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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.
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42 changed files with 2680 additions and 8 deletions
185
Engine/source/shaderGen/GLSL/accuFeatureGLSL.h
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185
Engine/source/shaderGen/GLSL/accuFeatureGLSL.h
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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 _ACCUFEATUREGLSL_H_
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#define _ACCUFEATUREGLSL_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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#ifndef _LANG_ELEMENT_H_
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#include "shaderGen/langElement.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _FEATUREMGR_H_
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#include "shaderGen/featureMgr.h"
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#endif
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#ifndef _MATERIALFEATURETYPES_H_
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#include "materials/materialFeatureTypes.h"
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#endif
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#ifndef _MATERIALFEATUREDATA_H_
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#include "materials/materialFeatureData.h"
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#endif
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/// Accu texture
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class AccuTexFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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//****************************************************************************
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// Accu Texture
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//****************************************************************************
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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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void getAccuVec( MultiLine *meta, LangElement *accuVec );
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Var* addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta );
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virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
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virtual Resources 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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res.numTexReg = 1;
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return res;
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}
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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 "Accu Texture";
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}
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};
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class AccuScaleFeature : public ShaderFeatureGLSL
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{
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public:
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virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Find the constant value
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Var *accuScale = (Var *)( LangElement::find("accuScale") );
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if( accuScale == NULL )
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{
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accuScale = new Var;
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accuScale->setType( "float" );
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accuScale->setName( "accuScale" );
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accuScale->constSortPos = cspPotentialPrimitive;
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accuScale->uniform = true;
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}
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}
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virtual String getName() { return "Accu Scale"; }
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};
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class AccuDirectionFeature : public ShaderFeatureGLSL
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{
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public:
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virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Find the constant value
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Var *accuDirection = (Var *)( LangElement::find("accuDirection") );
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if( accuDirection == NULL )
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{
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accuDirection = new Var;
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accuDirection->setType( "float" );
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accuDirection->setName( "accuDirection" );
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accuDirection->constSortPos = cspPotentialPrimitive;
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accuDirection->uniform = true;
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}
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}
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virtual String getName() { return "Accu Direction"; }
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};
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class AccuStrengthFeature : public ShaderFeatureGLSL
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{
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public:
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virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Find the constant value
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Var *accuStrength = (Var *)( LangElement::find("accuStrength") );
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if( accuStrength == NULL )
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{
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accuStrength = new Var;
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accuStrength->setType( "float" );
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accuStrength->setName( "accuStrength" );
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accuStrength->constSortPos = cspPotentialPrimitive;
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accuStrength->uniform = true;
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}
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}
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virtual String getName() { return "Accu Strength"; }
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};
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class AccuCoverageFeature : public ShaderFeatureGLSL
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{
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public:
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virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Find the constant value
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Var *accuCoverage = (Var *)( LangElement::find("accuCoverage") );
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if( accuCoverage == NULL )
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{
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accuCoverage = new Var;
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accuCoverage->setType( "float" );
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accuCoverage->setName( "accuCoverage" );
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accuCoverage->constSortPos = cspPotentialPrimitive;
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accuCoverage->uniform = true;
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}
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}
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virtual String getName() { return "Accu Coverage"; }
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};
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class AccuSpecularFeature : public ShaderFeatureGLSL
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{
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public:
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virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Find the constant value
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Var *accuSpecular = (Var *)( LangElement::find("accuSpecular") );
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if( accuSpecular == NULL )
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{
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accuSpecular = new Var;
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accuSpecular->setType( "float" );
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accuSpecular->setName( "accuSpecular" );
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accuSpecular->constSortPos = cspPotentialPrimitive;
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accuSpecular->uniform = true;
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}
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}
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virtual String getName() { return "Accu Specular"; }
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};
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#endif
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