Update GLSL Shadergen. Not used on DX9.

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

View file

@ -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 ) );
}