cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.

This commit is contained in:
Azaezel 2014-12-21 14:07:42 -06:00
parent 949251b988
commit c6cdfafe4e
42 changed files with 2680 additions and 8 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shaderGen/GLSL/accuFeatureGLSL.h"
#include "shaderGen/shaderFeature.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
#include "materials/materialFeatureTypes.h"
#include "gfx/gfxDevice.h"
#include "materials/processedMaterial.h"
//****************************************************************************
// Accu Texture
//****************************************************************************
void AccuTexFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"vec2",
true,
false,
meta,
componentList );
getOutObjToTangentSpace( componentList, meta, fd );
addOutAccuVec( componentList, meta );
output = meta;
}
void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col" );
if (!color)
{
output = new GenOp(" //NULL COLOR!");
return;
}
// accu map
Var *accuMap = new Var;
accuMap->setType( "sampler2D" );
accuMap->setName( "accuMap" );
accuMap->uniform = true;
accuMap->sampler = true;
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// accuColor var
Var *accuColor = new Var;
accuColor->setType( "vec4" );
accuColor->setName( "accuColor" );
LangElement *colorAccuDecl = new DecOp( accuColor );
// plc (placement)
Var *accuPlc = new Var;
accuPlc->setType( "vec4" );
accuPlc->setName( "plc" );
LangElement *plcAccu = new DecOp( accuPlc );
// accu constants
Var *accuScale = (Var*)LangElement::find( "accuScale" );
if ( !accuScale ) {
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->uniform = true;
accuScale->sampler = false;
accuScale->constSortPos = cspPotentialPrimitive;
}
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
if ( !accuDirection ) {
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->uniform = true;
accuDirection->sampler = false;
accuDirection->constSortPos = cspPotentialPrimitive;
}
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
if ( !accuStrength ) {
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->uniform = true;
accuStrength->sampler = false;
accuStrength->constSortPos = cspPotentialPrimitive;
}
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
if ( !accuCoverage ) {
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->uniform = true;
accuCoverage->sampler = false;
accuCoverage->constSortPos = cspPotentialPrimitive;
}
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
if ( !accuSpecular ) {
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->uniform = true;
accuSpecular->sampler = false;
accuSpecular->constSortPos = cspPotentialPrimitive;
}
Var *inTex = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *accuVec = getInTexCoord( "accuVec", "vec3", true, componentList );
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
if( bumpNorm == NULL ) {
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
if (!bumpNorm)
{
output = new GenOp(" //NULL bumpNormal!");
return;
}
}
// get the accu pixel color
meta->addStatement( new GenOp( " @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale ) );
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
// assign direction
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
// saturate based on strength
meta->addStatement( new GenOp( " @ = saturate( float4(dot( float3(@), @.xyz * pow(@, 5) ) ));\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
// add coverage
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
// clamp to a sensible value
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
// light
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
if(lightColor != NULL)
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
// lerp with current pixel - use the accu alpha as well
meta->addStatement( new GenOp( " @ = mix( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
// the result should always be opaque
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );
}
void AccuTexFeatGLSL::setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
//if ( tex )
//{
passData.mSamplerNames[texIndex] = "accuMap";
passData.mTexType[ texIndex++ ] = Material::AccuMap;
//passData.mTexSlot[ texIndex++ ].texObject = tex;
//}
}
void AccuTexFeatGLSL::getAccuVec(MultiLine *meta, LangElement *accuVec)
{
// Get the transform to world space.
Var *objTrans = (Var*)LangElement::find( "objTrans" );
if ( !objTrans )
{
objTrans = new Var;
objTrans->setType( "float4x4" );
objTrans->setName( "objTrans" );
objTrans->uniform = true;
objTrans->constSortPos = cspPrimitive;
}
// accu obj trans
Var *aobjTrans = new Var;
aobjTrans->setType( "float4x4" );
aobjTrans->setName( "accuObjTrans" );
LangElement *accuObjTransDecl = new DecOp( aobjTrans );
Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
Var *tav = new Var;
tav->setType( "float4" );
tav->setName( "tAccuVec" );
LangElement *tavDecl = new DecOp( tav );
meta->addStatement( new GenOp( " @ = float4(0,0,1,0);\r\n", tavDecl ) );
meta->addStatement( new GenOp( " @ = transpose(@);\r\n", accuObjTransDecl, objTrans ) );
meta->addStatement( new GenOp( " @ = tMul(@, @);\r\n", tav, aobjTrans, tav ) );
meta->addStatement( new GenOp( " @.xyz = tMul(@, @.xyz);\r\n", tav, outObjToTangentSpace, tav ) );
meta->addStatement( new GenOp( " @.y *= -1;\r\n", tav ) );
meta->addStatement( new GenOp( " @ = @.xyz;\r\n", accuVec, tav ) );
}
Var* AccuTexFeatGLSL::addOutAccuVec(Vector<ShaderComponent*> &componentList, MultiLine *meta)
{
Var *outAccuVec = (Var*)LangElement::find( "accuVec" );
if ( !outAccuVec )
{
// Setup the connector.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
outAccuVec = connectComp->getElement( RT_TEXCOORD );
outAccuVec->setName( "accuVec" );
outAccuVec->setStructName( "OUT" );
outAccuVec->setType( "float3" );
outAccuVec->mapsToSampler = false;
getAccuVec( meta, outAccuVec );
}
return outAccuVec;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ACCUFEATUREGLSL_H_
#define _ACCUFEATUREGLSL_H_
#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _FEATUREMGR_H_
#include "shaderGen/featureMgr.h"
#endif
#ifndef _MATERIALFEATURETYPES_H_
#include "materials/materialFeatureTypes.h"
#endif
#ifndef _MATERIALFEATUREDATA_H_
#include "materials/materialFeatureData.h"
#endif
/// Accu texture
class AccuTexFeatGLSL : public ShaderFeatureGLSL
{
public:
//****************************************************************************
// Accu Texture
//****************************************************************************
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
void getAccuVec( MultiLine *meta, LangElement *accuVec );
Var* addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta );
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Accu Texture";
}
};
class AccuScaleFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuScale = (Var *)( LangElement::find("accuScale") );
if( accuScale == NULL )
{
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->constSortPos = cspPotentialPrimitive;
accuScale->uniform = true;
}
}
virtual String getName() { return "Accu Scale"; }
};
class AccuDirectionFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuDirection = (Var *)( LangElement::find("accuDirection") );
if( accuDirection == NULL )
{
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->constSortPos = cspPotentialPrimitive;
accuDirection->uniform = true;
}
}
virtual String getName() { return "Accu Direction"; }
};
class AccuStrengthFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuStrength = (Var *)( LangElement::find("accuStrength") );
if( accuStrength == NULL )
{
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->constSortPos = cspPotentialPrimitive;
accuStrength->uniform = true;
}
}
virtual String getName() { return "Accu Strength"; }
};
class AccuCoverageFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuCoverage = (Var *)( LangElement::find("accuCoverage") );
if( accuCoverage == NULL )
{
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->constSortPos = cspPotentialPrimitive;
accuCoverage->uniform = true;
}
}
virtual String getName() { return "Accu Coverage"; }
};
class AccuSpecularFeature : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Find the constant value
Var *accuSpecular = (Var *)( LangElement::find("accuSpecular") );
if( accuSpecular == NULL )
{
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->constSortPos = cspPotentialPrimitive;
accuSpecular->uniform = true;
}
}
virtual String getName() { return "Accu Specular"; }
};
#endif

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@ -32,6 +32,7 @@
#include "shaderGen/GLSL/paraboloidGLSL.h"
#include "materials/materialFeatureTypes.h"
#include "core/module.h"
#include "shaderGen/GLSL/accuFeatureGLSL.h"
static ShaderGen::ShaderGenInitDelegate sInitDelegate;
@ -62,6 +63,7 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatGLSL );
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularGLSL );
FEATUREMGR->registerFeature( MFT_SpecularMap, new SpecularMapGLSL );
FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatGLSL );
FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureGLSL( "Gloss Map" ) );
FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureGLSL( "Translucent" ) );
FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatGLSL );