
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output = meta;
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}
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@ -349,7 +358,7 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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ShaderFeature::Resources ParallaxFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
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"ParallaxFeatGLSL::getResources - We don't support SM 1.x!" );
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"ParallaxFeatGLSL::getResources - We don't support SM 1.x!" );
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Resources res;
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@ -370,7 +379,7 @@ void ParallaxFeatGLSL::setTexData( Material::StageData &stageDat,
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U32 &texIndex )
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{
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AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
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"ParallaxFeatGLSL::setTexData - We don't support SM 1.x!" );
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"ParallaxFeatGLSL::setTexData - We don't support SM 1.x!" );
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GFXTextureObject *tex = stageDat.getTex( MFT_NormalMap );
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if ( tex )
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@ -381,7 +390,6 @@ void ParallaxFeatGLSL::setTexData( Material::StageData &stageDat,
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}
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//
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void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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@ -397,6 +405,7 @@ void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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Var *outNormal = connectComp->getElement( RT_TEXCOORD );
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outNormal->setName( "wsNormal" );
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outNormal->setStructName( "OUT" );
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outNormal->setType( "vec3" );
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outNormal->mapsToSampler = false;
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@ -406,13 +415,13 @@ void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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{
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// Transform the normal to world space.
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Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
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meta->addStatement( new GenOp( " @ = @ * normalize( @ );\r\n", outNormal, objTrans, inNormal ) );
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meta->addStatement( new GenOp( " @ = tMul( @, normalize( vec4(@, 0.0) ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
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}
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else
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{
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// If we don't have a vertex normal... just pass the
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// camera facing normal to the pixel shader.
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meta->addStatement( new GenOp( " @ = vec3( 0.0, 0.0, 1.0 );\r\n", outNormal ) );
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meta->addStatement( new GenOp( " @ = float3( 0.0, 0.0, 1.0 );\r\n", outNormal ) );
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}
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}
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@ -428,20 +437,26 @@ void NormalsOutFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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wsNormal = connectComp->getElement( RT_TEXCOORD );
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wsNormal->setName( "wsNormal" );
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wsNormal->setStructName( "IN" );
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wsNormal->setType( "vec3" );
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// If we loaded the normal its our resposibility
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// to normalize it... the interpolators won't.
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//
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meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", wsNormal, wsNormal ) );
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// Note we cast to half here to get partial precision
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// optimized code which is an acceptable loss of
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// 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 )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue