mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-27 10:33:50 +00:00
more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
This commit is contained in:
parent
7daf66cf9d
commit
bfccfca0ce
21 changed files with 68 additions and 387 deletions
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@ -1,96 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "shaderGen/GLSL/pixSpecularGLSL.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/shaderGenVars.h"
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#include "gfx/gfxStructs.h"
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#include "shaderGen/shaderGen.h"
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void PBRConfigMapGLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
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{
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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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fd.features[MFT_TexAnim],
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meta,
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componentList);
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output = meta;
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}
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void PBRConfigMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
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// create texture var
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Var *pbrConfigMap = new Var;
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pbrConfigMap->setType( "sampler2D" );
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pbrConfigMap->setName( "PBRConfigMap" );
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pbrConfigMap->uniform = true;
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pbrConfigMap->sampler = true;
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pbrConfigMap->constNum = Var::getTexUnitNum();
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LangElement *texOp = new GenOp( "texture(@, @)", pbrConfigMap, texCoord );
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Var * pbrConfig = new Var( "PBRConfig", "vec4" );
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!metalness) metalness = new Var("metalness", "float");
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness) smoothness = new Var("smoothness", "float");
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MultiLine * meta = new MultiLine;
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meta->addStatement(new GenOp(" @ = @.r;\r\n", new DecOp(smoothness), texOp));
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meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(metalness), texOp));
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if (fd.features[MFT_InvertSmoothness])
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meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
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meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(pbrConfig), texOp));
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output = meta;
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}
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ShaderFeature::Resources PBRConfigMapGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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res.numTex = 1;
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return res;
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}
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void PBRConfigMapGLSL::setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex )
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{
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GFXTextureObject *tex = stageDat.getTex( MFT_PBRConfigMap );
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if ( tex )
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{
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passData.mTexType[ texIndex ] = Material::Standard;
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passData.mSamplerNames[ texIndex ] = "PBRConfigMap";
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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}
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}
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@ -1,54 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PIXSPECULAR_GLSL_H_
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#define _PIXSPECULAR_GLSL_H_
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#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
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#include "shaderGen/GLSL/shaderFeatureGLSL.h"
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#endif
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/// A texture source for the PixSpecular feature
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class PBRConfigMapGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Resources getResources( const MaterialFeatureData &fd );
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virtual void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex );
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virtual String getName()
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{
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return "PBRConfig Map";
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}
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};
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#endif // _PIXSPECULAR_HLSL_H_
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@ -27,7 +27,6 @@
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#include "shaderGen/GLSL/shaderFeatureGLSL.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/GLSL/bumpGLSL.h"
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#include "shaderGen/GLSL/pixSpecularGLSL.h"
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#include "shaderGen/GLSL/depthGLSL.h"
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#include "shaderGen/GLSL/paraboloidGLSL.h"
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#include "materials/materialFeatureTypes.h"
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@ -66,9 +65,8 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
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FEATUREMGR->registerFeature( MFT_StaticCubemap, new NamedFeatureGLSL( "Static Cubemap" ) );
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FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatGLSL );
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FEATUREMGR->registerFeature( MFT_InvertSmoothness, new NamedFeatureGLSL("Roughest = 1.0"));
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FEATUREMGR->registerFeature( MFT_PBRConfigMap, new PBRConfigMapGLSL );
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FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatGLSL );
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FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureGLSL( "Gloss Map" ) );
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FEATUREMGR->registerFeature( MFT_GlowMap, new NamedFeatureGLSL( "Glow Map" ) );
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FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureGLSL( "Translucent" ) );
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FEATUREMGR->registerFeature( MFT_IsTranslucentZWrite, new NamedFeatureGLSL( "Translucent ZWrite" ) );
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FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatGLSL );
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@ -102,8 +100,8 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
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// Deferred Shading
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FEATUREMGR->registerFeature( MFT_isDeferred, new NamedFeatureGLSL( "Deferred Material" ) );
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FEATUREMGR->registerFeature( MFT_DeferredSpecMap, new DeferredSpecMapGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredSpecVars, new DeferredSpecVarsGLSL );
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FEATUREMGR->registerFeature( MFT_PBRConfigMap, new PBRConfigMapGLSL );
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FEATUREMGR->registerFeature( MFT_PBRConfigVars, new PBRConfigVarsGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredMatInfoFlags, new DeferredMatInfoFlagsGLSL );
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FEATUREMGR->registerFeature( MFT_SkyBox, new NamedFeatureGLSL( "skybox" ) );
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FEATUREMGR->registerFeature( MFT_HardwareSkinning, new HardwareSkinningFeatureGLSL );
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "shaderGen/HLSL/pixSpecularHLSL.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/shaderGenVars.h"
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#include "gfx/gfxStructs.h"
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#include "shaderGen/shaderGen.h"
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void PBRConfigMapHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
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{
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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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"float2",
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fd.features[MFT_TexAnim],
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meta,
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componentList);
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output = meta;
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}
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void PBRConfigMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Get the texture coord.
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Var *texCoord = getInTexCoord("texCoord", "float2", componentList);
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// create texture var
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Var *pbrConfigMap = new Var;
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pbrConfigMap->setType( "SamplerState" );
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pbrConfigMap->setName( "PBRConfigMap" );
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pbrConfigMap->uniform = true;
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pbrConfigMap->sampler = true;
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pbrConfigMap->constNum = Var::getTexUnitNum();
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Var *pbrConfigMapTex = new Var;
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pbrConfigMapTex->setName("PBRConfigMapTex");
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pbrConfigMapTex->setType("Texture2D");
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pbrConfigMapTex->uniform = true;
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pbrConfigMapTex->texture = true;
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pbrConfigMapTex->constNum = pbrConfigMap->constNum;
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LangElement *texOp = new GenOp("@.Sample(@, @)", pbrConfigMapTex, pbrConfigMap, texCoord);
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Var * pbrConfig = new Var( "PBRConfig", "float4" );
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!metalness) metalness = new Var("metalness", "float");
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness) smoothness = new Var("smoothness", "float");
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MultiLine * meta = new MultiLine;
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meta->addStatement(new GenOp(" @ = @.r;\r\n", new DecOp(smoothness), texOp));
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meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(metalness), texOp));
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if (fd.features[MFT_InvertSmoothness])
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meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
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meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(pbrConfig), texOp));
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output = meta;
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}
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ShaderFeature::Resources PBRConfigMapHLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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res.numTex = 1;
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return res;
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}
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void PBRConfigMapHLSL::setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex )
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{
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GFXTextureObject *tex = stageDat.getTex( MFT_PBRConfigMap );
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if ( tex )
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{
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passData.mTexType[ texIndex ] = Material::Standard;
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passData.mSamplerNames[ texIndex ] = "PBRConfigMap";
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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}
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}
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PIXSPECULAR_HLSL_H_
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#define _PIXSPECULAR_HLSL_H_
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#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#endif
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/// A texture source for the PBRConfigMap feature
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class PBRConfigMapHLSL : public ShaderFeatureHLSL
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{
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public:
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual Resources getResources( const MaterialFeatureData &fd );
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virtual void setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex );
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virtual String getName()
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{
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return "PBRConfig Map";
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}
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};
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#endif // _PIXSPECULAR_HLSL_H_
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/HLSL/bumpHLSL.h"
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#include "shaderGen/HLSL/pixSpecularHLSL.h"
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#include "shaderGen/HLSL/depthHLSL.h"
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#include "shaderGen/HLSL/paraboloidHLSL.h"
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#include "materials/materialFeatureTypes.h"
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@ -70,9 +69,8 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
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FEATUREMGR->registerFeature( MFT_IsTranslucentZWrite, new NamedFeatureHLSL( "Translucent ZWrite" ) );
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FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatHLSL );
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FEATUREMGR->registerFeature( MFT_Fog, new FogFeatHLSL );
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FEATUREMGR->registerFeature( MFT_PBRConfigMap, new PBRConfigMapHLSL );
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FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatHLSL );
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FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureHLSL( "Gloss Map" ) );
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FEATUREMGR->registerFeature( MFT_GlowMap, new NamedFeatureHLSL( "Glow Map" ) );
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FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureHLSL( "Lightbuffer MRT" ) );
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FEATUREMGR->registerFeature( MFT_RenderTarget1_Zero, new RenderTargetZeroHLSL( ShaderFeature::RenderTarget1 ) );
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FEATUREMGR->registerFeature( MFT_RenderTarget2_Zero, new RenderTargetZeroHLSL( ShaderFeature::RenderTarget2 ) );
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@ -104,8 +102,8 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
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FEATUREMGR->registerFeature( MFT_ImposterVert, new ImposterVertFeatureHLSL );
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FEATUREMGR->registerFeature( MFT_isDeferred, new NamedFeatureHLSL( "Deferred Material" ) );
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FEATUREMGR->registerFeature( MFT_DeferredSpecMap, new DeferredSpecMapHLSL );
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FEATUREMGR->registerFeature( MFT_DeferredSpecVars, new DeferredSpecVarsHLSL );
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FEATUREMGR->registerFeature( MFT_PBRConfigMap, new PBRConfigMapHLSL);
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FEATUREMGR->registerFeature( MFT_PBRConfigVars, new PBRConfigVarsHLSL);
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FEATUREMGR->registerFeature( MFT_DeferredMatInfoFlags, new DeferredMatInfoFlagsHLSL );
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FEATUREMGR->registerFeature( MFT_DeferredEmissive, new DeferredEmissiveHLSL);
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FEATUREMGR->registerFeature( MFT_SkyBox, new NamedFeatureHLSL( "skybox" ) );
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@ -73,7 +73,7 @@ const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
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const String ShaderGenVars::vectorLightColor("$vectorLightColor");
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const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");
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const String ShaderGenVars::pbrConfig("$pbrConfig");
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const String ShaderGenVars::pbrConfig("$PBRConfig");
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const String ShaderGenVars::smoothness("$smoothness");
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const String ShaderGenVars::metalness("$metalness");
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