mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +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
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue