mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-22 21:05:39 +00:00
Merge pull request #621 from BeamNG/glsl_shadergen
Update GLSL Shadergen.
This commit is contained in:
commit
c850d60a4f
22 changed files with 1946 additions and 1127 deletions
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@ -35,16 +35,12 @@
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void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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{
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Parent::processPixMacros( macros, fd );
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return;
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}
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*/
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// Pull in the uncondition method for the light info buffer
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NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
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@ -59,48 +55,42 @@ void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> ¯o
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void DeferredRTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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{
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Parent::processVert( componentList, fd );
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return;
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}
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*/
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// Pass screen space position to pixel shader to compute a full screen buffer uv
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *ssPos = connectComp->getElement( RT_TEXCOORD );
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ssPos->setName( "screenspacePos" );
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ssPos->setStructName( "OUT" );
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ssPos->setType( "vec4" );
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// Var *outPosition = (Var*) LangElement::find( "hpos" );
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// AssertFatal( outPosition, "No hpos, ohnoes." );
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Var *outPosition = (Var*) LangElement::find( "gl_Position" );
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AssertFatal( outPosition, "No gl_Position, ohnoes." );
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output = new GenOp( " @ = gl_Position;\r\n", ssPos );
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output = new GenOp( " @ = @;\r\n", ssPos, outPosition );
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}
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void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if ( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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{
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Parent::processPix( componentList, fd );
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return;
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}
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*/
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MultiLine *meta = new MultiLine;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *ssPos = connectComp->getElement( RT_TEXCOORD );
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ssPos->setName( "screenspacePos" );
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ssPos->setStructName( "IN" );
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ssPos->setType( "vec4" );
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Var *uvScene = new Var;
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@ -108,18 +98,20 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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uvScene->setName( "uvScene" );
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LangElement *uvSceneDecl = new DecOp( uvScene );
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Var *rtParams = (Var*) LangElement::find( "renderTargetParams" );
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String rtParamName = String::ToString( "rtParams%s", "lightInfoBuffer" );
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Var *rtParams = (Var*) LangElement::find( rtParamName );
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if( !rtParams )
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{
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rtParams = new Var;
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rtParams->setType( "vec4" );
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rtParams->setName( "renderTargetParams" );
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rtParams->setName( rtParamName );
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rtParams->uniform = true;
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rtParams->constSortPos = cspPass;
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}
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meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
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meta->addStatement( new GenOp( " @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
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meta->addStatement( new GenOp( " @.y = 1.0 - @.y;\r\n", uvScene, uvScene ) ); // flip the y axis
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meta->addStatement( new GenOp( " @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size
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Var *lightInfoSamp = new Var;
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@ -134,36 +126,60 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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lightInfoBuffer->sampler = true;
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lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
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String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
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meta->addStatement( new GenOp( " vec3 d_lightcolor;\r\n" ) );
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meta->addStatement( new GenOp( " float d_NL_Att;\r\n" ) );
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meta->addStatement( new GenOp( " float d_specular;\r\n" ) );
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meta->addStatement( new GenOp( avar( " %s(texture2D(@, @), d_lightcolor, d_NL_Att, d_specular);\r\n", unconditionLightInfo.c_str() ),
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lightInfoBuffer, uvScene ) );
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// Declare the RTLighting variables in this feature, they will either be assigned
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// in this feature, or in the tonemap/lightmap feature
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Var *d_lightcolor = new Var( "d_lightcolor", "vec3" );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_lightcolor ) ) );
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Var *rtShading = new Var;
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rtShading->setType( "vec4" );
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rtShading->setName( "rtShading" );
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LangElement *rtShadingDecl = new DecOp( rtShading );
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meta->addStatement( new GenOp( " @ = vec4( d_lightcolor, 1.0 );\r\n", rtShadingDecl ) );
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Var *d_NL_Att = new Var( "d_NL_Att", "float" );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_NL_Att ) ) );
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Var *d_specular = new Var( "d_specular", "float" );
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meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_specular ) ) );
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// Perform the uncondition here.
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String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
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meta->addStatement( new GenOp( avar( " %s(tex2D(@, @), @, @, @);\r\n",
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unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular ) );
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// If this has an interlaced pre-pass, do averaging here
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if( fd.features[MFT_InterlacedPrePass] )
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{
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Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
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if( !oneOverTargetSize )
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{
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oneOverTargetSize = new Var;
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oneOverTargetSize->setType( "vec2" );
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oneOverTargetSize->setName( "oneOverTargetSize" );
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oneOverTargetSize->uniform = true;
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oneOverTargetSize->constSortPos = cspPass;
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}
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meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n float3 id_lightcolor;\r\n" ) );
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meta->addStatement( new GenOp( avar( " %s(tex2D(@, @ + float2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
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unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, oneOverTargetSize ) );
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meta->addStatement( new GenOp(" @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
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meta->addStatement( new GenOp(" @ = lerp(@, id_NL_Att, 0.5);\r\n", d_NL_Att, d_NL_Att ) );
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meta->addStatement( new GenOp(" @ = lerp(@, id_specular, 0.5);\r\n", d_specular, d_specular ) );
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}
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// This is kind of weak sauce
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if( !fd.features[MFT_SubSurface] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] )
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meta->addStatement( new GenOp( " @;\r\n", assignColor( rtShading, Material::Mul ) ) );
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if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
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meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
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output = meta;
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}
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ShaderFeature::Resources DeferredRTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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return Parent::getResources( fd );
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*/
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// HACK: See DeferredRTLightingFeatGLSL::setTexData.
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mLastTexIndex = 0;
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Resources res;
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res.numTex = 1;
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@ -176,21 +192,22 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
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RenderPassData &passData,
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U32 &texIndex )
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{
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/// TODO: This needs to be done via some sort of material
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/// feature and not just allow all translucent elements to
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/// read from the light prepass.
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/*
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if( fd.features[MFT_IsTranslucent] )
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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{
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Parent::setTexData( stageDat, fd, passData, texIndex );
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return;
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}
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*/
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NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
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if( texTarget )
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{
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passData.mTexType[ texIndex ] = Material::TexTarget;
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// HACK: We store this for use in DeferredRTLightingFeatGLSL::processPix()
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// which cannot deduce the texture unit itself.
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mLastTexIndex = texIndex;
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passData.mTexType[ texIndex ] = Material::TexTarget;
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passData.mSamplerNames[ texIndex ]= "lightInfoBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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@ -205,92 +222,31 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// to the pixel shader.
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MultiLine *meta = new MultiLine;
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// setup texture space matrix
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Var *texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
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if( !texSpaceMat )
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{
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LangElement * texSpaceSetup = setupTexSpaceMat( componentList, &texSpaceMat );
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meta->addStatement( texSpaceSetup );
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texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
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}
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// turn obj->tangent into world->tangent
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Var *worldToTangent = new Var;
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worldToTangent->setType( "mat3" );
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worldToTangent->setName( "worldToTangent" );
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LangElement *worldToTangentDecl = new DecOp( worldToTangent );
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// Get the world->obj transform
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Var *worldToObj = new Var;
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worldToObj->setType( "mat4" );
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worldToObj->setName( "worldToObj" );
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worldToObj->uniform = true;
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worldToObj->constSortPos = cspPrimitive;
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Var *mat3Conversion = new Var;
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mat3Conversion->setType( "mat3" );
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mat3Conversion->setName( "worldToObjMat3" );
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LangElement* mat3Lang = new DecOp(mat3Conversion);
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meta->addStatement( new GenOp( " @ = mat3(@[0].xyz, @[1].xyz, @[2].xyz);\r\n ", mat3Lang, worldToObj, worldToObj, worldToObj) );
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// assign world->tangent transform
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meta->addStatement( new GenOp( " @ = @ * @;\r\n", worldToTangentDecl, texSpaceMat, mat3Conversion ) );
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// send transform to pixel shader
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR1->setName( "worldToTangentR1" );
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worldToTangentR1->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = @[0];\r\n", worldToTangentR1, worldToTangent ) );
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Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR2->setName( "worldToTangentR2" );
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worldToTangentR2->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = @[1];\r\n", worldToTangentR2, worldToTangent ) );
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Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR3->setName( "worldToTangentR3" );
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worldToTangentR3->setType( "vec3" );
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meta->addStatement( new GenOp( " @ = @[2];\r\n", worldToTangentR3, worldToTangent ) );
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// We need the view to tangent space transform in the pixel shader.
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getOutViewToTangent( componentList, meta, fd );
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// Make sure there are texcoords
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if( !fd.features[MFT_DiffuseMap] )
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if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
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{
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// find incoming texture var
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Var *inTex = getVertTexCoord( "texCoord" );
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const bool useTexAnim = fd.features[MFT_TexAnim];
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outTex = connectComp->getElement( RT_TEXCOORD );
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outTex->setName( "outTexCoord" );
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outTex->setType( "vec2" );
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outTex->mapsToSampler = true;
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getOutTexCoord( "texCoord",
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"vec2",
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true,
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useTexAnim,
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meta,
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componentList );
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if( fd.features[MFT_TexAnim] )
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{
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inTex->setType( "vec4" );
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// create texture mat var
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Var *texMat = new Var;
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texMat->setType( "mat4" );
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texMat->setName( "texMat" );
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texMat->uniform = true;
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texMat->constSortPos = cspPotentialPrimitive;
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meta->addStatement( new GenOp( " @ = @ * @;\r\n", outTex, texMat, inTex ) );
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}
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else
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{
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// setup language elements to output incoming tex coords to output
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meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
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}
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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addOutDetailTexCoord( componentList,
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meta,
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useTexAnim );
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}
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output = meta;
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}
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else if ( fd.materialFeatures[MFT_NormalsOut] ||
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fd.features[MFT_IsTranslucent] ||
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fd.features[MFT_ForwardShading] ||
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!fd.features[MFT_RTLighting] )
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{
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Parent::processVert( componentList, fd );
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@ -312,52 +268,12 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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{
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MultiLine *meta = new MultiLine;
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// Pull the world->tangent transform from the vertex shader
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR1->setName( "worldToTangentR1" );
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worldToTangentR1->setType( "vec3" );
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Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR2->setName( "worldToTangentR2" );
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worldToTangentR2->setType( "vec3" );
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Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
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worldToTangentR3->setName( "worldToTangentR3" );
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worldToTangentR3->setType( "vec3" );
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Var *worldToTangent = new Var;
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worldToTangent->setType( "mat3" );
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worldToTangent->setName( "worldToTangent" );
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LangElement *worldToTangentDecl = new DecOp( worldToTangent );
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// Build world->tangent matrix
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meta->addStatement( new GenOp( " @;\r\n", worldToTangentDecl ) );
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meta->addStatement( new GenOp( " @[0] = @;\r\n", worldToTangent, worldToTangentR1 ) );
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meta->addStatement( new GenOp( " @[1] = @;\r\n", worldToTangent, worldToTangentR2 ) );
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meta->addStatement( new GenOp( " @[2] = @;\r\n", worldToTangent, worldToTangentR3 ) );
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Var *viewToTangent = getInViewToTangent( componentList );
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// create texture var
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Var *bumpMap = new Var;
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bumpMap->setType( "sampler2D" );
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bumpMap->setName( "bumpMap" );
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bumpMap->uniform = true;
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bumpMap->sampler = true;
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bumpMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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Var *texCoord = (Var*) LangElement::find( "outTexCoord" );
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if( !texCoord )
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{
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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texCoord = connectComp->getElement( RT_TEXCOORD );
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texCoord->setName( "outTexCoord" );
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texCoord->setType( "vec2" );
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texCoord->mapsToSampler = true;
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}
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LangElement * texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
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Var *bumpMap = getNormalMapTex();
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Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
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LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
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// create bump normal
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Var *bumpNorm = new Var;
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@ -367,56 +283,75 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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LangElement *bumpNormDecl = new DecOp( bumpNorm );
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meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
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// If we have a detail normal map we add the xy coords of
|
||||
// it to the base normal map. This gives us the effect we
|
||||
// want with few instructions and minial artifacts.
|
||||
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
bumpMap = new Var;
|
||||
bumpMap->setType( "sampler2D" );
|
||||
bumpMap->setName( "detailBumpMap" );
|
||||
bumpMap->uniform = true;
|
||||
bumpMap->sampler = true;
|
||||
bumpMap->constNum = Var::getTexUnitNum();
|
||||
|
||||
texCoord = getInTexCoord( "detCoord", "vec2", true, componentList );
|
||||
texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
|
||||
|
||||
Var *detailBump = new Var;
|
||||
detailBump->setName( "detailBump" );
|
||||
detailBump->setType( "vec4" );
|
||||
meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
|
||||
|
||||
Var *detailBumpScale = new Var;
|
||||
detailBumpScale->setType( "float" );
|
||||
detailBumpScale->setName( "detailBumpStrength" );
|
||||
detailBumpScale->uniform = true;
|
||||
detailBumpScale->constSortPos = cspPass;
|
||||
meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
|
||||
}
|
||||
|
||||
// This var is read from GBufferConditionerHLSL and
|
||||
// used in the prepass output.
|
||||
//
|
||||
// By using the 'half' type here we get a bunch of partial
|
||||
// precision optimized code on further operations on the normal
|
||||
// which helps alot on older Geforce cards.
|
||||
//
|
||||
Var *gbNormal = new Var;
|
||||
gbNormal->setName( "gbNormal" );
|
||||
gbNormal->setType( "vec3" );
|
||||
gbNormal->setType( "half3" );
|
||||
LangElement *gbNormalDecl = new DecOp( gbNormal );
|
||||
|
||||
// Normalize is done later...
|
||||
// Note: The reverse mul order is intentional. Affine matrix.
|
||||
meta->addStatement( new GenOp( " @ = @.xyz * @;\r\n", gbNormalDecl, bumpNorm, worldToTangent ) );
|
||||
meta->addStatement( new GenOp( " @ = half3(tMul( @.xyz, @ ));\r\n", gbNormalDecl, bumpNorm, viewToTangent ) );
|
||||
|
||||
output = meta;
|
||||
return;
|
||||
}
|
||||
else if ( fd.materialFeatures[MFT_NormalsOut] ||
|
||||
fd.features[MFT_IsTranslucent] ||
|
||||
fd.features[MFT_ForwardShading] ||
|
||||
!fd.features[MFT_RTLighting] )
|
||||
{
|
||||
Parent::processPix( componentList, fd );
|
||||
return;
|
||||
}
|
||||
else if ( fd.features[MFT_PixSpecular] )
|
||||
else if ( fd.features[MFT_PixSpecular] && !fd.features[MFT_SpecularMap] )
|
||||
{
|
||||
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
|
||||
if( bumpSample == NULL )
|
||||
{
|
||||
Var *texCoord = (Var*) LangElement::find( "outTexCoord" );
|
||||
if( !texCoord )
|
||||
{
|
||||
// grab connector texcoord register
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
texCoord = connectComp->getElement( RT_TEXCOORD );
|
||||
texCoord->setName( "outTexCoord" );
|
||||
texCoord->setType( "vec2" );
|
||||
texCoord->mapsToSampler = true;
|
||||
}
|
||||
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
|
||||
|
||||
Var *bumpMap = new Var;
|
||||
bumpMap->setType( "sampler2D" );
|
||||
bumpMap->setName( "bumpMap" );
|
||||
bumpMap->uniform = true;
|
||||
bumpMap->sampler = true;
|
||||
bumpMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
Var *bumpMap = getNormalMapTex();
|
||||
|
||||
bumpSample = new Var;
|
||||
bumpSample->setType( "vec4" );
|
||||
bumpSample->setName( "bumpSample" );
|
||||
LangElement *bumpSampleDecl = new DecOp( bumpSample );
|
||||
|
||||
output = new GenOp( " @ = texture2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
|
||||
output = new GenOp( " @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
@ -427,7 +362,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
if ( fd.materialFeatures[MFT_NormalsOut] ||
|
||||
fd.features[MFT_IsTranslucent] ||
|
||||
fd.features[MFT_ForwardShading] ||
|
||||
fd.features[MFT_Parallax] ||
|
||||
!fd.features[MFT_RTLighting] )
|
||||
return Parent::getResources( fd );
|
||||
|
|
@ -437,7 +372,16 @@ ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatu
|
|||
{
|
||||
res.numTex = 1;
|
||||
res.numTexReg = 1;
|
||||
|
||||
if ( fd.features[MFT_PrePassConditioner] &&
|
||||
fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
res.numTex += 1;
|
||||
if ( !fd.features.hasFeature( MFT_DetailMap ) )
|
||||
res.numTexReg += 1;
|
||||
}
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
|
@ -447,21 +391,28 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
|
|||
U32 &texIndex )
|
||||
{
|
||||
if ( fd.materialFeatures[MFT_NormalsOut] ||
|
||||
fd.features[MFT_IsTranslucent] ||
|
||||
fd.features[MFT_ForwardShading] ||
|
||||
!fd.features[MFT_RTLighting] )
|
||||
{
|
||||
Parent::setTexData( stageDat, fd, passData, texIndex );
|
||||
return;
|
||||
}
|
||||
|
||||
GFXTextureObject *normalMap = stageDat.getTex( MFT_NormalMap );
|
||||
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
|
||||
( fd.features[MFT_PrePassConditioner] ||
|
||||
fd.features[MFT_PixSpecular] ) &&
|
||||
normalMap )
|
||||
fd.features[MFT_PixSpecular] ) )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::Bump;
|
||||
passData.mTexSlot[ texIndex++ ].texObject = normalMap;
|
||||
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
|
||||
|
||||
if ( fd.features[MFT_PrePassConditioner] &&
|
||||
fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::DetailBump;
|
||||
passData.mSamplerNames[ texIndex ] = "detailBumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -469,7 +420,7 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
|
|||
void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
Parent::processVert( componentList, fd );
|
||||
return;
|
||||
|
|
@ -480,7 +431,7 @@ void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &component
|
|||
void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
Parent::processPix( componentList, fd );
|
||||
return;
|
||||
|
|
@ -523,20 +474,18 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
specStrength->uniform = true;
|
||||
specStrength->constSortPos = cspPotentialPrimitive;
|
||||
|
||||
Var *constSpecPow = new Var;
|
||||
constSpecPow->setType( "float" );
|
||||
constSpecPow->setName( "constantSpecularPower" );
|
||||
constSpecPow->uniform = true;
|
||||
constSpecPow->constSortPos = cspPass;
|
||||
|
||||
Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
|
||||
AssertFatal( lightInfoSamp, "Something hosed the deferred features! Can't find lightInfoSample" );
|
||||
Var *d_specular = (Var*)LangElement::find( "d_specular" );
|
||||
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
|
||||
|
||||
AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
|
||||
"DeferredPixelSpecularGLSL::processPix - Something hosed the deferred features!" );
|
||||
|
||||
// (a^m)^n = a^(m*n)
|
||||
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
|
||||
specDecl, d_specular, specPow, specStrength ) );
|
||||
|
||||
LangElement *specMul = new GenOp( "@ * @", specCol, specular );
|
||||
LangElement *specMul = new GenOp( "float4( @.rgb, 0 ) * @", specCol, specular );
|
||||
LangElement *final = specMul;
|
||||
|
||||
// We we have a normal map then mask the specular
|
||||
|
|
@ -546,14 +495,15 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
final = new GenOp( "@ * @.a", final, bumpSample );
|
||||
}
|
||||
|
||||
// add to color meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
|
||||
// add to color
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
|
||||
return Parent::getResources( fd );
|
||||
|
||||
Resources res;
|
||||
|
|
@ -564,7 +514,7 @@ ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const Material
|
|||
ShaderFeature::Resources DeferredMinnaertGLSL::getResources( const MaterialFeatureData &fd )
|
||||
{
|
||||
Resources res;
|
||||
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
|
||||
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
res.numTex = 1;
|
||||
res.numTexReg = 1;
|
||||
|
|
@ -577,7 +527,7 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
|
|||
RenderPassData &passData,
|
||||
U32 &texIndex )
|
||||
{
|
||||
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
|
||||
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
|
||||
if ( texTarget )
|
||||
|
|
@ -591,7 +541,7 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
|
|||
void DeferredMinnaertGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
|
||||
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
// Pull in the uncondition method for the g buffer
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find( RenderPrePassMgr::BufferName );
|
||||
|
|
@ -608,55 +558,24 @@ void DeferredMinnaertGLSL::processVert( Vector<ShaderComponent*> &componentLis
|
|||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// If there is no deferred information, bail on this feature
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
output = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
// grab incoming vert position
|
||||
Var *inVertPos = (Var*) LangElement::find( "position" );
|
||||
AssertFatal( inVertPos, "Something went bad with ShaderGen. The vertex position should be already defined." );
|
||||
|
||||
// grab output for gbuffer normal
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *outWSEyeVec= connectComp->getElement( RT_TEXCOORD );
|
||||
outWSEyeVec->setName( "outWSViewVec" );
|
||||
outWSEyeVec->setType( "vec4" );
|
||||
|
||||
// create objToWorld variable
|
||||
Var *objToWorld = (Var*) LangElement::find( "objTrans" );
|
||||
if( !objToWorld )
|
||||
{
|
||||
objToWorld = new Var;
|
||||
objToWorld->setType( "mat4x4" );
|
||||
objToWorld->setName( "objTrans" );
|
||||
objToWorld->uniform = true;
|
||||
objToWorld->constSortPos = cspPrimitive;
|
||||
}
|
||||
|
||||
// Eye Pos world
|
||||
Var *eyePosWorld = (Var*) LangElement::find( "eyePosWorld" );
|
||||
if( !eyePosWorld )
|
||||
{
|
||||
eyePosWorld = new Var;
|
||||
eyePosWorld->setType( "vec3" );
|
||||
eyePosWorld->setName( "eyePosWorld" );
|
||||
eyePosWorld->uniform = true;
|
||||
eyePosWorld->constSortPos = cspPass;
|
||||
}
|
||||
|
||||
// Kick out the world-space normal
|
||||
LangElement *statement = new GenOp( " @ = vec4(@, @) - vec4(@, 0.0);\r\n",
|
||||
outWSEyeVec, objToWorld, inVertPos, eyePosWorld );
|
||||
output = statement;
|
||||
// Make sure we pass the world space position to the
|
||||
// pixel shader so we can calculate a view vector.
|
||||
MultiLine *meta = new MultiLine;
|
||||
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
|
||||
output = meta;
|
||||
}
|
||||
|
||||
void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// If there is no deferred information, bail on this feature
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
output = NULL;
|
||||
return;
|
||||
|
|
@ -680,25 +599,19 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
Var *uvScene = (Var*) LangElement::find( "uvScene" );
|
||||
AssertFatal(uvScene != NULL, "Unable to find UVScene, no RTLighting feature?");
|
||||
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *wsViewVec = (Var*) LangElement::find( "wsPos" );
|
||||
if( !wsViewVec )
|
||||
{
|
||||
wsViewVec = connectComp->getElement( RT_TEXCOORD );
|
||||
wsViewVec->setName( "outWSViewVec" );
|
||||
wsViewVec->setType( "vec4" );
|
||||
wsViewVec->mapsToSampler = false;
|
||||
wsViewVec->uniform = false;
|
||||
}
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
// Get the world space view vector.
|
||||
Var *wsViewVec = getWsView( getInWsPosition( componentList ), meta );
|
||||
|
||||
String unconditionPrePassMethod = String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition";
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
meta->addStatement( new GenOp( avar( " vec4 normalDepth = %s(texture2D(@, @));\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
|
||||
meta->addStatement( new GenOp( " vec3 worldViewVec = normalize(@.xyz / @.w);\r\n", wsViewVec, wsViewVec ) );
|
||||
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, worldViewVec);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " float Minnaert = pow(d_NL_Att, @) * pow(vDotN, 1.0 - @);\r\n", minnaertConstant, minnaertConstant ) );
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
|
||||
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
|
||||
|
||||
meta->addStatement( new GenOp( avar( " float4 normalDepth = %s(@, @);\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
|
||||
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, @);\r\n", wsViewVec ) );
|
||||
meta->addStatement( new GenOp( " float Minnaert = pow( @, @) * pow(vDotN, 1.0 - @);\r\n", d_NL_Att, minnaertConstant, minnaertConstant ) );
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
|
@ -708,7 +621,7 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// If there is no deferred information, bail on this feature
|
||||
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
|
||||
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
|
||||
{
|
||||
output = NULL;
|
||||
return;
|
||||
|
|
@ -720,12 +633,13 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
subSurfaceParams->uniform = true;
|
||||
subSurfaceParams->constSortPos = cspPotentialPrimitive;
|
||||
|
||||
Var *inColor = (Var*) LangElement::find( "rtShading" );
|
||||
Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
|
||||
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, d_NL_Att) - smoothstep(0.0, 1.0, d_NL_Att);\r\n", subSurfaceParams ) );
|
||||
meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, @) - smoothstep(0.0, 1.0, @);\r\n", subSurfaceParams, d_NL_Att, d_NL_Att ) );
|
||||
meta->addStatement( new GenOp( " subLamb = max(0.0, subLamb);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@.rgb + (subLamb * @.rgb), 1.0)", inColor, subSurfaceParams ), Material::Mul ) ) );
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@ + (subLamb * @.rgb), 1.0)", d_lightcolor, subSurfaceParams ), Material::Mul ) ) );
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,13 +30,25 @@
|
|||
class ConditionerMethodDependency;
|
||||
|
||||
|
||||
/// Lights the pixel by sampling from the light prepass buffer. It will
|
||||
/// fall back to default vertex lighting functionality if
|
||||
/// Lights the pixel by sampling from the light prepass
|
||||
/// buffer. It will fall back to forward lighting
|
||||
/// functionality for non-deferred rendered surfaces.
|
||||
///
|
||||
/// Also note that this feature is only used in the
|
||||
/// forward rendering pass. It is not used during the
|
||||
/// prepass step.
|
||||
///
|
||||
class DeferredRTLightingFeatGLSL : public RTLightingFeatGLSL
|
||||
{
|
||||
typedef RTLightingFeatGLSL Parent;
|
||||
|
||||
protected:
|
||||
|
||||
/// @see DeferredRTLightingFeatHLSL::processPix()
|
||||
U32 mLastTexIndex;
|
||||
|
||||
public:
|
||||
|
||||
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd );
|
||||
|
||||
|
|
@ -57,12 +69,12 @@ public:
|
|||
|
||||
virtual String getName()
|
||||
{
|
||||
return "Deferred RT Lighting Feature";
|
||||
return "Deferred RT Lighting";
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/// Used to write the normals during the depth/normal prepass.
|
||||
/// This is used during the
|
||||
class DeferredBumpFeatGLSL : public BumpFeatGLSL
|
||||
{
|
||||
typedef BumpFeatGLSL Parent;
|
||||
|
|
|
|||
|
|
@ -27,9 +27,10 @@
|
|||
#include "gfx/gfxStringEnumTranslate.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
#include "materials/materialFeatureData.h"
|
||||
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
|
||||
|
||||
|
||||
GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat ) :
|
||||
GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat, const NormalSpace nrmSpace ) :
|
||||
Parent( bufferFormat )
|
||||
{
|
||||
// Figure out how we should store the normal data. These are the defaults.
|
||||
|
|
@ -39,20 +40,18 @@ GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat ) :
|
|||
// Note: We clear to a depth 1 (the w component) so
|
||||
// that the unrendered parts of the scene end up
|
||||
// farthest to the camera.
|
||||
|
||||
const NormalStorage &twoCmpNrmStorageType = ( nrmSpace == WorldSpace ? Spherical : LambertAzimuthal );
|
||||
switch(bufferFormat)
|
||||
{
|
||||
case GFXFormatR8G8B8A8:
|
||||
// TODO: Some kind of logic here. Spherical is better, but is more
|
||||
// expensive.
|
||||
mNormalStorageType = Spherical;
|
||||
mNormalStorageType = twoCmpNrmStorageType;
|
||||
mBitsPerChannel = 8;
|
||||
break;
|
||||
|
||||
case GFXFormatR16G16B16A16F:
|
||||
// Floating point buffers don't need to encode negative values
|
||||
mCanWriteNegativeValues = true;
|
||||
mNormalStorageType = Spherical;
|
||||
mNormalStorageType = twoCmpNrmStorageType;
|
||||
mBitsPerChannel = 16;
|
||||
break;
|
||||
|
||||
|
|
@ -61,7 +60,7 @@ GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat ) :
|
|||
// precision and high quality normals within a 64bit
|
||||
// buffer format.
|
||||
case GFXFormatR16G16B16A16:
|
||||
mNormalStorageType = Spherical;
|
||||
mNormalStorageType = twoCmpNrmStorageType;
|
||||
mBitsPerChannel = 16;
|
||||
break;
|
||||
|
||||
|
|
@ -83,34 +82,43 @@ GBufferConditionerGLSL::~GBufferConditionerGLSL()
|
|||
void GBufferConditionerGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
output = NULL;
|
||||
// If we have a normal map then that feature will
|
||||
// take care of passing gbNormal to the pixel shader.
|
||||
if ( fd.features[MFT_NormalMap] )
|
||||
return;
|
||||
|
||||
if( !fd.features[MFT_NormalMap] )
|
||||
MultiLine *meta = new MultiLine;
|
||||
output = meta;
|
||||
|
||||
// grab incoming vert normal
|
||||
Var *inNormal = (Var*) LangElement::find( "normal" );
|
||||
AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );
|
||||
|
||||
// grab output for gbuffer normal
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
|
||||
outNormal->setName( "gbNormal" );
|
||||
outNormal->setStructName( "OUT" );
|
||||
outNormal->setType( "float3" );
|
||||
|
||||
if( !fd.features[MFT_ParticleNormal] )
|
||||
{
|
||||
// grab incoming vert normal
|
||||
Var *inNormal = (Var*) LangElement::find( "normal" );
|
||||
AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );
|
||||
// Kick out the view-space normal
|
||||
|
||||
// grab output for gbuffer normal
|
||||
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
||||
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
|
||||
outNormal->setName( "gbNormal" );
|
||||
outNormal->setType( "vec3" );
|
||||
// TODO: Total hack because Conditioner is directly derived
|
||||
// from ShaderFeature and not from ShaderFeatureGLSL.
|
||||
NamedFeatureGLSL dummy( String::EmptyString );
|
||||
dummy.mInstancingFormat = mInstancingFormat;
|
||||
Var *worldViewOnly = dummy.getWorldView( componentList, fd.features[MFT_UseInstancing], meta );
|
||||
|
||||
// create objToWorld variable
|
||||
Var *objToWorld = (Var*) LangElement::find( "objTrans" );
|
||||
if( !objToWorld )
|
||||
{
|
||||
objToWorld = new Var;
|
||||
objToWorld->setType( "mat4" );
|
||||
objToWorld->setName( "objTrans" );
|
||||
objToWorld->uniform = true;
|
||||
objToWorld->constSortPos = cspPrimitive;
|
||||
}
|
||||
|
||||
// Kick out the world-space normal
|
||||
LangElement *statement = new GenOp( " @ = vec3(@ * vec4(normalize(@), 0.0));\r\n", outNormal, objToWorld, inNormal );
|
||||
output = statement;
|
||||
meta->addStatement( new GenOp(" @ = tMul(@, float4( normalize(@), 0.0 ) ).xyz;\r\n",
|
||||
outNormal, worldViewOnly, inNormal ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Assume the particle normal generator has already put this in view space
|
||||
// and normalized it
|
||||
meta->addStatement( new GenOp( " @ = @;\r\n", outNormal, inNormal ) );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -129,7 +137,8 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
{
|
||||
gbNormal = connectComp->getElement( RT_TEXCOORD );
|
||||
gbNormal->setName( "gbNormal" );
|
||||
gbNormal->setType( "vec3" );
|
||||
gbNormal->setStructName( "IN" );
|
||||
gbNormal->setType( "float3" );
|
||||
gbNormal->mapsToSampler = false;
|
||||
gbNormal->uniform = false;
|
||||
}
|
||||
|
|
@ -143,16 +152,45 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
|
||||
|
||||
Var *unconditionedOut = new Var;
|
||||
unconditionedOut->setType("vec4");
|
||||
unconditionedOut->setType("float4");
|
||||
unconditionedOut->setName("normal_depth");
|
||||
|
||||
LangElement *outputDecl = new DecOp( unconditionedOut );
|
||||
|
||||
// If we're doing prepass blending then we need
|
||||
// to steal away the alpha channel before the
|
||||
// conditioner stomps on it.
|
||||
Var *alphaVal = NULL;
|
||||
if ( fd.features[ MFT_IsTranslucentZWrite ] )
|
||||
{
|
||||
alphaVal = new Var( "outAlpha", "float" );
|
||||
meta->addStatement( new GenOp( " @ = col.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
|
||||
}
|
||||
|
||||
// If using interlaced normals, invert the normal
|
||||
if(fd.features[MFT_InterlacedPrePass])
|
||||
{
|
||||
// NOTE: Its safe to not call ShaderFeatureGLSL::addOutVpos() in the vertex
|
||||
// shader as for SM 3.0 nothing is needed there.
|
||||
Var *Vpos = (Var*) LangElement::find( "gl_Position" ); //Var *Vpos = ShaderFeatureGLSL::getInVpos( meta, componentList );
|
||||
|
||||
Var *iGBNormal = new Var( "interlacedGBNormal", "float3" );
|
||||
meta->addStatement(new GenOp(" @ = (frac(@.y * 0.5) < 0.1 ? reflect(@, float3(0.0, -1.0, 0.0)) : @);\r\n", new DecOp(iGBNormal), Vpos, gbNormal, gbNormal));
|
||||
gbNormal = iGBNormal;
|
||||
}
|
||||
|
||||
// NOTE: We renormalize the normal here as they
|
||||
// will not stay normalized during interpolation.
|
||||
meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "vec4(normalize(@), @)", gbNormal, depth ) ) );
|
||||
meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
|
||||
meta->addStatement( assignOutput( unconditionedOut ) );
|
||||
|
||||
// If we have an alpha var then we're doing prepass lerp blending.
|
||||
if ( alphaVal )
|
||||
{
|
||||
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
|
||||
meta->addStatement( new GenOp( " @.ba = float2( 0, @ ); // MFT_IsTranslucentZWrite\r\n", outColor, alphaVal ) );
|
||||
}
|
||||
|
||||
output = meta;
|
||||
}
|
||||
|
||||
|
|
@ -180,7 +218,7 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
|
|||
{
|
||||
Var *methodVar = new Var;
|
||||
methodVar->setName(methodName);
|
||||
methodVar->setType("vec4");
|
||||
methodVar->setType("float4");
|
||||
DecOp *methodDecl = new DecOp(methodVar);
|
||||
|
||||
Var *prepassSampler = new Var;
|
||||
|
|
@ -190,12 +228,12 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
|
|||
|
||||
Var *screenUV = new Var;
|
||||
screenUV->setName("screenUVVar");
|
||||
screenUV->setType("vec2");
|
||||
screenUV->setType("float2");
|
||||
DecOp *screenUVDecl = new DecOp(screenUV);
|
||||
|
||||
Var *bufferSample = new Var;
|
||||
bufferSample->setName("bufferSample");
|
||||
bufferSample->setType("vec4");
|
||||
bufferSample->setType("float4");
|
||||
DecOp *bufferSampleDecl = new DecOp(bufferSample);
|
||||
|
||||
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
|
||||
|
|
@ -204,9 +242,18 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
|
|||
|
||||
meta->addStatement( new GenOp( " // Sampler g-buffer\r\n" ) );
|
||||
|
||||
#ifdef TORQUE_OS_XENON
|
||||
meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
|
||||
meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
|
||||
#else
|
||||
// The gbuffer has no mipmaps, so use tex2dlod when
|
||||
// so that the shader compiler can optimize.
|
||||
meta->addStatement( new GenOp( " @ = texture2DLod(@, @, 0.0);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
|
||||
// possible so that the shader compiler can optimize.
|
||||
meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " #else\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " #endif\r\n\r\n" ) );
|
||||
#endif
|
||||
|
||||
// We don't use this way of passing var's around, so this should cause a crash
|
||||
// if something uses this improperly
|
||||
|
|
@ -218,39 +265,67 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
|
|||
|
||||
GenOp* GBufferConditionerGLSL::_posnegEncode( GenOp *val )
|
||||
{
|
||||
return mCanWriteNegativeValues ? val : new GenOp("0.5 * (@ + 1.0)", val);
|
||||
if(mNormalStorageType == LambertAzimuthal)
|
||||
return mCanWriteNegativeValues ? val : new GenOp(avar("(%f * (@ + %f))", 1.0f/(M_SQRT2_F * 2.0f), M_SQRT2_F), val);
|
||||
else
|
||||
return mCanWriteNegativeValues ? val : new GenOp("(0.5 * (@ + 1.0))", val);
|
||||
}
|
||||
|
||||
GenOp* GBufferConditionerGLSL::_posnegDecode( GenOp *val )
|
||||
{
|
||||
return mCanWriteNegativeValues ? val : new GenOp("@ * 2.0 - 1.0", val);
|
||||
if(mNormalStorageType == LambertAzimuthal)
|
||||
return mCanWriteNegativeValues ? val : new GenOp(avar("(@ * %f - %f)", M_SQRT2_F * 2.0f, M_SQRT2_F), val);
|
||||
else
|
||||
return mCanWriteNegativeValues ? val : new GenOp("(@ * 2.0 - 1.0)", val);
|
||||
}
|
||||
|
||||
Var* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
|
||||
{
|
||||
Var *retVar = new Var;
|
||||
retVar->setType("vec4");
|
||||
retVar->setType("float4");
|
||||
retVar->setName("_gbConditionedOutput");
|
||||
LangElement *outputDecl = new DecOp( retVar );
|
||||
|
||||
switch(mNormalStorageType)
|
||||
{
|
||||
case CartesianXYZ:
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.xyz, depth)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.xyz, depth)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = float4(@, @.a);\r\n", outputDecl,
|
||||
_posnegEncode(new GenOp("@.xyz", unconditionedOutput)), unconditionedOutput ) );
|
||||
break;
|
||||
|
||||
case CartesianXY:
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, @.a);", outputDecl,
|
||||
_posnegEncode(new GenOp("vec3(@.xy, sign(@.z))", unconditionedOutput, unconditionedOutput)), unconditionedOutput ) );
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = float4(@, @.a);", outputDecl,
|
||||
_posnegEncode(new GenOp("float3(@.xy, sign(@.z))", unconditionedOutput, unconditionedOutput)), unconditionedOutput ) );
|
||||
break;
|
||||
|
||||
case Spherical:
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, 0.0, @.a);\r\n", outputDecl,
|
||||
_posnegEncode(new GenOp("vec2(atan2(@.y, @.x) / 3.14159265358979323846f, @.z)", unconditionedOutput, unconditionedOutput, unconditionedOutput ) ),
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = float4(@, 0.0, @.a);\r\n", outputDecl,
|
||||
_posnegEncode(new GenOp("float2(atan2(@.y, @.x) / 3.14159265358979323846f, @.z)", unconditionedOutput, unconditionedOutput, unconditionedOutput ) ),
|
||||
unconditionedOutput ) );
|
||||
|
||||
// HACK: This fixes the noise present when using a floating point
|
||||
// gbuffer on Geforce cards and the "flat areas unlit" issues.
|
||||
//
|
||||
// We need work around atan2() above to fix this issue correctly
|
||||
// without the extra overhead of this test.
|
||||
//
|
||||
meta->addStatement( new GenOp( " if ( abs( dot( @.xyz, float3( 0.0, 0.0, 1.0 ) ) ) > 0.999f ) @ = float4( 0, 1 * sign( @.z ), 0, @.a );\r\n",
|
||||
unconditionedOutput, retVar, unconditionedOutput, unconditionedOutput ) );
|
||||
break;
|
||||
|
||||
case LambertAzimuthal:
|
||||
//http://en.wikipedia.org/wiki/Lambert_azimuthal_equal-area_projection
|
||||
//
|
||||
// Note we're casting to half to use partial precision
|
||||
// sqrt which is much faster on older Geforces while
|
||||
// still being acceptable for normals.
|
||||
//
|
||||
meta->addStatement( new GenOp( " // g-buffer conditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = float4(@, 0.0, @.a);\r\n", outputDecl,
|
||||
_posnegEncode(new GenOp("sqrt(half(2.0/(1.0 - @.y))) * half2(@.xz)", unconditionedOutput, unconditionedOutput)),
|
||||
unconditionedOutput ) );
|
||||
break;
|
||||
}
|
||||
|
|
@ -259,11 +334,10 @@ Var* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLi
|
|||
if(mNormalStorageType != CartesianXYZ)
|
||||
{
|
||||
const U64 maxValPerChannel = 1 << mBitsPerChannel;
|
||||
const U64 extraVal = (maxValPerChannel * maxValPerChannel - 1) - (maxValPerChannel - 1) * 2;
|
||||
meta->addStatement( new GenOp( " \r\n // Encode depth into hi/lo\r\n" ) );
|
||||
meta->addStatement( new GenOp( avar( " vec3 _tempDepth = fract(@.a * vec3(1.0, %llu.0, %llu.0));\r\n", maxValPerChannel - 1, extraVal ),
|
||||
meta->addStatement( new GenOp( avar( " float2 _tempDepth = frac(@.a * float2(1.0, %llu.0));\r\n", maxValPerChannel - 1 ),
|
||||
unconditionedOutput ) );
|
||||
meta->addStatement( new GenOp( avar( " @.zw = _tempDepth.xy - _tempDepth.yz * vec2(1.0/%llu.0, 1.0/%llu.0);\r\n\r\n", maxValPerChannel - 1, maxValPerChannel - 1 ),
|
||||
meta->addStatement( new GenOp( avar( " @.zw = _tempDepth.xy - _tempDepth.yy * float2(1.0/%llu.0, 0.0);\r\n\r\n", maxValPerChannel - 1 ),
|
||||
retVar ) );
|
||||
}
|
||||
|
||||
|
|
@ -274,33 +348,43 @@ Var* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLi
|
|||
Var* GBufferConditionerGLSL::_unconditionInput( Var *conditionedInput, MultiLine *meta )
|
||||
{
|
||||
Var *retVar = new Var;
|
||||
retVar->setType("vec4");
|
||||
retVar->setType("float4");
|
||||
retVar->setName("_gbUnconditionedInput");
|
||||
LangElement *outputDecl = new DecOp( retVar );
|
||||
|
||||
switch(mNormalStorageType)
|
||||
{
|
||||
case CartesianXYZ:
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.xyz, depth)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.xyz, depth)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = float4(@, @.a);\r\n", outputDecl,
|
||||
_posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
|
||||
break;
|
||||
|
||||
case CartesianXY:
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = float4(@, @.a);\r\n", outputDecl,
|
||||
_posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
|
||||
meta->addStatement( new GenOp( " @.z *= sqrt(1.0 - dot(@.xy, @.xy));\r\n", retVar, retVar, retVar ) );
|
||||
break;
|
||||
|
||||
case Spherical:
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " vec2 spGPUAngles = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
|
||||
meta->addStatement( new GenOp( " vec2 sincosTheta;\r\n" ) );
|
||||
meta->addStatement( new GenOp( " sincosTheta.x = sin(spGPUAngles.x * 3.14159265358979323846);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " sincosTheta.y = cos(spGPUAngles.x * 3.14159265358979323846);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " vec2 sincosPhi = vec2(sqrt(1.0 - spGPUAngles.y * spGPUAngles.y), spGPUAngles.y);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = vec4(sincosTheta.y * sincosPhi.x, sincosTheta.x * sincosPhi.x, sincosPhi.y, @.a);\r\n", outputDecl, conditionedInput ) );
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " float2 spGPUAngles = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
|
||||
meta->addStatement( new GenOp( " float2 sincosTheta;\r\n" ) );
|
||||
meta->addStatement( new GenOp( " sincos(spGPUAngles.x * 3.14159265358979323846f, sincosTheta.x, sincosTheta.y);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " float2 sincosPhi = float2(sqrt(1.0 - spGPUAngles.y * spGPUAngles.y), spGPUAngles.y);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = float4(sincosTheta.y * sincosPhi.x, sincosTheta.x * sincosPhi.x, sincosPhi.y, @.a);\r\n", outputDecl, conditionedInput ) );
|
||||
break;
|
||||
|
||||
case LambertAzimuthal:
|
||||
// Note we're casting to half to use partial precision
|
||||
// sqrt which is much faster on older Geforces while
|
||||
// still being acceptable for normals.
|
||||
//
|
||||
meta->addStatement( new GenOp( " // g-buffer unconditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)\r\n" ) );
|
||||
meta->addStatement( new GenOp( " float2 _inpXY = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
|
||||
meta->addStatement( new GenOp( " float _xySQ = dot(_inpXY, _inpXY);\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = float4( sqrt(half(1.0 - (_xySQ / 4.0))) * _inpXY, -1.0 + (_xySQ / 2.0), @.a).xzyw;\r\n", outputDecl, conditionedInput ) );
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -309,7 +393,7 @@ Var* GBufferConditionerGLSL::_unconditionInput( Var *conditionedInput, MultiLine
|
|||
{
|
||||
const U64 maxValPerChannel = 1 << mBitsPerChannel;
|
||||
meta->addStatement( new GenOp( " \r\n // Decode depth\r\n" ) );
|
||||
meta->addStatement( new GenOp( avar( " @.w = dot( @.zw, vec2(1.0, 1.0/%llu.0));\r\n", maxValPerChannel - 1 ),
|
||||
meta->addStatement( new GenOp( avar( " @.w = dot( @.zw, float2(1.0, 1.0/%llu.0));\r\n", maxValPerChannel - 1 ),
|
||||
retVar, conditionedInput ) );
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -42,6 +42,13 @@ public:
|
|||
CartesianXYZ,
|
||||
CartesianXY,
|
||||
Spherical,
|
||||
LambertAzimuthal,
|
||||
};
|
||||
|
||||
enum NormalSpace
|
||||
{
|
||||
WorldSpace,
|
||||
ViewSpace,
|
||||
};
|
||||
|
||||
protected:
|
||||
|
|
@ -52,7 +59,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
GBufferConditionerGLSL( const GFXFormat bufferFormat );
|
||||
GBufferConditionerGLSL( const GFXFormat bufferFormat, const NormalSpace nrmSpace );
|
||||
virtual ~GBufferConditionerGLSL();
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue