diff --git a/Templates/BaseGame/game/core/Core.cs b/Templates/BaseGame/game/core/Core.cs new file mode 100644 index 000000000..480c0331c --- /dev/null +++ b/Templates/BaseGame/game/core/Core.cs @@ -0,0 +1,145 @@ + +function CoreModule::onCreate(%this) +{ + + // ---------------------------------------------------------------------------- + // Initialize core sub system functionality such as audio, the Canvas, PostFX, + // rendermanager, light managers, etc. + // + // Note that not all of these need to be initialized before the client, although + // the audio should and the canvas definitely needs to be. I've put things here + // to distinguish between the purpose and functionality of the various client + // scripts. Game specific script isn't needed until we reach the shell menus + // and start a game or connect to a server. We get the various subsystems ready + // to go, and then use initClient() to handle the rest of the startup sequence. + // + // If this is too convoluted we can reduce this complexity after futher testing + // to find exactly which subsystems should be readied before kicking things off. + // ---------------------------------------------------------------------------- + + ModuleDatabase.LoadExplicit( "Core_Rendering" ); + ModuleDatabase.LoadExplicit( "Core_Utility" ); + ModuleDatabase.LoadExplicit( "Core_GUI" ); + ModuleDatabase.LoadExplicit( "CoreModule" ); + ModuleDatabase.LoadExplicit( "Core_Lighting" ); + ModuleDatabase.LoadExplicit( "Core_SFX" ); + ModuleDatabase.LoadExplicit( "Core_PostFX" ); + ModuleDatabase.LoadExplicit( "Core_VR" ); + ModuleDatabase.LoadExplicit( "Core_VR" ); + ModuleDatabase.LoadExplicit( "Core_ClientServer" ); + + %prefPath = getPrefpath(); + if ( isFile( %prefPath @ "/clientPrefs.cs" ) ) + exec( %prefPath @ "/clientPrefs.cs" ); + else + exec("data/defaults.cs"); + + %der = $pref::Video::displayDevice; + + //We need to hook the missing/warn material stuff early, so do it here + /*$Core::MissingTexturePath = "core/images/missingTexture"; + $Core::UnAvailableTexturePath = "core/images/unavailable"; + $Core::WarningTexturePath = "core/images/warnMat"; + $Core::CommonShaderPath = "core/shaders"; + + /*%classList = enumerateConsoleClasses( "Component" ); + + foreach$( %componentClass in %classList ) + { + echo("Native Component of type: " @ %componentClass); + }*/ + + //exec("./helperFunctions.cs"); + + // We need some of the default GUI profiles in order to get the canvas and + // other aspects of the GUI system ready. + //exec("./profiles.cs"); + + //This is a bit of a shortcut, but we'll load the client's default settings to ensure all the prefs get initialized correctly + + + // Initialization of the various subsystems requires some of the preferences + // to be loaded... so do that first. + /*exec("./globals.cs"); + + exec("./canvas.cs"); + exec("./cursor.cs"); + + exec("./renderManager.cs"); + exec("./lighting.cs"); + + exec("./audio.cs"); + exec("./sfx/audioAmbience.cs"); + exec("./sfx/audioData.cs"); + exec("./sfx/audioDescriptions.cs"); + exec("./sfx/audioEnvironments.cs"); + exec("./sfx/audioStates.cs"); + + exec("./parseArgs.cs"); + + // Materials and Shaders for rendering various object types + exec("./gfxData/commonMaterialData.cs"); + exec("./gfxData/shaders.cs"); + exec("./gfxData/terrainBlock.cs"); + exec("./gfxData/water.cs"); + exec("./gfxData/scatterSky.cs"); + exec("./gfxData/clouds.cs"); + + // Initialize all core post effects. + exec("./postFx.cs"); + + //VR stuff + exec("./oculusVR.cs");*/ + + // Seed the random number generator. + setRandomSeed(); + + // Parse the command line arguments + echo("\n--------- Parsing Arguments ---------"); + parseArgs(); + + // The canvas needs to be initialized before any gui scripts are run since + // some of the controls assume that the canvas exists at load time. + createCanvas($appName); + + //load canvas + //exec("./console/main.cs"); + + ModuleDatabase.LoadExplicit( "Core_Console" ); + + // Init the physics plugin. + physicsInit(); + + sfxStartup(); + + // Set up networking. + setNetPort(0); + + // Start processing file change events. + startFileChangeNotifications(); + + // If we have editors, initialize them here as well + if (isToolBuild()) + { + if(isFile("tools/main.cs") && !$isDedicated) + exec("tools/main.cs"); + + ModuleDatabase.scanModules( "tools", false ); + ModuleDatabase.LoadGroup( "Tools" ); + } +} + +function CoreModule::onDestroy(%this) +{ + +} + +//----------------------------------------------------------------------------- +// Called when the engine is shutting down. +function onExit() +{ + // Stop file change events. + stopFileChangeNotifications(); + + ModuleDatabase.UnloadExplicit( "Game" ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/Core.module b/Templates/BaseGame/game/core/Core.module new file mode 100644 index 000000000..c7ab7b64b --- /dev/null +++ b/Templates/BaseGame/game/core/Core.module @@ -0,0 +1,19 @@ + + + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs b/Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs new file mode 100644 index 000000000..51a7fbe76 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs @@ -0,0 +1,112 @@ + +// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows: + +// First, a client will always create a server in the event that they want to host a single player +// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff +// in the networking short-circuited to sidestep around lag and packet transmission times. + +// initServer() is called, loading the default server scripts. +// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called +// to prep a playable client session. + +// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is +// connected to it via createAndConnectToLocalServer(). + +function Core_ClientServer::create( %this ) +{ + echo("\n--------- Initializing Directory: scripts ---------"); + exec( "./scripts/client/client.cs" ); + exec( "./scripts/server/server.cs" ); + + $Game::MissionGroup = "MissionGroup"; + + initServer(); + + %dbList = new ArrayObject(DatablockFilesList); + + // Start up in either client, or dedicated server mode + if ($Server::Dedicated) + { + initDedicated(); + } + else + { + initClient(); + } +} + +function Core_ClientServer::destroy( %this ) +{ + // Ensure that we are disconnected and/or the server is destroyed. + // This prevents crashes due to the SceneGraph being deleted before + // the objects it contains. + if ($Server::Dedicated) + destroyServer(); + else + disconnect(); + + // Destroy the physics plugin. + //physicsDestroy(); + + sfxShutdown(); + + echo("Exporting client prefs"); + %prefPath = getPrefpath(); + export("$pref::*", %prefPath @ "/clientPrefs.cs", false); + + echo("Exporting server prefs"); + export("$Pref::Server::*", %prefPath @ "/serverPrefs.cs", false); + BanList::Export(%prefPath @ "/banlist.cs"); +} + +//----------------------------------------------------------------------------- +function StartGame( %mission, %hostingType ) +{ + if( %mission $= "" ) + { + %id = CL_levelList.getSelectedId(); + %mission = getField(CL_levelList.getRowTextById(%id), 1); + //error("Cannot start a level with no level selected!"); + } + + if (%hostingType !$= "") + { + %serverType = %hostingType; + } + else + { + if ($pref::HostMultiPlayer) + %serverType = "MultiPlayer"; + else + %serverType = "SinglePlayer"; + } + + // Show the loading screen immediately. + if ( isObject( LoadingGui ) ) + { + Canvas.setContent("LoadingGui"); + LoadingProgress.setValue(1); + LoadingProgressTxt.setValue("LOADING MISSION FILE"); + Canvas.repaint(); + } + + createAndConnectToLocalServer( %serverType, %mission ); +} + +function JoinGame( %serverIndex ) +{ + // The server info index is stored in the row along with the + // rest of displayed info. + if( setServerInfo( %serverIndex ) ) + { + Canvas.setContent("LoadingGui"); + LoadingProgress.setValue(1); + LoadingProgressTxt.setValue("WAITING FOR SERVER"); + Canvas.repaint(); + + %conn = new GameConnection(ServerConnection); + %conn.setConnectArgs($pref::Player::Name); + %conn.setJoinPassword($Client::Password); + %conn.connect($ServerInfo::Address); + } +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/Core_ClientServer.module b/Templates/BaseGame/game/core/clientServer/Core_ClientServer.module new file mode 100644 index 000000000..ac86bbcd5 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/Core_ClientServer.module @@ -0,0 +1,9 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/client/client.cs b/Templates/BaseGame/game/core/clientServer/scripts/client/client.cs new file mode 100644 index 000000000..590119935 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/client/client.cs @@ -0,0 +1,29 @@ +function initClient() +{ + echo("\n--------- Initializing " @ $appName @ ": Client Scripts ---------"); + + // Make sure this variable reflects the correct state. + $Server::Dedicated = false; + + // Game information used to query the master server + $Client::GameTypeQuery = $appName; + $Client::MissionTypeQuery = "Any"; + + exec( "./message.cs" ); + exec( "./connectionToServer.cs" ); + exec( "./levelDownload.cs" ); + exec( "./levelLoad.cs" ); + + //load prefs + %prefPath = getPrefpath(); + if ( isFile( %prefPath @ "/clientPrefs.cs" ) ) + exec( %prefPath @ "/clientPrefs.cs" ); + else + exec( "data/defaults.cs" ); + + loadMaterials(); + + // Copy saved script prefs into C++ code. + setDefaultFov( $pref::Player::defaultFov ); + setZoomSpeed( $pref::Player::zoomSpeed ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.cs b/Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.cs new file mode 100644 index 000000000..693c7fff7 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.cs @@ -0,0 +1,130 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Functions dealing with connecting to a server + +//---------------------------------------------------------------------------- +// GameConnection client callbacks +//---------------------------------------------------------------------------- +// Called on the new connection object after connect() succeeds. +function GameConnection::onConnectionAccepted(%this) +{ + // Startup the physX world on the client before any + // datablocks and objects are ghosted over. + physicsInitWorld( "client" ); +} + +function GameConnection::initialControlSet(%this) +{ + echo ("*** Initial Control Object"); + + // The first control object has been set by the server + // and we are now ready to go. + + // first check if the editor is active + if (!isToolBuild() || !isMethod("Editor", "checkActiveLoadDone") || !Editor::checkActiveLoadDone()) + { + if (Canvas.getContent() != PlayGui.getId()) + Canvas.setContent(PlayGui); + } +} + +function GameConnection::onControlObjectChange(%this) +{ + echo ("*** Control Object Changed"); + + // Reset the current FOV to match the new object + // and turn off any current zoom. + resetCurrentFOV(); + turnOffZoom(); +} + +function GameConnection::onConnectionError(%this, %msg) +{ + // General connection error, usually raised by ghosted objects + // initialization problems, such as missing files. We'll display + // the server's connection error message. + disconnectedCleanup(); + MessageBoxOK( "DISCONNECT", $ServerConnectionErrorMessage @ " (" @ %msg @ ")" ); +} + +//----------------------------------------------------------------------------- +// Server connection error +//----------------------------------------------------------------------------- +addMessageCallback( 'MsgConnectionError', handleConnectionErrorMessage ); + +function handleConnectionErrorMessage(%msgType, %msgString, %msgError) +{ + // On connect the server transmits a message to display if there + // are any problems with the connection. Most connection errors + // are game version differences, so hopefully the server message + // will tell us where to get the latest version of the game. + $ServerConnectionErrorMessage = %msgError; +} + +//----------------------------------------------------------------------------- +// Disconnect +//----------------------------------------------------------------------------- + +function disconnect() +{ + // We need to stop the client side simulation + // else physics resources will not cleanup properly. + physicsStopSimulation( "client" ); + + // Delete the connection if it's still there. + if (isObject(ServerConnection)) + ServerConnection.delete(); + + disconnectedCleanup(); + + // Call destroyServer in case we're hosting + destroyServer(); +} + +function disconnectedCleanup() +{ + // End mission, if it's running. + + if( $Client::missionRunning ) + clientEndMission(); + + // Disable mission lighting if it's going, this is here + // in case we're disconnected while the mission is loading. + + $lightingMission = false; + $sceneLighting::terminateLighting = true; + + // Back to the launch screen + if (isObject( MainMenuGui )) + Canvas.setContent( MainMenuGui ); + + // Before we destroy the client physics world + // make sure all ServerConnection objects are deleted. + if(isObject(ServerConnection)) + { + ServerConnection.deleteAllObjects(); + } + + // We can now delete the client physics simulation. + physicsDestroyWorld( "client" ); +} diff --git a/Templates/BaseGame/game/core/clientServer/scripts/client/levelDownload.cs b/Templates/BaseGame/game/core/clientServer/scripts/client/levelDownload.cs new file mode 100644 index 000000000..dd70e31ea --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/client/levelDownload.cs @@ -0,0 +1,185 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Mission Loading +// The client portion of the client/server mission loading process +//----------------------------------------------------------------------------- +//-------------------------------------------------------------------------- +// Loading Phases: +// Phase 1: Transmit Datablocks +// Transmit targets +// Phase 2: Transmit Ghost Objects +// Phase 3: Start Game +// +// The server invokes the client MissionStartPhase[1-3] function to request +// permission to start each phase. When a client is ready for a phase, +// it responds with MissionStartPhase[1-3]Ack. + +//---------------------------------------------------------------------------- +// Phase 1 +//---------------------------------------------------------------------------- +function clientCmdMissionStartPhase1(%seq, %missionName) +{ + // These need to come after the cls. + echo ("*** New Mission: " @ %missionName); + echo ("*** Phase 1: Download Datablocks & Targets"); + + //Prep the postFX stuff + // Load the post effect presets for this mission. + %path = filePath( %missionName ) @ "/" @ fileBase( %missionName ) @ $PostFXManager::fileExtension; + + if ( isScriptFile( %path ) ) + { + postFXManager::loadPresetHandler( %path ); + } + else + { + PostFXManager::settingsApplyDefaultPreset(); + } + + onMissionDownloadPhase("LOADING DATABLOCKS"); + + commandToServer('MissionStartPhase1Ack', %seq); +} + +function onDataBlockObjectReceived(%index, %total) +{ + onMissionDownloadProgress(%index / %total); +} + +//---------------------------------------------------------------------------- +// Phase 2 +//---------------------------------------------------------------------------- +function clientCmdMissionStartPhase2(%seq,%missionName) +{ + onPhaseComplete(); + echo ("*** Phase 2: Download Ghost Objects"); + + onMissionDownloadPhase("LOADING OBJECTS"); + + commandToServer('MissionStartPhase2Ack', %seq); +} + +function onGhostAlwaysStarted(%ghostCount) +{ + $ghostCount = %ghostCount; + $ghostsRecvd = 0; +} + +function onGhostAlwaysObjectReceived() +{ + $ghostsRecvd++; + onMissionDownloadProgress($ghostsRecvd / $ghostCount); +} + +//---------------------------------------------------------------------------- +// Phase 3 +//---------------------------------------------------------------------------- +function clientCmdMissionStartPhase3(%seq,%missionName) +{ + onPhaseComplete(); + StartClientReplication(); + StartFoliageReplication(); + + // Load the static mission decals. + if(isFile(%missionName @ ".decals")) + decalManagerLoad( %missionName @ ".decals" ); + + echo ("*** Phase 3: Mission Lighting"); + $MSeq = %seq; + $Client::MissionFile = %missionName; + + // Need to light the mission before we are ready. + // The sceneLightingComplete function will complete the handshake + // once the scene lighting is done. + if (lightScene("sceneLightingComplete", "")) + { + echo("Lighting mission...."); + schedule(1, 0, "updateLightingProgress"); + + onMissionDownloadPhase("LIGHTING MISSION"); + + $lightingMission = true; + } +} + +function updateLightingProgress() +{ + onMissionDownloadProgress($SceneLighting::lightingProgress); + if ($lightingMission) + $lightingProgressThread = schedule(1, 0, "updateLightingProgress"); +} + +function sceneLightingComplete() +{ + echo("Mission lighting done"); + $lightingMission = false; + + onPhaseComplete("STARTING MISSION"); + + // The is also the end of the mission load cycle. + commandToServer('MissionStartPhase3Ack', $MSeq); +} + +//---------------------------------------------------------------------------- +// Helper functions +//---------------------------------------------------------------------------- +function connect(%server) +{ + %conn = new GameConnection(ServerConnection); + RootGroup.add(ServerConnection); + %conn.setConnectArgs($pref::Player::Name); + %conn.setJoinPassword($Client::Password); + %conn.connect(%server); +} + +function onMissionDownloadPhase(%phase) +{ + if ( !isObject( LoadingProgress ) ) + return; + + LoadingProgress.setValue(0); + LoadingProgressTxt.setValue(%phase); + Canvas.repaint(); +} + +function onMissionDownloadProgress(%progress) +{ + if ( !isObject( LoadingProgress ) ) + return; + + LoadingProgress.setValue(%progress); + Canvas.repaint(33); +} + +function onPhaseComplete(%text) +{ + if ( !isObject( LoadingProgress ) ) + return; + + if(%text !$= "") + LoadingProgressTxt.setValue(%text); + + LoadingProgress.setValue( 1 ); + Canvas.repaint(); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/client/levelLoad.cs b/Templates/BaseGame/game/core/clientServer/scripts/client/levelLoad.cs new file mode 100644 index 000000000..c3fd04280 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/client/levelLoad.cs @@ -0,0 +1,92 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +// Whether the local client is currently running a mission. +$Client::missionRunning = false; + +// Sequence number for currently running mission. +$Client::missionSeq = -1; + + +// Called when mission is started. +function clientStartMission() +{ + // The client recieves a mission start right before + // being dropped into the game. + physicsStartSimulation( "client" ); + + // Start game audio effects channels. + + AudioChannelEffects.play(); + + // Create client mission cleanup group. + + new SimGroup( ClientMissionCleanup ); + + // Done. + + $Client::missionRunning = true; +} + +// Called when mission is ended (either through disconnect or +// mission end client command). +function clientEndMission() +{ + // Stop physics simulation on client. + physicsStopSimulation( "client" ); + + // Stop game audio effects channels. + + AudioChannelEffects.stop(); + + // Delete all the decals. + decalManagerClear(); + + // Delete client mission cleanup group. + if( isObject( ClientMissionCleanup ) ) + ClientMissionCleanup.delete(); + + clearClientPaths(); + + // Done. + $Client::missionRunning = false; +} + +//---------------------------------------------------------------------------- +// Mission start / end events sent from the server +//---------------------------------------------------------------------------- + +function clientCmdMissionStart(%seq) +{ + clientStartMission(); + $Client::missionSeq = %seq; +} + +function clientCmdMissionEnd( %seq ) +{ + if( $Client::missionRunning && $Client::missionSeq == %seq ) + { + clientEndMission(); + $Client::missionSeq = -1; + } +} diff --git a/Templates/BaseGame/game/core/clientServer/scripts/client/message.cs b/Templates/BaseGame/game/core/clientServer/scripts/client/message.cs new file mode 100644 index 000000000..c532d50d9 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/client/message.cs @@ -0,0 +1,94 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// Functions that process commands sent from the server. + +// Game event descriptions, which may or may not include text messages, can be +// sent using the message* functions in core/scripts/server/message.cs. Those +// functions do commandToClient with the tag ServerMessage, which invokes the +// function below. + +// For ServerMessage messages, the client can install callbacks that will be +// run, according to the "type" of the message. + +function clientCmdServerMessage(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10) +{ + // Get the message type; terminates at any whitespace. + %tag = getWord(%msgType, 0); + + // First see if there is a callback installed that doesn't have a type; + // if so, that callback is always executed when a message arrives. + for (%i = 0; (%func = $MSGCB["", %i]) !$= ""; %i++) { + call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10); + } + + // Next look for a callback for this particular type of ServerMessage. + if (%tag !$= "") { + for (%i = 0; (%func = $MSGCB[%tag, %i]) !$= ""; %i++) { + call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10); + } + } +} + +// Called by the client to install a callback for a particular type of +// ServerMessage. +function addMessageCallback(%msgType, %func) +{ + for (%i = 0; (%afunc = $MSGCB[%msgType, %i]) !$= ""; %i++) { + // If it already exists as a callback for this type, + // nothing to do. + if (%afunc $= %func) { + return; + } + } + // Set it up. + $MSGCB[%msgType, %i] = %func; +} + +// The following is the callback that will be executed for every ServerMessage, +// because we're going to install it without a specified type. Any type- +// specific callbacks will be executed afterward. + +// This just invokes onServerMessage, which can be overridden by the game +function onServerMessage(%a, %b, %c, %d, %e, %f, %g, %h, %i) +{ + echo("onServerMessage: "); + if(%a !$= "") echo(" +- a: " @ %a); + if(%b !$= "") echo(" +- b: " @ %b); + if(%c !$= "") echo(" +- c: " @ %c); + if(%d !$= "") echo(" +- d: " @ %d); + if(%e !$= "") echo(" +- e: " @ %e); + if(%f !$= "") echo(" +- f: " @ %f); + if(%g !$= "") echo(" +- g: " @ %g); + if(%h !$= "") echo(" +- h: " @ %h); + if(%i !$= "") echo(" +- i: " @ %i); +} + +function defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10) +{ + onServerMessage(detag(%msgString)); +} + +// Register that default message handler now. +addMessageCallback("", defaultMessageCallback); diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/audio.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/audio.cs new file mode 100644 index 000000000..67b2fbf5e --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/audio.cs @@ -0,0 +1,40 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- + +function ServerPlay2D(%profile) +{ + // Play the given sound profile on every client. + // The sounds will be transmitted as an event, not attached to any object. + for(%idx = 0; %idx < ClientGroup.getCount(); %idx++) + ClientGroup.getObject(%idx).play2D(%profile); +} + +function ServerPlay3D(%profile,%transform) +{ + // Play the given sound profile at the given position on every client + // The sound will be transmitted as an event, not attached to any object. + for(%idx = 0; %idx < ClientGroup.getCount(); %idx++) + ClientGroup.getObject(%idx).play3D(%profile,%transform); +} + diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/commands.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/commands.cs new file mode 100644 index 000000000..85a08cc47 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/commands.cs @@ -0,0 +1,35 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Misc. server commands avialable to clients +//----------------------------------------------------------------------------- + +//---------------------------------------------------------------------------- +// Debug commands +//---------------------------------------------------------------------------- + +function serverCmdNetSimulateLag( %client, %msDelay, %packetLossPercent ) +{ + if ( %client.isAdmin ) + %client.setSimulatedNetParams( %packetLossPercent / 100.0, %msDelay ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/connectionToClient.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/connectionToClient.cs new file mode 100644 index 000000000..38709c971 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/connectionToClient.cs @@ -0,0 +1,178 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// This script function is called before a client connection +// is accepted. Returning "" will accept the connection, +// anything else will be sent back as an error to the client. +// All the connect args are passed also to onConnectRequest +// +function GameConnection::onConnectRequest( %client, %netAddress, %name ) +{ + echo("Connect request from: " @ %netAddress); + if($Server::PlayerCount >= $pref::Server::MaxPlayers) + return "CR_SERVERFULL"; + return ""; +} + +//----------------------------------------------------------------------------- +// This script function is the first called on a client accept +function GameConnection::onConnect( %this, %clientData ) +{ + // Send down the connection error info, the client is responsible for + // displaying this message if a connection error occurs. + messageClient(%this, 'MsgConnectionError', "", $Pref::Server::ConnectionError); + + // Send mission information to the client + sendLoadInfoToClient(%this); + + // Simulated client lag for testing... + // %client.setSimulatedNetParams(0.1, 30); + + // Get the client's unique id: + // %authInfo = %client.getAuthInfo(); + // %client.guid = getField(%authInfo, 3); + %this.guid = 0; + addToServerGuidList(%this.guid); + + // Set admin status + if (%this.getAddress() $= "local") + { + %this.isAdmin = true; + %this.isSuperAdmin = true; + } + else + { + %this.isAdmin = false; + %this.isSuperAdmin = false; + } + + echo("CADD: "@ %this @" "@ %this.getAddress()); + + // If the mission is running, go ahead download it to the client + if ($missionRunning) + { + %this.loadMission(); + } + else if ($Server::LoadFailMsg !$= "") + { + messageClient(%this, 'MsgLoadFailed', $Server::LoadFailMsg); + } + + %this.connectData = %clientData; + + $Server::PlayerCount++; +} + +//----------------------------------------------------------------------------- +// A player's name could be obtained from the auth server, but for +// now we use the one passed from the client. +// %realName = getField( %authInfo, 0 ); +// +function GameConnection::setPlayerName(%client,%name) +{ + %client.sendGuid = 0; + + // Minimum length requirements + %name = trim( strToPlayerName( %name ) ); + if ( strlen( %name ) < 3 ) + %name = "Poser"; + + // Make sure the alias is unique, we'll hit something eventually + if (!isNameUnique(%name)) + { + %isUnique = false; + for (%suffix = 1; !%isUnique; %suffix++) { + %nameTry = %name @ "." @ %suffix; + %isUnique = isNameUnique(%nameTry); + } + %name = %nameTry; + } + + // Tag the name with the "smurf" color: + %client.nameBase = %name; + %client.playerName = addTaggedString("\cp\c8" @ %name @ "\co"); +} + +function isNameUnique(%name) +{ + %count = ClientGroup.getCount(); + for ( %i = 0; %i < %count; %i++ ) + { + %test = ClientGroup.getObject( %i ); + %rawName = stripChars( detag( getTaggedString( %test.playerName ) ), "\cp\co\c6\c7\c8\c9" ); + if ( strcmp( %name, %rawName ) == 0 ) + return false; + } + return true; +} + +//----------------------------------------------------------------------------- +// This function is called when a client drops for any reason +// +function GameConnection::onDrop(%client, %reason) +{ + %entityIds = parseMissionGroupForIds("Entity", ""); + %entityCount = getWordCount(%entityIds); + + for(%i=0; %i < %entityCount; %i++) + { + %entity = getWord(%entityIds, %i); + + for(%e=0; %e < %entity.getCount(); %e++) + { + %child = %entity.getObject(%e); + if(%child.getClassName() $= "Entity") + %entityIds = %entityIds SPC %child.getID(); + } + + %entity.notify("onClientDisconnect", %client); + } + + if($missionRunning) + theLevelInfo.onClientLeaveGame(); + + removeFromServerGuidList( %client.guid ); + + $Server::PlayerCount--; +} + +//----------------------------------------------------------------------------- + +function GameConnection::startMission(%this) +{ + // Inform the client the mission starting + commandToClient(%this, 'MissionStart', $missionSequence); +} + + +function GameConnection::endMission(%this) +{ + // Inform the client the mission is done. Note that if this is + // called as part of the server destruction routine, the client will + // actually never see this comment since the client connection will + // be destroyed before another round of command processing occurs. + // In this case, the client will only see the disconnect from the server + // and should manually trigger a mission cleanup. + commandToClient(%this, 'MissionEnd', $missionSequence); +} diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/defaults.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/defaults.cs new file mode 100644 index 000000000..28f54b841 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/defaults.cs @@ -0,0 +1,62 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2012 GarageGames, LLC +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to +// deal in the Software without restriction, including without limitation the +// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or +// sell copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +//----------------------------------------------------------------------------- + +//Firstly, set up our standard server prefs + +// List of master servers to query, each one is tried in order +// until one responds +$Pref::Server::RegionMask = 2; +$pref::Master[0] = "2:master.garagegames.com:28002"; + +// Information about the server +$Pref::Server::Name = "Torque 3D Server"; +$Pref::Server::Info = "This is a Torque 3D server."; + +// The connection error message is transmitted to the client immediatly +// on connection, if any further error occures during the connection +// process, such as network traffic mismatch, or missing files, this error +// message is display. This message should be replaced with information +// usefull to the client, such as the url or ftp address of where the +// latest version of the game can be obtained. +$Pref::Server::ConnectionError = + "You do not have the correct version of "@$appName@" or "@ + "the related art needed to play on this server, please contact "@ + "the server administrator."; + +// The network port is also defined by the client, this value +// overrides pref::net::port for dedicated servers +$Pref::Server::Port = 28000; + +// If the password is set, clients must provide it in order +// to connect to the server +$Pref::Server::Password = ""; + +// Password for admin clients +$Pref::Server::AdminPassword = ""; + +// Misc server settings. +$Pref::Server::MaxPlayers = 64; +$Pref::Server::TimeLimit = 20; // In minutes +$Pref::Server::KickBanTime = 300; // specified in seconds +$Pref::Server::BanTime = 1800; // specified in seconds +$Pref::Server::FloodProtectionEnabled = 1; +$Pref::Server::MaxChatLen = 120; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/kickban.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/kickban.cs new file mode 100644 index 000000000..f531d351b --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/kickban.cs @@ -0,0 +1,41 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- + +function kick(%client) +{ + messageAll( 'MsgAdminForce', '\c2The Admin has kicked %1.', %client.playerName); + + if (!%client.isAIControlled()) + BanList::add(%client.guid, %client.getAddress(), $Pref::Server::KickBanTime); + %client.delete("You have been kicked from this server"); +} + +function ban(%client) +{ + messageAll('MsgAdminForce', '\c2The Admin has banned %1.', %client.playerName); + + if (!%client.isAIControlled()) + BanList::add(%client.guid, %client.getAddress(), $Pref::Server::BanTime); + %client.delete("You have been banned from this server"); +} diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.cs new file mode 100644 index 000000000..e33f80711 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.cs @@ -0,0 +1,187 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Mission Loading +// The server portion of the client/server mission loading process +//----------------------------------------------------------------------------- +//-------------------------------------------------------------------------- +// Loading Phases: +// Phase 1: Transmit Datablocks +// Transmit targets +// Phase 2: Transmit Ghost Objects +// Phase 3: Start Game +// +// The server invokes the client MissionStartPhase[1-3] function to request +// permission to start each phase. When a client is ready for a phase, +// it responds with MissionStartPhase[1-3]Ack. + +//---------------------------------------------------------------------------- +// Phase 1 +//---------------------------------------------------------------------------- +function GameConnection::loadMission(%this) +{ + // Send over the information that will display the server info + // when we learn it got there, we'll send the data blocks + %this.currentPhase = 0; + if (%this.isAIControlled()) + { + // Cut to the chase... + theLevelInfo.onEnterGame(%this); + } + else + { + commandToClient(%this, 'MissionStartPhase1', $missionSequence, $Server::MissionFile); + + echo("*** Sending mission load to client: " @ $Server::MissionFile); + } +} + +function serverCmdMissionStartPhase1Ack(%client, %seq) +{ + // Make sure to ignore calls from a previous mission load + if (%seq != $missionSequence || !$MissionRunning || %client.currentPhase != 0) + return; + + %client.currentPhase = 1; + + // Start with the CRC + %client.setMissionCRC( $missionCRC ); + + // Send over the datablocks... + // OnDataBlocksDone will get called when have confirmation + // that they've all been received. + %client.transmitDataBlocks($missionSequence); +} + +function GameConnection::onDataBlocksDone( %this, %missionSequence ) +{ + // Make sure to ignore calls from a previous mission load + if (%missionSequence != $missionSequence || %this.currentPhase != 1) + return; + + %this.currentPhase = 1.5; + + // On to the next phase + commandToClient(%this, 'MissionStartPhase2', $missionSequence, $Server::MissionFile); +} + +//---------------------------------------------------------------------------- +// Phase 2 +//---------------------------------------------------------------------------- +function serverCmdMissionStartPhase2Ack(%client, %seq) +{ + // Make sure to ignore calls from a previous mission load + if (%seq != $missionSequence || !$MissionRunning || %client.currentPhase != 1.5) + return; + + %client.currentPhase = 2; + + // Update mod paths, this needs to get there before the objects. + %client.transmitPaths(); + + // Start ghosting objects to the client + %client.activateGhosting(); +} + +function GameConnection::clientWantsGhostAlwaysRetry(%client) +{ + if($MissionRunning) + %client.activateGhosting(); +} + +function GameConnection::onGhostAlwaysFailed(%client) +{ +} + +function GameConnection::onGhostAlwaysObjectsReceived(%client) +{ + // Ready for next phase. + commandToClient(%client, 'MissionStartPhase3', $missionSequence, $Server::MissionFile); +} + +//---------------------------------------------------------------------------- +// Phase 3 +//---------------------------------------------------------------------------- +function serverCmdMissionStartPhase3Ack(%client, %seq) +{ + // Make sure to ignore calls from a previous mission load + if(%seq != $missionSequence || !$MissionRunning || %client.currentPhase != 2) + return; + + %client.currentPhase = 3; + + // Server is ready to drop into the game + %entityIds = parseMissionGroupForIds("Entity", ""); + %entityCount = getWordCount(%entityIds); + + for(%i=0; %i < %entityCount; %i++) + { + %entity = getWord(%entityIds, %i); + + for(%e=0; %e < %entity.getCount(); %e++) + { + %child = %entity.getObject(%e); + if(%child.getCLassName() $= "Entity") + %entityIds = %entityIds SPC %child.getID(); + } + + %entity.notify("onClientConnect", %client); + } + + //Have any special game-play handling here + if(theLevelInfo.isMethod("onClientEnterGame")) + { + theLevelInfo.onClientEnterGame(%client); + } + else + { + //No Game mode class for the level info, so just spawn a default camera + // Set the control object to the default camera + if (!isObject(%client.camera)) + { + if(!isObject(Observer)) + { + datablock CameraData(Observer) + { + mode = "Observer"; + }; + } + + //if (isDefined("$Game::DefaultCameraClass")) + %client.camera = spawnObject("Camera", Observer); + } + + // If we have a camera then set up some properties + if (isObject(%client.camera)) + { + MissionCleanup.add( %this.camera ); + %client.camera.scopeToClient(%client); + + %client.setControlObject(%client.camera); + + %client.camera.setTransform("0 0 1 0 0 0 0"); + } + } + + %client.startMission(); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/levelInfo.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/levelInfo.cs new file mode 100644 index 000000000..51df91204 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/levelInfo.cs @@ -0,0 +1,197 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//------------------------------------------------------------------------------ +// Loading info is text displayed on the client side while the mission +// is being loaded. This information is extracted from the mission file +// and sent to each the client as it joins. +//------------------------------------------------------------------------------ + +//------------------------------------------------------------------------------ +// clearLoadInfo +// +// Clears the mission info stored +//------------------------------------------------------------------------------ +function clearLoadInfo() +{ + if (isObject(theLevelInfo)) + theLevelInfo.delete(); +} + +//------------------------------------------------------------------------------ +// buildLoadInfo +// +// Extract the map description from the .mis file +//------------------------------------------------------------------------------ +function buildLoadInfo( %mission ) +{ + clearLoadInfo(); + + %infoObject = ""; + %file = new FileObject(); + + if ( %file.openForRead( %mission ) ) { + %inInfoBlock = false; + + while ( !%file.isEOF() ) { + %line = %file.readLine(); + %line = trim( %line ); + + if( %line $= "new ScriptObject(MissionInfo) {" ) + %inInfoBlock = true; + else if( %line $= "new LevelInfo(theLevelInfo) {" ) + %inInfoBlock = true; + else if( %inInfoBlock && %line $= "};" ) { + %inInfoBlock = false; + %infoObject = %infoObject @ %line; + break; + } + + if( %inInfoBlock ) + %infoObject = %infoObject @ %line @ " "; + } + + %file.close(); + } + else + error("Level file " @ %mission @ " not found."); + + // Will create the object "MissionInfo" + eval( %infoObject ); + %file.delete(); +} + +//------------------------------------------------------------------------------ +// dumpLoadInfo +// +// Echo the mission information to the console +//------------------------------------------------------------------------------ +function dumpLoadInfo() +{ + echo( "Level Name: " @ theLevelInfo.name ); + echo( "Level Description:" ); + + for( %i = 0; theLevelInfo.desc[%i] !$= ""; %i++ ) + echo (" " @ theLevelInfo.desc[%i]); +} + +//------------------------------------------------------------------------------ +// sendLoadInfoToClient +// +// Sends mission description to the client +//------------------------------------------------------------------------------ +function sendLoadInfoToClient( %client ) +{ + messageClient( %client, 'MsgLoadInfo', "", theLevelInfo.levelName ); + + // Send Mission Description a line at a time + for( %i = 0; theLevelInfo.desc[%i] !$= ""; %i++ ) + messageClient( %client, 'MsgLoadDescripition', "", theLevelInfo.desc[%i] ); + + messageClient( %client, 'MsgLoadInfoDone' ); +} + +// A function used in order to easily parse the MissionGroup for classes . I'm pretty +// sure at this point the function can be easily modified to search the any group as well. +function parseMissionGroup( %className, %childGroup ) +{ + if( getWordCount( %childGroup ) == 0) + %currentGroup = "MissionGroup"; + else + %currentGroup = %childGroup; + + for(%i = 0; %i < (%currentGroup).getCount(); %i++) + { + if( (%currentGroup).getObject(%i).getClassName() $= %className ) + return true; + + if( (%currentGroup).getObject(%i).getClassName() $= "SimGroup" ) + { + if( parseMissionGroup( %className, (%currentGroup).getObject(%i).getId() ) ) + return true; + } + } +} + +// +function parseMissionGroupForIds( %className, %childGroup ) +{ + if( getWordCount( %childGroup ) == 0) + %currentGroup = $Game::MissionGroup; + else + %currentGroup = %childGroup; + + for(%i = 0; %i < (%currentGroup).getCount(); %i++) + { + if( (%currentGroup).getObject(%i).getClassName() $= %className ) + %classIds = %classIds @ (%currentGroup).getObject(%i).getId() @ " "; + + if( (%currentGroup).getObject(%i).getClassName() $= "SimGroup" ) + %classIds = %classIds @ parseMissionGroupForIds( %className, (%currentGroup).getObject(%i).getId()); + } + return %classIds; +} + +function getLevelInfo( %missionFile ) +{ + clearLoadInfo(); + + %file = new FileObject(); + + %LevelInfoObject = ""; + + if ( %file.openForRead( %missionFile ) ) { + %inInfoBlock = false; + + while ( !%file.isEOF() ) { + %line = %file.readLine(); + %line = trim( %line ); + + if( %line $= "new ScriptObject(LevelInfo) {" ) + %inInfoBlock = true; + else if( %line $= "new LevelInfo(theLevelInfo) {" ) + %inInfoBlock = true; + else if( %inInfoBlock && %line $= "};" ) { + %inInfoBlock = false; + %LevelInfoObject = %LevelInfoObject @ %line; + break; + } + + if( %inInfoBlock ) + %LevelInfoObject = %LevelInfoObject @ %line @ " "; + } + + %file.close(); + } + %file.delete(); + + if( %LevelInfoObject !$= "" ) + { + %LevelInfoObject = "%LevelInfoObject = " @ %LevelInfoObject; + eval( %LevelInfoObject ); + + return %LevelInfoObject; + } + + // Didn't find our LevelInfo + return 0; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs new file mode 100644 index 000000000..92801318d --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs @@ -0,0 +1,181 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Mission Loading +// The server portion of the client/server mission loading process +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// Server mission loading +//----------------------------------------------------------------------------- +// On every mission load except the first, there is a pause after +// the initial mission info is downloaded to the client. +$MissionLoadPause = 5000; + +//----------------------------------------------------------------------------- +//This is the first call made by the server to kick the loading process off +function loadMission( %missionName, %isFirstMission ) +{ + endMission(); + echo("*** LOADING MISSION: " @ %missionName); + echo("*** Stage 1 load"); + + // increment the mission sequence (used for ghost sequencing) + $missionSequence++; + $missionRunning = false; + $Server::MissionFile = %missionName; + $Server::LoadFailMsg = ""; + + // Extract mission info from the mission file, + // including the display name and stuff to send + // to the client. + buildLoadInfo( %missionName ); + + // Download mission info to the clients + %count = ClientGroup.getCount(); + for( %cl = 0; %cl < %count; %cl++ ) + { + %client = ClientGroup.getObject( %cl ); + + if (!%client.isAIControlled()) + sendLoadInfoToClient(%client); + } + + // Now that we've sent the LevelInfo to the clients + // clear it so that it won't conflict with the actual + // LevelInfo loaded in the level + clearLoadInfo(); + + // if this isn't the first mission, allow some time for the server + // to transmit information to the clients: + if( %isFirstMission || $Server::ServerType $= "SinglePlayer" ) + loadMissionStage2(); + else + schedule( $MissionLoadPause, ServerGroup, loadMissionStage2 ); +} + +//----------------------------------------------------------------------------- + +function loadMissionStage2() +{ + echo("*** Stage 2 load"); + + // Create the mission group off the ServerGroup + $instantGroup = ServerGroup; + + // Make sure the mission exists + %file = $Server::MissionFile; + + if( !isFile( %file ) ) + { + $Server::LoadFailMsg = "Could not find mission \"" @ %file @ "\""; + } + else + { + // Calculate the mission CRC. The CRC is used by the clients + // to caching mission lighting. + $missionCRC = getFileCRC( %file ); + + // Exec the mission. The MissionGroup (loaded components) is added to the ServerGroup + exec(%file); + + if( !isObject(MissionGroup) ) + { + $Server::LoadFailMsg = "No 'MissionGroup' found in mission \"" @ %file @ "\"."; + } + } + + if( $Server::LoadFailMsg !$= "" ) + { + // Inform clients that are already connected + for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++) + messageClient(ClientGroup.getObject(%clientIndex), 'MsgLoadFailed', $Server::LoadFailMsg); + return; + } + + // Set mission name. + if( isObject( theLevelInfo ) ) + $Server::MissionName = theLevelInfo.levelName; + + // Mission cleanup group. This is where run time components will reside. The MissionCleanup + // group will be added to the ServerGroup. + new SimGroup( MissionCleanup ); + + // Make the MissionCleanup group the place where all new objects will automatically be added. + $instantGroup = MissionCleanup; + + // Construct MOD paths + pathOnMissionLoadDone(); + + // Mission loading done... + echo("*** Mission loaded"); + + // Start all the clients in the mission + $missionRunning = true; + for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) + ClientGroup.getObject(%clientIndex).loadMission(); + + // Go ahead and launch the game + if(TheLevelInfo.isMethod("onMissionStart")) + TheLevelInfo.onMissionStart(); +} + +function endMission() +{ + if (!isObject( MissionGroup )) + return; + + echo("*** ENDING MISSION"); + + // Inform the game code we're done. + TheLevelInfo.onMissionEnded(); + + // Inform the clients + for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) { + // clear ghosts and paths from all clients + %cl = ClientGroup.getObject( %clientIndex ); + %cl.endMission(); + %cl.resetGhosting(); + %cl.clearPaths(); + } + + // Delete everything + MissionGroup.delete(); + MissionCleanup.delete(); + + clearServerPaths(); +} + +function resetMission() +{ + echo("*** MISSION RESET"); + + // Remove any temporary mission objects + MissionCleanup.delete(); + $instantGroup = ServerGroup; + new SimGroup( MissionCleanup ); + $instantGroup = MissionCleanup; + + clearServerPaths(); + // + TheLevelInfo.onMissionReset(); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/message.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/message.cs new file mode 100644 index 000000000..ebb1165aa --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/message.cs @@ -0,0 +1,50 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +function messageClient(%client, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13) +{ + commandToClient(%client, 'ServerMessage', %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13); +} + +function messageAll(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13) +{ + %count = ClientGroup.getCount(); + for(%cl = 0; %cl < %count; %cl++) + { + %client = ClientGroup.getObject(%cl); + messageClient(%client, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13); + } +} + +function messageAllExcept(%client, %team, %msgtype, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13) +{ + //can exclude a client, a team or both. A -1 value in either field will ignore that exclusion, so + //messageAllExcept(-1, -1, $Mesblah, 'Blah!'); will message everyone (since there shouldn't be a client -1 or client on team -1). + %count = ClientGroup.getCount(); + for(%cl= 0; %cl < %count; %cl++) + { + %recipient = ClientGroup.getObject(%cl); + if((%recipient != %client) && (%recipient.team != %team)) + messageClient(%recipient, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13); + } +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/server.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/server.cs new file mode 100644 index 000000000..17f127314 --- /dev/null +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/server.cs @@ -0,0 +1,303 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +function initServer() +{ + echo("\n--------- Initializing " @ $appName @ ": Server Scripts ---------"); + + //load prefs + + //Force-load the defaults just so we don't have any mistakes + exec( "./defaults.cs" ); + + //Then, if the user has saved preferences, we load those over-top the defaults + %prefPath = getPrefpath(); + if ( isFile( %prefPath @ "/serverPrefs.cs" ) ) + exec( %prefPath @ "/serverPrefs.cs" ); + + exec( "./audio.cs" ); + exec( "./commands.cs" ); + exec( "./kickban.cs" ); + exec( "./message.cs" ); + exec( "./levelDownload.cs" ); + exec( "./levelLoad.cs" ); + exec( "./levelInfo.cs" ); + exec( "./connectionToClient.cs" ); + + // Server::Status is returned in the Game Info Query and represents the + // current status of the server. This string sould be very short. + $Server::Status = "Unknown"; + + // Turn on testing/debug script functions + $Server::TestCheats = false; + + // Specify where the mission files are. + $Server::MissionFileSpec = "data/levels/*.mis"; +} + +//----------------------------------------------------------------------------- +function initDedicated() +{ + enableWinConsole(true); + echo("\n--------- Starting Dedicated Server ---------"); + + // Make sure this variable reflects the correct state. + $Server::Dedicated = true; + + // The server isn't started unless a mission has been specified. + if ($missionArg !$= "") { + createServer("MultiPlayer", $missionArg); + } + else + echo("No mission specified (use -mission filename)"); +} + +/// Attempt to find an open port to initialize the server with +function portInit(%port) +{ + %failCount = 0; + while(%failCount < 10 && !setNetPort(%port)) + { + echo("Port init failed on port " @ %port @ " trying next port."); + %port++; %failCount++; + } +} + +/// Create a server of the given type, load the given level, and then +/// create a local client connection to the server. +// +/// @return true if successful. +function createAndConnectToLocalServer( %serverType, %level ) +{ + if( !createServer( %serverType, %level ) ) + return false; + + %conn = new GameConnection( ServerConnection ); + RootGroup.add( ServerConnection ); + + %conn.setConnectArgs( $pref::Player::Name ); + %conn.setJoinPassword( $Client::Password ); + + %result = %conn.connectLocal(); + if( %result !$= "" ) + { + %conn.delete(); + destroyServer(); + + MessageBoxOK("Error starting local server!", "There was an error when trying to connect to the local server."); + + if(isObject(MainMenuGui)) + Canvas.setContent(MainMenuGui); + + return false; + } + + return true; +} + +/// Create a server with either a "SinglePlayer" or "MultiPlayer" type +/// Specify the level to load on the server +function createServer(%serverType, %level) +{ + // Increase the server session number. This is used to make sure we're + // working with the server session we think we are. + $Server::Session++; + + if (%level $= "") + { + error("createServer(): level name unspecified"); + return false; + } + + // Make sure our level name is relative so that it can send + // across the network correctly + %level = makeRelativePath(%level, getWorkingDirectory()); + + destroyServer(); + + $missionSequence = 0; + $Server::PlayerCount = 0; + $Server::ServerType = %serverType; + $Server::LoadFailMsg = ""; + $Physics::isSinglePlayer = true; + + // Setup for multi-player, the network must have been + // initialized before now. + if (%serverType $= "MultiPlayer") + { + $Physics::isSinglePlayer = false; + + echo("Starting multiplayer mode"); + + // Make sure the network port is set to the correct pref. + portInit($Pref::Server::Port); + allowConnections(true); + + if ($pref::Net::DisplayOnMaster !$= "Never" ) + schedule(0,0,startHeartbeat); + } + + // Let the game initialize some things now that the + // the server has been created + onServerCreated(); + + loadMission(%level, true); + + $Game::running = true; + + return true; +} + +function onServerCreated() +{ + // Server::GameType is sent to the master server. + // This variable should uniquely identify your game and/or mod. + $Server::GameType = $appName; + + // Server::MissionType sent to the master server. Clients can + // filter servers based on mission type. + // $Server::MissionType = "Deathmatch"; + + // GameStartTime is the sim time the game started. Used to calculated + // game elapsed time. + $Game::StartTime = 0; + + // Create the server physics world. + physicsInitWorld( "server" ); + + physicsStartSimulation("server"); + + %cnt = DatablockFilesList.count(); + + loadDatablockFiles( DatablockFilesList, true ); + + %cnt = DatablockFilesList.count(); + + // Keep track of when the game started + $Game::StartTime = $Sim::Time; +} + +/// Shut down the server +function destroyServer() +{ + $Server::ServerType = ""; + $Server::Running = false; + + allowConnections(false); + stopHeartbeat(); + $missionRunning = false; + + // End any running levels and shut down the physics sim + onServerDestroyed(); + + //physicsDestroy(); + + // Delete all the server objects + if (isObject(ServerGroup)) + ServerGroup.delete(); + + // Delete all the connections: + while (ClientGroup.getCount()) + { + %client = ClientGroup.getObject(0); + %client.delete(); + } + + $Server::GuidList = ""; + + // Delete all the data blocks... + deleteDataBlocks(); + + // Save any server settings + %prefPath = getPrefpath(); + echo( "Exporting server prefs..." ); + export( "$Pref::Server::*", %prefPath@"/serverPrefs.cs", false ); + + BanList::Export(%prefPath@"/banlist.cs"); + + // Increase the server session number. This is used to make sure we're + // working with the server session we think we are. + $Server::Session++; +} + +function onServerDestroyed() +{ + physicsStopSimulation("server"); + + if (!isObject( MissionGroup )) + return; + + echo("*** ENDING MISSION"); + + // Inform the game code we're done. + if(TheLevelInfo.isMethod("onMissionEnded")) + TheLevelInfo.onMissionEnded(); + + // Inform the clients + for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) { + // clear ghosts and paths from all clients + %cl = ClientGroup.getObject( %clientIndex ); + %cl.endMission(); + %cl.resetGhosting(); + %cl.clearPaths(); + } + + // Delete everything + MissionGroup.delete(); + MissionCleanup.delete(); + + clearServerPaths(); +} + +/// Guid list maintenance functions +function addToServerGuidList( %guid ) +{ + %count = getFieldCount( $Server::GuidList ); + for ( %i = 0; %i < %count; %i++ ) + { + if ( getField( $Server::GuidList, %i ) == %guid ) + return; + } + + $Server::GuidList = $Server::GuidList $= "" ? %guid : $Server::GuidList TAB %guid; +} + +function removeFromServerGuidList( %guid ) +{ + %count = getFieldCount( $Server::GuidList ); + for ( %i = 0; %i < %count; %i++ ) + { + if ( getField( $Server::GuidList, %i ) == %guid ) + { + $Server::GuidList = removeField( $Server::GuidList, %i ); + return; + } + } +} + +/// When the server is queried for information, the value of this function is +/// returned as the status field of the query packet. This information is +/// accessible as the ServerInfo::State variable. +function onServerInfoQuery() +{ + return "Doing Ok"; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/Core_Components.cs b/Templates/BaseGame/game/core/components/Core_Components.cs new file mode 100644 index 000000000..0b32d9d6b --- /dev/null +++ b/Templates/BaseGame/game/core/components/Core_Components.cs @@ -0,0 +1,8 @@ + +function Core_Components::onCreate(%this) +{ +} + +function Core_Components::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/Core_Components.module b/Templates/BaseGame/game/core/components/Core_Components.module new file mode 100644 index 000000000..2c98b8091 --- /dev/null +++ b/Templates/BaseGame/game/core/components/Core_Components.module @@ -0,0 +1,14 @@ + + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/components/RigidBodyComponent.asset.taml b/Templates/BaseGame/game/core/components/components/RigidBodyComponent.asset.taml new file mode 100644 index 000000000..8e60db364 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/RigidBodyComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/components/components/animationComponent.asset.taml b/Templates/BaseGame/game/core/components/components/animationComponent.asset.taml new file mode 100644 index 000000000..771d38e02 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/animationComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/components/components/cameraOrbiterComponent.asset.taml b/Templates/BaseGame/game/core/components/components/cameraOrbiterComponent.asset.taml new file mode 100644 index 000000000..b615f2348 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/cameraOrbiterComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/components/components/collisionComponent.asset.taml b/Templates/BaseGame/game/core/components/components/collisionComponent.asset.taml new file mode 100644 index 000000000..624bf9583 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/collisionComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/components/components/game/camera.asset.taml b/Templates/BaseGame/game/core/components/components/game/camera.asset.taml new file mode 100644 index 000000000..ace880f7c --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/game/camera.asset.taml @@ -0,0 +1,9 @@ + diff --git a/Templates/BaseGame/game/core/components/components/game/camera.cs b/Templates/BaseGame/game/core/components/components/game/camera.cs new file mode 100644 index 000000000..b6f510c9d --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/game/camera.cs @@ -0,0 +1,185 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +function CameraComponent::onAdd(%this) +{ + %this.addComponentField(clientOwner, "The client that views this camera", "int", "1", ""); + + %test = %this.clientOwner; + + %barf = ClientGroup.getCount(); + + %clientID = %this.getClientID(); + if(%clientID && !isObject(%clientID.camera)) + { + %this.scopeToClient(%clientID); + %this.setDirty(); + + %clientID.setCameraObject(%this.owner); + %clientID.setControlCameraFov(%this.FOV); + + %clientID.camera = %this.owner; + } + + %res = $pref::Video::mode; + %derp = 0; +} + +function CameraComponent::onRemove(%this) +{ + %clientID = %this.getClientID(); + if(%clientID) + %clientID.clearCameraObject(); +} + +function CameraComponent::onInspectorUpdate(%this) +{ + //if(%this.clientOwner) + //%this.clientOwner.setCameraObject(%this.owner); +} + +function CameraComponent::getClientID(%this) +{ + return ClientGroup.getObject(%this.clientOwner-1); +} + +function CameraComponent::isClientCamera(%this, %client) +{ + %clientID = ClientGroup.getObject(%this.clientOwner-1); + + if(%client.getID() == %clientID) + return true; + else + return false; +} + +function CameraComponent::onClientConnect(%this, %client) +{ + //if(%this.isClientCamera(%client) && !isObject(%client.camera)) + //{ + %this.scopeToClient(%client); + %this.setDirty(); + + %client.setCameraObject(%this.owner); + %client.setControlCameraFov(%this.FOV); + + %client.camera = %this.owner; + //} + //else + //{ + // echo("CONNECTED CLIENT IS NOT CAMERA OWNER!"); + //} +} + +function CameraComponent::onClientDisconnect(%this, %client) +{ + Parent::onClientDisconnect(%this, %client); + + if(isClientCamera(%client)){ + %this.clearScopeToClient(%client); + %client.clearCameraObject(); + } +} + +/// +/// +/// + +function VRCameraComponent::onAdd(%this) +{ + %this.addComponentField(clientOwner, "The client that views this camera", "int", "1", ""); + + %test = %this.clientOwner; + + %barf = ClientGroup.getCount(); + + %clientID = %this.getClientID(); + if(%clientID && !isObject(%clientID.camera)) + { + %this.scopeToClient(%clientID); + %this.setDirty(); + + %clientID.setCameraObject(%this.owner); + %clientID.setControlCameraFov(%this.FOV); + + %clientID.camera = %this.owner; + } + + %res = $pref::Video::mode; + %derp = 0; +} + +function VRCameraComponent::onRemove(%this) +{ + %clientID = %this.getClientID(); + if(%clientID) + %clientID.clearCameraObject(); +} + +function CameraComponent::onInspectorUpdate(%this) +{ + //if(%this.clientOwner) + //%this.clientOwner.setCameraObject(%this.owner); +} + +function VRCameraComponent::getClientID(%this) +{ + return ClientGroup.getObject(%this.clientOwner-1); +} + +function VRCameraComponent::isClientCamera(%this, %client) +{ + %clientID = ClientGroup.getObject(%this.clientOwner-1); + + if(%client.getID() == %clientID) + return true; + else + return false; +} + +function VRCameraComponent::onClientConnect(%this, %client) +{ + //if(%this.isClientCamera(%client) && !isObject(%client.camera)) + //{ + %this.scopeToClient(%client); + %this.setDirty(); + + %client.setCameraObject(%this.owner); + %client.setControlCameraFov(%this.FOV); + + %client.camera = %this.owner; + //} + //else + //{ + // echo("CONNECTED CLIENT IS NOT CAMERA OWNER!"); + //} +} + +function VRCameraComponent::onClientDisconnect(%this, %client) +{ + Parent::onClientDisconnect(%this, %client); + + if(isClientCamera(%client)){ + %this.clearScopeToClient(%client); + %client.clearCameraObject(); + } +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/components/game/controlObject.asset.taml b/Templates/BaseGame/game/core/components/components/game/controlObject.asset.taml new file mode 100644 index 000000000..7efa2d3a2 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/game/controlObject.asset.taml @@ -0,0 +1,10 @@ + diff --git a/Templates/BaseGame/game/core/components/components/game/controlObject.cs b/Templates/BaseGame/game/core/components/components/game/controlObject.cs new file mode 100644 index 000000000..7f477ecca --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/game/controlObject.cs @@ -0,0 +1,89 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//registerComponent("ControlObjectComponent", "Component", "Control Object", "Game", false, "Allows the behavior owner to operate as a camera."); + +function ControlObjectComponent::onAdd(%this) +{ + %this.addComponentField(clientOwner, "The shape to use for rendering", "int", "1", ""); + + %clientID = %this.getClientID(); + + if(%clientID && !isObject(%clientID.getControlObject())) + %clientID.setControlObject(%this.owner); +} + +function ControlObjectComponent::onRemove(%this) +{ + %clientID = %this.getClientID(); + + if(%clientID) + %clientID.setControlObject(0); +} + +function ControlObjectComponent::onClientConnect(%this, %client) +{ + if(%this.isControlClient(%client) && !isObject(%client.getControlObject())) + %client.setControlObject(%this.owner); +} + +function ControlObjectComponent::onClientDisconnect(%this, %client) +{ + if(%this.isControlClient(%client)) + %client.setControlObject(0); +} + +function ControlObjectComponent::getClientID(%this) +{ + return ClientGroup.getObject(%this.clientOwner-1); +} + +function ControlObjectComponent::isControlClient(%this, %client) +{ + %clientID = ClientGroup.getObject(%this.clientOwner-1); + + if(%client.getID() == %clientID) + return true; + else + return false; +} + +function ControlObjectComponent::onInspectorUpdate(%this, %field) +{ + %clientID = %this.getClientID(); + + if(%clientID && !isObject(%clientID.getControlObject())) + %clientID.setControlObject(%this.owner); +} + +function switchControlObject(%client, %newControlEntity) +{ + if(!isObject(%client) || !isObject(%newControlEntity)) + return error("SwitchControlObject: No client or target controller!"); + + %control = %newControlEntity.getComponent(ControlObjectComponent); + + if(!isObject(%control)) + return error("SwitchControlObject: Target controller has no conrol object behavior!"); + + %client.setControlObject(%newControlEntity); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/components/game/itemRotate.asset.taml b/Templates/BaseGame/game/core/components/components/game/itemRotate.asset.taml new file mode 100644 index 000000000..3509f9153 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/game/itemRotate.asset.taml @@ -0,0 +1,10 @@ + diff --git a/Templates/BaseGame/game/core/components/components/game/itemRotate.cs b/Templates/BaseGame/game/core/components/components/game/itemRotate.cs new file mode 100644 index 000000000..947d19214 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/game/itemRotate.cs @@ -0,0 +1,49 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//registerComponent("ItemRotationComponent", "Component", "Item Rotation", "Game", false, "Rotates the entity around the z axis, like an item pickup."); + +function ItemRotationComponent::onAdd(%this) +{ + %this.addComponentField(rotationsPerMinute, "Number of rotations per minute", "float", "5", ""); + %this.addComponentField(forward, "Rotate forward or backwards", "bool", "1", ""); + %this.addComponentField(horizontal, "Rotate horizontal or verticle, true for horizontal", "bool", "1", ""); +} + +function ItemRotationComponent::Update(%this) +{ + %tickRate = 0.032; + + //Rotations per second is calculated based on a standard update tick being 32ms. So we scale by the tick speed, then add that to our rotation to + //get a nice rotation speed. + if(%this.horizontal) + { + if(%this.forward) + %this.owner.rotation.z += ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate; + else + %this.owner.rotation.z -= ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate; + } + else + { + %this.owner.rotation.x += ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate; + } +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/components/game/playerSpawner.asset.taml b/Templates/BaseGame/game/core/components/components/game/playerSpawner.asset.taml new file mode 100644 index 000000000..e0024b8fb --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/game/playerSpawner.asset.taml @@ -0,0 +1,10 @@ + diff --git a/Templates/BaseGame/game/core/components/components/game/playerSpawner.cs b/Templates/BaseGame/game/core/components/components/game/playerSpawner.cs new file mode 100644 index 000000000..a7387eaf1 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/game/playerSpawner.cs @@ -0,0 +1,78 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//registerComponent("PlayerSpawner", "Component", +// "Player Spawner", "Game", false, "When a client connects, it spawns a player object for them and attaches them to it"); + +function PlayerSpawner::onAdd(%this) +{ + %this.clientCount = 1; + %this.friendlyName = "Player Spawner"; + %this.componentType = "Spawner"; + + %this.addComponentField("GameObjectName", "The name of the game object we spawn for the players", "gameObject", "PlayerObject"); +} + +function PlayerSpawner::onClientConnect(%this, %client) +{ + %playerObj = spawnGameObject(%this.GameObjectName, false); + + if(!isObject(%playerObj)) + return; + + %playerObj.position = %this.owner.position; + + %playerObj.notify("onClientConnect", %client); + + switchControlObject(%client, %playerObj); + switchCamera(%client, %playerObj); + + %client.player = %playerObj; + %client.camera = %playerObj; + + %inventory = %playerObj.getComponent(InventoryController); + + if(isObject(%inventory)) + { + for(%i=0; %i<5; %i++) + { + %arrow = spawnGameObject(ArrowProjectile, false); + + %inventory.addItem(%arrow); + } + } + + %playerObj.position = %this.owner.position; + %playerObj.rotation = "0 0 0"; + + %this.clientCount++; +} + +function PlayerSpawner::onClientDisConnect(%this, %client) +{ + +} + +function PlayerSpawner::getClientID(%this) +{ + return ClientGroup.getObject(%this.clientOwner-1); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/components/input/fpsControls.asset.taml b/Templates/BaseGame/game/core/components/components/input/fpsControls.asset.taml new file mode 100644 index 000000000..cd0440055 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/input/fpsControls.asset.taml @@ -0,0 +1,9 @@ + diff --git a/Templates/BaseGame/game/core/components/components/input/fpsControls.cs b/Templates/BaseGame/game/core/components/components/input/fpsControls.cs new file mode 100644 index 000000000..8331e409d --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/input/fpsControls.cs @@ -0,0 +1,247 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//registerComponent("FPSControls", "Component", "FPS Controls", "Input", false, "First Person Shooter-type controls"); + +function FPSControls::onAdd(%this) +{ + // + %this.beginGroup("Keys"); + %this.addComponentField(forwardKey, "Key to bind to vertical thrust", keybind, "keyboard w"); + %this.addComponentField(backKey, "Key to bind to vertical thrust", keybind, "keyboard s"); + %this.addComponentField(leftKey, "Key to bind to horizontal thrust", keybind, "keyboard a"); + %this.addComponentField(rightKey, "Key to bind to horizontal thrust", keybind, "keyboard d"); + + %this.addComponentField(jump, "Key to bind to horizontal thrust", keybind, "keyboard space"); + %this.endGroup(); + + %this.beginGroup("Mouse"); + %this.addComponentField(pitchAxis, "Key to bind to horizontal thrust", keybind, "mouse yaxis"); + %this.addComponentField(yawAxis, "Key to bind to horizontal thrust", keybind, "mouse xaxis"); + %this.endGroup(); + + %this.addComponentField(moveSpeed, "Horizontal thrust force", float, 300.0); + %this.addComponentField(jumpStrength, "Vertical thrust force", float, 3.0); + // + + %control = %this.owner.getComponent( ControlObjectComponent ); + if(!%control) + return echo("SPECTATOR CONTROLS: No Control Object behavior!"); + + //%this.Physics = %this.owner.getComponent( PlayerPhysicsComponent ); + + //%this.Animation = %this.owner.getComponent( AnimationComponent ); + + //%this.Camera = %this.owner.getComponent( MountedCameraComponent ); + + //%this.Animation.playThread(0, "look"); + + %this.setupControls(%control.getClientID()); +} + +function FPSControls::onRemove(%this) +{ + Parent::onBehaviorRemove(%this); + + commandToClient(%control.clientOwnerID, 'removeInput', %this.forwardKey); + commandToClient(%control.clientOwnerID, 'removeInput', %this.backKey); + commandToClient(%control.clientOwnerID, 'removeInput', %this.leftKey); + commandToClient(%control.clientOwnerID, 'removeInput', %this.rightKey); + + commandToClient(%control.clientOwnerID, 'removeInput', %this.pitchAxis); + commandToClient(%control.clientOwnerID, 'removeInput', %this.yawAxis); +} + +function FPSControls::onBehaviorFieldUpdate(%this, %field) +{ + %controller = %this.owner.getBehavior( ControlObjectBehavior ); + commandToClient(%controller.clientOwnerID, 'updateInput', %this.getFieldValue(%field), %field); +} + +function FPSControls::onClientConnect(%this, %client) +{ + %this.setupControls(%client); +} + + +function FPSControls::setupControls(%this, %client) +{ + %control = %this.owner.getComponent( ControlObjectComponent ); + if(!%control.isControlClient(%client)) + { + echo("FPS CONTROLS: Client Did Not Match"); + return; + } + + %inputCommand = "FPSControls"; + + %test = %this.forwardKey; + + /*SetInput(%client, %this.forwardKey.x, %this.forwardKey.y, %inputCommand@"_forwardKey"); + SetInput(%client, %this.backKey.x, %this.backKey.y, %inputCommand@"_backKey"); + SetInput(%client, %this.leftKey.x, %this.leftKey.y, %inputCommand@"_leftKey"); + SetInput(%client, %this.rightKey.x, %this.rightKey.y, %inputCommand@"_rightKey"); + + SetInput(%client, %this.jump.x, %this.jump.y, %inputCommand@"_jump"); + + SetInput(%client, %this.pitchAxis.x, %this.pitchAxis.y, %inputCommand@"_pitchAxis"); + SetInput(%client, %this.yawAxis.x, %this.yawAxis.y, %inputCommand@"_yawAxis");*/ + + SetInput(%client, "keyboard", "w", %inputCommand@"_forwardKey"); + SetInput(%client, "keyboard", "s", %inputCommand@"_backKey"); + SetInput(%client, "keyboard", "a", %inputCommand@"_leftKey"); + SetInput(%client, "keyboard", "d", %inputCommand@"_rightKey"); + + SetInput(%client, "keyboard", "space", %inputCommand@"_jump"); + + SetInput(%client, "mouse", "yaxis", %inputCommand@"_pitchAxis"); + SetInput(%client, "mouse", "xaxis", %inputCommand@"_yawAxis"); + + SetInput(%client, "keyboard", "f", %inputCommand@"_flashlight"); + +} + +function FPSControls::onMoveTrigger(%this, %triggerID) +{ + //check if our jump trigger was pressed! + if(%triggerID == 2) + { + %this.owner.applyImpulse("0 0 0", "0 0 " @ %this.jumpStrength); + } +} + +function FPSControls::Update(%this) +{ + return; + + %moveVector = %this.owner.getMoveVector(); + %moveRotation = %this.owner.getMoveRotation(); + + %this.Physics.moveVector = "0 0 0"; + + if(%moveVector.x != 0) + { + %fv = VectorNormalize(%this.owner.getRightVector()); + + %forMove = VectorScale(%fv, (%moveVector.x));// * (%this.moveSpeed * 0.032))); + + //%this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove); + + %this.Physics.moveVector = VectorAdd(%this.Physics.moveVector, %forMove); + + //if(%forMove > 0) + // %this.Animation.playThread(1, "run"); + } + /*else + { + %fv = VectorNormalize(%this.owner.getRightVector()); + + %forMove = VectorScale(%fv, (%moveVector.x * (%this.moveSpeed * 0.032))); + + if(%forMove <= 0) + %this.Animation.stopThread(1); + + }*/ + + if(%moveVector.y != 0) + { + %fv = VectorNormalize(%this.owner.getForwardVector()); + + %forMove = VectorScale(%fv, (%moveVector.y));// * (%this.moveSpeed * 0.032))); + + //%this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove); + + %this.Physics.moveVector = VectorAdd(%this.Physics.moveVector, %forMove); + + //if(VectorLen(%this.Physics.velocity) < 2) + // %this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove); + } + + /*if(%moveVector.z) + { + %fv = VectorNormalize(%this.owner.getUpVector()); + + %forMove = VectorScale(%fv, (%moveVector.z * (%this.moveSpeed * 0.032))); + + %this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove); + }*/ + + if(%moveRotation.x != 0) + { + %look = mRadToDeg(%moveRotation.x) / 180; + + //%this.Animation.setThreadPos(0, %look); + + %this.owner.getComponent( MountedCameraComponent ).rotationOffset.x += mRadToDeg(%moveRotation.x); + + //%this.Camera.rotationOffset.x += mRadToDeg(%moveRotation.x); + } + // %this.owner.rotation.x += mRadToDeg(%moveRotation.x); + + if(%moveRotation.z != 0) + { + %zrot = mRadToDeg(%moveRotation.z); + %this.owner.getComponent( MountedCameraComponent ).rotationOffset.z += %zrot; + //%this.owner.rotation.z += %zrot; + } +} + +// +function FPSControls_forwardKey(%val) +{ + $mvForwardAction = %val; +} + +function FPSControls_backKey(%val) +{ + $mvBackwardAction = %val; +} + +function FPSControls_leftKey(%val) +{ + $mvLeftAction = %val; +} + +function FPSControls_rightKey(%val) +{ + $mvRightAction = %val; +} + +function FPSControls_yawAxis(%val) +{ + $mvYaw += getMouseAdjustAmount(%val); +} + +function FPSControls_pitchAxis(%val) +{ + $mvPitch += getMouseAdjustAmount(%val); +} + +function FPSControls_jump(%val) +{ + $mvTriggerCount2++; +} + +function FPSControls_flashLight(%val) +{ + $mvTriggerCount3++; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/components/input/inputManager.cs b/Templates/BaseGame/game/core/components/components/input/inputManager.cs new file mode 100644 index 000000000..c8123d1e3 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/input/inputManager.cs @@ -0,0 +1,82 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +function SetInput(%client, %device, %key, %command, %bindMap, %behav) +{ + commandToClient(%client, 'SetInput', %device, %key, %command, %bindMap, %behav); +} + +function RemoveInput(%client, %device, %key, %command, %bindMap) +{ + commandToClient(%client, 'removeInput', %device, %key, %command, %bindMap); +} + +function clientCmdSetInput(%device, %key, %command, %bindMap, %behav) +{ + //if we're requesting a custom bind map, set that up + if(%bindMap $= "") + %bindMap = moveMap; + + if (!isObject(%bindMap)){ + new ActionMap(moveMap); + moveMap.push(); + } + + //get our local + //%localID = ServerConnection.resolveGhostID(%behav); + + //%tmpl = %localID.getTemplate(); + //%tmpl.insantiateNamespace(%tmpl.getName()); + + //first, check if we have an existing command + %oldBind = %bindMap.getBinding(%command); + if(%oldBind !$= "") + %bindMap.unbind(getField(%oldBind, 0), getField(%oldBind, 1)); + + //now, set the requested bind + %bindMap.bind(%device, %key, %command); +} + +function clientCmdRemoveSpecCtrlInput(%device, %key, %bindMap) +{ + //if we're requesting a custom bind map, set that up + if(%bindMap $= "") + %bindMap = moveMap; + + if (!isObject(%bindMap)) + return; + + %bindMap.unbind(%device, %key); +} + +function clientCmdSetupClientBehavior(%bhvrGstID) +{ + %localID = ServerConnection.resolveGhostID(%bhvrGstID); + %tmpl = %localID.getTemplate(); + %tmpl.insantiateNamespace(%tmpl.getName()); +} + +function getMouseAdjustAmount(%val) +{ + // based on a default camera FOV of 90' + return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/components/components/meshComponent.asset.taml b/Templates/BaseGame/game/core/components/components/meshComponent.asset.taml new file mode 100644 index 000000000..b41de171a --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/meshComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/components/components/playerControllerComponent.asset.taml b/Templates/BaseGame/game/core/components/components/playerControllerComponent.asset.taml new file mode 100644 index 000000000..417f409e0 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/playerControllerComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/components/components/soundComponent.asset.taml b/Templates/BaseGame/game/core/components/components/soundComponent.asset.taml new file mode 100644 index 000000000..a29bcc9ff --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/soundComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/components/components/stateMachineComponent.asset.taml b/Templates/BaseGame/game/core/components/components/stateMachineComponent.asset.taml new file mode 100644 index 000000000..ff1d53cd8 --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/stateMachineComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/components/components/triggerComponent.asset.taml b/Templates/BaseGame/game/core/components/components/triggerComponent.asset.taml new file mode 100644 index 000000000..4fabc200c --- /dev/null +++ b/Templates/BaseGame/game/core/components/components/triggerComponent.asset.taml @@ -0,0 +1,8 @@ + diff --git a/Templates/BaseGame/game/core/console/Core_Console.cs b/Templates/BaseGame/game/core/console/Core_Console.cs new file mode 100644 index 000000000..a93b149f4 --- /dev/null +++ b/Templates/BaseGame/game/core/console/Core_Console.cs @@ -0,0 +1,12 @@ + +function Core_Console::onCreate(%this) +{ + exec("./scripts/profiles.cs"); + exec("./scripts/console.cs"); + + exec("./guis/console.gui"); +} + +function Core_Console::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/console/Core_Console.module b/Templates/BaseGame/game/core/console/Core_Console.module new file mode 100644 index 000000000..6927ba40e --- /dev/null +++ b/Templates/BaseGame/game/core/console/Core_Console.module @@ -0,0 +1,10 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/console/guis/console.gui b/Templates/BaseGame/game/core/console/guis/console.gui new file mode 100644 index 000000000..c2f21eba9 --- /dev/null +++ b/Templates/BaseGame/game/core/console/guis/console.gui @@ -0,0 +1,191 @@ +//--- OBJECT WRITE BEGIN --- +%guiContent = new GuiControl(ConsoleDlg) { + position = "0 0"; + extent = "1024 768"; + minExtent = "8 8"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "1"; + helpTag = "0"; + + new GuiConsoleEditCtrl(ConsoleEntry) { + useSiblingScroller = "1"; + historySize = "40"; + tabComplete = "0"; + sinkAllKeyEvents = "1"; + password = "0"; + passwordMask = "*"; + maxLength = "255"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "0 750"; + extent = "1024 18"; + minExtent = "8 8"; + horizSizing = "width"; + vertSizing = "top"; + profile = "ConsoleTextEditProfile"; + visible = "1"; + active = "1"; + altCommand = "ConsoleEntry::eval();"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiContainer() { + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "1 728"; + extent = "1024 22"; + minExtent = "8 2"; + horizSizing = "width"; + vertSizing = "top"; + profile = "GuiDefaultProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiBitmapCtrl() { + bitmap = "data/ui/art/hudfill.png"; + color = "255 255 255 255"; + wrap = "0"; + position = "0 0"; + extent = "1024 22"; + minExtent = "8 2"; + horizSizing = "width"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiCheckBoxCtrl(ConsoleDlgErrorFilterBtn) { + text = "Errors"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "2 2"; + extent = "113 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiCheckBoxCtrl(ConsoleDlgWarnFilterBtn) { + text = "Warnings"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "119 2"; + extent = "113 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiCheckBoxCtrl(ConsoleDlgNormalFilterBtn) { + text = "Normal Messages"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "236 2"; + extent = "113 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiScrollCtrl() { + willFirstRespond = "1"; + hScrollBar = "alwaysOn"; + vScrollBar = "alwaysOn"; + lockHorizScroll = "0"; + lockVertScroll = "0"; + constantThumbHeight = "0"; + childMargin = "0 0"; + mouseWheelScrollSpeed = "-1"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "0 0"; + extent = "1024 730"; + minExtent = "8 8"; + horizSizing = "width"; + vertSizing = "height"; + profile = "ConsoleScrollProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + internalName = "Scroll"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiConsole(ConsoleMessageLogView) { + position = "1 1"; + extent = "622 324"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiConsoleProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; +}; +//--- OBJECT WRITE END --- \ No newline at end of file diff --git a/Templates/BaseGame/game/core/console/scripts/console.cs b/Templates/BaseGame/game/core/console/scripts/console.cs new file mode 100644 index 000000000..201bcfb92 --- /dev/null +++ b/Templates/BaseGame/game/core/console/scripts/console.cs @@ -0,0 +1,137 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +GlobalActionMap.bind("keyboard", "tilde", "toggleConsole"); + +function ConsoleEntry::eval() +{ + %text = trim(ConsoleEntry.getValue()); + if(%text $= "") + return; + + // If it's missing a trailing () and it's not a variable, + // append the parentheses. + if(strpos(%text, "(") == -1 && !isDefined(%text)) { + if(strpos(%text, "=") == -1 && strpos(%text, " ") == -1) { + if(strpos(%text, "{") == -1 && strpos(%text, "}") == -1) { + %text = %text @ "()"; + } + } + } + + // Append a semicolon if need be. + %pos = strlen(%text) - 1; + if(strpos(%text, ";", %pos) == -1 && strpos(%text, "}") == -1) { + %text = %text @ ";"; + } + + // Turn off warnings for assigning from void + // and evaluate the snippet. + if(!isDefined("$Con::warnVoidAssignment")) + %oldWarnVoidAssignment = true; + else + %oldWarnVoidAssignment = $Con::warnVoidAssignment; + $Con::warnVoidAssignment = false; + + echo("==>" @ %text); + if( !startsWith(%text, "function ") + && !startsWith(%text, "datablock ") + && !startsWith(%text, "foreach(") + && !startsWith(%text, "foreach$(") + && !startsWith(%text, "if(") + && !startsWith(%text, "while(") + && !startsWith(%text, "for(") + && !startsWith(%text, "switch(") + && !startsWith(%text, "switch$(")) + eval("%result = " @ %text); + else + eval(%text); + $Con::warnVoidAssignment = %oldWarnVoidAssignment; + + ConsoleEntry.setValue(""); + + // Echo result. + if(%result !$= "") + echo(%result); +} + +function ToggleConsole(%make) +{ + if (%make) { + if (ConsoleDlg.isAwake()) { + // Deactivate the console. + Canvas.popDialog(ConsoleDlg); + } else { + Canvas.pushDialog(ConsoleDlg, 99); + } + } +} + +function ConsoleDlg::hideWindow(%this) +{ + %this-->Scroll.setVisible(false); +} + +function ConsoleDlg::showWindow(%this) +{ + %this-->Scroll.setVisible(true); +} + +function ConsoleDlg::onWake(%this) +{ + ConsoleDlgErrorFilterBtn.setStateOn(ConsoleMessageLogView.getErrorFilter()); + ConsoleDlgWarnFilterBtn.setStateOn(ConsoleMessageLogView.getWarnFilter()); + ConsoleDlgNormalFilterBtn.setStateOn(ConsoleMessageLogView.getNormalFilter()); + + ConsoleMessageLogView.refresh(); +} + +function ConsoleDlg::setAlpha( %this, %alpha) +{ + if (%alpha $= "") + ConsoleScrollProfile.fillColor = $ConsoleDefaultFillColor; + else + ConsoleScrollProfile.fillColor = getWords($ConsoleDefaultFillColor, 0, 2) SPC %alpha * 255.0; +} + +function ConsoleDlgErrorFilterBtn::onClick(%this) +{ + ConsoleMessageLogView.toggleErrorFilter(); +} + +function ConsoleDlgWarnFilterBtn::onClick(%this) +{ + + ConsoleMessageLogView.toggleWarnFilter(); +} + +function ConsoleDlgNormalFilterBtn::onClick(%this) +{ + ConsoleMessageLogView.toggleNormalFilter(); +} + +function ConsoleMessageLogView::onNewMessage(%this, %errorCount, %warnCount, %normalCount) +{ + ConsoleDlgErrorFilterBtn.setText("(" @ %errorCount @ ") Errors"); + ConsoleDlgWarnFilterBtn.setText("(" @ %warnCount @ ") Warnings"); + ConsoleDlgNormalFilterBtn.setText("(" @ %normalCount @ ") Messages"); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/console/scripts/profiles.cs b/Templates/BaseGame/game/core/console/scripts/profiles.cs new file mode 100644 index 000000000..b83dd4fa7 --- /dev/null +++ b/Templates/BaseGame/game/core/console/scripts/profiles.cs @@ -0,0 +1,70 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +if(!isObject(GuiConsoleProfile)) +new GuiControlProfile(GuiConsoleProfile) +{ + fontType = ($platform $= "macos") ? "Monaco" : "Lucida Console"; + fontSize = ($platform $= "macos") ? 13 : 12; + fontColor = "255 255 255"; + fontColorHL = "0 255 255"; + fontColorNA = "255 0 0"; + fontColors[6] = "100 100 100"; + fontColors[7] = "100 100 0"; + fontColors[8] = "0 0 100"; + fontColors[9] = "0 100 0"; + category = "Core"; +}; + +if(!isObject(GuiConsoleTextProfile)) +new GuiControlProfile(GuiConsoleTextProfile) +{ + fontColor = "0 0 0"; + autoSizeWidth = true; + autoSizeHeight = true; + textOffset = "2 2"; + opaque = true; + fillColor = "255 255 255"; + border = true; + borderThickness = 1; + borderColor = "0 0 0"; + category = "Core"; +}; + +if(!isObject(ConsoleScrollProfile)) +new GuiControlProfile(ConsoleScrollProfile : GuiScrollProfile) +{ + opaque = true; + fillColor = "0 0 0 175"; + border = 1; + //borderThickness = 0; + borderColor = "0 0 0"; + category = "Core"; +}; + +if(!isObject(ConsoleTextEditProfile)) +new GuiControlProfile(ConsoleTextEditProfile : GuiTextEditProfile) +{ + fillColor = "242 241 240 255"; + fillColorHL = "255 255 255"; + category = "Core"; +}; diff --git a/Templates/BaseGame/game/core/fonts/Arial 10 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 10 (ansi).uft new file mode 100644 index 000000000..2b5649500 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Arial 10 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/Arial 12 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 12 (ansi).uft new file mode 100644 index 000000000..5592716dd Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Arial 12 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/Arial 14 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 14 (ansi).uft new file mode 100644 index 000000000..159010c68 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Arial 14 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/Arial 16 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 16 (ansi).uft new file mode 100644 index 000000000..058fbb305 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Arial 16 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/Arial 36 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 36 (ansi).uft new file mode 100644 index 000000000..968441ce3 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Arial 36 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/Arial Bold 14 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial Bold 14 (ansi).uft new file mode 100644 index 000000000..60d7b0227 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Arial Bold 14 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/Arial Bold 16 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial Bold 16 (ansi).uft new file mode 100644 index 000000000..f2140c4c4 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Arial Bold 16 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/Arial Bold 18 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial Bold 18 (ansi).uft new file mode 100644 index 000000000..3460f7db9 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Arial Bold 18 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/ArialBold 14 (ansi).uft b/Templates/BaseGame/game/core/fonts/ArialBold 14 (ansi).uft new file mode 100644 index 000000000..93ea13d02 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/ArialBold 14 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/ArialItalic 14 (ansi).uft b/Templates/BaseGame/game/core/fonts/ArialItalic 14 (ansi).uft new file mode 100644 index 000000000..d4418f692 Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/ArialItalic 14 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/fonts/Lucida Console 12 (ansi).uft b/Templates/BaseGame/game/core/fonts/Lucida Console 12 (ansi).uft new file mode 100644 index 000000000..cdb46f5ba Binary files /dev/null and b/Templates/BaseGame/game/core/fonts/Lucida Console 12 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/Core_GUI.cs b/Templates/BaseGame/game/core/gui/Core_GUI.cs new file mode 100644 index 000000000..dd15bf9ca --- /dev/null +++ b/Templates/BaseGame/game/core/gui/Core_GUI.cs @@ -0,0 +1,11 @@ + +function Core_GUI::onCreate(%this) +{ + exec("./scripts/profiles.cs"); + exec("./scripts/canvas.cs"); + exec("./scripts/cursor.cs"); +} + +function Core_GUI::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/gui/Core_GUI.module b/Templates/BaseGame/game/core/gui/Core_GUI.module new file mode 100644 index 000000000..323d7cff2 --- /dev/null +++ b/Templates/BaseGame/game/core/gui/Core_GUI.module @@ -0,0 +1,10 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/gui/images/button.png b/Templates/BaseGame/game/core/gui/images/button.png new file mode 100644 index 000000000..1c7361e25 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/button.png differ diff --git a/Templates/BaseGame/game/core/gui/images/checkbox.png b/Templates/BaseGame/game/core/gui/images/checkbox.png new file mode 100644 index 000000000..46e0ac959 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/checkbox.png differ diff --git a/Templates/BaseGame/game/core/gui/images/group-border.png b/Templates/BaseGame/game/core/gui/images/group-border.png new file mode 100644 index 000000000..61234ae1f Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/group-border.png differ diff --git a/Templates/BaseGame/game/core/gui/images/inactive-overlay.png b/Templates/BaseGame/game/core/gui/images/inactive-overlay.png new file mode 100644 index 000000000..feab83209 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/inactive-overlay.png differ diff --git a/Templates/BaseGame/game/core/gui/images/loadingbar.png b/Templates/BaseGame/game/core/gui/images/loadingbar.png new file mode 100644 index 000000000..34f594403 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/loadingbar.png differ diff --git a/Templates/BaseGame/game/core/gui/images/scrollBar.png b/Templates/BaseGame/game/core/gui/images/scrollBar.png new file mode 100644 index 000000000..e8c34dc85 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/scrollBar.png differ diff --git a/Templates/BaseGame/game/core/gui/images/textEdit.png b/Templates/BaseGame/game/core/gui/images/textEdit.png new file mode 100644 index 000000000..5a65fac3c Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/textEdit.png differ diff --git a/Templates/BaseGame/game/core/gui/images/thumbHighlightButton.png b/Templates/BaseGame/game/core/gui/images/thumbHighlightButton.png new file mode 100644 index 000000000..9d83b75f3 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/thumbHighlightButton.png differ diff --git a/Templates/BaseGame/game/core/gui/images/window.png b/Templates/BaseGame/game/core/gui/images/window.png new file mode 100644 index 000000000..d9e8006e4 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/images/window.png differ diff --git a/Templates/BaseGame/game/core/gui/scripts/canvas.cs b/Templates/BaseGame/game/core/gui/scripts/canvas.cs new file mode 100644 index 000000000..b38cdccca --- /dev/null +++ b/Templates/BaseGame/game/core/gui/scripts/canvas.cs @@ -0,0 +1,162 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +function createCanvas(%windowTitle) +{ + if ($isDedicated) + { + GFXInit::createNullDevice(); + return true; + } + + // Create the Canvas + $GameCanvas = new GuiCanvas(Canvas) + { + displayWindow = $platform !$= "windows"; + }; + + // Set the window title + if (isObject(Canvas)) + { + Canvas.setWindowTitle(%windowTitle @ " - " @ $pref::Video::displayDevice); + configureCanvas(); + } + else + { + error("Canvas creation failed. Shutting down."); + quit(); + } +} + +// Constants for referencing video resolution preferences +$WORD::RES_X = 0; +$WORD::RES_Y = 1; +$WORD::FULLSCREEN = 2; +$WORD::BITDEPTH = 3; +$WORD::REFRESH = 4; +$WORD::AA = 5; + +function configureCanvas() +{ + // Setup a good default if we don't have one already. + if ($pref::Video::Resolution $= "") + $pref::Video::Resolution = "800 600"; + if ($pref::Video::FullScreen $= "") + $pref::Video::FullScreen = false; + if ($pref::Video::BitDepth $= "") + $pref::Video::BitDepth = "32"; + if ($pref::Video::RefreshRate $= "") + $pref::Video::RefreshRate = "60"; + if ($pref::Video::AA $= "") + $pref::Video::AA = "4"; + + %resX = $pref::Video::Resolution.x; + %resY = $pref::Video::Resolution.y; + %fs = $pref::Video::FullScreen; + %bpp = $pref::Video::BitDepth; + %rate = $pref::Video::RefreshRate; + %aa = $pref::Video::AA; + + if($cliFullscreen !$= "") { + %fs = $cliFullscreen; + $cliFullscreen = ""; + } + + echo("--------------"); + echo("Attempting to set resolution to \"" @ %resX SPC %resY SPC %fs SPC %bpp SPC %rate SPC %aa @ "\""); + + %deskRes = getDesktopResolution(); + %deskResX = getWord(%deskRes, $WORD::RES_X); + %deskResY = getWord(%deskRes, $WORD::RES_Y); + %deskResBPP = getWord(%deskRes, 2); + + // We shouldn't be getting this any more but just in case... + if (%bpp $= "Default") + %bpp = %deskResBPP; + + // Make sure we are running at a valid resolution + if (%fs $= "0" || %fs $= "false") + { + // Windowed mode has to use the same bit depth as the desktop + %bpp = %deskResBPP; + + // Windowed mode also has to run at a smaller resolution than the desktop + if ((%resX >= %deskResX) || (%resY >= %deskResY)) + { + warn("Warning: The requested windowed resolution is equal to or larger than the current desktop resolution. Attempting to find a better resolution"); + + %resCount = Canvas.getModeCount(); + for (%i = (%resCount - 1); %i >= 0; %i--) + { + %testRes = Canvas.getMode(%i); + %testResX = getWord(%testRes, $WORD::RES_X); + %testResY = getWord(%testRes, $WORD::RES_Y); + %testBPP = getWord(%testRes, $WORD::BITDEPTH); + + if (%testBPP != %bpp) + continue; + + if ((%testResX < %deskResX) && (%testResY < %deskResY)) + { + // This will work as our new resolution + %resX = %testResX; + %resY = %testResY; + + warn("Warning: Switching to \"" @ %resX SPC %resY SPC %bpp @ "\""); + + break; + } + } + } + } + + $pref::Video::Resolution = %resX SPC %resY; + $pref::Video::FullScreen = %fs; + $pref::Video::BitDepth = %bpp; + $pref::Video::RefreshRate = %rate; + $pref::Video::AA = %aa; + + if (%fs == 1 || %fs $= "true") + %fsLabel = "Yes"; + else + %fsLabel = "No"; + + echo("Accepted Mode: " NL + "--Resolution : " @ %resX SPC %resY NL + "--Full Screen : " @ %fsLabel NL + "--Bits Per Pixel : " @ %bpp NL + "--Refresh Rate : " @ %rate NL + "--AA TypeXLevel : " @ %aa NL + "--------------"); + + // Actually set the new video mode + Canvas.setVideoMode(%resX, %resY, %fs, %bpp, %rate, %aa); + + commandToServer('setClientAspectRatio', %resX, %resY); + + // AA piggybacks on the AA setting in $pref::Video::mode. + // We need to parse the setting between AA modes, and then it's level + // It's formatted as AATypexAALevel + // So, FXAAx4 or MLAAx2 + if ( isObject( FXAA_PostEffect ) ) + FXAA_PostEffect.isEnabled = ( %aa > 0 ) ? true : false; +} diff --git a/Templates/BaseGame/game/core/gui/scripts/cursor.cs b/Templates/BaseGame/game/core/gui/scripts/cursor.cs new file mode 100644 index 000000000..f71bc023a --- /dev/null +++ b/Templates/BaseGame/game/core/gui/scripts/cursor.cs @@ -0,0 +1,102 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//--------------------------------------------------------------------------------------------- +// Cursor toggle functions. +//--------------------------------------------------------------------------------------------- +$cursorControlled = true; +function showCursor() +{ + if ($cursorControlled) + lockMouse(false); + Canvas.cursorOn(); +} + +function hideCursor() +{ + if ($cursorControlled) + lockMouse(true); + Canvas.cursorOff(); +} + +//--------------------------------------------------------------------------------------------- +// In the CanvasCursor package we add some additional functionality to the built-in GuiCanvas +// class, of which the global Canvas object is an instance. In this case, the behavior we want +// is for the cursor to automatically display, except when the only guis visible want no +// cursor - usually the in game interface. +//--------------------------------------------------------------------------------------------- +package CanvasCursorPackage +{ + +//--------------------------------------------------------------------------------------------- +// checkCursor +// The checkCursor method iterates through all the root controls on the canvas checking each +// ones noCursor property. If the noCursor property exists as anything other than false or an +// empty string on every control, the cursor will be hidden. +//--------------------------------------------------------------------------------------------- +function GuiCanvas::checkCursor(%this) +{ + %count = %this.getCount(); + for(%i = 0; %i < %count; %i++) + { + %control = %this.getObject(%i); + if ((%control.noCursor $= "") || !%control.noCursor) + { + showCursor(); + return; + } + } + // If we get here, every control requested a hidden cursor, so we oblige. + hideCursor(); +} + +//--------------------------------------------------------------------------------------------- +// The following functions override the GuiCanvas defaults that involve changing the content +// of the Canvas. Basically, all we are doing is adding a call to checkCursor to each one. +//--------------------------------------------------------------------------------------------- +function GuiCanvas::setContent(%this, %ctrl) +{ + Parent::setContent(%this, %ctrl); + %this.checkCursor(); +} + +function GuiCanvas::pushDialog(%this, %ctrl, %layer, %center) +{ + Parent::pushDialog(%this, %ctrl, %layer, %center); + %this.checkCursor(); +} + +function GuiCanvas::popDialog(%this, %ctrl) +{ + Parent::popDialog(%this, %ctrl); + %this.checkCursor(); +} + +function GuiCanvas::popLayer(%this, %layer) +{ + Parent::popLayer(%this, %layer); + %this.checkCursor(); +} + +}; + +activatePackage(CanvasCursorPackage); diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 10 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 10 (ansi).uft new file mode 100644 index 000000000..2b5649500 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 10 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 12 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 12 (ansi).uft new file mode 100644 index 000000000..67a177016 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 12 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 14 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 14 (ansi).uft new file mode 100644 index 000000000..f4f19745f Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 14 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 16 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 16 (ansi).uft new file mode 100644 index 000000000..ec996019d Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 16 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 36 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 36 (ansi).uft new file mode 100644 index 000000000..c0aa8165c Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial 36 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 14 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 14 (ansi).uft new file mode 100644 index 000000000..4dbbddede Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 14 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 16 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 16 (ansi).uft new file mode 100644 index 000000000..fb096776f Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 16 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 18 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 18 (ansi).uft new file mode 100644 index 000000000..1f8fdedd3 Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Arial Bold 18 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/ArialItalic 14 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/ArialItalic 14 (ansi).uft new file mode 100644 index 000000000..5bac0316e Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/ArialItalic 14 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/fonts/Lucida Console 12 (ansi).uft b/Templates/BaseGame/game/core/gui/scripts/fonts/Lucida Console 12 (ansi).uft new file mode 100644 index 000000000..e06fa806c Binary files /dev/null and b/Templates/BaseGame/game/core/gui/scripts/fonts/Lucida Console 12 (ansi).uft differ diff --git a/Templates/BaseGame/game/core/gui/scripts/profiles.cs b/Templates/BaseGame/game/core/gui/scripts/profiles.cs new file mode 100644 index 000000000..a06ab94da --- /dev/null +++ b/Templates/BaseGame/game/core/gui/scripts/profiles.cs @@ -0,0 +1,226 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Set font cache path if it doesn't already exist. +if($Gui::fontCacheDirectory $= "") +{ + $Gui::fontCacheDirectory = expandFilename("./fonts"); +} + +// ---------------------------------------------------------------------------- +// GuiDefaultProfile is a special profile that all other profiles inherit +// defaults from. It must exist. +// ---------------------------------------------------------------------------- + +if(!isObject(GuiDefaultProfile)) +new GuiControlProfile (GuiDefaultProfile) +{ + tab = false; + canKeyFocus = false; + hasBitmapArray = false; + mouseOverSelected = false; + + // fill color + opaque = false; + fillColor = "242 241 240"; + fillColorHL ="228 228 235"; + fillColorSEL = "98 100 137"; + fillColorNA = "255 255 255 "; + + // border color + border = 0; + borderColor = "100 100 100"; + borderColorHL = "50 50 50 50"; + borderColorNA = "75 75 75"; + + // font + fontType = "Arial"; + fontSize = 14; + fontCharset = ANSI; + + fontColor = "0 0 0"; + fontColorHL = "0 0 0"; + fontColorNA = "0 0 0"; + fontColorSEL= "255 255 255"; + + // bitmap information + bitmap = ""; + bitmapBase = ""; + textOffset = "0 0"; + + // used by guiTextControl + modal = true; + justify = "left"; + autoSizeWidth = false; + autoSizeHeight = false; + returnTab = false; + numbersOnly = false; + cursorColor = "0 0 0 255"; +}; + +if(!isObject(GuiToolTipProfile)) +new GuiControlProfile (GuiToolTipProfile) +{ + // fill color + fillColor = "239 237 222"; + + // border color + borderColor = "138 134 122"; + + // font + fontType = "Arial"; + fontSize = 14; + fontColor = "0 0 0"; + + category = "Core"; +}; + +if(!isObject(GuiWindowProfile)) +new GuiControlProfile (GuiWindowProfile) +{ + opaque = false; + border = 2; + fillColor = "242 241 240"; + fillColorHL = "221 221 221"; + fillColorNA = "200 200 200"; + fontColor = "50 50 50"; + fontColorHL = "0 0 0"; + bevelColorHL = "255 255 255"; + bevelColorLL = "0 0 0"; + text = "untitled"; + bitmap = "core/gui/images/window"; + textOffset = "8 4"; + hasBitmapArray = true; + justify = "left"; + category = "Core"; +}; + + +if(!isObject(GuiTextEditProfile)) +new GuiControlProfile(GuiTextEditProfile) +{ + opaque = true; + bitmap = "core/gui/images/textEdit"; + hasBitmapArray = true; + border = -2; + fillColor = "242 241 240 0"; + fillColorHL = "255 255 255"; + fontColor = "0 0 0"; + fontColorHL = "255 255 255"; + fontColorSEL = "98 100 137"; + fontColorNA = "200 200 200"; + textOffset = "4 2"; + autoSizeWidth = false; + autoSizeHeight = true; + justify = "left"; + tab = true; + canKeyFocus = true; + category = "Core"; +}; + +if(!isObject(GuiScrollProfile)) +new GuiControlProfile(GuiScrollProfile) +{ + opaque = true; + fillcolor = "255 255 255"; + fontColor = "0 0 0"; + fontColorHL = "150 150 150"; + border = true; + bitmap = "core/gui/images/scrollBar"; + hasBitmapArray = true; + category = "Core"; +}; + +if(!isObject(GuiOverlayProfile)) +new GuiControlProfile(GuiOverlayProfile) +{ + opaque = true; + fontColor = "0 0 0"; + fontColorHL = "255 255 255"; + fillColor = "0 0 0 100"; + category = "Core"; +}; + +if(!isObject(GuiCheckBoxProfile)) +new GuiControlProfile(GuiCheckBoxProfile) +{ + opaque = false; + fillColor = "232 232 232"; + border = false; + borderColor = "100 100 100"; + fontSize = 14; + fontColor = "20 20 20"; + fontColorHL = "80 80 80"; + fontColorNA = "200 200 200"; + fixedExtent = true; + justify = "left"; + bitmap = "core/gui/images/checkbox"; + hasBitmapArray = true; + category = "Tools"; +}; + +if( !isObject( GuiProgressProfile ) ) +new GuiControlProfile( GuiProgressProfile ) +{ + opaque = false; + fillColor = "0 162 255 200"; + border = true; + borderColor = "50 50 50 200"; + category = "Core"; +}; + +if( !isObject( GuiProgressBitmapProfile ) ) +new GuiControlProfile( GuiProgressBitmapProfile ) +{ + border = false; + hasBitmapArray = true; + bitmap = "core/gui/images/loadingbar"; + category = "Core"; +}; + +if( !isObject( GuiProgressTextProfile ) ) +new GuiControlProfile( GuiProgressTextProfile ) +{ + fontSize = "14"; + fontType = "Arial"; + fontColor = "0 0 0"; + justify = "center"; + category = "Core"; +}; + +if( !isObject( GuiButtonProfile ) ) +new GuiControlProfile( GuiButtonProfile ) +{ + opaque = true; + border = true; + + fontColor = "50 50 50"; + fontColorHL = "0 0 0"; + fontColorNA = "200 200 200"; + //fontColorSEL ="0 0 0"; + fixedExtent = false; + justify = "center"; + canKeyFocus = false; + bitmap = "core/gui/images/button"; + hasBitmapArray = false; + category = "Core"; +}; diff --git a/Templates/BaseGame/game/core/lighting/Core_Lighting.cs b/Templates/BaseGame/game/core/lighting/Core_Lighting.cs new file mode 100644 index 000000000..dc5680b84 --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/Core_Lighting.cs @@ -0,0 +1,20 @@ + +function Core_Lighting::onCreate(%this) +{ + exec("./scripts/lighting.cs"); + + //Advanced/Deferred + exec("./scripts/advancedLighting_Shaders.cs"); + exec("./scripts/deferredShading.cs"); + exec("./scripts/advancedLighting_Init.cs"); + + //Basic/Forward + exec("./scripts/basicLighting_shadowFilter.cs"); + exec("./scripts/shadowMaps_Init.cs"); + exec("./scripts/basicLighting_Init.cs"); + +} + +function Core_Lighting::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/lighting/Core_Lighting.module b/Templates/BaseGame/game/core/lighting/Core_Lighting.module new file mode 100644 index 000000000..b4619a64a --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/Core_Lighting.module @@ -0,0 +1,9 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Init.cs b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Init.cs new file mode 100644 index 000000000..c7d357bb8 --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Init.cs @@ -0,0 +1,68 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +/////////////////////////////////////////////////////////////////////////////// +// Default Prefs + +/* +$pref::LightManager::sgAtlasMaxDynamicLights = "16"; +$pref::LightManager::sgDynamicShadowDetailSize = "0"; +$pref::LightManager::sgDynamicShadowQuality = "0"; +$pref::LightManager::sgLightingProfileAllowShadows = "1"; +$pref::LightManager::sgLightingProfileQuality = "0"; +$pref::LightManager::sgMaxBestLights = "10"; +$pref::LightManager::sgMultipleDynamicShadows = "1"; +$pref::LightManager::sgShowCacheStats = "0"; +$pref::LightManager::sgUseBloom = ""; +$pref::LightManager::sgUseDRLHighDynamicRange = "0"; +$pref::LightManager::sgUseDynamicRangeLighting = "0"; +$pref::LightManager::sgUseDynamicShadows = "1"; +$pref::LightManager::sgUseToneMapping = ""; +*/ + +//exec( "./shaders.cs" ); +//exec( "./deferredShading.cs" ); + +function onActivateAdvancedLM() +{ + // Enable the offscreen target so that AL will work + // with MSAA back buffers and for HDR rendering. + AL_FormatToken.enable(); + + // Activate Deferred Shading + AL_DeferredShading.enable(); +} + +function onDeactivateAdvancedLM() +{ + // Disable the offscreen render target. + AL_FormatToken.disable(); + + // Deactivate Deferred Shading + AL_DeferredShading.disable(); +} + +function setAdvancedLighting() +{ + setLightManager( "Advanced Lighting" ); +} + diff --git a/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs new file mode 100644 index 000000000..a73598d9b --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs @@ -0,0 +1,276 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +// Vector Light State +new GFXStateBlockData( AL_VectorLightState ) +{ + blendDefined = true; + blendEnable = true; + blendSrc = GFXBlendOne; + blendDest = GFXBlendOne; + blendOp = GFXBlendOpAdd; + + zDefined = true; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; // G-buffer + mSamplerNames[0] = "deferredBuffer"; + samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.) + mSamplerNames[1] = "shadowMap"; + samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.) + mSamplerNames[2] = "dynamicShadowMap"; + samplerStates[3] = SamplerClampLinear; // SSAO Mask + mSamplerNames[3] = "ssaoMask"; + samplerStates[4] = SamplerWrapPoint; // Random Direction Map + + cullDefined = true; + cullMode = GFXCullNone; + + stencilDefined = true; + stencilEnable = true; + stencilFailOp = GFXStencilOpKeep; + stencilZFailOp = GFXStencilOpKeep; + stencilPassOp = GFXStencilOpKeep; + stencilFunc = GFXCmpLess; + stencilRef = 0; +}; + +// Vector Light Material +new ShaderData( AL_VectorLightShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/farFrustumQuadV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/vectorLightP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/farFrustumQuadV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/vectorLightP.glsl"; + + samplerNames[0] = "$deferredBuffer"; + samplerNames[1] = "$shadowMap"; + samplerNames[2] = "$dynamicShadowMap"; + samplerNames[3] = "$ssaoMask"; + samplerNames[4] = "$gTapRotationTex"; + samplerNames[5] = "$lightBuffer"; + samplerNames[6] = "$colorBuffer"; + samplerNames[7] = "$matInfoBuffer"; + + pixVersion = 3.0; +}; + +new CustomMaterial( AL_VectorLightMaterial ) +{ + shader = AL_VectorLightShader; + stateBlock = AL_VectorLightState; + + sampler["deferredBuffer"] = "#deferred"; + sampler["shadowMap"] = "$dynamiclight"; + sampler["dynamicShadowMap"] = "$dynamicShadowMap"; + sampler["ssaoMask"] = "#ssaoMask"; + sampler["lightBuffer"] = "#lightinfo"; + sampler["colorBuffer"] = "#color"; + sampler["matInfoBuffer"] = "#matinfo"; + + target = "lightinfo"; + + pixVersion = 3.0; +}; + +//------------------------------------------------------------------------------ + +// Convex-geometry light states +new GFXStateBlockData( AL_ConvexLightState ) +{ + blendDefined = true; + blendEnable = true; + blendSrc = GFXBlendOne; + blendDest = GFXBlendOne; + blendOp = GFXBlendOpAdd; + + zDefined = true; + zEnable = true; + zWriteEnable = false; + zFunc = GFXCmpGreaterEqual; + + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; // G-buffer + mSamplerNames[0] = "deferredBuffer"; + samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections) + mSamplerNames[1] = "shadowMap"; + samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections) + mSamplerNames[2] = "dynamicShadowMap"; + samplerStates[3] = SamplerClampLinear; // Cookie Map + samplerStates[4] = SamplerWrapPoint; // Random Direction Map + + cullDefined = true; + cullMode = GFXCullCW; + + stencilDefined = true; + stencilEnable = true; + stencilFailOp = GFXStencilOpKeep; + stencilZFailOp = GFXStencilOpKeep; + stencilPassOp = GFXStencilOpKeep; + stencilFunc = GFXCmpLess; + stencilRef = 0; +}; + +// Point Light Material +new ShaderData( AL_PointLightShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/pointLightP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/pointLightP.glsl"; + + samplerNames[0] = "$deferredBuffer"; + samplerNames[1] = "$shadowMap"; + samplerNames[2] = "$dynamicShadowMap"; + samplerNames[3] = "$cookieMap"; + samplerNames[4] = "$gTapRotationTex"; + samplerNames[5] = "$lightBuffer"; + samplerNames[6] = "$colorBuffer"; + samplerNames[7] = "$matInfoBuffer"; + + pixVersion = 3.0; +}; + +new CustomMaterial( AL_PointLightMaterial ) +{ + shader = AL_PointLightShader; + stateBlock = AL_ConvexLightState; + + sampler["deferredBuffer"] = "#deferred"; + sampler["shadowMap"] = "$dynamiclight"; + sampler["dynamicShadowMap"] = "$dynamicShadowMap"; + sampler["cookieMap"] = "$dynamiclightmask"; + sampler["lightBuffer"] = "#lightinfo"; + sampler["colorBuffer"] = "#color"; + sampler["matInfoBuffer"] = "#matinfo"; + + target = "lightinfo"; + + pixVersion = 3.0; +}; + +// Spot Light Material +new ShaderData( AL_SpotLightShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/spotLightP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/spotLightP.glsl"; + + samplerNames[0] = "$deferredBuffer"; + samplerNames[1] = "$shadowMap"; + samplerNames[2] = "$dynamicShadowMap"; + samplerNames[3] = "$cookieMap"; + samplerNames[4] = "$gTapRotationTex"; + samplerNames[5] = "$lightBuffer"; + samplerNames[6] = "$colorBuffer"; + samplerNames[7] = "$matInfoBuffer"; + + pixVersion = 3.0; +}; + +new CustomMaterial( AL_SpotLightMaterial ) +{ + shader = AL_SpotLightShader; + stateBlock = AL_ConvexLightState; + + sampler["deferredBuffer"] = "#deferred"; + sampler["shadowMap"] = "$dynamiclight"; + sampler["dynamicShadowMap"] = "$dynamicShadowMap"; + sampler["cookieMap"] = "$dynamiclightmask"; + sampler["lightBuffer"] = "#lightinfo"; + sampler["colorBuffer"] = "#color"; + sampler["matInfoBuffer"] = "#matinfo"; + + target = "lightinfo"; + + pixVersion = 3.0; +}; + +/// This material is used for generating deferred +/// materials for objects that do not have materials. +new Material( AL_DefaultDeferredMaterial ) +{ + // We need something in the first pass else it + // won't create a proper material instance. + // + // We use color here because some objects may not + // have texture coords in their vertex format... + // for example like terrain. + // + diffuseColor[0] = "1 1 1 1"; +}; + +/// This material is used for generating shadow +/// materials for objects that do not have materials. +new Material( AL_DefaultShadowMaterial ) +{ + // We need something in the first pass else it + // won't create a proper material instance. + // + // We use color here because some objects may not + // have texture coords in their vertex format... + // for example like terrain. + // + diffuseColor[0] = "1 1 1 1"; + + // This is here mostly for terrain which uses + // this material to create its shadow material. + // + // At sunset/sunrise the sun is looking thru + // backsides of the terrain which often are not + // closed. By changing the material to be double + // sided we avoid holes in the shadowed geometry. + // + doubleSided = true; +}; + +// Particle System Point Light Material +new ShaderData( AL_ParticlePointLightShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/pointLightP.glsl"; + + samplerNames[0] = "$deferredBuffer"; + + pixVersion = 3.0; +}; + +new CustomMaterial( AL_ParticlePointLightMaterial ) +{ + shader = AL_ParticlePointLightShader; + stateBlock = AL_ConvexLightState; + + sampler["deferredBuffer"] = "#deferred"; + target = "lightinfo"; + + pixVersion = 3.0; +}; diff --git a/Templates/BaseGame/game/core/lighting/scripts/basicLighting_Init.cs b/Templates/BaseGame/game/core/lighting/scripts/basicLighting_Init.cs new file mode 100644 index 000000000..99be20c5c --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/scripts/basicLighting_Init.cs @@ -0,0 +1,92 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//exec( "./shadowFilter.cs" ); + +singleton GFXStateBlockData( BL_ProjectedShadowSBData ) +{ + blendDefined = true; + blendEnable = true; + blendSrc = GFXBlendDestColor; + blendDest = GFXBlendZero; + + zDefined = true; + zEnable = true; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + vertexColorEnable = true; +}; + +singleton ShaderData( BL_ProjectedShadowShaderData ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/projectedShadowV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/projectedShadowP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/projectedShadowV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/projectedShadowP.glsl"; + + samplerNames[0] = "inputTex"; + + pixVersion = 2.0; +}; + +singleton CustomMaterial( BL_ProjectedShadowMaterial ) +{ + sampler["inputTex"] = "$miscbuff"; + + shader = BL_ProjectedShadowShaderData; + stateBlock = BL_ProjectedShadowSBData; + version = 2.0; + forwardLit = true; +}; + +function onActivateBasicLM() +{ + // If HDR is enabled... enable the special format token. + if ( $platform !$= "macos" && HDRPostFx.isEnabled ) + AL_FormatToken.enable(); + + // Create render pass for projected shadow. + new RenderPassManager( BL_ProjectedShadowRPM ); + + // Create the mesh bin and add it to the manager. + %meshBin = new RenderMeshMgr(); + BL_ProjectedShadowRPM.addManager( %meshBin ); + + // Add both to the root group so that it doesn't + // end up in the MissionCleanup instant group. + RootGroup.add( BL_ProjectedShadowRPM ); + RootGroup.add( %meshBin ); +} + +function onDeactivateBasicLM() +{ + // Delete the pass manager which also deletes the bin. + BL_ProjectedShadowRPM.delete(); +} + +function setBasicLighting() +{ + setLightManager( "Basic Lighting" ); +} diff --git a/Templates/BaseGame/game/core/lighting/scripts/basicLighting_shadowFilter.cs b/Templates/BaseGame/game/core/lighting/scripts/basicLighting_shadowFilter.cs new file mode 100644 index 000000000..5aea7b607 --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/scripts/basicLighting_shadowFilter.cs @@ -0,0 +1,76 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +singleton ShaderData( BL_ShadowFilterShaderV ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/basic/shadowFilterV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/basic/shadowFilterP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/basic/gl/shadowFilterV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/basic/gl/shadowFilterP.glsl"; + + samplerNames[0] = "$diffuseMap"; + + defines = "BLUR_DIR=float2(1.0,0.0)"; + + pixVersion = 2.0; +}; + +singleton ShaderData( BL_ShadowFilterShaderH : BL_ShadowFilterShaderV ) +{ + defines = "BLUR_DIR=float2(0.0,1.0)"; +}; + + +singleton GFXStateBlockData( BL_ShadowFilterSB : PFX_DefaultStateBlock ) +{ + colorWriteDefined=true; + colorWriteRed=false; + colorWriteGreen=false; + colorWriteBlue=false; + blendDefined = true; + blendEnable = true; +}; + +// NOTE: This is ONLY used in Basic Lighting, and +// only directly by the ProjectedShadow. It is not +// meant to be manually enabled like other PostEffects. +singleton PostEffect( BL_ShadowFilterPostFx ) +{ + // Blur vertically + shader = BL_ShadowFilterShaderV; + stateBlock = PFX_DefaultStateBlock; + targetClear = "PFXTargetClear_OnDraw"; + targetClearColor = "0 0 0 0"; + texture[0] = "$inTex"; + target = "$outTex"; + + // Blur horizontal + new PostEffect() + { + shader = BL_ShadowFilterShaderH; + stateBlock = PFX_DefaultStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; + }; +}; diff --git a/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs b/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs new file mode 100644 index 000000000..5dbacd2e3 --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs @@ -0,0 +1,71 @@ +singleton ShaderData( ClearGBufferShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredClearGBufferP.glsl"; + + pixVersion = 2.0; +}; + +singleton ShaderData( DeferredColorShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredColorShaderP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredColorShaderP.glsl"; + + pixVersion = 2.0; +}; + +// Primary Deferred Shader +new GFXStateBlockData( AL_DeferredShadingState : PFX_DefaultStateBlock ) +{ + cullMode = GFXCullNone; + + blendDefined = true; + blendEnable = true; + blendSrc = GFXBlendSrcAlpha; + blendDest = GFXBlendInvSrcAlpha; + + samplersDefined = true; + samplerStates[0] = SamplerWrapLinear; + samplerStates[1] = SamplerWrapLinear; + samplerStates[2] = SamplerWrapLinear; + samplerStates[3] = SamplerWrapLinear; + samplerStates[4] = SamplerWrapLinear; +}; + +new ShaderData( AL_DeferredShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredShadingP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredShadingP.glsl"; + + samplerNames[0] = "colorBufferTex"; + samplerNames[1] = "lightDeferredTex"; + samplerNames[2] = "matInfoTex"; + samplerNames[3] = "deferredTex"; + + pixVersion = 2.0; +}; + +singleton PostEffect( AL_DeferredShading ) +{ + renderTime = "PFXAfterBin"; + renderBin = "SkyBin"; + shader = AL_DeferredShader; + stateBlock = AL_DeferredShadingState; + texture[0] = "#color"; + texture[1] = "#lightinfo"; + texture[2] = "#matinfo"; + texture[3] = "#deferred"; + + target = "$backBuffer"; + renderPriority = 10000; + allowReflectPass = true; +}; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/lighting/scripts/lighting.cs b/Templates/BaseGame/game/core/lighting/scripts/lighting.cs new file mode 100644 index 000000000..b7d4034ff --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/scripts/lighting.cs @@ -0,0 +1,74 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +function initLightingSystems(%manager) +{ + echo( "\nInitializing Lighting Systems" ); + + // First exec the scripts for the different light managers + // in the lighting folder. + /*%pattern = "./lighting/*//*init.cs"; + %file = findFirstFile( %pattern ); + if ( %file $= "" ) + { + // Try for DSOs next. + %pattern = "./lighting/*//*init.cs.dso"; + %file = findFirstFile( %pattern ); + } + + while( %file !$= "" ) + { + exec( %file ); + %file = findNextFile( %pattern ); + }*/ + + // Try the perfered one first. + %success = setLightManager(%manager); + + // Did we completely fail to initialize a light manager? + if (!%success) + { + // If we completely failed to initialize a light + // manager then the 3d scene cannot be rendered. + quitWithErrorMessage( "Failed to set a light manager!" ); + } +} + +//--------------------------------------------------------------------------------------------- + +function onLightManagerActivate( %lmName ) +{ + // Call activation callbacks. + %activateNewFn = "onActivate" @ getWord( %lmName, 0 ) @ "LM"; + if( isFunction( %activateNewFn ) ) + eval( %activateNewFn @ "();" ); +} + +//--------------------------------------------------------------------------------------------- + +function onLightManagerDeactivate( %lmName ) +{ + // Call deactivation callback. + %deactivateOldFn = "onDeactivate" @ getWord( %lmName, 0 ) @ "LM"; + if( isFunction( %deactivateOldFn ) ) + eval( %deactivateOldFn @ "();" ); +} diff --git a/Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs b/Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs new file mode 100644 index 000000000..f4875bf08 --- /dev/null +++ b/Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs @@ -0,0 +1,32 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +new ShaderData(BlurDepthShader) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/gl/boxFilterV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/gl/boxFilterP.glsl"; + pixVersion = 2.0; +}; diff --git a/Templates/BaseGame/game/core/postFX/Core_PostFX.cs b/Templates/BaseGame/game/core/postFX/Core_PostFX.cs new file mode 100644 index 000000000..d36d912ab --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/Core_PostFX.cs @@ -0,0 +1,33 @@ + +function Core_PostFX::onCreate(%this) +{ + // + exec("./scripts/postFx.cs"); + /*exec("./scripts/postFxManager.gui.cs"); + exec("./scripts/postFxManager.gui.settings.cs"); + exec("./scripts/postFxManager.persistance.cs"); + + exec("./scripts/default.postfxpreset.cs"); + + exec("./scripts/caustics.cs"); + exec("./scripts/chromaticLens.cs"); + exec("./scripts/dof.cs"); + exec("./scripts/edgeAA.cs"); + exec("./scripts/flash.cs"); + exec("./scripts/fog.cs"); + exec("./scripts/fxaa.cs"); + exec("./scripts/GammaPostFX.cs"); + exec("./scripts/glow.cs"); + exec("./scripts/hdr.cs"); + exec("./scripts/lightRay.cs"); + exec("./scripts/MLAA.cs"); + exec("./scripts/MotionBlurFx.cs"); + exec("./scripts/ovrBarrelDistortion.cs"); + exec("./scripts/ssao.cs"); + exec("./scripts/turbulence.cs"); + exec("./scripts/vignette.cs");*/ +} + +function Core_PostFX::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/Core_PostFX.module b/Templates/BaseGame/game/core/postFX/Core_PostFX.module new file mode 100644 index 000000000..627a32d94 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/Core_PostFX.module @@ -0,0 +1,10 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/guis/postFxManager.gui b/Templates/BaseGame/game/core/postFX/guis/postFxManager.gui new file mode 100644 index 000000000..6a704eb65 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/guis/postFxManager.gui @@ -0,0 +1,2755 @@ +//--- OBJECT WRITE BEGIN --- +%guiContent = new GuiControl(PostFXManager) { + position = "0 0"; + extent = "1024 768"; + minExtent = "8 8"; + horizSizing = "width"; + vertSizing = "height"; + profile = "GuiModelessDialogProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "1"; + + new DbgFileView() { + position = "0 0"; + extent = "8 2"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiWindowCtrl(ppOptionsWindow) { + text = "PostFX Manager"; + resizeWidth = "0"; + resizeHeight = "0"; + canMove = "1"; + canClose = "1"; + canMinimize = "0"; + canMaximize = "0"; + canCollapse = "0"; + closeCommand = "Canvas.popDialog(PostFXManager);"; + edgeSnap = "0"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "306 216"; + extent = "411 336"; + minExtent = "8 8"; + horizSizing = "center"; + vertSizing = "center"; + profile = "GuiWindowProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiBitmapBorderCtrl() { + position = "11 77"; + extent = "390 216"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabBorderProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTabBookCtrl(ppOptionsTabBook) { + tabPosition = "Top"; + tabMargin = "7"; + minTabWidth = "32"; + tabHeight = "20"; + allowReorder = "0"; + defaultPage = "-1"; + selectedPage = "1"; + frontTabPadding = "0"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "11 58"; + extent = "394 233"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabBookProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiTabPageCtrl(ppOptionsSSAOTab) { + fitBook = "0"; + text = "SSAO"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "394 213"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Options for the Screen Space Ambient Occlusion postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiBitmapBorderCtrl() { + position = "12 30"; + extent = "365 170"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabBorderProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "1"; + }; + new GuiTabBookCtrl(ppOptionsSSAOOptions) { + tabPosition = "Top"; + tabMargin = "7"; + minTabWidth = "64"; + tabHeight = "20"; + allowReorder = "0"; + defaultPage = "-1"; + selectedPage = "2"; + frontTabPadding = "0"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "12 11"; + extent = "362 185"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabBookProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiTabPageCtrl(ppOptionsSSAOGeneralTab) { + fitBook = "0"; + text = "General"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "362 165"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Contains general overall settings for the SSAO postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiTextCtrl(ppOptionsSSAOOverallStrengthLabel) { + text = "Overall Strength"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "31 57"; + extent = "77 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the overall strength of the Ambient Occlusion effect."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAOBlurDepthLabel) { + text = "Blur (Softness)"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "38 85"; + extent = "73 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the amount of softness in the SSAO, overall."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAOBlurNormalLabel) { + text = "Blur (Normal Maps)"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "19 112"; + extent = "92 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the amount of softness in the SSAO, in the normal maps."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiPopUpMenuCtrl(ppOptionsSSAOQuality) { + maxPopupHeight = "200"; + sbUsesNAColor = "0"; + reverseTextList = "0"; + bitmapBounds = "16 16"; + text = "Low"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "120 28"; + extent = "211 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiPopUpMenuProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAOQualityLabel) { + text = "Quality"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "76 29"; + extent = "32 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOOverallStrength) { + range = "0 50"; + ticks = "1000"; + snap = "0"; + value = "2"; + position = "120 56"; + extent = "211 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOBlurDepth) { + range = "0 0.3"; + ticks = "1000"; + snap = "0"; + value = "0.001"; + position = "120 86"; + extent = "211 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOBlurNormal) { + range = "0 1"; + ticks = "1000"; + snap = "0"; + value = "0.95"; + position = "119 113"; + extent = "212 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsSSAONearTab) { + fitBook = "0"; + text = "Near"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "362 165"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Contains settings for the near range ambient occlusion aspect of the SSAO postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiSliderCtrl(ppOptionsSSAONearRadius) { + range = "0.001 5"; + ticks = "1000"; + snap = "0"; + value = "0.1"; + position = "122 17"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAONearDepthMin) { + range = "0 5"; + ticks = "1000"; + snap = "0"; + value = "0.1"; + position = "122 62"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAONearStrength) { + range = "0 20"; + ticks = "1000"; + snap = "0"; + value = "6"; + position = "122 39"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAONearRadiusLabel) { + text = "Radius"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "80 16"; + extent = "34 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the near/small radius SSAO reach."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAONearStrengthLabel) { + text = "Strength"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "73 38"; + extent = "41 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the near/small radius SSAO strength."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAONearDepthMinLabel) { + text = "Depth Min"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "66 61"; + extent = "48 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the near/small radius SSAO minimum depth value."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAONearDepthMaxLabel) { + text = "Depth Max"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "62 85"; + extent = "52 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the near/small radius SSAO maximum depth value."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAONearDepthMax) { + range = "0 50"; + ticks = "1000"; + snap = "0"; + value = "1"; + position = "122 86"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAONearToleranceNormal) { + range = "0 2"; + ticks = "1000"; + snap = "0"; + value = "0"; + position = "122 133"; + extent = "103 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAONearTolerancePower) { + range = "0 2"; + ticks = "1000"; + snap = "0"; + value = "1"; + position = "246 133"; + extent = "97 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAONearToleranceLabel2) { + text = "Tolerance / Power"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "24 132"; + extent = "92 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAONearToleranceLabel1) { + text = "Normal Maps : "; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "19 113"; + extent = "71 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsSSAOFarTab) { + fitBook = "0"; + text = "Far"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "362 165"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Contains settings for the far range ambient occlusion aspect of the SSAO postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiTextCtrl(ppOptionsSSAOFarRadiusLabel) { + text = "Radius"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "80 16"; + extent = "34 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the far/large radius SSAO reach."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOFarRadius) { + range = "0.001 5"; + ticks = "1000"; + snap = "0"; + value = "1"; + position = "122 17"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAOFarStrengthLabel) { + text = "Strength"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "73 38"; + extent = "41 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the far/large radius SSAO strength."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOFarStrength) { + range = "0 20"; + ticks = "1000"; + snap = "0"; + value = "10"; + position = "122 39"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAOFarDepthMinLabel) { + text = "Depth Min"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "66 61"; + extent = "48 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the far/large radius SSAO minimum depth."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOFarDepthMin) { + range = "0 5"; + ticks = "1000"; + snap = "0"; + value = "0.2"; + position = "122 62"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAOFarDepthMaxLabel) { + text = "Depth Max"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "62 85"; + extent = "52 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the far/large radius SSAO maximum."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOFarDepthMax) { + range = "0 5"; + ticks = "1000"; + snap = "0"; + value = "2"; + position = "122 86"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsSSAOFarToleranceLabel1) { + text = "Normal Maps :"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "6 113"; + extent = "72 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl() { + text = "Tolerance / Power"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "24 132"; + extent = "90 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOFarToleranceNormal) { + range = "0 2"; + ticks = "1000"; + snap = "0"; + value = "0"; + position = "122 133"; + extent = "100 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsSSAOFarTolerancePower) { + range = "0 2"; + ticks = "1000"; + snap = "0"; + value = "2"; + position = "239 133"; + extent = "104 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + }; + new GuiCheckBoxCtrl(ppOptionsEnableSSAO) { + useInactiveState = "0"; + text = "Enable"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "329 7"; + extent = "53 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enable/Disable the SSAO postFX"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsHDRTab) { + fitBook = "0"; + text = "HDR"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "394 213"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Options for the High Definition Range Lighting postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiBitmapBorderCtrl() { + position = "12 30"; + extent = "363 172"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabBorderProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "1"; + }; + new GuiTabBookCtrl(ppOptionsHDROptions) { + tabPosition = "Top"; + tabMargin = "7"; + minTabWidth = "64"; + tabHeight = "20"; + allowReorder = "0"; + defaultPage = "-1"; + selectedPage = "0"; + frontTabPadding = "0"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "12 11"; + extent = "365 195"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabBookProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiTabPageCtrl(ppOptionsHDRBrightnessTab) { + fitBook = "0"; + text = "Brightness"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "365 175"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Contains settings related to the brightness of the HDR postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiSliderCtrl(ppOptionsHDRMinLuminance) { + range = "0 1"; + ticks = "1000"; + snap = "0"; + value = "0"; + position = "132 77"; + extent = "206 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Value : 0"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsHDRKeyValue) { + range = "0 1"; + ticks = "1000"; + snap = "0"; + value = "0.0459184"; + position = "132 50"; + extent = "206 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Value : 0.0459184"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRKeyValueLabel) { + text = "Key Value"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "69 50"; + extent = "52 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The tone mapping middle grey or exposure value used to adjust the overall \"balance\" of the image."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRMinLuminanceLabel) { + text = "Minimum Luminance"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "25 77"; + extent = "96 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The minimum luminance value to allow when tone mapping the scene. This is particularly useful if your scene is very dark or has a black ambient color in places."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRWhiteCutoffLabel) { + text = "White Cutoff"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "56 104"; + extent = "65 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The cutoff level for the white levels in the brightness."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsHDRWhiteCutoff) { + range = "0 1"; + ticks = "1000"; + snap = "0"; + value = "0.52551"; + position = "132 104"; + extent = "206 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Value : 0.52551"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsHDRBrightnessAdaptRate) { + range = "0.1 10"; + ticks = "1000"; + snap = "0"; + value = "2"; + position = "132 132"; + extent = "205 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRBrightnessAdaptRateLabel) { + text = "Brightness Adapt Rate"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "12 132"; + extent = "109 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The speed at which the view adjusts to the new lighting in the environment."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRKeyValueLabel1) { + text = "Tone Mapping Contrast"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "10 24"; + extent = "111 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Tone mapping contrast is the amount of scene to blend, with the tone mapped HDR scene. Lower values are recommended but higher values give a strong contrasted darker shadowed look."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsHDRToneMappingAmount) { + range = "0 1"; + ticks = "1000"; + snap = "0"; + value = "0.265306"; + position = "132 24"; + extent = "206 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "value : 0.265306"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsHDRBloomTab) { + fitBook = "0"; + text = "Bloom"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "365 175"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Contains settings related to the blooming aspect of the HDR postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiSliderCtrl(ppOptionsHDRBloomBlurMultiplier) { + range = "0 5"; + ticks = "1000"; + snap = "0"; + value = "0.502645"; + position = "132 70"; + extent = "199 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Value : 0.502645"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsHDRBloomBlurMean) { + range = "0 1"; + ticks = "1000"; + snap = "0"; + value = "0.510526"; + position = "132 97"; + extent = "200 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Value : 0.510526"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsHDRBloomBlurStdDev) { + range = "0 3"; + ticks = "1000"; + snap = "0"; + value = "1.4127"; + position = "132 123"; + extent = "199 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Value : 1.4127"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRBlurMultiplierLabel) { + text = "Blur Multiplier"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "59 70"; + extent = "63 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The amount of blur to apply to the bloomed areas in the HDR."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRBlurMeanLabel) { + text = "Blur \"mean\" value"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "38 97"; + extent = "84 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRBlurStandardDevianceLabel) { + text = "Blur \"Std Dev\" value"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "23 123"; + extent = "99 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsHDRBloomBrightPassThresholdLabel) { + text = "Bright pass threshold"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "19 43"; + extent = "103 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The bright pass threshold controls how bright the brightest areas of the scene are in the HDR."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsHDRBloomBlurBrightPassThreshold) { + range = "0 5"; + ticks = "1000"; + snap = "0"; + value = "1.60526"; + position = "132 43"; + extent = "200 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Value : 1.60526"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiCheckBoxCtrl(ppOptionsHDRBloom) { + useInactiveState = "0"; + text = " Enable Bloom"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "250 9"; + extent = "85 24"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enables or disables the bloom (glowing effect) of the HDR PostFX."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsHDRBloomEffectsTab) { + fitBook = "0"; + text = "Effects"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "365 175"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Contains settings related to the effects the HDR postFX can offer"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiCheckBoxCtrl(ppOptionsHDREffectsBlueShift) { + useInactiveState = "0"; + text = " Enable Color Shift"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "11 4"; + extent = "117 24"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enables a scene tinting/Blue shift based on the color selected below."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiColorPickerCtrl(ppOptionsHDREffectsBlueShiftColorBlend) { + baseColor = "1 0 0.0235294 1"; + pickColor = "0 0 0 1"; + selectorGap = "1"; + displayMode = "BlendColor"; + actionOnMove = "1"; + showReticle = "1"; + position = "10 29"; + extent = "344 110"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Select a color"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiColorPickerCtrl(ppOptionsHDREffectsBlueShiftColorBaseColor) { + baseColor = "1 0 0.0235294 1"; + pickColor = "0 0 0 1"; + selectorGap = "1"; + displayMode = "HorizColor"; + actionOnMove = "1"; + showReticle = "1"; + position = "10 142"; + extent = "343 21"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Select a color"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + }; + new GuiCheckBoxCtrl(ppOptionsHDRToneMapping) { + useInactiveState = "0"; + text = " Enable Tone Mapping"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "18 8"; + extent = "120 24"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enables or disabled tone mapping on the HDR. The tone mapping balanced the brightness levels during the HDR process. Recommended"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiCheckBoxCtrl(ppOptionsEnableHDR) { + useInactiveState = "0"; + text = "Enable"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "329 7"; + extent = "53 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enable/Disable the HDR postFX (takes some time to initialise, be patient)"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiCheckBoxCtrl(ppOptionsEnableHDRDebug) { + useInactiveState = "0"; + text = "Debug"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "262 7"; + extent = "53 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsLightRaysTab) { + fitBook = "0"; + text = "Light Rays"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "394 213"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Options for the Light Rays postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiSliderCtrl(ppOptionsLightRaysBrightScalar) { + range = "0 5"; + ticks = "1000"; + snap = "0"; + value = "0.75"; + position = "96 46"; + extent = "264 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsLightRaysBrightnessScalarLabel) { + text = "Brightness"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "26 48"; + extent = "87 15"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls how bright the rays and the object casting them are in the scene."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + + new GuiSliderCtrl(ppOptionsLightRaysSampleScalar) { + range = "20 512"; + ticks = "512"; + snap = "0"; + value = "40"; + position = "96 75"; + extent = "264 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + + new GuiTextCtrl(ppOptionsLightRaysSampleScalarLabel) { + text = "Samples"; + maxLength = "512"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "26 76"; + extent = "87 15"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the number of samples for the shader."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + + new GuiSliderCtrl(ppOptionsLightRaysDensityScalar) { + range = "0.01 1"; + ticks = "1000"; + snap = "0"; + value = "0.94"; + position = "96 105"; + extent = "264 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + + new GuiTextCtrl(ppOptionsLightRaysDensityScalarLabel) { + text = "Density"; + maxLength = "1000"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "26 106"; + extent = "87 15"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the density of the rays."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + + new GuiSliderCtrl(ppOptionsLightRaysWeightScalar) { + range = "0.1 10"; + ticks = "1000"; + snap = "0"; + value = "5.65"; + position = "96 135"; + extent = "264 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + + new GuiTextCtrl(ppOptionsLightRaysWeightScalarLabel) { + text = "Weight"; + maxLength = "1000"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "26 136"; + extent = "87 15"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the weight of the rays."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + + + new GuiSliderCtrl(ppOptionsLightRaysDecayScalar) { + range = "0.01 1"; + ticks = "1000"; + snap = "0"; + value = "1.0"; + position = "96 165"; + extent = "264 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + + new GuiTextCtrl(ppOptionsLightRaysDecayScalarLabel) { + text = "Decay"; + maxLength = "1000"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "26 166"; + extent = "87 15"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the decay of the rays."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiCheckBoxCtrl(ppOptionsEnableLightRays) { + useInactiveState = "0"; + text = "Enable"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "329 7"; + extent = "53 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enable/Disable the light rays postFX"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsDOFTab) { + fitBook = "0"; + text = "DOF"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "394 213"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Options for the Depth Of Field postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiBitmapBorderCtrl() { + position = "14 28"; + extent = "362 170"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabBorderProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "1"; + }; + new GuiTabBookCtrl() { + tabPosition = "Top"; + tabMargin = "7"; + minTabWidth = "64"; + tabHeight = "20"; + allowReorder = "0"; + defaultPage = "-1"; + selectedPage = "1"; + frontTabPadding = "0"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "14 9"; + extent = "360 189"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabBookProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiTabPageCtrl(ppOptionsDOFGeneralTab) { + fitBook = "0"; + text = "General"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "360 169"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Contains general settings related to the DOF system"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + //new GuiCheckBoxCtrl(ppOptionsDOFEnableDOF) { + //useInactiveState = "0"; + //text = "Enable DOF"; + //groupNum = "-1"; + //buttonType = "ToggleButton"; + //useMouseEvents = "0"; + //position = "31 43"; + //extent = "140 30"; + //minExtent = "8 2"; + //horizSizing = "right"; + //vertSizing = "bottom"; + //profile = "GuiCheckBoxProfile"; + //visible = "1"; + //active = "1"; + //tooltipProfile = "GuiToolTipProfile"; + //hovertime = "1000"; + //isContainer = "0"; + //canSave = "1"; + //canSaveDynamicFields = "0"; + //}; + new GuiCheckBoxCtrl(ppOptionsDOFEnableAutoFocus) { + useInactiveState = "0"; + text = "Enable Auto Focus"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "31 8"; + extent = "140 30"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsDOFAutoFocusTab) { + fitBook = "0"; + text = "Auto Focus"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 20"; + extent = "360 169"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Contains settings related to the fine control of the auto focus system"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiTextCtrl(ppOptionsDOFNearBlurMaxLabel) { + text = "Near Blur Max"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "36 8"; + extent = "67 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The max allowed value of near blur"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsDOFFarBlurMinSlider) { + range = "0 1"; + ticks = "1000"; + snap = "0"; + value = "0"; + position = "120 8"; + extent = "224 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsDOFFarBlurMaxLabel) { + text = "Far Blur Max"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "43 34"; + extent = "60 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The max allowed value of far blur"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsDOFFarBlurMaxSlider) { + range = "0 1"; + ticks = "1000"; + snap = "0"; + value = "0"; + position = "120 34"; + extent = "224 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsDOFFocusRangeMinLabel) { + text = "Focus Range (Min)"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "13 61"; + extent = "90 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The distance range around the focal distance that remains in focus (in meters, minimum distance in focus) focal distance it is\r\ndependant on the visible distance set in your level"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsDOFFocusRangeMinSlider) { + range = "0.01 1e+003"; + ticks = "1000"; + snap = "0"; + value = "0.01"; + position = "120 61"; + extent = "224 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsDOFFocusRangeMaxLabel) { + text = "Focus Range (Max)"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "9 88"; + extent = "95 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "The distance range around the focal distance that remains in focus (in meters, maximum distance in focus) focal distance it is\r\ndependant on the visible distance set in your level"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsDOFFocusRangeMaxSlider) { + range = "0.01 1e+003"; + ticks = "1000"; + snap = "0"; + value = "0.01"; + position = "119 87"; + extent = "224 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsDOFBurCurveNearLabel) { + text = "Blur Curve Near"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "27 114"; + extent = "77 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "A small number causes bluriness to increase gradually\r\nat distances closer than the focal distance. A large number causes bluriness to \r\nincrease quickly"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsDOFBlurCurveNearSlider) { + range = "0 50"; + ticks = "1000"; + snap = "0"; + value = "0"; + position = "119 114"; + extent = "225 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsDOFBlurCurveFarLabel) { + text = "Blur Curve Far"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "33 139"; + extent = "70 16"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "A small number causes bluriness to increase gradually\r\nat distances closer than the focal distance. A large number causes bluriness to \r\nincrease quickly"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsDOFBlurCurveFarSlider) { + range = "0 50"; + ticks = "1000"; + snap = "0"; + value = "0"; + position = "119 141"; + extent = "224 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + }; + new GuiCheckBoxCtrl(ppOptionsEnableDOF) { + useInactiveState = "0"; + text = "Enable"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "329 7"; + extent = "53 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enable/Disable the Depth of field postFX"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl(ppOptionsVignetteTab) { + fitBook = "0"; + text = "Vignette"; + maxLength = "1024"; + docking = "Client"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "1"; + anchorLeft = "1"; + anchorRight = "1"; + position = "0 40"; + extent = "394 193"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Options for the Vignette postFX"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + Enabled = "1"; + + new GuiCheckBoxCtrl(ppOptionsEnableVignette) { + text = "Enable"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "329 7"; + extent = "53 20"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enable/Disable the vignette postFX"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiSliderCtrl(ppOptionsVignetteVMax) { + range = "0.001 5"; + ticks = "1000"; + snap = "0"; + value = "0.6"; + position = "96 46"; + extent = "221 17"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiSliderBoxProfile"; + visible = "1"; + active = "1"; + variable = "$VignettePostEffect::VMax"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsVignetteVMaxLabel) { + text = "Radius"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "26 48"; + extent = "41 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Controls the maximum exposure of vignetting."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + new GuiTabPageCtrl() { + fitBook = "0"; + text = "Color Correction"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "8 27"; + extent = "376 200"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTabPageProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + internalName = "ColorCorrectionTab"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiTextCtrl() { + text = "Color Correction Ramp"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "6 7"; + extent = "118 13"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextEditCtrl() { + historySize = "0"; + tabComplete = "0"; + sinkAllKeyEvents = "0"; + password = "0"; + passwordMask = "*"; + text = "core/postFX/images/null_color_ramp.png"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "6 29"; + extent = "365 18"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextEditProfile"; + visible = "1"; + active = "1"; + altCommand = "ppColorCorrection_selectFileHandler( $thisControl.getText() );"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + internalName = "ColorCorrectionFileName"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiButtonCtrl() { + text = "Select..."; + groupNum = "-1"; + buttonType = "PushButton"; + useMouseEvents = "0"; + position = "252 54"; + extent = "56 22"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiButtonProfile"; + visible = "1"; + active = "1"; + command = "ppColorCorrection_selectFile();"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + internalName = "ColorCorrectionButton"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiButtonCtrl() { + text = "Reset"; + groupNum = "-1"; + buttonType = "PushButton"; + useMouseEvents = "0"; + position = "315 54"; + extent = "56 22"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiButtonProfile"; + visible = "1"; + active = "1"; + command = "ppColorCorrection_selectFileHandler( \"\" );"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + internalName = "ColorCorrectionReset"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; + }; + new GuiButtonCtrl(ppOptionsApply) { + text = "Apply"; + groupNum = "-1"; + buttonType = "PushButton"; + useMouseEvents = "0"; + position = "309 302"; + extent = "93 23"; + minExtent = "8 8"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiButtonProfile"; + visible = "1"; + active = "1"; + command = "PostFXManager.settingsApplyAll(); Canvas.popDialog(PostFXManager);"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Apply the settings and close this dialog"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiButtonCtrl(ppOptionsSavePreset) { + text = "Save Preset..."; + groupNum = "-1"; + buttonType = "PushButton"; + useMouseEvents = "0"; + position = "111 302"; + extent = "93 23"; + minExtent = "8 8"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiButtonProfile"; + visible = "1"; + active = "1"; + command = "PostFXManager.savePresetFile();"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Save the preset to a file to disk for later use (use postfx::applyPreset)"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiButtonCtrl(ppOptionsLoadPreset) { + text = "Load Preset..."; + groupNum = "-1"; + buttonType = "PushButton"; + useMouseEvents = "0"; + position = "12 302"; + extent = "93 23"; + minExtent = "8 8"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiButtonProfile"; + visible = "1"; + active = "1"; + command = "PostFXManager.loadPresetFile();"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Load a post FX preset file from disk"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiCheckBoxCtrl(ppOptionsEnable) { + useInactiveState = "0"; + text = "Enable PostFX System"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + position = "13 24"; + extent = "127 30"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiCheckBoxProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Enable or Disable the postFX system"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiPopUpMenuCtrl(ppOptionsQuality) { + maxPopupHeight = "200"; + sbUsesNAColor = "0"; + reverseTextList = "0"; + bitmapBounds = "16 16"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "278 30"; + extent = "122 21"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiPopUpMenuProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Used to adjust the quality/performance settings of the PostFX system. Some PostFX may not adhere to the settings in this dialog."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(ppOptionsQualityLabel) { + text = "Quality"; + maxLength = "1024"; + margin = "0 0 0 0"; + padding = "0 0 0 0"; + anchorTop = "1"; + anchorBottom = "0"; + anchorLeft = "1"; + anchorRight = "0"; + position = "238 32"; + extent = "39 12"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Used to adjust the quality/performance settings of the PostFX system. Some PostFX may not adhere to the settings in this dialog."; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiButtonCtrl(ppOptionsOk1) { + text = "Revert"; + groupNum = "-1"; + buttonType = "PushButton"; + useMouseEvents = "0"; + position = "210 302"; + extent = "93 23"; + minExtent = "8 8"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiButtonProfile"; + visible = "1"; + active = "1"; + command = "postProcessOptionsDlg.applySettings(); Canvas.popDialog(postProcessOptionsDlg);"; + tooltipProfile = "GuiToolTipProfile"; + tooltip = "Revert any changes made since opening the dialog"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; +}; +//--- OBJECT WRITE END --- diff --git a/Templates/BaseGame/game/core/postFX/images/AreaMap33.dds b/Templates/BaseGame/game/core/postFX/images/AreaMap33.dds new file mode 100644 index 000000000..e01982a94 Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/AreaMap33.dds differ diff --git a/Templates/BaseGame/game/core/postFX/images/caustics_1.png b/Templates/BaseGame/game/core/postFX/images/caustics_1.png new file mode 100644 index 000000000..49821ad0f Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/caustics_1.png differ diff --git a/Templates/BaseGame/game/core/postFX/images/caustics_2.png b/Templates/BaseGame/game/core/postFX/images/caustics_2.png new file mode 100644 index 000000000..99097fa0e Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/caustics_2.png differ diff --git a/Templates/BaseGame/game/core/postFX/images/inactive-overlay.png b/Templates/BaseGame/game/core/postFX/images/inactive-overlay.png new file mode 100644 index 000000000..feab83209 Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/inactive-overlay.png differ diff --git a/Templates/BaseGame/game/core/postFX/images/materials.cs b/Templates/BaseGame/game/core/postFX/images/materials.cs new file mode 100644 index 000000000..a13c751b3 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/images/materials.cs @@ -0,0 +1,32 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton Material( Empty ) +{ +}; + +singleton Material(WarningMaterial) { + detailMap[0] = "missingTexture"; + diffuseColor[0] = "25 16 0"; + emissive[0] = false; + translucent = false; +}; diff --git a/Templates/BaseGame/game/core/postFX/images/missingTexture.png b/Templates/BaseGame/game/core/postFX/images/missingTexture.png new file mode 100644 index 000000000..80a7874da Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/missingTexture.png differ diff --git a/Templates/BaseGame/game/core/postFX/images/noise.png b/Templates/BaseGame/game/core/postFX/images/noise.png new file mode 100644 index 000000000..ebff74256 Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/noise.png differ diff --git a/Templates/BaseGame/game/core/postFX/images/null_color_ramp.png b/Templates/BaseGame/game/core/postFX/images/null_color_ramp.png new file mode 100644 index 000000000..5f5a52186 Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/null_color_ramp.png differ diff --git a/Templates/BaseGame/game/core/postFX/images/unavailable.png b/Templates/BaseGame/game/core/postFX/images/unavailable.png new file mode 100644 index 000000000..9d818a376 Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/unavailable.png differ diff --git a/Templates/BaseGame/game/core/postFX/images/warnMat.dds b/Templates/BaseGame/game/core/postFX/images/warnMat.dds new file mode 100644 index 000000000..ea99dcbd7 Binary files /dev/null and b/Templates/BaseGame/game/core/postFX/images/warnMat.dds differ diff --git a/Templates/BaseGame/game/core/postFX/scripts/GammaPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/GammaPostFX.cs new file mode 100644 index 000000000..293d44714 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/GammaPostFX.cs @@ -0,0 +1,73 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton ShaderData( GammaShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gammaP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/gammaP.glsl"; + + samplerNames[0] = "$backBuffer"; + samplerNames[1] = "$colorCorrectionTex"; + + pixVersion = 2.0; +}; + +singleton GFXStateBlockData( GammaStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampLinear; +}; + +singleton PostEffect( GammaPostFX ) +{ + isEnabled = true; + allowReflectPass = true; + + renderTime = "PFXBeforeBin"; + renderBin = "EditorBin"; + renderPriority = 9998; + + shader = GammaShader; + stateBlock = GammaStateBlock; + + texture[0] = "$backBuffer"; + texture[1] = $HDRPostFX::colorCorrectionRamp; + textureSRGB[1] = true; +}; + +function GammaPostFX::preProcess( %this ) +{ + if ( %this.texture[1] !$= $HDRPostFX::colorCorrectionRamp ) + %this.setTexture( 1, $HDRPostFX::colorCorrectionRamp ); +} + +function GammaPostFX::setShaderConsts( %this ) +{ + %clampedGamma = mClamp( $pref::Video::Gamma, 2.0, 2.5); + %this.setShaderConst( "$OneOverGamma", 1 / %clampedGamma ); + %this.setShaderConst( "$Brightness", $pref::Video::Brightness ); + %this.setShaderConst( "$Contrast", $pref::Video::Contrast ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/MLAA.cs b/Templates/BaseGame/game/core/postFX/scripts/MLAA.cs new file mode 100644 index 000000000..491c98e4e --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/MLAA.cs @@ -0,0 +1,186 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + +// NOTE: This is currently disabled in favor of FXAA. See +// core\scripts\client\canvas.cs if you want to re-enable it. + +singleton GFXStateBlockData( MLAA_EdgeDetectStateBlock : PFX_DefaultStateBlock ) +{ + // Mark the edge pixels in stencil. + stencilDefined = true; + stencilEnable = true; + stencilPassOp = GFXStencilOpReplace; + stencilFunc = GFXCmpAlways; + stencilRef = 1; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; +}; + +singleton ShaderData( MLAA_EdgeDetectionShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/offsetV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/edgeDetectionP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/offsetV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/edgeDetectionP.glsl"; + + samplerNames[0] = "$colorMapG"; + samplerNames[1] = "$deferredMap"; + + pixVersion = 3.0; +}; + +singleton GFXStateBlockData( MLAA_BlendWeightCalculationStateBlock : PFX_DefaultStateBlock ) +{ + // Here we want to process only marked pixels. + stencilDefined = true; + stencilEnable = true; + stencilPassOp = GFXStencilOpKeep; + stencilFunc = GFXCmpEqual; + stencilRef = 1; + + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; + samplerStates[1] = SamplerClampLinear; + samplerStates[2] = SamplerClampPoint; +}; + +singleton ShaderData( MLAA_BlendWeightCalculationShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/passthruV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/blendWeightCalculationP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/passthruV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/blendWeightCalculationP.glsl"; + + samplerNames[0] = "$edgesMap"; + samplerNames[1] = "$edgesMapL"; + samplerNames[2] = "$areaMap"; + + pixVersion = 3.0; +}; + +singleton GFXStateBlockData( MLAA_NeighborhoodBlendingStateBlock : PFX_DefaultStateBlock ) +{ + // Here we want to process only marked pixels too. + stencilDefined = true; + stencilEnable = true; + stencilPassOp = GFXStencilOpKeep; + stencilFunc = GFXCmpEqual; + stencilRef = 1; + + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; + samplerStates[1] = SamplerClampLinear; + samplerStates[2] = SamplerClampPoint; +}; + +singleton ShaderData( MLAA_NeighborhoodBlendingShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/offsetV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/neighborhoodBlendingP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/offsetV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/neighborhoodBlendingP.glsl"; + + samplerNames[0] = "$blendMap"; + samplerNames[1] = "$colorMapL"; + samplerNames[2] = "$colorMap"; + + pixVersion = 3.0; +}; + + +singleton PostEffect( MLAAFx ) +{ + isEnabled = false; + + allowReflectPass = false; + renderTime = "PFXAfterDiffuse"; + + texture[0] = "$backBuffer"; //colorMapG + texture[1] = "#deferred"; // Used for depth detection + + target = "$outTex"; + targetClear = PFXTargetClear_OnDraw; + targetClearColor = "0 0 0 0"; + + stateBlock = MLAA_EdgeDetectStateBlock; + shader = MLAA_EdgeDetectionShader; + + // The luma calculation weights which can be user adjustable + // per-scene if nessasary. The default value of... + // + // 0.2126 0.7152 0.0722 + // + // ... is the HDTV ITU-R Recommendation BT. 709. + lumaCoefficients = "0.2126 0.7152 0.0722"; + + // The tweakable color threshold used to select + // the range of edge pixels to blend. + threshold = 0.1; + + // The depth delta threshold used to select + // the range of edge pixels to blend. + depthThreshold = 0.01; + + new PostEffect() + { + internalName = "blendingWeightsCalculation"; + + target = "$outTex"; + targetClear = PFXTargetClear_OnDraw; + + shader = MLAA_BlendWeightCalculationShader; + stateBlock = MLAA_BlendWeightCalculationStateBlock; + + texture[0] = "$inTex"; // Edges mask + texture[1] = "$inTex"; // Edges mask + texture[2] = "core/postFX/images/AreaMap33.dds"; + }; + + new PostEffect() + { + internalName = "neighborhoodBlending"; + + shader = MLAA_NeighborhoodBlendingShader; + stateBlock = MLAA_NeighborhoodBlendingStateBlock; + + texture[0] = "$inTex"; // Blend weights + texture[1] = "$backBuffer"; + texture[2] = "$backBuffer"; + }; +}; + +function MLAAFx::setShaderConsts(%this) +{ + %this.setShaderConst("$lumaCoefficients", %this.lumaCoefficients); + %this.setShaderConst("$threshold", %this.threshold); + %this.setShaderConst("$depthThreshold", %this.depthThreshold); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/MotionBlurFx.cs b/Templates/BaseGame/game/core/postFX/scripts/MotionBlurFx.cs new file mode 100644 index 000000000..6919cc5a7 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/MotionBlurFx.cs @@ -0,0 +1,53 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton ShaderData( PFX_MotionBlurShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; //we use the bare-bones postFxV.hlsl + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/motionBlurP.hlsl"; //new pixel shader + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/motionBlurP.glsl"; + + samplerNames[0] = "$backBuffer"; + samplerNames[1] = "$deferredTex"; + + pixVersion = 3.0; +}; + +singleton PostEffect(MotionBlurFX) +{ + isEnabled = false; + + renderTime = "PFXAfterDiffuse"; + + shader = PFX_MotionBlurShader; + stateBlock = PFX_DefaultStateBlock; + texture[0] = "$backbuffer"; + texture[1] = "#deferred"; + target = "$backBuffer"; +}; + +function MotionBlurFX::setShaderConsts(%this) +{ + %this.setShaderConst( "$velocityMultiplier", 3000 ); +} diff --git a/Templates/BaseGame/game/core/postFX/scripts/caustics.cs b/Templates/BaseGame/game/core/postFX/scripts/caustics.cs new file mode 100644 index 000000000..7dcea20a5 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/caustics.cs @@ -0,0 +1,64 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton GFXStateBlockData( PFX_CausticsStateBlock : PFX_DefaultStateBlock ) +{ + blendDefined = true; + blendEnable = true; + blendSrc = GFXBlendOne; + blendDest = GFXBlendOne; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerWrapLinear; + samplerStates[2] = SamplerWrapLinear; +}; + +singleton ShaderData( PFX_CausticsShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/causticsP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/gl/causticsP.glsl"; + + samplerNames[0] = "$deferredTex"; + samplerNames[1] = "$causticsTex0"; + samplerNames[2] = "$causticsTex1"; + + pixVersion = 3.0; +}; + +singleton PostEffect( CausticsPFX ) +{ + isEnabled = false; + renderTime = "PFXAfterDiffuse"; + renderBin = "ObjTranslucentBin"; + //renderPriority = 0.1; + + shader = PFX_CausticsShader; + stateBlock = PFX_CausticsStateBlock; + texture[0] = "#deferred"; + texture[1] = "core/postFX/images/caustics_1"; + texture[2] = "core/postFX/images/caustics_2"; + target = "$backBuffer"; +}; diff --git a/Templates/BaseGame/game/core/postFX/scripts/chromaticLens.cs b/Templates/BaseGame/game/core/postFX/scripts/chromaticLens.cs new file mode 100644 index 000000000..06b8d3988 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/chromaticLens.cs @@ -0,0 +1,77 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2012 GarageGames, LLC +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to +// deal in the Software without restriction, including without limitation the +// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or +// sell copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +//----------------------------------------------------------------------------- + +/// +$CAPostFx::enabled = false; + +/// The lens distortion coefficient. +$CAPostFx::distCoeffecient = -0.05; + +/// The cubic distortion value. +$CAPostFx::cubeDistortionFactor = -0.1; + +/// The amount and direction of the maxium shift for +/// the red, green, and blue channels. +$CAPostFx::colorDistortionFactor = "0.005 -0.005 0.01"; + + +singleton GFXStateBlockData( PFX_DefaultChromaticLensStateBlock ) +{ + zDefined = true; + zEnable = false; + zWriteEnable = false; + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; +}; + +singleton ShaderData( PFX_ChromaticLensShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/chromaticLens.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/chromaticLens.glsl"; + + samplerNames[0] = "$backBuffer"; + + pixVersion = 3.0; +}; + +singleton PostEffect( ChromaticLensPostFX ) +{ + renderTime = "PFXAfterDiffuse"; + renderPriority = 0.2; + isEnabled = false; + allowReflectPass = false; + + shader = PFX_ChromaticLensShader; + stateBlock = PFX_DefaultChromaticLensStateBlock; + texture[0] = "$backBuffer"; + target = "$backBuffer"; +}; + +function ChromaticLensPostFX::setShaderConsts( %this ) +{ + %this.setShaderConst( "$distCoeff", $CAPostFx::distCoeffecient ); + %this.setShaderConst( "$cubeDistort", $CAPostFx::cubeDistortionFactor ); + %this.setShaderConst( "$colorDistort", $CAPostFx::colorDistortionFactor ); +} diff --git a/Templates/BaseGame/game/core/postFX/scripts/default.postfxpreset.cs b/Templates/BaseGame/game/core/postFX/scripts/default.postfxpreset.cs new file mode 100644 index 000000000..6054d52ee --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/default.postfxpreset.cs @@ -0,0 +1,72 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2012 GarageGames, LLC +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to +// deal in the Software without restriction, including without limitation the +// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or +// sell copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +//----------------------------------------------------------------------------- +$PostFXManager::Settings::EnableVignette = "1"; +$PostFXManager::Settings::EnableDOF = "1"; +$PostFXManager::Settings::EnabledSSAO = "1"; +$PostFXManager::Settings::EnableHDR = "1"; +$PostFXManager::Settings::EnableLightRays = "1"; +$PostFXManager::Settings::EnablePostFX = "1"; +$PostFXManager::Settings::Vignette::VMax = "0.6"; +$PostFXManager::Settings::DOF::BlurCurveFar = ""; +$PostFXManager::Settings::DOF::BlurCurveNear = ""; +$PostFXManager::Settings::DOF::BlurMax = ""; +$PostFXManager::Settings::DOF::BlurMin = ""; +$PostFXManager::Settings::DOF::EnableAutoFocus = ""; +$PostFXManager::Settings::DOF::EnableDOF = ""; +$PostFXManager::Settings::DOF::FocusRangeMax = ""; +$PostFXManager::Settings::DOF::FocusRangeMin = ""; +$PostFXManager::Settings::HDR::adaptRate = "2"; +$PostFXManager::Settings::HDR::blueShiftColor = "1.05 0.97 1.27"; +$PostFXManager::Settings::HDR::brightPassThreshold = "1"; +$PostFXManager::Settings::HDR::enableBloom = "1"; +$PostFXManager::Settings::HDR::enableBlueShift = "0"; +$PostFXManager::Settings::HDR::enableToneMapping = "0.5"; +$PostFXManager::Settings::HDR::gaussMean = "0"; +$PostFXManager::Settings::HDR::gaussMultiplier = "0.3"; +$PostFXManager::Settings::HDR::gaussStdDev = "0.8"; +$PostFXManager::Settings::HDR::keyValue = "0.18"; +$PostFXManager::Settings::HDR::minLuminace = "0.001"; +$PostFXManager::Settings::HDR::whiteCutoff = "1"; +$PostFXManager::Settings::LightRays::brightScalar = "0.75"; +$PostFXManager::Settings::LightRays::decay = "1.0"; +$PostFXManager::Settings::LightRays::density = "0.94"; +$PostFXManager::Settings::LightRays::numSamples = "40"; +$PostFXManager::Settings::LightRays::weight = "5.65"; +$PostFXManager::Settings::SSAO::blurDepthTol = "0.001"; +$PostFXManager::Settings::SSAO::blurNormalTol = "0.95"; +$PostFXManager::Settings::SSAO::lDepthMax = "2"; +$PostFXManager::Settings::SSAO::lDepthMin = "0.2"; +$PostFXManager::Settings::SSAO::lDepthPow = "0.2"; +$PostFXManager::Settings::SSAO::lNormalPow = "2"; +$PostFXManager::Settings::SSAO::lNormalTol = "-0.5"; +$PostFXManager::Settings::SSAO::lRadius = "1"; +$PostFXManager::Settings::SSAO::lStrength = "10"; +$PostFXManager::Settings::SSAO::overallStrength = "2"; +$PostFXManager::Settings::SSAO::quality = "0"; +$PostFXManager::Settings::SSAO::sDepthMax = "1"; +$PostFXManager::Settings::SSAO::sDepthMin = "0.1"; +$PostFXManager::Settings::SSAO::sDepthPow = "1"; +$PostFXManager::Settings::SSAO::sNormalPow = "1"; +$PostFXManager::Settings::SSAO::sNormalTol = "0"; +$PostFXManager::Settings::SSAO::sRadius = "0.1"; +$PostFXManager::Settings::SSAO::sStrength = "6"; +$PostFXManager::Settings::ColorCorrectionRamp = "core/postFX/images/null_color_ramp.png"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/dof.cs b/Templates/BaseGame/game/core/postFX/scripts/dof.cs new file mode 100644 index 000000000..736c288b2 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/dof.cs @@ -0,0 +1,599 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +/* + +================================================================================ + The DOFPostEffect API +================================================================================ + +DOFPostEffect::setFocalDist( %dist ) + +@summary +This method is for manually controlling the focus distance. It will have no +effect if auto focus is currently enabled. Makes use of the parameters set by +setFocusParams. + +@param dist +float distance in meters + +-------------------------------------------------------------------------------- + +DOFPostEffect::setAutoFocus( %enabled ) + +@summary +This method sets auto focus enabled or disabled. Makes use of the parameters set +by setFocusParams. When auto focus is enabled it determines the focal depth +by performing a raycast at the screen-center. + +@param enabled +bool + +-------------------------------------------------------------------------------- + +DOFPostEffect::setFocusParams( %nearBlurMax, %farBlurMax, %minRange, %maxRange, %nearSlope, %farSlope ) + +Set the parameters that control how the near and far equations are calculated +from the focal distance. If you are not using auto focus you will need to call +setFocusParams PRIOR to calling setFocalDist. + +@param nearBlurMax +float between 0.0 and 1.0 +The max allowed value of near blur. + +@param farBlurMax +float between 0.0 and 1.0 +The max allowed value of far blur. + +@param minRange/maxRange +float in meters +The distance range around the focal distance that remains in focus is a lerp +between the min/maxRange using the normalized focal distance as the parameter. +The point is to allow the focal range to expand as you focus farther away since this is +visually appealing. + +Note: since min/maxRange are lerped by the "normalized" focal distance it is +dependant on the visible distance set in your level. + +@param nearSlope +float less than zero +The slope of the near equation. A small number causes bluriness to increase gradually +at distances closer than the focal distance. A large number causes bluriness to +increase quickly. + +@param farSlope +float greater than zero +The slope of the far equation. A small number causes bluriness to increase gradually +at distances farther than the focal distance. A large number causes bluriness to +increase quickly. + +Note: To rephrase, the min/maxRange parameters control how much area around the +focal distance is completely in focus where the near/farSlope parameters control +how quickly or slowly bluriness increases at distances outside of that range. + +================================================================================ + Examples +================================================================================ + +Example1: Turn on DOF while zoomed in with a weapon. + +NOTE: These are not real callbacks! Hook these up to your code where appropriate! + +function onSniperZoom() +{ + // Parameterize how you want DOF to look. + DOFPostEffect.setFocusParams( 0.3, 0.3, 50, 500, -5, 5 ); + + // Turn on auto focus + DOFPostEffect.setAutoFocus( true ); + + // Turn on the PostEffect + DOFPostEffect.enable(); +} + +function onSniperUnzoom() +{ + // Turn off the PostEffect + DOFPostEffect.disable(); +} + +Example2: Manually control DOF with the mouse wheel. + +// Somewhere on startup... + +// Parameterize how you want DOF to look. +DOFPostEffect.setFocusParams( 0.3, 0.3, 50, 500, -5, 5 ); + +// Turn off auto focus +DOFPostEffect.setAutoFocus( false ); + +// Turn on the PostEffect +DOFPostEffect.enable(); + + +NOTE: These are not real callbacks! Hook these up to your code where appropriate! + +function onMouseWheelUp() +{ + // Since setFocalDist is really just a wrapper to assign to the focalDist + // dynamic field we can shortcut and increment it directly. + DOFPostEffect.focalDist += 8; +} + +function onMouseWheelDown() +{ + DOFPostEffect.focalDist -= 8; +} +*/ + +/// This method is for manually controlling the focal distance. It will have no +/// effect if auto focus is currently enabled. Makes use of the parameters set by +/// setFocusParams. +function DOFPostEffect::setFocalDist( %this, %dist ) +{ + %this.focalDist = %dist; +} + +/// This method sets auto focus enabled or disabled. Makes use of the parameters set +/// by setFocusParams. When auto focus is enabled it determine the focal depth +/// by performing a raycast at the screen-center. +function DOFPostEffect::setAutoFocus( %this, %enabled ) +{ + %this.autoFocusEnabled = %enabled; +} + +/// Set the parameters that control how the near and far equations are calculated +/// from the focal distance. If you are not using auto focus you will need to call +/// setFocusParams PRIOR to calling setFocalDist. +function DOFPostEffect::setFocusParams( %this, %nearBlurMax, %farBlurMax, %minRange, %maxRange, %nearSlope, %farSlope ) +{ + %this.nearBlurMax = %nearBlurMax; + %this.farBlurMax = %farBlurMax; + %this.minRange = %minRange; + %this.maxRange = %maxRange; + %this.nearSlope = %nearSlope; + %this.farSlope = %farSlope; +} + +/* + +More information... + +This DOF technique is based on this paper: +http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html + +================================================================================ +1. Overview of how we represent "Depth of Field" +================================================================================ + +DOF is expressed as an amount of bluriness per pixel according to its depth. +We represented this by a piecewise linear curve depicted below. + +Note: we also refer to "bluriness" as CoC ( circle of confusion ) which is the term +used in the basis paper and in photography. + + +X-axis (depth) +x = 0.0----------------------------------------------x = 1.0 + +Y-axis (bluriness) +y = 1.0 + | + | ____(x1,y1) (x4,y4)____ + | (ns,nb)\ <--Line1 line2---> /(fe,fb) + | \ / + | \(x2,y2) (x3,y3)/ + | (ne,0)------(fs,0) +y = 0.0 + + +I have labeled the "corners" of this graph with (Xn,Yn) to illustrate that +this is in fact a collection of line segments where the x/y of each point +corresponds to the key below. + +key: +ns - (n)ear blur (s)tart distance +nb - (n)ear (b)lur amount (max value) +ne - (n)ear blur (e)nd distance +fs - (f)ar blur (s)tart distance +fe - (f)ar blur (e)nd distance +fb - (f)ar (b)lur amount (max value) + +Of greatest importance in this graph is Line1 and Line2. Where... +L1 { (x1,y1), (x2,y2) } +L2 { (x3,y3), (x4,y4) } + +Line one represents the amount of "near" blur given a pixels depth and line two +represents the amount of "far" blur at that depth. + +Both these equations are evaluated for each pixel and then the larger of the two +is kept. Also the output blur (for each equation) is clamped between 0 and its +maximum allowable value. + +Therefore, to specify a DOF "qualify" you need to specify the near-blur-line, +far-blur-line, and maximum near and far blur value. + +================================================================================ +2. Abstracting a "focal depth" +================================================================================ + +Although the shader(s) work in terms of a near and far equation it is more +useful to express DOF as an adjustable focal depth and derive the other parameters +"under the hood". + +Given a maximum near/far blur amount and a near/far slope we can calculate the +near/far equations for any focal depth. We extend this to also support a range +of depth around the focal depth that is also in focus and for that range to +shrink or grow as the focal depth moves closer or farther. + +Keep in mind this is only one implementation and depending on the effect you +desire you may which to express the relationship between focal depth and +the shader paramaters different. + +*/ + +//----------------------------------------------------------------------------- +// GFXStateBlockData / ShaderData +//----------------------------------------------------------------------------- + +singleton GFXStateBlockData( PFX_DefaultDOFStateBlock ) +{ + zDefined = true; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; + samplerStates[1] = SamplerClampPoint; +}; + +singleton GFXStateBlockData( PFX_DOFCalcCoCStateBlock ) +{ + zDefined = true; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampLinear; +}; + +singleton GFXStateBlockData( PFX_DOFDownSampleStateBlock ) +{ + zDefined = true; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampPoint; +}; + +singleton GFXStateBlockData( PFX_DOFBlurStateBlock ) +{ + zDefined = true; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; +}; + +singleton GFXStateBlockData( PFX_DOFFinalStateBlock ) +{ + zDefined = true; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampLinear; + samplerStates[2] = SamplerClampLinear; + samplerStates[3] = SamplerClampPoint; + + blendDefined = true; + blendEnable = true; + blendDest = GFXBlendInvSrcAlpha; + blendSrc = GFXBlendOne; +}; + +singleton ShaderData( PFX_DOFDownSampleShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_DownSample_V.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_DownSample_P.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_DownSample_V.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_DownSample_P.glsl"; + + samplerNames[0] = "$colorSampler"; + samplerNames[1] = "$depthSampler"; + + pixVersion = 3.0; +}; + +singleton ShaderData( PFX_DOFBlurYShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Gausian_V.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Gausian_P.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Gausian_V.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Gausian_P.glsl"; + + samplerNames[0] = "$diffuseMap"; + + pixVersion = 2.0; + defines = "BLUR_DIR=float2(0.0,1.0)"; +}; + +singleton ShaderData( PFX_DOFBlurXShader : PFX_DOFBlurYShader ) +{ + defines = "BLUR_DIR=float2(1.0,0.0)"; +}; + +singleton ShaderData( PFX_DOFCalcCoCShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_CalcCoC_V.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_CalcCoC_P.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_CalcCoC_V.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_CalcCoC_P.glsl"; + + samplerNames[0] = "$shrunkSampler"; + samplerNames[1] = "$blurredSampler"; + + pixVersion = 3.0; +}; + +singleton ShaderData( PFX_DOFSmallBlurShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_SmallBlur_V.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_SmallBlur_P.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_SmallBlur_V.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_SmallBlur_P.glsl"; + + samplerNames[0] = "$colorSampler"; + + pixVersion = 3.0; +}; + +singleton ShaderData( PFX_DOFFinalShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Final_V.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Final_P.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Final_V.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Final_P.glsl"; + + samplerNames[0] = "$colorSampler"; + samplerNames[1] = "$smallBlurSampler"; + samplerNames[2] = "$largeBlurSampler"; + samplerNames[3] = "$depthSampler"; + + pixVersion = 3.0; +}; + +//----------------------------------------------------------------------------- +// PostEffects +//----------------------------------------------------------------------------- + +function DOFPostEffect::onAdd( %this ) +{ + // The weighted distribution of CoC value to the three blur textures + // in the order small, medium, large. Most likely you will not need to + // change this value. + %this.setLerpDist( 0.2, 0.3, 0.5 ); + + // Fill out some default values but DOF really should not be turned on + // without actually specifying your own parameters! + %this.autoFocusEnabled = false; + %this.focalDist = 0.0; + %this.nearBlurMax = 0.5; + %this.farBlurMax = 0.5; + %this.minRange = 50; + %this.maxRange = 500; + %this.nearSlope = -5.0; + %this.farSlope = 5.0; +} + +function DOFPostEffect::setLerpDist( %this, %d0, %d1, %d2 ) +{ + %this.lerpScale = -1.0 / %d0 SPC -1.0 / %d1 SPC -1.0 / %d2 SPC 1.0 / %d2; + %this.lerpBias = 1.0 SPC ( 1.0 - %d2 ) / %d1 SPC 1.0 / %d2 SPC ( %d2 - 1.0 ) / %d2; +} + +singleton PostEffect( DOFPostEffect ) +{ + renderTime = "PFXAfterBin"; + renderBin = "GlowBin"; + renderPriority = 0.1; + + shader = PFX_DOFDownSampleShader; + stateBlock = PFX_DOFDownSampleStateBlock; + texture[0] = "$backBuffer"; + texture[1] = "#deferred"; + target = "#shrunk"; + targetScale = "0.25 0.25"; + + isEnabled = false; +}; + +singleton PostEffect( DOFBlurY ) +{ + shader = PFX_DOFBlurYShader; + stateBlock = PFX_DOFBlurStateBlock; + texture[0] = "#shrunk"; + target = "$outTex"; +}; + +DOFPostEffect.add( DOFBlurY ); + +singleton PostEffect( DOFBlurX ) +{ + shader = PFX_DOFBlurXShader; + stateBlock = PFX_DOFBlurStateBlock; + texture[0] = "$inTex"; + target = "#largeBlur"; +}; + +DOFPostEffect.add( DOFBlurX ); + +singleton PostEffect( DOFCalcCoC ) +{ + shader = PFX_DOFCalcCoCShader; + stateBlock = PFX_DOFCalcCoCStateBlock; + texture[0] = "#shrunk"; + texture[1] = "#largeBlur"; + target = "$outTex"; +}; + +DOFPostEffect.add( DOFCalcCoc ); + +singleton PostEffect( DOFSmallBlur ) +{ + shader = PFX_DOFSmallBlurShader; + stateBlock = PFX_DefaultDOFStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; +}; + +DOFPostEffect.add( DOFSmallBlur ); + +singleton PostEffect( DOFFinalPFX ) +{ + shader = PFX_DOFFinalShader; + stateBlock = PFX_DOFFinalStateBlock; + texture[0] = "$backBuffer"; + texture[1] = "$inTex"; + texture[2] = "#largeBlur"; + texture[3] = "#deferred"; + target = "$backBuffer"; +}; + +DOFPostEffect.add( DOFFinalPFX ); + + +//----------------------------------------------------------------------------- +// Scripts +//----------------------------------------------------------------------------- + +function DOFPostEffect::setShaderConsts( %this ) +{ + if ( %this.autoFocusEnabled ) + %this.autoFocus(); + + %fd = %this.focalDist / $Param::FarDist; + + %range = mLerp( %this.minRange, %this.maxRange, %fd ) / $Param::FarDist * 0.5; + + // We work in "depth" space rather than real-world units for the + // rest of this method... + + // Given the focal distance and the range around it we want in focus + // we can determine the near-end-distance and far-start-distance + + %ned = getMax( %fd - %range, 0.0 ); + %fsd = getMin( %fd + %range, 1.0 ); + + // near slope + %nsl = %this.nearSlope; + + // Given slope of near blur equation and the near end dist and amount (x2,y2) + // solve for the y-intercept + // y = mx + b + // so... + // y - mx = b + + %b = 0.0 - %nsl * %ned; + + %eqNear = %nsl SPC %b SPC 0.0; + + // Do the same for the far blur equation... + + %fsl = %this.farSlope; + + %b = 0.0 - %fsl * %fsd; + + %eqFar = %fsl SPC %b SPC 1.0; + + %this.setShaderConst( "$dofEqWorld", %eqNear ); + DOFFinalPFX.setShaderConst( "$dofEqFar", %eqFar ); + + %this.setShaderConst( "$maxWorldCoC", %this.nearBlurMax ); + DOFFinalPFX.setShaderConst( "$maxFarCoC", %this.farBlurMax ); + + DOFFinalPFX.setShaderConst( "$dofLerpScale", %this.lerpScale ); + DOFFinalPFX.setShaderConst( "$dofLerpBias", %this.lerpBias ); +} + +function DOFPostEffect::autoFocus( %this ) +{ + if ( !isObject( ServerConnection ) || + !isObject( ServerConnection.getCameraObject() ) ) + { + return; + } + + %mask = $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType; + %control = ServerConnection.getCameraObject(); + + %fvec = %control.getForwardVector(); + %start = %control.getPosition(); + + %end = VectorAdd( %start, VectorScale( %fvec, $Param::FarDist ) ); + + // Use the client container for this ray cast. + %result = containerRayCast( %start, %end, %mask, %control, true ); + + %hitPos = getWords( %result, 1, 3 ); + + if ( %hitPos $= "" ) + %focDist = $Param::FarDist; + else + %focDist = VectorDist( %hitPos, %start ); + + // For debuging + //$DOF::debug_dist = %focDist; + //$DOF::debug_depth = %focDist / $Param::FarDist; + //echo( "F: " @ %focDist SPC "D: " @ %delta ); + + %this.focalDist = %focDist; +} + + +// For debugging +/* +function reloadDOF() +{ + exec( "./dof.cs" ); + DOFPostEffect.reload(); + DOFPostEffect.disable(); + DOFPostEffect.enable(); +} + +function dofMetricsCallback() +{ + return " | DOF |" @ + " Dist: " @ $DOF::debug_dist @ + " Depth: " @ $DOF::debug_depth; +} +*/ \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/edgeAA.cs b/Templates/BaseGame/game/core/postFX/scripts/edgeAA.cs new file mode 100644 index 000000000..c3b4263fa --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/edgeAA.cs @@ -0,0 +1,113 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +singleton GFXStateBlockData( PFX_DefaultEdgeAAStateBlock ) +{ + zDefined = true; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; + //samplerStates[1] = SamplerWrapPoint; +}; + +singleton ShaderData( PFX_EdgeAADetectShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeDetectP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeDetectP.glsl"; + + samplerNames[0] = "$deferredBuffer"; + + pixVersion = 3.0; +}; + +singleton ShaderData( PFX_EdgeAAShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAP.glsl"; + + samplerNames[0] = "$edgeBuffer"; + samplerNames[1] = "$backBuffer"; + + pixVersion = 3.0; +}; + +singleton ShaderData( PFX_EdgeAADebugShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/dbgEdgeDisplayP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl"; + + samplerNames[0] = "$edgeBuffer"; + + pixVersion = 3.0; +}; + +singleton PostEffect( EdgeDetectPostEffect ) +{ + renderTime = "PFXBeforeBin"; + renderBin = "ObjTranslucentBin"; + //renderPriority = 0.1; + targetScale = "0.5 0.5"; + + shader = PFX_EdgeAADetectShader; + stateBlock = PFX_DefaultEdgeAAStateBlock; + texture[0] = "#deferred"; + target = "#edge"; + + isEnabled = true; +}; + +singleton PostEffect( EdgeAAPostEffect ) +{ + renderTime = "PFXAfterDiffuse"; + //renderBin = "ObjTranslucentBin"; + //renderPriority = 0.1; + + shader = PFX_EdgeAAShader; + stateBlock = PFX_DefaultEdgeAAStateBlock; + texture[0] = "#edge"; + texture[1] = "$backBuffer"; + target = "$backBuffer"; +}; + +singleton PostEffect( Debug_EdgeAAPostEffect ) +{ + renderTime = "PFXAfterDiffuse"; + //renderBin = "ObjTranslucentBin"; + //renderPriority = 0.1; + + shader = PFX_EdgeAADebugShader; + stateBlock = PFX_DefaultEdgeAAStateBlock; + texture[0] = "#edge"; + target = "$backBuffer"; +}; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/flash.cs b/Templates/BaseGame/game/core/postFX/scripts/flash.cs new file mode 100644 index 000000000..1c97c6411 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/flash.cs @@ -0,0 +1,63 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton ShaderData( PFX_FlashShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/flashP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/flashP.glsl"; + + samplerNames[0] = "$backBuffer"; + + defines = "WHITE_COLOR=float4(1.0,1.0,1.0,0.0);MUL_COLOR=float4(1.0,0.25,0.25,0.0)"; + + pixVersion = 2.0; +}; + +singleton PostEffect( FlashFx ) +{ + isEnabled = false; + allowReflectPass = false; + + renderTime = "PFXAfterDiffuse"; + + shader = PFX_FlashShader; + texture[0] = "$backBuffer"; + renderPriority = 10; + stateBlock = PFX_DefaultStateBlock; +}; + +function FlashFx::setShaderConsts( %this ) +{ + if ( isObject( ServerConnection ) ) + { + %this.setShaderConst( "$damageFlash", ServerConnection.getDamageFlash() ); + %this.setShaderConst( "$whiteOut", ServerConnection.getWhiteOut() ); + } + else + { + %this.setShaderConst( "$damageFlash", 0 ); + %this.setShaderConst( "$whiteOut", 0 ); + } +} diff --git a/Templates/BaseGame/game/core/postFX/scripts/fog.cs b/Templates/BaseGame/game/core/postFX/scripts/fog.cs new file mode 100644 index 000000000..4b9bfc663 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/fog.cs @@ -0,0 +1,135 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//------------------------------------------------------------------------------ +// Fog +//------------------------------------------------------------------------------ + +singleton ShaderData( FogPassShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fogP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/fogP.glsl"; + + samplerNames[0] = "$deferredTex"; + + pixVersion = 2.0; +}; + + +singleton GFXStateBlockData( FogPassStateBlock : PFX_DefaultStateBlock ) +{ + blendDefined = true; + blendEnable = true; + blendSrc = GFXBlendSrcAlpha; + blendDest = GFXBlendInvSrcAlpha; +}; + + +singleton PostEffect( FogPostFx ) +{ + // We forward render the reflection pass + // so it does its own fogging. + allowReflectPass = false; + + renderTime = "PFXBeforeBin"; + renderBin = "ObjTranslucentBin"; + + shader = FogPassShader; + stateBlock = FogPassStateBlock; + texture[0] = "#deferred"; + + renderPriority = 5; + + targetFormat = getBestHDRFormat(); + isEnabled = true; +}; + + +//------------------------------------------------------------------------------ +// UnderwaterFog +//------------------------------------------------------------------------------ + +singleton ShaderData( UnderwaterFogPassShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/underwaterFogP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/underwaterFogP.glsl"; + + samplerNames[0] = "$deferredTex"; + samplerNames[1] = "$backbuffer"; + samplerNames[2] = "$waterDepthGradMap"; + + pixVersion = 2.0; +}; + + +singleton GFXStateBlockData( UnderwaterFogPassStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; + samplerStates[1] = SamplerClampPoint; + samplerStates[2] = SamplerClampLinear; +}; + + +singleton PostEffect( UnderwaterFogPostFx ) +{ + oneFrameOnly = true; + onThisFrame = false; + + // Let the fog effect render during the + // reflection pass. + allowReflectPass = true; + + renderTime = "PFXBeforeBin"; + renderBin = "ObjTranslucentBin"; + + shader = UnderwaterFogPassShader; + stateBlock = UnderwaterFogPassStateBlock; + texture[0] = "#deferred"; + texture[1] = "$backBuffer"; + texture[2] = "#waterDepthGradMap"; + + // Needs to happen after the FogPostFx + renderPriority = 4; + + isEnabled = true; +}; + +function UnderwaterFogPostFx::onEnabled( %this ) +{ + TurbulenceFx.enable(); + CausticsPFX.enable(); + return true; +} + +function UnderwaterFogPostFx::onDisabled( %this ) +{ + TurbulenceFx.disable(); + CausticsPFX.disable(); + return false; +} diff --git a/Templates/BaseGame/game/core/postFX/scripts/fxaa.cs b/Templates/BaseGame/game/core/postFX/scripts/fxaa.cs new file mode 100644 index 000000000..4b81c6e19 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/fxaa.cs @@ -0,0 +1,64 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "NVIDIA FXAA 3.11" by TIMOTHY LOTTES +// +// http://timothylottes.blogspot.com/ +// +// The shader is tuned for the defaul quality and good performance. +// See shaders\common\postFx\fxaa\fxaaP.hlsl to tweak the internal +// quality and performance settings. + +singleton GFXStateBlockData( FXAA_StateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; +}; + +singleton ShaderData( FXAA_ShaderData ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/fxaaV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/fxaaP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/gl/fxaaV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/gl/fxaaP.glsl"; + + samplerNames[0] = "$colorTex"; + + pixVersion = 3.0; +}; + +singleton PostEffect( FXAA_PostEffect ) +{ + isEnabled = false; + + allowReflectPass = false; + renderTime = "PFXAfterDiffuse"; + + texture[0] = "$backBuffer"; + + target = "$backBuffer"; + + stateBlock = FXAA_StateBlock; + shader = FXAA_ShaderData; +}; + diff --git a/Templates/BaseGame/game/core/postFX/scripts/glow.cs b/Templates/BaseGame/game/core/postFX/scripts/glow.cs new file mode 100644 index 000000000..0f062f6f7 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/glow.cs @@ -0,0 +1,184 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +singleton ShaderData( PFX_GlowBlurVertShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurP.glsl"; + + defines = "BLUR_DIR=float2(0.0,1.0)"; + + samplerNames[0] = "$diffuseMap"; + + pixVersion = 2.0; +}; + + +singleton ShaderData( PFX_GlowBlurHorzShader : PFX_GlowBlurVertShader ) +{ + defines = "BLUR_DIR=float2(1.0,0.0)"; +}; + + +singleton GFXStateBlockData( PFX_GlowCombineStateBlock : PFX_DefaultStateBlock ) +{ + // Use alpha test to save some fillrate + // on the non-glowing areas of the scene. + alphaDefined = true; + alphaTestEnable = true; + alphaTestRef = 1; + alphaTestFunc = GFXCmpGreaterEqual; + + // Do a one to one blend. + blendDefined = true; + blendEnable = true; + blendSrc = GFXBlendOne; + blendDest = GFXBlendOne; +}; + + +singleton PostEffect( GlowPostFx ) +{ + // Do not allow the glow effect to work in reflection + // passes by default so we don't do the extra drawing. + allowReflectPass = false; + + renderTime = "PFXAfterBin"; + renderBin = "GlowBin"; + renderPriority = 1; + + // First we down sample the glow buffer. + shader = PFX_PassthruShader; + stateBlock = PFX_DefaultStateBlock; + texture[0] = "#glowbuffer"; + target = "$outTex"; + targetScale = "0.5 0.5"; + + isEnabled = true; + + // Blur vertically + new PostEffect() + { + shader = PFX_GlowBlurVertShader; + stateBlock = PFX_DefaultStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; + }; + + // Blur horizontally + new PostEffect() + { + shader = PFX_GlowBlurHorzShader; + stateBlock = PFX_DefaultStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; + }; + + // Upsample and combine with the back buffer. + new PostEffect() + { + shader = PFX_PassthruShader; + stateBlock = PFX_GlowCombineStateBlock; + texture[0] = "$inTex"; + target = "$backBuffer"; + }; +}; + +singleton ShaderData( PFX_VolFogGlowBlurVertShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/VolFogGlowP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/VolFogGlowP.glsl"; + + defines = "BLUR_DIR=float2(0.0,1.0)"; + samplerNames[0] = "$diffuseMap"; + pixVersion = 2.0; +}; +singleton ShaderData( PFX_VolFogGlowBlurHorzShader : PFX_VolFogGlowBlurVertShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/VolFogGlowP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/VolFogGlowP.glsl"; + + defines = "BLUR_DIR=float2(1.0,0.0)"; +}; + +$VolFogGlowPostFx::glowStrength = 0.3; + +singleton PostEffect( VolFogGlowPostFx ) +{ + // Do not allow the glow effect to work in reflection + // passes by default so we don't do the extra drawing. + allowReflectPass = false; + renderTime = "PFXAfterBin"; + renderBin = "FogBin"; + renderPriority = 1; + // First we down sample the glow buffer. + shader = PFX_PassthruShader; + stateBlock = PFX_DefaultStateBlock; + texture[0] = "$backbuffer"; + target = "$outTex"; + targetScale = "0.5 0.5"; + isEnabled = true; + // Blur vertically + new PostEffect() + { + shader = PFX_VolFogGlowBlurVertShader; + stateBlock = PFX_DefaultStateBlock; + internalName = "vert"; + texture[0] = "$inTex"; + target = "$outTex"; + }; + // Blur horizontally + new PostEffect() + { + shader = PFX_VolFogGlowBlurHorzShader; + stateBlock = PFX_DefaultStateBlock; + internalName = "hor"; + texture[0] = "$inTex"; + target = "$outTex"; + }; + // Upsample and combine with the back buffer. + new PostEffect() + { + shader = PFX_PassthruShader; + stateBlock = PFX_GlowCombineStateBlock; + texture[0] = "$inTex"; + target = "$backBuffer"; + }; +}; + +function VolFogGlowPostFx::setShaderConsts( %this ) +{ + %vp=%this-->vert; + %vp.setShaderConst( "$strength", $VolFogGlowPostFx::glowStrength ); + %vp=%this-->hor; + %vp.setShaderConst( "$strength", $VolFogGlowPostFx::glowStrength ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/hdr.cs b/Templates/BaseGame/game/core/postFX/scripts/hdr.cs new file mode 100644 index 000000000..3b2de8b7b --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/hdr.cs @@ -0,0 +1,529 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2012 GarageGames, LLC +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to +// deal in the Software without restriction, including without limitation the +// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or +// sell copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +//----------------------------------------------------------------------------- + + +/// Blends between the scene and the tone mapped scene. +$HDRPostFX::enableToneMapping = 0.5; + +/// The tone mapping middle grey or exposure value used +/// to adjust the overall "balance" of the image. +/// +/// 0.18 is fairly common value. +/// +$HDRPostFX::keyValue = 0.18; + +/// The minimum luninace value to allow when tone mapping +/// the scene. Is particularly useful if your scene very +/// dark or has a black ambient color in places. +$HDRPostFX::minLuminace = 0.001; + +/// The lowest luminance value which is mapped to white. This +/// is usually set to the highest visible luminance in your +/// scene. By setting this to smaller values you get a contrast +/// enhancement. +$HDRPostFX::whiteCutoff = 1.0; + +/// The rate of adaptation from the previous and new +/// average scene luminance. +$HDRPostFX::adaptRate = 2.0; + +/// Blends between the scene and the blue shifted version +/// of the scene for a cinematic desaturated night effect. +$HDRPostFX::enableBlueShift = 0.0; + +/// The blue shift color value. +$HDRPostFX::blueShiftColor = "1.05 0.97 1.27"; + + +/// Blends between the scene and the bloomed scene. +$HDRPostFX::enableBloom = 1.0; + +/// The threshold luminace value for pixels which are +/// considered "bright" and need to be bloomed. +$HDRPostFX::brightPassThreshold = 1.0; + +/// These are used in the gaussian blur of the +/// bright pass for the bloom effect. +$HDRPostFX::gaussMultiplier = 0.3; +$HDRPostFX::gaussMean = 0.0; +$HDRPostFX::gaussStdDev = 0.8; + +/// The 1x255 color correction ramp texture used +/// by both the HDR shader and the GammaPostFx shader +/// for doing full screen color correction. +$HDRPostFX::colorCorrectionRamp = "core/postFX/images/null_color_ramp.png"; + + +singleton ShaderData( HDR_BrightPassShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/brightPassFilterP.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/brightPassFilterP.glsl"; + + samplerNames[0] = "$inputTex"; + samplerNames[1] = "$luminanceTex"; + + pixVersion = 3.0; +}; + +singleton ShaderData( HDR_DownScale4x4Shader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4V.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4P.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4V.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4P.glsl"; + + samplerNames[0] = "$inputTex"; + + pixVersion = 2.0; +}; + +singleton ShaderData( HDR_BloomGaussBlurHShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurHP.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurHP.glsl"; + + samplerNames[0] = "$inputTex"; + + pixVersion = 3.0; +}; + +singleton ShaderData( HDR_BloomGaussBlurVShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurVP.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurVP.glsl"; + + samplerNames[0] = "$inputTex"; + + pixVersion = 3.0; +}; + +singleton ShaderData( HDR_SampleLumShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumInitialP.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumInitialP.glsl"; + + samplerNames[0] = "$inputTex"; + + pixVersion = 3.0; +}; + +singleton ShaderData( HDR_DownSampleLumShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumIterativeP.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumIterativeP.glsl"; + + samplerNames[0] = "$inputTex"; + + pixVersion = 3.0; +}; + +singleton ShaderData( HDR_CalcAdaptedLumShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/calculateAdaptedLumP.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/calculateAdaptedLumP.glsl"; + + samplerNames[0] = "$currLum"; + samplerNames[1] = "$lastAdaptedLum"; + + pixVersion = 3.0; +}; + +singleton ShaderData( HDR_CombineShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/finalPassCombineP.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/finalPassCombineP.glsl"; + + samplerNames[0] = "$sceneTex"; + samplerNames[1] = "$luminanceTex"; + samplerNames[2] = "$bloomTex"; + samplerNames[3] = "$colorCorrectionTex"; + samplerNames[4] = "deferredTex"; + + pixVersion = 3.0; +}; + + +singleton GFXStateBlockData( HDR_SampleStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; + samplerStates[1] = SamplerClampPoint; +}; + +singleton GFXStateBlockData( HDR_DownSampleStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampLinear; +}; + +singleton GFXStateBlockData( HDR_CombineStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; + samplerStates[1] = SamplerClampLinear; + samplerStates[2] = SamplerClampLinear; + samplerStates[3] = SamplerClampLinear; +}; + +singleton GFXStateBlockData( HDRStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampLinear; + samplerStates[2] = SamplerClampLinear; + samplerStates[3] = SamplerClampLinear; + + blendDefined = true; + blendDest = GFXBlendOne; + blendSrc = GFXBlendZero; + + zDefined = true; + zEnable = false; + zWriteEnable = false; + + cullDefined = true; + cullMode = GFXCullNone; +}; + + +function HDRPostFX::setShaderConsts( %this ) +{ + %this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold ); + %this.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue ); + + %bloomH = %this-->bloomH; + %bloomH.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier ); + %bloomH.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean ); + %bloomH.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev ); + + %bloomV = %this-->bloomV; + %bloomV.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier ); + %bloomV.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean ); + %bloomV.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev ); + + %minLuminace = $HDRPostFX::minLuminace; + if ( %minLuminace <= 0.0 ) + { + // The min should never be pure zero else the + // log() in the shader will generate INFs. + %minLuminace = 0.00001; + } + %this-->adaptLum.setShaderConst( "$g_fMinLuminace", %minLuminace ); + + %this-->finalLum.setShaderConst( "$adaptRate", $HDRPostFX::adaptRate ); + + %combinePass = %this-->combinePass; + %combinePass.setShaderConst( "$g_fEnableToneMapping", $HDRPostFX::enableToneMapping ); + %combinePass.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue ); + %combinePass.setShaderConst( "$g_fBloomScale", $HDRPostFX::enableBloom ); + %combinePass.setShaderConst( "$g_fEnableBlueShift", $HDRPostFX::enableBlueShift ); + %combinePass.setShaderConst( "$g_fBlueShiftColor", $HDRPostFX::blueShiftColor ); + + %clampedGamma = mClamp( $pref::Video::Gamma, 2.0, 2.5); + %combinePass.setShaderConst( "$g_fOneOverGamma", 1 / %clampedGamma ); + %combinePass.setShaderConst( "$Brightness", $pref::Video::Brightness ); + %combinePass.setShaderConst( "$Contrast", $pref::Video::Contrast ); + + %whiteCutoff = ( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff ) * + ( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff ); + %combinePass.setShaderConst( "$g_fWhiteCutoff", %whiteCutoff ); +} + +function HDRPostFX::preProcess( %this ) +{ + %combinePass = %this-->combinePass; + + if ( %combinePass.texture[3] !$= $HDRPostFX::colorCorrectionRamp ) + %combinePass.setTexture( 3, $HDRPostFX::colorCorrectionRamp ); +} + +function HDRPostFX::onEnabled( %this ) +{ + // See what HDR format would be best. + %format = getBestHDRFormat(); + if ( %format $= "" || %format $= "GFXFormatR8G8B8A8" ) + { + // We didn't get a valid HDR format... so fail. + return false; + } + + // HDR does it's own gamma calculation so + // disable this postFx. + GammaPostFX.disable(); + + // Set the right global shader define for HDR. + if ( %format $= "GFXFormatR10G10B10A2" ) + addGlobalShaderMacro( "TORQUE_HDR_RGB10" ); + else if ( %format $= "GFXFormatR16G16B16A16" ) + addGlobalShaderMacro( "TORQUE_HDR_RGB16" ); + + echo( "HDR FORMAT: " @ %format ); + + // Change the format of the offscreen surface + // to an HDR compatible format. + AL_FormatToken.format = %format; + setReflectFormat( %format ); + + // Reset the light manager which will ensure the new + // hdr encoding takes effect in all the shaders and + // that the offscreen surface is enabled. + resetLightManager(); + + return true; +} + +function HDRPostFX::onDisabled( %this ) +{ + // Enable a special GammaCorrection PostFX when this is disabled. + GammaPostFX.enable(); + + // Restore the non-HDR offscreen surface format. + %format = getBestHDRFormat(); + AL_FormatToken.format = %format; + setReflectFormat( %format ); + + removeGlobalShaderMacro( "TORQUE_HDR_RGB10" ); + removeGlobalShaderMacro( "TORQUE_HDR_RGB16" ); + + // Reset the light manager which will ensure the new + // hdr encoding takes effect in all the shaders. + resetLightManager(); +} + +singleton PostEffect( HDRPostFX ) +{ + isEnabled = false; + allowReflectPass = false; + + // Resolve the HDR before we render any editor stuff + // and before we resolve the scene to the backbuffer. + renderTime = "PFXBeforeBin"; + renderBin = "EditorBin"; + renderPriority = 9999; + + // The bright pass generates a bloomed version of + // the scene for pixels which are brighter than a + // fixed threshold value. + // + // This is then used in the final HDR combine pass + // at the end of this post effect chain. + // + + shader = HDR_BrightPassShader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$backBuffer"; + texture[1] = "#adaptedLum"; + target = "$outTex"; + targetFormat = "GFXFormatR16G16B16A16F"; + targetScale = "0.5 0.5"; + + new PostEffect() + { + allowReflectPass = false; + shader = HDR_DownScale4x4Shader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; + targetFormat = "GFXFormatR16G16B16A16F"; + targetScale = "0.25 0.25"; + }; + + new PostEffect() + { + allowReflectPass = false; + internalName = "bloomH"; + + shader = HDR_BloomGaussBlurHShader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; + targetFormat = "GFXFormatR16G16B16A16F"; + }; + + new PostEffect() + { + allowReflectPass = false; + internalName = "bloomV"; + + shader = HDR_BloomGaussBlurVShader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$inTex"; + target = "#bloomFinal"; + targetFormat = "GFXFormatR16G16B16A16F"; + }; + + // BrightPass End + + // Now calculate the adapted luminance. + new PostEffect() + { + allowReflectPass = false; + internalName = "adaptLum"; + + shader = HDR_SampleLumShader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$backBuffer"; + target = "$outTex"; + targetScale = "0.0625 0.0625"; // 1/16th + targetFormat = "GFXFormatR16F"; + + new PostEffect() + { + allowReflectPass = false; + shader = HDR_DownSampleLumShader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; + targetScale = "0.25 0.25"; // 1/4 + targetFormat = "GFXFormatR16F"; + }; + + new PostEffect() + { + allowReflectPass = false; + shader = HDR_DownSampleLumShader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; + targetScale = "0.25 0.25"; // 1/4 + targetFormat = "GFXFormatR16F"; + }; + + new PostEffect() + { + allowReflectPass = false; + shader = HDR_DownSampleLumShader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$inTex"; + target = "$outTex"; + targetScale = "0.25 0.25"; // At this point the target should be 1x1. + targetFormat = "GFXFormatR16F"; + }; + + // Note that we're reading the adapted luminance + // from the previous frame when generating this new + // one... PostEffect takes care to manage that. + new PostEffect() + { + allowReflectPass = false; + internalName = "finalLum"; + shader = HDR_CalcAdaptedLumShader; + stateBlock = HDR_DownSampleStateBlock; + texture[0] = "$inTex"; + texture[1] = "#adaptedLum"; + target = "#adaptedLum"; + targetFormat = "GFXFormatR16F"; + targetClear = "PFXTargetClear_OnCreate"; + targetClearColor = "1 1 1 1"; + }; + }; + + // Output the combined bloom and toned mapped + // version of the scene. + new PostEffect() + { + allowReflectPass = false; + internalName = "combinePass"; + + shader = HDR_CombineShader; + stateBlock = HDR_CombineStateBlock; + texture[0] = "$backBuffer"; + texture[1] = "#adaptedLum"; + texture[2] = "#bloomFinal"; + texture[3] = $HDRPostFX::colorCorrectionRamp; + target = "$backBuffer"; + }; +}; + +singleton ShaderData( LuminanceVisShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/luminanceVisP.hlsl"; + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/luminanceVisP.glsl"; + + samplerNames[0] = "$inputTex"; + + pixVersion = 3.0; +}; + +singleton GFXStateBlockData( LuminanceVisStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; +}; + +function LuminanceVisPostFX::setShaderConsts( %this ) +{ + %this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold ); +} + +singleton PostEffect( LuminanceVisPostFX ) +{ + isEnabled = false; + allowReflectPass = false; + + // Render before we do any editor rendering. + renderTime = "PFXBeforeBin"; + renderBin = "EditorBin"; + renderPriority = 9999; + + shader = LuminanceVisShader; + stateBlock = LuminanceVisStateBlock; + texture[0] = "$backBuffer"; + target = "$backBuffer"; + //targetScale = "0.0625 0.0625"; // 1/16th + //targetFormat = "GFXFormatR16F"; +}; + +function LuminanceVisPostFX::onEnabled( %this ) +{ + if ( !HDRPostFX.isEnabled() ) + { + HDRPostFX.enable(); + } + + HDRPostFX.skip = true; + + return true; +} + +function LuminanceVisPostFX::onDisabled( %this ) +{ + HDRPostFX.skip = false; +} + diff --git a/Templates/BaseGame/game/core/postFX/scripts/lightRay.cs b/Templates/BaseGame/game/core/postFX/scripts/lightRay.cs new file mode 100644 index 000000000..523b9bdea --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/lightRay.cs @@ -0,0 +1,110 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2012 GarageGames, LLC +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to +// deal in the Software without restriction, including without limitation the +// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or +// sell copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +//----------------------------------------------------------------------------- + + +$LightRayPostFX::brightScalar = 0.75; +$LightRayPostFX::numSamples = 40; +$LightRayPostFX::density = 0.94; +$LightRayPostFX::weight = 5.65; +$LightRayPostFX::decay = 1.0; +$LightRayPostFX::exposure = 0.0005; +$LightRayPostFX::resolutionScale = 1.0; + + +singleton ShaderData( LightRayOccludeShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/lightRayOccludeP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayOccludeP.glsl"; + + samplerNames[0] = "$backBuffer"; + samplerNames[1] = "$deferredTex"; + + pixVersion = 3.0; +}; + +singleton ShaderData( LightRayShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/lightRayP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayP.glsl"; + + samplerNames[0] = "$frameSampler"; + samplerNames[1] = "$backBuffer"; + + pixVersion = 3.0; +}; + +singleton GFXStateBlockData( LightRayStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampLinear; +}; + +singleton PostEffect( LightRayPostFX ) +{ + isEnabled = false; + allowReflectPass = false; + + renderTime = "PFXBeforeBin"; + renderBin = "EditorBin"; + renderPriority = 10; + + shader = LightRayOccludeShader; + stateBlock = LightRayStateBlock; + texture[0] = "$backBuffer"; + texture[1] = "#deferred"; + target = "$outTex"; + targetFormat = "GFXFormatR16G16B16A16F"; + + new PostEffect() + { + shader = LightRayShader; + stateBlock = LightRayStateBlock; + internalName = "final"; + texture[0] = "$inTex"; + texture[1] = "$backBuffer"; + target = "$backBuffer"; + }; +}; + +function LightRayPostFX::preProcess( %this ) +{ + %this.targetScale = $LightRayPostFX::resolutionScale SPC $LightRayPostFX::resolutionScale; +} + +function LightRayPostFX::setShaderConsts( %this ) +{ + %this.setShaderConst( "$brightScalar", $LightRayPostFX::brightScalar ); + + %pfx = %this-->final; + %pfx.setShaderConst( "$numSamples", $LightRayPostFX::numSamples ); + %pfx.setShaderConst( "$density", $LightRayPostFX::density ); + %pfx.setShaderConst( "$weight", $LightRayPostFX::weight ); + %pfx.setShaderConst( "$decay", $LightRayPostFX::decay ); + %pfx.setShaderConst( "$exposure", $LightRayPostFX::exposure ); +} diff --git a/Templates/BaseGame/game/core/postFX/scripts/ovrBarrelDistortion.cs b/Templates/BaseGame/game/core/postFX/scripts/ovrBarrelDistortion.cs new file mode 100644 index 000000000..1ea280863 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/ovrBarrelDistortion.cs @@ -0,0 +1,167 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Only load these shaders if an Oculus VR device is present +if(!isFunction(isOculusVRDeviceActive)) + return; + +//----------------------------------------------------------------------------- +// Shader data +//----------------------------------------------------------------------------- + +singleton ShaderData( OVRMonoToStereoShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/monoToStereoP.hlsl"; + + //OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.hlsl"; + //OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/gl/monoToStereoP.glsl"; + + samplerNames[0] = "$backBuffer"; + + pixVersion = 2.0; +}; + +singleton ShaderData( OVRBarrelDistortionShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/barrelDistortionP.hlsl"; + + //OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + //OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/gl/barrelDistortionP.glsl"; + + samplerNames[0] = "$backBuffer"; + + pixVersion = 2.0; +}; + +singleton ShaderData( OVRBarrelDistortionChromaShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/barrelDistortionChromaP.hlsl"; + + pixVersion = 2.0; +}; + +//----------------------------------------------------------------------------- +// GFX state blocks +//----------------------------------------------------------------------------- + +singleton GFXStateBlockData( OVRBarrelDistortionStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; +}; + +//----------------------------------------------------------------------------- +// Barrel Distortion PostFx +// +// To be used with the Oculus Rift. +// Expects a stereo pair to exist on the back buffer and then applies the +// appropriate barrel distortion. +//----------------------------------------------------------------------------- +singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX ) +{ + isEnabled = false; + allowReflectPass = false; + + renderTime = "PFXAfterDiffuse"; + renderPriority = 100; + + // The barrel distortion + shader = OVRBarrelDistortionShader; + stateBlock = OVRBarrelDistortionStateBlock; + + texture[0] = "$backBuffer"; + + scaleOutput = 1.25; +}; + +//----------------------------------------------------------------------------- +// Barrel Distortion with Chromatic Aberration Correction PostFx +// +// To be used with the Oculus Rift. +// Expects a stereo pair to exist on the back buffer and then applies the +// appropriate barrel distortion. +// This version applies a chromatic aberration correction during the +// barrel distortion. +//----------------------------------------------------------------------------- +singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX ) +{ + isEnabled = false; + allowReflectPass = false; + + renderTime = "PFXAfterDiffuse"; + renderPriority = 100; + + // The barrel distortion + shader = OVRBarrelDistortionChromaShader; + stateBlock = OVRBarrelDistortionStateBlock; + + texture[0] = "$backBuffer"; + + scaleOutput = 1.25; +}; + +//----------------------------------------------------------------------------- +// Barrel Distortion Mono PostFx +// +// To be used with the Oculus Rift. +// Takes a non-stereo image and turns it into a stereo pair with barrel +// distortion applied. Only a vertical slice around the center of the back +// buffer is used to generate the pseudo stereo pair. +//----------------------------------------------------------------------------- +singleton PostEffect( OVRBarrelDistortionMonoPostFX ) +{ + isEnabled = false; + allowReflectPass = false; + + renderTime = "PFXAfterDiffuse"; + renderPriority = 100; + + // Converts the mono display to a stereo one + shader = OVRMonoToStereoShader; + stateBlock = OVRBarrelDistortionStateBlock; + + texture[0] = "$backBuffer"; + target = "$outTex"; + + // The actual barrel distortion + new BarrelDistortionPostEffect(OVRBarrelDistortionMonoStage2PostFX) + { + shader = OVRBarrelDistortionShader; + stateBlock = OVRBarrelDistortionStateBlock; + texture[0] = "$inTex"; + target = "$backBuffer"; + + scaleOutput = 1.25; + }; + +}; + +function OVRBarrelDistortionMonoPostFX::setShaderConsts( %this ) +{ + %HMDIndex = 0; + + %xOffsets = getOVRHMDEyeXOffsets(%HMDIndex); + %this.setShaderConst( "$LensXOffsets", %xOffsets ); +} diff --git a/Templates/BaseGame/game/core/postFX/scripts/postFx.cs b/Templates/BaseGame/game/core/postFX/scripts/postFx.cs new file mode 100644 index 000000000..fe931a994 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/postFx.cs @@ -0,0 +1,88 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton ShaderData( PFX_PassthruShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/passthruP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl"; + + samplerNames[0] = "$inputTex"; + + pixVersion = 2.0; +}; + +function postFXInit() +{ + exec("core/postFX/guis/postFxManager.gui"); + + //Load the core postFX files themselves + if (!$Server::Dedicated) + { + //init the postFX + %pattern = "./*.cs"; + %file = findFirstFile( %pattern ); + if ( %file $= "" ) + { + // Try for DSOs next. + %pattern = "core/postFX/*.cs.dso"; + %file = findFirstFile( %pattern ); + } + + while( %file !$= "" ) + { + exec( %file ); + %file = findNextFile( %pattern ); + } + } +} + +function PostEffect::inspectVars( %this ) +{ + %name = %this.getName(); + %globals = "$" @ %name @ "::*"; + inspectVars( %globals ); +} + +function PostEffect::viewDisassembly( %this ) +{ + %file = %this.dumpShaderDisassembly(); + + if ( %file $= "" ) + { + echo( "PostEffect::viewDisassembly - no shader disassembly found." ); + } + else + { + echo( "PostEffect::viewDisassembly - shader disassembly file dumped ( " @ %file @ " )." ); + openFile( %file ); + } +} + +// Return true if we really want the effect enabled. +// By default this is the case. +function PostEffect::onEnabled( %this ) +{ + return true; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/postFxManager.gui.cs b/Templates/BaseGame/game/core/postFX/scripts/postFxManager.gui.cs new file mode 100644 index 000000000..a6b0f0f01 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/postFxManager.gui.cs @@ -0,0 +1,446 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2012 GarageGames, LLC +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to +// deal in the Software without restriction, including without limitation the +// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or +// sell copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +//----------------------------------------------------------------------------- + +$PostFXManager::vebose = true; +function postVerbose(%string) +{ + if($PostFXManager::vebose == true) + { + echo(%string); + } +} + +function PostFXManager::onDialogPush( %this ) +{ + //Apply the settings to the controls + postVerbose("% - PostFX Manager - Loading GUI."); + + %this.settingsRefreshAll(); +} + +// :: Controls for the overall postFX manager dialog +function ppOptionsEnable::onAction(%this) +{ + //Disable / Enable all PostFX + + if(ppOptionsEnable.getValue()) + { + %toEnable = true; + } + else + { + %toEnable = false; + } + + PostFXManager.settingsSetEnabled(%toEnable); + +} + +function PostFXManager::getEnableResultFromControl(%this, %control) +{ + %toEnable = -1; + %bTest = %control.getValue(); + if(%bTest == 1) + { + %toEnable = true; + } + else + { + %toEnable = false; + } + + return %toEnable; +} + +function ppOptionsEnableSSAO::onAction(%this) +{ + %toEnable = PostFXManager.getEnableResultFromControl(%this); + PostFXManager.settingsEffectSetEnabled("SSAO", %toEnable); +} + +function ppOptionsEnableHDR::onAction(%this) +{ + %toEnable = PostFXManager.getEnableResultFromControl(%this); + PostFXManager.settingsEffectSetEnabled("HDR", %toEnable); +} + +function ppOptionsEnableLightRays::onAction(%this) +{ + %toEnable = PostFXManager.getEnableResultFromControl(%this); + PostFXManager.settingsEffectSetEnabled("LightRays", %toEnable); +} + +function ppOptionsEnableDOF::onAction(%this) +{ + %toEnable = PostFXManager.getEnableResultFromControl(%this); + PostFXManager.settingsEffectSetEnabled("DOF", %toEnable); +} + +function ppOptionsEnableVignette::onAction(%this) +{ + %toEnable = PostFXManager.getEnableResultFromControl(%this); + PostFXManager.settingsEffectSetEnabled("Vignette", %toEnable); +} + +function ppOptionsSavePreset::onClick(%this) +{ + //Stores the current settings into a preset file for loading and use later on +} + +function ppOptionsLoadPreset::onClick(%this) +{ + //Loads and applies the settings from a postfxpreset file +} + + +//Other controls, Quality dropdown +function ppOptionsSSAOQuality::onSelect( %this, %id, %text ) +{ + if(%id > -1 && %id < 3) + { + $SSAOPostFx::quality = %id; + } +} + +//SSAO Slider controls +//General Tab +function ppOptionsSSAOOverallStrength::onMouseDragged(%this) +{ + $SSAOPostFx::overallStrength = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsSSAOBlurDepth::onMouseDragged(%this) +{ + $SSAOPostFx::blurDepthTol = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsSSAOBlurNormal::onMouseDragged(%this) +{ + $SSAOPostFx::blurNormalTol = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +//Near Tab +function ppOptionsSSAONearRadius::onMouseDragged(%this) +{ + $SSAOPostFx::sRadius = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsSSAONearStrength::onMouseDragged(%this) +{ + $SSAOPostFx::sStrength = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsSSAONearDepthMin::onMouseDragged(%this) +{ + $SSAOPostFx::sDepthMin = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsSSAONearDepthMax::onMouseDragged(%this) +{ + $SSAOPostFx::sDepthMax = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsSSAONearToleranceNormal::onMouseDragged(%this) +{ + $SSAOPostFx::sNormalTol = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsSSAONearTolerancePower::onMouseDragged(%this) +{ + $SSAOPostFx::sNormalPow = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +//Far Tab +function ppOptionsSSAOFarRadius::onMouseDragged(%this) +{ + $SSAOPostFx::lRadius = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +function ppOptionsSSAOFarStrength::onMouseDragged(%this) +{ + $SSAOPostFx::lStrength = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +function ppOptionsSSAOFarDepthMin::onMouseDragged(%this) +{ + $SSAOPostFx::lDepthMin = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +function ppOptionsSSAOFarDepthMax::onMouseDragged(%this) +{ + $SSAOPostFx::lDepthMax = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +function ppOptionsSSAOFarToleranceNormal::onMouseDragged(%this) +{ + $SSAOPostFx::lNormalTol = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +function ppOptionsSSAOFarTolerancePower::onMouseDragged(%this) +{ + $SSAOPostFx::lNormalPow = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +//HDR Slider Controls +//Brighness tab + +function ppOptionsHDRToneMappingAmount::onMouseDragged(%this) +{ + + $HDRPostFX::enableToneMapping = %this.value; + %this.ToolTip = "value : " @ %this.value; +} + +function ppOptionsHDRKeyValue::onMouseDragged(%this) +{ + $HDRPostFX::keyValue = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsHDRMinLuminance::onMouseDragged(%this) +{ + $HDRPostFX::minLuminace = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsHDRWhiteCutoff::onMouseDragged(%this) +{ + $HDRPostFX::whiteCutoff = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsHDRBrightnessAdaptRate::onMouseDragged(%this) +{ + $HDRPostFX::adaptRate = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +//Blur tab +function ppOptionsHDRBloomBlurBrightPassThreshold::onMouseDragged(%this) +{ + $HDRPostFX::brightPassThreshold = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsHDRBloomBlurMultiplier::onMouseDragged(%this) +{ + $HDRPostFX::gaussMultiplier = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsHDRBloomBlurMean::onMouseDragged(%this) +{ + $HDRPostFX::gaussMean = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsHDRBloomBlurStdDev::onMouseDragged(%this) +{ + $HDRPostFX::gaussStdDev = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + +function ppOptionsHDRBloom::onAction(%this) +{ + $HDRPostFX::enableBloom = %this.getValue(); +} + +function ppOptionsHDRToneMapping::onAction(%this) +{ + //$HDRPostFX::enableToneMapping = %this.getValue(); +} + +function ppOptionsHDREffectsBlueShift::onAction(%this) +{ + $HDRPostFX::enableBlueShift = %this.getValue(); +} + + +//Controls for color range in blue Shift dialog + +function ppOptionsHDREffectsBlueShiftColorBlend::onAction(%this) +{ + $HDRPostFX::blueShiftColor = %this.PickColor; + %this.ToolTip = "Color Values : " @ %this.PickColor; +} + +function ppOptionsHDREffectsBlueShiftColorBaseColor::onAction(%this) +{ + //This one feeds the one above + ppOptionsHDREffectsBlueShiftColorBlend.baseColor = %this.PickColor; + %this.ToolTip = "Color Values : " @ %this.PickColor; +} + + +//Light rays Brightness Slider Controls +function ppOptionsLightRaysBrightScalar::onMouseDragged(%this) +{ + $LightRayPostFX::brightScalar = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +//Light rays Number of Samples Slider Control +function ppOptionsLightRaysSampleScalar::onMouseDragged(%this) +{ + $LightRayPostFX::numSamples = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +//Light rays Density Slider Control +function ppOptionsLightRaysDensityScalar::onMouseDragged(%this) +{ + $LightRayPostFX::density = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +//Light rays Weight Slider Control +function ppOptionsLightRaysWeightScalar::onMouseDragged(%this) +{ + $LightRayPostFX::weight = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} +//Light rays Decay Slider Control +function ppOptionsLightRaysDecayScalar::onMouseDragged(%this) +{ + $LightRayPostFX::decay = %this.value; + %this.ToolTip = "Value : " @ %this.value; +} + + +function ppOptionsUpdateDOFSettings() +{ + DOFPostEffect.setFocusParams( $DOFPostFx::BlurMin, $DOFPostFx::BlurMax, $DOFPostFx::FocusRangeMin, $DOFPostFx::FocusRangeMax, -($DOFPostFx::BlurCurveNear), $DOFPostFx::BlurCurveFar ); + + DOFPostEffect.setAutoFocus( $DOFPostFx::EnableAutoFocus ); + DOFPostEffect.setFocalDist(0); + + if($PostFXManager::PostFX::EnableDOF) + { + DOFPostEffect.enable(); + } + else + { + DOFPostEffect.disable(); + } +} + +//DOF General Tab +//DOF Toggles +function ppOptionsDOFEnableDOF::onAction(%this) +{ + $PostFXManager::PostFX::EnableDOF = %this.getValue(); + ppOptionsUpdateDOFSettings(); +} + + +function ppOptionsDOFEnableAutoFocus::onAction(%this) +{ + $DOFPostFx::EnableAutoFocus = %this.getValue(); + DOFPostEffect.setAutoFocus( %this.getValue() ); +} + +//DOF AutoFocus Slider controls +function ppOptionsDOFFarBlurMinSlider::onMouseDragged(%this) +{ + $DOFPostFx::BlurMin = %this.value; + ppOptionsUpdateDOFSettings(); +} + +function ppOptionsDOFFarBlurMaxSlider::onMouseDragged(%this) +{ + $DOFPostFx::BlurMax = %this.value; + ppOptionsUpdateDOFSettings(); +} + +function ppOptionsDOFFocusRangeMinSlider::onMouseDragged(%this) +{ + $DOFPostFx::FocusRangeMin = %this.value; + ppOptionsUpdateDOFSettings(); +} + +function ppOptionsDOFFocusRangeMaxSlider::onMouseDragged(%this) +{ + $DOFPostFx::FocusRangeMax = %this.value; + ppOptionsUpdateDOFSettings(); +} + +function ppOptionsDOFBlurCurveNearSlider::onMouseDragged(%this) +{ + $DOFPostFx::BlurCurveNear = %this.value; + ppOptionsUpdateDOFSettings(); +} + +function ppOptionsDOFBlurCurveFarSlider::onMouseDragged(%this) +{ + $DOFPostFx::BlurCurveFar = %this.value; + ppOptionsUpdateDOFSettings(); +} + +function ppOptionsEnableHDRDebug::onAction(%this) +{ + if ( %this.getValue() ) + LuminanceVisPostFX.enable(); + else + LuminanceVisPostFX.disable(); +} + +function ppOptionsUpdateVignetteSettings() +{ + if($PostFXManager::PostFX::EnableVignette) + { + VignettePostEffect.enable(); + } + else + { + VignettePostEffect.disable(); + } +} + +function ppOptionsVignetteEnableVignette::onAction(%this) +{ + $PostFXManager::PostFX::EnableVignette = %this.getValue(); + ppOptionsUpdateVignetteSettings(); +} + +function ppColorCorrection_selectFile() +{ + %filter = "Image Files (*.png, *.jpg, *.dds, *.bmp, *.gif, *.jng. *.tga)|*.png;*.jpg;*.dds;*.bmp;*.gif;*.jng;*.tga|All Files (*.*)|*.*|"; + getLoadFilename( %filter, "ppColorCorrection_selectFileHandler"); +} + +function ppColorCorrection_selectFileHandler( %filename ) +{ + if ( %filename $= "" || !isFile( %filename ) ) + %filename = "core/postFX/images/null_color_ramp.png"; + else + %filename = makeRelativePath( %filename, getMainDotCsDir() ); + + $HDRPostFX::colorCorrectionRamp = %filename; + PostFXManager-->ColorCorrectionFileName.Text = %filename; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/postFxManager.gui.settings.cs b/Templates/BaseGame/game/core/postFX/scripts/postFxManager.gui.settings.cs new file mode 100644 index 000000000..eefcd9b7e --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/postFxManager.gui.settings.cs @@ -0,0 +1,439 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2012 GarageGames, LLC +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to +// deal in the Software without restriction, including without limitation the +// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or +// sell copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +//----------------------------------------------------------------------------- + +$PostFXManager::defaultPreset = "./default.postfxpreset.cs"; + +function PostFXManager::settingsSetEnabled(%this, %bEnablePostFX) +{ + $PostFXManager::PostFX::Enabled = %bEnablePostFX; + + //if to enable the postFX, apply the ones that are enabled + if ( %bEnablePostFX ) + { + //SSAO, HDR, LightRays, DOF + + if ( $PostFXManager::PostFX::EnableSSAO ) + SSAOPostFx.enable(); + else + SSAOPostFx.disable(); + + if ( $PostFXManager::PostFX::EnableHDR ) + HDRPostFX.enable(); + else + HDRPostFX.disable(); + + if ( $PostFXManager::PostFX::EnableLightRays ) + LightRayPostFX.enable(); + else + LightRayPostFX.disable(); + + if ( $PostFXManager::PostFX::EnableDOF ) + DOFPostEffect.enable(); + else + DOFPostEffect.disable(); + + if ( $PostFXManager::PostFX::EnableVignette ) + VignettePostEffect.enable(); + else + VignettePostEffect.disable(); + + postVerbose("% - PostFX Manager - PostFX enabled"); + } + else + { + //Disable all postFX + + SSAOPostFx.disable(); + HDRPostFX.disable(); + LightRayPostFX.disable(); + DOFPostEffect.disable(); + VignettePostEffect.disable(); + + postVerbose("% - PostFX Manager - PostFX disabled"); + } + + VolFogGlowPostFx.disable(); +} + +function PostFXManager::settingsEffectSetEnabled(%this, %sName, %bEnable) +{ + %postEffect = 0; + + //Determine the postFX to enable, and apply the boolean + if(%sName $= "SSAO") + { + %postEffect = SSAOPostFx; + $PostFXManager::PostFX::EnableSSAO = %bEnable; + //$pref::PostFX::SSAO::Enabled = %bEnable; + } + else if(%sName $= "HDR") + { + %postEffect = HDRPostFX; + $PostFXManager::PostFX::EnableHDR = %bEnable; + //$pref::PostFX::HDR::Enabled = %bEnable; + } + else if(%sName $= "LightRays") + { + %postEffect = LightRayPostFX; + $PostFXManager::PostFX::EnableLightRays = %bEnable; + //$pref::PostFX::LightRays::Enabled = %bEnable; + } + else if(%sName $= "DOF") + { + %postEffect = DOFPostEffect; + $PostFXManager::PostFX::EnableDOF = %bEnable; + //$pref::PostFX::DOF::Enabled = %bEnable; + } + else if(%sName $= "Vignette") + { + %postEffect = VignettePostEffect; + $PostFXManager::PostFX::EnableVignette = %bEnable; + //$pref::PostFX::Vignette::Enabled = %bEnable; + } + + // Apply the change + if ( %bEnable == true ) + { + %postEffect.enable(); + postVerbose("% - PostFX Manager - " @ %sName @ " enabled"); + } + else + { + %postEffect.disable(); + postVerbose("% - PostFX Manager - " @ %sName @ " disabled"); + } +} + +function PostFXManager::settingsRefreshSSAO(%this) +{ + //Apply the enabled flag + ppOptionsEnableSSAO.setValue($PostFXManager::PostFX::EnableSSAO); + + //Add the items we need to display + ppOptionsSSAOQuality.clear(); + ppOptionsSSAOQuality.add("Low", 0); + ppOptionsSSAOQuality.add("Medium", 1); + ppOptionsSSAOQuality.add("High", 2); + + //Set the selected, after adding the items! + ppOptionsSSAOQuality.setSelected($SSAOPostFx::quality); + + //SSAO - Set the values of the sliders, General Tab + ppOptionsSSAOOverallStrength.setValue($SSAOPostFx::overallStrength); + ppOptionsSSAOBlurDepth.setValue($SSAOPostFx::blurDepthTol); + ppOptionsSSAOBlurNormal.setValue($SSAOPostFx::blurNormalTol); + + //SSAO - Set the values for the near tab + ppOptionsSSAONearDepthMax.setValue($SSAOPostFx::sDepthMax); + ppOptionsSSAONearDepthMin.setValue($SSAOPostFx::sDepthMin); + ppOptionsSSAONearRadius.setValue($SSAOPostFx::sRadius); + ppOptionsSSAONearStrength.setValue($SSAOPostFx::sStrength); + ppOptionsSSAONearToleranceNormal.setValue($SSAOPostFx::sNormalTol); + ppOptionsSSAONearTolerancePower.setValue($SSAOPostFx::sNormalPow); + + //SSAO - Set the values for the far tab + ppOptionsSSAOFarDepthMax.setValue($SSAOPostFx::lDepthMax); + ppOptionsSSAOFarDepthMin.setValue($SSAOPostFx::lDepthMin); + ppOptionsSSAOFarRadius.setValue($SSAOPostFx::lRadius); + ppOptionsSSAOFarStrength.setValue($SSAOPostFx::lStrength); + ppOptionsSSAOFarToleranceNormal.setValue($SSAOPostFx::lNormalTol); + ppOptionsSSAOFarTolerancePower.setValue($SSAOPostFx::lNormalPow); +} + +function PostFXManager::settingsRefreshHDR(%this) +{ + //Apply the enabled flag + ppOptionsEnableHDR.setValue($PostFXManager::PostFX::EnableHDR); + + ppOptionsHDRBloom.setValue($HDRPostFX::enableBloom); + ppOptionsHDRBloomBlurBrightPassThreshold.setValue($HDRPostFX::brightPassThreshold); + ppOptionsHDRBloomBlurMean.setValue($HDRPostFX::gaussMean); + ppOptionsHDRBloomBlurMultiplier.setValue($HDRPostFX::gaussMultiplier); + ppOptionsHDRBloomBlurStdDev.setValue($HDRPostFX::gaussStdDev); + ppOptionsHDRBrightnessAdaptRate.setValue($HDRPostFX::adaptRate); + ppOptionsHDREffectsBlueShift.setValue($HDRPostFX::enableBlueShift); + ppOptionsHDREffectsBlueShiftColor.BaseColor = $HDRPostFX::blueShiftColor; + ppOptionsHDREffectsBlueShiftColor.PickColor = $HDRPostFX::blueShiftColor; + ppOptionsHDRKeyValue.setValue($HDRPostFX::keyValue); + ppOptionsHDRMinLuminance.setValue($HDRPostFX::minLuminace); + ppOptionsHDRToneMapping.setValue($HDRPostFX::enableToneMapping); + ppOptionsHDRToneMappingAmount.setValue($HDRPostFX::enableToneMapping); + ppOptionsHDRWhiteCutoff.setValue($HDRPostFX::whiteCutoff); + + %this-->ColorCorrectionFileName.Text = $HDRPostFX::colorCorrectionRamp; +} + +function PostFXManager::settingsRefreshLightrays(%this) +{ + //Apply the enabled flag + ppOptionsEnableLightRays.setValue($PostFXManager::PostFX::EnableLightRays); + + ppOptionsLightRaysBrightScalar.setValue($LightRayPostFX::brightScalar); + + ppOptionsLightRaysSampleScalar.setValue($LightRayPostFX::numSamples); + ppOptionsLightRaysDensityScalar.setValue($LightRayPostFX::density); + ppOptionsLightRaysWeightScalar.setValue($LightRayPostFX::weight); + ppOptionsLightRaysDecayScalar.setValue($LightRayPostFX::decay); +} + +function PostFXManager::settingsRefreshDOF(%this) +{ + //Apply the enabled flag + ppOptionsEnableDOF.setValue($PostFXManager::PostFX::EnableDOF); + + + //ppOptionsDOFEnableDOF.setValue($PostFXManager::PostFX::EnableDOF); + ppOptionsDOFEnableAutoFocus.setValue($DOFPostFx::EnableAutoFocus); + + ppOptionsDOFFarBlurMinSlider.setValue($DOFPostFx::BlurMin); + ppOptionsDOFFarBlurMaxSlider.setValue($DOFPostFx::BlurMax); + + ppOptionsDOFFocusRangeMinSlider.setValue($DOFPostFx::FocusRangeMin); + ppOptionsDOFFocusRangeMaxSlider.setValue($DOFPostFx::FocusRangeMax); + + ppOptionsDOFBlurCurveNearSlider.setValue($DOFPostFx::BlurCurveNear); + ppOptionsDOFBlurCurveFarSlider.setValue($DOFPostFx::BlurCurveFar); + +} + +function PostFXManager::settingsRefreshVignette(%this) +{ + //Apply the enabled flag + ppOptionsEnableVignette.setValue($PostFXManager::PostFX::EnableVignette); + +} + +function PostFXManager::settingsRefreshAll(%this) +{ + $PostFXManager::PostFX::Enabled = $pref::enablePostEffects; + $PostFXManager::PostFX::EnableSSAO = SSAOPostFx.isEnabled(); + $PostFXManager::PostFX::EnableHDR = HDRPostFX.isEnabled(); + $PostFXManager::PostFX::EnableLightRays = LightRayPostFX.isEnabled(); + $PostFXManager::PostFX::EnableDOF = DOFPostEffect.isEnabled(); + $PostFXManager::PostFX::EnableVignette = VignettePostEffect.isEnabled(); + + //For all the postFX here, apply the active settings in the system + //to the gui controls. + + %this.settingsRefreshSSAO(); + %this.settingsRefreshHDR(); + %this.settingsRefreshLightrays(); + %this.settingsRefreshDOF(); + %this.settingsRefreshVignette(); + + ppOptionsEnable.setValue($PostFXManager::PostFX::Enabled); + + postVerbose("% - PostFX Manager - GUI values updated."); +} + +function PostFXManager::settingsApplyFromPreset(%this) +{ + postVerbose("% - PostFX Manager - Applying from preset"); + + //SSAO Settings + $SSAOPostFx::blurDepthTol = $PostFXManager::Settings::SSAO::blurDepthTol; + $SSAOPostFx::blurNormalTol = $PostFXManager::Settings::SSAO::blurNormalTol; + $SSAOPostFx::lDepthMax = $PostFXManager::Settings::SSAO::lDepthMax; + $SSAOPostFx::lDepthMin = $PostFXManager::Settings::SSAO::lDepthMin; + $SSAOPostFx::lDepthPow = $PostFXManager::Settings::SSAO::lDepthPow; + $SSAOPostFx::lNormalPow = $PostFXManager::Settings::SSAO::lNormalPow; + $SSAOPostFx::lNormalTol = $PostFXManager::Settings::SSAO::lNormalTol; + $SSAOPostFx::lRadius = $PostFXManager::Settings::SSAO::lRadius; + $SSAOPostFx::lStrength = $PostFXManager::Settings::SSAO::lStrength; + $SSAOPostFx::overallStrength = $PostFXManager::Settings::SSAO::overallStrength; + $SSAOPostFx::quality = $PostFXManager::Settings::SSAO::quality; + $SSAOPostFx::sDepthMax = $PostFXManager::Settings::SSAO::sDepthMax; + $SSAOPostFx::sDepthMin = $PostFXManager::Settings::SSAO::sDepthMin; + $SSAOPostFx::sDepthPow = $PostFXManager::Settings::SSAO::sDepthPow; + $SSAOPostFx::sNormalPow = $PostFXManager::Settings::SSAO::sNormalPow; + $SSAOPostFx::sNormalTol = $PostFXManager::Settings::SSAO::sNormalTol; + $SSAOPostFx::sRadius = $PostFXManager::Settings::SSAO::sRadius; + $SSAOPostFx::sStrength = $PostFXManager::Settings::SSAO::sStrength; + + //HDR settings + $HDRPostFX::adaptRate = $PostFXManager::Settings::HDR::adaptRate; + $HDRPostFX::blueShiftColor = $PostFXManager::Settings::HDR::blueShiftColor; + $HDRPostFX::brightPassThreshold = $PostFXManager::Settings::HDR::brightPassThreshold; + $HDRPostFX::enableBloom = $PostFXManager::Settings::HDR::enableBloom; + $HDRPostFX::enableBlueShift = $PostFXManager::Settings::HDR::enableBlueShift; + $HDRPostFX::enableToneMapping = $PostFXManager::Settings::HDR::enableToneMapping; + $HDRPostFX::gaussMean = $PostFXManager::Settings::HDR::gaussMean; + $HDRPostFX::gaussMultiplier = $PostFXManager::Settings::HDR::gaussMultiplier; + $HDRPostFX::gaussStdDev = $PostFXManager::Settings::HDR::gaussStdDev; + $HDRPostFX::keyValue = $PostFXManager::Settings::HDR::keyValue; + $HDRPostFX::minLuminace = $PostFXManager::Settings::HDR::minLuminace; + $HDRPostFX::whiteCutoff = $PostFXManager::Settings::HDR::whiteCutoff; + $HDRPostFX::colorCorrectionRamp = $PostFXManager::Settings::ColorCorrectionRamp; + + //Light rays settings + $LightRayPostFX::brightScalar = $PostFXManager::Settings::LightRays::brightScalar; + + $LightRayPostFX::numSamples = $PostFXManager::Settings::LightRays::numSamples; + $LightRayPostFX::density = $PostFXManager::Settings::LightRays::density; + $LightRayPostFX::weight = $PostFXManager::Settings::LightRays::weight; + $LightRayPostFX::decay = $PostFXManager::Settings::LightRays::decay; + + //DOF settings + $DOFPostFx::EnableAutoFocus = $PostFXManager::Settings::DOF::EnableAutoFocus; + $DOFPostFx::BlurMin = $PostFXManager::Settings::DOF::BlurMin; + $DOFPostFx::BlurMax = $PostFXManager::Settings::DOF::BlurMax; + $DOFPostFx::FocusRangeMin = $PostFXManager::Settings::DOF::FocusRangeMin; + $DOFPostFx::FocusRangeMax = $PostFXManager::Settings::DOF::FocusRangeMax; + $DOFPostFx::BlurCurveNear = $PostFXManager::Settings::DOF::BlurCurveNear; + $DOFPostFx::BlurCurveFar = $PostFXManager::Settings::DOF::BlurCurveFar; + + //Vignette settings + $VignettePostEffect::VMax = $PostFXManager::Settings::Vignette::VMax; + $VignettePostEffect::VMin = $PostFXManager::Settings::Vignette::VMin; + + if ( $PostFXManager::forceEnableFromPresets ) + { + $PostFXManager::PostFX::Enabled = $PostFXManager::Settings::EnablePostFX; + $PostFXManager::PostFX::EnableDOF = $pref::PostFX::EnableDOF ? $PostFXManager::Settings::EnableDOF : false; + $PostFXManager::PostFX::EnableVignette = $pref::PostFX::EnableVignette ? $PostFXManager::Settings::EnableVignette : false; + $PostFXManager::PostFX::EnableLightRays = $pref::PostFX::EnableLightRays ? $PostFXManager::Settings::EnableLightRays : false; + $PostFXManager::PostFX::EnableHDR = $pref::PostFX::EnableHDR ? $PostFXManager::Settings::EnableHDR : false; + $PostFXManager::PostFX::EnableSSAO = $pref::PostFX::EnabledSSAO ? $PostFXManager::Settings::EnableSSAO : false; + + %this.settingsSetEnabled( true ); + } + + //make sure we apply the correct settings to the DOF + ppOptionsUpdateDOFSettings(); + + // Update the actual GUI controls if its awake ( otherwise it will when opened ). + if ( PostFXManager.isAwake() ) + %this.settingsRefreshAll(); +} + +function PostFXManager::settingsApplySSAO(%this) +{ + $PostFXManager::Settings::SSAO::blurDepthTol = $SSAOPostFx::blurDepthTol; + $PostFXManager::Settings::SSAO::blurNormalTol = $SSAOPostFx::blurNormalTol; + $PostFXManager::Settings::SSAO::lDepthMax = $SSAOPostFx::lDepthMax; + $PostFXManager::Settings::SSAO::lDepthMin = $SSAOPostFx::lDepthMin; + $PostFXManager::Settings::SSAO::lDepthPow = $SSAOPostFx::lDepthPow; + $PostFXManager::Settings::SSAO::lNormalPow = $SSAOPostFx::lNormalPow; + $PostFXManager::Settings::SSAO::lNormalTol = $SSAOPostFx::lNormalTol; + $PostFXManager::Settings::SSAO::lRadius = $SSAOPostFx::lRadius; + $PostFXManager::Settings::SSAO::lStrength = $SSAOPostFx::lStrength; + $PostFXManager::Settings::SSAO::overallStrength = $SSAOPostFx::overallStrength; + $PostFXManager::Settings::SSAO::quality = $SSAOPostFx::quality; + $PostFXManager::Settings::SSAO::sDepthMax = $SSAOPostFx::sDepthMax; + $PostFXManager::Settings::SSAO::sDepthMin = $SSAOPostFx::sDepthMin; + $PostFXManager::Settings::SSAO::sDepthPow = $SSAOPostFx::sDepthPow; + $PostFXManager::Settings::SSAO::sNormalPow = $SSAOPostFx::sNormalPow; + $PostFXManager::Settings::SSAO::sNormalTol = $SSAOPostFx::sNormalTol; + $PostFXManager::Settings::SSAO::sRadius = $SSAOPostFx::sRadius; + $PostFXManager::Settings::SSAO::sStrength = $SSAOPostFx::sStrength; + + postVerbose("% - PostFX Manager - Settings Saved - SSAO"); + +} + +function PostFXManager::settingsApplyHDR(%this) +{ + $PostFXManager::Settings::HDR::adaptRate = $HDRPostFX::adaptRate; + $PostFXManager::Settings::HDR::blueShiftColor = $HDRPostFX::blueShiftColor; + $PostFXManager::Settings::HDR::brightPassThreshold = $HDRPostFX::brightPassThreshold; + $PostFXManager::Settings::HDR::enableBloom = $HDRPostFX::enableBloom; + $PostFXManager::Settings::HDR::enableBlueShift = $HDRPostFX::enableBlueShift; + $PostFXManager::Settings::HDR::enableToneMapping = $HDRPostFX::enableToneMapping; + $PostFXManager::Settings::HDR::gaussMean = $HDRPostFX::gaussMean; + $PostFXManager::Settings::HDR::gaussMultiplier = $HDRPostFX::gaussMultiplier; + $PostFXManager::Settings::HDR::gaussStdDev = $HDRPostFX::gaussStdDev; + $PostFXManager::Settings::HDR::keyValue = $HDRPostFX::keyValue; + $PostFXManager::Settings::HDR::minLuminace = $HDRPostFX::minLuminace; + $PostFXManager::Settings::HDR::whiteCutoff = $HDRPostFX::whiteCutoff; + $PostFXManager::Settings::ColorCorrectionRamp = $HDRPostFX::colorCorrectionRamp; + + postVerbose("% - PostFX Manager - Settings Saved - HDR"); +} + +function PostFXManager::settingsApplyLightRays(%this) +{ + $PostFXManager::Settings::LightRays::brightScalar = $LightRayPostFX::brightScalar; + + $PostFXManager::Settings::LightRays::numSamples = $LightRayPostFX::numSamples; + $PostFXManager::Settings::LightRays::density = $LightRayPostFX::density; + $PostFXManager::Settings::LightRays::weight = $LightRayPostFX::weight; + $PostFXManager::Settings::LightRays::decay = $LightRayPostFX::decay; + + postVerbose("% - PostFX Manager - Settings Saved - Light Rays"); + +} + +function PostFXManager::settingsApplyDOF(%this) +{ + $PostFXManager::Settings::DOF::EnableAutoFocus = $DOFPostFx::EnableAutoFocus; + $PostFXManager::Settings::DOF::BlurMin = $DOFPostFx::BlurMin; + $PostFXManager::Settings::DOF::BlurMax = $DOFPostFx::BlurMax; + $PostFXManager::Settings::DOF::FocusRangeMin = $DOFPostFx::FocusRangeMin; + $PostFXManager::Settings::DOF::FocusRangeMax = $DOFPostFx::FocusRangeMax; + $PostFXManager::Settings::DOF::BlurCurveNear = $DOFPostFx::BlurCurveNear; + $PostFXManager::Settings::DOF::BlurCurveFar = $DOFPostFx::BlurCurveFar; + + postVerbose("% - PostFX Manager - Settings Saved - DOF"); + +} + +function PostFXManager::settingsApplyVignette(%this) +{ + $PostFXManager::Settings::Vignette::VMax = $VignettePostEffect::VMax; + $PostFXManager::Settings::Vignette::VMin = $VignettePostEffect::VMin; + + postVerbose("% - PostFX Manager - Settings Saved - Vignette"); + +} + +function PostFXManager::settingsApplyAll(%this, %sFrom) +{ + // Apply settings which control if effects are on/off altogether. + $PostFXManager::Settings::EnablePostFX = $PostFXManager::PostFX::Enabled; + $PostFXManager::Settings::EnableDOF = $PostFXManager::PostFX::EnableDOF; + $PostFXManager::Settings::EnableVignette = $PostFXManager::PostFX::EnableVignette; + $PostFXManager::Settings::EnableLightRays = $PostFXManager::PostFX::EnableLightRays; + $PostFXManager::Settings::EnableHDR = $PostFXManager::PostFX::EnableHDR; + $PostFXManager::Settings::EnableSSAO = $PostFXManager::PostFX::EnableSSAO; + + // Apply settings should save the values in the system to the + // the preset structure ($PostFXManager::Settings::*) + + // SSAO Settings + %this.settingsApplySSAO(); + // HDR settings + %this.settingsApplyHDR(); + // Light rays settings + %this.settingsApplyLightRays(); + // DOF + %this.settingsApplyDOF(); + // Vignette + %this.settingsApplyVignette(); + + postVerbose("% - PostFX Manager - All Settings applied to $PostFXManager::Settings"); +} + +function PostFXManager::settingsApplyDefaultPreset(%this) +{ + PostFXManager::loadPresetHandler($PostFXManager::defaultPreset); +} + diff --git a/Templates/BaseGame/game/core/postFX/scripts/postFxManager.persistance.cs b/Templates/BaseGame/game/core/postFX/scripts/postFxManager.persistance.cs new file mode 100644 index 000000000..31fec95f1 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/postFxManager.persistance.cs @@ -0,0 +1,79 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +// Used to name the saved files. +$PostFXManager::fileExtension = ".postfxpreset.cs"; + +// The filter string for file open/save dialogs. +$PostFXManager::fileFilter = "Post Effect Presets|*.postfxpreset.cs"; + +// Enable / disable PostFX when loading presets or just apply the settings? +$PostFXManager::forceEnableFromPresets = true; + +//Load a preset file from the disk, and apply the settings to the +//controls. If bApplySettings is true - the actual values in the engine +//will be changed to reflect the settings from the file. +function PostFXManager::loadPresetFile() +{ + //Show the dialog and set the flag + getLoadFilename($PostFXManager::fileFilter, "PostFXManager::loadPresetHandler"); +} + +function PostFXManager::loadPresetHandler( %filename ) +{ + //Check the validity of the file + if ( isScriptFile( %filename ) ) + { + %filename = expandFilename(%filename); + postVerbose("% - PostFX Manager - Executing " @ %filename); + exec(%filename); + + PostFXManager.settingsApplyFromPreset(); + } +} + +//Save a preset file to the specified file. The extension used +//is specified by $PostFXManager::fileExtension for on the fly +//name changes to the extension used. + +function PostFXManager::savePresetFile(%this) +{ + %defaultFile = filePath($Client::MissionFile) @ "/" @ fileBase($Client::MissionFile); + getSaveFilename($PostFXManager::fileFilter, "PostFXManager::savePresetHandler", %defaultFile); +} + +//Called from the PostFXManager::savePresetFile() function +function PostFXManager::savePresetHandler( %filename ) +{ + %filename = makeRelativePath( %filename, getMainDotCsDir() ); + if(strStr(%filename, ".") == -1) + %filename = %filename @ $PostFXManager::fileExtension; + + //Apply the current settings to the preset + PostFXManager.settingsApplyAll(); + + export("$PostFXManager::Settings::*", %filename, false); + + postVerbose("% - PostFX Manager - Save complete. Preset saved at : " @ %filename); +} + diff --git a/Templates/BaseGame/game/core/postFX/scripts/ssao.cs b/Templates/BaseGame/game/core/postFX/scripts/ssao.cs new file mode 100644 index 000000000..5fe405a82 --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/ssao.cs @@ -0,0 +1,302 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +/// +$SSAOPostFx::overallStrength = 2.0; + +// TODO: Add small/large param docs. + +// The small radius SSAO settings. +$SSAOPostFx::sRadius = 0.1; +$SSAOPostFx::sStrength = 6.0; +$SSAOPostFx::sDepthMin = 0.1; +$SSAOPostFx::sDepthMax = 1.0; +$SSAOPostFx::sDepthPow = 1.0; +$SSAOPostFx::sNormalTol = 0.0; +$SSAOPostFx::sNormalPow = 1.0; + +// The large radius SSAO settings. +$SSAOPostFx::lRadius = 1.0; +$SSAOPostFx::lStrength = 10.0; +$SSAOPostFx::lDepthMin = 0.2; +$SSAOPostFx::lDepthMax = 2.0; +$SSAOPostFx::lDepthPow = 0.2; +$SSAOPostFx::lNormalTol = -0.5; +$SSAOPostFx::lNormalPow = 2.0; + +/// Valid values: 0, 1, 2 +$SSAOPostFx::quality = 0; + +/// +$SSAOPostFx::blurDepthTol = 0.001; + +/// +$SSAOPostFx::blurNormalTol = 0.95; + +/// +$SSAOPostFx::targetScale = "0.5 0.5"; + + +function SSAOPostFx::onAdd( %this ) +{ + %this.wasVis = "Uninitialized"; + %this.quality = "Uninitialized"; +} + +function SSAOPostFx::preProcess( %this ) +{ + if ( $SSAOPostFx::quality !$= %this.quality ) + { + %this.quality = mClamp( mRound( $SSAOPostFx::quality ), 0, 2 ); + + %this.setShaderMacro( "QUALITY", %this.quality ); + } + + %this.targetScale = $SSAOPostFx::targetScale; +} + +function SSAOPostFx::setShaderConsts( %this ) +{ + %this.setShaderConst( "$overallStrength", $SSAOPostFx::overallStrength ); + + // Abbreviate is s-small l-large. + + %this.setShaderConst( "$sRadius", $SSAOPostFx::sRadius ); + %this.setShaderConst( "$sStrength", $SSAOPostFx::sStrength ); + %this.setShaderConst( "$sDepthMin", $SSAOPostFx::sDepthMin ); + %this.setShaderConst( "$sDepthMax", $SSAOPostFx::sDepthMax ); + %this.setShaderConst( "$sDepthPow", $SSAOPostFx::sDepthPow ); + %this.setShaderConst( "$sNormalTol", $SSAOPostFx::sNormalTol ); + %this.setShaderConst( "$sNormalPow", $SSAOPostFx::sNormalPow ); + + %this.setShaderConst( "$lRadius", $SSAOPostFx::lRadius ); + %this.setShaderConst( "$lStrength", $SSAOPostFx::lStrength ); + %this.setShaderConst( "$lDepthMin", $SSAOPostFx::lDepthMin ); + %this.setShaderConst( "$lDepthMax", $SSAOPostFx::lDepthMax ); + %this.setShaderConst( "$lDepthPow", $SSAOPostFx::lDepthPow ); + %this.setShaderConst( "$lNormalTol", $SSAOPostFx::lNormalTol ); + %this.setShaderConst( "$lNormalPow", $SSAOPostFx::lNormalPow ); + + %blur = %this->blurY; + %blur.setShaderConst( "$blurDepthTol", $SSAOPostFx::blurDepthTol ); + %blur.setShaderConst( "$blurNormalTol", $SSAOPostFx::blurNormalTol ); + + %blur = %this->blurX; + %blur.setShaderConst( "$blurDepthTol", $SSAOPostFx::blurDepthTol ); + %blur.setShaderConst( "$blurNormalTol", $SSAOPostFx::blurNormalTol ); + + %blur = %this->blurY2; + %blur.setShaderConst( "$blurDepthTol", $SSAOPostFx::blurDepthTol ); + %blur.setShaderConst( "$blurNormalTol", $SSAOPostFx::blurNormalTol ); + + %blur = %this->blurX2; + %blur.setShaderConst( "$blurDepthTol", $SSAOPostFx::blurDepthTol ); + %blur.setShaderConst( "$blurNormalTol", $SSAOPostFx::blurNormalTol ); +} + +function SSAOPostFx::onEnabled( %this ) +{ + // This tells the AL shaders to reload and sample + // from our #ssaoMask texture target. + $AL::UseSSAOMask = true; + + return true; +} + +function SSAOPostFx::onDisabled( %this ) +{ + $AL::UseSSAOMask = false; +} + + +//----------------------------------------------------------------------------- +// GFXStateBlockData / ShaderData +//----------------------------------------------------------------------------- + +singleton GFXStateBlockData( SSAOStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; + samplerStates[1] = SamplerWrapLinear; + samplerStates[2] = SamplerClampPoint; +}; + +singleton GFXStateBlockData( SSAOBlurStateBlock : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampPoint; +}; + +singleton ShaderData( SSAOShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_P.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_P.glsl"; + + samplerNames[0] = "$deferredMap"; + samplerNames[1] = "$randNormalTex"; + samplerNames[2] = "$powTable"; + + pixVersion = 3.0; +}; + +singleton ShaderData( SSAOBlurYShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_Blur_V.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_Blur_P.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_Blur_V.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_Blur_P.glsl"; + + samplerNames[0] = "$occludeMap"; + samplerNames[1] = "$deferredMap"; + + pixVersion = 3.0; + + defines = "BLUR_DIR=float2(0.0,1.0)"; +}; + +singleton ShaderData( SSAOBlurXShader : SSAOBlurYShader ) +{ + defines = "BLUR_DIR=float2(1.0,0.0)"; +}; + +//----------------------------------------------------------------------------- +// PostEffects +//----------------------------------------------------------------------------- + +singleton PostEffect( SSAOPostFx ) +{ + allowReflectPass = false; + + renderTime = "PFXBeforeBin"; + renderBin = "AL_LightBinMgr"; + renderPriority = 10; + + shader = SSAOShader; + stateBlock = SSAOStateBlock; + + texture[0] = "#deferred"; + texture[1] = "core/postFX/images/noise.png"; + texture[2] = "#ssao_pow_table"; + + target = "$outTex"; + targetScale = "0.5 0.5"; + targetViewport = "PFXTargetViewport_NamedInTexture0"; + + singleton PostEffect() + { + internalName = "blurY"; + + shader = SSAOBlurYShader; + stateBlock = SSAOBlurStateBlock; + + texture[0] = "$inTex"; + texture[1] = "#deferred"; + + target = "$outTex"; + }; + + singleton PostEffect() + { + internalName = "blurX"; + + shader = SSAOBlurXShader; + stateBlock = SSAOBlurStateBlock; + + texture[0] = "$inTex"; + texture[1] = "#deferred"; + + target = "$outTex"; + }; + + singleton PostEffect() + { + internalName = "blurY2"; + + shader = SSAOBlurYShader; + stateBlock = SSAOBlurStateBlock; + + texture[0] = "$inTex"; + texture[1] = "#deferred"; + + target = "$outTex"; + }; + + singleton PostEffect() + { + internalName = "blurX2"; + + shader = SSAOBlurXShader; + stateBlock = SSAOBlurStateBlock; + + texture[0] = "$inTex"; + texture[1] = "#deferred"; + + // We write to a mask texture which is then + // read by the lighting shaders to mask ambient. + target = "#ssaoMask"; + }; +}; + + +/// Just here for debug visualization of the +/// SSAO mask texture used during lighting. +singleton PostEffect( SSAOVizPostFx ) +{ + allowReflectPass = false; + + shader = PFX_PassthruShader; + stateBlock = PFX_DefaultStateBlock; + + texture[0] = "#ssaoMask"; + + target = "$backbuffer"; +}; + +singleton ShaderData( SSAOPowTableShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_PowerTable_V.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_PowerTable_P.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_PowerTable_V.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_PowerTable_P.glsl"; + + pixVersion = 2.0; +}; + +singleton PostEffect( SSAOPowTablePostFx ) +{ + shader = SSAOPowTableShader; + stateBlock = PFX_DefaultStateBlock; + + renderTime = "PFXTexGenOnDemand"; + + target = "#ssao_pow_table"; + + targetFormat = "GFXFormatR16F"; + targetSize = "256 1"; +}; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/turbulence.cs b/Templates/BaseGame/game/core/postFX/scripts/turbulence.cs new file mode 100644 index 000000000..967c3b2bf --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/turbulence.cs @@ -0,0 +1,57 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton GFXStateBlockData( PFX_TurbulenceStateBlock : PFX_DefaultStateBlock) +{ + zDefined = false; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; +}; + +singleton ShaderData( PFX_TurbulenceShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/turbulenceP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/turbulenceP.glsl"; + + samplerNames[0] = "$inputTex"; + pixVersion = 3.0; +}; + +singleton PostEffect( TurbulenceFx ) +{ + isEnabled = false; + allowReflectPass = true; + + renderTime = "PFXAfterDiffuse"; + renderBin = "GlowBin"; + renderPriority = 0.5; // Render after the glows themselves + + shader = PFX_TurbulenceShader; + stateBlock=PFX_TurbulenceStateBlock; + texture[0] = "$backBuffer"; + }; diff --git a/Templates/BaseGame/game/core/postFX/scripts/vignette.cs b/Templates/BaseGame/game/core/postFX/scripts/vignette.cs new file mode 100644 index 000000000..d22f7d14a --- /dev/null +++ b/Templates/BaseGame/game/core/postFX/scripts/vignette.cs @@ -0,0 +1,55 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2012 GarageGames, LLC +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to +// deal in the Software without restriction, including without limitation the +// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or +// sell copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +// IN THE SOFTWARE. +//----------------------------------------------------------------------------- + +$VignettePostEffect::VMax = 0.6; +$VignettePostEffect::VMin = 0.2; + +singleton ShaderData( VignetteShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/vignette/VignetteP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/vignette/gl/VignetteP.glsl"; + + samplerNames[0] = "$backBuffer"; + + pixVersion = 2.0; +}; + +singleton PostEffect( VignettePostEffect ) +{ + isEnabled = false; + allowReflectPass = false; + renderTime = "PFXAfterBin"; + renderBin = "GlowBin"; + shader = VignetteShader; + stateBlock = PFX_DefaultStateBlock; + texture[0] = "$backBuffer"; + renderPriority = 10; +}; + +function VignettePostEffect::setShaderConsts(%this) +{ + %this.setShaderConst("$Vmax", $VignettePostEffect::VMax); + %this.setShaderConst("$Vmin", $VignettePostEffect::VMin); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/Core_Rendering.cs b/Templates/BaseGame/game/core/rendering/Core_Rendering.cs new file mode 100644 index 000000000..d09e0cbe3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/Core_Rendering.cs @@ -0,0 +1,20 @@ + +function Core_Rendering::onCreate(%this) +{ + $Core::MissingTexturePath = "core/rendering/images/missingTexture"; + $Core::UnAvailableTexturePath = "core/rendering/images/unavailable"; + $Core::WarningTexturePath = "core/rendering/images/warnMat"; + $Core::CommonShaderPath = "core/rendering/shaders"; + + exec("./scripts/renderManager.cs"); + exec("./scripts/gfxData/clouds.cs"); + exec("./scripts/gfxData/commonMaterialData.cs"); + exec("./scripts/gfxData/scatterSky.cs"); + exec("./scripts/gfxData/shaders.cs"); + exec("./scripts/gfxData/terrainBlock.cs"); + exec("./scripts/gfxData/water.cs"); +} + +function Core_Rendering::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/Core_Rendering.module b/Templates/BaseGame/game/core/rendering/Core_Rendering.module new file mode 100644 index 000000000..9dbbfc33a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/Core_Rendering.module @@ -0,0 +1,9 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/images/materials.cs b/Templates/BaseGame/game/core/rendering/images/materials.cs new file mode 100644 index 000000000..a13c751b3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/images/materials.cs @@ -0,0 +1,32 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton Material( Empty ) +{ +}; + +singleton Material(WarningMaterial) { + detailMap[0] = "missingTexture"; + diffuseColor[0] = "25 16 0"; + emissive[0] = false; + translucent = false; +}; diff --git a/Templates/BaseGame/game/core/rendering/images/missingTexture.png b/Templates/BaseGame/game/core/rendering/images/missingTexture.png new file mode 100644 index 000000000..80a7874da Binary files /dev/null and b/Templates/BaseGame/game/core/rendering/images/missingTexture.png differ diff --git a/Templates/BaseGame/game/core/rendering/images/unavailable.png b/Templates/BaseGame/game/core/rendering/images/unavailable.png new file mode 100644 index 000000000..9d818a376 Binary files /dev/null and b/Templates/BaseGame/game/core/rendering/images/unavailable.png differ diff --git a/Templates/BaseGame/game/core/rendering/images/warnMat.dds b/Templates/BaseGame/game/core/rendering/images/warnMat.dds new file mode 100644 index 000000000..ea99dcbd7 Binary files /dev/null and b/Templates/BaseGame/game/core/rendering/images/warnMat.dds differ diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/clouds.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/clouds.cs new file mode 100644 index 000000000..00d56d6d3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/clouds.cs @@ -0,0 +1,55 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//------------------------------------------------------------------------------ +// CloudLayer +//------------------------------------------------------------------------------ + +singleton ShaderData( CloudLayerShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/cloudLayerV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/cloudLayerP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/cloudLayerV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/cloudLayerP.glsl"; + + samplerNames[0] = "$normalHeightMap"; + + pixVersion = 2.0; +}; + +//------------------------------------------------------------------------------ +// BasicClouds +//------------------------------------------------------------------------------ + +singleton ShaderData( BasicCloudsShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/basicCloudsV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/basicCloudsP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/basicCloudsV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/basicCloudsP.glsl"; + + samplerNames[0] = "$diffuseMap"; + + pixVersion = 2.0; +}; diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs new file mode 100644 index 000000000..c5d8ef5bc --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs @@ -0,0 +1,79 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Anim flag settings - must match material.h +// These cannot be enumed through script becuase it cannot +// handle the "|" operation for combining them together +// ie. Scroll | Wave does not work. +//----------------------------------------------------------------------------- +$scroll = 1; +$rotate = 2; +$wave = 4; +$scale = 8; +$sequence = 16; + + +// Common stateblock definitions +new GFXSamplerStateData(SamplerClampLinear) +{ + textureColorOp = GFXTOPModulate; + addressModeU = GFXAddressClamp; + addressModeV = GFXAddressClamp; + addressModeW = GFXAddressClamp; + magFilter = GFXTextureFilterLinear; + minFilter = GFXTextureFilterLinear; + mipFilter = GFXTextureFilterLinear; +}; + +new GFXSamplerStateData(SamplerClampPoint) +{ + textureColorOp = GFXTOPModulate; + addressModeU = GFXAddressClamp; + addressModeV = GFXAddressClamp; + addressModeW = GFXAddressClamp; + magFilter = GFXTextureFilterPoint; + minFilter = GFXTextureFilterPoint; + mipFilter = GFXTextureFilterPoint; +}; + +new GFXSamplerStateData(SamplerWrapLinear) +{ + textureColorOp = GFXTOPModulate; + addressModeU = GFXTextureAddressWrap; + addressModeV = GFXTextureAddressWrap; + addressModeW = GFXTextureAddressWrap; + magFilter = GFXTextureFilterLinear; + minFilter = GFXTextureFilterLinear; + mipFilter = GFXTextureFilterLinear; +}; + +new GFXSamplerStateData(SamplerWrapPoint) +{ + textureColorOp = GFXTOPModulate; + addressModeU = GFXTextureAddressWrap; + addressModeV = GFXTextureAddressWrap; + addressModeW = GFXTextureAddressWrap; + magFilter = GFXTextureFilterPoint; + minFilter = GFXTextureFilterPoint; + mipFilter = GFXTextureFilterPoint; +}; diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/scatterSky.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/scatterSky.cs new file mode 100644 index 000000000..5add01d8b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/scatterSky.cs @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +new GFXStateBlockData( ScatterSkySBData ) +{ + cullMode = "GFXCullNone"; + + zDefined = true; + zEnable = true; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; + samplerStates[1] = SamplerClampLinear; + vertexColorEnable = true; +}; + +singleton ShaderData( ScatterSkyShaderData ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/scatterSkyV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/scatterSkyP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/scatterSkyV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/scatterSkyP.glsl"; + + samplerNames[0] = "$nightSky"; + + pixVersion = 2.0; +}; diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs new file mode 100644 index 000000000..da3b7c864 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs @@ -0,0 +1,152 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// This file contains shader data necessary for various engine utility functions +//----------------------------------------------------------------------------- + + +singleton ShaderData( ParticlesShaderData ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/particlesV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/particlesP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/particlesV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/particlesP.glsl"; + + samplerNames[0] = "$diffuseMap"; + samplerNames[1] = "$deferredTex"; + samplerNames[2] = "$paraboloidLightMap"; + + pixVersion = 2.0; +}; + +singleton ShaderData( OffscreenParticleCompositeShaderData ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/particleCompositeV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/particleCompositeP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/particleCompositeV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/particleCompositeP.glsl"; + + samplerNames[0] = "$colorSource"; + samplerNames[1] = "$edgeSource"; + + pixVersion = 2.0; +}; + +//----------------------------------------------------------------------------- +// Planar Reflection +//----------------------------------------------------------------------------- +new ShaderData( ReflectBump ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/planarReflectBumpV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/planarReflectBumpP.glsl"; + + samplerNames[0] = "$diffuseMap"; + samplerNames[1] = "$refractMap"; + samplerNames[2] = "$bumpMap"; + + pixVersion = 2.0; +}; + +new ShaderData( Reflect ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/planarReflectV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/planarReflectP.glsl"; + + samplerNames[0] = "$diffuseMap"; + samplerNames[1] = "$refractMap"; + + pixVersion = 1.4; +}; + +//----------------------------------------------------------------------------- +// fxFoliageReplicator +//----------------------------------------------------------------------------- +new ShaderData( fxFoliageReplicatorShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/fxFoliageReplicatorV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/fxFoliageReplicatorP.glsl"; + + samplerNames[0] = "$diffuseMap"; + samplerNames[1] = "$alphaMap"; + + pixVersion = 1.4; +}; + +singleton ShaderData( VolumetricFogDeferredShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogPreV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogPreP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogPreV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogPreP.glsl"; + + pixVersion = 3.0; +}; +singleton ShaderData( VolumetricFogShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogP.glsl"; + + samplerNames[0] = "$deferredTex"; + samplerNames[1] = "$depthBuffer"; + samplerNames[2] = "$frontBuffer"; + samplerNames[3] = "$density"; + + pixVersion = 3.0; +}; +singleton ShaderData( VolumetricFogReflectionShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogPreV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogRefl.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogPreV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogRefl.glsl"; + + pixVersion = 3.0; +}; +singleton ShaderData( CubemapSaveShader ) +{ + DXVertexShaderFile = "shaders/common/cubemapSaveV.hlsl"; + DXPixelShaderFile = "shaders/common/cubemapSaveP.hlsl"; + + OGLVertexShaderFile = "shaders/common/gl/cubemapSaveV.glsl"; + OGLPixelShaderFile = "shaders/common/gl/cubemapSaveP.glsl"; + + samplerNames[0] = "$cubemapTex"; + + pixVersion = 3.0; +}; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/terrainBlock.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/terrainBlock.cs new file mode 100644 index 000000000..69802b1da --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/terrainBlock.cs @@ -0,0 +1,36 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +/// Used when generating the blended base texture. +singleton ShaderData( TerrainBlendShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/terrain/blendV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/terrain/blendP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/terrain/gl/blendV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/terrain/gl/blendP.glsl"; + + samplerNames[0] = "layerTex"; + samplerNames[1] = "textureMap"; + + pixVersion = 2.0; +}; diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.cs new file mode 100644 index 000000000..ec5e4be71 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.cs @@ -0,0 +1,208 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + + +//----------------------------------------------------------------------------- +// Water +//----------------------------------------------------------------------------- + +singleton ShaderData( WaterShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/water/waterV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/water/waterP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/water/gl/waterV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/water/gl/waterP.glsl"; + + samplerNames[0] = "$bumpMap"; // noise + samplerNames[1] = "$deferredTex"; // #deferred + samplerNames[2] = "$reflectMap"; // $reflectbuff + samplerNames[3] = "$refractBuff"; // $backbuff + samplerNames[4] = "$skyMap"; // $cubemap + samplerNames[5] = "$foamMap"; // foam + samplerNames[6] = "$depthGradMap"; // depthMap ( color gradient ) + + pixVersion = 3.0; +}; + +new GFXSamplerStateData(WaterSampler) +{ + textureColorOp = GFXTOPModulate; + addressModeU = GFXAddressWrap; + addressModeV = GFXAddressWrap; + addressModeW = GFXAddressWrap; + magFilter = GFXTextureFilterLinear; + minFilter = GFXTextureFilterAnisotropic; + mipFilter = GFXTextureFilterLinear; + maxAnisotropy = 4; +}; + +singleton GFXStateBlockData( WaterStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = WaterSampler; // noise + samplerStates[1] = SamplerClampPoint; // #deferred + samplerStates[2] = SamplerClampLinear; // $reflectbuff + samplerStates[3] = SamplerClampPoint; // $backbuff + samplerStates[4] = SamplerWrapLinear; // $cubemap + samplerStates[5] = SamplerWrapLinear; // foam + samplerStates[6] = SamplerClampLinear; // depthMap ( color gradient ) + cullDefined = true; + cullMode = "GFXCullCCW"; +}; + +singleton GFXStateBlockData( UnderWaterStateBlock : WaterStateBlock ) +{ + cullMode = "GFXCullCW"; +}; + +singleton CustomMaterial( WaterMat ) +{ + sampler["deferredTex"] = "#deferred"; + sampler["reflectMap"] = "$reflectbuff"; + sampler["refractBuff"] = "$backbuff"; + // These samplers are set in code not here. + // This is to allow different WaterObject instances + // to use this same material but override these textures + // per instance. + //sampler["bumpMap"] = ""; + //sampler["skyMap"] = ""; + //sampler["foamMap"] = ""; + //sampler["depthGradMap"] = ""; + + shader = WaterShader; + stateBlock = WaterStateBlock; + version = 3.0; + + useAnisotropic[0] = true; +}; + +//----------------------------------------------------------------------------- +// Underwater +//----------------------------------------------------------------------------- + +singleton ShaderData( UnderWaterShader : WaterShader ) +{ + defines = "UNDERWATER"; +}; + +singleton CustomMaterial( UnderwaterMat ) +{ + // These samplers are set in code not here. + // This is to allow different WaterObject instances + // to use this same material but override these textures + // per instance. + //sampler["bumpMap"] = "core/art/water/noise02"; + //sampler["foamMap"] = "core/art/water/foam"; + + sampler["deferredTex"] = "#deferred"; + sampler["refractBuff"] = "$backbuff"; + + shader = UnderWaterShader; + stateBlock = UnderWaterStateBlock; + specular = "0.75 0.75 0.75 1.0"; + specularPower = 48.0; + version = 3.0; +}; + +//----------------------------------------------------------------------------- +// Basic Water +//----------------------------------------------------------------------------- + +singleton ShaderData( WaterBasicShader ) +{ + DXVertexShaderFile = $Core::CommonShaderPath @ "/water/waterBasicV.hlsl"; + DXPixelShaderFile = $Core::CommonShaderPath @ "/water/waterBasicP.hlsl"; + + OGLVertexShaderFile = $Core::CommonShaderPath @ "/water/gl/waterBasicV.glsl"; + OGLPixelShaderFile = $Core::CommonShaderPath @ "/water/gl/waterBasicP.glsl"; + + samplerNames[0] = "$bumpMap"; + samplerNames[2] = "$reflectMap"; + samplerNames[3] = "$refractBuff"; + samplerNames[4] = "$skyMap"; + samplerNames[5] = "$depthGradMap"; + + pixVersion = 2.0; +}; + +singleton GFXStateBlockData( WaterBasicStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = WaterSampler; // noise + samplerStates[2] = SamplerClampLinear; // $reflectbuff + samplerStates[3] = SamplerClampPoint; // $backbuff + samplerStates[4] = SamplerWrapLinear; // $cubemap + cullDefined = true; + cullMode = "GFXCullCCW"; +}; + +singleton GFXStateBlockData( UnderWaterBasicStateBlock : WaterBasicStateBlock ) +{ + cullMode = "GFXCullCW"; +}; + +singleton CustomMaterial( WaterBasicMat ) +{ + // These samplers are set in code not here. + // This is to allow different WaterObject instances + // to use this same material but override these textures + // per instance. + //sampler["bumpMap"] = "core/art/water/noise02"; + //sampler["skyMap"] = "$cubemap"; + + //sampler["deferredTex"] = "#deferred"; + sampler["reflectMap"] = "$reflectbuff"; + sampler["refractBuff"] = "$backbuff"; + + cubemap = NewLevelSkyCubemap; + shader = WaterBasicShader; + stateBlock = WaterBasicStateBlock; + version = 2.0; +}; + +//----------------------------------------------------------------------------- +// Basic UnderWater +//----------------------------------------------------------------------------- + +singleton ShaderData( UnderWaterBasicShader : WaterBasicShader) +{ + defines = "UNDERWATER"; +}; + +singleton CustomMaterial( UnderwaterBasicMat ) +{ + // These samplers are set in code not here. + // This is to allow different WaterObject instances + // to use this same material but override these textures + // per instance. + //sampler["bumpMap"] = "core/art/water/noise02"; + //samplers["skyMap"] = "$cubemap"; + + //sampler["deferredTex"] = "#deferred"; + sampler["refractBuff"] = "$backbuff"; + + shader = UnderWaterBasicShader; + stateBlock = UnderWaterBasicStateBlock; + version = 2.0; +}; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.ATITechnologiesInc.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.ATITechnologiesInc.cs new file mode 100644 index 000000000..10c6bdf5b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.ATITechnologiesInc.cs @@ -0,0 +1,36 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// ATI Vendor Profile Script +// +// This script is responsible for setting global +// capability strings based on the nVidia vendor. + +if(GFXCardProfiler::getVersion() < 64.44) +{ + $GFX::OutdatedDrivers = true; + $GFX::OutdatedDriversLink = "You can get newer drivers here.."; +} +else +{ + $GFX::OutdatedDrivers = false; +} diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.GeForce8600.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.GeForce8600.cs new file mode 100644 index 000000000..328788dac --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.GeForce8600.cs @@ -0,0 +1,36 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// nVidia Vendor Profile Script +// +// This script is responsible for setting global +// capability strings based on the nVidia vendor. + +if(GFXCardProfiler::getVersion() < 1.2) +{ + $GFX::OutdatedDrivers = true; + $GFX::OutdatedDriversLink = "You can get newer drivers here.."; +} +else +{ + $GFX::OutdatedDrivers = false; +} diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.QuadroFXGo1000.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.QuadroFXGo1000.cs new file mode 100644 index 000000000..5681b2f6d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.QuadroFXGo1000.cs @@ -0,0 +1,39 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// nVidia Vendor Profile Script +// +// This script is responsible for setting global +// capability strings based on the nVidia vendor. + +if(GFXCardProfiler::getVersion() < 53.82) +{ + $GFX::OutdatedDrivers = true; + $GFX::OutdatedDriversLink = "You can get newer drivers here.."; +} +else +{ + $GFX::OutdatedDrivers = false; +} + +// Silly card has trouble with this! +GFXCardProfiler::setCapability("autoMipmapLevel", false); diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.cs new file mode 100644 index 000000000..b33b8d5d3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.NVIDIA.cs @@ -0,0 +1,36 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// nVidia Vendor Profile Script +// +// This script is responsible for setting global +// capability strings based on the nVidia vendor. + +if(GFXCardProfiler::getVersion() < 56.72) +{ + $GFX::OutdatedDrivers = true; + $GFX::OutdatedDriversLink = "You can get newer drivers here.."; +} +else +{ + $GFX::OutdatedDrivers = false; +} diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.cs new file mode 100644 index 000000000..e1e299341 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxprofile/D3D9.cs @@ -0,0 +1,26 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Direct3D 9 Renderer Profile Script +// +// This script is responsible for setting global +// capability strings based on the D3D9 renderer type. \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/scripts/renderManager.cs b/Templates/BaseGame/game/core/rendering/scripts/renderManager.cs new file mode 100644 index 000000000..4a80a45b1 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/scripts/renderManager.cs @@ -0,0 +1,126 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +function initRenderManager() +{ + assert( !isObject( DiffuseRenderPassManager ), "initRenderManager() - DiffuseRenderPassManager already initialized!" ); + + new RenderPassManager( DiffuseRenderPassManager ); + + // This token, and the associated render managers, ensure that driver MSAA + // does not get used for Advanced Lighting renders. The 'AL_FormatResolve' + // PostEffect copies the result to the backbuffer. + new RenderFormatToken(AL_FormatToken) + { + enabled = "false"; + + //When hdr is enabled this will be changed to the appropriate format + format = "GFXFormatR8G8B8A8_SRGB"; + depthFormat = "GFXFormatD24S8"; + aaLevel = 0; // -1 = match backbuffer + + // The contents of the back buffer before this format token is executed + // is provided in $inTex + copyEffect = "AL_FormatCopy"; + + // The contents of the render target created by this format token is + // provided in $inTex + resolveEffect = "AL_FormatCopy"; + }; + DiffuseRenderPassManager.addManager( new RenderPassStateBin() { renderOrder = 0.001; stateToken = AL_FormatToken; } ); + + // We really need to fix the sky to render after all the + // meshes... but that causes issues in reflections. + DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 0.1; processAddOrder = 0.1; } ); + + //DiffuseRenderPassManager.addManager( new RenderVistaMgr() { bintype = "Vista"; renderOrder = 0.15; processAddOrder = 0.15; } ); + + DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin) { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } ); + // Normal mesh rendering. + DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin) { renderOrder = 0.4; processAddOrder = 0.4; basicOnly = true; } ); + DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin) { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; basicOnly = true; } ); + DiffuseRenderPassManager.addManager( new RenderImposterMgr(ImposterBin) { renderOrder = 0.56; processAddOrder = 0.56; } ); + DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin) { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } ); + + DiffuseRenderPassManager.addManager( new RenderObjectMgr(ShadowBin) { bintype = "Shadow"; renderOrder = 0.7; processAddOrder = 0.7; } ); + DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } ); + DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; } ); + DiffuseRenderPassManager.addManager( new RenderOcclusionMgr(OccluderBin){ bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } ); + + // We now render translucent objects that should handle + // their own fogging and lighting. + + // Note that the fog effect is triggered before this bin. + DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjTranslucentBin) { bintype = "ObjectTranslucent"; renderOrder = 1.0; processAddOrder = 1.0; } ); + + DiffuseRenderPassManager.addManager( new RenderObjectMgr(WaterBin) { bintype = "Water"; renderOrder = 1.2; processAddOrder = 1.2; } ); + DiffuseRenderPassManager.addManager( new RenderObjectMgr(FoliageBin) { bintype = "Foliage"; renderOrder = 1.3; processAddOrder = 1.3; } ); + DiffuseRenderPassManager.addManager( new RenderParticleMgr(ParticleBin) { renderOrder = 1.35; processAddOrder = 1.35; } ); + DiffuseRenderPassManager.addManager( new RenderTranslucentMgr(TranslucentBin){ renderOrder = 1.4; processAddOrder = 1.4; } ); + + DiffuseRenderPassManager.addManager(new RenderObjectMgr(FogBin){ bintype = "ObjectVolumetricFog"; renderOrder = 1.45; processAddOrder = 1.45; } ); + + // Note that the GlowPostFx is triggered after this bin. + DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } ); + + // We render any editor stuff from this bin. Note that the HDR is + // completed before this bin to keep editor elements from tone mapping. + DiffuseRenderPassManager.addManager( new RenderObjectMgr(EditorBin) { bintype = "Editor"; renderOrder = 1.6; processAddOrder = 1.6; } ); + + // Resolve format change token last. + DiffuseRenderPassManager.addManager( new RenderPassStateBin(FinalBin) { renderOrder = 1.7; stateToken = AL_FormatToken; } ); +} + +/// This is the Default PostFX state block. Put here to prevent any missing object +/// errors for below dependencies +singleton GFXStateBlockData( PFX_DefaultStateBlock ) +{ + zDefined = true; + zEnable = false; + zWriteEnable = false; + + samplersDefined = true; + samplerStates[0] = SamplerClampLinear; +}; + +/// This post effect is used to copy data from the non-MSAA back-buffer to the +/// device back buffer (which could be MSAA). It must be declared here so that +/// it is initialized when 'AL_FormatToken' is initialzed. +singleton GFXStateBlockData( AL_FormatTokenState : PFX_DefaultStateBlock ) +{ + samplersDefined = true; + samplerStates[0] = SamplerClampPoint; +}; + +singleton PostEffect( AL_FormatCopy ) +{ + // This PostEffect is used by 'AL_FormatToken' directly. It is never added to + // the PostEffectManager. Do not call enable() on it. + isEnabled = false; + allowReflectPass = true; + + shader = PFX_PassthruShader; + stateBlock = AL_FormatTokenState; + + texture[0] = "$inTex"; + target = "$backbuffer"; +}; diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogP.hlsl new file mode 100644 index 000000000..7de14a87d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogP.hlsl @@ -0,0 +1,87 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Volumetric Fog final pixel shader V2.00 +#include "../shaderModel.hlsl" +#include "../shaderModelAutoGen.hlsl" +#include "../torque.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); +TORQUE_UNIFORM_SAMPLER2D(depthBuffer, 1); +TORQUE_UNIFORM_SAMPLER2D(frontBuffer, 2); +TORQUE_UNIFORM_SAMPLER2D(density, 3); + +uniform float3 ambientColor; +uniform float accumTime; +uniform float4 fogColor; +uniform float4 modspeed;//xy speed layer 1, zw speed layer 2 +uniform float2 viewpoint; +uniform float2 texscale; +uniform float fogDensity; +uniform float preBias; +uniform float textured; +uniform float modstrength; +uniform float numtiles; +uniform float fadesize; +uniform float2 PixelSize; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float4 htpos : TEXCOORD0; + float2 uv0 : TEXCOORD1; +}; + +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + float2 uvscreen=((IN.htpos.xy/IN.htpos.w) + 1.0 ) / 2.0; + uvscreen.y = 1.0 - uvscreen.y; + + float obj_test = TORQUE_DEFERRED_UNCONDITION(deferredTex, uvscreen).w * preBias; + float depth = TORQUE_TEX2D(depthBuffer, uvscreen).r; + float front = TORQUE_TEX2D(frontBuffer, uvscreen).r; + + if (depth <= front) + return float4(0,0,0,0); + else if ( obj_test < depth ) + depth = obj_test; + if ( front >= 0.0) + depth -= front; + + float diff = 1.0; + float3 col = fogColor.rgb; + if (textured != 0.0) + { + float2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles); + + float2 mod1 = TORQUE_TEX2D(density, (offset + (modspeed.xy*accumTime))).rg; + float2 mod2 = TORQUE_TEX2D(density, (offset + (modspeed.zw*accumTime))).rg; + diff = (mod2.r + mod1.r) * modstrength; + col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0; + } + + col *= ambientColor; + + float4 resultColor = float4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize))); + + return hdrEncode(resultColor); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogPreP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogPreP.hlsl new file mode 100644 index 000000000..9d5060935 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogPreP.hlsl @@ -0,0 +1,40 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Volumetric Fog deferred pixel shader V1.00 +#include "../shaderModel.hlsl" + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float4 pos : TEXCOORD0; +}; + +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + float OUT; + + clip( IN.pos.w ); + OUT = IN.pos.w; + + return float4(OUT,0,0,1); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogPreV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogPreV.hlsl new file mode 100644 index 000000000..b736e0d0d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogPreV.hlsl @@ -0,0 +1,44 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Volumetric Fog deferred vertex shader V1.00 + +#include "../shaderModel.hlsl" +#include "../hlslStructs.hlsl" + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float4 pos : TEXCOORD0; +}; + +uniform float4x4 modelView; + +ConnectData main( VertexIn_P IN) +{ + ConnectData OUT; + + OUT.hpos = mul(modelView, float4(IN.pos, 1.0)); + OUT.pos = OUT.hpos; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogRefl.hlsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogRefl.hlsl new file mode 100644 index 000000000..380233b5f --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogRefl.hlsl @@ -0,0 +1,38 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Volumetric Fog Reflection pixel shader V1.00 +#include "../shaderModel.hlsl" +uniform float4 fogColor; +uniform float fogDensity; +uniform float reflStrength; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float4 pos : TEXCOORD0; +}; + +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + return float4(fogColor.rgb,saturate(fogDensity*reflStrength)); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogV.hlsl new file mode 100644 index 000000000..167f83946 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/VFogV.hlsl @@ -0,0 +1,46 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Volumetric Fog final vertex shader V1.00 + +#include "../shaderModel.hlsl" +#include "../hlslStructs.hlsl" + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float4 htpos : TEXCOORD0; + float2 uv0 : TEXCOORD1; +}; + +uniform float4x4 modelView; + +ConnectData main( VertexIn_PNTT IN) +{ + ConnectData OUT; + + OUT.hpos = mul(modelView, float4(IN.pos,1.0)); + OUT.htpos = OUT.hpos; + OUT.uv0 = IN.uv0; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogP.glsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogP.glsl new file mode 100644 index 000000000..fcfa31244 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogP.glsl @@ -0,0 +1,87 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/torque.glsl" + +uniform sampler2D deferredTex; +uniform sampler2D depthBuffer; +uniform sampler2D frontBuffer; +uniform sampler2D density; + +uniform float accumTime; +uniform vec4 fogColor; +uniform float fogDensity; +uniform float preBias; +uniform float textured; +uniform float modstrength; +uniform vec4 modspeed;//xy speed layer 1, zw speed layer 2 +uniform vec2 viewpoint; +uniform vec2 texscale; +uniform vec3 ambientColor; +uniform float numtiles; +uniform float fadesize; +uniform vec2 PixelSize; + +in vec4 _hpos; +#define IN_hpos _hpos +out vec4 OUT_col; + +void main() +{ + vec2 uvscreen=((IN_hpos.xy/IN_hpos.w) + 1.0 ) / 2.0; + uvscreen.y = 1.0 - uvscreen.y; + + float obj_test = deferredUncondition( deferredTex, uvscreen).w * preBias; + float depth = tex2D(depthBuffer,uvscreen).r; + float front = tex2D(frontBuffer,uvscreen).r; + + if (depth <= front) + { + OUT_col = vec4(0,0,0,0); + return; + } + + else if ( obj_test < depth ) + depth = obj_test; + if ( front >= 0.0) + depth -= front; + + float diff = 1.0; + vec3 col = fogColor.rgb; + if (textured != 0.0) + { + vec2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles); + + vec2 mod1 = tex2D(density,(offset + (modspeed.xy*accumTime))).rg; + vec2 mod2= tex2D(density,(offset + (modspeed.zw*accumTime))).rg; + diff = (mod2.r + mod1.r) * modstrength; + col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0; + } + + col *= ambientColor; + + vec4 returnColor = vec4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize))); + + OUT_col = hdrEncode(returnColor); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogPreP.glsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogPreP.glsl new file mode 100644 index 000000000..017ea6ef8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogPreP.glsl @@ -0,0 +1,37 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +in vec4 _hpos; +#define IN_hpos _hpos + +out vec4 OUT_col; + +void main() +{ + float OUT; + clip( IN_hpos.w ); + OUT = IN_hpos.w; + + OUT_col = vec4(OUT,0,0,1); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogPreV.glsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogPreV.glsl new file mode 100644 index 000000000..2f2a1318a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogPreV.glsl @@ -0,0 +1,42 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +in vec4 vPosition; +#define IN_position vPosition + +out vec4 _hpos; +#define OUT_hpos _hpos + +uniform mat4 modelView; + +void main() +{ + vec4 inPos = IN_position; + inPos.w = 1.0; + + OUT_hpos = tMul( modelView, inPos ); + + gl_Position = OUT_hpos; + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogRefl.glsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogRefl.glsl new file mode 100644 index 000000000..78e149fbf --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogRefl.glsl @@ -0,0 +1,33 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +uniform vec4 fogColor; +uniform float fogDensity; +uniform float reflStrength; +out vec4 OUT_col; + +void main() +{ + OUT_col = vec4(fogColor.rgb,saturate(fogDensity*reflStrength)); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogV.glsl b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogV.glsl new file mode 100644 index 000000000..57b3ba87e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/VolumetricFog/gl/VFogV.glsl @@ -0,0 +1,38 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +in vec4 vPosition; +#define IN_position vPosition + +out vec4 _hpos; +#define OUT_hpos _hpos + +uniform mat4 modelView; + +void main() +{ + OUT_hpos = tMul(modelView, IN_position); + gl_Position = OUT_hpos; + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/basicCloudsP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/basicCloudsP.hlsl new file mode 100644 index 000000000..4b40e5e8c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/basicCloudsP.hlsl @@ -0,0 +1,37 @@ +//----------------------------------------------------------------------------- +// 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 "torque.hlsl" + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; +}; + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); + +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + float4 col = TORQUE_TEX2D(diffuseMap, IN.texCoord); + return hdrEncode( col ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/basicCloudsV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/basicCloudsV.hlsl new file mode 100644 index 000000000..a176fdbcd --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/basicCloudsV.hlsl @@ -0,0 +1,58 @@ +//----------------------------------------------------------------------------- +// 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 "shaderModel.hlsl" + +struct CloudVert +{ + float3 pos : POSITION; + float2 uv0 : TEXCOORD0; +}; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; +}; + +uniform float4x4 modelview; +uniform float2 texDirection; +uniform float2 texOffset; +uniform float accumTime; +uniform float texScale; + + +ConnectData main( CloudVert IN ) +{ + ConnectData OUT; + + OUT.hpos = mul(modelview, float4(IN.pos,1.0)); + + float2 uv = IN.uv0; + uv += texOffset; + uv *= texScale; + uv += accumTime * texDirection; + + OUT.texCoord = uv; + + return OUT; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/cloudLayerP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/cloudLayerP.hlsl new file mode 100644 index 000000000..efa8fe0b4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/cloudLayerP.hlsl @@ -0,0 +1,146 @@ +//----------------------------------------------------------------------------- +// 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 "shaderModel.hlsl" +#include "torque.hlsl" + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float4 texCoord12 : TEXCOORD0; + float4 texCoord34 : TEXCOORD1; + float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized + float3 vViewTS : TEXCOORD3; // view vector in tangent space, denormalized + float worldDist : TEXCOORD4; +}; + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +TORQUE_UNIFORM_SAMPLER2D(normalHeightMap, 0); +uniform float3 ambientColor; +uniform float3 sunColor; +uniform float cloudCoverage; +uniform float3 cloudBaseColor; +uniform float cloudExposure; + +//----------------------------------------------------------------------------- +// Globals +//----------------------------------------------------------------------------- +// The per-color weighting to be used for luminance calculations in RGB order. +static const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f); + + +//----------------------------------------------------------------------------- +// Functions +//----------------------------------------------------------------------------- + +// Calculates the Rayleigh phase function +float getRayleighPhase( float angle ) +{ + return 0.75 * ( 1.0 + pow( angle, 2 ) ); +} + +// Returns the output rgb color given a texCoord and parameters it uses +// for lighting calculation. +float3 ComputeIllumination( float2 texCoord, + float3 vLightTS, + float3 vViewTS, + float3 vNormalTS ) +{ + //return noiseNormal; + //return vNormalTS; + + float3 vLightTSAdj = float3( -vLightTS.x, -vLightTS.y, vLightTS.z ); + + float dp = dot( vNormalTS, vLightTSAdj ); + + // Calculate the amount of illumination (lightTerm)... + + // We do both a rim lighting effect and a halfLambertian lighting effect + // and combine the result. + float halfLambertTerm = saturate( pow( dp * 0.5 + 0.5, 1 ) ); + float rimLightTerm = pow( ( 1.0 - dp ), 1.0 ); + float lightTerm = saturate( halfLambertTerm * 1.0 + rimLightTerm * dp ); + lightTerm *= 0.5; + + // Use a simple RayleighPhase function to simulate single scattering towards + // the camera. + float angle = dot( vLightTS, vViewTS ); + lightTerm *= getRayleighPhase( angle ); + + // Combine terms and colors into the output color. + //float3 lightColor = ( lightTerm * sunColor * fOcclusionShadow ) + ambientColor; + float3 lightColor = lerp( ambientColor, sunColor, lightTerm ); + //lightColor = lerp( lightColor, ambientColor, cloudCoverage ); + float3 finalColor = cloudBaseColor * lightColor; + + return finalColor; +} + +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + // Normalize the interpolated vectors: + float3 vViewTS = normalize( IN.vViewTS ); + float3 vLightTS = normalize( IN.vLightTS ); + + float4 cResultColor = float4( 0, 0, 0, 1 ); + + float2 texSample = IN.texCoord12.xy; + + float4 noise1 = TORQUE_TEX2D( normalHeightMap, IN.texCoord12.zw ); + noise1 = normalize( ( noise1 - 0.5 ) * 2.0 ); + //return noise1; + + float4 noise2 = TORQUE_TEX2D(normalHeightMap, IN.texCoord34.xy); + noise2 = normalize( ( noise2 - 0.5 ) * 2.0 ); + //return noise2; + + float3 noiseNormal = normalize( noise1 + noise2 ).xyz; + //return float4( noiseNormal, 1.0 ); + + float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 ); + + float3 vNormalTS = normalize( TORQUE_TEX2D(normalHeightMap, texSample).xyz * 2.0 - 1.0); + vNormalTS += noiseNormal; + vNormalTS = normalize( vNormalTS ); + + // Compute resulting color for the pixel: + cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS ); + + float coverage = ( cloudCoverage - 0.5 ) * 2.0; + cResultColor.a = TORQUE_TEX2D(normalHeightMap, texSample).a + coverage + noiseHeight; + + if ( cloudCoverage > -1.0 ) + cResultColor.a /= 1.0 + coverage; + + cResultColor.a = saturate( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ) ); + + cResultColor.a = lerp( cResultColor.a, 0.0, 1.0 - pow(IN.worldDist,2.0) ); + + cResultColor.rgb *= cloudExposure; + + return hdrEncode( cResultColor ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/cloudLayerV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/cloudLayerV.hlsl new file mode 100644 index 000000000..d60dd251d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/cloudLayerV.hlsl @@ -0,0 +1,106 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- +#include "shaderModel.hlsl" + +struct CloudVert +{ + float3 pos : POSITION; + float3 normal : NORMAL; + float3 binormal : BINORMAL; + float3 tangent : TANGENT; + float2 uv0 : TEXCOORD0; +}; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float4 texCoord12 : TEXCOORD0; + float4 texCoord34 : TEXCOORD1; + float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized + float3 vViewTS : TEXCOORD3; // view vector in tangent space, denormalized + float worldDist : TEXCOORD4; +}; + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform float4x4 modelview; +uniform float3 eyePosWorld; +uniform float3 sunVec; +uniform float2 texOffset0; +uniform float2 texOffset1; +uniform float2 texOffset2; +uniform float3 texScale; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +ConnectData main( CloudVert IN ) +{ + ConnectData OUT; + + OUT.hpos = mul(modelview, float4(IN.pos,1.0)); + // Offset the uv so we don't have a seam directly over our head. + float2 uv = IN.uv0 + float2( 0.5, 0.5 ); + + OUT.texCoord12.xy = uv * texScale.x; + OUT.texCoord12.xy += texOffset0; + + OUT.texCoord12.zw = uv * texScale.y; + OUT.texCoord12.zw += texOffset1; + + OUT.texCoord34.xy = uv * texScale.z; + OUT.texCoord34.xy += texOffset2; + + OUT.texCoord34.z = IN.pos.z; + OUT.texCoord34.w = 0.0; + + // Transform the normal, tangent and binormal vectors from object space to + // homogeneous projection space: + float3 vNormalWS = -IN.normal; + float3 vTangentWS = -IN.tangent; + float3 vBinormalWS = -IN.binormal; + + // Compute position in world space: + float4 vPositionWS = float4(IN.pos, 1.0) + float4(eyePosWorld, 1); //mul( IN.pos, objTrans ); + + // Compute and output the world view vector (unnormalized): + float3 vViewWS = eyePosWorld - vPositionWS.xyz; + + // Compute denormalized light vector in world space: + float3 vLightWS = -sunVec; + + // Normalize the light and view vectors and transform it to the tangent space: + float3x3 mWorldToTangent = float3x3( vTangentWS, vBinormalWS, vNormalWS ); + + // Propagate the view and the light vectors (in tangent space): + OUT.vLightTS = mul( vLightWS, mWorldToTangent ); + OUT.vViewTS = mul( mWorldToTangent, vViewWS ); + + OUT.worldDist = saturate( pow( max( IN.pos.z, 0 ), 2 ) ); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/addColorTextureP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/addColorTextureP.hlsl new file mode 100644 index 000000000..d0577428f --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/addColorTextureP.hlsl @@ -0,0 +1,37 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +struct Conn +{ + float4 HPOS : TORQUE_POSITION; + float4 color : COLOR; + float2 texCoord : TEXCOORD0; +}; + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); + +float4 main( Conn IN ) : TORQUE_TARGET0 +{ + return float4(IN.color.rgb, IN.color.a * TORQUE_TEX2D(diffuseMap, IN.texCoord).a); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/addColorTextureV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/addColorTextureV.hlsl new file mode 100644 index 000000000..8bf4e88d8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/addColorTextureV.hlsl @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +struct Appdata +{ + float3 position : POSITION; + float4 color : COLOR; + float2 texCoord : TEXCOORD0; +}; + +struct Conn +{ + float4 HPOS : TORQUE_POSITION; + float4 color : COLOR; + float2 texCoord : TEXCOORD0; +}; + +uniform float4x4 modelview; + +Conn main( Appdata In ) +{ + Conn Out; + Out.HPOS = mul(modelview, float4(In.position,1.0)); + Out.color = In.color; + Out.texCoord = In.texCoord; + return Out; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/colorP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/colorP.hlsl new file mode 100644 index 000000000..dd9990e07 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/colorP.hlsl @@ -0,0 +1,34 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +struct Conn +{ + float4 HPOS : TORQUE_POSITION; + float4 color : COLOR; +}; + +float4 main(Conn IN) : TORQUE_TARGET0 +{ + return IN.color; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/colorV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/colorV.hlsl new file mode 100644 index 000000000..d16dfb863 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/colorV.hlsl @@ -0,0 +1,45 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +struct Appdata +{ + float3 position : POSITION; + float4 color : COLOR; +}; + +struct Conn +{ + float4 HPOS : TORQUE_POSITION; + float4 color : COLOR; +}; + +uniform float4x4 modelview; + +Conn main( Appdata In ) +{ + Conn Out; + Out.HPOS = mul(modelview, float4(In.position,1.0)); + Out.color = In.color; + return Out; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/addColorTextureP.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/addColorTextureP.glsl new file mode 100644 index 000000000..b9a10adf3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/addColorTextureP.glsl @@ -0,0 +1,32 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +uniform sampler2D diffuseMap; +in vec4 color; +in vec2 texCoord; + +out vec4 OUT_col; + +void main() +{ + OUT_col = vec4(color.rgb, color.a * texture(diffuseMap, texCoord).a); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/addColorTextureV.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/addColorTextureV.glsl new file mode 100644 index 000000000..5d7f10168 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/addColorTextureV.glsl @@ -0,0 +1,38 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +in vec4 vPosition; +in vec4 vColor; +in vec2 vTexCoord0; + +uniform mat4 modelview; +out vec4 color; +out vec2 texCoord; + +void main() +{ + gl_Position = tMul(modelview, vPosition); + correctSSP(gl_Position); + color = vColor; + texCoord = vTexCoord0.st; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/colorP.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/colorP.glsl new file mode 100644 index 000000000..f9dfc3d4f --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/colorP.glsl @@ -0,0 +1,30 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +in vec4 color; + +out vec4 OUT_col; + +void main() +{ + OUT_col = color; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/colorV.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/colorV.glsl new file mode 100644 index 000000000..895917b55 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/colorV.glsl @@ -0,0 +1,35 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +in vec4 vPosition; +in vec4 vColor; + +uniform mat4 modelview; +out vec4 color; + +void main() +{ + gl_Position = tMul(modelview, vPosition); + correctSSP(gl_Position); + color = vColor; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/modColorTextureP.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/modColorTextureP.glsl new file mode 100644 index 000000000..c24b9db12 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/modColorTextureP.glsl @@ -0,0 +1,32 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +uniform sampler2D diffuseMap; +in vec4 color; +in vec2 texCoord; + +out vec4 OUT_col; + +void main() +{ + OUT_col = texture(diffuseMap, texCoord) * color; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/modColorTextureV.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/modColorTextureV.glsl new file mode 100644 index 000000000..5d7f10168 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/modColorTextureV.glsl @@ -0,0 +1,38 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +in vec4 vPosition; +in vec4 vColor; +in vec2 vTexCoord0; + +uniform mat4 modelview; +out vec4 color; +out vec2 texCoord; + +void main() +{ + gl_Position = tMul(modelview, vPosition); + correctSSP(gl_Position); + color = vColor; + texCoord = vTexCoord0.st; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/targetRestoreP.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/targetRestoreP.glsl new file mode 100644 index 000000000..770f8904d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/targetRestoreP.glsl @@ -0,0 +1,31 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +uniform sampler2D colorTarget0Texture ; + +vec4 main( vec2 ScreenPos : VPOS ) : COLOR0 +{ + vec2 TexCoord = ScreenPos; + vec4 diffuse; + asm { tfetch2D diffuse, TexCoord, colorTarget0Texture, UnnormalizedTextureCoords = true }; + return diffuse; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/targetRestoreV.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/targetRestoreV.glsl new file mode 100644 index 000000000..e99d2e537 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/targetRestoreV.glsl @@ -0,0 +1,22 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/textureP.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/textureP.glsl new file mode 100644 index 000000000..50cef4bda --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/textureP.glsl @@ -0,0 +1,31 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +uniform sampler2D diffuseMap; +in vec2 texCoord; + +out vec4 OUT_col; + +void main() +{ + OUT_col = texture(diffuseMap, texCoord); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/textureV.glsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/textureV.glsl new file mode 100644 index 000000000..20dbb6f10 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/gl/textureV.glsl @@ -0,0 +1,35 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform mat4 modelview; +out vec2 texCoord; + +void main() +{ + gl_Position = tMul(modelview, vPosition); + correctSSP(gl_Position); + texCoord = vTexCoord0.st; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/modColorTextureP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/modColorTextureP.hlsl new file mode 100644 index 000000000..63afec2a4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/modColorTextureP.hlsl @@ -0,0 +1,37 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +struct Conn +{ + float4 HPOS : TORQUE_POSITION; + float4 color : COLOR; + float2 texCoord : TEXCOORD0; +}; + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); + +float4 main( Conn IN ) : TORQUE_TARGET0 +{ + return TORQUE_TEX2D(diffuseMap, IN.texCoord) * IN.color; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/modColorTextureV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/modColorTextureV.hlsl new file mode 100644 index 000000000..8bf4e88d8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/modColorTextureV.hlsl @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +struct Appdata +{ + float3 position : POSITION; + float4 color : COLOR; + float2 texCoord : TEXCOORD0; +}; + +struct Conn +{ + float4 HPOS : TORQUE_POSITION; + float4 color : COLOR; + float2 texCoord : TEXCOORD0; +}; + +uniform float4x4 modelview; + +Conn main( Appdata In ) +{ + Conn Out; + Out.HPOS = mul(modelview, float4(In.position,1.0)); + Out.color = In.color; + Out.texCoord = In.texCoord; + return Out; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/targetRestoreP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/targetRestoreP.hlsl new file mode 100644 index 000000000..9ef44f426 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/targetRestoreP.hlsl @@ -0,0 +1,31 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +uniform sampler2D colorTarget0Texture : register(s0); + +float4 main( float2 ScreenPos : VPOS ) : COLOR0 +{ + float2 TexCoord = ScreenPos; + float4 diffuse; + asm { tfetch2D diffuse, TexCoord, colorTarget0Texture, UnnormalizedTextureCoords = true }; + return diffuse; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/targetRestoreV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/targetRestoreV.hlsl new file mode 100644 index 000000000..3c4aefaec --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/targetRestoreV.hlsl @@ -0,0 +1,26 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +float4 main( const float2 inPosition : POSITION ) : POSITION +{ + return float4( inPosition, 0, 1 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/textureP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/textureP.hlsl new file mode 100644 index 000000000..82dbd4ce9 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/textureP.hlsl @@ -0,0 +1,36 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); + +struct Conn +{ + float4 hpos : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; +}; + +float4 main(Conn IN) : TORQUE_TARGET0 +{ + return TORQUE_TEX2D(diffuseMap, IN.texCoord); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/textureV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/textureV.hlsl new file mode 100644 index 000000000..204cf9514 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/textureV.hlsl @@ -0,0 +1,46 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +struct Appdata +{ + float3 position : POSITION; + float4 color : COLOR; + float2 texCoord : TEXCOORD0; +}; + +struct Conn +{ + float4 hpos : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; +}; + +uniform float4x4 modelview; + +Conn main( Appdata In ) +{ + Conn Out; + Out.hpos = mul(modelview, float4(In.position, 1.0)); + Out.texCoord = In.texCoord; + return Out; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/foliage.hlsl b/Templates/BaseGame/game/core/rendering/shaders/foliage.hlsl new file mode 100644 index 000000000..9952c29d6 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/foliage.hlsl @@ -0,0 +1,186 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// CornerId corresponds to this arrangement +// from the perspective of the camera. +// +// 3 ---- 2 +// | | +// 0 ---- 1 +// + +#define MAX_COVERTYPES 8 + +uniform float2 gc_fadeParams; +uniform float2 gc_windDir; +uniform float3 gc_camRight; +uniform float3 gc_camUp; +uniform float4 gc_typeRects[MAX_COVERTYPES]; + +// .x = gust length +// .y = premultiplied simulation time and gust frequency +// .z = gust strength +uniform float3 gc_gustInfo; + +// .x = premultiplied simulation time and turbulance frequency +// .y = turbulance strength +uniform float2 gc_turbInfo; + + +static float sCornerRight[4] = { -0.5, 0.5, 0.5, -0.5 }; + +static float sCornerUp[4] = { 0, 0, 1, 1 }; + +static float sMovableCorner[4] = { 0, 0, 1, 1 }; + +static float2 sUVCornerExtent[4] = +{ + float2( 0, 1 ), + float2( 1, 1 ), + float2( 1, 0 ), + float2( 0, 0 ) +}; + + +/////////////////////////////////////////////////////////////////////////////// +// The following wind effect was derived from the GPU Gems 3 chapter... +// +// "Vegetation Procedural Animation and Shading in Crysis" +// by Tiago Sousa, Crytek +// + +float2 smoothCurve( float2 x ) +{ + return x * x * ( 3.0 - 2.0 * x ); +} + +float2 triangleWave( float2 x ) +{ + return abs( frac( x + 0.5 ) * 2.0 - 1.0 ); +} + +float2 smoothTriangleWave( float2 x ) +{ + return smoothCurve( triangleWave( x ) ); +} + +float windTurbulence( float bbPhase, float frequency, float strength ) +{ + // We create the input value for wave generation from the frequency and phase. + float2 waveIn = bbPhase.xx + frequency.xx; + + // We use two square waves to generate the effect which + // is then scaled by the overall strength. + float2 waves = ( frac( waveIn.xy * float2( 1.975, 0.793 ) ) * 2.0 - 1.0 ); + waves = smoothTriangleWave( waves ); + + // Sum up the two waves into a single wave. + return ( waves.x + waves.y ) * strength; +} + +float2 windEffect( float bbPhase, + float2 windDirection, + float gustLength, + float gustFrequency, + float gustStrength, + float turbFrequency, + float turbStrength ) +{ + // Calculate the ambient wind turbulence. + float turbulence = windTurbulence( bbPhase, turbFrequency, turbStrength ); + + // We simulate the overall gust via a sine wave. + float gustPhase = clamp( sin( ( bbPhase - gustFrequency ) / gustLength ) , 0, 1 ); + float gustOffset = ( gustPhase * gustStrength ) + ( ( 0.2 + gustPhase ) * turbulence ); + + // Return the final directional wind effect. + return gustOffset.xx * windDirection.xy; +} + +void foliageProcessVert( inout float3 position, + inout float4 diffuse, + inout float4 texCoord, + inout float3 normal, + inout float3 T, + in float3 eyePos ) +{ + // Assign the normal and tagent values. + //normal = float3( 0, 0, 1 );//cross( gc_camUp, gc_camRight ); + T = gc_camRight; + + // Pull out local vars we need for work. + int corner = ( diffuse.a * 255.0f ) + 0.5f; + float2 size = texCoord.xy; + int type = texCoord.z; + + // The billboarding is based on the camera direction. + float3 rightVec = gc_camRight * sCornerRight[corner]; + float3 upVec = gc_camUp * sCornerUp[corner]; + + // Figure out the corner position. + float3 outPos = ( upVec * size.y ) + ( rightVec * size.x ); + float len = length( outPos.xyz ); + + // We derive the billboard phase used for wind calculations from its position. + float bbPhase = dot( position.xyz, 1 ); + + // Get the overall wind gust and turbulence effects. + float3 wind; + wind.xy = windEffect( bbPhase, + gc_windDir, + gc_gustInfo.x, gc_gustInfo.y, gc_gustInfo.z, + gc_turbInfo.x, gc_turbInfo.y ); + wind.z = 0; + + // Add the summed wind effect into the point. + outPos.xyz += wind.xyz * texCoord.w; + + // Do a simple spherical clamp to keep the foliage + // from stretching too much by wind effect. + outPos.xyz = normalize( outPos.xyz ) * len; + + // Move the point into world space. + position += outPos; + + // Grab the uv set and setup the texture coord. + float4 uvSet = gc_typeRects[type]; + texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x ); + texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y ); + + // Animate the normal to get lighting changes + // across the the wind swept foliage. + // + // TODO: Expose the 10x as a factor to control + // how much the wind effects the lighting on the grass. + // + normal.xy += wind.xy * ( 10.0 * texCoord.w ); + normal = normalize( normal ); + + // Get the alpha fade value. + + float fadeStart = gc_fadeParams.x; + float fadeEnd = gc_fadeParams.y; + const float fadeRange = fadeEnd - fadeStart; + + float dist = distance( eyePos, position.xyz ) - fadeStart; + diffuse.a = 1 - clamp( dist / fadeRange, 0, 1 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/fxFoliageReplicatorP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fxFoliageReplicatorP.hlsl new file mode 100644 index 000000000..a8bb68e28 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fxFoliageReplicatorP.hlsl @@ -0,0 +1,60 @@ +//----------------------------------------------------------------------------- +// 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 "shdrConsts.h" +#include "shaderModel.hlsl" +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 outTexCoord : TEXCOORD0; + float4 color : COLOR0; + float4 groundAlphaCoeff : COLOR1; + float2 alphaLookup : TEXCOORD1; +}; + +struct Fragout +{ + float4 col : TORQUE_TARGET0; +}; + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); +TORQUE_UNIFORM_SAMPLER2D(alphaMap, 1); + +uniform float4 groundAlpha; +uniform float4 ambient; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Fragout main( ConnectData IN ) +{ + Fragout OUT; + + float4 alpha = TORQUE_TEX2D(alphaMap, IN.alphaLookup); + OUT.col = float4( ambient.rgb * IN.lum.rgb, 1.0 ) * TORQUE_TEX2D(diffuseMap, IN.texCoord); + OUT.col.a = OUT.col.a * min(alpha, groundAlpha + IN.groundAlphaCoeff.x).x; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/fxFoliageReplicatorV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fxFoliageReplicatorV.hlsl new file mode 100644 index 000000000..70ec9ff4c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/fxFoliageReplicatorV.hlsl @@ -0,0 +1,129 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +#include "shaderModel.hlsl" + +struct VertData +{ + float3 position : POSITION; + float3 normal : NORMAL; + float2 texCoord : TEXCOORD0; + float2 waveScale : TEXCOORD1; +}; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 outTexCoord : TEXCOORD0; + float4 color : COLOR0; + float4 groundAlphaCoeff : COLOR1; + float2 alphaLookup : TEXCOORD1; +}; + +uniform float4x4 projection : register(C0); +uniform float4x4 world : register(C4); +uniform float GlobalSwayPhase : register(C8); +uniform float SwayMagnitudeSide : register(C9); +uniform float SwayMagnitudeFront : register(C10); +uniform float GlobalLightPhase : register(C11); +uniform float LuminanceMagnitude : register(C12); +uniform float LuminanceMidpoint : register(C13); +uniform float DistanceRange : register(C14); +uniform float3 CameraPos : register(C15); +uniform float TrueBillboard : register(C16); + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +ConnectData main( VertData IN ) +{ + ConnectData OUT; + + // Init a transform matrix to be used in the following steps + float4x4 trans = 0; + trans[0][0] = 1; + trans[1][1] = 1; + trans[2][2] = 1; + trans[3][3] = 1; + trans[0][3] = IN.position.x; + trans[1][3] = IN.position.y; + trans[2][3] = IN.position.z; + + // Billboard transform * world matrix + float4x4 o = world; + o = mul(o, trans); + + // Keep only the up axis result and position transform. + // This gives us "cheating" cylindrical billboarding. + o[0][0] = 1; + o[1][0] = 0; + o[2][0] = 0; + o[3][0] = 0; + o[0][1] = 0; + o[1][1] = 1; + o[2][1] = 0; + o[3][1] = 0; + + // Unless the user specified TrueBillboard, + // in which case we want the z axis to also be camera facing. + +#ifdef TRUE_BILLBOARD + + o[0][2] = 0; + o[1][2] = 0; + o[2][2] = 1; + o[3][2] = 0; + +#endif + + // Handle sway. Sway is stored in a texture coord. The x coordinate is the sway phase multiplier, + // the y coordinate determines if this vertex actually sways or not. + float xSway, ySway; + float wavePhase = GlobalSwayPhase * IN.waveScale.x; + sincos(wavePhase, ySway, xSway); + xSway = xSway * IN.waveScale.y * SwayMagnitudeSide; + ySway = ySway * IN.waveScale.y * SwayMagnitudeFront; + float4 p; + p = mul(o, float4(IN.normal.x + xSway, ySway, IN.normal.z, 1)); + + // Project the point + OUT.hpos = mul(projection, p); + + // Lighting + float Luminance = LuminanceMidpoint + LuminanceMagnitude * cos(GlobalLightPhase + IN.normal.y); + + // Alpha + float3 worldPos = IN.position; + float alpha = abs(distance(worldPos, CameraPos)) / DistanceRange; + alpha = clamp(alpha, 0.0f, 1.0f); //pass it through + + OUT.alphaLookup = float2(alpha, 0.0f); + OUT.groundAlphaCoeff = all(IN.normal.z); + OUT.outTexCoord = IN.texCoord; + OUT.color = float4(Luminance, Luminance, Luminance, 1.0f); + + return OUT; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/basicCloudsP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/basicCloudsP.glsl new file mode 100644 index 000000000..5b3f50519 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/basicCloudsP.glsl @@ -0,0 +1,39 @@ +//----------------------------------------------------------------------------- +// 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 "torque.glsl" +#include "hlslCompat.glsl" + +//ConnectData +in vec2 texCoord; +#define IN_texCoord texCoord + + +uniform sampler2D diffuseMap ; + +out vec4 OUT_col; + +void main() +{ + vec4 col = texture( diffuseMap, IN_texCoord ); + OUT_col = hdrEncode( col ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/basicCloudsV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/basicCloudsV.glsl new file mode 100644 index 000000000..cccbafa8c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/basicCloudsV.glsl @@ -0,0 +1,53 @@ +//----------------------------------------------------------------------------- +// 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 "hlslCompat.glsl" + +//CloudVert +in vec4 vPosition; +in vec2 vTexCoord0; + +#define IN_pos vPosition +#define IN_uv0 vTexCoord0 + +uniform mat4 modelview; +uniform float accumTime; +uniform float texScale; +uniform vec2 texDirection; +uniform vec2 texOffset; + +out vec2 texCoord; +#define OUT_texCoord texCoord + +void main() +{ + gl_Position = tMul(modelview, IN_pos); + + vec2 uv = IN_uv0; + uv += texOffset; + uv *= texScale; + uv += accumTime * texDirection; + + OUT_texCoord = uv; + + correctSSP(gl_Position); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/blurP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/blurP.glsl new file mode 100644 index 000000000..a27538762 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/blurP.glsl @@ -0,0 +1,39 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//***************************************************************************** +// Glow Shader +//***************************************************************************** +uniform vec4 kernel; +uniform sampler2D diffuseMap; + +in vec2 texc0, texc1, texc2, texc3; + +out vec4 OUT_col; + +void main() +{ + OUT_col = texture(diffuseMap, texc0) * kernel.x; + OUT_col += texture(diffuseMap, texc1) * kernel.y; + OUT_col += texture(diffuseMap, texc2) * kernel.z; + OUT_col += texture(diffuseMap, texc3) * kernel.w; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/blurV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/blurV.glsl new file mode 100644 index 000000000..1bfb0cd1b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/blurV.glsl @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//***************************************************************************** +// Glow shader +//***************************************************************************** + +in vec4 vPosition; +in vec4 vColor; +in vec2 vTexCoord0; + +uniform mat4 modelview; +uniform vec2 offset0, offset1, offset2, offset3; + +out vec2 texc0, texc1, texc2, texc3; + +void main() +{ + gl_Position = modelview * vPosition; + + vec2 tc = vTexCoord0.st; + tc.y = 1.0 - tc.y; + + texc0 = tc + offset0; + texc1 = tc + offset1; + texc2 = tc + offset2; + texc3 = tc + offset3; + gl_Position.y *= -1; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/cloudLayerP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/cloudLayerP.glsl new file mode 100644 index 000000000..877a132da --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/cloudLayerP.glsl @@ -0,0 +1,147 @@ +//----------------------------------------------------------------------------- +// 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 "hlslCompat.glsl" +#include "torque.glsl" +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- +//ConnectData +in vec4 texCoord12; +#define IN_texCoord12 texCoord12 +in vec4 texCoord34; +#define IN_texCoord34 texCoord34 +in vec3 vLightTS; // light vector in tangent space, denormalized +#define IN_vLightTS vLightTS +in vec3 vViewTS; // view vector in tangent space, denormalized +#define IN_vViewTS vViewTS +in float worldDist; +#define IN_worldDist worldDist + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform sampler2D normalHeightMap; +uniform vec3 ambientColor; +uniform vec3 sunColor; +uniform float cloudCoverage; +uniform vec3 cloudBaseColor; +uniform float cloudExposure; + +out vec4 OUT_col; + +//----------------------------------------------------------------------------- +// Globals +//----------------------------------------------------------------------------- +// The per-color weighting to be used for luminance calculations in RGB order. +const vec3 LUMINANCE_VECTOR = vec3(0.2125f, 0.7154f, 0.0721f); + + +//----------------------------------------------------------------------------- +// Functions +//----------------------------------------------------------------------------- + +// Calculates the Rayleigh phase function +float getRayleighPhase( float angle ) +{ + return 0.75 * ( 1.0 + pow( angle, 2.0 ) ); +} + +// Returns the output rgb color given a texCoord and parameters it uses +// for lighting calculation. +vec3 ComputeIllumination( vec2 texCoord, + vec3 vLightTS, + vec3 vViewTS, + vec3 vNormalTS ) +{ + //return noiseNormal; + //return vNormalTS; + + vec3 vLightTSAdj = vec3( -vLightTS.x, -vLightTS.y, vLightTS.z ); + + float dp = dot( vNormalTS, vLightTSAdj ); + + // Calculate the amount of illumination (lightTerm)... + + // We do both a rim lighting effect and a halfLambertian lighting effect + // and combine the result. + float halfLambertTerm = clamp( pow( dp * 0.5 + 0.5, 1.0 ), 0.0, 1.0 ); + float rimLightTerm = pow( ( 1.0 - dp ), 1.0 ); + float lightTerm = clamp( halfLambertTerm * 1.0 + rimLightTerm * dp, 0.0, 1.0 ); + lightTerm *= 0.5; + + // Use a simple RayleighPhase function to simulate single scattering towards + // the camera. + float angle = dot( vLightTS, vViewTS ); + lightTerm *= getRayleighPhase( angle ); + + // Combine terms and colors into the output color. + //vec3 lightColor = ( lightTerm * sunColor * fOcclusionShadow ) + ambientColor; + vec3 lightColor = mix( ambientColor, sunColor, lightTerm ); + //lightColor = mix( lightColor, ambientColor, cloudCoverage ); + vec3 finalColor = cloudBaseColor * lightColor; + + return finalColor; +} + +void main() +{ + // Normalize the interpolated vectors: + vec3 vViewTS = normalize( vViewTS ); + vec3 vLightTS = normalize( vLightTS ); + + vec4 cResultColor = vec4( 0, 0, 0, 1 ); + + vec2 texSample = IN_texCoord12.xy; + + vec4 noise1 = texture( normalHeightMap, IN_texCoord12.zw ); + noise1 = normalize( ( noise1 - 0.5 ) * 2.0 ); + //return noise1; + + vec4 noise2 = texture( normalHeightMap, IN_texCoord34.xy ); + noise2 = normalize( ( noise2 - 0.5 ) * 2.0 ); + //return noise2; + + vec3 noiseNormal = normalize( noise1 + noise2 ).xyz; + //return vec4( noiseNormal, 1.0 ); + + float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 ); + + vec3 vNormalTS = normalize( texture( normalHeightMap, texSample ).xyz * 2.0 - 1.0 ); + vNormalTS += noiseNormal; + vNormalTS = normalize( vNormalTS ); + + // Compute resulting color for the pixel: + cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS ); + + float coverage = ( cloudCoverage - 0.5 ) * 2.0; + cResultColor.a = texture( normalHeightMap, texSample ).a + coverage + noiseHeight; + + if ( cloudCoverage > -1.0 ) + cResultColor.a /= 1.0 + coverage; + + cResultColor.a = clamp( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ), 0.0, 1.0 ); + + cResultColor.a = mix( cResultColor.a, 0.0, 1.0 - pow(IN_worldDist,2.0) ); + + OUT_col = hdrEncode(cResultColor); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/cloudLayerV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/cloudLayerV.glsl new file mode 100644 index 000000000..395c6f286 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/cloudLayerV.glsl @@ -0,0 +1,106 @@ +//----------------------------------------------------------------------------- +// 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 "hlslCompat.glsl" + +in vec4 vPosition; +in vec3 vNormal; +in vec3 vBinormal; +in vec3 vTangent; +in vec2 vTexCoord0; + +out vec4 texCoord12; +#define OUT_texCoord12 texCoord12 +out vec4 texCoord34; +#define OUT_texCoord34 texCoord34 +out vec3 vLightTS; // light vector in tangent space, denormalized +#define OUT_vLightTS vLightTS +out vec3 vViewTS; // view vector in tangent space, denormalized +#define OUT_vViewTS vViewTS +out float worldDist; +#define OUT_worldDist worldDist + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform mat4 modelview; +uniform vec3 eyePosWorld; +uniform vec3 sunVec; +uniform vec2 texOffset0; +uniform vec2 texOffset1; +uniform vec2 texOffset2; +uniform vec3 texScale; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + vec4 IN_pos = vPosition; + vec3 IN_normal = vNormal; + vec3 IN_binormal = vBinormal; + vec3 IN_tangent = vTangent; + vec2 IN_uv0 = vTexCoord0.st; + + gl_Position = modelview * IN_pos; + + // Offset the uv so we don't have a seam directly over our head. + vec2 uv = IN_uv0 + vec2( 0.5, 0.5 ); + + OUT_texCoord12.xy = uv * texScale.x; + OUT_texCoord12.xy += texOffset0; + + OUT_texCoord12.zw = uv * texScale.y; + OUT_texCoord12.zw += texOffset1; + + OUT_texCoord34.xy = uv * texScale.z; + OUT_texCoord34.xy += texOffset2; + + OUT_texCoord34.z = IN_pos.z; + OUT_texCoord34.w = 0.0; + + // Transform the normal, tangent and binormal vectors from object space to + // homogeneous projection space: + vec3 vNormalWS = -IN_normal; + vec3 vTangentWS = -IN_tangent; + vec3 vBinormalWS = -IN_binormal; + + // Compute position in world space: + vec4 vPositionWS = IN_pos + vec4( eyePosWorld, 1 ); //tMul( IN_pos, objTrans ); + + // Compute and output the world view vector (unnormalized): + vec3 vViewWS = eyePosWorld - vPositionWS.xyz; + + // Compute denormalized light vector in world space: + vec3 vLightWS = -sunVec; + + // Normalize the light and view vectors and transform it to the IN_tangent space: + mat3 mWorldToTangent = mat3( vTangentWS, vBinormalWS, vNormalWS ); + + // Propagate the view and the light vectors (in tangent space): + OUT_vLightTS = vLightWS * mWorldToTangent; + OUT_vViewTS = mWorldToTangent * vViewWS; + + OUT_worldDist = clamp( pow( max( IN_pos.z, 0 ), 2 ), 0.0, 1.0 ); + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/foliage.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/foliage.glsl new file mode 100644 index 000000000..38b66e767 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/foliage.glsl @@ -0,0 +1,186 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// CornerId corresponds to this arrangement +// from the perspective of the camera. +// +// 3 ---- 2 +// | | +// 0 ---- 1 +// + +#define MAX_COVERTYPES 8 + +uniform vec3 gc_camRight; +uniform vec3 gc_camUp; +uniform vec4 gc_typeRects[MAX_COVERTYPES]; +uniform vec2 gc_fadeParams; +uniform vec2 gc_windDir; + +// .x = gust length +// .y = premultiplied simulation time and gust frequency +// .z = gust strength +uniform vec3 gc_gustInfo; + +// .x = premultiplied simulation time and turbulance frequency +// .y = turbulance strength +uniform vec2 gc_turbInfo; + + +const float sCornerRight[4] = float[]( -0.5, 0.5, 0.5, -0.5 ); + +const float sCornerUp[4] = float[]( 0, 0, 1, 1 ); + +const float sMovableCorner[4] = float[]( 0, 0, 1, 1 ); + +const vec2 sUVCornerExtent[4] = vec2[] +( + vec2( 0, 1 ), + vec2( 1, 1 ), + vec2( 1, 0 ), + vec2( 0, 0 ) +); + + +/////////////////////////////////////////////////////////////////////////////// +// The following wind effect was derived from the GPU Gems 3 chapter... +// +// "Vegetation Procedural Animation and Shading in Crysis" +// by Tiago Sousa, Crytek +// + +vec2 smoothCurve( vec2 x ) +{ + return x * x * ( 3.0 - 2.0 * x ); +} + +vec2 triangleWave( vec2 x ) +{ + return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +} + +vec2 smoothTriangleWave( vec2 x ) +{ + return smoothCurve( triangleWave( x ) ); +} + +float windTurbulence( float bbPhase, float frequency, float strength ) +{ + // We create the input value for wave generation from the frequency and phase. + vec2 waveIn = vec2( bbPhase + frequency ); + + // We use two square waves to generate the effect which + // is then scaled by the overall strength. + vec2 waves = ( fract( waveIn.xy * vec2( 1.975, 0.793 ) ) * 2.0 - 1.0 ); + waves = smoothTriangleWave( waves ); + + // Sum up the two waves into a single wave. + return ( waves.x + waves.y ) * strength; +} + +vec2 windEffect( float bbPhase, + vec2 windDirection, + float gustLength, + float gustFrequency, + float gustStrength, + float turbFrequency, + float turbStrength ) +{ + // Calculate the ambient wind turbulence. + float turbulence = windTurbulence( bbPhase, turbFrequency, turbStrength ); + + // We simulate the overall gust via a sine wave. + float gustPhase = clamp( sin( ( bbPhase - gustFrequency ) / gustLength ) , 0.0, 1.0 ); + float gustOffset = ( gustPhase * gustStrength ) + ( ( 0.2 + gustPhase ) * turbulence ); + + // Return the final directional wind effect. + return vec2(gustOffset) * windDirection.xy; +} + +void foliageProcessVert( inout vec3 position, + inout vec4 diffuse, + inout vec4 texCoord, + inout vec3 normal, + inout vec3 T, + in vec3 eyePos ) +{ + // Assign the normal and tagent values. + //normal = vec3( 0, 0, 1 );//cross( gc_camUp, gc_camRight ); + T = gc_camRight; + + // Pull out local vars we need for work. + int corner = int( ( diffuse.a * 255.0 ) + 0.5 ); + vec2 size = texCoord.xy; + int type = int( texCoord.z ); + + // The billboarding is based on the camera direction. + vec3 rightVec = gc_camRight * sCornerRight[corner]; + vec3 upVec = gc_camUp * sCornerUp[corner]; + + // Figure out the corner position. + vec3 outPos = ( upVec * size.y ) + ( rightVec * size.x ); + float len = length( outPos.xyz ); + + // We derive the billboard phase used for wind calculations from its position. + float bbPhase = dot( position.xyz, vec3( 1.0 ) ); + + // Get the overall wind gust and turbulence effects. + vec3 wind; + wind.xy = windEffect( bbPhase, + gc_windDir, + gc_gustInfo.x, gc_gustInfo.y, gc_gustInfo.z, + gc_turbInfo.x, gc_turbInfo.y ); + wind.z = 0.0; + + // Add the summed wind effect into the point. + outPos.xyz += wind.xyz * texCoord.w; + + // Do a simple spherical clamp to keep the foliage + // from stretching too much by wind effect. + outPos.xyz = normalize( outPos.xyz ) * len; + + // Move the point into world space. + position += outPos; + + // Grab the uv set and setup the texture coord. + vec4 uvSet = gc_typeRects[type]; + texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x ); + texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y ); + + // Animate the normal to get lighting changes + // across the the wind swept foliage. + // + // TODO: Expose the 10x as a factor to control + // how much the wind effects the lighting on the grass. + // + normal.xy += wind.xy * ( 10.0 * texCoord.w ); + normal = normalize( normal ); + + // Get the alpha fade value. + + float fadeStart = gc_fadeParams.x; + float fadeEnd = gc_fadeParams.y; + float fadeRange = fadeEnd - fadeStart; + + float dist = distance( eyePos, position.xyz ) - fadeStart; + diffuse.a = 1.0 - clamp( dist / fadeRange, 0.0, 1.0 ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/fxFoliageReplicatorP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/fxFoliageReplicatorP.glsl new file mode 100644 index 000000000..b4d591486 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/fxFoliageReplicatorP.glsl @@ -0,0 +1,42 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +uniform sampler2D diffuseMap, alphaMap; +uniform vec4 groundAlpha; + +in vec4 color, groundAlphaCoeff; +in vec2 outTexCoord, alphaLookup; + +out vec4 OUT_col; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + vec4 alpha = texture(alphaMap, alphaLookup); + OUT_col = color * texture(diffuseMap, outTexCoord); + OUT_col.a = OUT_col.a * min(alpha, groundAlpha + groundAlphaCoeff.x).x; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/fxFoliageReplicatorV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/fxFoliageReplicatorV.glsl new file mode 100644 index 000000000..c8dcf1ddb --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/fxFoliageReplicatorV.glsl @@ -0,0 +1,99 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +in vec4 vPosition; +in vec3 vNormal; +in vec4 vColor; +in vec2 vTexCoord0; +in vec2 vTexCoord1; +in vec2 vTexCoord2; + +uniform mat4 projection, world; +uniform vec3 CameraPos; +uniform float GlobalSwayPhase, SwayMagnitudeSide, SwayMagnitudeFront, + GlobalLightPhase, LuminanceMagnitude, LuminanceMidpoint, DistanceRange; + +out vec4 color, groundAlphaCoeff; +out vec2 outTexCoord, alphaLookup; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + // Init a transform matrix to be used in the following steps + mat4 trans = mat4(0.0); + trans[0][0] = 1.0; + trans[1][1] = 1.0; + trans[2][2] = 1.0; + trans[3][3] = 1.0; + trans[3][0] = vPosition.x; + trans[3][1] = vPosition.y; + trans[3][2] = vPosition.z; + + // Billboard transform * world matrix + mat4 o = world; + o = o * trans; + + // Keep only the up axis result and position transform. + // This gives us "cheating" cylindrical billboarding. + o[0][0] = 1.0; + o[0][1] = 0.0; + o[0][2] = 0.0; + o[0][3] = 0.0; + o[1][0] = 0.0; + o[1][1] = 1.0; + o[1][2] = 0.0; + o[1][3] = 0.0; + + // Handle sway. Sway is stored in a texture coord. The x coordinate is the sway phase multiplier, + // the y coordinate determines if this vertex actually sways or not. + float xSway, ySway; + float wavePhase = GlobalSwayPhase * vTexCoord1.x; + ySway = sin(wavePhase); + xSway = cos(wavePhase); + xSway = xSway * vTexCoord1.y * SwayMagnitudeSide; + ySway = ySway * vTexCoord1.y * SwayMagnitudeFront; + vec4 p; + p = o * vec4(vNormal.x + xSway, ySway, vNormal.z, 1.0); + + // Project the point + gl_Position = projection * p; + + // Lighting + float Luminance = LuminanceMidpoint + LuminanceMagnitude * cos(GlobalLightPhase + vNormal.y); + + // Alpha + vec3 worldPos = vec3(vPosition.x, vPosition.y, vPosition.z); + float alpha = abs(distance(worldPos, CameraPos)) / DistanceRange; + alpha = clamp(alpha, 0.0, 1.0); //pass it through + + alphaLookup = vec2(alpha, 0.0); + bool alphaCoeff = bool(vNormal.z); + groundAlphaCoeff = vec4(float(alphaCoeff)); + outTexCoord = vTexCoord0.st; + color = vec4(Luminance, Luminance, Luminance, 1.0); + gl_Position.y *= -1; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/guiMaterialV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/guiMaterialV.glsl new file mode 100644 index 000000000..de3845ee7 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/guiMaterialV.glsl @@ -0,0 +1,39 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform mat4x4 modelview; + +out vec4 hpos; +out vec2 uv0; + + +void main() +{ + hpos = vec4( modelview * vPosition ); + gl_Position = hpos; + + uv0 = vTexCoord0.st; + gl_Position.y *= -1; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/hlslCompat.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/hlslCompat.glsl new file mode 100644 index 000000000..b9a6e76d7 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/hlslCompat.glsl @@ -0,0 +1,101 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// These are some simple wrappers for simple +// HLSL compatibility. + +#define float4 vec4 +#define float3 vec3 +#define float2 vec2 + +#define half float +#define half2 vec2 +#define half3 vec3 +#define half4 vec4 + +#define float4x4 mat4 +#define float3x3 mat3 +#define float2x2 mat2 + +#define texCUBE texture +#define tex2D texture +#define tex1D texture +#define tex2Dproj textureProj +#define tex2Dlod( sampler, texCoord ) textureLod(sampler, texCoord.xy, texCoord.w) + +#define samplerCUBE samplerCube + +#define frac fract + +#define lerp mix + +void tSetMatrixRow(inout float3x3 m, int row, float3 value) +{ + m[0][row] = value.x; + m[1][row] = value.y; + m[2][row] = value.z; +} + +void tSetMatrixRow(inout float4x4 m, int row, float4 value) +{ + m[0][row] = value.x; + m[1][row] = value.y; + m[2][row] = value.z; + m[3][row] = value.w; +} + +#define tGetMatrix3Row(matrix, row) float3(matrix[0][row], matrix[1][row], matrix[2][row]) +#define tGetMatrix4Row(matrix, row) float4(matrix[0][row], matrix[1][row], matrix[2][row], matrix[3][row]) + +float3x3 float4x4to3x3(float4x4 m) +{ + return float3x3( vec3(m[0]).xyz, m[1].xyz, m[2].xyz); +} + +float3x3 float4x4to3x3_(float4x4 m) +{ + return float3x3( vec3(m[0]), m[1].xyz, m[2].xyz); +} + +mat4 mat4FromRow( float r0c0, float r0c1, float r0c2, float r0c3, + float r1c0, float r1c1, float r1c2, float r1c3, + float r2c0, float r2c1, float r2c2, float r2c3, + float r3c0, float r3c1, float r3c2, float r3c3 ) +{ + return mat4( r0c0, r1c0, r2c0, r3c0, + r0c1, r1c1, r2c1, r3c1, + r0c2, r1c2, r2c2, r3c2, + r0c3, r1c3, r2c3, r3c3 ); +} + + +#define saturate( val ) clamp( val, 0.0, 1.0 ) + +#define round( n ) (sign( n ) * floor( abs( n ) + 0.5 )) + +#define tMul(a, b) (a*b) + +#define correctSSP(vec) vec.y *= -1 + +#ifdef TORQUE_PIXEL_SHADER + void clip(float a) { if(a < 0) discard;} +#endif diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/imposter.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/imposter.glsl new file mode 100644 index 000000000..20bc62688 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/imposter.glsl @@ -0,0 +1,161 @@ +//----------------------------------------------------------------------------- +// 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 "torque.glsl" + + +#define IMPOSTER_MAX_UVS 64 + + +void imposter_v( + // These parameters usually come from the vertex. + vec3 center, + int corner, + float halfSize, + vec3 imposterUp, + vec3 imposterRight, + + // These are from the imposter shader constant. + int numEquatorSteps, + int numPolarSteps, + float polarAngle, + bool includePoles, + + // Other shader constants. + vec3 camPos, + vec4 uvs[IMPOSTER_MAX_UVS], + + // The outputs of this function. + out vec3 outWsPosition, + out vec2 outTexCoord, + out mat3 outWorldToTangent + ) +{ + + float M_HALFPI_F = 1.57079632679489661923; + float M_PI_F = 3.14159265358979323846; + float M_2PI_F = 6.28318530717958647692; + + + float sCornerRight[4];// = float[]( -1.0, 1.0, 1.0, -1.0 ); + sCornerRight[0] = -1.0; + sCornerRight[1] = 1.0; + sCornerRight[2] = 1.0; + sCornerRight[3] = -1.0; + float sCornerUp[4];// = float[]( -1.0, -1.0, 1.0, 1.0 ); + sCornerUp[0] = -1.0; + sCornerUp[1] = -1.0; + sCornerUp[2] = 1.0; + sCornerUp[3] = 1.0; + vec2 sUVCornerExtent[4];// = vec2[](vec2( 0.0, 1.0 ), vec2( 1.0, 1.0 ), vec2( 1.0, 0.0 ), vec2( 0.0, 0.0 )); + sUVCornerExtent[0] = vec2( 0.0, 1.0 ); + sUVCornerExtent[1] = vec2( 1.0, 1.0 ); + sUVCornerExtent[2] = vec2( 1.0, 0.0 ); + sUVCornerExtent[3] = vec2( 0.0, 0.0 ); + + // TODO: This could all be calculated on the CPU. + float equatorStepSize = M_2PI_F / float( numEquatorSteps ); + float equatorHalfStep = ( equatorStepSize / 2.0 ) - 0.0001; + float polarStepSize = M_PI_F / float( numPolarSteps ); + float polarHalfStep = ( polarStepSize / 2.0 ) - 0.0001; + + // The vector between the camera and the billboard. + vec3 lookVec = normalize( camPos - center ); + + // Generate the camera up and right vectors from + // the object transform and camera forward. + vec3 camUp = imposterUp; + vec3 camRight = cross( -lookVec, camUp ); + + // The billboarding is based on the camera directions. + vec3 rightVec = camRight * sCornerRight[corner]; + vec3 upVec = camUp * sCornerUp[corner]; + + float lookPitch = acos( dot( imposterUp, lookVec ) ); + + // First check to see if we need to render the top billboard. + int index; + /* + if ( includePoles && ( lookPitch < polarAngle || lookPitch > sPi - polarAngle ) ) + { + index = numEquatorSteps * 3; + + // When we render the top/bottom billboard we always use + // a fixed vector that matches the rotation of the object. + rightVec = vec3( 1, 0, 0 ) * sCornerRight[corner]; + upVec = vec3( 0, 1, 0 ) * sCornerUp[corner]; + + if ( lookPitch > sPi - polarAngle ) + { + upVec = -upVec; + index++; + } + } + else + */ + { + // Calculate the rotation around the z axis then add the + // equator half step. This gets the images to switch a + // half step before the captured angle is met. + float lookAzimuth = atan( lookVec.y, lookVec.x ); + float azimuth = atan( imposterRight.y, imposterRight.x ); + float rotZ = ( lookAzimuth - azimuth ) + equatorHalfStep; + + // The y rotation is calculated from the look vector and + // the object up vector. + float rotY = lookPitch - polarHalfStep; + + // TODO: How can we do this without conditionals? + // Normalize the result to 0 to 2PI. + if ( rotZ < 0.0 ) + rotZ += M_2PI_F; + if ( rotZ > M_2PI_F ) + rotZ -= M_2PI_F; + if ( rotY < 0.0 ) + rotY += M_2PI_F; + if ( rotY > M_PI_F ) // Not M_2PI_F? + rotY -= M_2PI_F; + + float polarIdx = round( abs( rotY ) / polarStepSize ); + + // Get the index to the start of the right polar + // images for this viewing angle. + int numPolarOffset = int( float( numEquatorSteps ) * polarIdx ); + + // Calculate the final image index for lookup + // of the texture coords. + index = int( rotZ / equatorStepSize ) + numPolarOffset; + } + + // Generate the final world space position. + outWsPosition = center + ( upVec * halfSize ) + ( rightVec * halfSize ); + + // Grab the uv set and setup the texture coord. + vec4 uvSet = uvs[index]; + outTexCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x ); + outTexCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y ); + + // Needed for normal mapping and lighting. + outWorldToTangent[0] = vec3( 1, 0, 0 ); + outWorldToTangent[1] = vec3( 0, 1, 0 ); + outWorldToTangent[2] = vec3( 0, 0, -1 ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl new file mode 100644 index 000000000..804ab1e3b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -0,0 +1,249 @@ +//----------------------------------------------------------------------------- +// 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 "./torque.glsl" + +#ifndef TORQUE_SHADERGEN + +// These are the uniforms used by most lighting shaders. + +uniform vec4 inLightPos[3]; +uniform vec4 inLightInvRadiusSq; +uniform vec4 inLightColor[4]; + +#ifndef TORQUE_BL_NOSPOTLIGHT + uniform vec4 inLightSpotDir[3]; + uniform vec4 inLightSpotAngle; + uniform vec4 inLightSpotFalloff; +#endif + +uniform vec4 ambient; +#define ambientCameraFactor 0.3 +uniform float specularPower; +uniform vec4 specularColor; + +#endif // !TORQUE_SHADERGEN + + +void compute4Lights( vec3 wsView, + vec3 wsPosition, + vec3 wsNormal, + vec4 shadowMask, + + #ifdef TORQUE_SHADERGEN + + vec4 inLightPos[3], + vec4 inLightInvRadiusSq, + vec4 inLightColor[4], + vec4 inLightSpotDir[3], + vec4 inLightSpotAngle, + vec4 inLightSpotFalloff, + float specularPower, + vec4 specularColor, + + #endif // TORQUE_SHADERGEN + + out vec4 outDiffuse, + out vec4 outSpecular ) +{ + // NOTE: The light positions and spotlight directions + // are stored in SoA order, so inLightPos[0] is the + // x coord for all 4 lights... inLightPos[1] is y... etc. + // + // This is the key to fully utilizing the vector units and + // saving a huge amount of instructions. + // + // For example this change saved more than 10 instructions + // over a simple for loop for each light. + + int i; + + vec4 lightVectors[3]; + for ( i = 0; i < 3; i++ ) + lightVectors[i] = wsPosition[i] - inLightPos[i]; + + vec4 squareDists = vec4(0); + for ( i = 0; i < 3; i++ ) + squareDists += lightVectors[i] * lightVectors[i]; + + // Accumulate the dot product between the light + // vector and the normal. + // + // The normal is negated because it faces away from + // the surface and the light faces towards the + // surface... this keeps us from needing to flip + // the light vector direction which complicates + // the spot light calculations. + // + // We normalize the result a little later. + // + vec4 nDotL = vec4(0); + for ( i = 0; i < 3; i++ ) + nDotL += lightVectors[i] * -wsNormal[i]; + + vec4 rDotL = vec4(0); + #ifndef TORQUE_BL_NOSPECULAR + + // We're using the Phong specular reflection model + // here where traditionally Torque has used Blinn-Phong + // which has proven to be more accurate to real materials. + // + // We do so because its cheaper as do not need to + // calculate the half angle for all 4 lights. + // + // Advanced Lighting still uses Blinn-Phong, but the + // specular reconstruction it does looks fairly similar + // to this. + // + vec3 R = reflect( wsView, -wsNormal ); + + for ( i = 0; i < 3; i++ ) + rDotL += lightVectors[i] * R[i]; + + #endif + + // Normalize the dots. + // + // Notice we're using the half type here to get a + // much faster sqrt via the rsq_pp instruction at + // the loss of some precision. + // + // Unless we have some extremely large point lights + // i don't believe the precision loss will matter. + // + half4 correction = half4(inversesqrt( squareDists )); + nDotL = saturate( nDotL * correction ); + rDotL = clamp( rDotL * correction, 0.00001, 1.0 ); + + // First calculate a simple point light linear + // attenuation factor. + // + // If this is a directional light the inverse + // radius should be greater than the distance + // causing the attenuation to have no affect. + // + vec4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) ); + + #ifndef TORQUE_BL_NOSPOTLIGHT + + // The spotlight attenuation factor. This is really + // fast for what it does... 6 instructions for 4 spots. + + vec4 spotAtten = vec4(0); + for ( i = 0; i < 3; i++ ) + spotAtten += lightVectors[i] * inLightSpotDir[i]; + + vec4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle; + atten *= saturate( cosAngle * inLightSpotFalloff ); + + #endif + + // Finally apply the shadow masking on the attenuation. + atten *= shadowMask; + + // Get the final light intensity. + vec4 intensity = nDotL * atten; + + // Combine the light colors for output. + outDiffuse = vec4(0); + for ( i = 0; i < 4; i++ ) + outDiffuse += intensity[i] * inLightColor[i]; + + // Output the specular power. + vec4 specularIntensity = pow( rDotL, vec4(specularPower) ) * atten; + + // Apply the per-light specular attenuation. + vec4 specular = vec4(0,0,0,1); + for ( i = 0; i < 4; i++ ) + specular += vec4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 ); + + // Add the final specular intensity values together + // using a single dot product operation then get the + // final specular lighting color. + outSpecular = specularColor * specular; +} + + +// This value is used in AL as a constant power to raise specular values +// to, before storing them into the light info buffer. The per-material +// specular value is then computer by using the integer identity of +// exponentiation: +// +// (a^m)^n = a^(m*n) +// +// or +// +// (specular^constSpecular)^(matSpecular/constSpecular) = specular^(matSpecular*constSpecular) +// +#define AL_ConstantSpecularPower 12.0f + +/// The specular calculation used in Advanced Lighting. +/// +/// @param toLight Normalized vector representing direction from the pixel +/// being lit, to the light source, in world space. +/// +/// @param normal Normalized surface normal. +/// +/// @param toEye The normalized vector representing direction from the pixel +/// being lit to the camera. +/// +float AL_CalcSpecular( vec3 toLight, vec3 normal, vec3 toEye ) +{ + // (R.V)^c + float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye ); + + // Return the specular factor. + return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower ); +} + +/// The output for Deferred Lighting +/// +/// @param toLight Normalized vector representing direction from the pixel +/// being lit, to the light source, in world space. +/// +/// @param normal Normalized surface normal. +/// +/// @param toEye The normalized vector representing direction from the pixel +/// being lit to the camera. +/// +vec4 AL_DeferredOutput( + vec3 lightColor, + vec3 diffuseColor, + vec4 matInfo, + vec4 ambient, + float specular, + float shadowAttenuation) +{ + vec3 specularColor = vec3(specular); + bool metalness = getFlag(matInfo.r, 3); + if ( metalness ) + { + specularColor = 0.04 * (1 - specular) + diffuseColor * specular; + } + + //specular = color * map * spec^gloss + float specularOut = (specularColor * matInfo.b * min(pow(max(specular,1.0f), max((matInfo.a / AL_ConstantSpecularPower),1.0f)),matInfo.a)).r; + + lightColor *= vec3(shadowAttenuation); + lightColor += ambient.rgb; + return vec4(lightColor.rgb, specularOut); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/particleCompositeP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/particleCompositeP.glsl new file mode 100644 index 000000000..e33c9bd97 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/particleCompositeP.glsl @@ -0,0 +1,62 @@ +//----------------------------------------------------------------------------- +// 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 "torque.glsl" +#include "hlslCompat.glsl" + +in vec4 offscreenPos; +in vec4 backbufferPos; + +#define IN_offscreenPos offscreenPos +#define IN_backbufferPos backbufferPos + +uniform sampler2D colorSource; +uniform vec4 offscreenTargetParams; + +#ifdef TORQUE_LINEAR_DEPTH +#define REJECT_EDGES +uniform sampler2D edgeSource; +uniform vec4 edgeTargetParams; +#endif + +out vec4 OUT_col; + +void main() +{ + // Off-screen particle source screenspace position in XY + // Back-buffer screenspace position in ZW + vec4 ssPos = vec4(offscreenPos.xy / offscreenPos.w, backbufferPos.xy / backbufferPos.w); + + vec4 uvScene = ( ssPos + 1.0 ) / 2.0; + uvScene.yw = 1.0 - uvScene.yw; + uvScene.xy = viewportCoordToRenderTarget(uvScene.xy, offscreenTargetParams); + +#ifdef REJECT_EDGES + // Cut out particles along the edges, this will create the stencil mask + uvScene.zw = viewportCoordToRenderTarget(uvScene.zw, edgeTargetParams); + float edge = texture( edgeSource, uvScene.zw ).r; + clip( -edge ); +#endif + + // Sample offscreen target and return + OUT_col = texture( colorSource, uvScene.xy ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/particleCompositeV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/particleCompositeV.glsl new file mode 100644 index 000000000..8c8f840d1 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/particleCompositeV.glsl @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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 "hlslCompat.glsl" + +in vec2 vTexCoord0; +#define uvCoord vTexCoord0 + +out vec4 offscreenPos; +out vec4 backbufferPos; + +#define OUT_hpos gl_Position +#define OUT_offscreenPos offscreenPos +#define OUT_backbufferPos backbufferPos + +uniform vec4 screenRect; // point, extent + +void main() +{ + OUT_hpos = vec4(uvCoord.xy, 1.0, 1.0); + OUT_hpos.xy *= screenRect.zw; + OUT_hpos.xy += screenRect.xy; + + OUT_backbufferPos = OUT_hpos; + OUT_offscreenPos = OUT_hpos; + + correctSSP(gl_Position); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/particlesP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/particlesP.glsl new file mode 100644 index 000000000..cf35e5f1b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/particlesP.glsl @@ -0,0 +1,113 @@ +//----------------------------------------------------------------------------- +// 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 "torque.glsl" +#include "hlslCompat.glsl" + +// With advanced lighting we get soft particles. +#ifdef TORQUE_LINEAR_DEPTH + #define SOFTPARTICLES +#endif + +#ifdef SOFTPARTICLES + + #include "shadergen:/autogenConditioners.h" + + uniform float oneOverSoftness; + uniform float oneOverFar; + uniform sampler2D deferredTex; + //uniform vec3 vEye; + uniform vec4 deferredTargetParams; +#endif + +#define CLIP_Z // TODO: Make this a proper macro + +in vec4 color; +in vec2 uv0; +in vec4 pos; + +#define IN_color color +#define IN_uv0 uv0 +#define IN_pos pos + +uniform sampler2D diffuseMap; + +uniform sampler2D paraboloidLightMap; + +vec4 lmSample( vec3 nrm ) +{ + bool calcBack = (nrm.z < 0.0); + if ( calcBack ) + nrm.z = nrm.z * -1.0; + + vec2 lmCoord; + lmCoord.x = (nrm.x / (2*(1 + nrm.z))) + 0.5; + lmCoord.y = 1-((nrm.y / (2*(1 + nrm.z))) + 0.5); + + + // If this is the back, offset in the atlas + if ( calcBack ) + lmCoord.x += 1.0; + + // Atlasing front and back maps, so scale + lmCoord.x *= 0.5; + + return texture(paraboloidLightMap, lmCoord); +} + + +uniform float alphaFactor; +uniform float alphaScale; + +out vec4 OUT_col; + +void main() +{ + float softBlend = 1; + + #ifdef SOFTPARTICLES + vec2 tc = IN_pos.xy * vec2(1.0, -1.0) / IN_pos.w; + tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams); + + float sceneDepth = deferredUncondition( deferredTex, tc ).w; + float depth = IN_pos.w * oneOverFar; + float diff = sceneDepth - depth; + #ifdef CLIP_Z + // If drawing offscreen, this acts as the depth test, since we don't line up with the z-buffer + // When drawing high-res, though, we want to be able to take advantage of hi-z + // so this is #ifdef'd out + //clip(diff); + #endif + softBlend = saturate( diff * oneOverSoftness ); + #endif + + vec4 diffuse = texture( diffuseMap, IN_uv0 ); + + //OUT_col = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale); + + // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha) + vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) ); + + OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale, + IN_color.a * diffuse.a * softBlend * alphaScale ) ); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/particlesV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/particlesV.glsl new file mode 100644 index 000000000..3d75a6fb6 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/particlesV.glsl @@ -0,0 +1,54 @@ +//----------------------------------------------------------------------------- +// 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 "hlslCompat.glsl" + +in vec4 vPosition; +in vec4 vColor; +in vec2 vTexCoord0; + +#define In_pos vPosition +#define In_color vColor +#define In_uv0 vTexCoord0 + +out vec4 color; +out vec2 uv0; +out vec4 pos; + +#define OUT_hpos gl_Position +#define OUT_color color +#define OUT_uv0 uv0 +#define OUT_pos pos + +uniform mat4 modelViewProj; +uniform mat4 fsModelViewProj; + +void main() +{ + OUT_hpos = tMul( modelViewProj, In_pos ); + OUT_pos = tMul( fsModelViewProj, In_pos ); + OUT_color = In_color; + OUT_uv0 = In_uv0; + + correctSSP(gl_Position); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectBumpP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectBumpP.glsl new file mode 100644 index 000000000..db4250487 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectBumpP.glsl @@ -0,0 +1,70 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +uniform sampler2D diffuseMap, refractMap, bumpMap; +uniform vec4 shadeColor; + +in vec2 TEX0; +in vec4 TEX1; + +out vec4 OUT_col; + +//----------------------------------------------------------------------------- +// Fade edges of axis for texcoord passed in +//----------------------------------------------------------------------------- +float fadeAxis( float val ) +{ + // Fades from 1.0 to 0.0 when less than 0.1 + float fadeLow = clamp( val * 10.0, 0.0, 1.0 ); + + // Fades from 1.0 to 0.0 when greater than 0.9 + float fadeHigh = 1.0 - clamp( (val - 0.9) * 10.0, 0.0, 1.0 ); + + return fadeLow * fadeHigh; +} + + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + vec3 bumpNorm = texture( bumpMap, TEX0 ).rgb * 2.0 - 1.0; + vec2 offset = vec2( bumpNorm.x, bumpNorm.y ); + vec4 texIndex = TEX1; + + // The fadeVal is used to "fade" the distortion at the edges of the screen. + // This is done so it won't sample the reflection texture out-of-bounds and create artifacts + // Note - this can be done more efficiently with a texture lookup + float fadeVal = fadeAxis( texIndex.x / texIndex.w ) * fadeAxis( texIndex.y / texIndex.w ); + + const float distortion = 0.2; + texIndex.xy += offset * distortion * fadeVal; + + vec4 diffuseColor = texture( diffuseMap, TEX0 ); + vec4 reflectColor = textureProj( refractMap, texIndex ); + + OUT_col = diffuseColor + reflectColor * diffuseColor.a; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectBumpV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectBumpV.glsl new file mode 100644 index 000000000..90bcd27d8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectBumpV.glsl @@ -0,0 +1,51 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform mat4 modelview; + +out vec2 TEX0; +out vec4 TEX1; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + mat4 texGenTest = mat4(0.5, 0.0, 0.0, 0.0, + 0.0, -0.5, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.5, 0.5, 0.0, 1.0); + + gl_Position = modelview * vPosition; + + TEX0 = vTexCoord0.st; + + TEX1 = texGenTest * gl_Position; + TEX1.y = -TEX1.y; + gl_Position.y *= -1; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectP.glsl new file mode 100644 index 000000000..384c16188 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectP.glsl @@ -0,0 +1,43 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +uniform sampler2D diffuseMap, refractMap; +uniform vec4 shadeColor; + +in vec2 TEX0; +in vec4 TEX1; + +out vec4 OUT_col; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + vec4 diffuseColor = texture( diffuseMap, TEX0 ); + vec4 reflectColor = textureProj( refractMap, TEX1 ); + + OUT_col = diffuseColor + reflectColor * diffuseColor.a; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectV.glsl new file mode 100644 index 000000000..ba2484f66 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/planarReflectV.glsl @@ -0,0 +1,51 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform mat4 modelview; + +out vec2 TEX0; +out vec4 TEX1; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + mat4 texGenTest = mat4(0.5, 0.0, 0.0, 0.0, + 0.0, -0.5, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.5, 0.5, 0.0, 1.0); + + gl_Position = modelview * vPosition; + + TEX0 = vTexCoord0; + + TEX1 = texGenTest * gl_Position; + TEX1.y = -TEX1.y; + +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/precipP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/precipP.glsl new file mode 100644 index 000000000..102d0b0aa --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/precipP.glsl @@ -0,0 +1,39 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +uniform sampler2D diffuseMap; + +in vec4 color; +in vec2 texCoord; + +out vec4 OUT_col; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + OUT_col = texture(diffuseMap, texCoord) * color; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/precipV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/precipV.glsl new file mode 100644 index 000000000..29f921630 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/precipV.glsl @@ -0,0 +1,54 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform mat4 modelview; +uniform vec3 cameraPos, ambient; +uniform vec2 fadeStartEnd; + +out vec4 color; +out vec2 texCoord; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + gl_Position = modelview * vPosition; + texCoord = vTexCoord0.st; + color = vec4( ambient.r, ambient.g, ambient.b, 1.0 ); + + // Do we need to do a distance fade? + if ( fadeStartEnd.x < fadeStartEnd.y ) + { + + float distance = length( cameraPos - vPosition.xyz ); + color.a = abs( clamp( ( distance - fadeStartEnd.x ) / ( fadeStartEnd.y - fadeStartEnd.x ), 0.0, 1.0 ) - 1.0 ); + } + gl_Position.y *= -1; +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/projectedShadowP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/projectedShadowP.glsl new file mode 100644 index 000000000..9b0ff0d0b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/projectedShadowP.glsl @@ -0,0 +1,37 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +in vec2 texCoord; +in vec4 color; +in float fade; + +out vec4 OUT_col; + +uniform sampler2D inputTex; +uniform vec4 ambient; + + +void main() +{ + float shadow = texture( inputTex, texCoord ).a * color.a; + OUT_col = ( ambient * shadow ) + ( 1 - shadow ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/projectedShadowV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/projectedShadowV.glsl new file mode 100644 index 000000000..c8b6d2a92 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/projectedShadowV.glsl @@ -0,0 +1,49 @@ +//----------------------------------------------------------------------------- +// 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 "hlslCompat.glsl" + +in vec4 vPosition; +in vec4 vColor; +in vec2 vTexCoord0; +in vec2 vTexCoord1; + +out vec2 texCoord; +out vec4 color; +out float fade; + +uniform mat4 modelview; +uniform float shadowLength; +uniform vec3 shadowCasterPosition; + +void main() +{ + gl_Position = modelview * vec4(vPosition.xyz, 1.0); + + color = vColor; + texCoord = vTexCoord0.st; + + float fromCasterDist = length(vPosition.xyz - shadowCasterPosition) - shadowLength; + fade = 1.0 - clamp( fromCasterDist / shadowLength , 0.0, 1.0 ); + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyP.glsl new file mode 100644 index 000000000..6d4e3ea75 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyP.glsl @@ -0,0 +1,72 @@ +//----------------------------------------------------------------------------- +// 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 "torque.glsl" +#include "hlslCompat.glsl" + + +// Conn +in vec4 rayleighColor; +#define IN_rayleighColor rayleighColor +in vec4 mieColor; +#define IN_mieColor mieColor +in vec3 v3Direction; +#define IN_v3Direction v3Direction +in vec3 pos; +#define IN_pos pos + +uniform samplerCube nightSky ; +uniform vec4 nightColor; +uniform vec2 nightInterpAndExposure; +uniform float useCubemap; +uniform vec3 lightDir; +uniform vec3 sunDir; + +out vec4 OUT_col; + +void main() +{ + + float fCos = dot( lightDir, IN_v3Direction ) / length(IN_v3Direction); + float fCos2 = fCos*fCos; + + float g = -0.991; + float g2 = -0.991 * -0.991; + + float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(abs(1.0 + g2 - 2.0*g*fCos), 1.5); + + vec4 color = IN_rayleighColor + fMiePhase * IN_mieColor; + color.a = color.b; + + vec4 nightSkyColor = texture(nightSky, -v3Direction); + nightSkyColor = mix(nightColor, nightSkyColor, useCubemap); + + float fac = dot( normalize( pos ), sunDir ); + fac = max( nightInterpAndExposure.y, pow( clamp( fac, 0.0, 1.0 ), 2 ) ); + OUT_col = mix( color, nightSkyColor, nightInterpAndExposure.y ); + + OUT_col.a = 1; + + OUT_col = clamp(OUT_col, 0.0, 1.0); + + OUT_col = hdrEncode( OUT_col ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyV.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyV.glsl new file mode 100644 index 000000000..5780d2df9 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyV.glsl @@ -0,0 +1,154 @@ +//----------------------------------------------------------------------------- +// 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 "hlslCompat.glsl" + +// The scale equation calculated by Vernier's Graphical Analysis +float vernierScale(float fCos) +{ + float x = 1.0 - fCos; + float x5 = x * 5.25; + float x5p6 = (-6.80 + x5); + float xnew = (3.83 + x * x5p6); + float xfinal = (0.459 + x * xnew); + float xfinal2 = -0.00287 + x * xfinal; + float outx = exp( xfinal2 ); + return 0.25 * outx; +} + +in vec4 vPosition; + +// This is the shader input vertex structure. +#define IN_position vPosition + +// This is the shader output data. +out vec4 rayleighColor; +#define OUT_rayleighColor rayleighColor +out vec4 mieColor; +#define OUT_mieColor mieColor +out vec3 v3Direction; +#define OUT_v3Direction v3Direction +out vec3 pos; +#define OUT_pos pos + +uniform mat4 modelView; +uniform vec4 misc; +uniform vec4 sphereRadii; +uniform vec4 scatteringCoeffs; +uniform vec3 camPos; +uniform vec3 lightDir; +uniform vec4 invWaveLength; +uniform vec4 colorize; + +vec3 desaturate(const vec3 color, const float desaturation) +{ + const vec3 gray_conv = vec3 (0.30, 0.59, 0.11); + return mix(color, vec3(dot(gray_conv , color)), desaturation); +} + +void main() +{ + // Pull some variables out: + float camHeight = misc.x; + float camHeightSqr = misc.y; + + float scale = misc.z; + float scaleOverScaleDepth = misc.w; + + float outerRadius = sphereRadii.x; + float outerRadiusSqr = sphereRadii.y; + + float innerRadius = sphereRadii.z; + float innerRadiusSqr = sphereRadii.w; + + float rayleighBrightness = scatteringCoeffs.x; // Kr * ESun + float rayleigh4PI = scatteringCoeffs.y; // Kr * 4 * PI + + float mieBrightness = scatteringCoeffs.z; // Km * ESun + float mie4PI = scatteringCoeffs.w; // Km * 4 * PI + + // Get the ray from the camera to the vertex, + // and its length (which is the far point of the ray + // passing through the atmosphere). + vec3 v3Pos = vec3(IN_position / 6378000.0);// / outerRadius; + vec3 newCamPos = vec3( 0, 0, camHeight ); + v3Pos.z += innerRadius; + vec3 v3Ray = v3Pos.xyz - newCamPos; + float fFar = length(v3Ray); + v3Ray /= fFar; + + // Calculate the ray's starting position, + // then calculate its scattering offset. + vec3 v3Start = newCamPos; + float fHeight = length(v3Start); + float fDepth = exp(scaleOverScaleDepth * (innerRadius - camHeight)); + float fStartAngle = dot(v3Ray, v3Start) / fHeight; + + float fStartOffset = fDepth * vernierScale( fStartAngle ); + + // Initialize the scattering loop variables. + float fSampleLength = fFar / 2.0; + float fScaledLength = fSampleLength * scale; + vec3 v3SampleRay = v3Ray * fSampleLength; + vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; + + // Now loop through the sample rays + vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); + for(int i=0; i<2; i++) + { + float fHeight = length(v3SamplePoint); + float fDepth = exp(scaleOverScaleDepth * (innerRadius - fHeight)); + float fLightAngle = dot(lightDir, v3SamplePoint) / fHeight; + float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; + + float vscale3 = vernierScale( fCameraAngle ); + float vscale2 = vernierScale( fLightAngle ); + + float fScatter = (fStartOffset + fDepth*(vscale2 - vscale3)); + vec3 v3Attenuate = exp(-fScatter * (invWaveLength.xyz * rayleigh4PI + mie4PI)); + v3FrontColor += v3Attenuate * (fDepth * fScaledLength); + v3SamplePoint += v3SampleRay; + } + + // Finally, scale the Mie and Rayleigh colors + // and set up the varying variables for the pixel shader. + gl_Position = modelView * IN_position; + OUT_mieColor.rgb = v3FrontColor * mieBrightness; + OUT_mieColor.a = 1.0; + OUT_rayleighColor.rgb = v3FrontColor * (invWaveLength.xyz * rayleighBrightness); + OUT_rayleighColor.a = 1.0; + OUT_v3Direction = newCamPos - v3Pos.xyz; + OUT_pos = IN_position.xyz; + +#ifdef USE_COLORIZE + + OUT_rayleighColor.rgb = desaturate(OUT_rayleighColor.rgb, 1) * colorize.a; + + OUT_rayleighColor.r *= colorize.r; + OUT_rayleighColor.g *= colorize.g; + OUT_rayleighColor.b *= colorize.b; + +#endif + + correctSSP(gl_Position); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl new file mode 100644 index 000000000..6e369bd5e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl @@ -0,0 +1,339 @@ +//----------------------------------------------------------------------------- +// 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 _TORQUE_GLSL_ +#define _TORQUE_GLSL_ + + +float M_HALFPI_F = 1.57079632679489661923; +float M_PI_F = 3.14159265358979323846; +float M_2PI_F = 6.28318530717958647692; + +/// Calculate fog based on a start and end positions in worldSpace. +float computeSceneFog( vec3 startPos, + vec3 endPos, + float fogDensity, + float fogDensityOffset, + float fogHeightFalloff ) +{ + float f = length( startPos - endPos ) - fogDensityOffset; + float h = 1.0 - ( endPos.z * fogHeightFalloff ); + return exp( -fogDensity * f * h ); +} + + +/// Calculate fog based on a start and end position and a height. +/// Positions do not need to be in worldSpace but height does. +float computeSceneFog( vec3 startPos, + vec3 endPos, + float height, + float fogDensity, + float fogDensityOffset, + float fogHeightFalloff ) +{ + float f = length( startPos - endPos ) - fogDensityOffset; + float h = 1.0 - ( height * fogHeightFalloff ); + return exp( -fogDensity * f * h ); +} + + +/// Calculate fog based on a distance, height is not used. +float computeSceneFog( float dist, float fogDensity, float fogDensityOffset ) +{ + float f = dist - fogDensityOffset; + return exp( -fogDensity * f ); +} + + +/// Convert a vec4 uv in viewport space to render target space. +vec2 viewportCoordToRenderTarget( vec4 inCoord, vec4 rtParams ) +{ + vec2 outCoord = inCoord.xy / inCoord.w; + outCoord = ( outCoord * rtParams.zw ) + rtParams.xy; + return outCoord; +} + + +/// Convert a vec2 uv in viewport space to render target space. +vec2 viewportCoordToRenderTarget( vec2 inCoord, vec4 rtParams ) +{ + vec2 outCoord = ( inCoord * rtParams.zw ) + rtParams.xy; + return outCoord; +} + + +/// Convert a vec4 quaternion into a 3x3 matrix. +mat3x3 quatToMat( vec4 quat ) +{ + float xs = quat.x * 2.0; + float ys = quat.y * 2.0; + float zs = quat.z * 2.0; + + float wx = quat.w * xs; + float wy = quat.w * ys; + float wz = quat.w * zs; + + float xx = quat.x * xs; + float xy = quat.x * ys; + float xz = quat.x * zs; + + float yy = quat.y * ys; + float yz = quat.y * zs; + float zz = quat.z * zs; + + mat3x3 mat; + + mat[0][0] = 1.0 - (yy + zz); + mat[1][0] = xy - wz; + mat[2][0] = xz + wy; + + mat[0][1] = xy + wz; + mat[1][1] = 1.0 - (xx + zz); + mat[2][1] = yz - wx; + + mat[0][2] = xz - wy; + mat[1][2] = yz + wx; + mat[2][2] = 1.0 - (xx + yy); + + return mat; +} + + +/// The number of additional substeps we take when refining +/// the results of the offset parallax mapping function below. +/// +/// You should turn down the number of steps if your needing +/// more performance out of your parallax surfaces. Increasing +/// the number doesn't yeild much better results and is rarely +/// worth the additional cost. +/// +#define PARALLAX_REFINE_STEPS 3 + +/// Performs fast parallax offset mapping using +/// multiple refinement steps. +/// +/// @param texMap The texture map whos alpha channel we sample the parallax depth. +/// @param texCoord The incoming texture coordinate for sampling the parallax depth. +/// @param negViewTS The negative view vector in tangent space. +/// @param depthScale The parallax factor used to scale the depth result. +/// +vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale ) +{ + float depth = texture( texMap, texCoord ).a/(PARALLAX_REFINE_STEPS*2); + vec2 offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2); + + for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ ) + { + depth = ( depth + texture( texMap, texCoord + offset ).a )/(PARALLAX_REFINE_STEPS*2); + offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2); + } + + return offset; +} + +/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha +vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale) +{ + float depth = texture(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2); + vec2 offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2); + + for (int i = 0; i < PARALLAX_REFINE_STEPS; i++) + { + depth = (depth + texture(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2); + offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2); + } + + return offset; +} + + +/// The maximum value for 16bit per component integer HDR encoding. +const float HDR_RGB16_MAX = 100.0; +/// The maximum value for 10bit per component integer HDR encoding. +const float HDR_RGB10_MAX = 4.0; + +/// Encodes an HDR color for storage into a target. +vec3 hdrEncode( vec3 _sample ) +{ + #if defined( TORQUE_HDR_RGB16 ) + + return _sample / HDR_RGB16_MAX; + + #elif defined( TORQUE_HDR_RGB10 ) + + return _sample / HDR_RGB10_MAX; + + #else + + // No encoding. + return _sample; + + #endif +} + +/// Encodes an HDR color for storage into a target. +vec4 hdrEncode( vec4 _sample ) +{ + return vec4( hdrEncode( _sample.rgb ), _sample.a ); +} + +/// Decodes an HDR color from a target. +vec3 hdrDecode( vec3 _sample ) +{ + #if defined( TORQUE_HDR_RGB16 ) + + return _sample * HDR_RGB16_MAX; + + #elif defined( TORQUE_HDR_RGB10 ) + + return _sample * HDR_RGB10_MAX; + + #else + + // No encoding. + return _sample; + + #endif +} + +/// Decodes an HDR color from a target. +vec4 hdrDecode( vec4 _sample ) +{ + return vec4( hdrDecode( _sample.rgb ), _sample.a ); +} + +/// Returns the luminance for an HDR pixel. +float hdrLuminance( vec3 _sample ) +{ + // There are quite a few different ways to + // calculate luminance from an rgb value. + // + // If you want to use a different technique + // then plug it in here. + // + + //////////////////////////////////////////////////////////////////////////// + // + // Max component luminance. + // + //float lum = max( _sample.r, max( _sample.g, _sample.b ) ); + + //////////////////////////////////////////////////////////////////////////// + // The perceptual relative luminance. + // + // See http://en.wikipedia.org/wiki/Luminance_(relative) + // + const vec3 RELATIVE_LUMINANCE = vec3( 0.2126, 0.7152, 0.0722 ); + float lum = dot( _sample, RELATIVE_LUMINANCE ); + + //////////////////////////////////////////////////////////////////////////// + // + // The average component luminance. + // + //const vec3 AVERAGE_LUMINANCE = vec3( 0.3333, 0.3333, 0.3333 ); + //float lum = dot( _sample, AVERAGE_LUMINANCE ); + + return lum; +} + +#ifdef TORQUE_PIXEL_SHADER +/// Called from the visibility feature to do screen +/// door transparency for fading of objects. +void fizzle(vec2 vpos, float visibility) +{ + // NOTE: The magic values below are what give us + // the nice even pattern during the fizzle. + // + // These values can be changed to get different + // patterns... some better than others. + // + // Horizontal Blinds - { vpos.x, 0.916, vpos.y, 0 } + // Vertical Lines - { vpos.x, 12.9898, vpos.y, 78.233 } + // + // I'm sure there are many more patterns here to + // discover for different effects. + + mat2x2 m = mat2x2( vpos.x, vpos.y, 0.916, 0.350 ); + if( (visibility - fract( determinant( m ) )) < 0 ) //if(a < 0) discard; + discard; +} +#endif //TORQUE_PIXEL_SHADER + +/// Basic assert macro. If the condition fails, then the shader will output color. +/// @param condition This should be a bvec[2-4]. If any items is false, condition is considered to fail. +/// @param color The color that should be outputted if the condition fails. +/// @note This macro will only work in the void main() method of a pixel shader. +#define assert(condition, color) { if(!any(condition)) { OUT_col = color; return; } } + +// Deferred Shading: Material Info Flag Check +bool getFlag(float flags, float num) +{ + float process = round(flags * 255); + float squareNum = pow(2.0, num); + return (mod(process, pow(2.0, squareNum)) >= squareNum); +} + +// #define TORQUE_STOCK_GAMMA +#ifdef TORQUE_STOCK_GAMMA +// Sample in linear space. Decodes gamma. +vec4 toLinear(vec4 tex) +{ + return tex; +} +// Encodes gamma. +vec4 toGamma(vec4 tex) +{ + return tex; +} +vec3 toLinear(vec3 tex) +{ + return tex; +} +// Encodes gamma. +vec3 toGamma(vec3 tex) +{ + return tex; +} +#else +// Sample in linear space. Decodes gamma. +vec4 toLinear(vec4 tex) +{ + return vec4(pow(abs(tex.rgb), vec3(2.2)), tex.a); +} +// Encodes gamma. +vec4 toGamma(vec4 tex) +{ + return vec4(pow(abs(tex.rgb), vec3(1.0/2.2)), tex.a); +} +// Sample in linear space. Decodes gamma. +vec3 toLinear(vec3 tex) +{ + return pow(abs(tex), vec3(2.2)); +} +// Encodes gamma. +vec3 toGamma(vec3 tex) +{ + return pow(abs(tex), vec3(1.0/2.2)); +} +#endif // + +#endif // _TORQUE_GLSL_ diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/wavesP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/wavesP.glsl new file mode 100644 index 000000000..06c8a1a28 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/wavesP.glsl @@ -0,0 +1,57 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +uniform sampler2D diffMap; +uniform sampler2D bumpMap; +uniform samplerCube cubeMap; +uniform vec4 specularColor; +uniform float specularPower; +uniform vec4 ambient; +uniform float accumTime; + +in vec2 TEX0; +in vec4 outLightVec; +in vec3 outPos; +in vec3 outEyePos; + +out vec4 OUT_col; + +void main() +{ + vec2 texOffset; + float sinOffset1 = sin( accumTime * 1.5 + TEX0.y * 6.28319 * 3.0 ) * 0.03; + float sinOffset2 = sin( accumTime * 3.0 + TEX0.y * 6.28319 ) * 0.04; + + texOffset.x = TEX0.x + sinOffset1 + sinOffset2; + texOffset.y = TEX0.y + cos( accumTime * 3.0 + TEX0.x * 6.28319 * 2.0 ) * 0.05; + + vec4 bumpNorm = texture(bumpMap, texOffset) * 2.0 - 1.0; + vec4 diffuse = texture(diffMap, texOffset); + + OUT_col = diffuse * (clamp(dot(outLightVec.xyz, bumpNorm.xyz), 0.0, 1.0) + ambient); + + vec3 eyeVec = normalize(outEyePos - outPos); + vec3 halfAng = normalize(eyeVec + outLightVec.xyz); + float specular = clamp(dot(bumpNorm.xyz, halfAng), 0.0, 1.0) * outLightVec.w; + specular = pow(specular, specularPower); + OUT_col += specularColor * specular; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/wind.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/wind.glsl new file mode 100644 index 000000000..0ddb492b9 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/wind.glsl @@ -0,0 +1,101 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// +// A tip of the hat.... +// +// The following wind effects were derived from the GPU Gems +// 3 chapter "Vegetation Procedural Animation and Shading in Crysis" +// by Tiago Sousa of Crytek. +// + +vec4 smoothCurve( vec4 x ) +{ + return x * x * ( 3.0 - 2.0 * x ); +} + +vec4 triangleWave( vec4 x ) +{ + return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +} + +vec4 smoothTriangleWave( vec4 x ) +{ + return smoothCurve( triangleWave( x ) ); +} + +vec3 windTrunkBending( vec3 vPos, vec2 vWind, float fBendFactor ) +{ + // Smooth the bending factor and increase + // the near by height limit. + fBendFactor += 1.0; + fBendFactor *= fBendFactor; + fBendFactor = fBendFactor * fBendFactor - fBendFactor; + + // Displace the vert. + vec3 vNewPos = vPos; + vNewPos.xy += vWind * fBendFactor; + + // Limit the length which makes the bend more + // spherical and prevents stretching. + float fLength = length( vPos ); + vPos = normalize( vNewPos ) * fLength; + + return vPos; +} + +vec3 windBranchBending( vec3 vPos, + vec3 vNormal, + + float fTime, + float fWindSpeed, + + float fBranchPhase, + float fBranchAmp, + float fBranchAtten, + + float fDetailPhase, + float fDetailAmp, + float fDetailFreq, + + float fEdgeAtten ) +{ + float fVertPhase = dot( vPos, vec3( fDetailPhase + fBranchPhase ) ); + + vec2 vWavesIn = fTime + vec2( fVertPhase, fBranchPhase ); + + vec4 vWaves = ( fract( vWavesIn.xxyy * + vec4( 1.975, 0.793, 0.375, 0.193 ) ) * + 2.0 - 1.0 ) * fWindSpeed * fDetailFreq; + + vWaves = smoothTriangleWave( vWaves ); + + vec2 vWavesSum = vWaves.xz + vWaves.yw; + + // We want the branches to bend both up and down. + vWavesSum.y = 1.0 - ( vWavesSum.y * 2.0 ); + + vPos += vWavesSum.xxy * vec3( fEdgeAtten * fDetailAmp * vNormal.xy, + fBranchAtten * fBranchAmp ); + + return vPos; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/guiMaterialV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/guiMaterialV.hlsl new file mode 100644 index 000000000..5d725338f --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/guiMaterialV.hlsl @@ -0,0 +1,45 @@ +//----------------------------------------------------------------------------- +// 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 "hlslStructs.hlsl" +#include "shaderModel.hlsl" + +struct MaterialDecoratorConnectV +{ + float4 hpos : TORQUE_POSITION; + float2 uv0 : TEXCOORD0; +}; + +uniform float4x4 modelview : register(C0); + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +MaterialDecoratorConnectV main( VertexIn_PCT IN ) +{ + MaterialDecoratorConnectV OUT; + + OUT.hpos = mul(modelview, float4(IN.pos,1.0)); + OUT.uv0 = IN.uv0; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/hlslStructs.h b/Templates/BaseGame/game/core/rendering/shaders/hlslStructs.h new file mode 100644 index 000000000..6a57e4db7 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/hlslStructs.h @@ -0,0 +1,116 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// The purpose of this file is to get all of our HLSL structures into one place. +// Please use the structures here instead of redefining input and output structures +// in each shader file. If structures are added, please adhere to the naming convention. + +//------------------------------------------------------------------------------ +// Vertex Input Structures +// +// These structures map to FVFs/Vertex Declarations in Torque. See gfxStructs.h +//------------------------------------------------------------------------------ + +// Notes +// +// Position should be specified as a float4. Right now our vertex structures in +// the engine output float3s for position. This does NOT mean that the POSITION +// binding should be float3, because it will assign 0 to the w coordinate, which +// results in the vertex not getting translated when it is transformed. + +struct VertexIn_P +{ + float4 pos : POSITION; +}; + +struct VertexIn_PT +{ + float4 pos : POSITION; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PTTT +{ + float4 pos : POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; +}; + +struct VertexIn_PC +{ + float4 pos : POSITION; + float4 color : DIFFUSE; +}; + +struct VertexIn_PNC +{ + float4 pos : POSITION; + float3 normal : NORMAL; + float4 color : DIFFUSE; +}; + +struct VertexIn_PCT +{ + float4 pos : POSITION; + float4 color : DIFFUSE; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PN +{ + float4 pos : POSITION; + float3 normal : NORMAL; +}; + +struct VertexIn_PNT +{ + float4 pos : POSITION; + float3 normal : NORMAL; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PNTT +{ + float4 pos : POSITION; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PNCT +{ + float4 pos : POSITION; + float3 normal : NORMAL; + float4 color : DIFFUSE; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PNTTTB +{ + float4 pos : POSITION; + float3 normal : NORMAL; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float3 T : TEXCOORD2; + float3 B : TEXCOORD3; +}; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/hlslStructs.hlsl b/Templates/BaseGame/game/core/rendering/shaders/hlslStructs.hlsl new file mode 100644 index 000000000..ce0ca305c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/hlslStructs.hlsl @@ -0,0 +1,114 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// The purpose of this file is to get all of our HLSL structures into one place. +// Please use the structures here instead of redefining input and output structures +// in each shader file. If structures are added, please adhere to the naming convention. + +//------------------------------------------------------------------------------ +// Vertex Input Structures +// +// These structures map to FVFs/Vertex Declarations in Torque. See gfxStructs.h +//------------------------------------------------------------------------------ + +// Notes +// +// Position should be specified as a float3 as our vertex structures in +// the engine output float3s for position. + +struct VertexIn_P +{ + float3 pos : POSITION; +}; + +struct VertexIn_PT +{ + float3 pos : POSITION; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PTTT +{ + float3 pos : POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; +}; + +struct VertexIn_PC +{ + float3 pos : POSITION; + float4 color : DIFFUSE; +}; + +struct VertexIn_PNC +{ + float3 pos : POSITION; + float3 normal : NORMAL; + float4 color : DIFFUSE; +}; + +struct VertexIn_PCT +{ + float3 pos : POSITION; + float4 color : DIFFUSE; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PN +{ + float3 pos : POSITION; + float3 normal : NORMAL; +}; + +struct VertexIn_PNT +{ + float3 pos : POSITION; + float3 normal : NORMAL; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PNTT +{ + float3 pos : POSITION; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PNCT +{ + float3 pos : POSITION; + float3 normal : NORMAL; + float4 color : DIFFUSE; + float2 uv0 : TEXCOORD0; +}; + +struct VertexIn_PNTTTB +{ + float3 pos : POSITION; + float3 normal : NORMAL; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float3 T : TEXCOORD2; + float3 B : TEXCOORD3; +}; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/imposter.hlsl b/Templates/BaseGame/game/core/rendering/shaders/imposter.hlsl new file mode 100644 index 000000000..bc700ba03 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/imposter.hlsl @@ -0,0 +1,149 @@ +//----------------------------------------------------------------------------- +// 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 "torque.hlsl" + + +static float sCornerRight[4] = { -1, 1, 1, -1 }; +static float sCornerUp[4] = { -1, -1, 1, 1 }; +static float2 sUVCornerExtent[4] = +{ + float2( 0, 1 ), + float2( 1, 1 ), + float2( 1, 0 ), + float2( 0, 0 ) +}; + +#define IMPOSTER_MAX_UVS 64 + + +void imposter_v( + // These parameters usually come from the vertex. + float3 center, + int corner, + float halfSize, + float3 imposterUp, + float3 imposterRight, + + // These are from the imposter shader constant. + int numEquatorSteps, + int numPolarSteps, + float polarAngle, + bool includePoles, + + // Other shader constants. + float3 camPos, + float4 uvs[IMPOSTER_MAX_UVS], + + // The outputs of this function. + out float3 outWsPosition, + out float2 outTexCoord, + out float3x3 outWorldToTangent + ) +{ + // TODO: This could all be calculated on the CPU. + float equatorStepSize = M_2PI_F / numEquatorSteps; + float equatorHalfStep = ( equatorStepSize / 2.0 ) - 0.0001; + float polarStepSize = M_PI_F / numPolarSteps; + float polarHalfStep = ( polarStepSize / 2.0 ) - 0.0001; + + // The vector between the camera and the billboard. + float3 lookVec = normalize( camPos - center ); + + // Generate the camera up and right vectors from + // the object transform and camera forward. + float3 camUp = imposterUp; + float3 camRight = normalize( cross( -lookVec, camUp ) ); + + // The billboarding is based on the camera directions. + float3 rightVec = camRight * sCornerRight[corner]; + float3 upVec = camUp * sCornerUp[corner]; + + float lookPitch = acos( dot( imposterUp, lookVec ) ); + + // First check to see if we need to render the top billboard. + int index; + /* + if ( includePoles && ( lookPitch < polarAngle || lookPitch > sPi - polarAngle ) ) + { + index = numEquatorSteps * 3; + + // When we render the top/bottom billboard we always use + // a fixed vector that matches the rotation of the object. + rightVec = float3( 1, 0, 0 ) * sCornerRight[corner]; + upVec = float3( 0, 1, 0 ) * sCornerUp[corner]; + + if ( lookPitch > sPi - polarAngle ) + { + upVec = -upVec; + index++; + } + } + else + */ + { + // Calculate the rotation around the z axis then add the + // equator half step. This gets the images to switch a + // half step before the captured angle is met. + float lookAzimuth = atan2( lookVec.y, lookVec.x ); + float azimuth = atan2( imposterRight.y, imposterRight.x ); + float rotZ = ( lookAzimuth - azimuth ) + equatorHalfStep; + + // The y rotation is calculated from the look vector and + // the object up vector. + float rotY = lookPitch - polarHalfStep; + + // TODO: How can we do this without conditionals? + // Normalize the result to 0 to 2PI. + if ( rotZ < 0 ) + rotZ += M_2PI_F; + if ( rotZ > M_2PI_F ) + rotZ -= M_2PI_F; + if ( rotY < 0 ) + rotY += M_2PI_F; + if ( rotY > M_PI_F ) // Not M_2PI_F? + rotY -= M_2PI_F; + + float polarIdx = round( abs( rotY ) / polarStepSize ); + + // Get the index to the start of the right polar + // images for this viewing angle. + int numPolarOffset = numEquatorSteps * polarIdx; + + // Calculate the final image index for lookup + // of the texture coords. + index = ( rotZ / equatorStepSize ) + numPolarOffset; + } + + // Generate the final world space position. + outWsPosition = center + ( upVec * halfSize ) + ( rightVec * halfSize ); + + // Grab the uv set and setup the texture coord. + float4 uvSet = uvs[index]; + outTexCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x ); + outTexCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y ); + + // Needed for normal mapping and lighting. + outWorldToTangent[0] = float3( 1, 0, 0 ); + outWorldToTangent[1] = float3( 0, 1, 0 ); + outWorldToTangent[2] = float3( 0, 0, -1 ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl new file mode 100644 index 000000000..a41b8a873 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -0,0 +1,249 @@ +//----------------------------------------------------------------------------- +// 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 "./torque.hlsl" + +#ifndef TORQUE_SHADERGEN + +// These are the uniforms used by most lighting shaders. + +uniform float4 inLightPos[3]; +uniform float4 inLightInvRadiusSq; +uniform float4 inLightColor[4]; + +#ifndef TORQUE_BL_NOSPOTLIGHT + uniform float4 inLightSpotDir[3]; + uniform float4 inLightSpotAngle; + uniform float4 inLightSpotFalloff; +#endif + +uniform float4 ambient; +#define ambientCameraFactor 0.3 +uniform float specularPower; +uniform float4 specularColor; + +#endif // !TORQUE_SHADERGEN + + +void compute4Lights( float3 wsView, + float3 wsPosition, + float3 wsNormal, + float4 shadowMask, + + #ifdef TORQUE_SHADERGEN + + float4 inLightPos[3], + float4 inLightInvRadiusSq, + float4 inLightColor[4], + float4 inLightSpotDir[3], + float4 inLightSpotAngle, + float4 inLightSpotFalloff, + float specularPower, + float4 specularColor, + + #endif // TORQUE_SHADERGEN + + out float4 outDiffuse, + out float4 outSpecular ) +{ + // NOTE: The light positions and spotlight directions + // are stored in SoA order, so inLightPos[0] is the + // x coord for all 4 lights... inLightPos[1] is y... etc. + // + // This is the key to fully utilizing the vector units and + // saving a huge amount of instructions. + // + // For example this change saved more than 10 instructions + // over a simple for loop for each light. + + int i; + + float4 lightVectors[3]; + for ( i = 0; i < 3; i++ ) + lightVectors[i] = wsPosition[i] - inLightPos[i]; + + float4 squareDists = 0; + for ( i = 0; i < 3; i++ ) + squareDists += lightVectors[i] * lightVectors[i]; + + // Accumulate the dot product between the light + // vector and the normal. + // + // The normal is negated because it faces away from + // the surface and the light faces towards the + // surface... this keeps us from needing to flip + // the light vector direction which complicates + // the spot light calculations. + // + // We normalize the result a little later. + // + float4 nDotL = 0; + for ( i = 0; i < 3; i++ ) + nDotL += lightVectors[i] * -wsNormal[i]; + + float4 rDotL = 0; + #ifndef TORQUE_BL_NOSPECULAR + + // We're using the Phong specular reflection model + // here where traditionally Torque has used Blinn-Phong + // which has proven to be more accurate to real materials. + // + // We do so because its cheaper as do not need to + // calculate the half angle for all 4 lights. + // + // Advanced Lighting still uses Blinn-Phong, but the + // specular reconstruction it does looks fairly similar + // to this. + // + float3 R = reflect( wsView, -wsNormal ); + + for ( i = 0; i < 3; i++ ) + rDotL += lightVectors[i] * R[i]; + + #endif + + // Normalize the dots. + // + // Notice we're using the half type here to get a + // much faster sqrt via the rsq_pp instruction at + // the loss of some precision. + // + // Unless we have some extremely large point lights + // i don't believe the precision loss will matter. + // + half4 correction = (half4)rsqrt( squareDists ); + nDotL = saturate( nDotL * correction ); + rDotL = clamp( rDotL * correction, 0.00001, 1.0 ); + + // First calculate a simple point light linear + // attenuation factor. + // + // If this is a directional light the inverse + // radius should be greater than the distance + // causing the attenuation to have no affect. + // + float4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) ); + + #ifndef TORQUE_BL_NOSPOTLIGHT + + // The spotlight attenuation factor. This is really + // fast for what it does... 6 instructions for 4 spots. + + float4 spotAtten = 0; + for ( i = 0; i < 3; i++ ) + spotAtten += lightVectors[i] * inLightSpotDir[i]; + + float4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle; + atten *= saturate( cosAngle * inLightSpotFalloff ); + + #endif + + // Finally apply the shadow masking on the attenuation. + atten *= shadowMask; + + // Get the final light intensity. + float4 intensity = nDotL * atten; + + // Combine the light colors for output. + outDiffuse = 0; + for ( i = 0; i < 4; i++ ) + outDiffuse += intensity[i] * inLightColor[i]; + + // Output the specular power. + float4 specularIntensity = pow( rDotL, specularPower.xxxx ) * atten; + + // Apply the per-light specular attenuation. + float4 specular = float4(0,0,0,1); + for ( i = 0; i < 4; i++ ) + specular += float4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 ); + + // Add the final specular intensity values together + // using a single dot product operation then get the + // final specular lighting color. + outSpecular = specularColor * specular; +} + + +// This value is used in AL as a constant power to raise specular values +// to, before storing them into the light info buffer. The per-material +// specular value is then computer by using the integer identity of +// exponentiation: +// +// (a^m)^n = a^(m*n) +// +// or +// +// (specular^constSpecular)^(matSpecular/constSpecular) = specular^(matSpecular*constSpecular) +// +#define AL_ConstantSpecularPower 12.0f + +/// The specular calculation used in Advanced Lighting. +/// +/// @param toLight Normalized vector representing direction from the pixel +/// being lit, to the light source, in world space. +/// +/// @param normal Normalized surface normal. +/// +/// @param toEye The normalized vector representing direction from the pixel +/// being lit to the camera. +/// +float AL_CalcSpecular( float3 toLight, float3 normal, float3 toEye ) +{ + // (R.V)^c + float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye ); + + // Return the specular factor. + return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower ); +} + +/// The output for Deferred Lighting +/// +/// @param toLight Normalized vector representing direction from the pixel +/// being lit, to the light source, in world space. +/// +/// @param normal Normalized surface normal. +/// +/// @param toEye The normalized vector representing direction from the pixel +/// being lit to the camera. +/// +float4 AL_DeferredOutput( + float3 lightColor, + float3 diffuseColor, + float4 matInfo, + float4 ambient, + float specular, + float shadowAttenuation) +{ + float3 specularColor = float3(specular, specular, specular); + bool metalness = getFlag(matInfo.r, 3); + if ( metalness ) + { + specularColor = 0.04 * (1 - specular) + diffuseColor * specular; + } + + //specular = color * map * spec^gloss + float specularOut = (specularColor * matInfo.b * min(pow(abs(specular), max(( matInfo.a/ AL_ConstantSpecularPower),1.0f)),matInfo.a)).r; + + lightColor *= shadowAttenuation; + lightColor += ambient.rgb; + return float4(lightColor.rgb, specularOut); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/convexGeometryV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/convexGeometryV.hlsl new file mode 100644 index 000000000..064fcffa6 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/convexGeometryV.hlsl @@ -0,0 +1,54 @@ +//----------------------------------------------------------------------------- +// 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 "../../hlslStructs.hlsl" +#include "../../shaderModel.hlsl" + +struct VertData +{ + float3 pos : POSITION; + float4 color : COLOR; +}; + +struct ConvexConnectV +{ + float4 hpos : TORQUE_POSITION; + float4 wsEyeDir : TEXCOORD0; + float4 ssPos : TEXCOORD1; + float4 vsEyeDir : TEXCOORD2; +}; + +ConvexConnectV main( VertData IN, + uniform float4x4 modelview, + uniform float4x4 objTrans, + uniform float4x4 worldViewOnly, + uniform float3 eyePosWorld ) +{ + ConvexConnectV OUT; + + OUT.hpos = mul( modelview, float4(IN.pos,1.0) ); + OUT.wsEyeDir = mul(objTrans, float4(IN.pos, 1.0)) - float4(eyePosWorld, 0.0); + OUT.vsEyeDir = mul(worldViewOnly, float4(IN.pos, 1.0)); + OUT.ssPos = OUT.hpos; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredClearGBufferP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredClearGBufferP.hlsl new file mode 100644 index 000000000..5ae05896e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredClearGBufferP.hlsl @@ -0,0 +1,54 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" + +struct Conn +{ + float4 hpos : TORQUE_POSITION; +}; + +struct Fragout +{ + float4 col : TORQUE_TARGET0; + float4 col1 : TORQUE_TARGET1; + float4 col2 : TORQUE_TARGET2; +}; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Fragout main( Conn IN ) +{ + Fragout OUT; + + // Clear Deferred Buffer ( Normals/Depth ); + OUT.col = float4(1.0, 1.0, 1.0, 1.0); + + // Clear Color Buffer. + OUT.col1 = float4(0.0, 0.0, 0.0, 1.0); + + // Clear Material Info Buffer. + OUT.col2 = float4(0.0, 0.0, 0.0, 1.0); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredClearGBufferV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredClearGBufferV.hlsl new file mode 100644 index 000000000..20ba4d509 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredClearGBufferV.hlsl @@ -0,0 +1,43 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" + +struct Appdata +{ + float3 pos : POSITION; + float4 color : COLOR; +}; + +struct Conn +{ + float4 hpos : TORQUE_POSITION; +}; + +uniform float4x4 modelview; + +Conn main( Appdata In ) +{ + Conn Out; + Out.hpos = float4(In.pos,1.0); + return Out; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredColorShaderP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredColorShaderP.hlsl new file mode 100644 index 000000000..d91d2eb38 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredColorShaderP.hlsl @@ -0,0 +1,46 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" + +struct Fragout +{ + float4 col : TORQUE_TARGET0; + float4 col1 : TORQUE_TARGET1; + float4 col2 : TORQUE_TARGET2; +}; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Fragout main( ) +{ + Fragout OUT; + + OUT.col = float4(0.0, 0.0, 0.0, 0.0); + OUT.col1 = float4(1.0, 1.0, 1.0, 1.0); + + // Draw on color buffer. + OUT.col2 = float4(1.0, 0.0, 0.0, 1.0); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredShadingP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredShadingP.hlsl new file mode 100644 index 000000000..ebd9ed72b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/deferredShadingP.hlsl @@ -0,0 +1,54 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModelAutoGen.hlsl" +#include "../../postfx/postFx.hlsl" +#include "../../torque.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0); +TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,1); +TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2); +TORQUE_UNIFORM_SAMPLER2D(deferredTex,3); + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 lightBuffer = TORQUE_TEX2D( lightDeferredTex, IN.uv0 ); + float4 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 ); + float4 matInfo = TORQUE_TEX2D( matInfoTex, IN.uv0 ); + float specular = saturate(lightBuffer.a); + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; + + if (depth>0.9999) + return float4(0,0,0,0); + + // Diffuse Color Altered by Metalness + bool metalness = getFlag(matInfo.r, 3); + if ( metalness ) + { + colorBuffer *= (1.0 - colorBuffer.a); + } + + colorBuffer += float4(specular, specular, specular, 1.0); + colorBuffer *= float4(lightBuffer.rgb, 1.0); + + return hdrEncode( float4(colorBuffer.rgb, 1.0) ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/farFrustumQuad.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/farFrustumQuad.hlsl new file mode 100644 index 000000000..543e21677 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/farFrustumQuad.hlsl @@ -0,0 +1,47 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" + +struct FarFrustumQuadConnectV +{ + float4 hpos : TORQUE_POSITION; + float2 uv0 : TEXCOORD0; + float3 wsEyeRay : TEXCOORD1; + float3 vsEyeRay : TEXCOORD2; +}; + +struct FarFrustumQuadConnectP +{ + float4 hpos : TORQUE_POSITION; + float2 uv0 : TEXCOORD0; + float3 wsEyeRay : TEXCOORD1; + float3 vsEyeRay : TEXCOORD2; +}; + + +float2 getUVFromSSPos( float3 ssPos, float4 rtParams ) +{ + float2 outPos = ( ssPos.xy + 1.0 ) / 2.0; + outPos.y = 1.0 - outPos.y; + outPos = ( outPos * rtParams.zw ) + rtParams.xy; + return outPos; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/farFrustumQuadV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/farFrustumQuadV.hlsl new file mode 100644 index 000000000..0167d901a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/farFrustumQuadV.hlsl @@ -0,0 +1,43 @@ +//----------------------------------------------------------------------------- +// 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 "../../hlslStructs.hlsl" +#include "farFrustumQuad.hlsl" + + +FarFrustumQuadConnectV main( VertexIn_PNTT IN, + uniform float4 rtParams0 ) +{ + FarFrustumQuadConnectV OUT; + + OUT.hpos = float4( IN.uv0, 0, 1 ); + + // Get a RT-corrected UV from the SS coord + OUT.uv0 = getUVFromSSPos( OUT.hpos.xyz, rtParams0 ); + + // Interpolators will generate eye rays the + // from far-frustum corners. + OUT.wsEyeRay = IN.tangent; + OUT.vsEyeRay = IN.normal; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/convexGeometryV.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/convexGeometryV.glsl new file mode 100644 index 000000000..1807ac43f --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/convexGeometryV.glsl @@ -0,0 +1,52 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" + +in vec4 vPosition; + +#define IN_pos vPosition + +out vec4 wsEyeDir; +out vec4 ssPos; +out vec4 vsEyeDir; + +#define OUT_hpos gl_Position +#define OUT_wsEyeDir wsEyeDir +#define OUT_ssPos ssPos +#define OUT_vsEyeDir vsEyeDir + +uniform mat4 modelview; +uniform mat4 objTrans; +uniform mat4 worldViewOnly; +uniform vec3 eyePosWorld; + +void main() +{ + OUT_hpos = tMul( modelview, IN_pos ); + OUT_wsEyeDir = tMul( objTrans, IN_pos ) - vec4( eyePosWorld, 0.0 ); + OUT_vsEyeDir = tMul( worldViewOnly, IN_pos ); + OUT_ssPos = OUT_hpos; + + correctSSP(gl_Position); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredClearGBufferP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredClearGBufferP.glsl new file mode 100644 index 000000000..b58f347bb --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredClearGBufferP.glsl @@ -0,0 +1,40 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +out vec4 OUT_col; +out vec4 OUT_col1; +out vec4 OUT_col2; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + // Clear Deferred Buffer ( Normals/Depth ); + OUT_col = vec4(1.0, 1.0, 1.0, 1.0); + + // Clear Color Buffer. + OUT_col1 = vec4(0.0, 0.0, 0.0, 1.0); + + // Clear Material Info Buffer. + OUT_col2 = vec4(0.0, 0.0, 0.0, 1.0); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredColorShaderP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredColorShaderP.glsl new file mode 100644 index 000000000..85c553089 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredColorShaderP.glsl @@ -0,0 +1,37 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +layout (location = 0) out vec4 col; +layout (location = 1) out vec4 col1; +layout (location = 2) out vec4 col2; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + col = vec4(0.0, 0.0, 0.0, 0.0); + col1 = vec4(1.0, 1.0, 1.0, 1.0); + + // Draw on color buffer. + col2 = vec4(1.0, 0.0, 0.0, 1.0); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredShadingP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredShadingP.glsl new file mode 100644 index 000000000..0234d5fd1 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredShadingP.glsl @@ -0,0 +1,59 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../../postFx/gl/postFX.glsl" +#include "../../../gl/torque.glsl" + +uniform sampler2D colorBufferTex; +uniform sampler2D lightDeferredTex; +uniform sampler2D matInfoTex; +uniform sampler2D deferredTex; + +out vec4 OUT_col; + +void main() +{ + float depth = deferredUncondition( deferredTex, uv0 ).w; + if (depth>0.9999) + { + OUT_col = vec4(0.0); + return; + } + vec4 lightBuffer = texture( lightDeferredTex, uv0 ); + vec4 colorBuffer = texture( colorBufferTex, uv0 ); + vec4 matInfo = texture( matInfoTex, uv0 ); + float specular = clamp(lightBuffer.a,0.0,1.0); + + // Diffuse Color Altered by Metalness + bool metalness = getFlag(matInfo.r, 3); + if ( metalness ) + { + colorBuffer *= (1.0 - colorBuffer.a); + } + + colorBuffer += vec4(specular, specular, specular, 1.0); + colorBuffer *= vec4(lightBuffer.rgb, 1.0); + + OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/farFrustumQuad.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/farFrustumQuad.glsl new file mode 100644 index 000000000..76054eb09 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/farFrustumQuad.glsl @@ -0,0 +1,30 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +vec2 getUVFromSSPos( vec3 ssPos, vec4 rtParams ) +{ + vec2 outPos = ( ssPos.xy + 1.0 ) / 2.0; + outPos.y = 1.0 - outPos.y; + outPos = ( outPos * rtParams.zw ) + rtParams.xy; + return outPos; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/farFrustumQuadV.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/farFrustumQuadV.glsl new file mode 100644 index 000000000..a80e856ed --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/farFrustumQuadV.glsl @@ -0,0 +1,51 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "farFrustumQuad.glsl" + +in vec4 vPosition; +in vec3 vNormal; +in vec3 vTangent; +in vec2 vTexCoord0; + +uniform vec4 rtParams0; +out vec4 hpos; +out vec2 uv0; +out vec3 wsEyeRay; +out vec3 vsEyeRay; + +void main() +{ + hpos = vec4( vTexCoord0, 0, 1 ); + + // Get a RT-corrected UV from the SS coord + uv0 = getUVFromSSPos( hpos.xyz, rtParams0 ); + gl_Position = hpos; + + // Interpolators will generate eye rays the + // from far-frustum corners. + wsEyeRay = vTangent; + vsEyeRay = vNormal; + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/lightingUtils.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/lightingUtils.glsl new file mode 100644 index 000000000..08af9231b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/lightingUtils.glsl @@ -0,0 +1,79 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +float attenuate( vec4 lightColor, vec2 attParams, float dist ) +{ + // We're summing the results of a scaled constant, + // linear, and quadratic attenuation. + + #ifdef ACCUMULATE_LUV + return lightColor.w * ( 1.0 - dot( attParams, vec2( dist, dist * dist ) ) ); + #else + return 1.0 - dot( attParams, vec2( dist, dist * dist ) ); + #endif +} + +// Calculate the specular coefficent +// +// pxlToLight - Normalized vector representing direction from the pixel being lit, to the light source, in world space +// normal - Normalized surface normal +// pxlToEye - Normalized vector representing direction from pixel being lit, to the camera, in world space +// specPwr - Specular exponent +// specularScale - A scalar on the specular output used in RGB accumulation. +// +float calcSpecular( vec3 pxlToLight, vec3 normal, vec3 pxlToEye, float specPwr, float specularScale ) +{ +#ifdef PHONG_SPECULAR + // (R.V)^c + float specVal = dot( normalize( -reflect( pxlToLight, normal ) ), pxlToEye ); +#else + // (N.H)^c [Blinn-Phong, TGEA style, default] + float specVal = dot( normal, normalize( pxlToLight + pxlToEye ) ); +#endif + +#ifdef ACCUMULATE_LUV + return pow( max( specVal, 0.00001f ), specPwr ); +#else + // If this is RGB accumulation, than there is no facility for the luminance + // of the light to play in to the specular intensity. In LUV, the luminance + // of the light color gets rolled into N.L * Attenuation + return specularScale * pow( max( specVal, 0.00001f ), specPwr ); +#endif +} + +vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane ) +{ + float denum = dot( plane.xyz, direction.xyz ); + float num = dot( plane, vec4( origin, 1.0 ) ); + float t = -num / denum; + + return direction.xyz * t; +} + +vec3 getDistanceVectorToPlane( float negFarPlaneDotEye, vec3 direction, vec4 plane ) +{ + float denum = dot( plane.xyz, direction.xyz ); + float t = negFarPlaneDotEye / denum; + + return direction.xyz * t; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl new file mode 100644 index 000000000..80869de25 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl @@ -0,0 +1,273 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +#include "farFrustumQuad.glsl" +#include "lightingUtils.glsl" +#include "../../../gl/lighting.glsl" +#include "../../shadowMap/shadowMapIO_GLSL.h" +#include "softShadow.glsl" +#include "../../../gl/torque.glsl" + +in vec4 wsEyeDir; +in vec4 ssPos; +in vec4 vsEyeDir; +in vec4 color; + +#ifdef USE_COOKIE_TEX + +/// The texture for cookie rendering. +uniform samplerCube cookieMap ; + +#endif + + +#ifdef SHADOW_CUBE + + vec3 decodeShadowCoord( vec3 shadowCoord ) + { + return shadowCoord; + } + + vec4 shadowSample( samplerCube shadowMap, vec3 shadowCoord ) + { + return texture( shadowMap, shadowCoord ); + } + +#else + + vec3 decodeShadowCoord( vec3 paraVec ) + { + // Flip y and z + paraVec = paraVec.xzy; + + #ifndef SHADOW_PARABOLOID + + bool calcBack = (paraVec.z < 0.0); + if ( calcBack ) + { + paraVec.z = paraVec.z * -1.0; + + #ifdef SHADOW_DUALPARABOLOID + paraVec.x = -paraVec.x; + #endif + } + + #endif + + vec3 shadowCoord; + shadowCoord.x = (paraVec.x / (2*(1 + paraVec.z))) + 0.5; + shadowCoord.y = 1-((paraVec.y / (2*(1 + paraVec.z))) + 0.5); + shadowCoord.z = 0; + + // adjust the co-ordinate slightly if it is near the extent of the paraboloid + // this value was found via experementation + // NOTE: this is wrong, it only biases in one direction, not towards the uv + // center ( 0.5 0.5 ). + //shadowCoord.xy *= 0.997; + + #ifndef SHADOW_PARABOLOID + + // If this is the back, offset in the atlas + if ( calcBack ) + shadowCoord.x += 1.0; + + // Atlasing front and back maps, so scale + shadowCoord.x *= 0.5; + + #endif + + return shadowCoord; + } + +#endif + +uniform sampler2D deferredBuffer; + +#ifdef SHADOW_CUBE + uniform samplerCube shadowMap; +#else + uniform sampler2D shadowMap; + uniform sampler2D dynamicShadowMap; +#endif + +uniform sampler2D lightBuffer; +uniform sampler2D colorBuffer; +uniform sampler2D matInfoBuffer; + +uniform vec4 rtParams0; + +uniform vec3 lightPosition; +uniform vec4 lightColor; +uniform float lightBrightness; +uniform float lightRange; +uniform vec2 lightAttenuation; +uniform vec4 lightMapParams; +uniform vec4 vsFarPlane; +uniform mat3 viewToLightProj; +uniform mat3 dynamicViewToLightProj; +uniform vec4 lightParams; +uniform float shadowSoftness; + +out vec4 OUT_col; + +void main() +{ + // Compute scene UV + vec3 ssPos = ssPos.xyz / ssPos.w; + vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 ); + + // Emissive. + vec4 matInfo = texture( matInfoBuffer, uvScene ); + bool emissive = getFlag( matInfo.r, 0 ); + if ( emissive ) + { + OUT_col = vec4(0.0, 0.0, 0.0, 0.0); + return; + } + + vec4 colorSample = texture( colorBuffer, uvScene ); + vec3 subsurface = vec3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = vec3(0.772549, 0.337255, 0.262745); + else + subsurface = vec3(0.337255, 0.772549, 0.262745); + } + + // Sample/unpack the normal/z data + vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene ); + vec3 normal = deferredSample.rgb; + float depth = deferredSample.a; + + // Eye ray - Eye -> Pixel + vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane ); + vec3 viewSpacePos = eyeRay * depth; + + // Build light vec, get length, clip pixel if needed + vec3 lightVec = lightPosition - viewSpacePos; + float lenLightV = length( lightVec ); + clip( lightRange - lenLightV ); + + // Get the attenuated falloff. + float atten = attenuate( lightColor, lightAttenuation, lenLightV ); + clip( atten - 1e-6 ); + + // Normalize lightVec + lightVec /= lenLightV; + + // If we can do dynamic branching then avoid wasting + // fillrate on pixels that are backfacing to the light. + float nDotL = dot( lightVec, normal ); + //DB_CLIP( nDotL < 0 ); + + #ifdef NO_SHADOW + + float shadowed = 1.0; + + #else + + // Get a linear depth from the light source. + float distToLight = lenLightV / lightRange; + + #ifdef SHADOW_CUBE + + // TODO: We need to fix shadow cube to handle soft shadows! + float occ = texture( shadowMap, tMul( viewToLightProj, -lightVec ) ).r; + float shadowed = saturate( exp( lightParams.y * ( occ - distToLight ) ) ); + + #else + + vec2 shadowCoord = decodeShadowCoord( tMul( viewToLightProj, -lightVec ) ).xy; + + float static_shadowed = softShadow_filter( shadowMap, + ssPos.xy, + shadowCoord, + shadowSoftness, + distToLight, + nDotL, + lightParams.y ); + + vec2 dynamicShadowCoord = decodeShadowCoord( tMul( dynamicViewToLightProj, -lightVec ) ).xy; + float dynamic_shadowed = softShadow_filter( dynamicShadowMap, + ssPos.xy, + dynamicShadowCoord, + shadowSoftness, + distToLight, + nDotL, + lightParams.y ); + + float shadowed = min(static_shadowed, dynamic_shadowed); + #endif + + #endif // !NO_SHADOW + + vec3 lightcol = lightColor.rgb; + #ifdef USE_COOKIE_TEX + + // Lookup the cookie sample. + vec4 cookie = texture( cookieMap, tMul( viewToLightProj, -lightVec ) ); + + // Multiply the light with the cookie tex. + lightcol *= cookie.rgb; + + // Use a maximum channel luminance to attenuate + // the lighting else we get specular in the dark + // regions of the cookie texture. + atten *= max( cookie.r, max( cookie.g, cookie.b ) ); + + #endif + + // NOTE: Do not clip on fully shadowed pixels as it would + // cause the hardware occlusion query to disable the shadow. + + // Specular term + float specular = AL_CalcSpecular( lightVec, + normal, + normalize( -eyeRay ) ) * lightBrightness * atten * shadowed; + + float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness; + vec3 lightColorOut = lightMapParams.rgb * lightcol; + vec4 addToResult = vec4(0.0); + + // TODO: This needs to be removed when lightmapping is disabled + // as its extra work per-pixel on dynamic lit scenes. + // + // Special lightmapping pass. + if ( lightMapParams.a < 0.0 ) + { + // This disables shadows on the backsides of objects. + shadowed = nDotL < 0.0f ? 1.0f : shadowed; + + Sat_NL_Att = 1.0f; + shadowed = mix( 1.0f, shadowed, atten ); + lightColorOut = vec3(shadowed); + specular *= lightBrightness; + addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); + } + + OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/softShadow.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/softShadow.glsl new file mode 100644 index 000000000..a14213946 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/softShadow.glsl @@ -0,0 +1,159 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +#if defined( SOFTSHADOW ) && defined( SOFTSHADOW_HIGH_QUALITY ) + +#define NUM_PRE_TAPS 4 +#define NUM_TAPS 12 + +/// The non-uniform poisson disk used in the +/// high quality shadow filtering. +vec2 sNonUniformTaps[NUM_TAPS] = vec2[] +( + // These first 4 taps are located around the edges + // of the disk and are used to predict fully shadowed + // or unshadowed areas. + vec2( 0.992833, 0.979309 ), + vec2( -0.998585, 0.985853 ), + vec2( 0.949299, -0.882562 ), + vec2( -0.941358, -0.893924 ), + + // The rest of the samples. + vec2( 0.545055, -0.589072 ), + vec2( 0.346526, 0.385821 ), + vec2( -0.260183, 0.334412 ), + vec2( 0.248676, -0.679605 ), + vec2( -0.569502, -0.390637 ), + vec2( -0.614096, 0.212577 ), + vec2( -0.259178, 0.876272 ), + vec2( 0.649526, 0.864333 ) +); + +#else + +#define NUM_PRE_TAPS 5 + +/// The non-uniform poisson disk used in the +/// high quality shadow filtering. +vec2 sNonUniformTaps[NUM_PRE_TAPS] = vec2[] +( + vec2( 0.892833, 0.959309 ), + vec2( -0.941358, -0.873924 ), + vec2( -0.260183, 0.334412 ), + vec2( 0.348676, -0.679605 ), + vec2( -0.569502, -0.390637 ) +); + +#endif + + +/// The texture used to do per-pixel pseudorandom +/// rotations of the filter taps. +uniform sampler2D gTapRotationTex ; + + +float softShadow_sampleTaps( sampler2D shadowMap, + vec2 sinCos, + vec2 shadowPos, + float filterRadius, + float distToLight, + float esmFactor, + int startTap, + int endTap ) +{ + float shadow = 0; + + vec2 tap = vec2(0); + for ( int t = startTap; t < endTap; t++ ) + { + tap.x = ( sNonUniformTaps[t].x * sinCos.y - sNonUniformTaps[t].y * sinCos.x ) * filterRadius; + tap.y = ( sNonUniformTaps[t].y * sinCos.y + sNonUniformTaps[t].x * sinCos.x ) * filterRadius; + float occluder = tex2Dlod( shadowMap, vec4( shadowPos + tap, 0, 0 ) ).r; + + float esm = saturate( exp( esmFactor * ( occluder - distToLight ) ) ); + shadow += esm / float( endTap - startTap ); + } + + return shadow; +} + + +float softShadow_filter( sampler2D shadowMap, + vec2 vpos, + vec2 shadowPos, + float filterRadius, + float distToLight, + float dotNL, + float esmFactor ) +{ + #ifndef SOFTSHADOW + + // If softshadow is undefined then we skip any complex + // filtering... just do a single sample ESM. + + float occluder = tex2Dlod( shadowMap, vec4( shadowPos, 0, 0 ) ).r; + float shadow = saturate( exp( esmFactor * ( occluder - distToLight ) ) ); + + #else + + // Lookup the random rotation for this screen pixel. + vec2 sinCos = ( tex2Dlod( gTapRotationTex, vec4( vpos * 16, 0, 0 ) ).rg - 0.5 ) * 2; + + // Do the prediction taps first. + float shadow = softShadow_sampleTaps( shadowMap, + sinCos, + shadowPos, + filterRadius, + distToLight, + esmFactor, + 0, + NUM_PRE_TAPS ); + + // We live with only the pretap results if we don't + // have high quality shadow filtering enabled. + #ifdef SOFTSHADOW_HIGH_QUALITY + + // Only do the expensive filtering if we're really + // in a partially shadowed area. + if ( shadow * ( 1.0 - shadow ) * max( dotNL, 0 ) > 0.06 ) + { + shadow += softShadow_sampleTaps( shadowMap, + sinCos, + shadowPos, + filterRadius, + distToLight, + esmFactor, + NUM_PRE_TAPS, + NUM_TAPS ); + + // This averages the taps above with the results + // of the prediction samples. + shadow *= 0.5; + } + + #endif // SOFTSHADOW_HIGH_QUALITY + + #endif // SOFTSHADOW + + return shadow; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl new file mode 100644 index 000000000..5fcf1b19c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl @@ -0,0 +1,210 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "farFrustumQuad.glsl" +#include "lightingUtils.glsl" +#include "../../shadowMap/shadowMapIO_GLSL.h" +#include "shadergen:/autogenConditioners.h" +#include "softShadow.glsl" +#include "../../../gl/lighting.glsl" +#include "../../../gl/torque.glsl" + +in vec4 wsEyeDir; +in vec4 ssPos; +in vec4 vsEyeDir; +in vec4 color; + +#define IN_wsEyeDir wsEyeDir +#define IN_ssPos ssPos +#define IN_vsEyeDir vsEyeDir +#define IN_color color + +#ifdef USE_COOKIE_TEX + +/// The texture for cookie rendering. +uniform sampler2D cookieMap; + +#endif + +uniform sampler2D deferredBuffer; +uniform sampler2D shadowMap; +uniform sampler2D dynamicShadowMap; + +uniform sampler2D lightBuffer; +uniform sampler2D colorBuffer; +uniform sampler2D matInfoBuffer; + +uniform vec4 rtParams0; + +uniform vec3 lightPosition; +uniform vec4 lightColor; +uniform float lightBrightness; +uniform float lightRange; +uniform vec2 lightAttenuation; +uniform vec3 lightDirection; +uniform vec4 lightSpotParams; +uniform vec4 lightMapParams; + +uniform vec4 vsFarPlane; +uniform mat4 viewToLightProj; +uniform mat4 dynamicViewToLightProj; + +uniform vec4 lightParams; +uniform float shadowSoftness; + +out vec4 OUT_col; + +void main() +{ + // Compute scene UV + vec3 ssPos = IN_ssPos.xyz / IN_ssPos.w; + vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 ); + + // Emissive. + vec4 matInfo = texture( matInfoBuffer, uvScene ); + bool emissive = getFlag( matInfo.r, 0 ); + if ( emissive ) + { + OUT_col = vec4(0.0, 0.0, 0.0, 0.0); + return; + } + + vec4 colorSample = texture( colorBuffer, uvScene ); + vec3 subsurface = vec3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = vec3(0.772549, 0.337255, 0.262745); + else + subsurface = vec3(0.337255, 0.772549, 0.262745); + } + + // Sample/unpack the normal/z data + vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene ); + vec3 normal = deferredSample.rgb; + float depth = deferredSample.a; + + // Eye ray - Eye -> Pixel + vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN_vsEyeDir.xyz, vsFarPlane ); + vec3 viewSpacePos = eyeRay * depth; + + // Build light vec, get length, clip pixel if needed + vec3 lightToPxlVec = viewSpacePos - lightPosition; + float lenLightV = length( lightToPxlVec ); + lightToPxlVec /= lenLightV; + + //lightDirection = vec3( -lightDirection.xy, lightDirection.z ); //vec3( 0, 0, -1 ); + float cosAlpha = dot( lightDirection, lightToPxlVec ); + clip( cosAlpha - lightSpotParams.x ); + clip( lightRange - lenLightV ); + + float atten = attenuate( lightColor, lightAttenuation, lenLightV ); + atten *= ( cosAlpha - lightSpotParams.x ) / lightSpotParams.y; + clip( atten - 1e-6 ); + atten = saturate( atten ); + + float nDotL = dot( normal, -lightToPxlVec ); + + // Get the shadow texture coordinate + vec4 pxlPosLightProj = tMul( viewToLightProj, vec4( viewSpacePos, 1 ) ); + vec2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 ); + shadowCoord.y = 1.0f - shadowCoord.y; + + // Get the dynamic shadow texture coordinate + vec4 dynpxlPosLightProj = tMul( dynamicViewToLightProj, vec4( viewSpacePos, 1 ) ); + vec2 dynshadowCoord = ( ( dynpxlPosLightProj.xy / dynpxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 ); + dynshadowCoord.y = 1.0f - dynshadowCoord.y; + #ifdef NO_SHADOW + + float shadowed = 1.0; + + #else + + // Get a linear depth from the light source. + float distToLight = pxlPosLightProj.z / lightRange; + + float static_shadowed = softShadow_filter( shadowMap, + ssPos.xy, + shadowCoord, + shadowSoftness, + distToLight, + nDotL, + lightParams.y ); + + float dynamic_shadowed = softShadow_filter( dynamicShadowMap, + ssPos.xy, + dynshadowCoord, + shadowSoftness, + distToLight, + nDotL, + lightParams.y ); + float shadowed = min(static_shadowed, dynamic_shadowed); + #endif // !NO_SHADOW + + vec3 lightcol = lightColor.rgb; + #ifdef USE_COOKIE_TEX + + // Lookup the cookie sample. + vec4 cookie = texture( cookieMap, shadowCoord ); + + // Multiply the light with the cookie tex. + lightcol *= cookie.rgb; + + // Use a maximum channel luminance to attenuate + // the lighting else we get specular in the dark + // regions of the cookie texture. + atten *= max( cookie.r, max( cookie.g, cookie.b ) ); + + #endif + + // NOTE: Do not clip on fully shadowed pixels as it would + // cause the hardware occlusion query to disable the shadow. + + // Specular term + float specular = AL_CalcSpecular( -lightToPxlVec, + normal, + normalize( -eyeRay ) ) * lightBrightness * atten * shadowed; + + float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness; + vec3 lightColorOut = lightMapParams.rgb * lightcol; + vec4 addToResult = vec4(0.0); + + // TODO: This needs to be removed when lightmapping is disabled + // as its extra work per-pixel on dynamic lit scenes. + // + // Special lightmapping pass. + if ( lightMapParams.a < 0.0 ) + { + // This disables shadows on the backsides of objects. + shadowed = nDotL < 0.0f ? 1.0f : shadowed; + + Sat_NL_Att = 1.0f; + shadowed = mix( 1.0f, shadowed, atten ); + lightColorOut = vec3(shadowed); + specular *= lightBrightness; + addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); + } + + OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl new file mode 100644 index 000000000..142e58b10 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl @@ -0,0 +1,327 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "farFrustumQuad.glsl" +#include "../../../gl/torque.glsl" +#include "../../../gl/lighting.glsl" +#include "lightingUtils.glsl" +#include "../../shadowMap/shadowMapIO_GLSL.h" +#include "softShadow.glsl" + +in vec4 hpos; +in vec2 uv0; +in vec3 wsEyeRay; +in vec3 vsEyeRay; + +uniform sampler2D shadowMap; +uniform sampler2D dynamicShadowMap; + +#ifdef USE_SSAO_MASK +uniform sampler2D ssaoMask ; +uniform vec4 rtParams3; +#endif + +uniform sampler2D deferredBuffer; +uniform sampler2D lightBuffer; +uniform sampler2D colorBuffer; +uniform sampler2D matInfoBuffer; +uniform vec3 lightDirection; +uniform vec4 lightColor; +uniform float lightBrightness; +uniform vec4 lightAmbient; +uniform vec3 eyePosWorld; +uniform mat4x4 eyeMat; +uniform vec4 atlasXOffset; +uniform vec4 atlasYOffset; +uniform vec2 atlasScale; +uniform vec4 zNearFarInvNearFar; +uniform vec4 lightMapParams; +uniform vec2 fadeStartLength; +uniform vec4 overDarkPSSM; +uniform float shadowSoftness; + +//static shadowMap +uniform mat4x4 worldToLightProj; +uniform vec4 scaleX; +uniform vec4 scaleY; +uniform vec4 offsetX; +uniform vec4 offsetY; +uniform vec4 farPlaneScalePSSM; + +//dynamic shadowMap +uniform mat4x4 dynamicWorldToLightProj; +uniform vec4 dynamicScaleX; +uniform vec4 dynamicScaleY; +uniform vec4 dynamicOffsetX; +uniform vec4 dynamicOffsetY; +uniform vec4 dynamicFarPlaneScalePSSM; + +vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap, + vec2 _texCoord, + mat4 _worldToLightProj, + vec4 _worldPos, + vec4 _scaleX, vec4 _scaleY, + vec4 _offsetX, vec4 _offsetY, + vec4 _farPlaneScalePSSM, + vec4 _atlasXOffset, vec4 _atlasYOffset, + vec2 _atlasScale, + float _shadowSoftness, + float _dotNL , + vec4 _overDarkPSSM +) +{ + + // Compute shadow map coordinate + vec4 pxlPosLightProj = tMul(_worldToLightProj, _worldPos); + vec2 baseShadowCoord = pxlPosLightProj.xy / pxlPosLightProj.w; + + // Distance to light, in shadowMap space + float distToLight = pxlPosLightProj.z / pxlPosLightProj.w; + + // Figure out which split to sample from. Basically, we compute the shadowMap sample coord + // for all of the splits and then check if its valid. + vec4 shadowCoordX = vec4( baseShadowCoord.x ); + vec4 shadowCoordY = vec4( baseShadowCoord.y ); + vec4 farPlaneDists = vec4( distToLight ); + shadowCoordX *= _scaleX; + shadowCoordY *= _scaleY; + shadowCoordX += _offsetX; + shadowCoordY += _offsetY; + farPlaneDists *= _farPlaneScalePSSM; + + // If the shadow sample is within -1..1 and the distance + // to the light for this pixel is less than the far plane + // of the split, use it. + vec4 finalMask; + if ( shadowCoordX.x > -0.99 && shadowCoordX.x < 0.99 && + shadowCoordY.x > -0.99 && shadowCoordY.x < 0.99 && + farPlaneDists.x < 1.0 ) + finalMask = vec4(1, 0, 0, 0); + + else if ( shadowCoordX.y > -0.99 && shadowCoordX.y < 0.99 && + shadowCoordY.y > -0.99 && shadowCoordY.y < 0.99 && + farPlaneDists.y < 1.0 ) + finalMask = vec4(0, 1, 0, 0); + + else if ( shadowCoordX.z > -0.99 && shadowCoordX.z < 0.99 && + shadowCoordY.z > -0.99 && shadowCoordY.z < 0.99 && + farPlaneDists.z < 1.0 ) + finalMask = vec4(0, 0, 1, 0); + + else + finalMask = vec4(0, 0, 0, 1); + + vec3 debugColor = vec3(0); + + #ifdef NO_SHADOW + debugColor = vec3(1.0); + #endif + + #ifdef PSSM_DEBUG_RENDER + if ( finalMask.x > 0 ) + debugColor += vec3( 1, 0, 0 ); + else if ( finalMask.y > 0 ) + debugColor += vec3( 0, 1, 0 ); + else if ( finalMask.z > 0 ) + debugColor += vec3( 0, 0, 1 ); + else if ( finalMask.w > 0 ) + debugColor += vec3( 1, 1, 0 ); + #endif + + // Here we know what split we're sampling from, so recompute the _texCoord location + // Yes, we could just use the result from above, but doing it this way actually saves + // shader instructions. + vec2 finalScale; + finalScale.x = dot(finalMask, _scaleX); + finalScale.y = dot(finalMask, _scaleY); + + vec2 finalOffset; + finalOffset.x = dot(finalMask, _offsetX); + finalOffset.y = dot(finalMask, _offsetY); + + vec2 shadowCoord; + shadowCoord = baseShadowCoord * finalScale; + shadowCoord += finalOffset; + + // Convert to _texCoord space + shadowCoord = 0.5 * shadowCoord + vec2(0.5, 0.5); + shadowCoord.y = 1.0f - shadowCoord.y; + + // Move around inside of atlas + vec2 aOffset; + aOffset.x = dot(finalMask, _atlasXOffset); + aOffset.y = dot(finalMask, _atlasYOffset); + + shadowCoord *= _atlasScale; + shadowCoord += aOffset; + + // Each split has a different far plane, take this into account. + float farPlaneScale = dot( _farPlaneScalePSSM, finalMask ); + distToLight *= farPlaneScale; + + return vec4(debugColor, + softShadow_filter( _sourceshadowMap, + _texCoord, + shadowCoord, + farPlaneScale * _shadowSoftness, + distToLight, + _dotNL, + dot( finalMask, _overDarkPSSM ) ) ); +} + +out vec4 OUT_col; +void main() +{ + // Emissive. + float4 matInfo = texture( matInfoBuffer, uv0 ); + bool emissive = getFlag( matInfo.r, 0 ); + if ( emissive ) + { + OUT_col = vec4(1.0, 1.0, 1.0, 0.0); + return; + } + + vec4 colorSample = texture( colorBuffer, uv0 ); + vec3 subsurface = vec3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = vec3(0.772549, 0.337255, 0.262745); + else + subsurface = vec3(0.337255, 0.772549, 0.262745); + } + + // Sample/unpack the normal/z data + vec4 deferredSample = deferredUncondition( deferredBuffer, uv0 ); + vec3 normal = deferredSample.rgb; + float depth = deferredSample.a; + + // Use eye ray to get ws pos + vec4 worldPos = vec4(eyePosWorld + wsEyeRay * depth, 1.0f); + + // Get the light attenuation. + float dotNL = dot(-lightDirection, normal); + + #ifdef PSSM_DEBUG_RENDER + vec3 debugColor = vec3(0); + #endif + + #ifdef NO_SHADOW + + // Fully unshadowed. + float shadowed = 1.0; + + #ifdef PSSM_DEBUG_RENDER + debugColor = vec3(1.0); + #endif + + #else + + vec4 static_shadowed_colors = AL_VectorLightShadowCast( shadowMap, + uv0.xy, + worldToLightProj, + worldPos, + scaleX, scaleY, + offsetX, offsetY, + farPlaneScalePSSM, + atlasXOffset, atlasYOffset, + atlasScale, + shadowSoftness, + dotNL, + overDarkPSSM); + vec4 dynamic_shadowed_colors = AL_VectorLightShadowCast( dynamicShadowMap, + uv0.xy, + dynamicWorldToLightProj, + worldPos, + dynamicScaleX, dynamicScaleY, + dynamicOffsetX, dynamicOffsetY, + dynamicFarPlaneScalePSSM, + atlasXOffset, atlasYOffset, + atlasScale, + shadowSoftness, + dotNL, + overDarkPSSM); + float static_shadowed = static_shadowed_colors.a; + float dynamic_shadowed = dynamic_shadowed_colors.a; + + #ifdef PSSM_DEBUG_RENDER + debugColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5; + #endif + + // Fade out the shadow at the end of the range. + vec4 zDist = vec4(zNearFarInvNearFar.x + zNearFarInvNearFar.y * depth); + float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y; + + static_shadowed = mix( static_shadowed, 1.0, saturate( fadeOutAmt ) ); + dynamic_shadowed = mix( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) ); + + // temp for debugging. uncomment one or the other. + //float shadowed = static_shadowed; + //float shadowed = dynamic_shadowed; + float shadowed = min(static_shadowed, dynamic_shadowed); + + #ifdef PSSM_DEBUG_RENDER + if ( fadeOutAmt > 1.0 ) + debugColor = vec3(1.0); + #endif + + #endif // !NO_SHADOW + + // Specular term + float specular = AL_CalcSpecular( -lightDirection, + normal, + normalize(-vsEyeRay) ) * lightBrightness * shadowed; + + float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness; + vec3 lightColorOut = lightMapParams.rgb * lightColor.rgb; + vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) ); + + // TODO: This needs to be removed when lightmapping is disabled + // as its extra work per-pixel on dynamic lit scenes. + // + // Special lightmapping pass. + if ( lightMapParams.a < 0.0 ) + { + // This disables shadows on the backsides of objects. + shadowed = dotNL < 0.0f ? 1.0f : shadowed; + + Sat_NL_Att = 1.0f; + lightColorOut = vec3(shadowed); + specular *= lightBrightness; + addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); + } + + // Sample the AO texture. + #ifdef USE_SSAO_MASK + float ao = 1.0 - texture( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r; + addToResult *= ao; + #endif + + #ifdef PSSM_DEBUG_RENDER + lightColorOut = debugColor; + #endif + + OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/lightingUtils.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/lightingUtils.hlsl new file mode 100644 index 000000000..2bff18999 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/lightingUtils.hlsl @@ -0,0 +1,51 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +float attenuate( float4 lightColor, float2 attParams, float dist ) +{ + // We're summing the results of a scaled constant, + // linear, and quadratic attenuation. + + #ifdef ACCUMULATE_LUV + return lightColor.w * ( 1.0 - dot( attParams, float2( dist, dist * dist ) ) ); + #else + return 1.0 - dot( attParams, float2( dist, dist * dist ) ); + #endif +} + +float3 getDistanceVectorToPlane( float3 origin, float3 direction, float4 plane ) +{ + float denum = dot( plane.xyz, direction.xyz ); + float num = dot( plane, float4( origin, 1.0 ) ); + float t = -num / denum; + + return direction.xyz * t; +} + +float3 getDistanceVectorToPlane( float negFarPlaneDotEye, float3 direction, float4 plane ) +{ + float denum = dot( plane.xyz, direction.xyz ); + float t = negFarPlaneDotEye / denum; + + return direction.xyz * t; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/particlePointLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/particlePointLightP.hlsl new file mode 100644 index 000000000..a0156eb85 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/particlePointLightP.hlsl @@ -0,0 +1,76 @@ +//----------------------------------------------------------------------------- +// 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 "farFrustumQuad.hlsl" +#include "lightingUtils.hlsl" +#include "../../lighting.hlsl" +#include "../../shaderModel.hlsl" +#include "../../shaderModelAutoGen.hlsl" + + +struct ConvexConnectP +{ + float4 pos : TORQUE_POSITION; + float4 ssPos : TEXCOORD0; + float3 vsEyeDir : TEXCOORD1; +}; + +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); + +uniform float4 lightPosition; +uniform float4 lightColor; +uniform float lightRange; +uniform float4 vsFarPlane; +uniform float4 rtParams0; + +float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 +{ + // Compute scene UV + float3 ssPos = IN.ssPos.xyz / IN.ssPos.w; + float2 uvScene = getUVFromSSPos(ssPos, rtParams0); + + // Sample/unpack the normal/z data + float4 deferredSample = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene); + float3 normal = deferredSample.rgb; + float depth = deferredSample.a; + + // Eye ray - Eye -> Pixel + float3 eyeRay = getDistanceVectorToPlane(-vsFarPlane.w, IN.vsEyeDir, vsFarPlane); + float3 viewSpacePos = eyeRay * depth; + + // Build light vec, get length, clip pixel if needed + float3 lightVec = lightPosition.xyz - viewSpacePos; + float lenLightV = length(lightVec); + clip(lightRange - lenLightV); + + // Do a very simple falloff instead of real attenuation + float atten = 1.0 - saturate(lenLightV / lightRange); + + // Normalize lightVec + lightVec /= lenLightV; + + // N.L * Attenuation + float Sat_NL_Att = saturate(dot(lightVec, normal)) * atten; + + // Output, no specular + return lightinfoCondition(lightColor.rgb, Sat_NL_Att, 0.0, 0.0); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/particlePointLightV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/particlePointLightV.hlsl new file mode 100644 index 000000000..faa2ec115 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/particlePointLightV.hlsl @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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 "../../hlslStructs.hlsl" +#include "../../shaderModel.hlsl" + +struct ConvexConnectV +{ + float4 hpos : TORQUE_POSITION; + float4 ssPos : TEXCOORD0; + float3 vsEyeDir : TEXCOORD1; +}; + +uniform float4x4 viewProj; +uniform float4x4 view; +uniform float3 particlePosWorld; +uniform float lightRange; + +ConvexConnectV main( VertexIn_P IN ) +{ + ConvexConnectV OUT; + float4 pos = float4(IN.pos, 0.0); + float4 vPosWorld = pos + float4(particlePosWorld, 0.0) + pos * lightRange; + OUT.hpos = mul(viewProj, vPosWorld); + OUT.vsEyeDir = mul(view, vPosWorld); + OUT.ssPos = OUT.hpos; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl new file mode 100644 index 000000000..317feb0b3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl @@ -0,0 +1,277 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModelAutoGen.hlsl" + +#include "farFrustumQuad.hlsl" +#include "lightingUtils.hlsl" +#include "../../lighting.hlsl" +#include "../shadowMap/shadowMapIO_HLSL.h" +#include "softShadow.hlsl" +#include "../../torque.hlsl" + +struct ConvexConnectP +{ + float4 pos : TORQUE_POSITION; + float4 wsEyeDir : TEXCOORD0; + float4 ssPos : TEXCOORD1; + float4 vsEyeDir : TEXCOORD2; +}; + + +#ifdef USE_COOKIE_TEX + +/// The texture for cookie rendering. +TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 3); + +#endif + + +#ifdef SHADOW_CUBE + + float3 decodeShadowCoord( float3 shadowCoord ) + { + return shadowCoord; + } + + float4 shadowSample( TORQUE_SAMPLERCUBE(shadowMap), float3 shadowCoord ) + { + return TORQUE_TEXCUBE( shadowMap, shadowCoord ); + } + +#else + + float3 decodeShadowCoord( float3 paraVec ) + { + // Flip y and z + paraVec = paraVec.xzy; + + #ifndef SHADOW_PARABOLOID + + bool calcBack = (paraVec.z < 0.0); + if ( calcBack ) + { + paraVec.z = paraVec.z * -1.0; + + #ifdef SHADOW_DUALPARABOLOID + paraVec.x = -paraVec.x; + #endif + } + + #endif + + float3 shadowCoord; + shadowCoord.x = (paraVec.x / (2*(1 + paraVec.z))) + 0.5; + shadowCoord.y = 1-((paraVec.y / (2*(1 + paraVec.z))) + 0.5); + shadowCoord.z = 0; + + // adjust the co-ordinate slightly if it is near the extent of the paraboloid + // this value was found via experementation + // NOTE: this is wrong, it only biases in one direction, not towards the uv + // center ( 0.5 0.5 ). + //shadowCoord.xy *= 0.997; + + #ifndef SHADOW_PARABOLOID + + // If this is the back, offset in the atlas + if ( calcBack ) + shadowCoord.x += 1.0; + + // Atlasing front and back maps, so scale + shadowCoord.x *= 0.5; + + #endif + + return shadowCoord; + } + +#endif + +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); + +#ifdef SHADOW_CUBE +TORQUE_UNIFORM_SAMPLERCUBE(shadowMap, 1); +#else +TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); +TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2); +#endif + +TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5); +TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6); +TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7); + +uniform float4 rtParams0; +uniform float4 lightColor; + +uniform float lightBrightness; +uniform float3 lightPosition; + +uniform float4 lightMapParams; +uniform float4 vsFarPlane; +uniform float4 lightParams; + +uniform float lightRange; +uniform float shadowSoftness; +uniform float2 lightAttenuation; + +uniform float3x3 viewToLightProj; +uniform float3x3 dynamicViewToLightProj; + +float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 +{ + // Compute scene UV + float3 ssPos = IN.ssPos.xyz / IN.ssPos.w; + float2 uvScene = getUVFromSSPos( ssPos, rtParams0 ); + + // Emissive. + float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene ); + bool emissive = getFlag( matInfo.r, 0 ); + if ( emissive ) + { + return float4(0.0, 0.0, 0.0, 0.0); + } + float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene ); + float3 subsurface = float3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = float3(0.772549, 0.337255, 0.262745); + else + subsurface = float3(0.337255, 0.772549, 0.262745); + } + + // Sample/unpack the normal/z data + float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene ); + float3 normal = deferredSample.rgb; + float depth = deferredSample.a; + + // Eye ray - Eye -> Pixel + float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane ); + float3 viewSpacePos = eyeRay * depth; + + // Build light vec, get length, clip pixel if needed + float3 lightVec = lightPosition - viewSpacePos; + float lenLightV = length( lightVec ); + clip( lightRange - lenLightV ); + + // Get the attenuated falloff. + float atten = attenuate( lightColor, lightAttenuation, lenLightV ); + clip( atten - 1e-6 ); + + // Normalize lightVec + lightVec /= lenLightV; + + // If we can do dynamic branching then avoid wasting + // fillrate on pixels that are backfacing to the light. + float nDotL = dot( lightVec, normal ); + //DB_CLIP( nDotL < 0 ); + + #ifdef NO_SHADOW + + float shadowed = 1.0; + + #else + + // Get a linear depth from the light source. + float distToLight = lenLightV / lightRange; + + #ifdef SHADOW_CUBE + + // TODO: We need to fix shadow cube to handle soft shadows! + float occ = TORQUE_TEXCUBE( shadowMap, mul( viewToLightProj, -lightVec ) ).r; + float shadowed = saturate( exp( lightParams.y * ( occ - distToLight ) ) ); + + #else + + // Static + float2 shadowCoord = decodeShadowCoord( mul( viewToLightProj, -lightVec ) ).xy; + float static_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(shadowMap), + ssPos.xy, + shadowCoord, + shadowSoftness, + distToLight, + nDotL, + lightParams.y ); + + // Dynamic + float2 dynamicShadowCoord = decodeShadowCoord( mul( dynamicViewToLightProj, -lightVec ) ).xy; + float dynamic_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), + ssPos.xy, + dynamicShadowCoord, + shadowSoftness, + distToLight, + nDotL, + lightParams.y ); + + float shadowed = min(static_shadowed, dynamic_shadowed); + + #endif + + #endif // !NO_SHADOW + + float3 lightcol = lightColor.rgb; + #ifdef USE_COOKIE_TEX + + // Lookup the cookie sample. + float4 cookie = TORQUE_TEXCUBE( cookieMap, mul( viewToLightProj, -lightVec ) ); + + // Multiply the light with the cookie tex. + lightcol *= cookie.rgb; + + // Use a maximum channel luminance to attenuate + // the lighting else we get specular in the dark + // regions of the cookie texture. + atten *= max( cookie.r, max( cookie.g, cookie.b ) ); + + #endif + + // NOTE: Do not clip on fully shadowed pixels as it would + // cause the hardware occlusion query to disable the shadow. + + // Specular term + float specular = AL_CalcSpecular( lightVec, + normal, + normalize( -eyeRay ) ) * lightBrightness * atten * shadowed; + + float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness; + float3 lightColorOut = lightMapParams.rgb * lightcol; + float4 addToResult = 0.0; + + // TODO: This needs to be removed when lightmapping is disabled + // as its extra work per-pixel on dynamic lit scenes. + // + // Special lightmapping pass. + if ( lightMapParams.a < 0.0 ) + { + // This disables shadows on the backsides of objects. + shadowed = nDotL < 0.0f ? 1.0f : shadowed; + + Sat_NL_Att = 1.0f; + shadowed = lerp( 1.0f, shadowed, atten ); + lightColorOut = shadowed; + specular *= lightBrightness; + addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); + } + + return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/softShadow.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/softShadow.hlsl new file mode 100644 index 000000000..0faf3e1fb --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/softShadow.hlsl @@ -0,0 +1,158 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" + +#if defined( SOFTSHADOW ) && defined( SOFTSHADOW_HIGH_QUALITY ) + +#define NUM_PRE_TAPS 4 +#define NUM_TAPS 12 + +/// The non-uniform poisson disk used in the +/// high quality shadow filtering. +static float2 sNonUniformTaps[NUM_TAPS] = +{ + // These first 4 taps are located around the edges + // of the disk and are used to predict fully shadowed + // or unshadowed areas. + { 0.992833, 0.979309 }, + { -0.998585, 0.985853 }, + { 0.949299, -0.882562 }, + { -0.941358, -0.893924 }, + + // The rest of the samples. + { 0.545055, -0.589072 }, + { 0.346526, 0.385821 }, + { -0.260183, 0.334412 }, + { 0.248676, -0.679605 }, + { -0.569502, -0.390637 }, + { -0.614096, 0.212577 }, + { -0.259178, 0.876272 }, + { 0.649526, 0.864333 }, +}; + +#else + +#define NUM_PRE_TAPS 5 + +/// The non-uniform poisson disk used in the +/// high quality shadow filtering. +static float2 sNonUniformTaps[NUM_PRE_TAPS] = +{ + { 0.892833, 0.959309 }, + { -0.941358, -0.873924 }, + { -0.260183, 0.334412 }, + { 0.348676, -0.679605 }, + { -0.569502, -0.390637 }, +}; + +#endif + + +/// The texture used to do per-pixel pseudorandom +/// rotations of the filter taps. +TORQUE_UNIFORM_SAMPLER2D(gTapRotationTex, 4); + +float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1), + float2 sinCos, + float2 shadowPos, + float filterRadius, + float distToLight, + float esmFactor, + int startTap, + int endTap ) +{ + float shadow = 0; + + float2 tap = 0; + for ( int t = startTap; t < endTap; t++ ) + { + tap.x = ( sNonUniformTaps[t].x * sinCos.y - sNonUniformTaps[t].y * sinCos.x ) * filterRadius; + tap.y = ( sNonUniformTaps[t].y * sinCos.y + sNonUniformTaps[t].x * sinCos.x ) * filterRadius; + float occluder = TORQUE_TEX2DLOD( shadowMap1, float4( shadowPos + tap, 0, 0 ) ).r; + + float esm = saturate( exp( esmFactor * ( occluder - distToLight ) ) ); + shadow += esm / float( endTap - startTap ); + } + + return shadow; +} + + +float softShadow_filter( TORQUE_SAMPLER2D(shadowMap), + float2 vpos, + float2 shadowPos, + float filterRadius, + float distToLight, + float dotNL, + float esmFactor ) +{ + #ifndef SOFTSHADOW + + // If softshadow is undefined then we skip any complex + // filtering... just do a single sample ESM. + + float occluder = TORQUE_TEX2DLOD(shadowMap, float4(shadowPos, 0, 0)).r; + float shadow = saturate( exp( esmFactor * ( occluder - distToLight ) ) ); + + #else + // Lookup the random rotation for this screen pixel. + float2 sinCos = ( TORQUE_TEX2DLOD(gTapRotationTex, float4(vpos * 16, 0, 0)).rg - 0.5) * 2; + + // Do the prediction taps first. + float shadow = softShadow_sampleTaps( TORQUE_SAMPLER2D_MAKEARG(shadowMap), + sinCos, + shadowPos, + filterRadius, + distToLight, + esmFactor, + 0, + NUM_PRE_TAPS ); + + // We live with only the pretap results if we don't + // have high quality shadow filtering enabled. + #ifdef SOFTSHADOW_HIGH_QUALITY + + // Only do the expensive filtering if we're really + // in a partially shadowed area. + if ( shadow * ( 1.0 - shadow ) * max( dotNL, 0 ) > 0.06 ) + { + shadow += softShadow_sampleTaps( TORQUE_SAMPLER2D_MAKEARG(shadowMap), + sinCos, + shadowPos, + filterRadius, + distToLight, + esmFactor, + NUM_PRE_TAPS, + NUM_TAPS ); + + // This averages the taps above with the results + // of the prediction samples. + shadow *= 0.5; + } + + #endif // SOFTSHADOW_HIGH_QUALITY + + #endif // SOFTSHADOW + + return shadow; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl new file mode 100644 index 000000000..196286dc2 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl @@ -0,0 +1,209 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" +#include "../../shaderModelAutoGen.hlsl" + +#include "farFrustumQuad.hlsl" +#include "lightingUtils.hlsl" +#include "../../lighting.hlsl" +#include "../shadowMap/shadowMapIO_HLSL.h" +#include "softShadow.hlsl" +#include "../../torque.hlsl" + +struct ConvexConnectP +{ + float4 pos : TORQUE_POSITION; + float4 wsEyeDir : TEXCOORD0; + float4 ssPos : TEXCOORD1; + float4 vsEyeDir : TEXCOORD2; +}; + +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); +TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap,2); + +#ifdef USE_COOKIE_TEX + +/// The texture for cookie rendering. +TORQUE_UNIFORM_SAMPLER2D(cookieMap, 3); + +#endif + +TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5); +TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6); +TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7); + +uniform float4 rtParams0; + +uniform float lightBrightness; +uniform float3 lightPosition; + +uniform float4 lightColor; + +uniform float lightRange; +uniform float3 lightDirection; + +uniform float4 lightSpotParams; +uniform float4 lightMapParams; +uniform float4 vsFarPlane; +uniform float4x4 viewToLightProj; +uniform float4 lightParams; +uniform float4x4 dynamicViewToLightProj; + +uniform float2 lightAttenuation; +uniform float shadowSoftness; + +float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 +{ + // Compute scene UV + float3 ssPos = IN.ssPos.xyz / IN.ssPos.w; + float2 uvScene = getUVFromSSPos( ssPos, rtParams0 ); + + // Emissive. + float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene ); + bool emissive = getFlag( matInfo.r, 0 ); + if ( emissive ) + { + return float4(0.0, 0.0, 0.0, 0.0); + } + + float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene ); + float3 subsurface = float3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = float3(0.772549, 0.337255, 0.262745); + else + subsurface = float3(0.337255, 0.772549, 0.262745); + } + + // Sample/unpack the normal/z data + float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene ); + float3 normal = deferredSample.rgb; + float depth = deferredSample.a; + + // Eye ray - Eye -> Pixel + float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane ); + float3 viewSpacePos = eyeRay * depth; + + // Build light vec, get length, clip pixel if needed + float3 lightToPxlVec = viewSpacePos - lightPosition; + float lenLightV = length( lightToPxlVec ); + lightToPxlVec /= lenLightV; + + //lightDirection = float3( -lightDirection.xy, lightDirection.z ); //float3( 0, 0, -1 ); + float cosAlpha = dot( lightDirection, lightToPxlVec ); + clip( cosAlpha - lightSpotParams.x ); + clip( lightRange - lenLightV ); + + float atten = attenuate( lightColor, lightAttenuation, lenLightV ); + atten *= ( cosAlpha - lightSpotParams.x ) / lightSpotParams.y; + clip( atten - 1e-6 ); + atten = saturate( atten ); + + float nDotL = dot( normal, -lightToPxlVec ); + + // Get the shadow texture coordinate + float4 pxlPosLightProj = mul( viewToLightProj, float4( viewSpacePos, 1 ) ); + float2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 ); + shadowCoord.y = 1.0f - shadowCoord.y; + + // Get the dynamic shadow texture coordinate + float4 dynpxlPosLightProj = mul( dynamicViewToLightProj, float4( viewSpacePos, 1 ) ); + float2 dynshadowCoord = ( ( dynpxlPosLightProj.xy / dynpxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 ); + dynshadowCoord.y = 1.0f - dynshadowCoord.y; + + #ifdef NO_SHADOW + + float shadowed = 1.0; + + #else + + // Get a linear depth from the light source. + float distToLight = pxlPosLightProj.z / lightRange; + + float static_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(shadowMap), + ssPos.xy, + shadowCoord, + shadowSoftness, + distToLight, + nDotL, + lightParams.y ); + + float dynamic_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), + ssPos.xy, + dynshadowCoord, + shadowSoftness, + distToLight, + nDotL, + lightParams.y ); + float shadowed = min(static_shadowed, dynamic_shadowed); + #endif // !NO_SHADOW + + float3 lightcol = lightColor.rgb; + #ifdef USE_COOKIE_TEX + + // Lookup the cookie sample. + float4 cookie = TORQUE_TEX2D( cookieMap, shadowCoord ); + + // Multiply the light with the cookie tex. + lightcol *= cookie.rgb; + + // Use a maximum channel luminance to attenuate + // the lighting else we get specular in the dark + // regions of the cookie texture. + atten *= max( cookie.r, max( cookie.g, cookie.b ) ); + + #endif + + // NOTE: Do not clip on fully shadowed pixels as it would + // cause the hardware occlusion query to disable the shadow. + + // Specular term + float specular = AL_CalcSpecular( -lightToPxlVec, + normal, + normalize( -eyeRay ) ) * lightBrightness * atten * shadowed; + + float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness; + float3 lightColorOut = lightMapParams.rgb * lightcol; + float4 addToResult = 0.0; + + // TODO: This needs to be removed when lightmapping is disabled + // as its extra work per-pixel on dynamic lit scenes. + // + // Special lightmapping pass. + if ( lightMapParams.a < 0.0 ) + { + // This disables shadows on the backsides of objects. + shadowed = nDotL < 0.0f ? 1.0f : shadowed; + + Sat_NL_Att = 1.0f; + shadowed = lerp( 1.0f, shadowed, atten ); + lightColorOut = shadowed; + specular *= lightBrightness; + addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); + } + + return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl new file mode 100644 index 000000000..c5efde242 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl @@ -0,0 +1,328 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" +#include "../../shaderModelAutoGen.hlsl" + +#include "farFrustumQuad.hlsl" +#include "../../torque.hlsl" +#include "../../lighting.hlsl" +#include "lightingUtils.hlsl" +#include "../shadowMap/shadowMapIO_HLSL.h" +#include "softShadow.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); +TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2); + +#ifdef USE_SSAO_MASK +TORQUE_UNIFORM_SAMPLER2D(ssaoMask, 3); +uniform float4 rtParams3; +#endif +//register 4? +TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5); +TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6); +TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7); + +uniform float lightBrightness; +uniform float3 lightDirection; + +uniform float4 lightColor; +uniform float4 lightAmbient; + +uniform float shadowSoftness; +uniform float3 eyePosWorld; + +uniform float4 atlasXOffset; +uniform float4 atlasYOffset; +uniform float4 zNearFarInvNearFar; +uniform float4 lightMapParams; +uniform float4 farPlaneScalePSSM; +uniform float4 overDarkPSSM; + +uniform float2 fadeStartLength; +uniform float2 atlasScale; + +uniform float4x4 eyeMat; + +// Static Shadows +uniform float4x4 worldToLightProj; +uniform float4 scaleX; +uniform float4 scaleY; +uniform float4 offsetX; +uniform float4 offsetY; +// Dynamic Shadows +uniform float4x4 dynamicWorldToLightProj; +uniform float4 dynamicScaleX; +uniform float4 dynamicScaleY; +uniform float4 dynamicOffsetX; +uniform float4 dynamicOffsetY; +uniform float4 dynamicFarPlaneScalePSSM; + +float4 AL_VectorLightShadowCast( TORQUE_SAMPLER2D(sourceShadowMap), + float2 texCoord, + float4x4 worldToLightProj, + float4 worldPos, + float4 scaleX, + float4 scaleY, + float4 offsetX, + float4 offsetY, + float4 farPlaneScalePSSM, + float4 atlasXOffset, + float4 atlasYOffset, + float2 atlasScale, + float shadowSoftness, + float dotNL , + float4 overDarkPSSM) +{ + // Compute shadow map coordinate + float4 pxlPosLightProj = mul(worldToLightProj, worldPos); + float2 baseShadowCoord = pxlPosLightProj.xy / pxlPosLightProj.w; + + // Distance to light, in shadowmap space + float distToLight = pxlPosLightProj.z / pxlPosLightProj.w; + + // Figure out which split to sample from. Basically, we compute the shadowmap sample coord + // for all of the splits and then check if its valid. + float4 shadowCoordX = baseShadowCoord.xxxx; + float4 shadowCoordY = baseShadowCoord.yyyy; + float4 farPlaneDists = distToLight.xxxx; + shadowCoordX *= scaleX; + shadowCoordY *= scaleY; + shadowCoordX += offsetX; + shadowCoordY += offsetY; + farPlaneDists *= farPlaneScalePSSM; + + // If the shadow sample is within -1..1 and the distance + // to the light for this pixel is less than the far plane + // of the split, use it. + float4 finalMask; + if ( shadowCoordX.x > -0.99 && shadowCoordX.x < 0.99 && + shadowCoordY.x > -0.99 && shadowCoordY.x < 0.99 && + farPlaneDists.x < 1.0 ) + finalMask = float4(1, 0, 0, 0); + + else if ( shadowCoordX.y > -0.99 && shadowCoordX.y < 0.99 && + shadowCoordY.y > -0.99 && shadowCoordY.y < 0.99 && + farPlaneDists.y < 1.0 ) + finalMask = float4(0, 1, 0, 0); + + else if ( shadowCoordX.z > -0.99 && shadowCoordX.z < 0.99 && + shadowCoordY.z > -0.99 && shadowCoordY.z < 0.99 && + farPlaneDists.z < 1.0 ) + finalMask = float4(0, 0, 1, 0); + + else + finalMask = float4(0, 0, 0, 1); + + float3 debugColor = float3(0,0,0); + + #ifdef NO_SHADOW + debugColor = float3(1.0,1.0,1.0); + #endif + + #ifdef PSSM_DEBUG_RENDER + if ( finalMask.x > 0 ) + debugColor += float3( 1, 0, 0 ); + else if ( finalMask.y > 0 ) + debugColor += float3( 0, 1, 0 ); + else if ( finalMask.z > 0 ) + debugColor += float3( 0, 0, 1 ); + else if ( finalMask.w > 0 ) + debugColor += float3( 1, 1, 0 ); + #endif + + // Here we know what split we're sampling from, so recompute the texcoord location + // Yes, we could just use the result from above, but doing it this way actually saves + // shader instructions. + float2 finalScale; + finalScale.x = dot(finalMask, scaleX); + finalScale.y = dot(finalMask, scaleY); + + float2 finalOffset; + finalOffset.x = dot(finalMask, offsetX); + finalOffset.y = dot(finalMask, offsetY); + + float2 shadowCoord; + shadowCoord = baseShadowCoord * finalScale; + shadowCoord += finalOffset; + + // Convert to texcoord space + shadowCoord = 0.5 * shadowCoord + float2(0.5, 0.5); + shadowCoord.y = 1.0f - shadowCoord.y; + + // Move around inside of atlas + float2 aOffset; + aOffset.x = dot(finalMask, atlasXOffset); + aOffset.y = dot(finalMask, atlasYOffset); + + shadowCoord *= atlasScale; + shadowCoord += aOffset; + + // Each split has a different far plane, take this into account. + float farPlaneScale = dot( farPlaneScalePSSM, finalMask ); + distToLight *= farPlaneScale; + + return float4(debugColor, + softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(sourceShadowMap), + texCoord, + shadowCoord, + farPlaneScale * shadowSoftness, + distToLight, + dotNL, + dot( finalMask, overDarkPSSM ) ) ); +}; + +float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0 +{ + // Emissive. + float4 matInfo = TORQUE_TEX2D( matInfoBuffer, IN.uv0 ); + bool emissive = getFlag( matInfo.r, 0 ); + if ( emissive ) + { + return float4(1.0, 1.0, 1.0, 0.0); + } + + float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 ); + float3 subsurface = float3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = float3(0.772549, 0.337255, 0.262745); + else + subsurface = float3(0.337255, 0.772549, 0.262745); + } + // Sample/unpack the normal/z data + float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, IN.uv0 ); + float3 normal = deferredSample.rgb; + float depth = deferredSample.a; + + // Use eye ray to get ws pos + float4 worldPos = float4(eyePosWorld + IN.wsEyeRay * depth, 1.0f); + + // Get the light attenuation. + float dotNL = dot(-lightDirection, normal); + + #ifdef PSSM_DEBUG_RENDER + float3 debugColor = float3(0,0,0); + #endif + + #ifdef NO_SHADOW + + // Fully unshadowed. + float shadowed = 1.0; + + #ifdef PSSM_DEBUG_RENDER + debugColor = float3(1.0,1.0,1.0); + #endif + + #else + + float4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), + IN.uv0.xy, + worldToLightProj, + worldPos, + scaleX, scaleY, + offsetX, offsetY, + farPlaneScalePSSM, + atlasXOffset, atlasYOffset, + atlasScale, + shadowSoftness, + dotNL, + overDarkPSSM); + float4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), + IN.uv0.xy, + dynamicWorldToLightProj, + worldPos, + dynamicScaleX, dynamicScaleY, + dynamicOffsetX, dynamicOffsetY, + dynamicFarPlaneScalePSSM, + atlasXOffset, atlasYOffset, + atlasScale, + shadowSoftness, + dotNL, + overDarkPSSM); + + float static_shadowed = static_shadowed_colors.a; + float dynamic_shadowed = dynamic_shadowed_colors.a; + + #ifdef PSSM_DEBUG_RENDER + debugColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5; + #endif + + // Fade out the shadow at the end of the range. + float4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * depth); + float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y; + + static_shadowed = lerp( static_shadowed, 1.0, saturate( fadeOutAmt ) ); + dynamic_shadowed = lerp( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) ); + + // temp for debugging. uncomment one or the other. + //float shadowed = static_shadowed; + //float shadowed = dynamic_shadowed; + float shadowed = min(static_shadowed, dynamic_shadowed); + + #ifdef PSSM_DEBUG_RENDER + if ( fadeOutAmt > 1.0 ) + debugColor = 1.0; + #endif + + #endif // !NO_SHADOW + + // Specular term + float specular = AL_CalcSpecular( -lightDirection, + normal, + normalize(-IN.vsEyeRay) ) * lightBrightness * shadowed; + + float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness; + float3 lightColorOut = lightMapParams.rgb * lightColor.rgb; + + float4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-IN.vsEyeRay), normal)) ); + + // TODO: This needs to be removed when lightmapping is disabled + // as its extra work per-pixel on dynamic lit scenes. + // + // Special lightmapping pass. + if ( lightMapParams.a < 0.0 ) + { + // This disables shadows on the backsides of objects. + shadowed = dotNL < 0.0f ? 1.0f : shadowed; + + Sat_NL_Att = 1.0f; + lightColorOut = shadowed; + specular *= lightBrightness; + addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); + } + + // Sample the AO texture. + #ifdef USE_SSAO_MASK + float ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r; + addToResult *= ao; + #endif + + #ifdef PSSM_DEBUG_RENDER + lightColorOut = debugColor; + #endif + + return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/gl/shadowFilterP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/gl/shadowFilterP.glsl new file mode 100644 index 000000000..9b510e0cf --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/gl/shadowFilterP.glsl @@ -0,0 +1,46 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" + +uniform sampler2D diffuseMap; + +in vec2 uv; + +uniform vec2 oneOverTargetSize; + +const float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 ); +const float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 ); + +out vec4 OUT_col; + +void main() +{ + OUT_col = texture( diffuseMap, uv ) * weight[0]; + + for ( int i=1; i < 3; i++ ) + { + vec2 _sample = (BLUR_DIR * offset[i]) * oneOverTargetSize; + OUT_col += texture( diffuseMap, uv + _sample ) * weight[i]; + OUT_col += texture( diffuseMap, uv - _sample ) * weight[i]; + } +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/gl/shadowFilterV.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/gl/shadowFilterV.glsl new file mode 100644 index 000000000..67b5f1378 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/gl/shadowFilterV.glsl @@ -0,0 +1,37 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/torque.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform vec4 rtParams0; + +out vec2 uv; + +void main() +{ + gl_Position = vPosition; + uv = viewportCoordToRenderTarget( vTexCoord0.st, rtParams0 ); + gl_Position.y *= -1; //correct ssp +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterP.hlsl new file mode 100644 index 000000000..cf819eed3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterP.hlsl @@ -0,0 +1,50 @@ +//----------------------------------------------------------------------------- +// 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 "../../postFx/postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + float2 uv : TEXCOORD0; +}; + +static float offset[3] = { 0.0, 1.3846153846, 3.2307692308 }; +static float weight[3] = { 0.2270270270, 0.3162162162, 0.0702702703 }; + +uniform float2 oneOverTargetSize; + +float4 main( VertToPix IN ) : TORQUE_TARGET0 +{ + float4 OUT = TORQUE_TEX2D( diffuseMap, IN.uv ) * weight[0]; + + for ( int i=1; i < 3; i++ ) + { + float2 sample = (BLUR_DIR * offset[i]) * oneOverTargetSize; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv + sample ) * weight[i]; + OUT += TORQUE_TEX2D(diffuseMap, IN.uv - sample) * weight[i]; + } + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterV.hlsl new file mode 100644 index 000000000..d0838016b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterV.hlsl @@ -0,0 +1,42 @@ +//----------------------------------------------------------------------------- +// 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 "../../postFx/postFx.hlsl" +#include "../../torque.hlsl" + +float4 rtParams0; + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + float2 uv : TEXCOORD0; +}; + +VertToPix main( PFXVert IN ) +{ + VertToPix OUT; + + OUT.hpos = float4(IN.pos,1.0); + OUT.uv = viewportCoordToRenderTarget( IN.uv, rtParams0 ); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/boxFilterP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/boxFilterP.hlsl new file mode 100644 index 000000000..a187c3c63 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/boxFilterP.hlsl @@ -0,0 +1,82 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//***************************************************************************** +// Box Filter +//***************************************************************************** +#include "../ShaderModel.hlsl" + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 tex0 : TEXCOORD0; +}; + +// If not defined from ShaderData then define +// the default blur kernel size here. +//#ifndef blurSamples +// #define blurSamples 4 +//#endif + +float log_conv ( float x0, float X, float y0, float Y ) +{ + return (X + log(x0 + (y0 * exp(Y - X)))); +} + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap0, 0); +uniform float texSize : register(C0); +uniform float2 blurDimension : register(C2); +uniform float2 blurBoundaries : register(C3); + +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + // 5x5 + if (IN.tex0.x <= blurBoundaries.x) + { + float texelSize = 1.2f / texSize; + float2 sampleOffset = texelSize * blurDimension; + //float2 offset = 0.5 * float( blurSamples ) * sampleOffset; + + float2 texCoord = IN.tex0; + + float accum = log_conv(0.3125, TORQUE_TEX2D(diffuseMap0, texCoord - sampleOffset), 0.375, tex2D(diffuseMap0, texCoord)); + accum = log_conv(1, accum, 0.3125, TORQUE_TEX2D(diffuseMap0, texCoord + sampleOffset)); + + return accum; + } else { + // 3x3 + if (IN.tex0.x <= blurBoundaries.y) + { + float texelSize = 1.3f / texSize; + float2 sampleOffset = texelSize * blurDimension; + //float2 offset = 0.5 * float( blurSamples ) * sampleOffset; + + float2 texCoord = IN.tex0; + float accum = log_conv(0.5, tex2D(diffuseMap0, texCoord - sampleOffset), 0.5, tex2D(diffuseMap0, texCoord + sampleOffset)); + + return accum; + } else { + return TORQUE_TEX2D(diffuseMap0, IN.tex0); + } + } +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/boxFilterV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/boxFilterV.hlsl new file mode 100644 index 000000000..3679e41bb --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/boxFilterV.hlsl @@ -0,0 +1,57 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//***************************************************************************** +// Box Filter +//***************************************************************************** +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +#include "../ShaderModel.hlsl" + +struct VertData +{ + float3 position : POSITION; + float2 texCoord : TEXCOORD0; +}; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 tex0 : TEXCOORD0; +}; + + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +ConnectData main( VertData IN, + uniform float4x4 modelview : register(C0)) +{ + ConnectData OUT; + + OUT.hpos = mul(modelview, float4(IN.position,1.0)); + OUT.tex0 = IN.texCoord; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/gl/boxFilterP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/gl/boxFilterP.glsl new file mode 100644 index 000000000..d4e05132b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/gl/boxFilterP.glsl @@ -0,0 +1,49 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define blurSamples 4.0 + +uniform sampler2D diffuseMap0; +uniform float texSize; +uniform vec2 blurDimension; + +in vec2 tex0; + +out vec4 OUT_col; + +void main() +{ + // Preshader + float TexelSize = 1.0 / texSize; + vec2 SampleOffset = TexelSize * blurDimension; + vec2 Offset = 0.5 * float(blurSamples - 1.0) * SampleOffset; + + vec2 BaseTexCoord = tex0 - Offset; + + vec4 accum = vec4(0.0, 0.0, 0.0, 0.0); + for(int i = 0; i < int(blurSamples); i++) + { + accum += texture(diffuseMap0, BaseTexCoord + float(i) * SampleOffset); + } + accum /= blurSamples; + OUT_col = accum; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/gl/boxFilterV.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/gl/boxFilterV.glsl new file mode 100644 index 000000000..9fc436f6c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/gl/boxFilterV.glsl @@ -0,0 +1,34 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform mat4 modelview; + +out vec2 tex0; + +void main() +{ + gl_Position = modelview * vPosition; + tex0 = vTexCoord0.st; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO.h b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO.h new file mode 100644 index 000000000..84ef6b6a8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO.h @@ -0,0 +1,50 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//#define SM_Fmt_R8G8B8A8 + +#define pkDepthBitShft 65536.0 +#define pkDepthChanMax 256.0 +#define bias -0.5/255.0 +#define coeff 0.9999991 +//#define coeff 1.0 + +float4 encodeShadowMap( float depth ) +{ +#if defined(SM_Fmt_R8G8B8A8) + return frac( float4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + bias; + + //float4 packedValue = frac((depth / coeff) * float4(16777216.0, 65536.0, 256.0, 1.0)); + //return (packedValue - packedValue.xxyz * float4(0, 1.0 / 256, 1.0 / 256, 1.0 / 256)); +#else + return depth; +#endif +} + +float decodeShadowMap( float4 smSample ) +{ +#if defined(SM_Fmt_R8G8B8A8) + return dot( smSample, float4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) ); +#else + return smSample.x; +#endif +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO_GLSL.h b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO_GLSL.h new file mode 100644 index 000000000..10d69b834 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO_GLSL.h @@ -0,0 +1,50 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//#define SM_Fmt_R8G8B8A8 + +#define pkDepthBitShft 65536.0 +#define pkDepthChanMax 256.0 +#define bias -0.5/255.0 +#define coeff 0.9999991 +//#define coeff 1.0 + +vec4 encodeShadowMap( float depth ) +{ +#if defined(SM_Fmt_R8G8B8A8) + return frac( vec4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + vec4(bias); + + //float4 packedValue = frac((depth / coeff) * float4(16777216.0, 65536.0, 256.0, 1.0)); + //return (packedValue - packedValue.xxyz * float4(0, 1.0 / 256, 1.0 / 256, 1.0 / 256)); +#else + return vec4(depth); +#endif +} + +float decodeShadowMap( vec4 smSample ) +{ +#if defined(SM_Fmt_R8G8B8A8) + return dot( smSample, vec4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) ); +#else + return smSample.x; +#endif +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO_HLSL.h b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO_HLSL.h new file mode 100644 index 000000000..84ef6b6a8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/shadowMap/shadowMapIO_HLSL.h @@ -0,0 +1,50 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//#define SM_Fmt_R8G8B8A8 + +#define pkDepthBitShft 65536.0 +#define pkDepthChanMax 256.0 +#define bias -0.5/255.0 +#define coeff 0.9999991 +//#define coeff 1.0 + +float4 encodeShadowMap( float depth ) +{ +#if defined(SM_Fmt_R8G8B8A8) + return frac( float4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + bias; + + //float4 packedValue = frac((depth / coeff) * float4(16777216.0, 65536.0, 256.0, 1.0)); + //return (packedValue - packedValue.xxyz * float4(0, 1.0 / 256, 1.0 / 256, 1.0 / 256)); +#else + return depth; +#endif +} + +float decodeShadowMap( float4 smSample ) +{ +#if defined(SM_Fmt_R8G8B8A8) + return dot( smSample, float4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) ); +#else + return smSample.x; +#endif +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/particleCompositeP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/particleCompositeP.hlsl new file mode 100644 index 000000000..6e26ddbdb --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/particleCompositeP.hlsl @@ -0,0 +1,61 @@ +//----------------------------------------------------------------------------- +// 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 "torque.hlsl" +#include "shaderModel.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(colorSource, 0); +uniform float4 offscreenTargetParams; + +#ifdef TORQUE_LINEAR_DEPTH +#define REJECT_EDGES +TORQUE_UNIFORM_SAMPLER2D(edgeSource, 1); +uniform float4 edgeTargetParams; +#endif + +struct Conn +{ + float4 hpos : TORQUE_POSITION; + float4 offscreenPos : TEXCOORD0; + float4 backbufferPos : TEXCOORD1; +}; + + +float4 main(Conn IN) : TORQUE_TARGET0 +{ + // Off-screen particle source screenspace position in XY + // Back-buffer screenspace position in ZW + float4 ssPos = float4(IN.offscreenPos.xy / IN.offscreenPos.w, IN.backbufferPos.xy / IN.backbufferPos.w); + + float4 uvScene = ( ssPos + 1.0 ) / 2.0; + uvScene.yw = 1.0 - uvScene.yw; + uvScene.xy = viewportCoordToRenderTarget(uvScene.xy, offscreenTargetParams); + +#ifdef REJECT_EDGES + // Cut out particles along the edges, this will create the stencil mask + uvScene.zw = viewportCoordToRenderTarget(uvScene.zw, edgeTargetParams); + float edge = TORQUE_TEX2D( edgeSource, uvScene.zw ).r; + clip( -edge ); +#endif + + // Sample offscreen target and return + return TORQUE_TEX2D( colorSource, uvScene.xy ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/particleCompositeV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/particleCompositeV.hlsl new file mode 100644 index 000000000..c4c51204a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/particleCompositeV.hlsl @@ -0,0 +1,53 @@ +//----------------------------------------------------------------------------- +// 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 "shaderModel.hlsl" + +struct Vertex +{ + float3 pos : POSITION; + float4 uvCoord : COLOR0; +}; + +struct Conn +{ + float4 hpos : TORQUE_POSITION; + float4 offscreenPos : TEXCOORD0; + float4 backbufferPos : TEXCOORD1; +}; + +uniform float4 screenRect; // point, extent + +Conn main(Vertex IN) +{ + Conn OUT; + + OUT.hpos = float4(IN.uvCoord.xy, 1.0, 1.0); + OUT.hpos.xy *= screenRect.zw; + OUT.hpos.xy += screenRect.xy; + + OUT.backbufferPos = OUT.hpos; + OUT.offscreenPos = OUT.hpos; + + return OUT; +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/particlesP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/particlesP.hlsl new file mode 100644 index 000000000..155107d8b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/particlesP.hlsl @@ -0,0 +1,109 @@ +//----------------------------------------------------------------------------- +// 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 "torque.hlsl" +#include "shaderModel.hlsl" +// With advanced lighting we get soft particles. +#ifdef TORQUE_LINEAR_DEPTH + #define SOFTPARTICLES +#endif + +#ifdef SOFTPARTICLES + + #include "shaderModelAutoGen.hlsl" + + uniform float oneOverSoftness; + uniform float oneOverFar; + TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); + //uniform float3 vEye; + uniform float4 deferredTargetParams; +#endif + +#define CLIP_Z // TODO: Make this a proper macro + +struct Conn +{ + float4 hpos : TORQUE_POSITION; + float4 color : TEXCOORD0; + float2 uv0 : TEXCOORD1; + float4 pos : TEXCOORD2; +}; + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); +TORQUE_UNIFORM_SAMPLER2D(paraboloidLightMap, 2); + +float4 lmSample( float3 nrm ) +{ + bool calcBack = (nrm.z < 0.0); + if ( calcBack ) + nrm.z = nrm.z * -1.0; + + float2 lmCoord; + lmCoord.x = (nrm.x / (2*(1 + nrm.z))) + 0.5; + lmCoord.y = 1-((nrm.y / (2*(1 + nrm.z))) + 0.5); + + + // If this is the back, offset in the atlas + if ( calcBack ) + lmCoord.x += 1.0; + + // Atlasing front and back maps, so scale + lmCoord.x *= 0.5; + + return TORQUE_TEX2D(paraboloidLightMap, lmCoord); +} + + +uniform float alphaFactor; +uniform float alphaScale; + +float4 main( Conn IN ) : TORQUE_TARGET0 +{ + float softBlend = 1; + + #ifdef SOFTPARTICLES + float2 tc = IN.pos.xy * float2(1.0, -1.0) / IN.pos.w; + tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams); + + float sceneDepth = TORQUE_DEFERRED_UNCONDITION(deferredTex, tc).w; + float depth = IN.pos.w * oneOverFar; + float diff = sceneDepth - depth; + #ifdef CLIP_Z + // If drawing offscreen, this acts as the depth test, since we don't line up with the z-buffer + // When drawing high-res, though, we want to be able to take advantage of hi-z + // so this is #ifdef'd out + //clip(diff); + #endif + softBlend = saturate( diff * oneOverSoftness ); + #endif + + float4 diffuse = TORQUE_TEX2D( diffuseMap, IN.uv0 ); + + //return float4( lmSample(float3(0, 0, -1)).rgb, IN.color.a * diffuse.a * softBlend * alphaScale); + + // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha) + float3 colorScale = ( alphaFactor < 0.0 ? IN.color.rgb * diffuse.rgb : ( alphaFactor > 0.0 ? IN.color.a * diffuse.a * alphaFactor * softBlend : softBlend ) ); + + return hdrEncode( float4( IN.color.rgb * diffuse.rgb * colorScale, + IN.color.a * diffuse.a * softBlend * alphaScale ) ); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/particlesV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/particlesV.hlsl new file mode 100644 index 000000000..dbeff0cc2 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/particlesV.hlsl @@ -0,0 +1,55 @@ +//----------------------------------------------------------------------------- +// 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 "shaderModel.hlsl" + +struct Vertex +{ + float3 pos : POSITION; + float4 color : COLOR0; + float2 uv0 : TEXCOORD0; +}; + +struct Conn +{ + float4 hpos : TORQUE_POSITION; + float4 color : TEXCOORD0; + float2 uv0 : TEXCOORD1; + float4 pos : TEXCOORD2; +}; + + +uniform float4x4 modelViewProj; +uniform float4x4 fsModelViewProj; + +Conn main( Vertex In ) +{ + Conn Out; + + Out.hpos = mul( modelViewProj, float4(In.pos,1.0) ); + Out.pos = mul(fsModelViewProj, float4(In.pos, 1.0) ); + Out.color = In.color; + Out.uv0 = In.uv0; + + return Out; +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/planarReflectBumpP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/planarReflectBumpP.hlsl new file mode 100644 index 000000000..d18331fb6 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/planarReflectBumpP.hlsl @@ -0,0 +1,87 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +#include "shaderModel.hlsl" + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; + float4 tex2 : TEXCOORD1; +}; + + +struct Fragout +{ + float4 col : TORQUE_TARGET0; +}; + +TORQUE_UNIFORM_SAMPLER2D(texMap, 0); +TORQUE_UNIFORM_SAMPLER2D(refractMap, 1); +TORQUE_UNIFORM_SAMPLER2D(bumpMap, 2); + + +//----------------------------------------------------------------------------- +// Fade edges of axis for texcoord passed in +//----------------------------------------------------------------------------- +float fadeAxis( float val ) +{ + // Fades from 1.0 to 0.0 when less than 0.1 + float fadeLow = saturate( val * 10.0 ); + + // Fades from 1.0 to 0.0 when greater than 0.9 + float fadeHigh = 1.0 - saturate( (val - 0.9) * 10.0 ); + + return fadeLow * fadeHigh; +} + + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Fragout main( ConnectData IN ) +{ + Fragout OUT; + + float3 bumpNorm = TORQUE_TEX2D( bumpMap, IN.tex2 ) * 2.0 - 1.0; + float2 offset = float2( bumpNorm.x, bumpNorm.y ); + float4 texIndex = IN.texCoord; + + // The fadeVal is used to "fade" the distortion at the edges of the screen. + // This is done so it won't sample the reflection texture out-of-bounds and create artifacts + // Note - this can be done more efficiently with a texture lookup + float fadeVal = fadeAxis( texIndex.x / texIndex.w ) * fadeAxis( texIndex.y / texIndex.w ); + + const float distortion = 0.2; + texIndex.xy += offset * distortion * fadeVal; + + float4 reflectColor = TORQUE_TEX2DPROJ( refractMap, texIndex ); + float4 diffuseColor = TORQUE_TEX2D( texMap, IN.tex2 ); + + OUT.col = diffuseColor + reflectColor * diffuseColor.a; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/planarReflectBumpV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/planarReflectBumpV.hlsl new file mode 100644 index 000000000..d45adb574 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/planarReflectBumpV.hlsl @@ -0,0 +1,67 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define IN_HLSL +#include "shdrConsts.h" +#include "shaderModel.hlsl" + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- +struct VertData +{ + float3 position : POSITION; + float3 normal : NORMAL; + float2 texCoord : TEXCOORD0; + float2 lmCoord : TEXCOORD1; + float3 T : TEXCOORD2; + float3 B : TEXCOORD3; +}; + + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float4 texCoord : TEXCOORD0; + float2 tex2 : TEXCOORD1; +}; + +uniform float4x4 modelview; +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +ConnectData main( VertData IN ) +{ + ConnectData OUT; + OUT.hpos = mul(modelview, float4(IN.position,1.0)); + + float4x4 texGenTest = { 0.5, 0.0, 0.0, 0.5, + 0.0, -0.5, 0.0, 0.5, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 }; + + OUT.texCoord = mul( texGenTest, OUT.hpos ); + + OUT.tex2 = IN.texCoord; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/planarReflectP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/planarReflectP.hlsl new file mode 100644 index 000000000..43b420544 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/planarReflectP.hlsl @@ -0,0 +1,58 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +#include "shaderModel.hlsl" + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; + float4 tex2 : TEXCOORD1; +}; + + +struct Fragout +{ + float4 col : TORQUE_TARGET0; +}; + +TORQUE_UNIFORM_SAMPLER2D(texMap, 0); +TORQUE_UNIFORM_SAMPLER2D(refractMap, 1); + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Fragout main( ConnectData IN ) +{ + Fragout OUT; + + float4 diffuseColor = TORQUE_TEX2D( texMap, IN.texCoord ); + float4 reflectColor = TORQUE_TEX2DPROJ(refractMap, IN.tex2); + + OUT.col = diffuseColor + reflectColor * diffuseColor.a; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/planarReflectV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/planarReflectV.hlsl new file mode 100644 index 000000000..1f2ca9d4f --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/planarReflectV.hlsl @@ -0,0 +1,57 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define IN_HLSL +#include "hlslStructs.hlsl" +#include "shaderModel.hlsl" + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; + float4 tex2 : TEXCOORD1; +}; + +uniform float4x4 modelview; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +ConnectData main( VertexIn_PNTTTB IN ) +{ + ConnectData OUT; + OUT.hpos = mul(modelview, float4(IN.pos,1.0)); + + float4x4 texGenTest = { 0.5, 0.0, 0.0, 0.5, + 0.0, -0.5, 0.0, 0.5, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 }; + + OUT.texCoord = IN.uv0; + OUT.tex2 = mul( texGenTest, OUT.hpos ); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/VolFogGlowP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/VolFogGlowP.hlsl new file mode 100644 index 000000000..c3adb3b55 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/VolFogGlowP.hlsl @@ -0,0 +1,74 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands +// http://www.richardsgamestudio.com/ +// +// If you find this code useful or you are feeling particularly generous I +// would ask that you please go to http://www.richardsgamestudio.com/ then +// choose Donations from the menu on the left side and make a donation to +// Richards Game Studio. It will be highly appreciated. +// +// The MIT License: +// +// 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. +//----------------------------------------------------------------------------- + +// Volumetric Fog Glow postFx pixel shader V1.00 + +#include "./postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); +uniform float strength; + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float2 uv3 : TEXCOORD3; + + float2 uv4 : TEXCOORD4; + float2 uv5 : TEXCOORD5; + float2 uv6 : TEXCOORD6; + float2 uv7 : TEXCOORD7; +}; + +float4 main( VertToPix IN ) : TORQUE_TARGET0 +{ + float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * strength; + + float4 OUT = 0; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv0 ) * kernel.x; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv1 ) * kernel.y; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv2 ) * kernel.z; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv3 ) * kernel.w; + + OUT += TORQUE_TEX2D( diffuseMap, IN.uv4 ) * kernel.x; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv5 ) * kernel.y; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv6 ) * kernel.z; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv7 ) * kernel.w; + + // Calculate a lumenance value in the alpha so we + // can use alpha test to save fillrate. + float3 rgb2lum = float3( 0.30, 0.59, 0.11 ); + OUT.a = dot( OUT.rgb, rgb2lum ); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/caustics/causticsP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/caustics/causticsP.hlsl new file mode 100644 index 000000000..8c8abd480 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/caustics/causticsP.hlsl @@ -0,0 +1,77 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" +#include "../../shaderModelAutoGen.hlsl" + +uniform float accumTime; +uniform float3 eyePosWorld; +uniform float4 rtParams0; +uniform float4 waterFogPlane; + +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); +TORQUE_UNIFORM_SAMPLER2D(causticsTex0, 1); +TORQUE_UNIFORM_SAMPLER2D(causticsTex1, 2); + +float distanceToPlane(float4 plane, float3 pos) +{ + return (plane.x * pos.x + plane.y * pos.y + plane.z * pos.z) + plane.w; +} + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + //Sample the pre-pass + float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ); + + //Get depth + float depth = deferred.w; + if(depth > 0.9999) + return float4(0,0,0,0); + + //Get world position + float3 pos = eyePosWorld + IN.wsEyeRay * depth; + + // Check the water depth + float waterDepth = -distanceToPlane(waterFogPlane, pos); + if(waterDepth < 0) + return float4(0,0,0,0); + waterDepth = saturate(waterDepth); + + //Use world position X and Y to calculate caustics UV + float2 causticsUV0 = (abs(pos.xy * 0.25) % float2(1, 1)); + float2 causticsUV1 = (abs(pos.xy * 0.2) % float2(1, 1)); + + //Animate uvs + float timeSin = sin(accumTime); + causticsUV0.xy += float2(accumTime*0.1, timeSin*0.2); + causticsUV1.xy -= float2(accumTime*0.15, timeSin*0.15); + + //Sample caustics texture + float4 caustics = TORQUE_TEX2D(causticsTex0, causticsUV0); + caustics *= TORQUE_TEX2D(causticsTex1, causticsUV1); + + //Use normal Z to modulate caustics + //float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1); + caustics *= saturate(deferred.z) * pow(abs(1-depth), 64) * waterDepth; + + return caustics; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/caustics/gl/causticsP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/caustics/gl/causticsP.glsl new file mode 100644 index 000000000..d002fd7e1 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/caustics/gl/causticsP.glsl @@ -0,0 +1,87 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../gl/postFX.glsl" +#include "shadergen:/autogenConditioners.h" + +uniform vec3 eyePosWorld; +uniform vec4 rtParams0; +uniform vec4 waterFogPlane; +uniform float accumTime; + +uniform sampler2D deferredTex; +uniform sampler2D causticsTex0; +uniform sampler2D causticsTex1; +uniform vec2 targetSize; + +out vec4 OUT_col; + +float distanceToPlane(vec4 plane, vec3 pos) +{ + return (plane.x * pos.x + plane.y * pos.y + plane.z * pos.z) + plane.w; +} + +void main() +{ + //Sample the pre-pass + vec4 deferred = deferredUncondition( deferredTex, IN_uv0 ); + + //Get depth + float depth = deferred.w; + if(depth > 0.9999) + { + OUT_col = vec4(0,0,0,0); + return; + } + + //Get world position + vec3 pos = eyePosWorld + IN_wsEyeRay * depth; + + // Check the water depth + float waterDepth = -distanceToPlane(waterFogPlane, pos); + if(waterDepth < 0) + { + OUT_col = vec4(0,0,0,0); + return; + } + waterDepth = saturate(waterDepth); + + //Use world position X and Y to calculate caustics UV + vec2 causticsUV0 = mod(abs(pos.xy * 0.25), vec2(1, 1)); + vec2 causticsUV1 = mod(abs(pos.xy * 0.2), vec2(1, 1)); + + //Animate uvs + float timeSin = sin(accumTime); + causticsUV0.xy += vec2(accumTime*0.1, timeSin*0.2); + causticsUV1.xy -= vec2(accumTime*0.15, timeSin*0.15); + + //Sample caustics texture + vec4 caustics = texture(causticsTex0, causticsUV0); + caustics *= texture(causticsTex1, causticsUV1); + + //Use normal Z to modulate caustics + //float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1); + caustics *= saturate(deferred.z) * pow(1-depth, 64) * waterDepth; + + OUT_col = caustics; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/chromaticLens.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/chromaticLens.hlsl new file mode 100644 index 000000000..8fdca72b7 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/chromaticLens.hlsl @@ -0,0 +1,60 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Based on 'Cubic Lens Distortion HLSL Shader' by François Tarlier +// www.francois-tarlier.com/blog/index.php/2009/11/cubic-lens-distortion-shader + +#include "./postFx.hlsl" +#include "./../torque.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); +uniform float distCoeff; +uniform float cubeDistort; +uniform float3 colorDistort; + + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float2 tex = IN.uv0; + + float f = 0; + float r2 = (tex.x - 0.5) * (tex.x - 0.5) + (tex.y - 0.5) * (tex.y - 0.5); + + // Only compute the cubic distortion if necessary. + if ( cubeDistort == 0.0 ) + f = 1 + r2 * distCoeff; + else + f = 1 + r2 * (distCoeff + cubeDistort * sqrt(r2)); + + // Distort each color channel seperately to get a chromatic distortion effect. + float3 outColor; + float3 distort = f.xxx + colorDistort; + + for ( int i=0; i < 3; i++ ) + { + float x = distort[i] * ( tex.x - 0.5 ) + 0.5; + float y = distort[i] * ( tex.y - 0.5 ) + 0.5; + outColor[i] = TORQUE_TEX2DLOD( backBuffer, float4(x,y,0,0) )[i]; + } + + return float4( outColor.rgb, 1 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_CalcCoC_P.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_CalcCoC_P.hlsl new file mode 100644 index 000000000..2f5835fc2 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_CalcCoC_P.hlsl @@ -0,0 +1,53 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" + +// These are set by the game engine. +TORQUE_UNIFORM_SAMPLER2D(shrunkSampler, 0); // Output of DofDownsample() +TORQUE_UNIFORM_SAMPLER2D(blurredSampler, 1); // Blurred version of the shrunk sampler + + +// This is the pixel shader function that calculates the actual +// value used for the near circle of confusion. +// "texCoords" are 0 at the bottom left pixel and 1 at the top right. +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float3 color; + float coc; + half4 blurred; + half4 shrunk; + + shrunk = half4(TORQUE_TEX2D( shrunkSampler, IN.uv0 )); + blurred = half4(TORQUE_TEX2D( blurredSampler, IN.uv1 )); + color = shrunk.rgb; + //coc = shrunk.a; + //coc = blurred.a; + //coc = max( blurred.a, shrunk.a ); + coc = 2 * max( blurred.a, shrunk.a ) - shrunk.a; + + + //return float4( coc.rrr, 1.0 ); + //return float4( color, 1.0 ); + return float4( color, coc ); + //return float4( 1.0, 0.0, 1.0, 1.0 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_CalcCoC_V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_CalcCoC_V.hlsl new file mode 100644 index 000000000..8131e45cd --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_CalcCoC_V.hlsl @@ -0,0 +1,70 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" +#include "./../../torque.hlsl" + +uniform float4 rtParams0; +uniform float4 rtParams1; +uniform float4 rtParams2; +uniform float4 rtParams3; + +PFXVertToPix main( PFXVert IN ) +{ + PFXVertToPix OUT; + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv; + OUT.uv1 = IN.uv; + OUT.uv2 = IN.uv; + OUT.uv3 = IN.uv; + */ + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv + rtParams0.xy; + OUT.uv1 = IN.uv + rtParams1.xy; + OUT.uv2 = IN.uv + rtParams2.xy; + OUT.uv3 = IN.uv + rtParams3.xy; + */ + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv * rtParams0.zw; + OUT.uv1 = IN.uv * rtParams1.zw; + OUT.uv2 = IN.uv * rtParams2.zw; + OUT.uv3 = IN.uv * rtParams3.zw; + */ + + + OUT.hpos = float4(IN.pos,1.0); + OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 ); + OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 ); + OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 ); + OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 ); + + + OUT.wsEyeRay = IN.wsEyeRay; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_DownSample_P.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_DownSample_P.hlsl new file mode 100644 index 000000000..907c3d122 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_DownSample_P.hlsl @@ -0,0 +1,143 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" +#include "../../shaderModelAutoGen.hlsl" + +// These are set by the game engine. +// The render target size is one-quarter the scene rendering size. +TORQUE_UNIFORM_SAMPLER2D(colorSampler, 0); +TORQUE_UNIFORM_SAMPLER2D(depthSampler, 1); +uniform float2 dofEqWorld; +uniform float2 targetSize; +uniform float depthOffset; +uniform float maxWorldCoC; +//uniform float2 dofEqWeapon; +//uniform float2 dofRowDelta; // float2( 0, 0.25 / renderTargetHeight ) + +struct Pixel +{ + float4 position : TORQUE_POSITION; + float2 tcColor0 : TEXCOORD0; + float2 tcColor1 : TEXCOORD1; + float2 tcDepth0 : TEXCOORD2; + float2 tcDepth1 : TEXCOORD3; + float2 tcDepth2 : TEXCOORD4; + float2 tcDepth3 : TEXCOORD5; +}; + +half4 main( Pixel IN ) : TORQUE_TARGET0 +{ + //return float4( 1.0, 0.0, 1.0, 1.0 ); + + float2 dofRowDelta = float2( 0, 0.25 / targetSize.y ); + + //float2 dofEqWorld = float2( -60, 1.0 ); + + half3 color; + half maxCoc; + float4 depth; + half4 viewCoc; + half4 sceneCoc; + half4 curCoc; + half4 coc; + float2 rowOfs[4]; + + // "rowOfs" reduces how many moves PS2.0 uses to emulate swizzling. + rowOfs[0] = 0; + rowOfs[1] = dofRowDelta.xy; + rowOfs[2] = dofRowDelta.xy * 2; + rowOfs[3] = dofRowDelta.xy * 3; + + // Use bilinear filtering to average 4 color samples for free. + color = 0; + color += half3(TORQUE_TEX2D( colorSampler, IN.tcColor0.xy + rowOfs[0] ).rgb); + color += half3(TORQUE_TEX2D(colorSampler, IN.tcColor1.xy + rowOfs[0]).rgb); + color += half3(TORQUE_TEX2D(colorSampler, IN.tcColor0.xy + rowOfs[2]).rgb); + color += half3(TORQUE_TEX2D(colorSampler, IN.tcColor1.xy + rowOfs[2]).rgb); + color /= 4; + + //declare thse here to save doing it in each loop below + half4 zero4 = half4(0, 0, 0, 0); + coc = zero4; + half4 dofEqWorld4X = half4(dofEqWorld.xxxx); + half4 dofEqWorld4Y = half4(dofEqWorld.yyyy); + half4 maxWorldCoC4 = half4(maxWorldCoC, maxWorldCoC, maxWorldCoC, maxWorldCoC); + // Process 4 samples at a time to use vector hardware efficiently. + // The CoC will be 1 if the depth is negative, so use "min" to pick + // between "sceneCoc" and "viewCoc". + [unroll] // coc[i] causes this anyway + for (int i = 0; i < 4; i++) + { + depth[0] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth0.xy + rowOfs[i])).w; + depth[1] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth1.xy + rowOfs[i])).w; + depth[2] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth2.xy + rowOfs[i])).w; + depth[3] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth3.xy + rowOfs[i])).w; + + coc = max(coc, clamp(dofEqWorld4X * half4(depth)+dofEqWorld4Y, zero4, maxWorldCoC4)); + } + + /* + depth[0] = TORQUE_TEX2D( depthSampler, pixel.tcDepth0.xy + rowOfs[0] ).r; + depth[1] = TORQUE_TEX2D( depthSampler, pixel.tcDepth1.xy + rowOfs[0] ).r; + depth[2] = TORQUE_TEX2D( depthSampler, pixel.tcDepth2.xy + rowOfs[0] ).r; + depth[3] = TORQUE_TEX2D( depthSampler, pixel.tcDepth3.xy + rowOfs[0] ).r; + viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y ); + sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y ); + curCoc = min( viewCoc, sceneCoc ); + coc = curCoc; + + depth[0] = TORQUE_TEX2D( depthSampler, pixel.tcDepth0.xy + rowOfs[1] ).r; + depth[1] = TORQUE_TEX2D( depthSampler, pixel.tcDepth1.xy + rowOfs[1] ).r; + depth[2] = TORQUE_TEX2D( depthSampler, pixel.tcDepth2.xy + rowOfs[1] ).r; + depth[3] = TORQUE_TEX2D( depthSampler, pixel.tcDepth3.xy + rowOfs[1] ).r; + viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y ); + sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y ); + curCoc = min( viewCoc, sceneCoc ); + coc = max( coc, curCoc ); + + depth[0] = TORQUE_TEX2D( depthSampler, pixel.tcDepth0.xy + rowOfs[2] ).r; + depth[1] = TORQUE_TEX2D( depthSampler, pixel.tcDepth1.xy + rowOfs[2] ).r; + depth[2] = TORQUE_TEX2D( depthSampler, pixel.tcDepth2.xy + rowOfs[2] ).r; + depth[3] = TORQUE_TEX2D( depthSampler, pixel.tcDepth3.xy + rowOfs[2] ).r; + viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y ); + sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y ); + curCoc = min( viewCoc, sceneCoc ); + coc = max( coc, curCoc ); + + depth[0] = TORQUE_TEX2D( depthSampler, pixel.tcDepth0.xy + rowOfs[3] ).r; + depth[1] = TORQUE_TEX2D( depthSampler, pixel.tcDepth1.xy + rowOfs[3] ).r; + depth[2] = TORQUE_TEX2D( depthSampler, pixel.tcDepth2.xy + rowOfs[3] ).r; + depth[3] = TORQUE_TEX2D( depthSampler, pixel.tcDepth3.xy + rowOfs[3] ).r; + viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y ); + sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y ); + curCoc = min( viewCoc, sceneCoc ); + coc = max( coc, curCoc ); + */ + + maxCoc = max( max( coc[0], coc[1] ), max( coc[2], coc[3] ) ); + + //return half4( 1.0, 0.0, 1.0, 1.0 ); + return half4( color, maxCoc ); + //return half4( color, 1.0f ); + //return half4( maxCoc.rrr, 1.0 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_DownSample_V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_DownSample_V.hlsl new file mode 100644 index 000000000..0b3ec01e2 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_DownSample_V.hlsl @@ -0,0 +1,61 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" +#include "./../../torque.hlsl" + +struct Vert +{ + float3 pos : POSITION; + float2 tc : TEXCOORD0; + float3 wsEyeRay : TEXCOORD1; +}; + +struct Pixel +{ + float4 position : TORQUE_POSITION; + float2 tcColor0 : TEXCOORD0; + float2 tcColor1 : TEXCOORD1; + float2 tcDepth0 : TEXCOORD2; + float2 tcDepth1 : TEXCOORD3; + float2 tcDepth2 : TEXCOORD4; + float2 tcDepth3 : TEXCOORD5; +}; + +uniform float4 rtParams0; +uniform float2 oneOverTargetSize; + +Pixel main( Vert IN ) +{ + Pixel OUT; + OUT.position = float4(IN.pos,1.0); + + float2 uv = viewportCoordToRenderTarget( IN.tc, rtParams0 ); + //OUT.position = mul( IN.pos, modelView ); + OUT.tcColor1 = uv + float2( +1.0, -0.0 ) * oneOverTargetSize; + OUT.tcColor0 = uv + float2( -1.0, -0.0 ) * oneOverTargetSize; + OUT.tcDepth0 = uv + float2( -0.5, -0.0 ) * oneOverTargetSize; + OUT.tcDepth1 = uv + float2( -1.5, -0.0 ) * oneOverTargetSize; + OUT.tcDepth2 = uv + float2( +1.5, -0.0 ) * oneOverTargetSize; + OUT.tcDepth3 = uv + float2( +2.5, -0.0 ) * oneOverTargetSize; + return OUT; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Final_P.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Final_P.hlsl new file mode 100644 index 000000000..9a7cb3d5e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Final_P.hlsl @@ -0,0 +1,145 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModelAutoGen.hlsl" +#include "./../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(colorSampler,0); // Original source image +TORQUE_UNIFORM_SAMPLER2D(smallBlurSampler,1); // Output of SmallBlurPS() +TORQUE_UNIFORM_SAMPLER2D(largeBlurSampler,2); // Blurred output of DofDownsample() +TORQUE_UNIFORM_SAMPLER2D(depthSampler,3); + +uniform float2 oneOverTargetSize; +uniform float4 dofLerpScale; +uniform float4 dofLerpBias; +uniform float3 dofEqFar; +uniform float maxFarCoC; + +//static float d0 = 0.1; +//static float d1 = 0.1; +//static float d2 = 0.8; +//static float4 dofLerpScale = float4( -1.0 / d0, -1.0 / d1, -1.0 / d2, 1.0 / d2 ); +//static float4 dofLerpBias = float4( 1.0, (1.0 - d2) / d1, 1.0 / d2, (d2 - 1.0) / d2 ); +//static float3 dofEqFar = float3( 2.0, 0.0, 1.0 ); + +float4 tex2Doffset(TORQUE_SAMPLER2D(s), float2 tc, float2 offset) +{ + return TORQUE_TEX2D( s, tc + offset * oneOverTargetSize ); +} + +half3 GetSmallBlurSample( float2 tc ) +{ + half3 sum; + const half weight = 4.0 / 17; + sum = 0; // Unblurred sample done by alpha blending + //sum += weight * tex2Doffset( colorSampler, tc, float2( 0, 0 ) ).rgb; + sum += weight * half3(tex2Doffset(TORQUE_SAMPLER2D_MAKEARG(colorSampler), tc, float2(+0.5, -1.5)).rgb); + sum += weight * half3(tex2Doffset(TORQUE_SAMPLER2D_MAKEARG(colorSampler), tc, float2(-1.5, -0.5)).rgb); + sum += weight * half3(tex2Doffset(TORQUE_SAMPLER2D_MAKEARG(colorSampler), tc, float2(-0.5, +1.5)).rgb); + sum += weight * half3(tex2Doffset(TORQUE_SAMPLER2D_MAKEARG(colorSampler), tc, float2(+1.5, +0.5)).rgb); + return sum; +} + +half4 InterpolateDof( half3 small, half3 med, half3 large, half t ) +{ + //t = 2; + half4 weights; + half3 color; + half alpha; + + // Efficiently calculate the cross-blend weights for each sample. + // Let the unblurred sample to small blur fade happen over distance + // d0, the small to medium blur over distance d1, and the medium to + // large blur over distance d2, where d0 + d1 + d2 = 1. + //float4 dofLerpScale = float4( -1 / d0, -1 / d1, -1 / d2, 1 / d2 ); + //float4 dofLerpBias = float4( 1, (1 � d2) / d1, 1 / d2, (d2 � 1) / d2 ); + + weights = half4(saturate( t * dofLerpScale + dofLerpBias )); + weights.yz = min( weights.yz, 1 - weights.xy ); + + // Unblurred sample with weight "weights.x" done by alpha blending + color = weights.y * small + weights.z * med + weights.w * large; + //color = med; + alpha = dot( weights.yzw, half3( 16.0 / 17, 1.0, 1.0 ) ); + //alpha = 0.0; + + return half4( color, alpha ); +} + +half4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + //return half4( 1,0,1,1 ); + //return half4( TORQUE_TEX2D( colorSampler, IN.uv0 ).rgb, 1.0 ); + //return half4( TORQUE_TEX2D( colorSampler, texCoords ).rgb, 0 ); + half3 small; + half4 med; + half3 large; + half depth; + half nearCoc; + half farCoc; + half coc; + + small = GetSmallBlurSample( IN.uv0 ); + //small = half3( 1,0,0 ); + //return half4( small, 1.0 ); + med = half4(TORQUE_TEX2D( smallBlurSampler, IN.uv1 )); + //med.rgb = half3( 0,1,0 ); + //return half4(med.rgb, 0.0); + large = half3(TORQUE_TEX2D(largeBlurSampler, IN.uv2).rgb); + //large = half3( 0,0,1 ); + //return large; + //return half4(large.rgb,1.0); + nearCoc = med.a; + + // Since the med blur texture is screwed up currently + // replace it with the large, but this needs to be fixed. + //med.rgb = large; + + //nearCoc = 0; + depth = half(TORQUE_DEFERRED_UNCONDITION( depthSampler, IN.uv3 ).w); + //return half4(depth.rrr,1); + //return half4(nearCoc.rrr,1.0); + + if (depth > 0.999 ) + { + coc = nearCoc; // We don't want to blur the sky. + //coc = 0; + } + else + { + // dofEqFar.x and dofEqFar.y specify the linear ramp to convert + // to depth for the distant out-of-focus region. + // dofEqFar.z is the ratio of the far to the near blur radius. + farCoc = half(clamp( dofEqFar.x * depth + dofEqFar.y, 0.0, maxFarCoC )); + coc = half(max( nearCoc, farCoc * dofEqFar.z )); + //coc = nearCoc; + } + + //coc = nearCoc; + //coc = farCoc; + //return half4(coc.rrr,0.5); + //return half4(farCoc.rrr,1); + //return half4(nearCoc.rrr,1); + + //return half4( 1,0,1,0 ); + return InterpolateDof( small, med.rgb, large, coc ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Final_V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Final_V.hlsl new file mode 100644 index 000000000..86c93701a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Final_V.hlsl @@ -0,0 +1,72 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" +#include "./../../torque.hlsl" + +uniform float4 rtParams0; +uniform float4 rtParams1; +uniform float4 rtParams2; +uniform float4 rtParams3; +uniform float2 oneOverTargetSize; + +PFXVertToPix main( PFXVert IN ) +{ + PFXVertToPix OUT; + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv; + OUT.uv1 = IN.uv; + OUT.uv2 = IN.uv; + OUT.uv3 = IN.uv; + */ + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv + rtParams0.xy; + OUT.uv1 = IN.uv + rtParams1.xy; + OUT.uv2 = IN.uv + rtParams2.xy; + OUT.uv3 = IN.uv + rtParams3.xy; + */ + + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv * rtParams0.zw; + OUT.uv1 = IN.uv * rtParams1.zw; + OUT.uv2 = IN.uv * rtParams2.zw; + OUT.uv3 = IN.uv * rtParams3.zw; + */ + + + OUT.hpos = float4(IN.pos,1.0); + OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 ); + OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 ); // + float2( -5, 1 ) * oneOverTargetSize; + OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 ); + OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 ); + + + OUT.wsEyeRay = IN.wsEyeRay; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Gausian_P.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Gausian_P.hlsl new file mode 100644 index 000000000..f4d29f3e1 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Gausian_P.hlsl @@ -0,0 +1,63 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float2 uv3 : TEXCOORD3; + + float2 uv4 : TEXCOORD4; + float2 uv5 : TEXCOORD5; + float2 uv6 : TEXCOORD6; + float2 uv7 : TEXCOORD7; +}; + +float4 main( VertToPix IN ) : TORQUE_TARGET0 +{ + float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * 0.5 / 1.3; //25f; + + float4 OUT = 0; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv0 ) * kernel.x; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv1 ) * kernel.y; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv2 ) * kernel.z; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv3 ) * kernel.w; + + OUT += TORQUE_TEX2D( diffuseMap, IN.uv4 ) * kernel.x; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv5 ) * kernel.y; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv6 ) * kernel.z; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv7 ) * kernel.w; + + // Calculate a lumenance value in the alpha so we + // can use alpha test to save fillrate. + //float3 rgb2lum = float3( 0.30, 0.59, 0.11 ); + //OUT.a = dot( OUT.rgb, rgb2lum ); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Gausian_V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Gausian_V.hlsl new file mode 100644 index 000000000..b2d4582e0 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Gausian_V.hlsl @@ -0,0 +1,80 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" +#include "./../../torque.hlsl" + + +uniform float4 rtParams0; +uniform float2 texSize0; +uniform float2 oneOverTargetSize; + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float2 uv3 : TEXCOORD3; + + float2 uv4 : TEXCOORD4; + float2 uv5 : TEXCOORD5; + float2 uv6 : TEXCOORD6; + float2 uv7 : TEXCOORD7; +}; + +VertToPix main( PFXVert IN ) +{ + VertToPix OUT; + + OUT.hpos = float4(IN.pos,1.0); + + IN.uv = viewportCoordToRenderTarget( IN.uv, rtParams0 ); + + // I don't know why this offset is necessary, but it is. + //IN.uv = IN.uv * oneOverTargetSize; + + OUT.uv0 = IN.uv + ( ( BLUR_DIR * 3.5f ) / texSize0 ); + OUT.uv1 = IN.uv + ( ( BLUR_DIR * 2.5f ) / texSize0 ); + OUT.uv2 = IN.uv + ( ( BLUR_DIR * 1.5f ) / texSize0 ); + OUT.uv3 = IN.uv + ( ( BLUR_DIR * 0.5f ) / texSize0 ); + + OUT.uv4 = IN.uv - ( ( BLUR_DIR * 3.5f ) / texSize0 ); + OUT.uv5 = IN.uv - ( ( BLUR_DIR * 2.5f ) / texSize0 ); + OUT.uv6 = IN.uv - ( ( BLUR_DIR * 1.5f ) / texSize0 ); + OUT.uv7 = IN.uv - ( ( BLUR_DIR * 0.5f ) / texSize0 ); + + /* + OUT.uv0 = viewportCoordToRenderTarget( OUT.uv0, rtParams0 ); + OUT.uv1 = viewportCoordToRenderTarget( OUT.uv1, rtParams0 ); + OUT.uv2 = viewportCoordToRenderTarget( OUT.uv2, rtParams0 ); + OUT.uv3 = viewportCoordToRenderTarget( OUT.uv3, rtParams0 ); + + OUT.uv4 = viewportCoordToRenderTarget( OUT.uv4, rtParams0 ); + OUT.uv5 = viewportCoordToRenderTarget( OUT.uv5, rtParams0 ); + OUT.uv6 = viewportCoordToRenderTarget( OUT.uv6, rtParams0 ); + OUT.uv7 = viewportCoordToRenderTarget( OUT.uv7, rtParams0 ); + */ + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Passthrough_V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Passthrough_V.hlsl new file mode 100644 index 000000000..8131e45cd --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_Passthrough_V.hlsl @@ -0,0 +1,70 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" +#include "./../../torque.hlsl" + +uniform float4 rtParams0; +uniform float4 rtParams1; +uniform float4 rtParams2; +uniform float4 rtParams3; + +PFXVertToPix main( PFXVert IN ) +{ + PFXVertToPix OUT; + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv; + OUT.uv1 = IN.uv; + OUT.uv2 = IN.uv; + OUT.uv3 = IN.uv; + */ + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv + rtParams0.xy; + OUT.uv1 = IN.uv + rtParams1.xy; + OUT.uv2 = IN.uv + rtParams2.xy; + OUT.uv3 = IN.uv + rtParams3.xy; + */ + + /* + OUT.hpos = IN.pos; + OUT.uv0 = IN.uv * rtParams0.zw; + OUT.uv1 = IN.uv * rtParams1.zw; + OUT.uv2 = IN.uv * rtParams2.zw; + OUT.uv3 = IN.uv * rtParams3.zw; + */ + + + OUT.hpos = float4(IN.pos,1.0); + OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 ); + OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 ); + OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 ); + OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 ); + + + OUT.wsEyeRay = IN.wsEyeRay; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_SmallBlur_P.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_SmallBlur_P.hlsl new file mode 100644 index 000000000..175525a91 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_SmallBlur_P.hlsl @@ -0,0 +1,46 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// This vertex and pixel shader applies a 3 x 3 blur to the image in +// colorMapSampler, which is the same size as the render target. +// The sample weights are 1/16 in the corners, 2/16 on the edges, +// and 4/16 in the center. +#include "../../shaderModel.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(colorSampler, 0); // Output of DofNearCoc() + +struct Pixel +{ + float4 position : TORQUE_POSITION; + float4 texCoords : TEXCOORD0; +}; + +float4 main( Pixel IN ) : TORQUE_TARGET0 +{ + float4 color; + color = 0.0; + color += TORQUE_TEX2D( colorSampler, IN.texCoords.xz ); + color += TORQUE_TEX2D( colorSampler, IN.texCoords.yz ); + color += TORQUE_TEX2D( colorSampler, IN.texCoords.xw ); + color += TORQUE_TEX2D( colorSampler, IN.texCoords.yw ); + return color / 4.0; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_SmallBlur_V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_SmallBlur_V.hlsl new file mode 100644 index 000000000..3edb1ec2a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/DOF_SmallBlur_V.hlsl @@ -0,0 +1,56 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// This vertex and pixel shader applies a 3 x 3 blur to the image in +// colorMapSampler, which is the same size as the render target. +// The sample weights are 1/16 in the corners, 2/16 on the edges, +// and 4/16 in the center. + +#include "./../postFx.hlsl" +#include "./../../torque.hlsl" + +struct Vert +{ + float3 position : POSITION; + float2 texCoords : TEXCOORD0; +}; + +struct Pixel +{ + float4 position : TORQUE_POSITION; + float4 texCoords : TEXCOORD0; +}; + +uniform float2 oneOverTargetSize; +uniform float4 rtParams0; + +Pixel main( Vert IN ) +{ + Pixel OUT; + const float4 halfPixel = { -0.5, 0.5, -0.5, 0.5 }; + OUT.position = float4(IN.position,1.0); //Transform_ObjectToClip( IN.position ); + + //float2 uv = IN.texCoords + rtParams0.xy; + float2 uv = viewportCoordToRenderTarget( IN.texCoords, rtParams0 ); + OUT.texCoords = uv.xxyy + halfPixel * oneOverTargetSize.xxyy; + return OUT; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_CalcCoC_P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_CalcCoC_P.glsl new file mode 100644 index 000000000..38cb099c4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_CalcCoC_P.glsl @@ -0,0 +1,55 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../gl/postFX.glsl" + +// These are set by the game engine. +uniform sampler2D shrunkSampler; // Output of DofDownsample() +uniform sampler2D blurredSampler; // Blurred version of the shrunk sampler + +out vec4 OUT_col; + +// This is the pixel shader function that calculates the actual +// value used for the near circle of confusion. +// "texCoords" are 0 at the bottom left pixel and 1 at the top right. +void main() +{ + vec3 color; + float coc; + half4 blurred; + half4 shrunk; + + shrunk = texture( shrunkSampler, IN_uv0 ); + blurred = texture( blurredSampler, IN_uv1 ); + color = shrunk.rgb; + //coc = shrunk.a; + //coc = blurred.a; + //coc = max( blurred.a, shrunk.a ); + coc = 2 * max( blurred.a, shrunk.a ) - shrunk.a; + + + //OUT_col = vec4( coc.rrr, 1.0 ); + //OUT_col = vec4( color, 1.0 ); + OUT_col = vec4( color, coc ); + //OUT_col = vec4( 1.0, 0.0, 1.0, 1.0 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_CalcCoC_V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_CalcCoC_V.glsl new file mode 100644 index 000000000..d02ce6551 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_CalcCoC_V.glsl @@ -0,0 +1,69 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../../gl/torque.glsl" +#include "../../gl/postFX.glsl" + +uniform vec4 rtParams0; +uniform vec4 rtParams1; +uniform vec4 rtParams2; +uniform vec4 rtParams3; + +void main() +{ + /* + OUT_hpos = IN.pos; + OUT_uv0 = IN_uv; + OUT_uv1 = IN_uv; + OUT_uv2 = IN_uv; + OUT_uv3 = IN_uv; + */ + + /* + OUT_hpos = IN_pos; + OUT_uv0 = IN_uv + rtParams0.xy; + OUT_uv1 = IN_uv + rtParams1.xy; + OUT_uv2 = IN_uv + rtParams2.xy; + OUT_uv3 = IN_uv + rtParams3.xy; + */ + + /* + OUT_hpos = IN_pos; + OUT_uv0 = IN_uv * rtParams0.zw; + OUT_uv1 = IN_uv * rtParams1.zw; + OUT_uv2 = IN_uv * rtParams2.zw; + OUT_uv3 = IN_uv * rtParams3.zw; + */ + + + OUT_hpos = IN_pos; + OUT_uv0 = viewportCoordToRenderTarget( IN_uv, rtParams0 ); + OUT_uv1 = viewportCoordToRenderTarget( IN_uv, rtParams1 ); + OUT_uv2 = viewportCoordToRenderTarget( IN_uv, rtParams2 ); + OUT_uv3 = viewportCoordToRenderTarget( IN_uv, rtParams3 ); + + + OUT_wsEyeRay = IN_wsEyeRay; + + correctSSP(gl_Position);; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_DownSample_P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_DownSample_P.glsl new file mode 100644 index 000000000..f3c093f31 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_DownSample_P.glsl @@ -0,0 +1,143 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +// These are set by the game engine. +// The render target size is one-quarter the scene rendering size. +uniform sampler2D colorSampler; +uniform sampler2D depthSampler; +uniform vec2 dofEqWorld; +uniform float depthOffset; +uniform vec2 targetSize; +uniform float maxWorldCoC; +//uniform vec2 dofEqWeapon; +//uniform vec2 dofRowDelta; // vec2( 0, 0.25 / renderTargetHeight ) + +in vec2 tcColor0; +#define IN_tcColor0 tcColor0 +in vec2 tcColor1; +#define IN_tcColor1 tcColor1 +in vec2 tcDepth0; +#define IN_tcDepth0 tcDepth0 +in vec2 tcDepth1; +#define IN_tcDepth1 tcDepth1 +in vec2 tcDepth2; +#define IN_tcDepth2 tcDepth2 +in vec2 tcDepth3; +#define IN_tcDepth3 tcDepth3 + +out vec4 OUT_col; + +void main() +{ + //return vec4( 1.0, 0.0, 1.0, 1.0 ); + + vec2 dofRowDelta = vec2( 0, 0.25 / targetSize.y ); + + //vec2 dofEqWorld = vec2( -60, 1.0 ); + + half3 color; + half maxCoc; + vec4 depth; + half4 viewCoc; + half4 sceneCoc; + half4 curCoc; + half4 coc; + vec2 rowOfs[4]; + + // "rowOfs" reduces how many moves PS2.0 uses to emulate swizzling. + rowOfs[0] = vec2(0); + rowOfs[1] = dofRowDelta.xy; + rowOfs[2] = dofRowDelta.xy * 2; + rowOfs[3] = dofRowDelta.xy * 3; + + // Use bilinear filtering to average 4 color samples for free. + color = half3(0); + color += texture( colorSampler, IN_tcColor0.xy + rowOfs[0] ).rgb; + color += texture( colorSampler, IN_tcColor1.xy + rowOfs[0] ).rgb; + color += texture( colorSampler, IN_tcColor0.xy + rowOfs[2] ).rgb; + color += texture( colorSampler, IN_tcColor1.xy + rowOfs[2] ).rgb; + color /= 4; + + // Process 4 samples at a time to use vector hardware efficiently. + // The CoC will be 1 if the depth is negative, so use "min" to pick + // between "sceneCoc" and "viewCoc". + + coc = half4(0); + for ( int i = 0; i < 4; i++ ) + { + depth[0] = deferredUncondition( depthSampler, ( IN_tcDepth0.xy + rowOfs[i] ) ).w; + depth[1] = deferredUncondition( depthSampler, ( IN_tcDepth1.xy + rowOfs[i] ) ).w; + depth[2] = deferredUncondition( depthSampler, ( IN_tcDepth2.xy + rowOfs[i] ) ).w; + depth[3] = deferredUncondition( depthSampler, ( IN_tcDepth3.xy + rowOfs[i] ) ).w; + + // @todo OPENGL INTEL need review + coc = max( coc, clamp( half4(dofEqWorld.x) * depth + half4(dofEqWorld.y), half4(0.0), half4(maxWorldCoC) ) ); + } + + /* + depth[0] = texture( depthSampler, pixel.tcDepth0.xy + rowOfs[0] ).r; + depth[1] = texture( depthSampler, pixel.tcDepth1.xy + rowOfs[0] ).r; + depth[2] = texture( depthSampler, pixel.tcDepth2.xy + rowOfs[0] ).r; + depth[3] = texture( depthSampler, pixel.tcDepth3.xy + rowOfs[0] ).r; + viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y ); + sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y ); + curCoc = min( viewCoc, sceneCoc ); + coc = curCoc; + + depth[0] = texture( depthSampler, pixel.tcDepth0.xy + rowOfs[1] ).r; + depth[1] = texture( depthSampler, pixel.tcDepth1.xy + rowOfs[1] ).r; + depth[2] = texture( depthSampler, pixel.tcDepth2.xy + rowOfs[1] ).r; + depth[3] = texture( depthSampler, pixel.tcDepth3.xy + rowOfs[1] ).r; + viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y ); + sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y ); + curCoc = min( viewCoc, sceneCoc ); + coc = max( coc, curCoc ); + + depth[0] = texture( depthSampler, pixel.tcDepth0.xy + rowOfs[2] ).r; + depth[1] = texture( depthSampler, pixel.tcDepth1.xy + rowOfs[2] ).r; + depth[2] = texture( depthSampler, pixel.tcDepth2.xy + rowOfs[2] ).r; + depth[3] = texture( depthSampler, pixel.tcDepth3.xy + rowOfs[2] ).r; + viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y ); + sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y ); + curCoc = min( viewCoc, sceneCoc ); + coc = max( coc, curCoc ); + + depth[0] = texture( depthSampler, pixel.tcDepth0.xy + rowOfs[3] ).r; + depth[1] = texture( depthSampler, pixel.tcDepth1.xy + rowOfs[3] ).r; + depth[2] = texture( depthSampler, pixel.tcDepth2.xy + rowOfs[3] ).r; + depth[3] = texture( depthSampler, pixel.tcDepth3.xy + rowOfs[3] ).r; + viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y ); + sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y ); + curCoc = min( viewCoc, sceneCoc ); + coc = max( coc, curCoc ); + */ + + maxCoc = max( max( coc[0], coc[1] ), max( coc[2], coc[3] ) ); + + //OUT_col = half4( 1.0, 0.0, 1.0, 1.0 ); + OUT_col = half4( color, maxCoc ); + //OUT_col = half4( color, 1.0f ); + //OUT_col = half4( maxCoc.rrr, 1.0 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_DownSample_V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_DownSample_V.glsl new file mode 100644 index 000000000..b8e840c9e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_DownSample_V.glsl @@ -0,0 +1,67 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../../gl/torque.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; +in vec3 vTexCoord1; + +#define IN_pos vPosition +#define IN_tc vTexCoord0 +#define IN_wsEyeRay vTexCoord1 + +#define OUT_position gl_Position + +out vec2 tcColor0; +#define OUT_tcColor0 tcColor0 +out vec2 tcColor1; +#define OUT_tcColor1 tcColor1 +out vec2 tcDepth0; +#define OUT_tcDepth0 tcDepth0 +out vec2 tcDepth1; +#define OUT_tcDepth1 tcDepth1 +out vec2 tcDepth2; +#define OUT_tcDepth2 tcDepth2 +out vec2 tcDepth3; +#define OUT_tcDepth3 tcDepth3 + + +uniform vec4 rtParams0; +uniform vec2 oneOverTargetSize; + +void main() +{ + OUT_position = IN_pos; + + vec2 uv = viewportCoordToRenderTarget( IN_tc, rtParams0 ); + //OUT_position = tMul( IN_pos, modelView ); + OUT_tcColor1 = uv + vec2( +1.0, -0.0 ) * oneOverTargetSize; + OUT_tcColor0 = uv + vec2( -1.0, -0.0 ) * oneOverTargetSize; + OUT_tcDepth0 = uv + vec2( -0.5, -0.0 ) * oneOverTargetSize; + OUT_tcDepth1 = uv + vec2( -1.5, -0.0 ) * oneOverTargetSize; + OUT_tcDepth2 = uv + vec2( +1.5, -0.0 ) * oneOverTargetSize; + OUT_tcDepth3 = uv + vec2( +2.5, -0.0 ) * oneOverTargetSize; + + correctSSP(gl_Position); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Final_P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Final_P.glsl new file mode 100644 index 000000000..9b976ba1e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Final_P.glsl @@ -0,0 +1,147 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +uniform sampler2D colorSampler; // Original source image +uniform sampler2D smallBlurSampler; // Output of SmallBlurPS() +uniform sampler2D largeBlurSampler; // Blurred output of DofDownsample() +uniform sampler2D depthSampler; // +uniform vec2 oneOverTargetSize; +uniform vec4 dofLerpScale; +uniform vec4 dofLerpBias; +uniform vec3 dofEqFar; +uniform float maxFarCoC; + +//static float d0 = 0.1; +//static float d1 = 0.1; +//static float d2 = 0.8; +//static vec4 dofLerpScale = vec4( -1.0 / d0, -1.0 / d1, -1.0 / d2, 1.0 / d2 ); +//static vec4 dofLerpBias = vec4( 1.0, (1.0 - d2) / d1, 1.0 / d2, (d2 - 1.0) / d2 ); +//static vec3 dofEqFar = vec3( 2.0, 0.0, 1.0 ); + +out vec4 OUT_col; + +vec4 tex2Doffset( sampler2D s, vec2 tc, vec2 offset ) +{ + return texture( s, tc + offset * oneOverTargetSize ); +} + +half3 GetSmallBlurSample( vec2 tc ) +{ + half3 sum; + const half weight = 4.0 / 17; + sum = half3(0); // Unblurred sample done by alpha blending + //sum += weight * tex2Doffset( colorSampler, tc, vec2( 0, 0 ) ).rgb; + sum += weight * tex2Doffset( colorSampler, tc, vec2( +0.5, -1.5 ) ).rgb; + sum += weight * tex2Doffset( colorSampler, tc, vec2( -1.5, -0.5 ) ).rgb; + sum += weight * tex2Doffset( colorSampler, tc, vec2( -0.5, +1.5 ) ).rgb; + sum += weight * tex2Doffset( colorSampler, tc, vec2( +1.5, +0.5 ) ).rgb; + return sum; +} + +half4 InterpolateDof( half3 small, half3 med, half3 large, half t ) +{ + //t = 2; + half4 weights; + half3 color; + half alpha; + + // Efficiently calculate the cross-blend weights for each sample. + // Let the unblurred sample to small blur fade happen over distance + // d0, the small to medium blur over distance d1, and the medium to + // large blur over distance d2, where d0 + d1 + d2 = 1. + //vec4 dofLerpScale = vec4( -1 / d0, -1 / d1, -1 / d2, 1 / d2 ); + //vec4 dofLerpBias = vec4( 1, (1 – d2) / d1, 1 / d2, (d2 – 1) / d2 ); + + weights = saturate( t * dofLerpScale + dofLerpBias ); + weights.yz = min( weights.yz, 1 - weights.xy ); + + // Unblurred sample with weight "weights.x" done by alpha blending + color = weights.y * small + weights.z * med + weights.w * large; + //color = med; + alpha = dot( weights.yzw, half3( 16.0 / 17, 1.0, 1.0 ) ); + //alpha = 0.0; + + return half4( color, alpha ); +} + +void main() +{ + //return half4( 1,0,1,1 ); + //return half4( texture( colorSampler, IN_uv0 ).rgb, 1.0 ); + //return half4( texture( colorSampler, texCoords ).rgb, 0 ); + half3 small; + half4 med; + half3 large; + half depth; + half nearCoc; + half farCoc; + half coc; + + small = GetSmallBlurSample( IN_uv0 ); + //small = half3( 1,0,0 ); + //return half4( small, 1.0 ); + med = texture( smallBlurSampler, IN_uv1 ); + //med.rgb = half3( 0,1,0 ); + //return half4(med.rgb, 0.0); + large = texture( largeBlurSampler, IN_uv2 ).rgb; + //large = half3( 0,0,1 ); + //return large; + //return half4(large.rgb,1.0); + nearCoc = med.a; + + // Since the med blur texture is screwed up currently + // replace it with the large, but this needs to be fixed. + //med.rgb = large; + + //nearCoc = 0; + depth = deferredUncondition( depthSampler, IN_uv3 ).w; + //return half4(depth.rrr,1); + //return half4(nearCoc.rrr,1.0); + + if (depth > 0.999 ) + { + coc = nearCoc; // We don't want to blur the sky. + //coc = 0; + } + else + { + // dofEqFar.x and dofEqFar.y specify the linear ramp to convert + // to depth for the distant out-of-focus region. + // dofEqFar.z is the ratio of the far to the near blur radius. + farCoc = clamp( dofEqFar.x * depth + dofEqFar.y, 0.0, maxFarCoC ); + coc = max( nearCoc, farCoc * dofEqFar.z ); + //coc = nearCoc; + } + + //coc = nearCoc; + //coc = farCoc; + //return half4(coc.rrr,0.5); + //return half4(farCoc.rrr,1); + //return half4(nearCoc.rrr,1); + + //return half4( 1,0,1,0 ); + OUT_col = InterpolateDof( small, med.rgb, large, coc ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Final_V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Final_V.glsl new file mode 100644 index 000000000..abc91246e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Final_V.glsl @@ -0,0 +1,71 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../../gl/torque.glsl" +#include "../../gl/postFX.glsl" + +uniform vec4 rtParams0; +uniform vec4 rtParams1; +uniform vec4 rtParams2; +uniform vec4 rtParams3; +uniform vec2 oneOverTargetSize; + +void main() +{ + /* + OUT.hpos = IN_pos; + OUT_uv0 = IN_uv; + OUT_uv1 = IN_uv; + OUT_uv2 = IN_uv; + OUT_uv3 = IN_uv; + */ + + /* + OUT_hpos = IN_pos; + OUT_uv0 = IN_uv + rtParams0.xy; + OUT_uv1 = IN_uv + rtParams1.xy; + OUT_uv2 = IN_uv + rtParams2.xy; + OUT_uv3 = IN_uv + rtParams3.xy; + */ + + + /* + OUT_hpos = IN_pos; + OUT_uv0 = IN_uv * rtParams0.zw; + OUT_uv1 = IN_uv * rtParams1.zw; + OUT_uv2 = IN_uv * rtParams2.zw; + OUT_uv3 = IN_uv * rtParams3.zw; + */ + + + OUT_hpos = IN_pos; + OUT_uv0 = viewportCoordToRenderTarget( IN_uv, rtParams0 ); + OUT_uv1 = viewportCoordToRenderTarget( IN_uv, rtParams1 ); // + vec2( -5, 1 ) * oneOverTargetSize; + OUT_uv2 = viewportCoordToRenderTarget( IN_uv, rtParams2 ); + OUT_uv3 = viewportCoordToRenderTarget( IN_uv, rtParams3 ); + + + OUT_wsEyeRay = IN_wsEyeRay; + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Gausian_P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Gausian_P.glsl new file mode 100644 index 000000000..61e7697af --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Gausian_P.glsl @@ -0,0 +1,68 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +in vec3 wsEyeRay; +#define IN_wsEyeRay wsEyeRay +in vec2 uv0; +#define IN_uv0 uv0 +in vec2 uv1; +#define IN_uv1 uv1 +in vec2 uv2; +#define IN_uv2 uv2 +in vec2 uv3; +#define IN_uv3 uv3 +in vec2 uv4; +#define IN_uv4 uv4 +in vec2 uv5; +#define IN_uv5 uv5 +in vec2 uv6; +#define IN_uv6 uv6 +in vec2 uv7; +#define IN_uv7 uv7 + +out vec4 OUT_col; + +uniform sampler2D diffuseMap; + +void main() +{ + vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * 0.5 / 1.3; //25f; + + OUT_col = vec4(0); + OUT_col += texture( diffuseMap, IN_uv0 ) * kernel.x; + OUT_col += texture( diffuseMap, IN_uv1 ) * kernel.y; + OUT_col += texture( diffuseMap, IN_uv2 ) * kernel.z; + OUT_col += texture( diffuseMap, IN_uv3 ) * kernel.w; + + OUT_col += texture( diffuseMap, IN_uv4 ) * kernel.x; + OUT_col += texture( diffuseMap, IN_uv5 ) * kernel.y; + OUT_col += texture( diffuseMap, IN_uv6 ) * kernel.z; + OUT_col += texture( diffuseMap, IN_uv7 ) * kernel.w; + + // Calculate a lumenance value in the alpha so we + // can use alpha test to save fillrate. + //vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 ); + //OUT_col.a = dot( OUT_col.rgb, rgb2lum ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Gausian_V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Gausian_V.glsl new file mode 100644 index 000000000..c77e23c53 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Gausian_V.glsl @@ -0,0 +1,91 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../../gl/torque.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; +in vec3 vTexCoord1; + +#define IN_pos vPosition +#define _IN_uv vTexCoord0 +#define IN_wsEyeRay vTexCoord1 + +#define OUT_hpos gl_Position +out vec3 wsEyeRay; +#define OUT_wsEyeRay wsEyeRay +out vec2 uv0; +#define OUT_uv0 uv0 +out vec2 uv1; +#define OUT_uv1 uv1 +out vec2 uv2; +#define OUT_uv2 uv2 +out vec2 uv3; +#define OUT_uv3 uv3 +out vec2 uv4; +#define OUT_uv4 uv4 +out vec2 uv5; +#define OUT_uv5 uv5 +out vec2 uv6; +#define OUT_uv6 uv6 +out vec2 uv7; +#define OUT_uv7 uv7 + +uniform vec2 texSize0; +uniform vec4 rtParams0; +uniform vec2 oneOverTargetSize; + + +void main() +{ + OUT_hpos = IN_pos; + + vec2 IN_uv = viewportCoordToRenderTarget( _IN_uv, rtParams0 ); + + // I don't know why this offset is necessary, but it is. + //IN_uv = IN_uv * oneOverTargetSize; + + OUT_uv0 = IN_uv + ( ( BLUR_DIR * 3.5f ) / texSize0 ); + OUT_uv1 = IN_uv + ( ( BLUR_DIR * 2.5f ) / texSize0 ); + OUT_uv2 = IN_uv + ( ( BLUR_DIR * 1.5f ) / texSize0 ); + OUT_uv3 = IN_uv + ( ( BLUR_DIR * 0.5f ) / texSize0 ); + + OUT_uv4 = IN_uv - ( ( BLUR_DIR * 3.5f ) / texSize0 ); + OUT_uv5 = IN_uv - ( ( BLUR_DIR * 2.5f ) / texSize0 ); + OUT_uv6 = IN_uv - ( ( BLUR_DIR * 1.5f ) / texSize0 ); + OUT_uv7 = IN_uv - ( ( BLUR_DIR * 0.5f ) / texSize0 ); + + /* + OUT_uv0 = viewportCoordToRenderTarget( OUT_uv0, rtParams0 ); + OUT_uv1 = viewportCoordToRenderTarget( OUT_uv1, rtParams0 ); + OUT_uv2 = viewportCoordToRenderTarget( OUT_uv2, rtParams0 ); + OUT_uv3 = viewportCoordToRenderTarget( OUT_uv3, rtParams0 ); + + OUT_uv4 = viewportCoordToRenderTarget( OUT_uv4, rtParams0 ); + OUT_uv5 = viewportCoordToRenderTarget( OUT_uv5, rtParams0 ); + OUT_uv6 = viewportCoordToRenderTarget( OUT_uv6, rtParams0 ); + OUT_uv7 = viewportCoordToRenderTarget( OUT_uv7, rtParams0 ); + */ + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Passthrough_V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Passthrough_V.glsl new file mode 100644 index 000000000..bd02fb7d4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_Passthrough_V.glsl @@ -0,0 +1,69 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../../gl/torque.glsl" +#include "../../gl/postFX.glsl" + +uniform vec4 rtParams0; +uniform vec4 rtParams1; +uniform vec4 rtParams2; +uniform vec4 rtParams3; + +void main() +{ + /* + OUT.hpos = IN_pos; + OUT_uv0 = IN_uv; + OUT_uv1 = IN_uv; + OUT_uv2 = IN_uv; + OUT_uv3 = IN_uv; + */ + + /* + OUT_hpos = IN_pos; + OUT_uv0 = IN_uv + rtParams0.xy; + OUT_uv1 = IN_uv + rtParams1.xy; + OUT_uv2 = IN_uv + rtParams2.xy; + OUT_uv3 = IN_uv + rtParams3.xy; + */ + + /* + OUT_hpos = IN_pos; + OUT_uv0 = IN_uv * rtParams0.zw; + OUT_uv1 = IN_uv * rtParams1.zw; + OUT_uv2 = IN_uv * rtParams2.zw; + OUT_uv3 = IN_uv * rtParams3.zw; + */ + + + OUT_hpos = IN_pos; + OUT_uv0 = viewportCoordToRenderTarget( IN_uv, rtParams0 ); + OUT_uv1 = viewportCoordToRenderTarget( IN_uv, rtParams1 ); + OUT_uv2 = viewportCoordToRenderTarget( IN_uv, rtParams2 ); + OUT_uv3 = viewportCoordToRenderTarget( IN_uv, rtParams3 ); + + + OUT_wsEyeRay = IN_wsEyeRay; + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_SmallBlur_P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_SmallBlur_P.glsl new file mode 100644 index 000000000..ae94edd78 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_SmallBlur_P.glsl @@ -0,0 +1,46 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// This vertex and pixel shader applies a 3 x 3 blur to the image in +// colorMapSampler, which is the same size as the render target. +// The sample weights are 1/16 in the corners, 2/16 on the edges, +// and 4/16 in the center. + +#include "../../../gl/hlslCompat.glsl" + +uniform sampler2D colorSampler; // Output of DofNearCoc() + +in vec4 texCoords; +#define IN_texCoords texCoords + +out vec4 OUT_col; + +void main() +{ + vec4 color; + color = vec4(0.0); + color += texture( colorSampler, IN_texCoords.xz ); + color += texture( colorSampler, IN_texCoords.yz ); + color += texture( colorSampler, IN_texCoords.xw ); + color += texture( colorSampler, IN_texCoords.yw ); + OUT_col = color / 4.0; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_SmallBlur_V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_SmallBlur_V.glsl new file mode 100644 index 000000000..413abd352 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/dof/gl/DOF_SmallBlur_V.glsl @@ -0,0 +1,54 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// This vertex and pixel shader applies a 3 x 3 blur to the image in +// colorMapSampler, which is the same size as the render target. +// The sample weights are 1/16 in the corners, 2/16 on the edges, +// and 4/16 in the center. + +#include "../../../gl/hlslCompat.glsl" +#include "../../../gl/torque.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +#define IN_position vPosition +#define IN_texCoords vTexCoord0 + +#define OUT_position gl_Position +out vec4 texCoords; +#define OUT_texCoords texCoords + +uniform vec2 oneOverTargetSize; +uniform vec4 rtParams0; + +void main() +{ + const vec4 halfPixel = vec4( -0.5, 0.5, -0.5, 0.5 ); + OUT_position = IN_position; //Transform_ObjectToClip( IN_position ); + + //vec2 uv = IN_texCoords + rtParams0.xy; + vec2 uv = viewportCoordToRenderTarget( IN_texCoords, rtParams0 ); + OUT_texCoords = uv.xxyy + halfPixel * oneOverTargetSize.xxyy; + + correctSSP(gl_Position); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/dbgEdgeDisplayP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/dbgEdgeDisplayP.hlsl new file mode 100644 index 000000000..fbd529031 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/dbgEdgeDisplayP.hlsl @@ -0,0 +1,30 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(edgeBuffer); + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + return float4( TORQUE_TEX2D( edgeBuffer, IN.uv0 ).rrr, 1.0 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeAAP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeAAP.hlsl new file mode 100644 index 000000000..f5a71687d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeAAP.hlsl @@ -0,0 +1,66 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(edgeBuffer,0); +TORQUE_UNIFORM_SAMPLER2D(backBuffer, 1); +uniform float2 targetSize; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float2 pixelSize = 1.0 / targetSize; + + // Sample edge buffer, bail if not on an edge + float edgeSample = TORQUE_TEX2D(edgeBuffer, IN.uv0).r; + clip(edgeSample - 1e-6); + + // Ok we're on an edge, so multi-tap sample, average, and return + float2 offsets[9] = { + float2( 0.0, 0.0), + float2(-1.0, -1.0), + float2( 0.0, -1.0), + float2( 1.0, -1.0), + float2( 1.0, 0.0), + float2( 1.0, 1.0), + float2( 0.0, 1.0), + float2(-1.0, 1.0), + float2(-1.0, 0.0), + }; + + float4 accumColor = 0; + for(int i = 0; i < 9; i++) + { + // Multiply the intensity of the edge, by the UV, so that things which maybe + // aren't quite full edges get sub-pixel sampling to reduce artifacts + + // Scaling offsets by 0.5 to reduce the range bluriness from extending to + // far outward from the edge. + + float2 offsetUV = IN.uv1 + edgeSample * ( offsets[i] * 0.5 ) * pixelSize;//rtWidthHeightInvWidthNegHeight.zw; + //offsetUV *= 0.999; + accumColor += TORQUE_TEX2D(backBuffer, offsetUV); + } + accumColor /= 9.0; + + return accumColor; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeAAV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeAAV.hlsl new file mode 100644 index 000000000..4718b40f5 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeAAV.hlsl @@ -0,0 +1,45 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" +#include "./../../torque.hlsl" + + +uniform float4 rtParams0; +uniform float4 rtParams1; +uniform float4 rtParams2; +uniform float4 rtParams3; + +PFXVertToPix main( PFXVert IN ) +{ + PFXVertToPix OUT; + + OUT.hpos = IN.pos; + OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 ); + OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 ); + OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 ); + OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 ); + + OUT.wsEyeRay = IN.wsEyeRay; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeDetectP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeDetectP.hlsl new file mode 100644 index 000000000..c8bfb2153 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/edgeDetectP.hlsl @@ -0,0 +1,93 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" +#include "../../shaderModelAutoGen.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer,0); + +// GPU Gems 3, pg 443-444 +float GetEdgeWeight(float2 uv0, in float2 targetSize) +{ + float2 offsets[9] = { + float2( 0.0, 0.0), + float2(-1.0, -1.0), + float2( 0.0, -1.0), + float2( 1.0, -1.0), + float2( 1.0, 0.0), + float2( 1.0, 1.0), + float2( 0.0, 1.0), + float2(-1.0, 1.0), + float2(-1.0, 0.0), + }; + + + float2 PixelSize = 1.0 / targetSize; + + float Depth[9]; + float3 Normal[9]; + + [unroll] //no getting around this, may as well save the annoying warning message + for(int i = 0; i < 9; i++) + { + float2 uv = uv0 + offsets[i] * PixelSize; + float4 gbSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uv ); + Depth[i] = gbSample.a; + Normal[i] = gbSample.rgb; + } + + float4 Deltas1 = float4(Depth[1], Depth[2], Depth[3], Depth[4]); + float4 Deltas2 = float4(Depth[5], Depth[6], Depth[7], Depth[8]); + + Deltas1 = abs(Deltas1 - Depth[0]); + Deltas2 = abs(Depth[0] - Deltas2); + + float4 maxDeltas = max(Deltas1, Deltas2); + float4 minDeltas = max(min(Deltas1, Deltas2), 0.00001); + + float4 depthResults = step(minDeltas * 25.0, maxDeltas); + + Deltas1.x = dot(Normal[1], Normal[0]); + Deltas1.y = dot(Normal[2], Normal[0]); + Deltas1.z = dot(Normal[3], Normal[0]); + Deltas1.w = dot(Normal[4], Normal[0]); + + Deltas2.x = dot(Normal[5], Normal[0]); + Deltas2.y = dot(Normal[6], Normal[0]); + Deltas2.z = dot(Normal[7], Normal[0]); + Deltas2.w = dot(Normal[8], Normal[0]); + + Deltas1 = abs(Deltas1 - Deltas2); + + float4 normalResults = step(0.4, Deltas1); + + normalResults = max(normalResults, depthResults); + + return dot(normalResults, float4(1.0, 1.0, 1.0, 1.0)) * 0.25; +} + +uniform float2 targetSize; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + return GetEdgeWeight(IN.uv0, targetSize);//rtWidthHeightInvWidthNegHeight.zw); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl new file mode 100644 index 000000000..ccc3b8ba5 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl @@ -0,0 +1,36 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +in vec2 uv0; +#define IN_uv0 uv0 + +uniform sampler2D edgeBuffer; + +out vec4 OUT_col; + +void main() +{ + OUT_col = vec4( texture( edgeBuffer, IN_uv0 ).rrr, 1.0 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeAAP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeAAP.glsl new file mode 100644 index 000000000..216dc8725 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeAAP.glsl @@ -0,0 +1,70 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +uniform sampler2D edgeBuffer; +uniform sampler2D backBuffer; +uniform vec2 targetSize; + +out vec4 OUT_col; + +void main() +{ + vec2 pixelSize = 1.0 / targetSize; + + // Sample edge buffer, bail if not on an edge + float edgeSample = texture(edgeBuffer, IN_uv0).r; + clip(edgeSample - 1e-6); + + // Ok we're on an edge, so multi-tap sample, average, and return + vec2 offsets[9] = vec2[]( + vec2( 0.0, 0.0), + vec2(-1.0, -1.0), + vec2( 0.0, -1.0), + vec2( 1.0, -1.0), + vec2( 1.0, 0.0), + vec2( 1.0, 1.0), + vec2( 0.0, 1.0), + vec2(-1.0, 1.0), + vec2(-1.0, 0.0) + ); + + vec4 accumColor = vec4(0.0); + for(int i = 0; i < 9; i++) + { + // Multiply the intensity of the edge, by the UV, so that things which maybe + // aren't quite full edges get sub-pixel sampling to reduce artifacts + + // Scaling offsets by 0.5 to reduce the range bluriness from extending to + // far outward from the edge. + + vec2 offsetUV = IN_uv1 + edgeSample * ( offsets[i] * 0.5 ) * pixelSize;//rtWidthHeightInvWidthNegHeight.zw; + //offsetUV *= 0.999; + accumColor+= texture(backBuffer, offsetUV); + } + accumColor /= 9.0; + + OUT_col = accumColor; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeAAV.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeAAV.glsl new file mode 100644 index 000000000..975532272 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeAAV.glsl @@ -0,0 +1,43 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../../gl/torque.glsl" +#include "../../gl/postFX.glsl" + +uniform vec4 rtParams0; +uniform vec4 rtParams1; +uniform vec4 rtParams2; +uniform vec4 rtParams3; + +void main() +{ + OUT_hpos = IN_pos; + OUT_uv0 = viewportCoordToRenderTarget( IN_uv, rtParams0 ); + OUT_uv1 = viewportCoordToRenderTarget( IN_uv, rtParams1 ); + OUT_uv2 = viewportCoordToRenderTarget( IN_uv, rtParams2 ); + OUT_uv3 = viewportCoordToRenderTarget( IN_uv, rtParams3 ); + + OUT_wsEyeRay = IN_wsEyeRay; + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeDetectP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeDetectP.glsl new file mode 100644 index 000000000..02507eee8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/edgeaa/gl/edgeDetectP.glsl @@ -0,0 +1,96 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +// GPU Gems 3, pg 443-444 +float GetEdgeWeight(vec2 uv0, in sampler2D deferredBuffer, in vec2 targetSize) +{ + vec2 offsets[9] = vec2[]( + vec2( 0.0, 0.0), + vec2(-1.0, -1.0), + vec2( 0.0, -1.0), + vec2( 1.0, -1.0), + vec2( 1.0, 0.0), + vec2( 1.0, 1.0), + vec2( 0.0, 1.0), + vec2(-1.0, 1.0), + vec2(-1.0, 0.0) + ); + + + vec2 PixelSize = 1.0 / targetSize; + + float Depth[9]; + vec3 Normal[9]; + + for(int i = 0; i < 9; i++) + { + vec2 uv = uv0 + offsets[i] * PixelSize; + vec4 gbSample = deferredUncondition( deferredBuffer, uv ); + Depth[i] = gbSample.a; + Normal[i] = gbSample.rgb; + } + + vec4 Deltas1 = vec4(Depth[1], Depth[2], Depth[3], Depth[4]); + vec4 Deltas2 = vec4(Depth[5], Depth[6], Depth[7], Depth[8]); + + Deltas1 = abs(Deltas1 - Depth[0]); + Deltas2 = abs(Depth[0] - Deltas2); + + vec4 maxDeltas = max(Deltas1, Deltas2); + vec4 minDeltas = max(min(Deltas1, Deltas2), 0.00001); + + vec4 depthResults = step(minDeltas * 25.0, maxDeltas); + + Deltas1.x = dot(Normal[1], Normal[0]); + Deltas1.y = dot(Normal[2], Normal[0]); + Deltas1.z = dot(Normal[3], Normal[0]); + Deltas1.w = dot(Normal[4], Normal[0]); + + Deltas2.x = dot(Normal[5], Normal[0]); + Deltas2.y = dot(Normal[6], Normal[0]); + Deltas2.z = dot(Normal[7], Normal[0]); + Deltas2.w = dot(Normal[8], Normal[0]); + + Deltas1 = abs(Deltas1 - Deltas2); + + vec4 normalResults = step(0.4, Deltas1); + + normalResults = max(normalResults, depthResults); + + return dot(normalResults, vec4(1.0, 1.0, 1.0, 1.0)) * 0.25; +} + +in vec2 uv0; +#define IN_uv0 uv0 + +uniform sampler2D deferredBuffer; +uniform vec2 targetSize; + +out vec4 OUT_col; + +void main() +{ + OUT_col = vec4( GetEdgeWeight(IN_uv0, deferredBuffer, targetSize ) );//rtWidthHeightInvWidthNegHeight.zw); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/flashP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/flashP.hlsl new file mode 100644 index 000000000..93daf3c26 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/flashP.hlsl @@ -0,0 +1,36 @@ +//----------------------------------------------------------------------------- +// 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 "./postFx.hlsl" +#include "../torque.hlsl" + +uniform float damageFlash; +uniform float whiteOut; +TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); + +float4 main(PFXVertToPix IN) : TORQUE_TARGET0 +{ + float4 color1 = TORQUE_TEX2D(backBuffer, IN.uv0); + float4 color2 = color1 * MUL_COLOR; + float4 damage = lerp(color1,color2,damageFlash); + return lerp(damage,WHITE_COLOR,whiteOut); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/fogP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/fogP.hlsl new file mode 100644 index 000000000..9f3500f67 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/fogP.hlsl @@ -0,0 +1,47 @@ +//----------------------------------------------------------------------------- +// 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 "./postFx.hlsl" +#include "./../torque.hlsl" +#include "./../shaderModelAutoGen.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); +uniform float3 eyePosWorld; +uniform float4 fogColor; +uniform float3 fogData; +uniform float4 rtParams0; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + //float2 deferredCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy; + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; + //return float4( depth, 0, 0, 0.7 ); + + float factor = computeSceneFog( eyePosWorld, + eyePosWorld + ( IN.wsEyeRay * depth ), + fogData.x, + fogData.y, + fogData.z ); + + return hdrEncode( float4( fogColor.rgb, 1.0 - saturate( factor ) ) ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/Fxaa3_11.h b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/Fxaa3_11.h new file mode 100644 index 000000000..9ca7627d4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/Fxaa3_11.h @@ -0,0 +1,2047 @@ +/*============================================================================ + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ + INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + + #define FXAA_PC 1 + #define FXAA_HLSL_5 1 + #define FXAA_QUALITY__PRESET 12 + +Or, + + #define FXAA_360 1 + +Or, + + #define FXAA_PS3 1 + +Etc. + +(2.) +Then include this file, + + include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same +to enable easy porting between platforms. + + return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + + #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos" +such that inputs in the pixel shader provide, + + // {xy} = center of pixel + FxaaFloat2 pos, + + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ + INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set, + + #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma + return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + + color.rgb = ToneMap(color.rgb); // linear color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma + return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ + BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable +in a linear colorspace. + + +------------------------------------------------------------------------------ + COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, + have the pass write out luma into alpha. + Then blend into RGB only. + FXAA should be able to run ok + assuming the blending pass did not any add aliasing. + This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + + INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 + #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 + #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT + #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC + // + // FXAA Quality + // The high quality PC algorithm. + // + #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE + // + // The console algorithm for PC is included + // for developers targeting really low spec machines. + // Likely better to just run FXAA_PC, and use a really low preset. + // + #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 + #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + +/*============================================================================ + FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS + // + // Consoles the sharpness of edges on PS3 only. + // Non-PS3 tuning is done with shader input. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 8.0 is sharper + // 4.0 is softer + // 2.0 is really soft (good for vector graphics inputs) + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD + // + // Only effects PS3. + // Non-PS3 tuning is done with shader input. + // + // The minimum amount of local contrast required to apply algorithm. + // The console setting has a different mapping than the quality setting. + // + // This only applies when FXAA_EARLY_EXIT is 1. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 0.25 and 0.125. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 0.125 leaves less aliasing, but is softer + // 0.25 leaves more aliasing, and is sharper + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #else + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #endif +#endif + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#else + #define FxaaBool bool + #define FxaaDiscard clip(-1) + #define FxaaFloat float + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaHalf half + #define FxaaHalf2 half2 + #define FxaaHalf3 half3 + #define FxaaHalf4 half4 + #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) + #define FxaaInt2 float2 + #define FxaaTex sampler2D + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) + #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) + #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) + #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) + #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 2nd sampler. + // This sampler needs to have an exponent bias of -1. + FxaaTex fxaaConsole360TexExpBiasNegOne, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 3nd sampler. + // This sampler needs to have an exponent bias of -2. + FxaaTex fxaaConsole360TexExpBiasNegTwo, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. + // This must be from a constant/uniform. + // {x___} = 8.0/screenWidthInPixels + // {_y__} = 8.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This only applies when FXAA_EARLY_EXIT is 1. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin, + // + // Extra constants for 360 FXAA Console only. + // Use zeros or anything else for other platforms. + // These must be in physical constant registers and NOT immedates. + // Immedates will result in compiler un-optimizing. + // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + + FXAA3 CONSOLE - PC VERSION + +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with + #define FXAA_QUALITY__PRESET 10 +Or + #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat lumaM = rgbyM.w; + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); + #else + FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); + #endif + if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; + return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - 360 PIXEL SHADER + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + float4 lumaNwNeSwSe; + #if (FXAA_GREEN_AS_LUMA == 0) + asm { + tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #else + asm { + tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #endif +/*--------------------------------------------------------------------------*/ + lumaNwNeSwSe.y += 1.0/384.0; + float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); + float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ + float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + float lumaMinM = min(lumaMin, rgbyM.w); + float lumaMaxM = max(lumaMax, rgbyM.w); + #else + float lumaMinM = min(lumaMin, rgbyM.y); + float lumaMaxM = max(lumaMax, rgbyM.y); + #endif + if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); + dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); + dir = normalize(dir); +/*--------------------------------------------------------------------------*/ + float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ + float4 dir2; + float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; + dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); + dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ + float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); + float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); + float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); + float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ + float4 rgbyA = rgbyN1 + rgbyP1; + float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5; +/*--------------------------------------------------------------------------*/ + float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA; + return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h0.w(TRUE), v5.xwxx, #0 + 6: addh h0.z(TRUE), -h2, h0.w + 7: texpkb h1.w(TRUE), v5, #0 + 9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; + | | | + 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; + | | | + 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; + | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; + | | | + 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; + | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; + | | | + 5 | SCT1 | mov | 15: NRMh h1.xz, h0; + | SRB | nrm | 15: NRMh h1.xz, h0; + | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; + | SCB1 | max | 17: MAXh h4.w, h0, h1; + | | | + 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; + | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; + | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; + | SCB1 | min | 22: MINh h5.w, h0, h1; + | | | + 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; + | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; + | | | + 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; + | | | + 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; + | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; + | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; + | | | + 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; + | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; + | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; + | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; + | | | + 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; + | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; + | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; + | | | + 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; + | SCT1 | set | 46: SGTh h2.w, h0, h2; + | SCB0/1 | mul | 47: MOVh h0, h0; + | | | + 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; + | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 0% 0% 50% + 6: 100% 0% 75% + 7: 0% 100% 75% + 8: 0% 100% 100% + 9: 0% 100% 25% + 10: 0% 100% 100% + 11: 50% 0% 100% + 12: 50% 0% 100% + 13: 25% 0% 100% + +MEAN: 17% 61% 67% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 0% 100% + 2: 0% 0% 100% 0% 100% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 0% 0% 0% 100% 100% + 6: 100% 100% 0% 100% 100% + 7: 0% 0% 100% 100% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 0% 100% + 10: 0% 0% 100% 100% 100% + 11: 100% 100% 0% 100% 100% + 12: 100% 100% 0% 100% 100% + 13: 100% 0% 0% 100% 100% + +MEAN: 30% 23% 61% 76% 100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 dir; + half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + lumaNe.w += half(1.0/512.0); + dir.x = -lumaNe.w; + dir.z = -lumaNe.w; + #else + lumaNe.y += half(1.0/512.0); + dir.x = -lumaNe.y; + dir.z = -lumaNe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSw.w; + dir.z += lumaSw.w; + #else + dir.x += lumaSw.y; + dir.z += lumaSw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x -= lumaNw.w; + dir.z += lumaNw.w; + #else + dir.x -= lumaNw.y; + dir.z += lumaNw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSe.w; + dir.z -= lumaSe.w; + #else + dir.x += lumaSe.y; + dir.z -= lumaSe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half4 dir1_pos; + dir1_pos.xy = normalize(dir.xyz).xz; + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) + // compilier moves these scalar ops up to other cycles + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); + half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); + #else + half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); + half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); + #endif + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif +/*--------------------------------------------------------------------------*/ +// (13) + if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h1.w(TRUE), v5.xwxx, #0 + 6: addh h0.x(TRUE), h1.w, -h2.y + 7: texpkb h2.w(TRUE), v5.zwzz, #0 + 9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; + | | | + 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; + | | | + 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; + | SCB1 | min | 9: MINh h4.w, h2.---y, h2; + | | | + 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; + | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; + | | | + 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; + | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; + | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; + | | | + 6 | SCT1 | mov | 18: NRMh h2.xz, h0; + | SRB | nrm | 18: NRMh h2.xz, h0; + | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; + | | | + 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; + | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; + | SCB1 | max | 22: MAXh h2.w, h0, h1; + | | | + 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; + | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; + | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; + | SCB1 | min | 29: MINh h5.w, h5.---y, h4; + | | | + 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; + | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; + | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; + | | | + 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; + | SCB1 | min | 38: MINh h4.w, h1, h5; + | | | + 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; + | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; + | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; + | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; + | | | + 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; + | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; + | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; + | | | + 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; + | SCB0/1 | mul | 50: MOVh h0, h3; + | | | + 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; + | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; + | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; + | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; + | | | + 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; + | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 50% 0% 25% + 6: 0% 0% 25% + 7: 100% 0% 25% + 8: 0% 100% 50% + 9: 0% 100% 100% + 10: 0% 100% 50% + 11: 0% 100% 75% + 12: 0% 100% 100% + 13: 100% 0% 100% + 14: 50% 0% 50% + 15: 100% 0% 100% + +MEAN: 26% 60% 56% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 100% 0% + 2: 0% 0% 100% 100% 0% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 100% 100% 0% 100% 0% + 6: 0% 0% 0% 0% 100% + 7: 100% 100% 0% 0% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 100% 100% + 10: 0% 0% 100% 100% 100% + 11: 0% 0% 100% 100% 100% + 12: 0% 0% 100% 100% 100% + 13: 100% 100% 0% 100% 100% + 14: 100% 100% 0% 100% 100% + 15: 100% 100% 0% 100% 100% + +MEAN: 33% 33% 60% 86% 80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaNe = rgbyNe.w + half(1.0/512.0); + #else + half lumaNe = rgbyNe.y + half(1.0/512.0); + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaSwNegNe = lumaSw.w - lumaNe; + #else + half lumaSwNegNe = lumaSw.y - lumaNe; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); + half lumaMinNwSw = min(lumaNw.w, lumaSw.w); + #else + half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); + half lumaMinNwSw = min(lumaNw.y, lumaSw.y); + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half dirZ = lumaNw.w + lumaSwNegNe; + half dirX = -lumaNw.w + lumaSwNegNe; + #else + half dirZ = lumaNw.y + lumaSwNegNe; + half dirX = -lumaNw.y + lumaSwNegNe; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half3 dir; + dir.y = 0.0; + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x = lumaSe.w + dirX; + dir.z = -lumaSe.w + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.w); + #else + dir.x = lumaSe.y + dirX; + dir.z = -lumaSe.y + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir1_pos; + dir1_pos.xy = normalize(dir).xz; + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNeSe = max(lumaNe, lumaSe.w); + #else + half lumaMaxNeSe = max(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (8) + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); + half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxM = max(lumaMax, rgbyM.w); + half lumaMinM = min(lumaMin, rgbyM.w); + #else + half lumaMaxM = max(lumaMax, rgbyM.y); + half lumaMinM = min(lumaMin, rgbyM.y); + #endif +/*--------------------------------------------------------------------------*/ +// (11) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif + bool earlyExit = lumaRangeM < lumaMax; + bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) + if(twoTap) rgby2 = rgby1; + if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/fxaaP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/fxaaP.hlsl new file mode 100644 index 000000000..269bfea67 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/fxaaP.hlsl @@ -0,0 +1,143 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModel.hlsl" + +#define FXAA_PC 1 +#if (TORQUE_SM <= 30) +#define FXAA_HLSL_3 1 +#elif TORQUE_SM < 49 +#define FXAA_HLSL_4 1 +#elif TORQUE_SM >=50 +#define FXAA_HLSL_5 1 +#endif +#define FXAA_QUALITY__PRESET 12 +#define FXAA_GREEN_AS_LUMA 1 + +#include "Fxaa3_11.h" + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + float2 uv0 : TEXCOORD0; +}; + +TORQUE_UNIFORM_SAMPLER2D(colorTex, 0); + +uniform float2 oneOverTargetSize; + + +float4 main( VertToPix IN ) : TORQUE_TARGET0 +{ +#if (TORQUE_SM >= 10 && TORQUE_SM <=30) + FxaaTex tex = colorTex; +#elif TORQUE_SM >=40 + FxaaTex tex; + tex.smpl = colorTex; + tex.tex = texture_colorTex; +#endif + + return FxaaPixelShader( + + IN.uv0, // vertex position + + 0, // Unused... console stuff + + tex, // The color back buffer + + tex, // Used for 360 optimization + + tex, // Used for 360 optimization + + oneOverTargetSize, + + 0, // Unused... console stuff + + 0, // Unused... console stuff + + 0, // Unused... console stuff + + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + 0.75, + + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + 0.166, + + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + 0, + + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + 8, + + 0, // Unused... console stuff + + 0, // Unused... console stuff + + 0 // Unused... console stuff + + ); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/fxaaV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/fxaaV.hlsl new file mode 100644 index 000000000..f2974c587 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/fxaaV.hlsl @@ -0,0 +1,42 @@ +//----------------------------------------------------------------------------- +// 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 "./../../torque.hlsl" +#include "./../postFx.hlsl" + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + float2 uv0 : TEXCOORD0; +}; + +uniform float4 rtParams0; + +VertToPix main( PFXVert IN ) +{ + VertToPix OUT; + + OUT.hpos = float4(IN.pos,1); + OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 ); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/gl/fxaaP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/gl/fxaaP.glsl new file mode 100644 index 000000000..19d76ef42 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/gl/fxaaP.glsl @@ -0,0 +1,125 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define FXAA_PC 1 +#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 12 +#define FXAA_GREEN_AS_LUMA 1 + +#include "../Fxaa3_11.h" +#include "../../../gl/hlslCompat.glsl" + +uniform sampler2D colorTex ; +uniform vec2 oneOverTargetSize; + +in vec4 hpos; +in vec2 uv0; + +out vec4 OUT_col; + +void main() +{ + OUT_col = FxaaPixelShader( + + uv0, // vertex position + + vec4(0), // Unused... console stuff + + colorTex, // The color back buffer + + colorTex, // Used for 360 optimization + + colorTex, // Used for 360 optimization + + oneOverTargetSize, + + vec4(0), // Unused... console stuff + + vec4(0), // Unused... console stuff + + vec4(0), // Unused... console stuff + + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + 0.75, + + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + 0.166, + + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + 0, + + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + 8, + + 0, // Unused... console stuff + + 0, // Unused... console stuff + + vec4(0) // Unused... console stuff + + ); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/gl/fxaaV.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/gl/fxaaV.glsl new file mode 100644 index 000000000..55d445d91 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/fxaa/gl/fxaaV.glsl @@ -0,0 +1,40 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../../gl/torque.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform vec4 rtParams0; + +out vec4 hpos; +out vec2 uv0; + +void main() +{ + gl_Position = vPosition; + hpos = gl_Position; + uv0 = viewportCoordToRenderTarget( vTexCoord0, rtParams0 ); + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gammaP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gammaP.hlsl new file mode 100644 index 000000000..1e13d068b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gammaP.hlsl @@ -0,0 +1,50 @@ +//----------------------------------------------------------------------------- +// 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:/autogenConditioners.h" +#include "./postFx.hlsl" +#include "../torque.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); +TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 1); + +uniform float OneOverGamma; +uniform float Brightness; +uniform float Contrast; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 color = TORQUE_TEX2D(backBuffer, IN.uv0.xy); + + // Apply the color correction. + color.r = TORQUE_TEX1D( colorCorrectionTex, color.r ).r; + color.g = TORQUE_TEX1D( colorCorrectionTex, color.g ).g; + color.b = TORQUE_TEX1D( colorCorrectionTex, color.b ).b; + + // Apply contrast + color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f; + + // Apply brightness + color.rgb += Brightness; + + return color; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/VolFogGlowP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/VolFogGlowP.glsl new file mode 100644 index 000000000..01b072dd9 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/VolFogGlowP.glsl @@ -0,0 +1,67 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands +// http://www.richardsgamestudio.com/ +// +// If you find this code useful or you are feeling particularly generous I +// would ask that you please go to http://www.richardsgamestudio.com/ then +// choose Donations from the menu on the left side and make a donation to +// Richards Game Studio. It will be highly appreciated. +// +// The MIT License: +// +// 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. +//----------------------------------------------------------------------------- + +// Volumetric Fog Glow postFx pixel shader V1.00 + +uniform sampler2D diffuseMap; +uniform float strength; + +out vec4 OUT_col; + +in vec2 uv0; +in vec2 uv1; +in vec2 uv2; +in vec2 uv3; + +in vec2 uv4; +in vec2 uv5; +in vec2 uv6; +in vec2 uv7; + +void main() +{ + vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * strength; + + OUT_col = vec4(0); + OUT_col += texture( diffuseMap, uv0 ) * kernel.x; + OUT_col += texture( diffuseMap, uv1 ) * kernel.y; + OUT_col += texture( diffuseMap, uv2 ) * kernel.z; + OUT_col += texture( diffuseMap, uv3 ) * kernel.w; + + OUT_col += texture( diffuseMap, uv4 ) * kernel.x; + OUT_col += texture( diffuseMap, uv5 ) * kernel.y; + OUT_col += texture( diffuseMap, uv6 ) * kernel.z; + OUT_col += texture( diffuseMap, uv7 ) * kernel.w; + + // Calculate a lumenance value in the alpha so we + // can use alpha test to save fillrate. + vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 ); + OUT_col.a = dot( OUT_col.rgb, rgb2lum ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/chromaticLens.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/chromaticLens.glsl new file mode 100644 index 000000000..fdb85ba00 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/chromaticLens.glsl @@ -0,0 +1,62 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Based on 'Cubic Lens Distortion HLSL Shader' by François Tarlier +// www.francois-tarlier.com/blog/index.php/2009/11/cubic-lens-distortion-shader + +#include "./postFX.glsl" +#include "../../gl/torque.glsl" +#include "../../gl/hlslCompat.glsl" + +uniform sampler2D backBuffer; +uniform float distCoeff; +uniform float cubeDistort; +uniform vec3 colorDistort; + +out vec4 OUT_col; + +void main() +{ + vec2 tex = IN_uv0; + + float f = 0; + float r2 = (tex.x - 0.5) * (tex.x - 0.5) + (tex.y - 0.5) * (tex.y - 0.5); + + // Only compute the cubic distortion if necessary. + if ( cubeDistort == 0.0 ) + f = 1 + r2 * distCoeff; + else + f = 1 + r2 * (distCoeff + cubeDistort * sqrt(r2)); + + // Distort each color channel seperately to get a chromatic distortion effect. + vec3 outColor; + vec3 distort = vec3(f) + colorDistort; + + for ( int i=0; i < 3; i++ ) + { + float x = distort[i] * ( tex.x - 0.5 ) + 0.5; + float y = distort[i] * ( tex.y - 0.5 ) + 0.5; + outColor[i] = tex2Dlod( backBuffer, vec4(x,y,0,0) )[i]; + } + + OUT_col = vec4( outColor.rgb, 1 ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/flashP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/flashP.glsl new file mode 100644 index 000000000..fc5072e6d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/flashP.glsl @@ -0,0 +1,39 @@ +//----------------------------------------------------------------------------- +// 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 "./postFX.glsl" +#include "../../gl/torque.glsl" +#include "../../gl/hlslCompat.glsl" + +uniform float damageFlash; +uniform float whiteOut; +uniform sampler2D backBuffer; + +out vec4 OUT_col; + +void main() +{ + vec4 color1 = texture(backBuffer, IN_uv0); + vec4 color2 = color1 * MUL_COLOR; + vec4 damage = mix(color1,color2,damageFlash); + OUT_col = mix(damage,WHITE_COLOR,whiteOut); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/fogP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/fogP.glsl new file mode 100644 index 000000000..c2fe32fe4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/fogP.glsl @@ -0,0 +1,52 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +#include "shadergen:/autogenConditioners.h" +#include "../../gl/torque.glsl" + +uniform sampler2D deferredTex ; +uniform vec3 eyePosWorld; +uniform vec4 fogColor; +uniform vec3 fogData; +uniform vec4 rtParams0; + +in vec2 uv0; +in vec3 wsEyeRay; + +out vec4 OUT_col; + +void main() +{ + //vec2 deferredCoord = ( uv0.xy * rtParams0.zw ) + rtParams0.xy; + float depth = deferredUncondition( deferredTex, uv0 ).w; + //return vec4( depth, 0, 0, 0.7 ); + + float factor = computeSceneFog( eyePosWorld, + eyePosWorld + ( wsEyeRay * depth ), + fogData.x, + fogData.y, + fogData.z ); + + OUT_col = hdrEncode( vec4( fogColor.rgb, 1.0 - saturate( factor ) ) ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/gammaP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/gammaP.glsl new file mode 100644 index 000000000..04533e494 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/gammaP.glsl @@ -0,0 +1,54 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" +#include "../../gl/torque.glsl" +#include "shadergen:/autogenConditioners.h" + +uniform sampler2D backBuffer; +uniform sampler1D colorCorrectionTex; + +uniform float OneOverGamma; +uniform float Brightness; +uniform float Contrast; + +in vec2 uv0; + +out vec4 OUT_col; + +void main() +{ + vec4 color = texture(backBuffer, uv0.xy); + + // Apply the color correction. + color.r = texture( colorCorrectionTex, color.r ).r; + color.g = texture( colorCorrectionTex, color.g ).g; + color.b = texture( colorCorrectionTex, color.b ).b; + + // Apply contrast + color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f; + + // Apply brightness + color.rgb += Brightness; + + OUT_col = color; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/glowBlurP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/glowBlurP.glsl new file mode 100644 index 000000000..9ebca32fa --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/glowBlurP.glsl @@ -0,0 +1,59 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +uniform sampler2D diffuseMap ; + +in vec4 hpos; //POSITION; +in vec2 uv0; //TEXCOORD0; +in vec2 uv1; //TEXCOORD1; +in vec2 uv2; //TEXCOORD2; +in vec2 uv3; //TEXCOORD3; +in vec2 uv4; //TEXCOORD4; +in vec2 uv5; //TEXCOORD5; +in vec2 uv6; //TEXCOORD6; +in vec2 uv7; //TEXCOORD7; + +out vec4 OUT_col; + +void main() +{ + vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * 0.5f; + + OUT_col = vec4(0); + OUT_col += texture( diffuseMap, uv0 ) * kernel.x; + OUT_col += texture( diffuseMap, uv1 ) * kernel.y; + OUT_col += texture( diffuseMap, uv2 ) * kernel.z; + OUT_col += texture( diffuseMap, uv3 ) * kernel.w; + + OUT_col += texture( diffuseMap, uv4 ) * kernel.x; + OUT_col += texture( diffuseMap, uv5 ) * kernel.y; + OUT_col += texture( diffuseMap, uv6 ) * kernel.z; + OUT_col += texture( diffuseMap, uv7 ) * kernel.w; + + // Calculate a lumenance value in the alpha so we + // can use alpha test to save fillrate. + vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 ); + OUT_col.a = dot( OUT_col.rgb, rgb2lum ); + +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/glowBlurV.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/glowBlurV.glsl new file mode 100644 index 000000000..70445d7fe --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/glowBlurV.glsl @@ -0,0 +1,59 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" +#include "../../gl/torque.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +uniform vec2 texSize0; + +out vec4 hpos; //POSITION; +out vec2 uv0; //TEXCOORD0; +out vec2 uv1; //TEXCOORD1; +out vec2 uv2; //TEXCOORD2; +out vec2 uv3; //TEXCOORD3; +out vec2 uv4; //TEXCOORD4; +out vec2 uv5; //TEXCOORD5; +out vec2 uv6; //TEXCOORD6; +out vec2 uv7; //TEXCOORD7; + +void main() +{ + gl_Position = vPosition; + hpos = gl_Position; + + vec2 uv = vTexCoord0 + (0.5f / texSize0); + + uv0 = uv + ( ( BLUR_DIR * 3.5f ) / texSize0 ); + uv1 = uv + ( ( BLUR_DIR * 2.5f ) / texSize0 ); + uv2 = uv + ( ( BLUR_DIR * 1.5f ) / texSize0 ); + uv3 = uv + ( ( BLUR_DIR * 0.5f ) / texSize0 ); + + uv4 = uv - ( ( BLUR_DIR * 3.5f ) / texSize0 ); + uv5 = uv - ( ( BLUR_DIR * 2.5f ) / texSize0 ); + uv6 = uv - ( ( BLUR_DIR * 1.5f ) / texSize0 ); + uv7 = uv - ( ( BLUR_DIR * 0.5f ) / texSize0 ); + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/motionBlurP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/motionBlurP.glsl new file mode 100644 index 000000000..8077d4124 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/gl/motionBlurP.glsl @@ -0,0 +1,78 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" +#include "../../gl/torque.glsl" +#include "shadergen:/autogenConditioners.h" +#include "postFX.glsl" + +#undef IN_uv0 +#define _IN_uv0 uv0 + +uniform mat4 matPrevScreenToWorld; +uniform mat4 matWorldToScreen; + +// Passed in from setShaderConsts() +uniform float velocityMultiplier; + +uniform sampler2D backBuffer; +uniform sampler2D deferredTex; + +out vec4 OUT_col; + +void main() +{ + vec2 IN_uv0 = _IN_uv0; + float samples = 5; + + // First get the deferred texture for uv channel 0 + vec4 deferred = deferredUncondition( deferredTex, IN_uv0 ); + + // Next extract the depth + float depth = deferred.a; + + // Create the screen position + vec4 screenPos = vec4(IN_uv0.x*2-1, IN_uv0.y*2-1, depth*2-1, 1); + + // Calculate the world position + vec4 D = tMul(screenPos, matWorldToScreen); + vec4 worldPos = D / D.w; + + // Now calculate the previous screen position + vec4 previousPos = tMul( worldPos, matPrevScreenToWorld ); + previousPos /= previousPos.w; + + // Calculate the XY velocity + vec2 velocity = ((screenPos - previousPos) / velocityMultiplier).xy; + + // Generate the motion blur + vec4 color = texture(backBuffer, IN_uv0); + IN_uv0 += velocity; + + for(int i = 1; i 0 ) + { + rayStart.z -= ( startSide ); + //return vec4( 1, 0, 0, 1 ); + } + + vec3 hitPos; + vec3 ray = rayEnd - rayStart; + float rayLen = length( ray ); + vec3 rayDir = normalize( ray ); + + float endSide = dot( plane.xyz, rayEnd ) + plane.w; + float planeDist; + + if ( endSide < -0.005 ) + { + //return vec4( 0, 0, 1, 1 ); + hitPos = rayEnd; + planeDist = endSide; + } + else + { + //return vec4( 0, 0, 0, 0 ); + float den = dot( ray, plane.xyz ); + + // Parallal to the plane, return the endPnt. + //if ( den == 0.0f ) + // return endPnt; + + float dist = -( dot( plane.xyz, rayStart ) + plane.w ) / den; + if ( dist < 0.0 ) + dist = 0.0; + //return vec4( 1, 0, 0, 1 ); + //return vec4( ( dist ).rrr, 1 ); + + + hitPos = mix( rayStart, rayEnd, dist ); + + planeDist = dist; + } + + float delta = length( hitPos - rayStart ); + + float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * ( delta - FOG_DENSITY_OFFSET ) ) ); + //return vec4( fogAmt.rrr, 1 ); + + // Calculate the water "base" color based on depth. + vec4 fogColor = waterColor * texture( waterDepthGradMap, saturate( delta / waterDepthGradMax ) ); + // Modulate baseColor by the ambientColor. + fogColor *= vec4( ambientColor.rgb, 1 ); + + vec3 inColor = hdrDecode( texture( backbuffer, IN_uv0 ).rgb ); + inColor.rgb *= 1.0 - saturate( abs( planeDist ) / WET_DEPTH ) * WET_DARKENING; + //return vec4( inColor, 1 ); + + vec3 outColor = mix( inColor, fogColor.rgb, fogAmt ); + + OUT_col = vec4( hdrEncode( outColor ), 1 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/glowBlurP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/glowBlurP.hlsl new file mode 100644 index 000000000..80f8ed02d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/glowBlurP.hlsl @@ -0,0 +1,63 @@ +//----------------------------------------------------------------------------- +// 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 "./postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float2 uv3 : TEXCOORD3; + + float2 uv4 : TEXCOORD4; + float2 uv5 : TEXCOORD5; + float2 uv6 : TEXCOORD6; + float2 uv7 : TEXCOORD7; +}; + +float4 main( VertToPix IN ) : TORQUE_TARGET0 +{ + float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * 0.5f; + + float4 OUT = 0; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv0 ) * kernel.x; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv1 ) * kernel.y; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv2 ) * kernel.z; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv3 ) * kernel.w; + + OUT += TORQUE_TEX2D( diffuseMap, IN.uv4 ) * kernel.x; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv5 ) * kernel.y; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv6 ) * kernel.z; + OUT += TORQUE_TEX2D( diffuseMap, IN.uv7 ) * kernel.w; + + // Calculate a lumenance value in the alpha so we + // can use alpha test to save fillrate. + float3 rgb2lum = float3( 0.30, 0.59, 0.11 ); + OUT.a = dot( OUT.rgb, rgb2lum ); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/glowBlurV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/glowBlurV.hlsl new file mode 100644 index 000000000..b8f5cf9c2 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/glowBlurV.hlsl @@ -0,0 +1,63 @@ +//----------------------------------------------------------------------------- +// 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 "./postFx.hlsl" +#include "./../torque.hlsl" + + +uniform float2 texSize0; + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float2 uv3 : TEXCOORD3; + + float2 uv4 : TEXCOORD4; + float2 uv5 : TEXCOORD5; + float2 uv6 : TEXCOORD6; + float2 uv7 : TEXCOORD7; +}; + +VertToPix main( PFXVert IN ) +{ + VertToPix OUT; + + OUT.hpos = float4(IN.pos,1.0); + + float2 uv = IN.uv + (0.5f / texSize0); + + OUT.uv0 = uv + ( ( BLUR_DIR * 3.5f ) / texSize0 ); + OUT.uv1 = uv + ( ( BLUR_DIR * 2.5f ) / texSize0 ); + OUT.uv2 = uv + ( ( BLUR_DIR * 1.5f ) / texSize0 ); + OUT.uv3 = uv + ( ( BLUR_DIR * 0.5f ) / texSize0 ); + + OUT.uv4 = uv - ( ( BLUR_DIR * 3.5f ) / texSize0 ); + OUT.uv5 = uv - ( ( BLUR_DIR * 2.5f ) / texSize0 ); + OUT.uv6 = uv - ( ( BLUR_DIR * 1.5f ) / texSize0 ); + OUT.uv7 = uv - ( ( BLUR_DIR * 0.5f ) / texSize0 ); + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/bloomGaussBlurHP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/bloomGaussBlurHP.hlsl new file mode 100644 index 000000000..77f4b9915 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/bloomGaussBlurHP.hlsl @@ -0,0 +1,68 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); +uniform float2 oneOverTargetSize; +uniform float gaussMultiplier; +uniform float gaussMean; +uniform float gaussStdDev; + +#define PI 3.141592654 + +float computeGaussianValue( float x, float mean, float std_deviation ) +{ + // The gaussian equation is defined as such: + /* + -(x - mean)^2 + ------------- + 1.0 2*std_dev^2 + f(x,mean,std_dev) = -------------------- * e^ + sqrt(2*pi*std_dev^2) + + */ + + float tmp = ( 1.0f / sqrt( 2.0f * PI * std_deviation * std_deviation ) ); + float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) ); + return tmp * tmp2; +} + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 color = { 0.0f, 0.0f, 0.0f, 0.0f }; + float offset = 0; + float weight = 0; + float x = 0; + float fI = 0; + + for( int i = 0; i < 9; i++ ) + { + fI = (float)i; + offset = (i - 4.0) * oneOverTargetSize.x; + x = (i - 4.0) / 4.0; + weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev ); + color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( offset, 0.0f ) ) * weight ); + } + + return float4( color.rgb, 1.0f ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/bloomGaussBlurVP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/bloomGaussBlurVP.hlsl new file mode 100644 index 000000000..8381f6a5d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/bloomGaussBlurVP.hlsl @@ -0,0 +1,67 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); +uniform float2 oneOverTargetSize; +uniform float gaussMultiplier; +uniform float gaussMean; +uniform float gaussStdDev; + +#define D3DX_PI 3.141592654 + +float computeGaussianValue( float x, float mean, float std_deviation ) +{ + // The gaussian equation is defined as such: + /* + -(x - mean)^2 + ------------- + 1.0 2*std_dev^2 + f(x,mean,std_dev) = -------------------- * e^ + sqrt(2*pi*std_dev^2) + + */ + float tmp = ( 1.0f / sqrt( 2.0f * D3DX_PI * std_deviation * std_deviation ) ); + float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) ); + return tmp * tmp2; +} + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 color = { 0.0f, 0.0f, 0.0f, 0.0f }; + float offset = 0; + float weight = 0; + float x = 0; + float fI = 0; + + for( int i = 0; i < 9; i++ ) + { + fI = (float)i; + offset = (fI - 4.0) * oneOverTargetSize.y; + x = (fI - 4.0) / 4.0; + weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev ); + color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( 0.0f, offset ) ) * weight ); + } + + return float4( color.rgb, 1.0f ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/brightPassFilterP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/brightPassFilterP.hlsl new file mode 100644 index 000000000..9a8a93e97 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/brightPassFilterP.hlsl @@ -0,0 +1,62 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" +#include "../../torque.hlsl" + + +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); +TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1); +uniform float2 oneOverTargetSize; +uniform float brightPassThreshold; +uniform float g_fMiddleGray; + +static const float3 LUMINANCE_VECTOR = float3(0.3125f, 0.6154f, 0.0721f); + + +static float2 gTapOffsets[4] = +{ + { -0.5, 0.5 }, { 0.5, -0.5 }, + { -0.5, -0.5 }, { 0.5, 0.5 } +}; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 average = { 0.0f, 0.0f, 0.0f, 0.0f }; + + // Combine and average 4 samples from the source HDR texture. + for( int i = 0; i < 4; i++ ) + average += hdrDecode( TORQUE_TEX2D( inputTex, IN.uv0 + ( gTapOffsets[i] * oneOverTargetSize ) ) ); + average *= 0.25f; + + // Determine the brightness of this particular pixel. + float adaptedLum = TORQUE_TEX2D( luminanceTex, float2( 0.5f, 0.5f ) ).r; + float lum = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( average.rgb ); + //float lum = hdrLuminance( average.rgb ); + + // Determine whether this pixel passes the test... + if ( lum < brightPassThreshold ) + average = float4( 0.0f, 0.0f, 0.0f, 1.0f ); + + // Write the colour to the bright-pass render target + return hdrEncode( average ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/calculateAdaptedLumP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/calculateAdaptedLumP.hlsl new file mode 100644 index 000000000..0f895070a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/calculateAdaptedLumP.hlsl @@ -0,0 +1,44 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(currLum, 0); +TORQUE_UNIFORM_SAMPLER2D(lastAdaptedLum, 1); + +uniform float adaptRate; +uniform float deltaTime; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float fAdaptedLum = TORQUE_TEX2D( lastAdaptedLum, float2(0.5f, 0.5f) ).r; + float fCurrentLum = TORQUE_TEX2D( currLum, float2(0.5f, 0.5f) ).r; + + // The user's adapted luminance level is simulated by closing the gap between + // adapted luminance and current luminance by 2% every frame, based on a + // 30 fps rate. This is not an accurate model of human adaptation, which can + // take longer than half an hour. + float diff = fCurrentLum - fAdaptedLum; + float fNewAdaptation = fAdaptedLum + ( diff * ( 1.0 - exp( -deltaTime * adaptRate ) ) ); + + return float4( fNewAdaptation, 0.0, 0.0, 1.0f ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/downScale4x4P.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/downScale4x4P.hlsl new file mode 100644 index 000000000..01998af0b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/downScale4x4P.hlsl @@ -0,0 +1,53 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define IN_HLSL +#include "../../shdrConsts.h" +#include "../postFx.hlsl" + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +struct VertIn +{ + float4 hpos : TORQUE_POSITION; + float4 texCoords[8] : TEXCOORD0; +}; + +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +float4 main( VertIn IN) : TORQUE_TARGET0 +{ + // We calculate the texture coords + // in the vertex shader as an optimization. + float4 sample = 0.0f; + for ( int i = 0; i < 8; i++ ) + { + sample += TORQUE_TEX2D( inputTex, IN.texCoords[i].xy ); + sample += TORQUE_TEX2D( inputTex, IN.texCoords[i].zw ); + } + + return sample / 16; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/downScale4x4V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/downScale4x4V.hlsl new file mode 100644 index 000000000..c9a34b7f4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/downScale4x4V.hlsl @@ -0,0 +1,138 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define IN_HLSL +#include "../../shdrConsts.h" +#include "../postFx.hlsl" +//----------------------------------------------------------------------------- +// Constants +//----------------------------------------------------------------------------- + +struct Conn +{ + float4 hpos : TORQUE_POSITION; + float4 texCoords[8] : TEXCOORD0; +}; + +uniform float2 targetSize; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Conn main( PFXVert In ) +{ + Conn Out; + + Out.hpos = float4(In.pos,1.0); + + // Sample from the 16 surrounding points. Since the center point will be in + // the exact center of 16 texels, a 0.5f offset is needed to specify a texel + // center. + float2 texSize = float2( 1.0 / (targetSize.x - 1.0), 1.0 / (targetSize.y - 1.0) ); + + float4 uv; + uv.xy = In.uv.xy; + uv.zw = In.uv.xy; + + Out.texCoords[0] = uv; + Out.texCoords[0].x += texSize.x; + Out.texCoords[0].y += texSize.y; + Out.texCoords[0].z += texSize.x; + Out.texCoords[0].w += texSize.y; + Out.texCoords[0].x += ( 0 - 1.5 ) * texSize.x; + Out.texCoords[0].y += ( 0 - 1.5 ) * texSize.y; + Out.texCoords[0].z += ( 1 - 1.5 ) * texSize.x; + Out.texCoords[0].w += ( 0 - 1.5 ) * texSize.y; + + Out.texCoords[1] = uv; + Out.texCoords[1].x += texSize.x; + Out.texCoords[1].y += texSize.y; + Out.texCoords[1].z += texSize.x; + Out.texCoords[1].w += texSize.y; + Out.texCoords[1].x += ( 2 - 1.5 ) * texSize.x; + Out.texCoords[1].y += ( 0 - 1.5 ) * texSize.y; + Out.texCoords[1].z += ( 3 - 1.5 ) * texSize.x; + Out.texCoords[1].w += ( 0 - 1.5 ) * texSize.y; + + Out.texCoords[2] = uv; + Out.texCoords[2].x += texSize.x; + Out.texCoords[2].y += texSize.y; + Out.texCoords[2].z += texSize.x; + Out.texCoords[2].w += texSize.y; + Out.texCoords[2].x += ( 0 - 1.5 ) * texSize.x; + Out.texCoords[2].y += ( 1 - 1.5 ) * texSize.y; + Out.texCoords[2].z += ( 1 - 1.5 ) * texSize.x; + Out.texCoords[2].w += ( 1 - 1.5 ) * texSize.y; + + Out.texCoords[3] = uv; + Out.texCoords[3].x += texSize.x; + Out.texCoords[3].y += texSize.y; + Out.texCoords[3].z += texSize.x; + Out.texCoords[3].w += texSize.y; + Out.texCoords[3].x += ( 2 - 1.5 ) * texSize.x; + Out.texCoords[3].y += ( 1 - 1.5 ) * texSize.y; + Out.texCoords[3].z += ( 3 - 1.5 ) * texSize.x; + Out.texCoords[3].w += ( 1 - 1.5 ) * texSize.y; + + Out.texCoords[4] = uv; + Out.texCoords[4].x += texSize.x; + Out.texCoords[4].y += texSize.y; + Out.texCoords[4].z += texSize.x; + Out.texCoords[4].w += texSize.y; + Out.texCoords[4].x += ( 0 - 1.5 ) * texSize.x; + Out.texCoords[4].y += ( 2 - 1.5 ) * texSize.y; + Out.texCoords[4].z += ( 1 - 1.5 ) * texSize.x; + Out.texCoords[4].w += ( 2 - 1.5 ) * texSize.y; + + Out.texCoords[5] = uv; + Out.texCoords[5].x += texSize.x; + Out.texCoords[5].y += texSize.y; + Out.texCoords[5].z += texSize.x; + Out.texCoords[5].w += texSize.y; + Out.texCoords[5].x += ( 2 - 1.5 ) * texSize.x; + Out.texCoords[5].y += ( 2 - 1.5 ) * texSize.y; + Out.texCoords[5].z += ( 3 - 1.5 ) * texSize.x; + Out.texCoords[5].w += ( 2 - 1.5 ) * texSize.y; + + Out.texCoords[6] = uv; + Out.texCoords[6].x += texSize.x; + Out.texCoords[6].y += texSize.y; + Out.texCoords[6].z += texSize.x; + Out.texCoords[6].w += texSize.y; + Out.texCoords[6].x += ( 0 - 1.5 ) * texSize.x; + Out.texCoords[6].y += ( 3 - 1.5 ) * texSize.y; + Out.texCoords[6].z += ( 1 - 1.5 ) * texSize.x; + Out.texCoords[6].w += ( 3 - 1.5 ) * texSize.y; + + Out.texCoords[7] = uv; + Out.texCoords[7].x += texSize.x; + Out.texCoords[7].y += texSize.y; + Out.texCoords[7].z += texSize.x; + Out.texCoords[7].w += texSize.y; + Out.texCoords[7].x += ( 2 - 1.5 ) * texSize.x; + Out.texCoords[7].y += ( 3 - 1.5 ) * texSize.y; + Out.texCoords[7].z += ( 3 - 1.5 ) * texSize.x; + Out.texCoords[7].w += ( 3 - 1.5 ) * texSize.y; + + return Out; +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/finalPassCombineP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/finalPassCombineP.hlsl new file mode 100644 index 000000000..07f7276c3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/finalPassCombineP.hlsl @@ -0,0 +1,92 @@ +//----------------------------------------------------------------------------- +// 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 "../../torque.hlsl" +#include "../postFx.hlsl" +#include "../../shaderModelAutoGen.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0); +TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1); +TORQUE_UNIFORM_SAMPLER2D(bloomTex, 2); +TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 3); + +uniform float2 texSize0; +uniform float2 texSize2; + +uniform float g_fEnableToneMapping; +uniform float g_fMiddleGray; +uniform float g_fWhiteCutoff; +uniform float g_fEnableBlueShift; + +uniform float3 g_fBlueShiftColor; +uniform float g_fBloomScale; +uniform float g_fOneOverGamma; +uniform float Brightness; +uniform float Contrast; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 sample = hdrDecode( TORQUE_TEX2D( sceneTex, IN.uv0 ) ); + float adaptedLum = TORQUE_TEX2D( luminanceTex, float2( 0.5f, 0.5f ) ).r; + float4 bloom = TORQUE_TEX2D( bloomTex, IN.uv0 ); + + // For very low light conditions, the rods will dominate the perception + // of light, and therefore color will be desaturated and shifted + // towards blue. + if ( g_fEnableBlueShift > 0.0f ) + { + const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f); + + // Define a linear blending from -1.5 to 2.6 (log scale) which + // determines the lerp amount for blue shift + float coef = 1.0f - ( adaptedLum + 1.5 ) / 4.1; + coef = saturate( coef * g_fEnableBlueShift ); + + // Lerp between current color and blue, desaturated copy + float3 rodColor = dot( sample.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor; + sample.rgb = lerp( sample.rgb, rodColor, coef ); + + rodColor = dot( bloom.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor; + bloom.rgb = lerp( bloom.rgb, rodColor, coef ); + } + + // Add the bloom effect. + sample += g_fBloomScale * bloom; + + // Map the high range of color values into a range appropriate for + // display, taking into account the user's adaptation level, + // white point, and selected value for for middle gray. + if ( g_fEnableToneMapping > 0.0f ) + { + float Lp = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( sample.rgb ); + //float toneScalar = ( Lp * ( 1.0 + ( Lp / ( g_fWhiteCutoff ) ) ) ) / ( 1.0 + Lp ); + float toneScalar = Lp; + sample.rgb = lerp( sample.rgb, sample.rgb * toneScalar, g_fEnableToneMapping ); + } + + // Apply the color correction. + sample.r = TORQUE_TEX1D( colorCorrectionTex, sample.r ).r; + sample.g = TORQUE_TEX1D( colorCorrectionTex, sample.g ).g; + sample.b = TORQUE_TEX1D( colorCorrectionTex, sample.b ).b; + + return sample; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/bloomGaussBlurHP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/bloomGaussBlurHP.glsl new file mode 100644 index 000000000..1d9a2df3e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/bloomGaussBlurHP.glsl @@ -0,0 +1,72 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +uniform sampler2D inputTex ; +uniform vec2 oneOverTargetSize; +uniform float gaussMultiplier; +uniform float gaussMean; +uniform float gaussStdDev; + +out vec4 OUT_col; + +#define PI 3.141592654 + +float computeGaussianValue( float x, float mean, float std_deviation ) +{ + // The gaussian equation is defined as such: + /* + -(x - mean)^2 + ------------- + 1.0 2*std_dev^2 + f(x,mean,std_dev) = -------------------- * e^ + sqrt(2*pi*std_dev^2) + + */ + + float tmp = ( 1.0f / sqrt( 2.0f * PI * std_deviation * std_deviation ) ); + float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) ); + return tmp * tmp2; +} + +void main() +{ + vec4 color = vec4( 0.0f, 0.0f, 0.0f, 0.0f ); + float offset = 0; + float weight = 0; + float x = 0; + float fI = 0; + + for( int i = 0; i < 9; i++ ) + { + fI = float(i); + offset = (i - 4.0) * oneOverTargetSize.x; + x = (i - 4.0) / 4.0; + weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev ); + color += (texture( inputTex, IN_uv0 + vec2( offset, 0.0f ) ) * weight ); + } + + OUT_col = vec4( color.rgb, 1.0f ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/bloomGaussBlurVP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/bloomGaussBlurVP.glsl new file mode 100644 index 000000000..68f34b164 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/bloomGaussBlurVP.glsl @@ -0,0 +1,71 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +uniform sampler2D inputTex ; +uniform vec2 oneOverTargetSize; +uniform float gaussMultiplier; +uniform float gaussMean; +uniform float gaussStdDev; + +out vec4 OUT_col; + +#define D3DX_PI 3.141592654 + +float computeGaussianValue( float x, float mean, float std_deviation ) +{ + // The gaussian equation is defined as such: + /* + -(x - mean)^2 + ------------- + 1.0 2*std_dev^2 + f(x,mean,std_dev) = -------------------- * e^ + sqrt(2*pi*std_dev^2) + + */ + float tmp = ( 1.0f / sqrt( 2.0f * D3DX_PI * std_deviation * std_deviation ) ); + float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) ); + return tmp * tmp2; +} + +void main() +{ + vec4 color = vec4( 0.0f, 0.0f, 0.0f, 0.0f ); + float offset = 0; + float weight = 0; + float x = 0; + float fI = 0; + + for( int i = 0; i < 9; i++ ) + { + fI = float(i); + offset = (fI - 4.0) * oneOverTargetSize.y; + x = (fI - 4.0) / 4.0; + weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev ); + color += (texture( inputTex, IN_uv0 + vec2( 0.0f, offset ) ) * weight ); + } + + OUT_col = vec4( color.rgb, 1.0f ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/brightPassFilterP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/brightPassFilterP.glsl new file mode 100644 index 000000000..f220ca1e7 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/brightPassFilterP.glsl @@ -0,0 +1,65 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/torque.glsl" +#include "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +uniform sampler2D inputTex ; +uniform sampler2D luminanceTex ; +uniform vec2 oneOverTargetSize; +uniform float brightPassThreshold; +uniform float g_fMiddleGray; + +const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f); + +out vec4 OUT_col; + + +const vec2 gTapOffsets[4] = vec2[] +( + vec2( -0.5, 0.5 ), vec2( 0.5, -0.5 ), + vec2( -0.5, -0.5 ), vec2( 0.5, 0.5 ) +); + +void main() +{ + vec4 average = vec4( 0.0f, 0.0f, 0.0f, 0.0f ); + + // Combine and average 4 samples from the source HDR texture. + for( int i = 0; i < 4; i++ ) + average += hdrDecode( texture( inputTex, IN_uv0 + ( gTapOffsets[i] * oneOverTargetSize ) ) ); + average *= 0.25f; + + // Determine the brightness of this particular pixel. + float adaptedLum = texture( luminanceTex, vec2( 0.5f, 0.5f ) ).r; + float lum = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( average.rgb ); + //float lum = hdrLuminance( average.rgb ); + + // Determine whether this pixel passes the test... + if ( lum < brightPassThreshold ) + average = vec4( 0.0f, 0.0f, 0.0f, 1.0f ); + + // Write the colour to the bright-pass render target + OUT_col = hdrEncode( average ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/calculateAdaptedLumP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/calculateAdaptedLumP.glsl new file mode 100644 index 000000000..96ee9d6df --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/calculateAdaptedLumP.glsl @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +uniform sampler2D currLum; +uniform sampler2D lastAdaptedLum; + +uniform float adaptRate; +uniform float deltaTime; + +out vec4 OUT_col; + +void main() +{ + float fAdaptedLum = texture( lastAdaptedLum, vec2(0.5f, 0.5f) ).r; + float fCurrentLum = texture( currLum, vec2(0.5f, 0.5f) ).r; + + // The user's adapted luminance level is simulated by closing the gap between + // adapted luminance and current luminance by 2% every frame, based on a + // 30 fps rate. This is not an accurate model of human adaptation, which can + // take longer than half an hour. + float diff = fCurrentLum - fAdaptedLum; + float fNewAdaptation = fAdaptedLum + ( diff * ( 1.0 - exp( -deltaTime * adaptRate ) ) ); + + OUT_col = vec4( fNewAdaptation, 0.0, 0.0, 1.0f ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/downScale4x4P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/downScale4x4P.glsl new file mode 100644 index 000000000..131671760 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/downScale4x4P.glsl @@ -0,0 +1,50 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define IN_GLSL +#include "../../../shdrConsts.h" +#include "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +in vec4 texCoords[8]; +#define IN_texCoords texCoords + +uniform sampler2D inputTex; + +out vec4 OUT_col; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + // We calculate the texture coords + // in the vertex shader as an optimization. + vec4 _sample = vec4(0.0f); + for ( int i = 0; i < 8; i++ ) + { + _sample += texture( inputTex, IN_texCoords[i].xy ); + _sample += texture( inputTex, IN_texCoords[i].zw ); + } + + OUT_col = _sample / 16; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/downScale4x4V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/downScale4x4V.glsl new file mode 100644 index 000000000..51f1da896 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/downScale4x4V.glsl @@ -0,0 +1,141 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define IN_GLSL +#include "../../../shdrConsts.h" +#include "../../../gl/hlslCompat.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +#define In_pos vPosition +#define In_uv vTexCoord0 + +//----------------------------------------------------------------------------- +// Constants +//----------------------------------------------------------------------------- +out vec4 texCoords[8]; +#define Out_texCoords texCoords + +#define Out_hpos gl_Position + +uniform vec2 targetSize; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + Out_hpos = In_pos; + + // Sample from the 16 surrounding points. Since the center point will be in + // the exact center of 16 texels, a 0.5f offset is needed to specify a texel + // center. + vec2 texSize = vec2( 1.0 / (targetSize.x - 1.0), 1.0 / (targetSize.y - 1.0) ); + + vec4 uv; + uv.xy = In_uv.xy; + uv.zw = In_uv.xy; + + Out_texCoords[0] = uv; + Out_texCoords[0].x += texSize.x; + Out_texCoords[0].y += texSize.y; + Out_texCoords[0].z += texSize.x; + Out_texCoords[0].w += texSize.y; + Out_texCoords[0].x += ( 0 - 1.5 ) * texSize.x; + Out_texCoords[0].y += ( 0 - 1.5 ) * texSize.y; + Out_texCoords[0].z += ( 1 - 1.5 ) * texSize.x; + Out_texCoords[0].w += ( 0 - 1.5 ) * texSize.y; + + Out_texCoords[1] = uv; + Out_texCoords[1].x += texSize.x; + Out_texCoords[1].y += texSize.y; + Out_texCoords[1].z += texSize.x; + Out_texCoords[1].w += texSize.y; + Out_texCoords[1].x += ( 2 - 1.5 ) * texSize.x; + Out_texCoords[1].y += ( 0 - 1.5 ) * texSize.y; + Out_texCoords[1].z += ( 3 - 1.5 ) * texSize.x; + Out_texCoords[1].w += ( 0 - 1.5 ) * texSize.y; + + Out_texCoords[2] = uv; + Out_texCoords[2].x += texSize.x; + Out_texCoords[2].y += texSize.y; + Out_texCoords[2].z += texSize.x; + Out_texCoords[2].w += texSize.y; + Out_texCoords[2].x += ( 0 - 1.5 ) * texSize.x; + Out_texCoords[2].y += ( 1 - 1.5 ) * texSize.y; + Out_texCoords[2].z += ( 1 - 1.5 ) * texSize.x; + Out_texCoords[2].w += ( 1 - 1.5 ) * texSize.y; + + Out_texCoords[3] = uv; + Out_texCoords[3].x += texSize.x; + Out_texCoords[3].y += texSize.y; + Out_texCoords[3].z += texSize.x; + Out_texCoords[3].w += texSize.y; + Out_texCoords[3].x += ( 2 - 1.5 ) * texSize.x; + Out_texCoords[3].y += ( 1 - 1.5 ) * texSize.y; + Out_texCoords[3].z += ( 3 - 1.5 ) * texSize.x; + Out_texCoords[3].w += ( 1 - 1.5 ) * texSize.y; + + Out_texCoords[4] = uv; + Out_texCoords[4].x += texSize.x; + Out_texCoords[4].y += texSize.y; + Out_texCoords[4].z += texSize.x; + Out_texCoords[4].w += texSize.y; + Out_texCoords[4].x += ( 0 - 1.5 ) * texSize.x; + Out_texCoords[4].y += ( 2 - 1.5 ) * texSize.y; + Out_texCoords[4].z += ( 1 - 1.5 ) * texSize.x; + Out_texCoords[4].w += ( 2 - 1.5 ) * texSize.y; + + Out_texCoords[5] = uv; + Out_texCoords[5].x += texSize.x; + Out_texCoords[5].y += texSize.y; + Out_texCoords[5].z += texSize.x; + Out_texCoords[5].w += texSize.y; + Out_texCoords[5].x += ( 2 - 1.5 ) * texSize.x; + Out_texCoords[5].y += ( 2 - 1.5 ) * texSize.y; + Out_texCoords[5].z += ( 3 - 1.5 ) * texSize.x; + Out_texCoords[5].w += ( 2 - 1.5 ) * texSize.y; + + Out_texCoords[6] = uv; + Out_texCoords[6].x += texSize.x; + Out_texCoords[6].y += texSize.y; + Out_texCoords[6].z += texSize.x; + Out_texCoords[6].w += texSize.y; + Out_texCoords[6].x += ( 0 - 1.5 ) * texSize.x; + Out_texCoords[6].y += ( 3 - 1.5 ) * texSize.y; + Out_texCoords[6].z += ( 1 - 1.5 ) * texSize.x; + Out_texCoords[6].w += ( 3 - 1.5 ) * texSize.y; + + Out_texCoords[7] = uv; + Out_texCoords[7].x += texSize.x; + Out_texCoords[7].y += texSize.y; + Out_texCoords[7].z += texSize.x; + Out_texCoords[7].w += texSize.y; + Out_texCoords[7].x += ( 2 - 1.5 ) * texSize.x; + Out_texCoords[7].y += ( 3 - 1.5 ) * texSize.y; + Out_texCoords[7].z += ( 3 - 1.5 ) * texSize.x; + Out_texCoords[7].w += ( 3 - 1.5 ) * texSize.y; + + correctSSP(gl_Position); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/finalPassCombineP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/finalPassCombineP.glsl new file mode 100644 index 000000000..4b173d4d3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/finalPassCombineP.glsl @@ -0,0 +1,97 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/torque.glsl" +#include "../../../gl/hlslCompat.glsl" +#include "../../gl/postFX.glsl" +#include "shadergen:/autogenConditioners.h" + +uniform sampler2D sceneTex; +uniform sampler2D luminanceTex; +uniform sampler2D bloomTex; +uniform sampler1D colorCorrectionTex; + +uniform vec2 texSize0; +uniform vec2 texSize2; + +uniform float g_fEnableToneMapping; +uniform float g_fMiddleGray; +uniform float g_fWhiteCutoff; + +uniform float g_fEnableBlueShift; +uniform vec3 g_fBlueShiftColor; + +uniform float g_fBloomScale; + +uniform float g_fOneOverGamma; +uniform float Brightness; +uniform float Contrast; + +out vec4 OUT_col; + +void main() +{ + vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) ); + float adaptedLum = texture( luminanceTex, vec2( 0.5f, 0.5f ) ).r; + vec4 bloom = texture( bloomTex, IN_uv0 ); + + // For very low light conditions, the rods will dominate the perception + // of light, and therefore color will be desaturated and shifted + // towards blue. + if ( g_fEnableBlueShift > 0.0f ) + { + const vec3 LUMINANCE_VECTOR = vec3(0.2125f, 0.7154f, 0.0721f); + + // Define a linear blending from -1.5 to 2.6 (log scale) which + // determines the mix amount for blue shift + float coef = 1.0f - ( adaptedLum + 1.5 ) / 4.1; + coef = saturate( coef * g_fEnableBlueShift ); + + // Lerp between current color and blue, desaturated copy + vec3 rodColor = dot( _sample.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor; + _sample.rgb = mix( _sample.rgb, rodColor, coef ); + + rodColor = dot( bloom.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor; + bloom.rgb = mix( bloom.rgb, rodColor, coef ); + } + + // Add the bloom effect. + _sample += g_fBloomScale * bloom; + + // Map the high range of color values into a range appropriate for + // display, taking into account the user's adaptation level, + // white point, and selected value for for middle gray. + if ( g_fEnableToneMapping > 0.0f ) + { + float Lp = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( _sample.rgb ); + //float toneScalar = ( Lp * ( 1.0 + ( Lp / ( g_fWhiteCutoff ) ) ) ) / ( 1.0 + Lp ); + float toneScalar = Lp; + _sample.rgb = mix( _sample.rgb, _sample.rgb * toneScalar, g_fEnableToneMapping ); + } + + // Apply the color correction. + _sample.r = texture( colorCorrectionTex, _sample.r ).r; + _sample.g = texture( colorCorrectionTex, _sample.g ).g; + _sample.b = texture( colorCorrectionTex, _sample.b ).b; + + OUT_col = _sample; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/luminanceVisP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/luminanceVisP.glsl new file mode 100644 index 000000000..ee9c28c87 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/luminanceVisP.glsl @@ -0,0 +1,42 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/torque.glsl" +#include "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +uniform sampler2D inputTex; +uniform float brightPassThreshold; + +out vec4 OUT_col; + +void main() +{ + vec4 _sample = hdrDecode( texture( inputTex, IN_uv0 ) ); + + // Determine the brightness of this particular pixel. + float lum = hdrLuminance( _sample.rgb ); + + // Write the colour to the bright-pass render target + OUT_col = ( vec4( lum.rrr, 1 ) ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/sampleLumInitialP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/sampleLumInitialP.glsl new file mode 100644 index 000000000..8a2b9b318 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/sampleLumInitialP.glsl @@ -0,0 +1,62 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/torque.glsl" +#include "../../../gl/hlslCompat.glsl" +#include "../../gl/postFX.glsl" + +uniform sampler2D inputTex; +uniform vec2 texSize0; + +uniform float g_fMinLuminace; + +out vec4 OUT_col; + +const vec2 gTapOffsets[9] = vec2[] +( + vec2( -1.0, -1.0 ), vec2( 0.0, -1.0 ), vec2( 1.0, -1.0 ), + vec2( -1.0, 0.0 ), vec2( 0.0, 0.0 ), vec2( 1.0, 0.0 ), + vec2( -1.0, 1.0 ), vec2( 0.0, 1.0 ), vec2( 1.0, 1.0 ) +); + + +void main() +{ + vec2 tsize = 1.0 / texSize0; + + vec3 _sample; + float average = 0.0; + + for ( int i = 0; i < 9; i++ ) + { + // Decode the hdr value. + _sample = hdrDecode( texture( inputTex, IN_uv0 + ( gTapOffsets[i] * tsize ) ).rgb ); + + // Get the luminance and add it to the average. + float lum = max( hdrLuminance( _sample ), g_fMinLuminace ); + average += log( lum ); + } + + average = exp( average / 9.0 ); + + OUT_col = vec4( average, 0.0, 0.0, 1.0 ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/sampleLumIterativeP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/sampleLumIterativeP.glsl new file mode 100644 index 000000000..2e800d612 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/gl/sampleLumIterativeP.glsl @@ -0,0 +1,52 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../gl/postFX.glsl" + +uniform sampler2D inputTex; +uniform vec2 oneOverTargetSize; + +out vec4 OUT_col; + +const vec2 gTapOffsets[16] = vec2[] +( + vec2( -1.5, -1.5 ), vec2( -0.5, -1.5 ), vec2( 0.5, -1.5 ), vec2( 1.5, -1.5 ), + vec2( -1.5, -0.5 ), vec2( -0.5, -0.5 ), vec2( 0.5, -0.5 ), vec2( 1.5, -0.5 ), + vec2( -1.5, 0.5 ), vec2( -0.5, 0.5 ), vec2( 0.5, 0.5 ), vec2( 1.5, 0.5 ), + vec2( -1.5, 1.5 ), vec2( -0.5, 1.5 ), vec2( 0.5, 1.5 ), vec2( 1.5, 1.5 ) +); + +void main() +{ + vec2 pixelSize = oneOverTargetSize; + + float average = 0.0; + + for ( int i = 0; i < 16; i++ ) + { + float lum = texture( inputTex, IN_uv0 + ( gTapOffsets[i] * pixelSize ) ).r; + average += lum; + } + + OUT_col = vec4( average / 16.0, 0.0, 0.0, 1.0 ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/luminanceVisP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/luminanceVisP.hlsl new file mode 100644 index 000000000..505d1b825 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/luminanceVisP.hlsl @@ -0,0 +1,39 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" +#include "../../torque.hlsl" + + +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); +uniform float brightPassThreshold; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 sample = hdrDecode( TORQUE_TEX2D( inputTex, IN.uv0 ) ); + + // Determine the brightness of this particular pixel. + float lum = hdrLuminance( sample.rgb ); + + // Write the colour to the bright-pass render target + return ( float4( lum.rrr, 1 ) ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/sampleLumInitialP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/sampleLumInitialP.hlsl new file mode 100644 index 000000000..2e23ece1f --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/sampleLumInitialP.hlsl @@ -0,0 +1,59 @@ +//----------------------------------------------------------------------------- +// 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 "../../torque.hlsl" +#include "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); +uniform float2 texSize0; + +uniform float g_fMinLuminace; + +static float2 gTapOffsets[9] = +{ + { -1.0, -1.0 }, { 0.0, -1.0 }, { 1.0, -1.0 }, + { -1.0, 0.0 }, { 0.0, 0.0 }, { 1.0, 0.0 }, + { -1.0, 1.0 }, { 0.0, 1.0 }, { 1.0, 1.0 } +}; + + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float2 tsize = 1.0 / texSize0; + + float3 sample; + float average = 0.0; + + for ( int i = 0; i < 9; i++ ) + { + // Decode the hdr value. + sample = hdrDecode( TORQUE_TEX2D( inputTex, IN.uv0 + ( gTapOffsets[i] * tsize ) ).rgb ); + + // Get the luminance and add it to the average. + float lum = max( hdrLuminance( sample ), g_fMinLuminace ); + average += log( lum ); + } + + average = exp( average / 9.0 ); + + return float4( average, 0.0, 0.0, 1.0 ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/sampleLumIterativeP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/sampleLumIterativeP.hlsl new file mode 100644 index 000000000..46ed6fc70 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/hdr/sampleLumIterativeP.hlsl @@ -0,0 +1,50 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); +uniform float2 oneOverTargetSize; + + +static float2 gTapOffsets[16] = +{ + { -1.5, -1.5 }, { -0.5, -1.5 }, { 0.5, -1.5 }, { 1.5, -1.5 }, + { -1.5, -0.5 }, { -0.5, -0.5 }, { 0.5, -0.5 }, { 1.5, -0.5 }, + { -1.5, 0.5 }, { -0.5, 0.5 }, { 0.5, 0.5 }, { 1.5, 0.5 }, + { -1.5, 1.5 }, { -0.5, 1.5 }, { 0.5, 1.5 }, { 1.5, 1.5 } +}; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float2 pixelSize = oneOverTargetSize; + + float average = 0.0; + + for ( int i = 0; i < 16; i++ ) + { + float lum = TORQUE_TEX2D( inputTex, IN.uv0 + ( gTapOffsets[i] * pixelSize ) ).r; + average += lum; + } + + return float4( average / 16.0, 0.0, 0.0, 1.0 ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/gl/lightRayOccludeP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/gl/lightRayOccludeP.glsl new file mode 100644 index 000000000..59f5f4bbf --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/gl/lightRayOccludeP.glsl @@ -0,0 +1,55 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +uniform sampler2D backBuffer; // The original backbuffer. +uniform sampler2D deferredTex; // The pre-pass depth and normals. + +uniform float brightScalar; + +const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f); + +out vec4 OUT_col; + +void main() +{ + vec4 col = vec4( 0, 0, 0, 1 ); + + // Get the depth at this pixel. + float depth = deferredUncondition( deferredTex, IN_uv0 ).w; + + // If the depth is equal to 1.0, read from the backbuffer + // and perform the exposure calculation on the result. + if ( depth >= 0.999 ) + { + col = texture( backBuffer, IN_uv0 ); + + //col = 1 - exp(-120000 * col); + col += dot( vec3(col), LUMINANCE_VECTOR ) + 0.0001f; + col *= brightScalar; + } + + OUT_col = col; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/gl/lightRayP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/gl/lightRayP.glsl new file mode 100644 index 000000000..6d78f4eae --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/gl/lightRayP.glsl @@ -0,0 +1,94 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "../../gl/postFX.glsl" + +uniform sampler2D frameSampler; +uniform sampler2D backBuffer; + +uniform vec3 camForward; +uniform vec3 lightDirection; +uniform vec2 screenSunPos; +uniform vec2 oneOverTargetSize; +uniform int numSamples; +uniform float density; +uniform float weight; +uniform float decay; +uniform float exposure; + +out vec4 OUT_col; + +void main() +{ + vec4 texCoord = vec4( IN_uv0.xy, 0, 0 ); + + // Store initial sample. + half3 color = half3(texture( frameSampler, texCoord.xy ).rgb); + + // Store original bb color. + vec4 bbCol = texture( backBuffer, IN_uv1 ); + + // Set up illumination decay factor. + half illuminationDecay = 1.0; + + float amount = saturate( dot( -lightDirection, camForward ) ); + + int samples = int(numSamples * amount); + + if ( samples <= 0 ) + { + OUT_col = bbCol; + return; + } + + // Calculate vector from pixel to light source in screen space. + half2 deltaTexCoord = half2( texCoord.xy - screenSunPos ); + + // Divide by number of samples and scale by control factor. + deltaTexCoord *= 1.0 / half(samples * density); + + // Evaluate summation from Equation 3 NUM_SAMPLES iterations. + for ( int i = 0; i < samples; i++ ) + { + // Step sample location along ray. + texCoord.xy -= deltaTexCoord; + + // Retrieve sample at new location. + half3 sample_ = half3(tex2Dlod( frameSampler, texCoord )); + + // Apply sample attenuation scale/decay factors. + sample_ *= illuminationDecay * weight; + + // Accumulate combined color. + color += sample_; + + // Update exponential decay factor. + illuminationDecay *= decay; + } + + //return saturate( amount ) * color * Exposure; + //return bbCol * decay; + + // Output final color with a further scale control factor. + OUT_col = saturate( amount ) * vec4( color * exposure, 1 ) + bbCol; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/lightRayOccludeP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/lightRayOccludeP.hlsl new file mode 100644 index 000000000..5db6ecb5b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/lightRayOccludeP.hlsl @@ -0,0 +1,53 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModelAutoGen.hlsl" +#include "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); + +uniform float brightScalar; + +static const float3 LUMINANCE_VECTOR = float3(0.3125f, 0.6154f, 0.0721f); + + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 col = float4( 0, 0, 0, 1 ); + + // Get the depth at this pixel. + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; + + // If the depth is equal to 1.0, read from the backbuffer + // and perform the exposure calculation on the result. + if ( depth >= 0.999 ) + { + col = TORQUE_TEX2D( backBuffer, IN.uv0 ); + + //col = 1 - exp(-120000 * col); + col += dot( col.rgb, LUMINANCE_VECTOR ) + 0.0001f; + col *= brightScalar; + } + + return col; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/lightRayP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/lightRayP.hlsl new file mode 100644 index 000000000..032894710 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/lightRay/lightRayP.hlsl @@ -0,0 +1,89 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(frameSampler, 0); +TORQUE_UNIFORM_SAMPLER2D(backBuffer, 1); + + +uniform float3 camForward; +uniform int numSamples; +uniform float3 lightDirection; +uniform float density; +uniform float2 screenSunPos; +uniform float2 oneOverTargetSize; +uniform float weight; +uniform float decay; +uniform float exposure; + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float4 texCoord = float4( IN.uv0.xy, 0, 0 ); + + // Store initial sample. + half3 color = (half3)TORQUE_TEX2D( frameSampler, texCoord.xy ).rgb; + + // Store original bb color. + float4 bbCol = TORQUE_TEX2D( backBuffer, IN.uv1 ); + + // Set up illumination decay factor. + half illuminationDecay = 1.0; + + float amount = saturate( dot( -lightDirection, camForward ) ); + + int samples = numSamples * amount; + + if ( samples <= 0 ) + return bbCol; + + // Calculate vector from pixel to light source in screen space. + half2 deltaTexCoord = (half2)( texCoord.xy - screenSunPos ); + + // Divide by number of samples and scale by control factor. + deltaTexCoord *= (half)(1.0 / samples * density); + + // Evaluate summation from Equation 3 NUM_SAMPLES iterations. + for ( int i = 0; i < samples; i++ ) + { + // Step sample location along ray. + texCoord.xy -= deltaTexCoord; + + // Retrieve sample at new location. + half3 sample = (half3)TORQUE_TEX2DLOD( frameSampler, texCoord ); + + // Apply sample attenuation scale/decay factors. + sample *= half(illuminationDecay * weight); + + // Accumulate combined color. + color += sample; + + // Update exponential decay factor. + illuminationDecay *= half(decay); + } + + //return saturate( amount ) * color * Exposure; + //return bbCol * decay; + + // Output final color with a further scale control factor. + return saturate( amount ) * float4( color * exposure, 1 ) + bbCol; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/blendWeightCalculationP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/blendWeightCalculationP.hlsl new file mode 100644 index 000000000..2c4777c36 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/blendWeightCalculationP.hlsl @@ -0,0 +1,78 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + + +uniform sampler2D edgesMap : register(S0); +uniform sampler2D edgesMapL : register(S1); +uniform sampler2D areaMap : register(S2); + +#include "./functions.hlsl" + + +float4 main(float2 texcoord : TEXCOORD0) : COLOR0 +{ + float4 areas = 0.0; + + float2 e = tex2D(edgesMap, texcoord).rg; + + [branch] + if (e.g) // Edge at north + { + // Search distances to the left and to the right: + float2 d = float2(SearchXLeft(texcoord), SearchXRight(texcoord)); + + // Now fetch the crossing edges. Instead of sampling between edgels, we + // sample at -0.25, to be able to discern what value has each edgel: + float4 coords = mad(float4(d.x, -0.25, d.y + 1.0, -0.25), + PIXEL_SIZE.xyxy, texcoord.xyxy); + float e1 = tex2Dlevel0(edgesMapL, coords.xy).r; + float e2 = tex2Dlevel0(edgesMapL, coords.zw).r; + + // Ok, we know how this pattern looks like, now it is time for getting + // the actual area: + areas.rg = Area(abs(d), e1, e2); + } + + [branch] + if (e.r) // Edge at west + { + // Search distances to the top and to the bottom: + float2 d = float2(SearchYUp(texcoord), SearchYDown(texcoord)); + + // Now fetch the crossing edges (yet again): + float4 coords = mad(float4(-0.25, d.x, -0.25, d.y + 1.0), + PIXEL_SIZE.xyxy, texcoord.xyxy); + float e1 = tex2Dlevel0(edgesMapL, coords.xy).g; + float e2 = tex2Dlevel0(edgesMapL, coords.zw).g; + + // Get the area for this direction: + areas.ba = Area(abs(d), e1, e2); + } + + return areas; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/edgeDetectionP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/edgeDetectionP.hlsl new file mode 100644 index 000000000..7d5c7f057 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/edgeDetectionP.hlsl @@ -0,0 +1,72 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + +#include "shadergen:/autogenConditioners.h" + +uniform sampler2D colorMapG : register(S0); +uniform sampler2D deferredMap : register(S1); + +uniform float3 lumaCoefficients; +uniform float threshold; +uniform float depthThreshold; + + +float4 main( float2 texcoord : TEXCOORD0, + float4 offset[2]: TEXCOORD1) : COLOR0 +{ + // Luma calculation requires gamma-corrected colors (texture 'colorMapG'). + // + // Note that there is a lot of overlapped luma calculations; performance + // can be improved if this luma calculation is performed in the main pass, + // which may give you an edge if used in conjunction with a z deferred. + + float L = dot(tex2D(colorMapG, texcoord).rgb, lumaCoefficients); + + float Lleft = dot(tex2D(colorMapG, offset[0].xy).rgb, lumaCoefficients); + float Ltop = dot(tex2D(colorMapG, offset[0].zw).rgb, lumaCoefficients); + float Lright = dot(tex2D(colorMapG, offset[1].xy).rgb, lumaCoefficients); + float Lbottom = dot(tex2D(colorMapG, offset[1].zw).rgb, lumaCoefficients); + + float4 delta = abs(L.xxxx - float4(Lleft, Ltop, Lright, Lbottom)); + float4 edges = step(threshold, delta); + + // Add depth edges to color edges + float D = deferredUncondition(deferredMap, texcoord).w; + float Dleft = deferredUncondition(deferredMap, offset[0].xy).w; + float Dtop = deferredUncondition(deferredMap, offset[0].zw).w; + float Dright = deferredUncondition(deferredMap, offset[1].xy).w; + float Dbottom = deferredUncondition(deferredMap, offset[1].zw).w; + + delta = abs(D.xxxx - float4(Dleft, Dtop, Dright, Dbottom)); + edges += step(depthThreshold, delta); + + if (dot(edges, 1.0) == 0.0) + discard; + + return edges; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/functions.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/functions.hlsl new file mode 100644 index 000000000..9935a5e30 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/functions.hlsl @@ -0,0 +1,145 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + + +uniform float2 texSize0; + +#if !defined(PIXEL_SIZE) +#define PIXEL_SIZE (1.0 / texSize0) +#define MAX_SEARCH_STEPS 8 +#define MAX_DISTANCE 33 +#endif + +// Typical Multiply-Add operation to ease translation to assembly code. + +float4 mad(float4 m, float4 a, float4 b) +{ + #if defined(XBOX) + float4 result; + asm { + mad result, m, a, b + }; + return result; + #else + return m * a + b; + #endif +} + + +// This one just returns the first level of a mip map chain, which allow us to +// avoid the nasty ddx/ddy warnings, even improving the performance a little +// bit. +float4 tex2Dlevel0(sampler2D map, float2 texcoord) +{ + return tex2Dlod(map, float4(texcoord, 0.0, 0.0)); +} + + +// Same as above, this eases translation to assembly code; +float4 tex2Doffset(sampler2D map, float2 texcoord, float2 offset) +{ + #if defined(XBOX) && MAX_SEARCH_STEPS < 6 + float4 result; + float x = offset.x; + float y = offset.y; + asm { + tfetch2D result, texcoord, map, OffsetX = x, OffsetY = y + }; + return result; + #else + return tex2Dlevel0(map, texcoord + PIXEL_SIZE * offset); + #endif +} + + +// Ok, we have the distance and both crossing edges, can you please return +// the float2 blending weights? +float2 Area(float2 distance, float e1, float e2) +{ + // * By dividing by areaSize - 1.0 below we are implicitely offsetting to + // always fall inside of a pixel + // * Rounding prevents bilinear access precision problems + float areaSize = MAX_DISTANCE * 5.0; + float2 pixcoord = MAX_DISTANCE * round(4.0 * float2(e1, e2)) + distance; + float2 texcoord = pixcoord / (areaSize - 1.0); + return tex2Dlevel0(areaMap, texcoord).rg; +} + + +// Search functions for the 2nd pass. +float SearchXLeft(float2 texcoord) +{ + // We compare with 0.9 to prevent bilinear access precision problems. + float i; + float e = 0.0; + for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0) + { + e = tex2Doffset(edgesMapL, texcoord, float2(i, 0.0)).g; + [flatten] if (e < 0.9) break; + } + return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS); +} + +// Search functions for the 2nd pass. +float SearchXRight(float2 texcoord) +{ + float i; + float e = 0.0; + for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0) + { + e = tex2Doffset(edgesMapL, texcoord, float2(i, 0.0)).g; + [flatten] if (e < 0.9) break; + } + return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS); +} + +// Search functions for the 2nd pass. +float SearchYUp(float2 texcoord) +{ + float i; + float e = 0.0; + for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0) + { + e = tex2Doffset(edgesMapL, texcoord, float2(i, 0.0).yx).r; + [flatten] if (e < 0.9) break; + } + return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS); +} + +// Search functions for the 2nd pass. +float SearchYDown(float2 texcoord) +{ + float i; + float e = 0.0; + for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0) + { + e = tex2Doffset(edgesMapL, texcoord, float2(i, 0.0).yx).r; + [flatten] if (e < 0.9) break; + } + return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/blendWeightCalculationP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/blendWeightCalculationP.glsl new file mode 100644 index 000000000..af01ce6f9 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/blendWeightCalculationP.glsl @@ -0,0 +1,83 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + +#include "../../../gl/hlslCompat.glsl" + +in vec2 texcoord; + +uniform sampler2D edgesMap; +uniform sampler2D edgesMapL; +uniform sampler2D areaMap; + +out vec4 OUT_col; + +#include "./functions.glsl" + + +void main() +{ + vec4 areas = vec4(0.0); + + vec2 e = texture(edgesMap, texcoord).rg; + + //[branch] + if (bool(e.g)) // Edge at north + { + // Search distances to the left and to the right: + vec2 d = vec2(SearchXLeft(texcoord), SearchXRight(texcoord)); + + // Now fetch the crossing edges. Instead of sampling between edgels, we + // sample at -0.25, to be able to discern what value has each edgel: + vec4 coords = mad(vec4(d.x, -0.25, d.y + 1.0, -0.25), + PIXEL_SIZE.xyxy, texcoord.xyxy); + float e1 = tex2Dlevel0(edgesMapL, coords.xy).r; + float e2 = tex2Dlevel0(edgesMapL, coords.zw).r; + + // Ok, we know how this pattern looks like, now it is time for getting + // the actual area: + areas.rg = Area(abs(d), e1, e2); + } + + //[branch] + if (bool(e.r)) // Edge at west + { + // Search distances to the top and to the bottom: + vec2 d = vec2(SearchYUp(texcoord), SearchYDown(texcoord)); + + // Now fetch the crossing edges (yet again): + vec4 coords = mad(vec4(-0.25, d.x, -0.25, d.y + 1.0), + PIXEL_SIZE.xyxy, texcoord.xyxy); + float e1 = tex2Dlevel0(edgesMapL, coords.xy).g; + float e2 = tex2Dlevel0(edgesMapL, coords.zw).g; + + // Get the area for this direction: + areas.ba = Area(abs(d), e1, e2); + } + + OUT_col = areas; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/edgeDetectionP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/edgeDetectionP.glsl new file mode 100644 index 000000000..d964a28a4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/edgeDetectionP.glsl @@ -0,0 +1,76 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + +#include "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +uniform sampler2D colorMapG; +uniform sampler2D deferredMap; + +uniform vec3 lumaCoefficients; +uniform float threshold; +uniform float depthThreshold; + +in vec2 texcoord; +in vec4 offset[2]; + +out vec4 OUT_col; + +void main() +{ + // Luma calculation requires gamma-corrected colors (texture 'colorMapG'). + // + // Note that there is a lot of overlapped luma calculations; performance + // can be improved if this luma calculation is performed in the main pass, + // which may give you an edge if used in conjunction with a z deferred. + + float L = dot(texture(colorMapG, texcoord).rgb, lumaCoefficients); + + float Lleft = dot(texture(colorMapG, offset[0].xy).rgb, lumaCoefficients); + float Ltop = dot(texture(colorMapG, offset[0].zw).rgb, lumaCoefficients); + float Lright = dot(texture(colorMapG, offset[1].xy).rgb, lumaCoefficients); + float Lbottom = dot(texture(colorMapG, offset[1].zw).rgb, lumaCoefficients); + + vec4 delta = abs(vec4(L) - vec4(Lleft, Ltop, Lright, Lbottom)); + vec4 edges = step(threshold, delta); + + // Add depth edges to color edges + float D = deferredUncondition(deferredMap, texcoord).w; + float Dleft = deferredUncondition(deferredMap, offset[0].xy).w; + float Dtop = deferredUncondition(deferredMap, offset[0].zw).w; + float Dright = deferredUncondition(deferredMap, offset[1].xy).w; + float Dbottom = deferredUncondition(deferredMap, offset[1].zw).w; + + delta = abs(vec4(D) - vec4(Dleft, Dtop, Dright, Dbottom)); + edges += step(depthThreshold, delta); + + if (dot(edges, vec4(1.0)) == 0.0) + discard; + + OUT_col = edges; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/functions.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/functions.glsl new file mode 100644 index 000000000..3ff56fb1a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/functions.glsl @@ -0,0 +1,145 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + + +uniform vec2 texSize0; + +#if !defined(PIXEL_SIZE) +#define PIXEL_SIZE (1.0 / texSize0) +#define MAX_SEARCH_STEPS 8 +#define MAX_DISTANCE 33 +#endif + +// Typical Multiply-Add operation to ease translation to assembly code. + +vec4 mad(vec4 m, vec4 a, vec4 b) +{ + #if defined(XBOX) + vec4 result; + asm { + mad result, m, a, b + }; + return result; + #else + return m * a + b; + #endif +} + + +// This one just returns the first level of a mip map chain, which allow us to +// avoid the nasty ddx/ddy warnings, even improving the performance a little +// bit. +vec4 tex2Dlevel0(sampler2D map, vec2 texcoord) +{ + return tex2Dlod(map, vec4(texcoord, 0.0, 0.0)); +} + + +// Same as above, this eases translation to assembly code; +vec4 tex2Doffset(sampler2D map, vec2 texcoord, vec2 offset) +{ + #if defined(XBOX) && MAX_SEARCH_STEPS < 6 + vec4 result; + float x = offset.x; + float y = offset.y; + asm { + tfetch2D result, texcoord, map, OffsetX = x, OffsetY = y + }; + return result; + #else + return tex2Dlevel0(map, texcoord + PIXEL_SIZE * offset); + #endif +} + + +// Ok, we have the distance and both crossing edges, can you please return +// the vec2 blending weights? +vec2 Area(vec2 distance, float e1, float e2) +{ + // * By dividing by areaSize - 1.0 below we are implicitely offsetting to + // always fall inside of a pixel + // * Rounding prevents bilinear access precision problems + float areaSize = MAX_DISTANCE * 5.0; + vec2 pixcoord = MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + distance; + vec2 texcoord = pixcoord / (areaSize - 1.0); + return tex2Dlevel0(areaMap, texcoord).rg; +} + + +// Search functions for the 2nd pass. +float SearchXLeft(vec2 texcoord) +{ + // We compare with 0.9 to prevent bilinear access precision problems. + float i; + float e = 0.0; + for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0) + { + e = tex2Doffset(edgesMapL, texcoord, vec2(i, 0.0)).g; + /*[flatten]*/ if (e < 0.9) break; + } + return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS); +} + +// Search functions for the 2nd pass. +float SearchXRight(vec2 texcoord) +{ + float i; + float e = 0.0; + for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0) + { + e = tex2Doffset(edgesMapL, texcoord, vec2(i, 0.0)).g; + /*[flatten]*/ if (e < 0.9) break; + } + return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS); +} + +// Search functions for the 2nd pass. +float SearchYUp(vec2 texcoord) +{ + float i; + float e = 0.0; + for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0) + { + e = tex2Doffset(edgesMapL, texcoord, vec2(i, 0.0).yx).r; + /*[flatten]*/ if (e < 0.9) break; + } + return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS); +} + +// Search functions for the 2nd pass. +float SearchYDown(vec2 texcoord) +{ + float i; + float e = 0.0; + for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0) + { + e = tex2Doffset(edgesMapL, texcoord, vec2(i, 0.0).yx).r; + /*[flatten]*/ if (e < 0.9) break; + } + return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/neighborhoodBlendingP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/neighborhoodBlendingP.glsl new file mode 100644 index 000000000..eddbcc47c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/neighborhoodBlendingP.glsl @@ -0,0 +1,88 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + +#include "../../../gl/hlslCompat.glsl" + +in vec2 texcoord; +in vec4 offset[2]; + +uniform sampler2D blendMap; +uniform sampler2D colorMapL; +uniform sampler2D colorMap; + +// Dummy sampers to please include. +uniform sampler2D areaMap; +uniform sampler2D edgesMapL; +#include "./functions.glsl" + +out vec4 OUT_col; + +void main() +{ + // Fetch the blending weights for current pixel: + vec4 topLeft = texture(blendMap, texcoord); + float bottom = texture(blendMap, offset[1].zw).g; + float right = texture(blendMap, offset[1].xy).a; + vec4 a = vec4(topLeft.r, bottom, topLeft.b, right); + + // Up to 4 lines can be crossing a pixel (one in each edge). So, we perform + // a weighted average, where the weight of each line is 'a' cubed, which + // favors blending and works well in practice. + vec4 w = a * a * a; + + // There is some blending weight with a value greater than 0.0? + float sum = dot(w, vec4(1.0)); + if (sum < 1e-5) + discard; + + vec4 color = vec4(0.0); + + // Add the contributions of the possible 4 lines that can cross this pixel: + #ifdef BILINEAR_FILTER_TRICK + vec4 coords = mad(vec4( 0.0, -a.r, 0.0, a.g), PIXEL_SIZE.yyyy, texcoord.xyxy); + color = mad(texture(colorMapL, coords.xy), vec4(w.r), color); + color = mad(texture(colorMapL, coords.zw), vec4(w.g), color); + + coords = mad(vec4(-a.b, 0.0, a.a, 0.0), PIXEL_SIZE.xxxx, texcoord.xyxy); + color = mad(texture(colorMapL, coords.xy), vec4(w.b), color); + color = mad(texture(colorMapL, coords.zw), vec4(w.a), color); + #else + vec4 C = texture(colorMap, texcoord); + vec4 Cleft = texture(colorMap, offset[0].xy); + vec4 Ctop = texture(colorMap, offset[0].zw); + vec4 Cright = texture(colorMap, offset[1].xy); + vec4 Cbottom = texture(colorMap, offset[1].zw); + color = mad(mix(C, Ctop, a.r), vec4(w.r), color); + color = mad(mix(C, Cbottom, a.g), vec4(w.g), color); + color = mad(mix(C, Cleft, a.b), vec4(w.b), color); + color = mad(mix(C, Cright, a.a), vec4(w.a), color); + #endif + + // Normalize the resulting color and we are finished! + OUT_col = color / sum; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/offsetV.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/offsetV.glsl new file mode 100644 index 000000000..53d927c29 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/offsetV.glsl @@ -0,0 +1,57 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + +#include "../../../gl/hlslCompat.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +#define IN_position vPosition +#define IN_texcoord vTexCoord0 + +#define OUT_position gl_Position +out vec2 texcoord; +#define OUT_texcoord texcoord +out vec4 offset[2]; +#define OUT_offset offset + +uniform vec2 texSize0; + +void main() +{ + OUT_position = IN_position; + vec2 PIXEL_SIZE = 1.0 / texSize0; + + OUT_texcoord = IN_texcoord; + OUT_texcoord.xy += PIXEL_SIZE * 0.5; + + OUT_offset[0] = OUT_texcoord.xyxy + PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0); + OUT_offset[1] = OUT_texcoord.xyxy + PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0); + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/passthruV.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/passthruV.glsl new file mode 100644 index 000000000..1aa64112c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/gl/passthruV.glsl @@ -0,0 +1,52 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + +#include "../../../gl/hlslCompat.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +#define IN_position vPosition +#define IN_texcoord vTexCoord0 + +#define OUT_position gl_Position +out vec2 texcoord; +#define OUT_texcoord texcoord + +uniform vec2 texSize0; + +void main() +{ + OUT_position = IN_position; + vec2 PIXEL_SIZE = 1.0 / texSize0; + + OUT_texcoord = IN_texcoord; + texcoord.xy += PIXEL_SIZE * 0.5; + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/neighborhoodBlendingP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/neighborhoodBlendingP.hlsl new file mode 100644 index 000000000..aaaacafe2 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/neighborhoodBlendingP.hlsl @@ -0,0 +1,84 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + + +uniform sampler2D blendMap : register(S0); +uniform sampler2D colorMapL : register(S1); +uniform sampler2D colorMap : register(S2); + +// Dummy sampers to please include. +sampler2D areaMap; +sampler2D edgesMapL; +#include "./functions.hlsl" + + +float4 main( float2 texcoord : TEXCOORD0, + float4 offset[2]: TEXCOORD1 ) : COLOR0 +{ + // Fetch the blending weights for current pixel: + float4 topLeft = tex2D(blendMap, texcoord); + float bottom = tex2D(blendMap, offset[1].zw).g; + float right = tex2D(blendMap, offset[1].xy).a; + float4 a = float4(topLeft.r, bottom, topLeft.b, right); + + // Up to 4 lines can be crossing a pixel (one in each edge). So, we perform + // a weighted average, where the weight of each line is 'a' cubed, which + // favors blending and works well in practice. + float4 w = a * a * a; + + // There is some blending weight with a value greater than 0.0? + float sum = dot(w, 1.0); + if (sum < 1e-5) + discard; + + float4 color = 0.0; + + // Add the contributions of the possible 4 lines that can cross this pixel: + #ifdef BILINEAR_FILTER_TRICK + float4 coords = mad(float4( 0.0, -a.r, 0.0, a.g), PIXEL_SIZE.yyyy, texcoord.xyxy); + color = mad(tex2D(colorMapL, coords.xy), w.r, color); + color = mad(tex2D(colorMapL, coords.zw), w.g, color); + + coords = mad(float4(-a.b, 0.0, a.a, 0.0), PIXEL_SIZE.xxxx, texcoord.xyxy); + color = mad(tex2D(colorMapL, coords.xy), w.b, color); + color = mad(tex2D(colorMapL, coords.zw), w.a, color); + #else + float4 C = tex2D(colorMap, texcoord); + float4 Cleft = tex2D(colorMap, offset[0].xy); + float4 Ctop = tex2D(colorMap, offset[0].zw); + float4 Cright = tex2D(colorMap, offset[1].xy); + float4 Cbottom = tex2D(colorMap, offset[1].zw); + color = mad(lerp(C, Ctop, a.r), w.r, color); + color = mad(lerp(C, Cbottom, a.g), w.g, color); + color = mad(lerp(C, Cleft, a.b), w.b, color); + color = mad(lerp(C, Cright, a.a), w.a, color); + #endif + + // Normalize the resulting color and we are finished! + return color / sum; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/offsetV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/offsetV.hlsl new file mode 100644 index 000000000..d9c922afd --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/offsetV.hlsl @@ -0,0 +1,42 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + + +uniform float2 texSize0; + +void main( inout float4 position : POSITION0, + inout float2 texcoord : TEXCOORD0, + out float4 offset[2] : TEXCOORD1 ) +{ + float2 PIXEL_SIZE = 1.0 / texSize0; + + texcoord.xy += PIXEL_SIZE * 0.5; + + offset[0] = texcoord.xyxy + PIXEL_SIZE.xyxy * float4(-1.0, 0.0, 0.0, -1.0); + offset[1] = texcoord.xyxy + PIXEL_SIZE.xyxy * float4( 1.0, 0.0, 0.0, 1.0); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/passthruV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/passthruV.hlsl new file mode 100644 index 000000000..24ef534fd --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/mlaa/passthruV.hlsl @@ -0,0 +1,37 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// An implementation of "Practical Morphological Anti-Aliasing" from +// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria, +// Fernando Navarro, and Diego Gutierrez. +// +// http://www.iryoku.com/mlaa/ + + +uniform float2 texSize0; + +void main( inout float4 position : POSITION0, + inout float2 texcoord : TEXCOORD0) +{ + float2 PIXEL_SIZE = 1.0 / texSize0; + texcoord.xy += PIXEL_SIZE * 0.5; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/motionBlurP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/motionBlurP.hlsl new file mode 100644 index 000000000..90b8f6f25 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/motionBlurP.hlsl @@ -0,0 +1,70 @@ +//----------------------------------------------------------------------------- +// 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 "./postFx.hlsl" +#include "../torque.hlsl" +#include "../shaderModelAutoGen.hlsl" + +uniform float4x4 matPrevScreenToWorld; +uniform float4x4 matWorldToScreen; + +// Passed in from setShaderConsts() +uniform float velocityMultiplier; +TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); + +float4 main(PFXVertToPix IN) : TORQUE_TARGET0 +{ + float samples = 5; + + // First get the deferred texture for uv channel 0 + float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ); + + // Next extract the depth + float depth = deferred.a; + + // Create the screen position + float4 screenPos = float4(IN.uv0.x*2-1, IN.uv0.y*2-1, depth*2-1, 1); + + // Calculate the world position + float4 D = mul(screenPos, matWorldToScreen); + float4 worldPos = D / D.w; + + // Now calculate the previous screen position + float4 previousPos = mul( worldPos, matPrevScreenToWorld ); + previousPos /= previousPos.w; + + // Calculate the XY velocity + float2 velocity = ((screenPos - previousPos) / velocityMultiplier).xy; + + // Generate the motion blur + float4 color = TORQUE_TEX2D(backBuffer, IN.uv0); + IN.uv0 += velocity; + + for(int i = 1; i blurNormalTol ) + { + usedCount++; + total += weight; + occlusion += TORQUE_TEX2D( occludeMap, uv ).r * weight; + } + } +} + +float4 main( VertToPix IN ) : TORQUE_TARGET0 +{ + //float4 centerTap; + float4 centerTap = TORQUE_DEFERRED_UNCONDITION( deferredMap, IN.uv0.zw ); + + //return centerTap; + + //float centerOcclude = TORQUE_TEX2D( occludeMap, IN.uv0.zw ).r; + //return float4( centerOcclude.rrr, 1 ); + + float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ); //25f; + + float occlusion = 0; + int usedCount = 0; + float total = 0.0; + + sample( IN.uv0.xy, kernel.x, centerTap, usedCount, occlusion, total ); + sample( IN.uv1, kernel.y, centerTap, usedCount, occlusion, total ); + sample( IN.uv2, kernel.z, centerTap, usedCount, occlusion, total ); + sample( IN.uv3, kernel.w, centerTap, usedCount, occlusion, total ); + + sample( IN.uv4, kernel.x, centerTap, usedCount, occlusion, total ); + sample( IN.uv5, kernel.y, centerTap, usedCount, occlusion, total ); + sample( IN.uv6, kernel.z, centerTap, usedCount, occlusion, total ); + sample( IN.uv7, kernel.w, centerTap, usedCount, occlusion, total ); + + occlusion += TORQUE_TEX2D( occludeMap, IN.uv0.zw ).r * 0.5; + total += 0.5; + //occlusion /= 3.0; + + //occlusion /= (float)usedCount / 8.0; + occlusion /= total; + + return float4( occlusion.rrr, 1 ); + + + //return float4( 0,0,0,occlusion ); + + //float3 color = TORQUE_TEX2D( colorMap, IN.uv0.zw ); + + //return float4( color, occlusion ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_Blur_V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_Blur_V.hlsl new file mode 100644 index 000000000..6ab278900 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_Blur_V.hlsl @@ -0,0 +1,86 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" +#include "./../../torque.hlsl" + + +uniform float2 texSize0; +uniform float2 oneOverTargetSize; +uniform float4 rtParams0; + +struct VertToPix +{ + float4 hpos : TORQUE_POSITION; + + float4 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float2 uv3 : TEXCOORD3; + + float2 uv4 : TEXCOORD4; + float2 uv5 : TEXCOORD5; + float2 uv6 : TEXCOORD6; + float2 uv7 : TEXCOORD7; +}; + +VertToPix main( PFXVert IN ) +{ + VertToPix OUT; + + OUT.hpos = float4(IN.pos,1.0); + + IN.uv = viewportCoordToRenderTarget( IN.uv, rtParams0 ); + + //float4 step = float4( 3.5, 2.5, 1.5, 0.5 ); + //float4 step = float4( 4.0, 3.0, 2.0, 1.0 ); + float4 step = float4( 9.0, 5.0, 2.5, 0.5 ); + + // I don't know why this offset is necessary, but it is. + //IN.uv = IN.uv * oneOverTargetSize; + + OUT.uv0.xy = IN.uv + ( ( BLUR_DIR * step.x ) / texSize0 ); + OUT.uv1 = IN.uv + ( ( BLUR_DIR * step.y ) / texSize0 ); + OUT.uv2 = IN.uv + ( ( BLUR_DIR * step.z ) / texSize0 ); + OUT.uv3 = IN.uv + ( ( BLUR_DIR * step.w ) / texSize0 ); + + OUT.uv4 = IN.uv - ( ( BLUR_DIR * step.x ) / texSize0 ); + OUT.uv5 = IN.uv - ( ( BLUR_DIR * step.y ) / texSize0 ); + OUT.uv6 = IN.uv - ( ( BLUR_DIR * step.z ) / texSize0 ); + OUT.uv7 = IN.uv - ( ( BLUR_DIR * step.w ) / texSize0 ); + + OUT.uv0.zw = IN.uv; + + /* + OUT.uv0 = viewportCoordToRenderTarget( OUT.uv0, rtParams0 ); + OUT.uv1 = viewportCoordToRenderTarget( OUT.uv1, rtParams0 ); + OUT.uv2 = viewportCoordToRenderTarget( OUT.uv2, rtParams0 ); + OUT.uv3 = viewportCoordToRenderTarget( OUT.uv3, rtParams0 ); + + OUT.uv4 = viewportCoordToRenderTarget( OUT.uv4, rtParams0 ); + OUT.uv5 = viewportCoordToRenderTarget( OUT.uv5, rtParams0 ); + OUT.uv6 = viewportCoordToRenderTarget( OUT.uv6, rtParams0 ); + OUT.uv7 = viewportCoordToRenderTarget( OUT.uv7, rtParams0 ); + */ + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_P.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_P.hlsl new file mode 100644 index 000000000..ff31a4b8b --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_P.hlsl @@ -0,0 +1,272 @@ +//----------------------------------------------------------------------------- +// 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 "../../shaderModelAutoGen.hlsl" +#include "./../postFx.hlsl" + +#define DOSMALL +#define DOLARGE + +TORQUE_UNIFORM_SAMPLER2D(deferredMap,0); +TORQUE_UNIFORM_SAMPLER2D(randNormalTex,1); +TORQUE_UNIFORM_SAMPLER1D(powTable,2); + +uniform float2 nearFar; +uniform float2 worldToScreenScale; +uniform float2 texSize0; +uniform float2 texSize1; +uniform float2 targetSize; + +// Script-set constants. + +uniform float overallStrength; + +uniform float sRadius; +uniform float sStrength; +uniform float sDepthMin; +uniform float sDepthMax; +uniform float sDepthPow; +uniform float sNormalTol; +uniform float sNormalPow; + +uniform float lRadius; +uniform float lStrength; +uniform float lDepthMin; +uniform float lDepthMax; +uniform float lDepthPow; +uniform float lNormalTol; +uniform float lNormalPow; + + +#ifndef QUALITY + #define QUALITY 2 +#endif + + +#if QUALITY == 0 + #define sSampleCount 4 + #define totalSampleCount 12 +#elif QUALITY == 1 + #define sSampleCount 6 + #define totalSampleCount 24 +#elif QUALITY == 2 + #define sSampleCount 8 + #define totalSampleCount 32 +#endif + + +float getOcclusion( float depthDiff, float depthMin, float depthMax, float depthPow, + float normalDiff, float dt, float normalTol, float normalPow ) +{ + if ( depthDiff < 0.0 ) + return 0.0; + + float delta = abs( depthDiff ); + + if ( delta < depthMin || delta > depthMax ) + return 0.0; + + delta = saturate( delta / depthMax ); + + if ( dt > 0.0 ) + normalDiff *= dt; + else + normalDiff = 1.0; + + + normalDiff *= 1.0 - ( dt * 0.5 + 0.5 ); + + return ( 1.0 - TORQUE_TEX1D( powTable, delta ).r ) * normalDiff; +} + + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float3 ptSphere[32] = + { + float3( 0.295184, 0.077723, 0.068429 ), + float3( -0.271976, -0.365221, -0.838363 ), + float3( 0.547713, 0.467576, 0.488515 ), + float3( 0.662808, -0.031733, -0.584758 ), + float3( -0.025717, 0.218955, -0.657094 ), + float3( -0.310153, -0.365223, -0.370701 ), + float3( -0.101407, -0.006313, -0.747665 ), + float3( -0.769138, 0.360399, -0.086847 ), + float3( -0.271988, -0.275140, -0.905353 ), + float3( 0.096740, -0.566901, 0.700151 ), + float3( 0.562872, -0.735136, -0.094647 ), + float3( 0.379877, 0.359278, 0.190061 ), + float3( 0.519064, -0.023055, 0.405068 ), + float3( -0.301036, 0.114696, -0.088885 ), + float3( -0.282922, 0.598305, 0.487214 ), + float3( -0.181859, 0.251670, -0.679702 ), + float3( -0.191463, -0.635818, -0.512919 ), + float3( -0.293655, 0.427423, 0.078921 ), + float3( -0.267983, 0.680534, -0.132880 ), + float3( 0.139611, 0.319637, 0.477439 ), + float3( -0.352086, 0.311040, 0.653913 ), + float3( 0.321032, 0.805279, 0.487345 ), + float3( 0.073516, 0.820734, -0.414183 ), + float3( -0.155324, 0.589983, -0.411460 ), + float3( 0.335976, 0.170782, -0.527627 ), + float3( 0.463460, -0.355658, -0.167689 ), + float3( 0.222654, 0.596550, -0.769406 ), + float3( 0.922138, -0.042070, 0.147555 ), + float3( -0.727050, -0.329192, 0.369826 ), + float3( -0.090731, 0.533820, 0.463767 ), + float3( -0.323457, -0.876559, -0.238524 ), + float3( -0.663277, -0.372384, -0.342856 ) + }; + + // Sample a random normal for reflecting the + // sphere vector later in our loop. + float4 noiseMapUV = float4( ( IN.uv1 * ( targetSize / texSize1 ) ).xy, 0, 0 ); + float3 reflectNormal = normalize( TORQUE_TEX2DLOD( randNormalTex, noiseMapUV ).xyz * 2.0 - 1.0 ); + //return float4( reflectNormal, 1 ); + + float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredMap, IN.uv0 ); + float3 normal = deferred.xyz; + float depth = deferred.a; + //return float4( ( depth ).xxx, 1 ); + + // Early out if too far away. + if ( depth > 0.99999999 ) + return float4( 0,0,0,0 ); + + // current fragment coords in screen space + float3 ep = float3( IN.uv0, depth ); + + float bl; + float3 baseRay, ray, se, occNorm, projRadius; + float normalDiff = 0; + float depthMin, depthMax, dt, depthDiff; + float4 occluderFragment; + int i; + float sOcclusion = 0.0; + float lOcclusion = 0.0; + + //------------------------------------------------------------ + // Small radius + //------------------------------------------------------------ + +#ifdef DOSMALL + + bl = 0.0; + + projRadius.xy = ( float2( sRadius.rr ) / ( depth * nearFar.y ) ) * ( worldToScreenScale / texSize0 ); + projRadius.z = sRadius / nearFar.y; + + depthMin = projRadius.z * sDepthMin; + depthMax = projRadius.z * sDepthMax; + + //float maxr = 1; + //radiusDepth = clamp( radiusDepth, 0.0001, maxr.rrr ); + //if ( radiusDepth.x < 1.0 / targetSize.x ) + // return color; + //radiusDepth.xyz = 0.0009; + [unroll] + for ( i = 0; i < sSampleCount; i++ ) + { + baseRay = reflect( ptSphere[i], reflectNormal ); + + dt = dot( baseRay.xyz, normal ); + + baseRay *= sign( dt ); + + ray = ( projRadius * baseRay.xzy ); + ray.y = -ray.y; + + se = ep + ray; + + occluderFragment = TORQUE_DEFERRED_UNCONDITION( deferredMap, se.xy ); + + depthDiff = se.z - occluderFragment.a; + + dt = dot( occluderFragment.xyz, baseRay.xyz ); + normalDiff = dot( occluderFragment.xyz, normal ); + + bl += getOcclusion( depthDiff, depthMin, depthMax, sDepthPow, normalDiff, dt, sNormalTol, sNormalPow ); + } + + sOcclusion = sStrength * ( bl / (float)sSampleCount ); + +#endif // DOSMALL + + + //------------------------------------------------------------ + // Large radius + //------------------------------------------------------------ + +#ifdef DOLARGE + + bl = 0.0; + + projRadius.xy = ( float2( lRadius.rr ) / ( depth * nearFar.y ) ) * ( worldToScreenScale / texSize0 ); + projRadius.z = lRadius / nearFar.y; + + depthMin = projRadius.z * lDepthMin; + depthMax = projRadius.z * lDepthMax; + + //projRadius.xy = clamp( projRadius.xy, 0.0, 0.01 ); + //float maxr = 1; + //radiusDepth = clamp( radiusDepth, 0.0001, maxr.rrr ); + //if ( radiusDepth.x < 1.0 / targetSize.x ) + // return color; + //radiusDepth.xyz = 0.0009; + [unroll] + for ( i = sSampleCount; i < totalSampleCount; i++ ) + { + baseRay = reflect( ptSphere[i], reflectNormal ); + + dt = dot( baseRay.xyz, normal ); + + baseRay *= sign( dt ); + + ray = ( projRadius * baseRay.xzy ); + ray.y = -ray.y; + + se = ep + ray; + + occluderFragment = TORQUE_DEFERRED_UNCONDITION( deferredMap, se.xy ); + + depthDiff = se.z - occluderFragment.a; + + normalDiff = dot( occluderFragment.xyz, normal ); + dt = dot( occluderFragment.xyz, baseRay.xyz ); + + bl += getOcclusion( depthDiff, depthMin, depthMax, lDepthPow, normalDiff, dt, lNormalTol, lNormalPow ); + } + + lOcclusion = lStrength * ( bl / (float)( totalSampleCount - sSampleCount ) ); + +#endif // DOLARGE + + float occlusion = saturate( max( sOcclusion, lOcclusion ) * overallStrength ); + + // Note black is unoccluded and white is fully occluded. This + // seems backwards, but it makes it simple to deal with the SSAO + // being disabled in the lighting shaders. + + return occlusion; +} + + diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_PowerTable_P.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_PowerTable_P.hlsl new file mode 100644 index 000000000..696947d3e --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_PowerTable_P.hlsl @@ -0,0 +1,29 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float power = pow( max( IN.uv0.x, 0 ), 0.1 ); + return float4( power, 0, 0, 1 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_PowerTable_V.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_PowerTable_V.hlsl new file mode 100644 index 000000000..76f67e711 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/SSAO_PowerTable_V.hlsl @@ -0,0 +1,45 @@ +//----------------------------------------------------------------------------- +// 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 "./../postFx.hlsl" +#include "./../../torque.hlsl" + + +uniform float4 rtParams0; +uniform float4 rtParams1; +uniform float4 rtParams2; +uniform float4 rtParams3; + +PFXVertToPix main( PFXVert IN ) +{ + PFXVertToPix OUT; + + OUT.hpos = float4(IN.pos,1.0); + OUT.uv0 = IN.uv; //viewportCoordToRenderTarget( IN.uv, rtParams0 ); + OUT.uv1 = IN.uv; //viewportCoordToRenderTarget( IN.uv, rtParams1 ); + OUT.uv2 = IN.uv; //viewportCoordToRenderTarget( IN.uv, rtParams2 ); + OUT.uv3 = IN.uv; //viewportCoordToRenderTarget( IN.uv, rtParams3 ); + + OUT.wsEyeRay = IN.wsEyeRay; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_Blur_P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_Blur_P.glsl new file mode 100644 index 000000000..cae920af8 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_Blur_P.glsl @@ -0,0 +1,108 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +in vec4 uv0; +#define IN_uv0 uv0 +in vec2 uv1; +#define IN_uv1 uv1 +in vec2 uv2; +#define IN_uv2 uv2 +in vec2 uv3; +#define IN_uv3 uv3 + +in vec2 uv4; +#define IN_uv4 uv4 +in vec2 uv5; +#define IN_uv5 uv5 +in vec2 uv6; +#define IN_uv6 uv6 +in vec2 uv7; +#define IN_uv7 uv7 + +uniform sampler2D occludeMap ; +uniform sampler2D deferredMap ; +uniform float blurDepthTol; +uniform float blurNormalTol; + +out vec4 OUT_col; + +void _sample( vec2 uv, float weight, vec4 centerTap, inout int usedCount, inout float occlusion, inout float total ) +{ + //return; + vec4 tap = deferredUncondition( deferredMap, uv ); + + if ( abs( tap.a - centerTap.a ) < blurDepthTol ) + { + if ( dot( tap.xyz, centerTap.xyz ) > blurNormalTol ) + { + usedCount++; + total += weight; + occlusion += texture( occludeMap, uv ).r * weight; + } + } +} + +void main() +{ + //vec4 centerTap; + vec4 centerTap = deferredUncondition( deferredMap, IN_uv0.zw ); + + //return centerTap; + + //float centerOcclude = texture( occludeMap, IN_uv0.zw ).r; + //return vec4( centerOcclude.rrr, 1 ); + + vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ); //25f; + + float occlusion = 0; + int usedCount = 0; + float total = 0.0; + + _sample( IN_uv0.xy, kernel.x, centerTap, usedCount, occlusion, total ); + _sample( IN_uv1, kernel.y, centerTap, usedCount, occlusion, total ); + _sample( IN_uv2, kernel.z, centerTap, usedCount, occlusion, total ); + _sample( IN_uv3, kernel.w, centerTap, usedCount, occlusion, total ); + + _sample( IN_uv4, kernel.x, centerTap, usedCount, occlusion, total ); + _sample( IN_uv5, kernel.y, centerTap, usedCount, occlusion, total ); + _sample( IN_uv6, kernel.z, centerTap, usedCount, occlusion, total ); + _sample( IN_uv7, kernel.w, centerTap, usedCount, occlusion, total ); + + occlusion += texture( occludeMap, IN_uv0.zw ).r * 0.5; + total += 0.5; + //occlusion /= 3.0; + + //occlusion /= (float)usedCount / 8.0; + occlusion /= total; + + OUT_col = vec4( vec3(occlusion), 1 ); + + + //return vec4( 0,0,0,occlusion ); + + //vec3 color = texture( colorMap, IN_uv0.zw ); + + //return vec4( color, occlusion ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_Blur_V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_Blur_V.glsl new file mode 100644 index 000000000..45a52e890 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_Blur_V.glsl @@ -0,0 +1,96 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/torque.glsl" +#include "../../../gl/hlslCompat.glsl" + +in vec4 vPosition; +in vec2 vTexCoord0; + +#define IN_pos vPosition +#define _IN_uv vTexCoord0 + +uniform vec2 texSize0; +uniform vec4 rtParams0; +uniform vec2 oneOverTargetSize; + +#define OUT_hpos gl_Position + +out vec4 uv0; +#define OUT_uv0 uv0 +out vec2 uv1; +#define OUT_uv1 uv1 +out vec2 uv2; +#define OUT_uv2 uv2 +out vec2 uv3; +#define OUT_uv3 uv3 + +out vec2 uv4; +#define OUT_uv4 uv4 +out vec2 uv5; +#define OUT_uv5 uv5 +out vec2 uv6; +#define OUT_uv6 uv6 +out vec2 uv7; +#define OUT_uv7 uv7 + + +void main() +{ + OUT_hpos = IN_pos; + + vec2 IN_uv = viewportCoordToRenderTarget( _IN_uv, rtParams0 ); + + //vec4 step = vec4( 3.5, 2.5, 1.5, 0.5 ); + //vec4 step = vec4( 4.0, 3.0, 2.0, 1.0 ); + vec4 step = vec4( 9.0, 5.0, 2.5, 0.5 ); + + // I don't know why this offset is necessary, but it is. + //IN_uv = IN_uv * oneOverTargetSize; + + OUT_uv0.xy = IN_uv + ( ( BLUR_DIR * step.x ) / texSize0 ); + OUT_uv1 = IN_uv + ( ( BLUR_DIR * step.y ) / texSize0 ); + OUT_uv2 = IN_uv + ( ( BLUR_DIR * step.z ) / texSize0 ); + OUT_uv3 = IN_uv + ( ( BLUR_DIR * step.w ) / texSize0 ); + + OUT_uv4 = IN_uv - ( ( BLUR_DIR * step.x ) / texSize0 ); + OUT_uv5 = IN_uv - ( ( BLUR_DIR * step.y ) / texSize0 ); + OUT_uv6 = IN_uv - ( ( BLUR_DIR * step.z ) / texSize0 ); + OUT_uv7 = IN_uv - ( ( BLUR_DIR * step.w ) / texSize0 ); + + OUT_uv0.zw = IN_uv; + + /* + OUT_uv0 = viewportCoordToRenderTarget( OUT_uv0, rtParams0 ); + OUT_uv1 = viewportCoordToRenderTarget( OUT_uv1, rtParams0 ); + OUT_uv2 = viewportCoordToRenderTarget( OUT_uv2, rtParams0 ); + OUT_uv3 = viewportCoordToRenderTarget( OUT_uv3, rtParams0 ); + + OUT_uv4 = viewportCoordToRenderTarget( OUT_uv4, rtParams0 ); + OUT_uv5 = viewportCoordToRenderTarget( OUT_uv5, rtParams0 ); + OUT_uv6 = viewportCoordToRenderTarget( OUT_uv6, rtParams0 ); + OUT_uv7 = viewportCoordToRenderTarget( OUT_uv7, rtParams0 ); + */ + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_P.glsl new file mode 100644 index 000000000..cfff88381 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_P.glsl @@ -0,0 +1,278 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/postFX.glsl" + +#define DOSMALL +#define DOLARGE + +uniform sampler2D deferredMap ; +uniform sampler2D randNormalTex ; +uniform sampler1D powTable ; + +uniform vec2 nearFar; +uniform vec2 worldToScreenScale; +uniform vec2 texSize0; +uniform vec2 texSize1; +uniform vec2 targetSize; + +// Script-set constants. + +uniform float overallStrength; + +uniform float sRadius; +uniform float sStrength; +uniform float sDepthMin; +uniform float sDepthMax; +uniform float sDepthPow; +uniform float sNormalTol; +uniform float sNormalPow; + +uniform float lRadius; +uniform float lStrength; +uniform float lDepthMin; +uniform float lDepthMax; +uniform float lDepthPow; +uniform float lNormalTol; +uniform float lNormalPow; + +out vec4 OUT_col; + + +#ifndef QUALITY + #define QUALITY 2 +#endif + + +#if QUALITY == 0 + #define sSampleCount 4 + #define totalSampleCount 12 +#elif QUALITY == 1 + #define sSampleCount 6 + #define totalSampleCount 24 +#elif QUALITY == 2 + #define sSampleCount 8 + #define totalSampleCount 32 +#endif + + +float getOcclusion( float depthDiff, float depthMin, float depthMax, float depthPow, + float normalDiff, float dt, float normalTol, float normalPow ) +{ + if ( depthDiff < 0.0 ) + return 0.0; + + float delta = abs( depthDiff ); + + if ( delta < depthMin || delta > depthMax ) + return 0.0; + + delta = saturate( delta / depthMax ); + + if ( dt > 0.0 ) + normalDiff *= dt; + else + normalDiff = 1.0; + + + normalDiff *= 1.0 - ( dt * 0.5 + 0.5 ); + + return ( 1.0 - texture( powTable, delta ).r ) * normalDiff; +} + + +void main() +{ + const vec3 ptSphere[32] = vec3[] + ( + vec3( 0.295184, 0.077723, 0.068429 ), + vec3( -0.271976, -0.365221, -0.838363 ), + vec3( 0.547713, 0.467576, 0.488515 ), + vec3( 0.662808, -0.031733, -0.584758 ), + vec3( -0.025717, 0.218955, -0.657094 ), + vec3( -0.310153, -0.365223, -0.370701 ), + vec3( -0.101407, -0.006313, -0.747665 ), + vec3( -0.769138, 0.360399, -0.086847 ), + vec3( -0.271988, -0.275140, -0.905353 ), + vec3( 0.096740, -0.566901, 0.700151 ), + vec3( 0.562872, -0.735136, -0.094647 ), + vec3( 0.379877, 0.359278, 0.190061 ), + vec3( 0.519064, -0.023055, 0.405068 ), + vec3( -0.301036, 0.114696, -0.088885 ), + vec3( -0.282922, 0.598305, 0.487214 ), + vec3( -0.181859, 0.251670, -0.679702 ), + vec3( -0.191463, -0.635818, -0.512919 ), + vec3( -0.293655, 0.427423, 0.078921 ), + vec3( -0.267983, 0.680534, -0.132880 ), + vec3( 0.139611, 0.319637, 0.477439 ), + vec3( -0.352086, 0.311040, 0.653913 ), + vec3( 0.321032, 0.805279, 0.487345 ), + vec3( 0.073516, 0.820734, -0.414183 ), + vec3( -0.155324, 0.589983, -0.411460 ), + vec3( 0.335976, 0.170782, -0.527627 ), + vec3( 0.463460, -0.355658, -0.167689 ), + vec3( 0.222654, 0.596550, -0.769406 ), + vec3( 0.922138, -0.042070, 0.147555 ), + vec3( -0.727050, -0.329192, 0.369826 ), + vec3( -0.090731, 0.533820, 0.463767 ), + vec3( -0.323457, -0.876559, -0.238524 ), + vec3( -0.663277, -0.372384, -0.342856 ) + ); + + // Sample a random normal for reflecting the + // sphere vector later in our loop. + vec4 noiseMapUV = vec4( ( IN_uv1 * ( targetSize / texSize1 ) ).xy, 0, 0 ); + vec3 reflectNormal = normalize( tex2Dlod( randNormalTex, noiseMapUV ).xyz * 2.0 - 1.0 ); + //return vec4( reflectNormal, 1 ); + + vec4 deferred = deferredUncondition( deferredMap, IN_uv0 ); + vec3 normal = deferred.xyz; + float depth = deferred.a; + //return vec4( ( depth ).xxx, 1 ); + + // Early out if too far away. + if ( depth > 0.99999999 ) + { + OUT_col = vec4( 0,0,0,0 ); + return; + } + + // current fragment coords in screen space + vec3 ep = vec3( IN_uv0, depth ); + + float bl; + vec3 baseRay, ray, se, occNorm, projRadius; + float normalDiff = 0; + float depthMin, depthMax, dt, depthDiff; + vec4 occluderFragment; + int i; + float sOcclusion = 0.0; + float lOcclusion = 0.0; + + //------------------------------------------------------------ + // Small radius + //------------------------------------------------------------ + +#ifdef DOSMALL + + bl = 0.0; + + projRadius.xy = ( vec2( sRadius ) / ( depth * nearFar.y ) ) * ( worldToScreenScale / texSize0 ); + projRadius.z = sRadius / nearFar.y; + + depthMin = projRadius.z * sDepthMin; + depthMax = projRadius.z * sDepthMax; + + //float maxr = 1; + //radiusDepth = clamp( radiusDepth, 0.0001, maxr.rrr ); + //if ( radiusDepth.x < 1.0 / targetSize.x ) + // return color; + //radiusDepth.xyz = 0.0009; + + for ( i = 0; i < sSampleCount; i++ ) + { + baseRay = reflect( ptSphere[i], reflectNormal ); + + dt = dot( baseRay.xyz, normal ); + + baseRay *= sign( dt ); + + ray = ( projRadius * baseRay.xzy ); + ray.y = -ray.y; + + se = ep + ray; + + occluderFragment = deferredUncondition( deferredMap, se.xy ); + + depthDiff = se.z - occluderFragment.a; + + dt = dot( occluderFragment.xyz, baseRay.xyz ); + normalDiff = dot( occluderFragment.xyz, normal ); + + bl += getOcclusion( depthDiff, depthMin, depthMax, sDepthPow, normalDiff, dt, sNormalTol, sNormalPow ); + } + + sOcclusion = sStrength * ( bl / float(sSampleCount) ); + +#endif // DOSMALL + + + //------------------------------------------------------------ + // Large radius + //------------------------------------------------------------ + +#ifdef DOLARGE + + bl = 0.0; + + projRadius.xy = ( vec2( lRadius ) / ( depth * nearFar.y ) ) * ( worldToScreenScale / texSize0 ); + projRadius.z = lRadius / nearFar.y; + + depthMin = projRadius.z * lDepthMin; + depthMax = projRadius.z * lDepthMax; + + //projRadius.xy = clamp( projRadius.xy, 0.0, 0.01 ); + //float maxr = 1; + //radiusDepth = clamp( radiusDepth, 0.0001, maxr.rrr ); + //if ( radiusDepth.x < 1.0 / targetSize.x ) + // return color; + //radiusDepth.xyz = 0.0009; + + for ( i = sSampleCount; i < totalSampleCount; i++ ) + { + baseRay = reflect( ptSphere[i], reflectNormal ); + + dt = dot( baseRay.xyz, normal ); + + baseRay *= sign( dt ); + + ray = ( projRadius * baseRay.xzy ); + ray.y = -ray.y; + + se = ep + ray; + + occluderFragment = deferredUncondition( deferredMap, se.xy ); + + depthDiff = se.z - occluderFragment.a; + + normalDiff = dot( occluderFragment.xyz, normal ); + dt = dot( occluderFragment.xyz, baseRay.xyz ); + + bl += getOcclusion( depthDiff, depthMin, depthMax, lDepthPow, normalDiff, dt, lNormalTol, lNormalPow ); + } + + lOcclusion = lStrength * ( bl / float( totalSampleCount - sSampleCount ) ); + +#endif // DOLARGE + + float occlusion = saturate( max( sOcclusion, lOcclusion ) * overallStrength ); + + // Note black is unoccluded and white is fully occluded. This + // seems backwards, but it makes it simple to deal with the SSAO + // being disabled in the lighting shaders. + + OUT_col = vec4(occlusion, vec3(0.0)); +} + + diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_PowerTable_P.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_PowerTable_P.glsl new file mode 100644 index 000000000..4f49479ba --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_PowerTable_P.glsl @@ -0,0 +1,34 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" + +in vec2 uv0; +#define IN_uv0 uv0 + +out vec4 OUT_col; + +void main() +{ + float power = pow( max( IN_uv0.x, 0 ), 0.1 ); + OUT_col = vec4( power, 0, 0, 1 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_PowerTable_V.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_PowerTable_V.glsl new file mode 100644 index 000000000..a193f63ce --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/ssao/gl/SSAO_PowerTable_V.glsl @@ -0,0 +1,38 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/torque.glsl" +#include "../../../gl/hlslCompat.glsl" +#include "../../gl/postFX.glsl" + +void main() +{ + OUT_hpos = IN_pos; + OUT_uv0 = IN_uv; //viewportCoordToRenderTarget( IN_uv, rtParams0 ); + OUT_uv1 = IN_uv; //viewportCoordToRenderTarget( IN_uv, rtParams1 ); + OUT_uv2 = IN_uv; //viewportCoordToRenderTarget( IN_uv, rtParams2 ); + OUT_uv3 = IN_uv; //viewportCoordToRenderTarget( IN_uv, rtParams3 ); + + OUT_wsEyeRay = IN_wsEyeRay; + + correctSSP(gl_Position); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/turbulenceP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/turbulenceP.hlsl new file mode 100644 index 000000000..c8c572ae7 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/turbulenceP.hlsl @@ -0,0 +1,44 @@ +//----------------------------------------------------------------------------- +// 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 "./postFx.hlsl" + +uniform float accumTime; +uniform float2 projectionOffset; +uniform float4 targetViewport; +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); + + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + float speed = 2.0; + float distortion = 6.0; + + float y = IN.uv0.y + (cos((IN.uv0.y+projectionOffset.y) * distortion + accumTime * speed) * 0.01); + float x = IN.uv0.x + (sin((IN.uv0.x+projectionOffset.x) * distortion + accumTime * speed) * 0.01); + + // Clamp the calculated uv values to be within the target's viewport + y = clamp(y, targetViewport.y, targetViewport.w); + x = clamp(x, targetViewport.x, targetViewport.z); + + return TORQUE_TEX2D(inputTex, float2(x, y)); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/underwaterFogP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/underwaterFogP.hlsl new file mode 100644 index 000000000..aab43c45c --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/underwaterFogP.hlsl @@ -0,0 +1,138 @@ +//----------------------------------------------------------------------------- +// 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 "./postFx.hlsl" +#include "../torque.hlsl" +#include "../shaderModelAutoGen.hlsl" +//----------------------------------------------------------------------------- +// Defines +//----------------------------------------------------------------------------- + +// oceanFogData +#define FOG_DENSITY waterFogData[0] +#define FOG_DENSITY_OFFSET waterFogData[1] +#define WET_DEPTH waterFogData[2] +#define WET_DARKENING waterFogData[3] + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- + +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); +TORQUE_UNIFORM_SAMPLER2D(backbuffer, 1); +TORQUE_UNIFORM_SAMPLER1D(waterDepthGradMap, 2); + +uniform float3 eyePosWorld; +uniform float waterDepthGradMax; +uniform float3 ambientColor; +uniform float4 waterColor; +uniform float4 waterFogData; +uniform float4 waterFogPlane; +uniform float2 nearFar; +uniform float4 rtParams0; + + +float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 +{ + //float2 deferredCoord = IN.uv0; + //IN.uv0 = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy; + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; + //return float4( depth.rrr, 1 ); + + // Skip fogging the extreme far plane so that + // the canvas clear color always appears. + //clip( 0.9 - depth ); + + // We assume that the eye position is below water because + // otherwise this shader/posteffect should not be active. + + depth *= nearFar.y; + + float3 eyeRay = normalize( IN.wsEyeRay ); + + float3 rayStart = eyePosWorld; + float3 rayEnd = eyePosWorld + ( eyeRay * depth ); + //return float4( rayEnd, 1 ); + + float4 plane = waterFogPlane; //float4( 0, 0, 1, -waterHeight ); + //plane.w -= 0.15; + + float startSide = dot( plane.xyz, rayStart ) + plane.w; + if ( startSide > 0 ) + { + rayStart.z -= ( startSide ); + //return float4( 1, 0, 0, 1 ); + } + + float3 hitPos; + float3 ray = rayEnd - rayStart; + float rayLen = length( ray ); + float3 rayDir = normalize( ray ); + + float endSide = dot( plane.xyz, rayEnd ) + plane.w; + float planeDist; + + if ( endSide < -0.005 ) + { + //return float4( 0, 0, 1, 1 ); + hitPos = rayEnd; + planeDist = endSide; + } + else + { + //return float4( 0, 0, 0, 0 ); + float den = dot( ray, plane.xyz ); + + // Parallal to the plane, return the endPnt. + //if ( den == 0.0f ) + // return endPnt; + + float dist = -( dot( plane.xyz, rayStart ) + plane.w ) / den; + if ( dist < 0.0 ) + dist = 0.0; + //return float4( 1, 0, 0, 1 ); + //return float4( ( dist ).rrr, 1 ); + + + hitPos = lerp( rayStart, rayEnd, dist ); + + planeDist = dist; + } + + float delta = length( hitPos - rayStart ); + + float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * ( delta - FOG_DENSITY_OFFSET ) ) ); + //return float4( fogAmt.rrr, 1 ); + + // Calculate the water "base" color based on depth. + float4 fogColor = waterColor * TORQUE_TEX1D( waterDepthGradMap, saturate( delta / waterDepthGradMax ) ); + // Modulate baseColor by the ambientColor. + fogColor *= float4( ambientColor.rgb, 1 ); + + float3 inColor = hdrDecode( TORQUE_TEX2D( backbuffer, IN.uv0 ).rgb ); + inColor.rgb *= 1.0 - saturate( abs( planeDist ) / WET_DEPTH ) * WET_DARKENING; + //return float4( inColor, 1 ); + + float3 outColor = lerp( inColor, fogColor.rgb, fogAmt ); + + return float4( hdrEncode( outColor ), 1 ); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/vignette/VignetteP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/vignette/VignetteP.hlsl new file mode 100644 index 000000000..c518a2145 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/vignette/VignetteP.hlsl @@ -0,0 +1,35 @@ +//----------------------------------------------------------------------------- +// 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 "../postFx.hlsl" + +TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); +uniform float Vmax; +uniform float Vmin; + +float4 main(PFXVertToPix IN) : TORQUE_TARGET0 +{ + float4 base = TORQUE_TEX2D(backBuffer, IN.uv0); + float dist = distance(IN.uv0, float2(0.5,0.5)); + base.rgb *= smoothstep(Vmax, Vmin, dist); + return base; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/postFX/vignette/gl/VignetteP.glsl b/Templates/BaseGame/game/core/rendering/shaders/postFX/vignette/gl/VignetteP.glsl new file mode 100644 index 000000000..35de95c34 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/postFX/vignette/gl/VignetteP.glsl @@ -0,0 +1,41 @@ +//----------------------------------------------------------------------------- +// 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 "../../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +uniform sampler2D backBuffer; +uniform float Vmax; +uniform float Vmin; + +in vec2 uv0; +#define IN_uv0 uv0 + +out vec4 OUT_col; + +void main() +{ + vec4 base = texture(backBuffer, IN_uv0); + float dist = distance(IN_uv0, vec2(0.5,0.5)); + base.rgb *= smoothstep(Vmax, Vmin, dist); + OUT_col = base; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/precipP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/precipP.hlsl new file mode 100644 index 000000000..069ba4992 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/precipP.hlsl @@ -0,0 +1,53 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +#include "shaderModel.hlsl" + +struct Conn +{ + float4 position : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; + float4 color : COLOR0; +}; + +struct Frag +{ + float4 col : TORQUE_TARGET0; +}; + +TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Frag main( Conn In) +{ + Frag Out; + + Out.col = TORQUE_TEX2D(diffuseMap, In.texCoord) * In.color; + + return Out; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/precipV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/precipV.hlsl new file mode 100644 index 000000000..3c40942c7 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/precipV.hlsl @@ -0,0 +1,71 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//***************************************************************************** +// Precipitation vertex shader +//***************************************************************************** +//----------------------------------------------------------------------------- +// Constants +//----------------------------------------------------------------------------- + +#include "shaderModel.hlsl" + +struct Vert +{ + float3 position : POSITION; + float2 texCoord : TEXCOORD0; + float4 color : COLOR0; +}; + +struct Conn +{ + float4 position : TORQUE_POSITION; + float2 texCoord : TEXCOORD0; + float4 color : COLOR0; +}; + +uniform float4x4 modelview : register(C0); +uniform float2 fadeStartEnd : register(C4); +uniform float3 cameraPos : register(C5); +uniform float3 ambient : register(C6); + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Conn main( Vert In ) +{ + Conn Out; + + Out.position = mul(modelview, float4(In.position,1.0)); + Out.texCoord = In.texCoord; + Out.color = float4( ambient.r, ambient.g, ambient.b, 1 ); + + // Do we need to do a distance fade? + if ( fadeStartEnd.x < fadeStartEnd.y ) { + + float distance = length( cameraPos - In.position ); + Out.color.a = abs( clamp( ( distance - fadeStartEnd.x ) / ( fadeStartEnd.y - fadeStartEnd.x ), 0, 1 ) - 1 ); + } + + return Out; +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/projectedShadowP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/projectedShadowP.hlsl new file mode 100644 index 000000000..88713bd52 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/projectedShadowP.hlsl @@ -0,0 +1,40 @@ +//----------------------------------------------------------------------------- +// 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 "shaderModel.hlsl" + +struct Conn +{ + float4 position : TORQUE_POSITION; + float4 color : COLOR0; + float2 texCoord : TEXCOORD0; + float fade : TEXCOORD1; +}; + +TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); +uniform float4 ambient; + +float4 main( Conn IN ) : TORQUE_TARGET0 +{ + float shadow = TORQUE_TEX2D( inputTex, IN.texCoord ).a * IN.color.a; + return ( ambient * shadow ) + ( 1 - shadow ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/projectedShadowV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/projectedShadowV.hlsl new file mode 100644 index 000000000..38b1bd3e2 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/projectedShadowV.hlsl @@ -0,0 +1,60 @@ +//----------------------------------------------------------------------------- +// 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 "shaderModel.hlsl" + +struct Vert +{ + float3 position : POSITION; + float3 normal : NORMAL; + float3 T : TANGENT; + float4 color : COLOR0; + float2 texCoord : TEXCOORD0; +}; + +struct Conn +{ + float4 position : TORQUE_POSITION; + float4 color : COLOR0; + float2 texCoord : TEXCOORD0; + float fade : TEXCOORD1; +}; + +uniform float4x4 modelview; +uniform float shadowLength; +uniform float3 shadowCasterPosition; + +Conn main( Vert In ) +{ + Conn Out; + + // Decals are in world space. + Out.position = mul( modelview, float4( In.position, 1.0 ) ); + + Out.color = In.color; + Out.texCoord = In.texCoord; + + float fromCasterDist = length( In.position - shadowCasterPosition ) - shadowLength; + Out.fade = 1.0 - saturate( fromCasterDist / shadowLength ); + + return Out; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/ribbons/basicRibbonShaderP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/ribbons/basicRibbonShaderP.hlsl new file mode 100644 index 000000000..f4c6c7b04 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/ribbons/basicRibbonShaderP.hlsl @@ -0,0 +1,19 @@ +#define IN_HLSL +#include "../shdrConsts.h" +#include "../shaderModel.hlsl" + +struct v2f +{ + float4 hpos : TORQUE_POSITION; + float4 color : COLOR0; + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; +}; + +float4 main(v2f IN) : TORQUE_TARGET0 +{ + float fade = 1.0 - abs(IN.shiftdata.y - 0.5) * 2.0; + IN.color.xyz = IN.color.xyz + pow(fade, 4) / 10; + IN.color.a = IN.color.a * fade; + return IN.color; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/ribbons/basicRibbonShaderV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/ribbons/basicRibbonShaderV.hlsl new file mode 100644 index 000000000..1a6bc85e4 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/ribbons/basicRibbonShaderV.hlsl @@ -0,0 +1,35 @@ +#define IN_HLSL +#include "../shdrConsts.h" +#include "../shaderModel.hlsl" + +struct a2v +{ + float3 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR0; + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; +}; + +struct v2f +{ + float4 hpos : TORQUE_POSITION; + float4 color : COLOR0; + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; +}; + +uniform float4x4 modelview; +uniform float3 eyePos; + +v2f main(a2v IN) +{ + v2f OUT; + + OUT.hpos = mul(modelview, float4(IN.position, 1.0)); + OUT.color = IN.color; + OUT.texCoord = IN.texCoord; + OUT.shiftdata = IN.shiftdata; + + return OUT; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/basicRibbonShaderP.glsl b/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/basicRibbonShaderP.glsl new file mode 100644 index 000000000..f3f83ce30 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/basicRibbonShaderP.glsl @@ -0,0 +1,20 @@ +#include "../../gl/hlslCompat.glsl" + +in float4 _hpos; +in float2 _texCoord; +in float2 _shiftdata; +in float4 _color; + +#define IN_hpos _hpos +#define IN_texCoord _texCoord +#define IN_shiftdata _shiftdata +#define IN_color _color + +out float4 OUT_col; + +void main() +{ + float fade = 1.0 - abs(IN_shiftdata.y - 0.5) * 2.0; + OUT_col.xyz = IN_color.xyz + pow(fade, 4) / 10; + OUT_col.a = IN_color.a * fade; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/basicRibbonShaderV.glsl b/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/basicRibbonShaderV.glsl new file mode 100644 index 000000000..9f6826d55 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/basicRibbonShaderV.glsl @@ -0,0 +1,37 @@ +#include "../../gl/hlslCompat.glsl" + +in float2 vTexCoord0; +in float2 vTexCoord1; +in float3 vNormal; +in float4 vPosition; +in float4 vColor; + +#define IN_texCoord vTexCoord0 +#define IN_shiftdata vTexCoord1 +#define IN_normal vNormal +#define IN_position vPosition +#define IN_color vColor + +out float4 _hpos; +out float2 _texCoord; +out float2 _shiftdata; +out float4 _color; + +#define OUT_hpos _hpos +#define OUT_texCoord _texCoord +#define OUT_shiftdata _shiftdata +#define OUT_color _color + +uniform float4x4 modelview; +uniform float3 eyePos; + +void main() +{ + OUT_hpos = tMul(modelview, IN_position); + OUT_color = IN_color; + OUT_texCoord = IN_texCoord; + OUT_shiftdata = IN_shiftdata; + + gl_Position = OUT_hpos; + correctSSP(gl_Position); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/texRibbonShaderP.glsl b/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/texRibbonShaderP.glsl new file mode 100644 index 000000000..cd3e72d43 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/texRibbonShaderP.glsl @@ -0,0 +1,22 @@ +#include "../../gl/hlslCompat.glsl" +#include "../../gl/torque.glsl" + +in float4 _hpos; +in float2 _texCoord; +in float2 _shiftdata; +in float4 _color; + +#define IN_hpos _hpos +#define IN_texCoord _texCoord +#define IN_shiftdata _shiftdata +#define IN_color _color + +out float4 OUT_col; +uniform sampler2D ribTex; + +void main() +{ + float4 Tex = tex2D(ribTex,IN_texCoord); + Tex.a *= IN_color.a; + OUT_col = hdrEncode(Tex); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/texRibbonShaderV.glsl b/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/texRibbonShaderV.glsl new file mode 100644 index 000000000..9f6826d55 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/ribbons/gl/texRibbonShaderV.glsl @@ -0,0 +1,37 @@ +#include "../../gl/hlslCompat.glsl" + +in float2 vTexCoord0; +in float2 vTexCoord1; +in float3 vNormal; +in float4 vPosition; +in float4 vColor; + +#define IN_texCoord vTexCoord0 +#define IN_shiftdata vTexCoord1 +#define IN_normal vNormal +#define IN_position vPosition +#define IN_color vColor + +out float4 _hpos; +out float2 _texCoord; +out float2 _shiftdata; +out float4 _color; + +#define OUT_hpos _hpos +#define OUT_texCoord _texCoord +#define OUT_shiftdata _shiftdata +#define OUT_color _color + +uniform float4x4 modelview; +uniform float3 eyePos; + +void main() +{ + OUT_hpos = tMul(modelview, IN_position); + OUT_color = IN_color; + OUT_texCoord = IN_texCoord; + OUT_shiftdata = IN_shiftdata; + + gl_Position = OUT_hpos; + correctSSP(gl_Position); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/ribbons/texRibbonShaderP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/ribbons/texRibbonShaderP.hlsl new file mode 100644 index 000000000..55bae76fd --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/ribbons/texRibbonShaderP.hlsl @@ -0,0 +1,21 @@ +#define IN_HLSL +#include "../shdrConsts.h" +#include "../torque.hlsl" + + +TORQUE_UNIFORM_SAMPLER2D(ribTex, 0); + +struct v2f +{ + float4 hpos : TORQUE_POSITION; + float4 color : COLOR0; + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; +}; + +float4 main(v2f IN) : TORQUE_TARGET0 +{ + float4 Tex = TORQUE_TEX2D(ribTex,IN.texCoord); + Tex.a *= IN.color.a; + return hdrEncode(Tex); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/ribbons/texRibbonShaderV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/ribbons/texRibbonShaderV.hlsl new file mode 100644 index 000000000..2ce4f62fd --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/ribbons/texRibbonShaderV.hlsl @@ -0,0 +1,35 @@ +#define IN_HLSL +#include "../shdrConsts.h" +#include "../shaderModel.hlsl" + +struct a2v +{ + float3 position : POSITION; + float4 color : COLOR0; + float3 normal : NORMAL; + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; +}; + +struct v2f +{ + float4 hpos : TORQUE_POSITION; + float4 color : COLOR0; + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; +}; + +uniform float4x4 modelview; +uniform float3 eyePos; + +v2f main(a2v IN) +{ + v2f OUT; + + OUT.hpos = mul(modelview, float4(IN.position,1.0)); + OUT.color = IN.color; + OUT.texCoord = IN.texCoord; + OUT.shiftdata = IN.shiftdata; + + return OUT; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/scatterSkyP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/scatterSkyP.hlsl new file mode 100644 index 000000000..84e0854e0 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/scatterSkyP.hlsl @@ -0,0 +1,69 @@ +//----------------------------------------------------------------------------- +// 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 "shaderModel.hlsl" +#include "torque.hlsl" + +struct Conn +{ + float4 hpos : TORQUE_POSITION; + float4 rayleighColor : TEXCOORD0; + float4 mieColor : TEXCOORD1; + float3 v3Direction : TEXCOORD2; + float3 pos : TEXCOORD3; +}; + +TORQUE_UNIFORM_SAMPLERCUBE(nightSky, 0); +uniform float4 nightColor; +uniform float2 nightInterpAndExposure; +uniform float useCubemap; +uniform float3 lightDir; +uniform float3 sunDir; + +float4 main( Conn In ) : TORQUE_TARGET0 +{ + + float fCos = dot( lightDir, In.v3Direction ) / length(In.v3Direction); + float fCos2 = fCos*fCos; + + float g = -0.991; + float g2 = -0.991 * -0.991; + + float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(abs(1.0 + g2 - 2.0*g*fCos), 1.5); + + float4 color = In.rayleighColor + fMiePhase * In.mieColor; + color.a = color.b; + + float4 Out; + + float4 nightSkyColor = TORQUE_TEXCUBE(nightSky, -In.v3Direction); + nightSkyColor = lerp( nightColor, nightSkyColor, useCubemap ); + + float fac = dot( normalize( In.pos ), sunDir ); + fac = max( nightInterpAndExposure.y, pow( saturate( fac ), 2 ) ); + Out = lerp( color, nightSkyColor, nightInterpAndExposure.y ); + + Out.a = 1; + Out = saturate(Out); + + return hdrEncode( Out ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/scatterSkyV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/scatterSkyV.hlsl new file mode 100644 index 000000000..2052448db --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/scatterSkyV.hlsl @@ -0,0 +1,157 @@ +//----------------------------------------------------------------------------- +// 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 "shaderModel.hlsl" + +// The scale equation calculated by Vernier's Graphical Analysis +float vernierScale(float fCos) +{ + float x = 1.0 - fCos; + float x5 = x * 5.25; + float x5p6 = (-6.80 + x5); + float xnew = (3.83 + x * x5p6); + float xfinal = (0.459 + x * xnew); + float xfinal2 = -0.00287 + x * xfinal; + float outx = exp( xfinal2 ); + return 0.25 * outx; +} + +// This is the shader input vertex structure. +struct Vert +{ + // .xyz = point + float3 position : POSITION; +}; + +// This is the shader output data. +struct Conn +{ + float4 position : TORQUE_POSITION; + float4 rayleighColor : TEXCOORD0; + float4 mieColor : TEXCOORD1; + float3 v3Direction : TEXCOORD2; + float3 pos : TEXCOORD3; +}; + +float3 desaturate(const float3 color, const float desaturation) +{ + const float3 gray_conv = float3 (0.30, 0.59, 0.11); + return lerp(color, dot(gray_conv , color), desaturation); +} + +uniform float4x4 modelView; +uniform float4 misc; +uniform float4 sphereRadii; +uniform float4 scatteringCoeffs; +uniform float4 colorize; +uniform float3 camPos; +uniform float3 lightDir; +uniform float4 invWaveLength; + +Conn main( Vert In ) +{ + // Pull some variables out: + float camHeight = misc.x; + float camHeightSqr = misc.y; + + float scale = misc.z; + float scaleOverScaleDepth = misc.w; + + float outerRadius = sphereRadii.x; + float outerRadiusSqr = sphereRadii.y; + + float innerRadius = sphereRadii.z; + float innerRadiusSqr = sphereRadii.w; + + float rayleighBrightness = scatteringCoeffs.x; // Kr * ESun + float rayleigh4PI = scatteringCoeffs.y; // Kr * 4 * PI + + float mieBrightness = scatteringCoeffs.z; // Km * ESun + float mie4PI = scatteringCoeffs.w; // Km * 4 * PI + + // Get the ray from the camera to the vertex, + // and its length (which is the far point of the ray + // passing through the atmosphere). + float4 v3Pos = float4(In.position,1.0) / 6378000.0; // outerRadius; + float3 newCamPos = float3( 0, 0, camHeight ); + v3Pos.z += innerRadius; + float3 v3Ray = v3Pos.xyz - newCamPos; + float fFar = length(v3Ray); + v3Ray /= fFar; + + // Calculate the ray's starting position, + // then calculate its scattering offset. + float3 v3Start = newCamPos; + float fHeight = length(v3Start); + float fDepth = exp(scaleOverScaleDepth * (innerRadius - camHeight)); + float fStartAngle = dot(v3Ray, v3Start) / fHeight; + + float fStartOffset = fDepth * vernierScale( fStartAngle ); + + // Initialize the scattering loop variables. + float fSampleLength = fFar / 2; + float fScaledLength = fSampleLength * scale; + float3 v3SampleRay = v3Ray * fSampleLength; + float3 v3SamplePoint = v3Start + v3SampleRay * 0.5; + + // Now loop through the sample rays + float3 v3FrontColor = float3(0.0, 0.0, 0.0); + for(int i=0; i<2; i++) + { + float fHeight = length(v3SamplePoint); + float fDepth = exp(scaleOverScaleDepth * (innerRadius - fHeight)); + float fLightAngle = dot(lightDir, v3SamplePoint) / fHeight; + float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; + + float vscale3 = vernierScale( fCameraAngle ); + float vscale2 = vernierScale( fLightAngle ); + + float fScatter = (fStartOffset + fDepth*(vscale2 - vscale3)); + float3 v3Attenuate = exp(-fScatter * (invWaveLength.xyz * rayleigh4PI + mie4PI)); + v3FrontColor += v3Attenuate * (fDepth * fScaledLength); + v3SamplePoint += v3SampleRay; + } + + Conn Out; + + // Finally, scale the Mie and Rayleigh colors + // and set up the varying variables for the pixel shader. + Out.position = mul( modelView, float4(In.position,1.0) ); + Out.mieColor.rgb = v3FrontColor * mieBrightness; + Out.mieColor.a = 1.0f; + Out.rayleighColor.rgb = v3FrontColor * (invWaveLength.xyz * rayleighBrightness); + Out.rayleighColor.a = 1.0f; + Out.v3Direction = newCamPos - v3Pos.xyz; + Out.pos = In.position; + +#ifdef USE_COLORIZE + + Out.rayleighColor.rgb = desaturate(Out.rayleighColor.rgb, 1) * colorize.a; + + Out.rayleighColor.r *= colorize.r; + Out.rayleighColor.g *= colorize.g; + Out.rayleighColor.b *= colorize.b; + +#endif + + return Out; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/shaderModel.hlsl b/Templates/BaseGame/game/core/rendering/shaders/shaderModel.hlsl new file mode 100644 index 000000000..70ce3a02d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/shaderModel.hlsl @@ -0,0 +1,97 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2015 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 _TORQUE_SHADERMODEL_ +#define _TORQUE_SHADERMODEL_ + +// Portability helpers for different shader models +//Shader model 1.0 - 3.0 +#if (TORQUE_SM >= 10 && TORQUE_SM <=30) + // Semantics + #define TORQUE_POSITION POSITION + #define TORQUE_DEPTH DEPTH + #define TORQUE_TARGET0 COLOR0 + #define TORQUE_TARGET1 COLOR1 + #define TORQUE_TARGET2 COLOR2 + #define TORQUE_TARGET3 COLOR3 + + // Sampler uniforms + #define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform sampler1D tex : register(S##regist) + #define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform sampler2D tex : register(S##regist) + #define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform sampler3D tex : register(S##regist) + #define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform samplerCUBE tex : register(S##regist) + // Sampling functions + #define TORQUE_TEX1D(tex,coords) tex1D(tex,coords) + #define TORQUE_TEX2D(tex,coords) tex2D(tex,coords) + #define TORQUE_TEX2DPROJ(tex,coords) tex2Dproj(tex,coords) //this really is sm 2 or later + #define TORQUE_TEX3D(tex,coords) tex3D(tex,coords) + #define TORQUE_TEXCUBE(tex,coords) texCUBE(tex,coords) + + //Shader model 3.0 only + #if TORQUE_SM == 30 + #define TORQUE_VPOS VPOS // This is a float2 + // The mipmap LOD is specified in coord.w + #define TORQUE_TEX2DLOD(tex,coords) tex2Dlod(tex,coords) + #endif + + //helper if you want to pass sampler/texture in a function + //2D + #define TORQUE_SAMPLER2D(tex) sampler2D tex + #define TORQUE_SAMPLER2D_MAKEARG(tex) tex + //Cube + #define TORQUE_SAMPLERCUBE(tex) samplerCUBE tex + #define TORQUE_SAMPLERCUBE_MAKEARG(tex) tex +// Shader model 4.0+ +#elif TORQUE_SM >= 40 + #define TORQUE_POSITION SV_Position + #define TORQUE_DEPTH SV_Depth + #define TORQUE_VPOS SV_Position //note float4 compared to SM 3 where it is a float2 + #define TORQUE_TARGET0 SV_Target0 + #define TORQUE_TARGET1 SV_Target1 + #define TORQUE_TARGET2 SV_Target2 + #define TORQUE_TARGET3 SV_Target3 + // Sampler uniforms + //1D is emulated to a 2D for now + #define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist) + #define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist) + #define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform Texture3D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist) + #define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform TextureCube texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist) + // Sampling functions + #define TORQUE_TEX1D(tex,coords) texture_##tex.Sample(tex,coords) + #define TORQUE_TEX2D(tex,coords) texture_##tex.Sample(tex,coords) + #define TORQUE_TEX2DPROJ(tex,coords) texture_##tex.Sample(tex,coords.xy / coords.w) + #define TORQUE_TEX3D(tex,coords) texture_##tex.Sample(tex,coords) + #define TORQUE_TEXCUBE(tex,coords) texture_##tex.Sample(tex,coords) + // The mipmap LOD is specified in coord.w + #define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w) + + //helper if you want to pass sampler/texture in a function + //2D + #define TORQUE_SAMPLER2D(tex) Texture2D texture_##tex, SamplerState tex + #define TORQUE_SAMPLER2D_MAKEARG(tex) texture_##tex, tex + //Cube + #define TORQUE_SAMPLERCUBE(tex) TextureCube texture_##tex, SamplerState tex + #define TORQUE_SAMPLERCUBE_MAKEARG(tex) texture_##tex, tex +#endif + +#endif // _TORQUE_SHADERMODEL_ + diff --git a/Templates/BaseGame/game/core/rendering/shaders/shaderModelAutoGen.hlsl b/Templates/BaseGame/game/core/rendering/shaders/shaderModelAutoGen.hlsl new file mode 100644 index 000000000..d70847e46 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/shaderModelAutoGen.hlsl @@ -0,0 +1,35 @@ +//----------------------------------------------------------------------------- +// Copyright (c) 2015 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 _TORQUE_SHADERMODEL_AUTOGEN_ +#define _TORQUE_SHADERMODEL_AUTOGEN_ + +#include "shadergen:/autogenConditioners.h" + +// Portability helpers for autogenConditioners +#if (TORQUE_SM >= 10 && TORQUE_SM <=30) + #define TORQUE_DEFERRED_UNCONDITION(tex, coords) deferredUncondition(tex, coords) +#elif TORQUE_SM >= 40 + #define TORQUE_DEFERRED_UNCONDITION(tex, coords) deferredUncondition(tex, texture_##tex, coords) +#endif + +#endif //_TORQUE_SHADERMODEL_AUTOGEN_ diff --git a/Templates/BaseGame/game/core/rendering/shaders/shdrConsts.h b/Templates/BaseGame/game/core/rendering/shaders/shdrConsts.h new file mode 100644 index 000000000..8c262b76a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/shdrConsts.h @@ -0,0 +1,117 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#ifdef IN_HLSL + +#define VC_WORLD_PROJ C0 + +#define VC_TEX_TRANS1 C4 +#define VC_LIGHT_TRANS C8 +#define VC_OBJ_TRANS C12 + +#define VC_CUBE_TRANS C16 +#define VC_CUBE_EYE_POS C19 // in cubemap space +#define VC_EYE_POS C20 // in object space +#define VC_MAT_SPECPOWER C21 + +#define VC_FOGDATA C22 + +#define VC_LIGHT_POS1 C23 +#define VC_LIGHT_DIR1 C24 +#define VC_LIGHT_DIFFUSE1 C25 +#define VC_LIGHT_SPEC1 C26 + +#define VC_LIGHT_POS2 C27 +//#define VC_LIGHT_DIR2 C28 +//#define VC_LIGHT_DIFFUSE2 C29 +//#define VC_LIGHT_SPEC2 C30 +#define VC_LIGHT_TRANS2 C31 + +//#define VC_LIGHT_POS4 C35 +//#define VC_LIGHT_DIR4 C36 +//#define VC_LIGHT_DIFFUSE4 C37 +//#define VC_LIGHT_SPEC4 C38 + +#define VC_DETAIL_SCALE C40 + + +#define PC_MAT_SPECCOLOR C0 +#define PC_MAT_SPECPOWER C1 +#define PC_DIFF_COLOR C2 +#define PC_AMBIENT_COLOR C3 +#define PC_ACCUM_TIME C4 +#define PC_DIFF_COLOR2 C5 +#define PC_VISIBILITY C6 +#define PC_COLORMULTIPLY C7 + +#define PC_USERDEF1 C8 + +// Mirror of above. Couldn't be cleaner because HLSL doesn't support function macros +#else + +#define VC_WORLD_PROJ 0 + +#define VC_TEX_TRANS1 4 +#define VC_LIGHT_TRANS 8 +#define VC_OBJ_TRANS 12 + +#define VC_CUBE_TRANS 16 +#define VC_CUBE_EYE_POS 19 // in cubemap space +#define VC_EYE_POS 20 // in object space +#define VC_MAT_SPECPOWER 21 + +#define VC_FOGDATA 22 + +#define VC_LIGHT_POS1 23 +#define VC_LIGHT_DIR1 24 +#define VC_LIGHT_DIFFUSE1 25 +#define VC_LIGHT_SPEC1 26 + +#define VC_LIGHT_POS2 27 +//#define VC_LIGHT_DIR2 28 +//#define VC_LIGHT_DIFFUSE2 29 +//#define VC_LIGHT_SPEC2 30 +#define VC_LIGHT_TRANS2 31 + +//#define VC_LIGHT_POS4 35 +//#define VC_LIGHT_DIR4 36 +//#define VC_LIGHT_DIFFUSE4 37 +//#define VC_LIGHT_SPEC4 38 + +#define VC_DETAIL_SCALE 40 + + + +#define PC_MAT_SPECCOLOR 0 +#define PC_MAT_SPECPOWER 1 +#define PC_DIFF_COLOR 2 +#define PC_AMBIENT_COLOR 3 +#define PC_ACCUM_TIME 4 +#define PC_DIFF_COLOR2 5 +#define PC_VISIBILITY 6 +#define PC_COLORMULTIPLY 7 + +#define PC_USERDEF1 8 + +#endif + + diff --git a/Templates/BaseGame/game/core/rendering/shaders/terrain/blendP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/terrain/blendP.hlsl new file mode 100644 index 000000000..aeef9d6e3 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/terrain/blendP.hlsl @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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 "terrain.hlsl" +#include "../shaderModel.hlsl" + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 layerCoord : TEXCOORD0; + float2 texCoord : TEXCOORD1; +}; + +TORQUE_UNIFORM_SAMPLER2D(layerTex, 0); +TORQUE_UNIFORM_SAMPLER2D(textureMap, 1); + +uniform float texId; +uniform float layerSize; + +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + float4 layerSample = round( TORQUE_TEX2D( layerTex, IN.layerCoord ) * 255.0f ); + + float blend = calcBlend( texId, IN.layerCoord, layerSize, layerSample ); + + clip( blend - 0.0001 ); + + return float4( TORQUE_TEX2D(textureMap, IN.texCoord).rgb, blend); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/terrain/blendV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/terrain/blendV.hlsl new file mode 100644 index 000000000..9ccd33301 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/terrain/blendV.hlsl @@ -0,0 +1,52 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +/// The vertex shader used in the generation and caching of the +/// base terrain texture. + +#include "../shaderModel.hlsl" + +struct VertData +{ + float3 position : POSITION; + float2 texCoord : TEXCOORD0; +}; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + float2 layerCoord : TEXCOORD0; + float2 texCoord : TEXCOORD1; +}; + +uniform float2 texScale; + +ConnectData main( VertData IN ) +{ + ConnectData OUT; + + OUT.hpos = float4( IN.position, 1 ); + OUT.layerCoord = IN.texCoord; + OUT.texCoord = IN.texCoord * texScale; + + return OUT; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/terrain/gl/blendP.glsl b/Templates/BaseGame/game/core/rendering/shaders/terrain/gl/blendP.glsl new file mode 100644 index 000000000..3189ea01d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/terrain/gl/blendP.glsl @@ -0,0 +1,48 @@ +//----------------------------------------------------------------------------- +// 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 "../terrain.glsl" +#include "../../gl/hlslCompat.glsl" + +in vec2 layerCoord; +#define IN_layerCoord layerCoord +in vec2 texCoord; +#define IN_texCoord texCoord + +uniform sampler2D layerTex; +uniform sampler2D textureMap; +uniform float texId; +uniform float layerSize; + +out vec4 OUT_col; + +void main() +{ + vec4 layerSample = round(texture( layerTex, IN_layerCoord ) * 255.0); + + float blend = calcBlend( texId, IN_layerCoord, layerSize, layerSample ); + + if(blend - 0.0001 < 0.0) + discard; + + OUT_col = vec4( texture( textureMap, IN_texCoord ).rgb, blend ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/terrain/gl/blendV.glsl b/Templates/BaseGame/game/core/rendering/shaders/terrain/gl/blendV.glsl new file mode 100644 index 000000000..dc7b7befa --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/terrain/gl/blendV.glsl @@ -0,0 +1,41 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +/// The vertex shader used in the generation and caching of the +/// base terrain texture. + +in vec4 vPosition; +in vec2 vTexCoord0; + +out vec2 layerCoord; +out vec2 texCoord; + +uniform vec2 texScale; + +void main() +{ + gl_Position = vec4(vPosition.xyz, 1.0); + layerCoord = vTexCoord0.st; + texCoord = vTexCoord0.st * texScale; + + gl_Position.y *= -1; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/terrain/terrain.glsl b/Templates/BaseGame/game/core/rendering/shaders/terrain/terrain.glsl new file mode 100644 index 000000000..756edd553 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/terrain/terrain.glsl @@ -0,0 +1,52 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample ) +{ + // This is here to disable the blend if none of + // the neighbors equal the current id. + // + // We depend on the input layer samples being + // rounded to the correct integer ids. + // + vec4 diff = clamp( abs( layerSample - texId ), 0.0, 1.0 ); + float noBlend = float(any( bvec4(1 - diff) )); + + // Check if any of the layer samples + // match the current texture id. + vec4 factors = vec4(0); + for(int i = 0; i < 4; i++) + factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel + + // This is a custom bilinear filter. + + vec2 uv = layerCoord * layerSize; + vec2 xy = floor( uv ); + vec2 ratio = uv - xy; + vec2 opposite = 1 - ratio; + + float blend = ( factors.b * opposite.x + factors.g * ratio.x ) * opposite.y + + ( factors.r * opposite.x + factors.a * ratio.x ) * ratio.y; + + return noBlend * blend; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/terrain/terrain.hlsl b/Templates/BaseGame/game/core/rendering/shaders/terrain/terrain.hlsl new file mode 100644 index 000000000..b7c87e618 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/terrain/terrain.hlsl @@ -0,0 +1,55 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +float calcBlend( float texId, float2 layerCoord, float layerSize, float4 layerSample ) +{ + // This is here to disable the blend if none of + // the neighbors equal the current id. + // + // We depend on the input layer samples being + // rounded to the correct integer ids. + // + float4 diff = saturate( abs( layerSample - texId ) ); + float noBlend = any( 1 - diff ); + + // Check if any of the layer samples + // match the current texture id. + float4 factors = 0; + [unroll] + for(int i = 0; i < 4; i++) + if(layerSample[i] == texId) + factors[i] = 1; + + // This is a custom bilinear filter. + + float2 uv = layerCoord * layerSize; + float2 xy = floor( uv ); + float2 ratio = uv - xy; + float2 opposite = 1 - ratio; + + // NOTE: This will optimize down to two lerp operations. + float blend = ( factors.b * opposite.x + factors.g * ratio.x ) * opposite.y + + ( factors.r * opposite.x + factors.a * ratio.x ) * ratio.y; + + return noBlend * blend; +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/torque.hlsl b/Templates/BaseGame/game/core/rendering/shaders/torque.hlsl new file mode 100644 index 000000000..7081c7153 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/torque.hlsl @@ -0,0 +1,342 @@ +//----------------------------------------------------------------------------- +// 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 _TORQUE_HLSL_ +#define _TORQUE_HLSL_ + +#include "./shaderModel.hlsl" + +static float M_HALFPI_F = 1.57079632679489661923f; +static float M_PI_F = 3.14159265358979323846f; +static float M_2PI_F = 6.28318530717958647692f; + + +/// Calculate fog based on a start and end positions in worldSpace. +float computeSceneFog( float3 startPos, + float3 endPos, + float fogDensity, + float fogDensityOffset, + float fogHeightFalloff ) +{ + float f = length( startPos - endPos ) - fogDensityOffset; + float h = 1.0 - ( endPos.z * fogHeightFalloff ); + return exp( -fogDensity * f * h ); +} + + +/// Calculate fog based on a start and end position and a height. +/// Positions do not need to be in worldSpace but height does. +float computeSceneFog( float3 startPos, + float3 endPos, + float height, + float fogDensity, + float fogDensityOffset, + float fogHeightFalloff ) +{ + float f = length( startPos - endPos ) - fogDensityOffset; + float h = 1.0 - ( height * fogHeightFalloff ); + return exp( -fogDensity * f * h ); +} + + +/// Calculate fog based on a distance, height is not used. +float computeSceneFog( float dist, float fogDensity, float fogDensityOffset ) +{ + float f = dist - fogDensityOffset; + return exp( -fogDensity * f ); +} + + +/// Convert a float4 uv in viewport space to render target space. +float2 viewportCoordToRenderTarget( float4 inCoord, float4 rtParams ) +{ + float2 outCoord = inCoord.xy / inCoord.w; + outCoord = ( outCoord * rtParams.zw ) + rtParams.xy; + return outCoord; +} + + +/// Convert a float2 uv in viewport space to render target space. +float2 viewportCoordToRenderTarget( float2 inCoord, float4 rtParams ) +{ + float2 outCoord = ( inCoord * rtParams.zw ) + rtParams.xy; + return outCoord; +} + + +/// Convert a float4 quaternion into a 3x3 matrix. +float3x3 quatToMat( float4 quat ) +{ + float xs = quat.x * 2.0f; + float ys = quat.y * 2.0f; + float zs = quat.z * 2.0f; + + float wx = quat.w * xs; + float wy = quat.w * ys; + float wz = quat.w * zs; + + float xx = quat.x * xs; + float xy = quat.x * ys; + float xz = quat.x * zs; + + float yy = quat.y * ys; + float yz = quat.y * zs; + float zz = quat.z * zs; + + float3x3 mat; + + mat[0][0] = 1.0f - (yy + zz); + mat[0][1] = xy - wz; + mat[0][2] = xz + wy; + + mat[1][0] = xy + wz; + mat[1][1] = 1.0f - (xx + zz); + mat[1][2] = yz - wx; + + mat[2][0] = xz - wy; + mat[2][1] = yz + wx; + mat[2][2] = 1.0f - (xx + yy); + + return mat; +} + + +/// The number of additional substeps we take when refining +/// the results of the offset parallax mapping function below. +/// +/// You should turn down the number of steps if your needing +/// more performance out of your parallax surfaces. Increasing +/// the number doesn't yeild much better results and is rarely +/// worth the additional cost. +/// +#define PARALLAX_REFINE_STEPS 3 + +/// Performs fast parallax offset mapping using +/// multiple refinement steps. +/// +/// @param texMap The texture map whos alpha channel we sample the parallax depth. +/// @param texCoord The incoming texture coordinate for sampling the parallax depth. +/// @param negViewTS The negative view vector in tangent space. +/// @param depthScale The parallax factor used to scale the depth result. +/// +float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale) +{ + float depth = TORQUE_TEX2D(texMap, texCoord).a/(PARALLAX_REFINE_STEPS*2); + float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS); + + for (int i = 0; i < PARALLAX_REFINE_STEPS; i++) + { + depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a)/(PARALLAX_REFINE_STEPS*2); + offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS); + } + + return offset; +} + +/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha +float2 parallaxOffsetDxtnm(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale) +{ + float depth = TORQUE_TEX2D(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2); + float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2); + + for (int i = 0; i < PARALLAX_REFINE_STEPS; i++) + { + depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2); + offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2); + } + + return offset; +} + + +/// The maximum value for 16bit per component integer HDR encoding. +static const float HDR_RGB16_MAX = 100.0; + +/// The maximum value for 10bit per component integer HDR encoding. +static const float HDR_RGB10_MAX = 4.0; + +/// Encodes an HDR color for storage into a target. +float3 hdrEncode( float3 sample ) +{ + #if defined( TORQUE_HDR_RGB16 ) + + return sample / HDR_RGB16_MAX; + + #elif defined( TORQUE_HDR_RGB10 ) + + return sample / HDR_RGB10_MAX; + + #else + + // No encoding. + return sample; + + #endif +} + +/// Encodes an HDR color for storage into a target. +float4 hdrEncode( float4 sample ) +{ + return float4( hdrEncode( sample.rgb ), sample.a ); +} + +/// Decodes an HDR color from a target. +float3 hdrDecode( float3 sample ) +{ + #if defined( TORQUE_HDR_RGB16 ) + + return sample * HDR_RGB16_MAX; + + #elif defined( TORQUE_HDR_RGB10 ) + + return sample * HDR_RGB10_MAX; + + #else + + // No encoding. + return sample; + + #endif +} + +/// Decodes an HDR color from a target. +float4 hdrDecode( float4 sample ) +{ + return float4( hdrDecode( sample.rgb ), sample.a ); +} + +/// Returns the luminance for an HDR pixel. +float hdrLuminance( float3 sample ) +{ + // There are quite a few different ways to + // calculate luminance from an rgb value. + // + // If you want to use a different technique + // then plug it in here. + // + + //////////////////////////////////////////////////////////////////////////// + // + // Max component luminance. + // + //float lum = max( sample.r, max( sample.g, sample.b ) ); + + //////////////////////////////////////////////////////////////////////////// + // The perceptual relative luminance. + // + // See http://en.wikipedia.org/wiki/Luminance_(relative) + // + const float3 RELATIVE_LUMINANCE = float3( 0.2126, 0.7152, 0.0722 ); + float lum = dot( sample, RELATIVE_LUMINANCE ); + + //////////////////////////////////////////////////////////////////////////// + // + // The average component luminance. + // + //const float3 AVERAGE_LUMINANCE = float3( 0.3333, 0.3333, 0.3333 ); + //float lum = dot( sample, AVERAGE_LUMINANCE ); + + return lum; +} + +/// Called from the visibility feature to do screen +/// door transparency for fading of objects. +void fizzle(float2 vpos, float visibility) +{ + // NOTE: The magic values below are what give us + // the nice even pattern during the fizzle. + // + // These values can be changed to get different + // patterns... some better than others. + // + // Horizontal Blinds - { vpos.x, 0.916, vpos.y, 0 } + // Vertical Lines - { vpos.x, 12.9898, vpos.y, 78.233 } + // + // I'm sure there are many more patterns here to + // discover for different effects. + + float2x2 m = { vpos.x, 0.916, vpos.y, 0.350 }; + clip( visibility - frac( determinant( m ) ) ); +} + +// Deferred Shading: Material Info Flag Check +bool getFlag(float flags, int num) +{ + int process = round(flags * 255); + int squareNum = pow(2, num); + return (fmod(process, pow(2, squareNum)) >= squareNum); +} + +// #define TORQUE_STOCK_GAMMA +#ifdef TORQUE_STOCK_GAMMA +// Sample in linear space. Decodes gamma. +float4 toLinear(float4 tex) +{ + return tex; +} +// Encodes gamma. +float4 toGamma(float4 tex) +{ + return tex; +} +float3 toLinear(float3 tex) +{ + return tex; +} +// Encodes gamma. +float3 toGamma(float3 tex) +{ + return tex; +} +float3 toLinear(float3 tex) +{ + return tex; +} +// Encodes gamma. +float3 toLinear(float3 tex) +{ + return tex; +} +#else +// Sample in linear space. Decodes gamma. +float4 toLinear(float4 tex) +{ + return float4(pow(abs(tex.rgb), 2.2), tex.a); +} +// Encodes gamma. +float4 toGamma(float4 tex) +{ + return float4(pow(abs(tex.rgb), 1.0/2.2), tex.a); +} +// Sample in linear space. Decodes gamma. +float3 toLinear(float3 tex) +{ + return pow(abs(tex.rgb), 2.2); +} +// Encodes gamma. +float3 toGamma(float3 tex) +{ + return pow(abs(tex.rgb), 1.0/2.2); +} +#endif // + +#endif // _TORQUE_HLSL_ diff --git a/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterBasicP.glsl b/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterBasicP.glsl new file mode 100644 index 000000000..91bdb4137 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterBasicP.glsl @@ -0,0 +1,216 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/torque.glsl" +#include "../../gl/hlslCompat.glsl" + +//----------------------------------------------------------------------------- +// Defines +//----------------------------------------------------------------------------- + +// miscParams +#define FRESNEL_BIAS miscParams[0] +#define FRESNEL_POWER miscParams[1] +#define CLARITY miscParams[2] +#define ISRIVER miscParams[3] + +// reflectParams +#define REFLECT_PLANE_Z reflectParams[0] +#define REFLECT_MIN_DIST reflectParams[1] +#define REFLECT_MAX_DIST reflectParams[2] +#define NO_REFLECT reflectParams[3] + +// distortionParams +#define DISTORT_START_DIST distortionParams[0] +#define DISTORT_END_DIST distortionParams[1] +#define DISTORT_FULL_DEPTH distortionParams[2] + +// ConnectData.misc +#define LIGHT_VEC IN_misc.xyz +#define WORLD_Z IN_objPos.w + +// specularParams +#define SPEC_POWER specularParams[3] +#define SPEC_COLOR specularParams.xyz + +//----------------------------------------------------------------------------- +// Defines +//----------------------------------------------------------------------------- + +// TexCoord 0 and 1 (xy,zw) for ripple texture lookup +in vec4 rippleTexCoord01; +#define IN_rippleTexCoord01 rippleTexCoord01 + +// TexCoord 2 for ripple texture lookup +in vec2 rippleTexCoord2; +#define IN_rippleTexCoord2 rippleTexCoord2 + +// Screenspace vert position BEFORE wave transformation +in vec4 posPreWave; +#define IN_posPreWave posPreWave + +// Screenspace vert position AFTER wave transformation +in vec4 posPostWave; +#define IN_posPostWave posPostWave + +// Worldspace unit distance/depth of this vertex/pixel +in float pixelDist; +#define IN_pixelDist pixelDist + +in vec4 objPos; +#define IN_objPos objPos + +in vec3 misc; +#define IN_misc misc + +//----------------------------------------------------------------------------- +// approximate Fresnel function +//----------------------------------------------------------------------------- +float fresnel(float NdotV, float bias, float power) +{ + return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power); +} + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform sampler2D bumpMap; +//uniform sampler2D deferredTex; +uniform sampler2D reflectMap; +uniform sampler2D refractBuff; +uniform samplerCube skyMap; +//uniform sampler2D foamMap; +uniform vec4 baseColor; +uniform vec4 miscParams; +uniform vec4 reflectParams; +uniform vec3 ambientColor; +uniform vec3 eyePos; +uniform vec3 distortionParams; +uniform vec3 fogData; +uniform vec4 fogColor; +uniform vec4 rippleMagnitude; +uniform vec4 specularParams; +uniform mat4 modelMat; + +out vec4 OUT_col; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + // Modulate baseColor by the ambientColor. + vec4 waterBaseColor = baseColor * vec4( ambientColor.rgb, 1 ); + + // Get the bumpNorm... + vec3 bumpNorm = ( texture( bumpMap, IN_rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x; + bumpNorm += ( texture( bumpMap, IN_rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y; + bumpNorm += ( texture( bumpMap, IN_rippleTexCoord2 ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z; + + bumpNorm = normalize( bumpNorm ); + bumpNorm = mix( bumpNorm, vec3(0,0,1), 1.0 - rippleMagnitude.w ); + + // We subtract a little from it so that we don't + // distort where the water surface intersects the + // camera near plane. + float distortAmt = saturate( IN_pixelDist / 1.0 ) * 0.8; + + vec4 distortPos = IN_posPostWave; + distortPos.xy += bumpNorm.xy * distortAmt; + + #ifdef UNDERWATER + OUT_col = hdrEncode( textureProj( refractBuff, distortPos ) ); + #else + + vec3 eyeVec = IN_objPos.xyz - eyePos; + eyeVec = tMul( mat3(modelMat), eyeVec ); + vec3 reflectionVec = reflect( eyeVec, bumpNorm ); + + // Color that replaces the reflection color when we do not + // have one that is appropriate. + vec4 fakeColor = vec4(ambientColor,1); + + // Use fakeColor for ripple-normals that are angled towards the camera + eyeVec = -eyeVec; + eyeVec = normalize( eyeVec ); + float ang = saturate( dot( eyeVec, bumpNorm ) ); + float fakeColorAmt = ang; + + // Get reflection map color + vec4 refMapColor = hdrDecode( textureProj( reflectMap, distortPos ) ); + // If we do not have a reflection texture then we use the cubemap. + refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT ); + + // Combine reflection color and fakeColor. + vec4 reflectColor = mix( refMapColor, fakeColor, fakeColorAmt ); + //return refMapColor; + + // Get refract color + vec4 refractColor = hdrDecode( textureProj( refractBuff, distortPos ) ); + + // calc "diffuse" color by lerping from the water color + // to refraction image based on the water clarity. + vec4 diffuseColor = mix( refractColor, waterBaseColor, 1.0f - CLARITY ); + + // fresnel calculation + float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER ); + //return vec4( fresnelTerm.rrr, 1 ); + + // Also scale the frensel by our distance to the + // water surface. This removes the hard reflection + // when really close to the water surface. + fresnelTerm *= saturate( IN_pixelDist - 0.1 ); + + // Combine the diffuse color and reflection image via the + // fresnel term and set out output color. + vec4 OUT = mix( diffuseColor, reflectColor, fresnelTerm ); + + #ifdef WATER_SPEC + + // Get some specular reflection. + vec3 newbump = bumpNorm; + newbump.xy *= 3.5; + newbump = normalize( bumpNorm ); + half3 halfAng = normalize( eyeVec + -LIGHT_VEC ); + float specular = saturate( dot( newbump, halfAng ) ); + specular = pow( specular, SPEC_POWER ); + + OUT.rgb = OUT.rgb + ( SPEC_COLOR * specular.xxx ); + + #else // Disable fogging if spec is on because otherwise we run out of instructions. + + // Fog it. + float factor = computeSceneFog( eyePos, + IN_objPos.xyz, + WORLD_Z, + fogData.x, + fogData.y, + fogData.z ); + + //OUT.rgb = mix( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) ); + + #endif + + OUT_col = hdrEncode( OUT ); + +#endif +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterBasicV.glsl b/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterBasicV.glsl new file mode 100644 index 000000000..e92c948e9 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterBasicV.glsl @@ -0,0 +1,243 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" + +//----------------------------------------------------------------------------- +// Defines +//----------------------------------------------------------------------------- + +// TexCoord 0 and 1 (xy,zw) for ripple texture lookup +out vec4 rippleTexCoord01; +#define OUT_rippleTexCoord01 rippleTexCoord01 + +// TexCoord 2 for ripple texture lookup +out vec2 rippleTexCoord2; +#define OUT_rippleTexCoord2 rippleTexCoord2 + +// Screenspace vert position BEFORE wave transformation +out vec4 posPreWave; +#define OUT_posPreWave posPreWave + +// Screenspace vert position AFTER wave transformation +out vec4 posPostWave; +#define OUT_posPostWave posPostWave + +// Worldspace unit distance/depth of this vertex/pixel +out float pixelDist; +#define OUT_pixelDist pixelDist + +out vec4 objPos; +#define OUT_objPos objPos + +out vec3 misc; +#define OUT_misc misc + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform mat4 modelMat; +uniform mat4 modelview; +uniform vec4 rippleMat[3]; +uniform vec3 eyePos; +uniform vec2 waveDir[3]; +uniform vec2 waveData[3]; +uniform vec2 rippleDir[3]; +uniform vec2 rippleTexScale[3]; +uniform vec3 rippleSpeed; +uniform vec3 inLightVec; +uniform vec3 reflectNormal; +uniform float gridElementSize; +uniform float elapsedTime; +uniform float undulateMaxDist; + +in vec4 vPosition; +in vec3 vNormal; +in vec2 vTexCoord0; +in vec4 vTexCoord1; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + vec4 IN_position = vPosition; + vec3 IN_normal = vNormal; + vec2 IN_undulateData = vTexCoord0; + vec4 IN_horizonFactor = vTexCoord1; + vec4 OUT_hpos = vec4(0); + + // use projection matrix for reflection / refraction texture coords + mat4 texGen = mat4FromRow( 0.5, 0.0, 0.0, 0.5, + 0.0, -0.5, 0.0, 0.5, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 ); + + // Move the vertex based on the horizonFactor if specified to do so for this vert. + // if ( IN_horizonFactor.z > 0 ) + // { + // vec2 offsetXY = eyePos.xy - eyePos.xy % gridElementSize; + // IN_position.xy += offsetXY; + // IN_undulateData += offsetXY; + // } + + vec4 worldPos = tMul( modelMat, IN_position ); + + IN_position.z = mix( IN_position.z, eyePos.z, IN_horizonFactor.x ); + + //OUT_objPos = worldPos; + OUT_objPos.xyz = IN_position.xyz; + OUT_objPos.w = worldPos.z; + + // Send pre-undulation screenspace position + OUT_posPreWave = tMul( modelview, IN_position ); + OUT_posPreWave = tMul( texGen, OUT_posPreWave ); + + // Calculate the undulation amount for this vertex. + vec2 undulatePos = tMul( modelMat, vec4( IN_undulateData.xy, 0, 1 ) ).xy; + //if ( undulatePos.x < 0 ) + // undulatePos = IN_position.xy; + + float undulateAmt = 0.0; + + undulateAmt += waveData[0].y * sin( elapsedTime * waveData[0].x + + undulatePos.x * waveDir[0].x + + undulatePos.y * waveDir[0].y ); + undulateAmt += waveData[1].y * sin( elapsedTime * waveData[1].x + + undulatePos.x * waveDir[1].x + + undulatePos.y * waveDir[1].y ); + undulateAmt += waveData[2].y * sin( elapsedTime * waveData[2].x + + undulatePos.x * waveDir[2].x + + undulatePos.y * waveDir[2].y ); + + float undulateFade = 1; + + // Scale down wave magnitude amount based on distance from the camera. + float dist = distance( IN_position.xyz, eyePos ); + dist = clamp( dist, 1.0, undulateMaxDist ); + undulateFade *= ( 1 - dist / undulateMaxDist ); + + // Also scale down wave magnitude if the camera is very very close. + undulateFade *= saturate( ( distance( IN_position.xyz, eyePos ) - 0.5 ) / 10.0 ); + + undulateAmt *= undulateFade; + + //#endif + //undulateAmt = 0; + + // Apply wave undulation to the vertex. + OUT_posPostWave = IN_position; + OUT_posPostWave.xyz += IN_normal.xyz * undulateAmt; + + // Save worldSpace position of this pixel/vert + //OUT_worldPos = OUT_posPostWave.xyz; + //OUT_worldPos = tMul( modelMat, OUT_posPostWave.xyz ); + //OUT_worldPos.z += objTrans[2][2]; //91.16; + + // OUT_misc.w = tMul( modelMat, OUT_fogPos ).z; + // if ( IN_horizonFactor.x > 0 ) + // { + // vec3 awayVec = normalize( OUT_fogPos.xyz - eyePos ); + // OUT_fogPos.xy += awayVec.xy * 1000.0; + // } + + // Convert to screen + OUT_posPostWave = tMul( modelview, OUT_posPostWave ); // tMul( modelview, vec4( OUT_posPostWave.xyz, 1 ) ); + + // Setup the OUT position symantic variable + OUT_hpos = OUT_posPostWave; // tMul( modelview, vec4( IN_position.xyz, 1 ) ); //vec4( OUT_posPostWave.xyz, 1 ); + //OUT_hpos.z = mix( OUT_hpos.z, OUT_hpos.w, IN_horizonFactor.x ); + + // Save world space camera dist/depth of the outgoing pixel + OUT_pixelDist = OUT_hpos.z; + + // Convert to reflection texture space + OUT_posPostWave = tMul( texGen, OUT_posPostWave ); + + vec2 txPos = undulatePos; + if ( bool(IN_horizonFactor.x) ) + txPos = normalize( txPos ) * 50000.0; + + // set up tex coordinates for the 3 interacting normal maps + OUT_rippleTexCoord01.xy = txPos * rippleTexScale[0]; + OUT_rippleTexCoord01.xy += rippleDir[0] * elapsedTime * rippleSpeed.x; + + mat2 texMat; + texMat[0][0] = rippleMat[0].x; + texMat[1][0] = rippleMat[0].y; + texMat[0][1] = rippleMat[0].z; + texMat[1][1] = rippleMat[0].w; + OUT_rippleTexCoord01.xy = tMul( texMat, OUT_rippleTexCoord01.xy ); + + OUT_rippleTexCoord01.zw = txPos * rippleTexScale[1]; + OUT_rippleTexCoord01.zw += rippleDir[1] * elapsedTime * rippleSpeed.y; + + texMat[0][0] = rippleMat[1].x; + texMat[1][0] = rippleMat[1].y; + texMat[0][1] = rippleMat[1].z; + texMat[1][1] = rippleMat[1].w; + OUT_rippleTexCoord01.zw = tMul( texMat, OUT_rippleTexCoord01.zw ); + + OUT_rippleTexCoord2.xy = txPos * rippleTexScale[2]; + OUT_rippleTexCoord2.xy += rippleDir[2] * elapsedTime * rippleSpeed.z; + + texMat[0][0] = rippleMat[2].x; + texMat[1][0] = rippleMat[2].y; + texMat[0][1] = rippleMat[2].z; + texMat[1][1] = rippleMat[2].w; + OUT_rippleTexCoord2.xy = tMul( texMat, OUT_rippleTexCoord2.xy ); + +#ifdef WATER_SPEC + + vec3 binormal = vec3( 1, 0, 0 ); + vec3 tangent = vec3( 0, 1, 0 ); + vec3 normal; + for ( int i = 0; i < 3; i++ ) + { + binormal.z += undulateFade * waveDir[i].x * waveData[i].y * cos( waveDir[i].x * IN_undulateData.x + waveDir[i].y * IN_undulateData.y + elapsedTime * waveData[i].x ); + tangent.z += undulateFade * waveDir[i].y * waveData[i].y * cos( waveDir[i].x * IN_undulateData.x + waveDir[i].y * IN_undulateData.y + elapsedTime * waveData[i].x ); + } + + binormal = normalize( binormal ); + tangent = normalize( tangent ); + normal = cross( binormal, tangent ); + + mat3 worldToTangent; + worldToTangent[0] = binormal; + worldToTangent[1] = tangent; + worldToTangent[2] = normal; + + worldToTangent = transpose(worldToTangent); + + OUT_misc.xyz = tMul( inLightVec, modelMat ); + OUT_misc.xyz = tMul( worldToTangent, OUT_misc.xyz ); + +#else + + OUT_misc.xyz = inLightVec; + +#endif + + gl_Position = OUT_hpos; + correctSSP(gl_Position); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterP.glsl b/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterP.glsl new file mode 100644 index 000000000..d4804245a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterP.glsl @@ -0,0 +1,396 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" +#include "../../gl/torque.glsl" + +//----------------------------------------------------------------------------- +// Defines +//----------------------------------------------------------------------------- + +#define PIXEL_DIST IN_rippleTexCoord2.z +// miscParams +#define FRESNEL_BIAS miscParams[0] +#define FRESNEL_POWER miscParams[1] +// miscParams[2] is unused +#define ISRIVER miscParams[3] + +// reflectParams +#define REFLECT_PLANE_Z reflectParams[0] +#define REFLECT_MIN_DIST reflectParams[1] +#define REFLECT_MAX_DIST reflectParams[2] +#define NO_REFLECT reflectParams[3] + +// fogParams +#define FOG_DENSITY fogParams[0] +#define FOG_DENSITY_OFFSET fogParams[1] + +// wetnessParams +#define WET_DEPTH wetnessParams[0] +#define WET_COLOR_FACTOR wetnessParams[1] + +// distortionParams +#define DISTORT_START_DIST distortionParams[0] +#define DISTORT_END_DIST distortionParams[1] +#define DISTORT_FULL_DEPTH distortionParams[2] + +// foamParams +#define FOAM_OPACITY foamParams[0] +#define FOAM_MAX_DEPTH foamParams[1] +#define FOAM_AMBIENT_LERP foamParams[2] +#define FOAM_RIPPLE_INFLUENCE foamParams[3] + +// specularParams +#define SPEC_POWER specularParams[3] +#define SPEC_COLOR specularParams.xyz + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +//ConnectData IN + +in vec4 hpos; + +// TexCoord 0 and 1 (xy,zw) for ripple texture lookup +in vec4 rippleTexCoord01; + +// xy is TexCoord 2 for ripple texture lookup +// z is the Worldspace unit distance/depth of this vertex/pixel +// w is amount of the crestFoam ( more at crest of waves ). +in vec4 rippleTexCoord2; + +// Screenspace vert position BEFORE wave transformation +in vec4 posPreWave; + +// Screenspace vert position AFTER wave transformation +in vec4 posPostWave; + +// Objectspace vert position BEFORE wave transformation +// w coord is world space z position. +in vec4 objPos; + +in vec4 foamTexCoords; + +in mat3 tangentMat; + + +#define IN_hpos hpos +#define IN_rippleTexCoord01 rippleTexCoord01 +#define IN_rippleTexCoord2 rippleTexCoord2 +#define IN_posPreWave posPreWave +#define IN_posPostWave posPostWave +#define IN_objPos objPos +#define IN_foamTexCoords foamTexCoords +#define IN_tangentMat tangentMat + +//----------------------------------------------------------------------------- +// approximate Fresnel function +//----------------------------------------------------------------------------- +float fresnel(float NdotV, float bias, float power) +{ + return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power); +} + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform sampler2D bumpMap; +uniform sampler2D deferredTex; +uniform sampler2D reflectMap; +uniform sampler2D refractBuff; +uniform samplerCube skyMap; +uniform sampler2D foamMap; +uniform sampler1D depthGradMap; +uniform vec4 specularParams; +uniform vec4 baseColor; +uniform vec4 miscParams; +uniform vec2 fogParams; +uniform vec4 reflectParams; +uniform vec3 reflectNormal; +uniform vec2 wetnessParams; +uniform float farPlaneDist; +uniform vec3 distortionParams; +uniform vec4 foamParams; +uniform vec3 ambientColor; +uniform vec3 eyePos; // This is in object space! +uniform vec3 fogData; +uniform vec4 fogColor; +uniform vec4 rippleMagnitude; +uniform vec4 rtParams1; +uniform float depthGradMax; +uniform vec3 inLightVec; +uniform mat4 modelMat; +uniform vec4 sunColor; +uniform float sunBrightness; +uniform float reflectivity; + +out vec4 OUT_col; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + // Get the bumpNorm... + vec3 bumpNorm = ( texture( bumpMap, IN_rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x; + bumpNorm += ( texture( bumpMap, IN_rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y; + bumpNorm += ( texture( bumpMap, IN_rippleTexCoord2.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z; + + bumpNorm = normalize( bumpNorm ); + bumpNorm = mix( bumpNorm, vec3(0,0,1), 1.0 - rippleMagnitude.w ); + bumpNorm = tMul( bumpNorm, IN_tangentMat ); + + // Get depth of the water surface (this pixel). + // Convert from WorldSpace to EyeSpace. + float pixelDepth = PIXEL_DIST / farPlaneDist; + + vec2 deferredCoord = viewportCoordToRenderTarget( IN_posPostWave, rtParams1 ); + + float startDepth = deferredUncondition( deferredTex, deferredCoord ).w; + + // The water depth in world units of the undistorted pixel. + float startDelta = ( startDepth - pixelDepth ); + startDelta = max( startDelta, 0.0 ); + startDelta *= farPlaneDist; + + // Calculate the distortion amount for the water surface. + // + // We subtract a little from it so that we don't + // distort where the water surface intersects the + // camera near plane. + float distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST ); + + // Scale down distortion in shallow water. + distortAmt *= saturate( startDelta / DISTORT_FULL_DEPTH ); + + // Do the intial distortion... we might remove it below. + vec2 distortDelta = bumpNorm.xy * distortAmt; + vec4 distortPos = IN_posPostWave; + distortPos.xy += distortDelta; + + deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + + // Get deferred depth at the position of this distorted pixel. + float deferredDepth = deferredUncondition( deferredTex, deferredCoord ).w; + if ( deferredDepth > 0.99 ) + deferredDepth = 5.0; + + float delta = ( deferredDepth - pixelDepth ) * farPlaneDist; + + if ( delta < 0.0 ) + { + // If we got a negative delta then the distorted + // sample is above the water surface. Mask it out + // by removing the distortion. + distortPos = IN_posPostWave; + delta = startDelta; + distortAmt = 0; + } + else + { + float diff = ( deferredDepth - startDepth ) * farPlaneDist; + + if ( diff < 0 ) + { + distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST ); + distortAmt *= saturate( delta / DISTORT_FULL_DEPTH ); + + distortDelta = bumpNorm.xy * distortAmt; + + distortPos = IN_posPostWave; + distortPos.xy += distortDelta; + + deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + + // Get deferred depth at the position of this distorted pixel. + deferredDepth = deferredUncondition( deferredTex, deferredCoord ).w; + if ( deferredDepth > 0.99 ) + deferredDepth = 5.0; + delta = ( deferredDepth - pixelDepth ) * farPlaneDist; + } + + if ( delta < 0.1 ) + { + // If we got a negative delta then the distorted + // sample is above the water surface. Mask it out + // by removing the distortion. + distortPos = IN_posPostWave; + delta = startDelta; + distortAmt = 0; + } + } + + vec4 temp = IN_posPreWave; + temp.xy += bumpNorm.xy * distortAmt; + vec2 reflectCoord = viewportCoordToRenderTarget( temp, rtParams1 ); + + vec2 refractCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + + vec4 fakeColor = vec4(ambientColor,1); + vec3 eyeVec = IN_objPos.xyz - eyePos; + eyeVec = tMul( mat3(modelMat), eyeVec ); + eyeVec = tMul( IN_tangentMat, eyeVec ); + vec3 reflectionVec = reflect( eyeVec, bumpNorm ); + + // Use fakeColor for ripple-normals that are angled towards the camera + eyeVec = -eyeVec; + eyeVec = normalize( eyeVec ); + float ang = saturate( dot( eyeVec, bumpNorm ) ); + float fakeColorAmt = ang; + + // for verts far from the reflect plane z position + float rplaneDist = abs( REFLECT_PLANE_Z - IN_objPos.w ); + rplaneDist = saturate( ( rplaneDist - 1.0 ) / 2.0 ); + rplaneDist *= ISRIVER; + fakeColorAmt = max( fakeColorAmt, rplaneDist ); + +#ifndef UNDERWATER + + // Get foam color and amount + vec2 foamRippleOffset = bumpNorm.xy * FOAM_RIPPLE_INFLUENCE; + vec4 IN_foamTexCoords = IN_foamTexCoords; + IN_foamTexCoords.xy += foamRippleOffset; + IN_foamTexCoords.zw += foamRippleOffset; + + vec4 foamColor = texture( foamMap, IN_foamTexCoords.xy ); + foamColor += texture( foamMap, IN_foamTexCoords.zw ); + foamColor = saturate( foamColor ); + + // Modulate foam color by ambient color + // so we don't have glowing white foam at night. + foamColor.rgb = mix( foamColor.rgb, ambientColor.rgb, FOAM_AMBIENT_LERP ); + + float foamDelta = saturate( delta / FOAM_MAX_DEPTH ); + float foamAmt = 1 - pow( foamDelta, 2 ); + + // Fade out the foam in very very low depth, + // this improves the shoreline a lot. + float diff = 0.8 - foamAmt; + if ( diff < 0.0 ) + foamAmt -= foamAmt * abs( diff ) / 0.2; + + foamAmt *= FOAM_OPACITY * foamColor.a; + + foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a; + + // Get reflection map color. + vec4 refMapColor = texture( reflectMap, reflectCoord ); + + // If we do not have a reflection texture then we use the cubemap. + refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT ); + + fakeColor = ( texture( skyMap, reflectionVec ) ); + fakeColor.a = 1; + // Combine reflection color and fakeColor. + vec4 reflectColor = mix( refMapColor, fakeColor, fakeColorAmt ); + + // Get refract color + vec4 refractColor = hdrDecode( texture( refractBuff, refractCoord ) ); + + // We darken the refraction color a bit to make underwater + // elements look wet. We fade out this darkening near the + // surface in order to not have hard water edges. + // @param WET_DEPTH The depth in world units at which full darkening will be recieved. + // @param WET_COLOR_FACTOR The refract color is scaled down by this amount when at WET_DEPTH + refractColor.rgb *= 1.0f - ( saturate( delta / WET_DEPTH ) * WET_COLOR_FACTOR ); + + // Add Water fog/haze. + float fogDelta = delta - FOG_DENSITY_OFFSET; + + if ( fogDelta < 0.0 ) + fogDelta = 0.0; + float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * fogDelta ) ); + + // Calculate the water "base" color based on depth. + vec4 waterBaseColor = baseColor * texture( depthGradMap, saturate( delta / depthGradMax ) ); + + // Modulate baseColor by the ambientColor. + waterBaseColor *= vec4( ambientColor.rgb, 1 ); + + // calc "diffuse" color by lerping from the water color + // to refraction image based on the water clarity. + vec4 diffuseColor = mix( refractColor, waterBaseColor, fogAmt ); + + // fresnel calculation + float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER ); + + // Scale the frensel strength by fog amount + // so that parts that are very clear get very little reflection. + fresnelTerm *= fogAmt; + + // Also scale the frensel by our distance to the + // water surface. This removes the hard reflection + // when really close to the water surface. + fresnelTerm *= saturate( PIXEL_DIST - 0.1 ); + + fresnelTerm *= reflectivity; + + // Combine the diffuse color and reflection image via the + // fresnel term and set out output color. + vec4 OUT = mix( diffuseColor, reflectColor, fresnelTerm ); + + vec3 lightVec = inLightVec; + + // Get some specular reflection. + vec3 newbump = bumpNorm; + newbump.xy *= 3.5; + newbump = normalize( newbump ); + vec3 halfAng = normalize( eyeVec + -lightVec ); + float specular = saturate( dot( newbump, halfAng ) ); + specular = pow( specular, SPEC_POWER ); + + // Scale down specularity in very shallow water to improve the transparency of the shoreline. + specular *= saturate( delta / 2 ); + OUT.rgb = OUT.rgb + ( SPEC_COLOR * vec3(specular) ); + +#else + + vec4 refractColor = hdrDecode( texture( refractBuff, refractCoord ) ); + vec4 OUT = refractColor; + +#endif + +#ifndef UNDERWATER + + OUT.rgb = OUT.rgb + foamColor.rgb; + + float factor = computeSceneFog( eyePos, + IN_objPos.xyz, + IN_objPos.w, + fogData.x, + fogData.y, + fogData.z ); + + OUT.rgb = mix( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) ); + + //OUT.rgb = fogColor.rgb; + +#endif + + OUT.a = 1.0; + + //return OUT; + + OUT_col = hdrEncode( OUT ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterV.glsl b/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterV.glsl new file mode 100644 index 000000000..490af63a7 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/water/gl/waterV.glsl @@ -0,0 +1,241 @@ +//----------------------------------------------------------------------------- +// 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 "../../gl/hlslCompat.glsl" +#include "shadergen:/autogenConditioners.h" + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- +struct VertData +{ + vec4 position ;// POSITION; + vec3 normal ;// NORMAL; + vec2 undulateData ;// TEXCOORD0; + vec4 horizonFactor ;// TEXCOORD1; +}; + +//----------------------------------------------------------------------------- +// Defines +//----------------------------------------------------------------------------- +//VertData IN +in vec4 vPosition; +in vec3 vNormal; +in vec2 vTexCoord0; +in vec4 vTexCoord1; + +#define IN_position_ vPosition +#define IN_normal vNormal +#define IN_undulateData vTexCoord0 +#define IN_horizonFactor vTexCoord1 + +//ConnectData OUT +// + out vec4 hpos ; + +// TexCoord 0 and 1 (xy,zw) for ripple texture lookup +out vec4 rippleTexCoord01; + + // xy is TexCoord 2 for ripple texture lookup + // z is the Worldspace unit distance/depth of this vertex/pixel + // w is amount of the crestFoam ( more at crest of waves ). + out vec4 rippleTexCoord2 ; + +// Screenspace vert position BEFORE wave transformation +out vec4 posPreWave; + +// Screenspace vert position AFTER wave transformation +out vec4 posPostWave; + + // Objectspace vert position BEFORE wave transformation + // w coord is world space z position. + out vec4 objPos ; + + out vec4 foamTexCoords ; + + out mat3 tangentMat ; +// + +#define OUT_hpos hpos +#define OUT_rippleTexCoord01 rippleTexCoord01 +#define OUT_rippleTexCoord2 rippleTexCoord2 +#define OUT_posPreWave posPreWave +#define OUT_posPostWave posPostWave +#define OUT_objPos objPos +#define OUT_foamTexCoords foamTexCoords +#define OUT_tangentMat tangentMat + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform mat4 modelMat; +uniform mat4 modelview; +uniform vec4 rippleMat[3]; +uniform vec3 eyePos; +uniform vec2 waveDir[3]; +uniform vec2 waveData[3]; +uniform vec2 rippleDir[3]; +uniform vec2 rippleTexScale[3]; +uniform vec3 rippleSpeed; +uniform vec4 foamDir; +uniform vec4 foamTexScale; +uniform vec2 foamSpeed; +uniform vec3 inLightVec; +uniform float gridElementSize; +uniform float elapsedTime; +uniform float undulateMaxDist; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +void main() +{ + vec4 IN_position = IN_position_; + + // use projection matrix for reflection / refraction texture coords + mat4 texGen = mat4FromRow( 0.5, 0.0, 0.0, 0.5, + 0.0, -0.5, 0.0, 0.5, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 ); + + IN_position.z = mix( IN_position.z, eyePos.z, IN_horizonFactor.x ); + + OUT_objPos = IN_position; + OUT_objPos.w = tMul( modelMat, IN_position ).z; + + // Send pre-undulation screenspace position + OUT_posPreWave = tMul( modelview, IN_position ); + OUT_posPreWave = tMul( texGen, OUT_posPreWave ); + + // Calculate the undulation amount for this vertex. + vec2 undulatePos = tMul( modelMat, vec4 ( IN_undulateData.xy, 0, 1 ) ).xy; + float undulateAmt = 0.0; + + undulateAmt += waveData[0].y * sin( elapsedTime * waveData[0].x + + undulatePos.x * waveDir[0].x + + undulatePos.y * waveDir[0].y ); + undulateAmt += waveData[1].y * sin( elapsedTime * waveData[1].x + + undulatePos.x * waveDir[1].x + + undulatePos.y * waveDir[1].y ); + undulateAmt += waveData[2].y * sin( elapsedTime * waveData[2].x + + undulatePos.x * waveDir[2].x + + undulatePos.y * waveDir[2].y ); + + float undulateFade = 1; + + // Scale down wave magnitude amount based on distance from the camera. + float dist = distance( IN_position.xyz, eyePos ); + dist = clamp( dist, 1.0, undulateMaxDist ); + undulateFade *= ( 1 - dist / undulateMaxDist ); + + // Also scale down wave magnitude if the camera is very very close. + undulateFade *= saturate( ( distance( IN_position.xyz, eyePos ) - 0.5 ) / 10.0 ); + + undulateAmt *= undulateFade; + + OUT_rippleTexCoord2.w = undulateAmt / ( waveData[0].y + waveData[1].y + waveData[2].y ); + OUT_rippleTexCoord2.w = saturate( OUT_rippleTexCoord2.w - 0.2 ) / 0.8; + + // Apply wave undulation to the vertex. + OUT_posPostWave = IN_position; + OUT_posPostWave.xyz += IN_normal.xyz * undulateAmt; + + // Convert to screen + OUT_posPostWave = tMul( modelview, OUT_posPostWave ); + + // Setup the OUT position symantic variable + OUT_hpos = OUT_posPostWave; + //OUT_hpos.z = mix( OUT_hpos.z, OUT_hpos.w, IN_horizonFactor.x ); + + // if ( IN_horizonFactor.x > 0 ) + // { + // vec3 awayVec = normalize( OUT_objPos.xyz - eyePos ); + // OUT_objPos.xy += awayVec.xy * 1000.0; + // } + + // Save world space camera dist/depth of the outgoing pixel + OUT_rippleTexCoord2.z = OUT_hpos.z; + + // Convert to reflection texture space + OUT_posPostWave = tMul( texGen, OUT_posPostWave ); + + vec2 txPos = undulatePos; + if ( bool(IN_horizonFactor.x) ) + txPos = normalize( txPos ) * 50000.0; + + // set up tex coordinates for the 3 interacting normal maps + OUT_rippleTexCoord01.xy = txPos * rippleTexScale[0]; + OUT_rippleTexCoord01.xy += rippleDir[0] * elapsedTime * rippleSpeed.x; + + mat2 texMat; + texMat[0][0] = rippleMat[0].x; + texMat[1][0] = rippleMat[0].y; + texMat[0][1] = rippleMat[0].z; + texMat[1][1] = rippleMat[0].w; + OUT_rippleTexCoord01.xy = tMul( texMat, OUT_rippleTexCoord01.xy ); + + OUT_rippleTexCoord01.zw = txPos * rippleTexScale[1]; + OUT_rippleTexCoord01.zw += rippleDir[1] * elapsedTime * rippleSpeed.y; + + texMat[0][0] = rippleMat[1].x; + texMat[1][0] = rippleMat[1].y; + texMat[0][1] = rippleMat[1].z; + texMat[1][1] = rippleMat[1].w; + OUT_rippleTexCoord01.zw = tMul( texMat, OUT_rippleTexCoord01.zw ); + + OUT_rippleTexCoord2.xy = txPos * rippleTexScale[2]; + OUT_rippleTexCoord2.xy += rippleDir[2] * elapsedTime * rippleSpeed.z; + + texMat[0][0] = rippleMat[2].x; + texMat[1][0] = rippleMat[2].y; + texMat[0][1] = rippleMat[2].z; + texMat[1][1] = rippleMat[2].w; + OUT_rippleTexCoord2.xy = tMul( texMat, OUT_rippleTexCoord2.xy ); + + OUT_foamTexCoords.xy = txPos * foamTexScale.xy + foamDir.xy * foamSpeed.x * elapsedTime; + OUT_foamTexCoords.zw = txPos * foamTexScale.zw + foamDir.zw * foamSpeed.y * elapsedTime; + + + vec3 binormal = vec3 ( 1, 0, 0 ); + vec3 tangent = vec3 ( 0, 1, 0 ); + vec3 normal; + for ( int i = 0; i < 3; i++ ) + { + binormal.z += undulateFade * waveDir[i].x * waveData[i].y * cos( waveDir[i].x * undulatePos.x + waveDir[i].y * undulatePos.y + elapsedTime * waveData[i].x ); + tangent.z += undulateFade * waveDir[i].y * waveData[i].y * cos( waveDir[i].x * undulatePos.x + waveDir[i].y * undulatePos.y + elapsedTime * waveData[i].x ); + } + + binormal = binormal; + tangent = tangent; + normal = cross( binormal, tangent ); + + mat3 worldToTangent; + worldToTangent[0] = binormal; + worldToTangent[1] = tangent; + worldToTangent[2] = normal; + + OUT_tangentMat = transpose(worldToTangent); + + gl_Position = OUT_hpos; + correctSSP(gl_Position); +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/water/waterBasicP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/water/waterBasicP.hlsl new file mode 100644 index 000000000..9cacfdf7a --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/water/waterBasicP.hlsl @@ -0,0 +1,213 @@ +//----------------------------------------------------------------------------- +// 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 "../torque.hlsl" + +//----------------------------------------------------------------------------- +// Defines +//----------------------------------------------------------------------------- + +// miscParams +#define FRESNEL_BIAS miscParams[0] +#define FRESNEL_POWER miscParams[1] +#define CLARITY miscParams[2] +#define ISRIVER miscParams[3] + +// reflectParams +#define REFLECT_PLANE_Z reflectParams[0] +#define REFLECT_MIN_DIST reflectParams[1] +#define REFLECT_MAX_DIST reflectParams[2] +#define NO_REFLECT reflectParams[3] + +// distortionParams +#define DISTORT_START_DIST distortionParams[0] +#define DISTORT_END_DIST distortionParams[1] +#define DISTORT_FULL_DEPTH distortionParams[2] + +// ConnectData.misc +#define LIGHT_VEC IN.misc.xyz +#define WORLD_Z IN.objPos.w + +// specularParams +#define SPEC_POWER specularParams[3] +#define SPEC_COLOR specularParams.xyz + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + + // TexCoord 0 and 1 (xy,zw) for ripple texture lookup + float4 rippleTexCoord01 : TEXCOORD0; + + // TexCoord 2 for ripple texture lookup + float2 rippleTexCoord2 : TEXCOORD1; + + // Screenspace vert position BEFORE wave transformation + float4 posPreWave : TEXCOORD2; + + // Screenspace vert position AFTER wave transformation + float4 posPostWave : TEXCOORD3; + + // Worldspace unit distance/depth of this vertex/pixel + float pixelDist : TEXCOORD4; + + // Objectspace vert position BEFORE wave transformation + // w coord is world space z position. + float4 objPos : TEXCOORD5; + + float3 misc : TEXCOORD6; +}; + +//----------------------------------------------------------------------------- +// approximate Fresnel function +//----------------------------------------------------------------------------- +float fresnel(float NdotV, float bias, float power) +{ + return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power); +} + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +TORQUE_UNIFORM_SAMPLER2D(bumpMap,0); +//uniform sampler2D deferredTex : register( S1 ); +TORQUE_UNIFORM_SAMPLER2D(reflectMap,2); +TORQUE_UNIFORM_SAMPLER2D(refractBuff,3); +TORQUE_UNIFORM_SAMPLERCUBE(skyMap,4); +//uniform sampler foamMap : register( S5 ); +uniform float4 baseColor; +uniform float4 miscParams; +uniform float4 reflectParams; +uniform float3 ambientColor; +uniform float3 eyePos; +uniform float3 distortionParams; +uniform float3 fogData; +uniform float4 fogColor; +uniform float4 rippleMagnitude; +uniform float4 specularParams; +uniform float4x4 modelMat; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + // Modulate baseColor by the ambientColor. + float4 waterBaseColor = baseColor * float4( ambientColor.rgb, 1 ); + + // Get the bumpNorm... + float3 bumpNorm = ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x; + bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y; + bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord2 ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z; + + bumpNorm = normalize( bumpNorm ); + bumpNorm = lerp( bumpNorm, float3(0,0,1), 1.0 - rippleMagnitude.w ); + + // We subtract a little from it so that we don't + // distort where the water surface intersects the + // camera near plane. + float distortAmt = saturate( IN.pixelDist / 1.0 ) * 0.8; + + float4 distortPos = IN.posPostWave; + distortPos.xy += bumpNorm.xy * distortAmt; + + #ifdef UNDERWATER + return hdrEncode( TORQUE_TEX2DPROJ( refractBuff, distortPos ) ); + #else + + float3 eyeVec = IN.objPos.xyz - eyePos; + eyeVec = mul( (float3x3)modelMat, eyeVec ); + float3 reflectionVec = reflect( eyeVec, bumpNorm ); + + // Color that replaces the reflection color when we do not + // have one that is appropriate. + float4 fakeColor = float4(ambientColor,1); + + // Use fakeColor for ripple-normals that are angled towards the camera + eyeVec = -eyeVec; + eyeVec = normalize( eyeVec ); + float ang = saturate( dot( eyeVec, bumpNorm ) ); + float fakeColorAmt = ang; + + // Get reflection map color + float4 refMapColor = hdrDecode( TORQUE_TEX2DPROJ( reflectMap, distortPos ) ); + // If we do not have a reflection texture then we use the cubemap. + refMapColor = lerp( refMapColor, TORQUE_TEXCUBE( skyMap, reflectionVec ), NO_REFLECT ); + + // Combine reflection color and fakeColor. + float4 reflectColor = lerp( refMapColor, fakeColor, fakeColorAmt ); + //return refMapColor; + + // Get refract color + float4 refractColor = hdrDecode( TORQUE_TEX2DPROJ( refractBuff, distortPos ) ); + + // calc "diffuse" color by lerping from the water color + // to refraction image based on the water clarity. + float4 diffuseColor = lerp( refractColor, waterBaseColor, 1.0f - CLARITY ); + + // fresnel calculation + float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER ); + //return float4( fresnelTerm.rrr, 1 ); + + // Also scale the frensel by our distance to the + // water surface. This removes the hard reflection + // when really close to the water surface. + fresnelTerm *= saturate( IN.pixelDist - 0.1 ); + + // Combine the diffuse color and reflection image via the + // fresnel term and set out output color. + float4 OUT = lerp( diffuseColor, reflectColor, fresnelTerm ); + + #ifdef WATER_SPEC + + // Get some specular reflection. + float3 newbump = bumpNorm; + newbump.xy *= 3.5; + newbump = normalize( bumpNorm ); + half3 halfAng = normalize( eyeVec + -LIGHT_VEC ); + float specular = saturate( dot( newbump, halfAng ) ); + specular = pow( specular, SPEC_POWER ); + + OUT.rgb = OUT.rgb + ( SPEC_COLOR * specular.xxx ); + + #else // Disable fogging if spec is on because otherwise we run out of instructions. + + // Fog it. + float factor = computeSceneFog( eyePos, + IN.objPos.xyz, + WORLD_Z, + fogData.x, + fogData.y, + fogData.z ); + + //OUT.rgb = lerp( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) ); + + #endif + + return hdrEncode( OUT ); + +#endif +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/water/waterBasicV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/water/waterBasicV.hlsl new file mode 100644 index 000000000..310647c90 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/water/waterBasicV.hlsl @@ -0,0 +1,237 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- +struct VertData +{ + float3 position : POSITION; + float3 normal : NORMAL; + float2 undulateData : TEXCOORD0; + float4 horizonFactor : TEXCOORD1; +}; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + + // TexCoord 0 and 1 (xy,zw) for ripple texture lookup + float4 rippleTexCoord01 : TEXCOORD0; + + // TexCoord 2 for ripple texture lookup + float2 rippleTexCoord2 : TEXCOORD1; + + // Screenspace vert position BEFORE wave transformation + float4 posPreWave : TEXCOORD2; + + // Screenspace vert position AFTER wave transformation + float4 posPostWave : TEXCOORD3; + + // Worldspace unit distance/depth of this vertex/pixel + float pixelDist : TEXCOORD4; + + // Objectspace vert position BEFORE wave transformation + // w coord is world space z position. + float4 objPos : TEXCOORD5; + + float3 misc : TEXCOORD6; +}; + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform float4x4 modelMat; +uniform float4x4 modelview; +uniform float4 rippleMat[3]; +uniform float3 eyePos; +uniform float2 waveDir[3]; +uniform float2 waveData[3]; +uniform float2 rippleDir[3]; +uniform float2 rippleTexScale[3]; +uniform float3 rippleSpeed; +uniform float3 inLightVec; +uniform float3 reflectNormal; +uniform float gridElementSize; +uniform float elapsedTime; +uniform float undulateMaxDist; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +ConnectData main( VertData IN ) +{ + ConnectData OUT; + + // use projection matrix for reflection / refraction texture coords + float4x4 texGen = { 0.5, 0.0, 0.0, 0.5, + 0.0, -0.5, 0.0, 0.5, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 }; + + // Move the vertex based on the horizonFactor if specified to do so for this vert. + // if ( IN.horizonFactor.z > 0 ) + // { + // float2 offsetXY = eyePos.xy - eyePos.xy % gridElementSize; + // IN.position.xy += offsetXY; + // IN.undulateData += offsetXY; + // } + float4 inPos = float4(IN.position, 1.0); + float4 worldPos = mul(modelMat, inPos); + + IN.position.z = lerp( IN.position.z, eyePos.z, IN.horizonFactor.x ); + + //OUT.objPos = worldPos; + OUT.objPos.xyz = IN.position; + OUT.objPos.w = worldPos.z; + + // Send pre-undulation screenspace position + OUT.posPreWave = mul( modelview, inPos ); + OUT.posPreWave = mul( texGen, OUT.posPreWave ); + + // Calculate the undulation amount for this vertex. + float2 undulatePos = mul( modelMat, float4( IN.undulateData.xy, 0, 1 )).xy; + //if ( undulatePos.x < 0 ) + // undulatePos = IN.position.xy; + + float undulateAmt = 0.0; + + undulateAmt += waveData[0].y * sin( elapsedTime * waveData[0].x + + undulatePos.x * waveDir[0].x + + undulatePos.y * waveDir[0].y ); + undulateAmt += waveData[1].y * sin( elapsedTime * waveData[1].x + + undulatePos.x * waveDir[1].x + + undulatePos.y * waveDir[1].y ); + undulateAmt += waveData[2].y * sin( elapsedTime * waveData[2].x + + undulatePos.x * waveDir[2].x + + undulatePos.y * waveDir[2].y ); + + float undulateFade = 1; + + // Scale down wave magnitude amount based on distance from the camera. + float dist = distance( IN.position, eyePos ); + dist = clamp( dist, 1.0, undulateMaxDist ); + undulateFade *= ( 1 - dist / undulateMaxDist ); + + // Also scale down wave magnitude if the camera is very very close. + undulateFade *= saturate( ( distance( IN.position, eyePos ) - 0.5 ) / 10.0 ); + + undulateAmt *= undulateFade; + + //#endif + //undulateAmt = 0; + + // Apply wave undulation to the vertex. + OUT.posPostWave = inPos; + OUT.posPostWave.xyz += IN.normal.xyz * undulateAmt; + + // Save worldSpace position of this pixel/vert + //OUT.worldPos = OUT.posPostWave.xyz; + //OUT.worldPos = mul( modelMat, OUT.posPostWave.xyz ); + //OUT.worldPos.z += objTrans[2][2]; //91.16; + + // OUT.misc.w = mul( modelMat, OUT.fogPos ).z; + // if ( IN.horizonFactor.x > 0 ) + // { + // float3 awayVec = normalize( OUT.fogPos.xyz - eyePos ); + // OUT.fogPos.xy += awayVec.xy * 1000.0; + // } + + // Convert to screen + OUT.posPostWave = mul( modelview, OUT.posPostWave ); // mul( modelview, float4( OUT.posPostWave.xyz, 1 ) ); + + // Setup the OUT position symantic variable + OUT.hpos = OUT.posPostWave; // mul( modelview, float4( IN.position.xyz, 1 ) ); //float4( OUT.posPostWave.xyz, 1 ); + //OUT.hpos.z = lerp( OUT.hpos.z, OUT.hpos.w, IN.horizonFactor.x ); + + // Save world space camera dist/depth of the outgoing pixel + OUT.pixelDist = OUT.hpos.z; + + // Convert to reflection texture space + OUT.posPostWave = mul( texGen, OUT.posPostWave ); + + float2 txPos = undulatePos; + if ( IN.horizonFactor.x ) + txPos = normalize( txPos ) * 50000.0; + + // set up tex coordinates for the 3 interacting normal maps + OUT.rippleTexCoord01.xy = txPos * rippleTexScale[0]; + OUT.rippleTexCoord01.xy += rippleDir[0] * elapsedTime * rippleSpeed.x; + + float2x2 texMat; + texMat[0][0] = rippleMat[0].x; + texMat[0][1] = rippleMat[0].y; + texMat[1][0] = rippleMat[0].z; + texMat[1][1] = rippleMat[0].w; + OUT.rippleTexCoord01.xy = mul( texMat, OUT.rippleTexCoord01.xy ); + + OUT.rippleTexCoord01.zw = txPos * rippleTexScale[1]; + OUT.rippleTexCoord01.zw += rippleDir[1] * elapsedTime * rippleSpeed.y; + + texMat[0][0] = rippleMat[1].x; + texMat[0][1] = rippleMat[1].y; + texMat[1][0] = rippleMat[1].z; + texMat[1][1] = rippleMat[1].w; + OUT.rippleTexCoord01.zw = mul( texMat, OUT.rippleTexCoord01.zw ); + + OUT.rippleTexCoord2.xy = txPos * rippleTexScale[2]; + OUT.rippleTexCoord2.xy += rippleDir[2] * elapsedTime * rippleSpeed.z; + + texMat[0][0] = rippleMat[2].x; + texMat[0][1] = rippleMat[2].y; + texMat[1][0] = rippleMat[2].z; + texMat[1][1] = rippleMat[2].w; + OUT.rippleTexCoord2.xy = mul( texMat, OUT.rippleTexCoord2.xy ); + +#ifdef WATER_SPEC + + float3 binormal = float3( 1, 0, 0 ); + float3 tangent = float3( 0, 1, 0 ); + float3 normal; + for ( int i = 0; i < 3; i++ ) + { + binormal.z += undulateFade * waveDir[i].x * waveData[i].y * cos( waveDir[i].x * IN.undulateData.x + waveDir[i].y * IN.undulateData.y + elapsedTime * waveData[i].x ); + tangent.z += undulateFade * waveDir[i].y * waveData[i].y * cos( waveDir[i].x * IN.undulateData.x + waveDir[i].y * IN.undulateData.y + elapsedTime * waveData[i].x ); + } + + binormal = normalize( binormal ); + tangent = normalize( tangent ); + normal = cross( binormal, tangent ); + + float3x3 worldToTangent; + worldToTangent[0] = binormal; + worldToTangent[1] = tangent; + worldToTangent[2] = normal; + + OUT.misc.xyz = mul( inLightVec, modelMat ); + OUT.misc.xyz = mul( worldToTangent, OUT.misc.xyz ); + +#else + + OUT.misc.xyz = inLightVec; + +#endif + + return OUT; +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/water/waterP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/water/waterP.hlsl new file mode 100644 index 000000000..59bdad05d --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/water/waterP.hlsl @@ -0,0 +1,383 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModelAutoGen.hlsl" +#include "../torque.hlsl" + +//----------------------------------------------------------------------------- +// Defines +//----------------------------------------------------------------------------- + +#define PIXEL_DIST IN.rippleTexCoord2.z +// miscParams +#define FRESNEL_BIAS miscParams[0] +#define FRESNEL_POWER miscParams[1] +// miscParams[2] is unused +#define ISRIVER miscParams[3] + +// reflectParams +#define REFLECT_PLANE_Z reflectParams[0] +#define REFLECT_MIN_DIST reflectParams[1] +#define REFLECT_MAX_DIST reflectParams[2] +#define NO_REFLECT reflectParams[3] + +// fogParams +#define FOG_DENSITY fogParams[0] +#define FOG_DENSITY_OFFSET fogParams[1] + +// wetnessParams +#define WET_DEPTH wetnessParams[0] +#define WET_COLOR_FACTOR wetnessParams[1] + +// distortionParams +#define DISTORT_START_DIST distortionParams[0] +#define DISTORT_END_DIST distortionParams[1] +#define DISTORT_FULL_DEPTH distortionParams[2] + +// foamParams +#define FOAM_OPACITY foamParams[0] +#define FOAM_MAX_DEPTH foamParams[1] +#define FOAM_AMBIENT_LERP foamParams[2] +#define FOAM_RIPPLE_INFLUENCE foamParams[3] + +// specularParams +#define SPEC_POWER specularParams[3] +#define SPEC_COLOR specularParams.xyz + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + + // TexCoord 0 and 1 (xy,zw) for ripple texture lookup + float4 rippleTexCoord01 : TEXCOORD0; + + // xy is TexCoord 2 for ripple texture lookup + // z is the Worldspace unit distance/depth of this vertex/pixel + // w is amount of the crestFoam ( more at crest of waves ). + float4 rippleTexCoord2 : TEXCOORD1; + + // Screenspace vert position BEFORE wave transformation + float4 posPreWave : TEXCOORD2; + + // Screenspace vert position AFTER wave transformation + float4 posPostWave : TEXCOORD3; + + // Objectspace vert position BEFORE wave transformation + // w coord is world space z position. + float4 objPos : TEXCOORD4; + + float4 foamTexCoords : TEXCOORD5; + + float3x3 tangentMat : TEXCOORD6; +}; + +//----------------------------------------------------------------------------- +// approximate Fresnel function +//----------------------------------------------------------------------------- +float fresnel(float NdotV, float bias, float power) +{ + return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power); +} + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +TORQUE_UNIFORM_SAMPLER2D(bumpMap,0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); +TORQUE_UNIFORM_SAMPLER2D(reflectMap, 2); +TORQUE_UNIFORM_SAMPLER2D(refractBuff, 3); +TORQUE_UNIFORM_SAMPLERCUBE(skyMap, 4); +TORQUE_UNIFORM_SAMPLER2D(foamMap, 5); +TORQUE_UNIFORM_SAMPLER1D(depthGradMap, 6); +uniform float4 specularParams; +uniform float4 baseColor; +uniform float4 miscParams; +uniform float2 fogParams; +uniform float4 reflectParams; +uniform float3 reflectNormal; +uniform float2 wetnessParams; +uniform float farPlaneDist; +uniform float3 distortionParams; +uniform float4 foamParams; +uniform float3 ambientColor; +uniform float3 eyePos; // This is in object space! +uniform float3 fogData; +uniform float4 fogColor; +uniform float4 rippleMagnitude; +uniform float4 rtParams1; +uniform float depthGradMax; +uniform float3 inLightVec; +uniform float4x4 modelMat; +uniform float4 sunColor; +uniform float sunBrightness; +uniform float reflectivity; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +float4 main( ConnectData IN ) : TORQUE_TARGET0 +{ + // Get the bumpNorm... + float3 bumpNorm = ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x; + bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y; + bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord2.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z; + + bumpNorm = normalize( bumpNorm ); + bumpNorm = lerp( bumpNorm, float3(0,0,1), 1.0 - rippleMagnitude.w ); + bumpNorm = mul( bumpNorm, IN.tangentMat ); + + // Get depth of the water surface (this pixel). + // Convert from WorldSpace to EyeSpace. + float pixelDepth = PIXEL_DIST / farPlaneDist; + + float2 deferredCoord = viewportCoordToRenderTarget( IN.posPostWave, rtParams1 ); + + float startDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w; + + // The water depth in world units of the undistorted pixel. + float startDelta = ( startDepth - pixelDepth ); + startDelta = max( startDelta, 0.0 ); + startDelta *= farPlaneDist; + + // Calculate the distortion amount for the water surface. + // + // We subtract a little from it so that we don't + // distort where the water surface intersects the + // camera near plane. + float distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST ); + + // Scale down distortion in shallow water. + distortAmt *= saturate( startDelta / DISTORT_FULL_DEPTH ); + + // Do the intial distortion... we might remove it below. + float2 distortDelta = bumpNorm.xy * distortAmt; + float4 distortPos = IN.posPostWave; + distortPos.xy += distortDelta; + + deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + + // Get deferred depth at the position of this distorted pixel. + float deferredDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w; + if ( deferredDepth > 0.99 ) + deferredDepth = 5.0; + + float delta = ( deferredDepth - pixelDepth ) * farPlaneDist; + + if ( delta < 0.0 ) + { + // If we got a negative delta then the distorted + // sample is above the water surface. Mask it out + // by removing the distortion. + distortPos = IN.posPostWave; + delta = startDelta; + distortAmt = 0; + } + else + { + float diff = ( deferredDepth - startDepth ) * farPlaneDist; + + if ( diff < 0 ) + { + distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST ); + distortAmt *= saturate( delta / DISTORT_FULL_DEPTH ); + + distortDelta = bumpNorm.xy * distortAmt; + + distortPos = IN.posPostWave; + distortPos.xy += distortDelta; + + deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + + // Get deferred depth at the position of this distorted pixel. + deferredDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w; + if ( deferredDepth > 0.99 ) + deferredDepth = 5.0; + delta = ( deferredDepth - pixelDepth ) * farPlaneDist; + } + + if ( delta < 0.1 ) + { + // If we got a negative delta then the distorted + // sample is above the water surface. Mask it out + // by removing the distortion. + distortPos = IN.posPostWave; + delta = startDelta; + distortAmt = 0; + } + } + + float4 temp = IN.posPreWave; + temp.xy += bumpNorm.xy * distortAmt; + float2 reflectCoord = viewportCoordToRenderTarget( temp, rtParams1 ); + + float2 refractCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + + float4 fakeColor = float4(ambientColor,1); + float3 eyeVec = IN.objPos.xyz - eyePos; + eyeVec = mul( (float3x3)modelMat, eyeVec ); + eyeVec = mul( IN.tangentMat, eyeVec ); + float3 reflectionVec = reflect( eyeVec, bumpNorm ); + + // Use fakeColor for ripple-normals that are angled towards the camera + eyeVec = -eyeVec; + eyeVec = normalize( eyeVec ); + float ang = saturate( dot( eyeVec, bumpNorm ) ); + float fakeColorAmt = ang; + + // for verts far from the reflect plane z position + float rplaneDist = abs( REFLECT_PLANE_Z - IN.objPos.w ); + rplaneDist = saturate( ( rplaneDist - 1.0 ) / 2.0 ); + rplaneDist *= ISRIVER; + fakeColorAmt = max( fakeColorAmt, rplaneDist ); + +#ifndef UNDERWATER + + // Get foam color and amount + float2 foamRippleOffset = bumpNorm.xy * FOAM_RIPPLE_INFLUENCE; + IN.foamTexCoords.xy += foamRippleOffset; + IN.foamTexCoords.zw += foamRippleOffset; + + float4 foamColor = TORQUE_TEX2D( foamMap, IN.foamTexCoords.xy ); + foamColor += TORQUE_TEX2D( foamMap, IN.foamTexCoords.zw ); + foamColor = saturate( foamColor ); + + // Modulate foam color by ambient color + // so we don't have glowing white foam at night. + foamColor.rgb = lerp( foamColor.rgb, ambientColor.rgb, FOAM_AMBIENT_LERP ); + + float foamDelta = saturate( delta / FOAM_MAX_DEPTH ); + float foamAmt = 1 - pow( foamDelta, 2 ); + + // Fade out the foam in very very low depth, + // this improves the shoreline a lot. + float diff = 0.8 - foamAmt; + if ( diff < 0.0 ) + foamAmt -= foamAmt * abs( diff ) / 0.2; + + foamAmt *= FOAM_OPACITY * foamColor.a; + + foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a; + + // Get reflection map color. + float4 refMapColor = TORQUE_TEX2D( reflectMap, reflectCoord ); + + // If we do not have a reflection texture then we use the cubemap. + refMapColor = lerp( refMapColor, TORQUE_TEXCUBE( skyMap, reflectionVec ), NO_REFLECT ); + + fakeColor = ( TORQUE_TEXCUBE( skyMap, reflectionVec ) ); + fakeColor.a = 1; + // Combine reflection color and fakeColor. + float4 reflectColor = lerp( refMapColor, fakeColor, fakeColorAmt ); + + // Get refract color + float4 refractColor = hdrDecode( TORQUE_TEX2D( refractBuff, refractCoord ) ); + + // We darken the refraction color a bit to make underwater + // elements look wet. We fade out this darkening near the + // surface in order to not have hard water edges. + // @param WET_DEPTH The depth in world units at which full darkening will be recieved. + // @param WET_COLOR_FACTOR The refract color is scaled down by this amount when at WET_DEPTH + refractColor.rgb *= 1.0f - ( saturate( delta / WET_DEPTH ) * WET_COLOR_FACTOR ); + + // Add Water fog/haze. + float fogDelta = delta - FOG_DENSITY_OFFSET; + + if ( fogDelta < 0.0 ) + fogDelta = 0.0; + float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * fogDelta ) ); + + // Calculate the water "base" color based on depth. + float4 waterBaseColor = baseColor * TORQUE_TEX1D( depthGradMap, saturate( delta / depthGradMax ) ); + + // Modulate baseColor by the ambientColor. + waterBaseColor *= float4( ambientColor.rgb, 1 ); + + // calc "diffuse" color by lerping from the water color + // to refraction image based on the water clarity. + float4 diffuseColor = lerp( refractColor, waterBaseColor, fogAmt ); + + // fresnel calculation + float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER ); + + // Scale the frensel strength by fog amount + // so that parts that are very clear get very little reflection. + fresnelTerm *= fogAmt; + + // Also scale the frensel by our distance to the + // water surface. This removes the hard reflection + // when really close to the water surface. + fresnelTerm *= saturate( PIXEL_DIST - 0.1 ); + + fresnelTerm *= reflectivity; + + // Combine the diffuse color and reflection image via the + // fresnel term and set out output color. + float4 OUT = lerp( diffuseColor, reflectColor, fresnelTerm ); + + float3 lightVec = inLightVec; + + // Get some specular reflection. + float3 newbump = bumpNorm; + newbump.xy *= 3.5; + newbump = normalize( newbump ); + float3 halfAng = normalize( eyeVec + -lightVec ); + float specular = saturate( dot( newbump, halfAng ) ); + specular = pow( specular, SPEC_POWER ); + + // Scale down specularity in very shallow water to improve the transparency of the shoreline. + specular *= saturate( delta / 2 ); + OUT.rgb = OUT.rgb + ( SPEC_COLOR * specular.xxx ); + +#else + + float4 refractColor = hdrDecode( TORQUE_TEX2D( refractBuff, refractCoord ) ); + float4 OUT = refractColor; + +#endif + +#ifndef UNDERWATER + + OUT.rgb = OUT.rgb + foamColor.rgb; + + float factor = computeSceneFog( eyePos, + IN.objPos.xyz, + IN.objPos.w, + fogData.x, + fogData.y, + fogData.z ); + + OUT.rgb = lerp( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) ); + + //OUT.rgb = fogColor.rgb; + +#endif + + OUT.a = 1.0; + + //return OUT; + + return hdrEncode( OUT ); +} diff --git a/Templates/BaseGame/game/core/rendering/shaders/water/waterV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/water/waterV.hlsl new file mode 100644 index 000000000..c869f0e9f --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/water/waterV.hlsl @@ -0,0 +1,216 @@ +//----------------------------------------------------------------------------- +// 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 "../shaderModel.hlsl" + +//----------------------------------------------------------------------------- +// Structures +//----------------------------------------------------------------------------- +struct VertData +{ + float3 position : POSITION; + float3 normal : NORMAL; + float2 undulateData : TEXCOORD0; + float4 horizonFactor : TEXCOORD1; +}; + +struct ConnectData +{ + float4 hpos : TORQUE_POSITION; + + // TexCoord 0 and 1 (xy,zw) for ripple texture lookup + float4 rippleTexCoord01 : TEXCOORD0; + + // xy is TexCoord 2 for ripple texture lookup + // z is the Worldspace unit distance/depth of this vertex/pixel + // w is amount of the crestFoam ( more at crest of waves ). + float4 rippleTexCoord2 : TEXCOORD1; + + // Screenspace vert position BEFORE wave transformation + float4 posPreWave : TEXCOORD2; + + // Screenspace vert position AFTER wave transformation + float4 posPostWave : TEXCOORD3; + + // Objectspace vert position BEFORE wave transformation + // w coord is world space z position. + float4 objPos : TEXCOORD4; + + float4 foamTexCoords : TEXCOORD5; + + float3x3 tangentMat : TEXCOORD6; +}; + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- +uniform float4x4 modelMat; +uniform float4x4 modelview; +uniform float4 rippleMat[3]; +uniform float3 eyePos; +uniform float2 waveDir[3]; +uniform float2 waveData[3]; +uniform float2 rippleDir[3]; +uniform float2 rippleTexScale[3]; +uniform float3 rippleSpeed; +uniform float4 foamDir; +uniform float4 foamTexScale; +uniform float2 foamSpeed; +uniform float3 inLightVec; +uniform float gridElementSize; +uniform float elapsedTime; +uniform float undulateMaxDist; + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +ConnectData main( VertData IN ) +{ + ConnectData OUT; + + // use projection matrix for reflection / refraction texture coords + float4x4 texGen = { 0.5, 0.0, 0.0, 0.5, + 0.0, -0.5, 0.0, 0.5, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 }; + + IN.position.z = lerp( IN.position.z, eyePos.z, IN.horizonFactor.x ); + float4 inPos = float4( IN.position, 1.0); + OUT.objPos = inPos; + OUT.objPos.w = mul( modelMat, inPos ).z; + + // Send pre-undulation screenspace position + OUT.posPreWave = mul( modelview, inPos ); + OUT.posPreWave = mul( texGen, OUT.posPreWave ); + + // Calculate the undulation amount for this vertex. + float2 undulatePos = mul( modelMat, float4( IN.undulateData.xy, 0, 1 ) ).xy; + float undulateAmt = 0.0; + + undulateAmt += waveData[0].y * sin( elapsedTime * waveData[0].x + + undulatePos.x * waveDir[0].x + + undulatePos.y * waveDir[0].y ); + undulateAmt += waveData[1].y * sin( elapsedTime * waveData[1].x + + undulatePos.x * waveDir[1].x + + undulatePos.y * waveDir[1].y ); + undulateAmt += waveData[2].y * sin( elapsedTime * waveData[2].x + + undulatePos.x * waveDir[2].x + + undulatePos.y * waveDir[2].y ); + + float undulateFade = 1; + + // Scale down wave magnitude amount based on distance from the camera. + float dist = distance( IN.position.xyz, eyePos ); + dist = clamp( dist, 1.0, undulateMaxDist ); + undulateFade *= ( 1 - dist / undulateMaxDist ); + + // Also scale down wave magnitude if the camera is very very close. + undulateFade *= saturate( ( distance( IN.position.xyz, eyePos ) - 0.5 ) / 10.0 ); + + undulateAmt *= undulateFade; + + OUT.rippleTexCoord2.w = undulateAmt / ( waveData[0].y + waveData[1].y + waveData[2].y ); + OUT.rippleTexCoord2.w = saturate( OUT.rippleTexCoord2.w - 0.2 ) / 0.8; + + // Apply wave undulation to the vertex. + OUT.posPostWave = inPos; + OUT.posPostWave.xyz += IN.normal.xyz * undulateAmt; + + // Convert to screen + OUT.posPostWave = mul( modelview, OUT.posPostWave ); + + // Setup the OUT position symantic variable + OUT.hpos = OUT.posPostWave; + //OUT.hpos.z = lerp( OUT.hpos.z, OUT.hpos.w, IN.horizonFactor.x ); + + // if ( IN.horizonFactor.x > 0 ) + // { + // float3 awayVec = normalize( OUT.objPos.xyz - eyePos ); + // OUT.objPos.xy += awayVec.xy * 1000.0; + // } + + // Save world space camera dist/depth of the outgoing pixel + OUT.rippleTexCoord2.z = OUT.hpos.z; + + // Convert to reflection texture space + OUT.posPostWave = mul( texGen, OUT.posPostWave ); + + float2 txPos = undulatePos; + if ( IN.horizonFactor.x ) + txPos = normalize( txPos ) * 50000.0; + + // set up tex coordinates for the 3 interacting normal maps + OUT.rippleTexCoord01.xy = txPos * rippleTexScale[0]; + OUT.rippleTexCoord01.xy += rippleDir[0] * elapsedTime * rippleSpeed.x; + + float2x2 texMat; + texMat[0][0] = rippleMat[0].x; + texMat[0][1] = rippleMat[0].y; + texMat[1][0] = rippleMat[0].z; + texMat[1][1] = rippleMat[0].w; + OUT.rippleTexCoord01.xy = mul( texMat, OUT.rippleTexCoord01.xy ); + + OUT.rippleTexCoord01.zw = txPos * rippleTexScale[1]; + OUT.rippleTexCoord01.zw += rippleDir[1] * elapsedTime * rippleSpeed.y; + + texMat[0][0] = rippleMat[1].x; + texMat[0][1] = rippleMat[1].y; + texMat[1][0] = rippleMat[1].z; + texMat[1][1] = rippleMat[1].w; + OUT.rippleTexCoord01.zw = mul( texMat, OUT.rippleTexCoord01.zw ); + + OUT.rippleTexCoord2.xy = txPos * rippleTexScale[2]; + OUT.rippleTexCoord2.xy += rippleDir[2] * elapsedTime * rippleSpeed.z; + + texMat[0][0] = rippleMat[2].x; + texMat[0][1] = rippleMat[2].y; + texMat[1][0] = rippleMat[2].z; + texMat[1][1] = rippleMat[2].w; + OUT.rippleTexCoord2.xy = mul( texMat, OUT.rippleTexCoord2.xy ); + + OUT.foamTexCoords.xy = txPos * foamTexScale.xy + foamDir.xy * foamSpeed.x * elapsedTime; + OUT.foamTexCoords.zw = txPos * foamTexScale.zw + foamDir.zw * foamSpeed.y * elapsedTime; + + + float3 binormal = float3( 1, 0, 0 ); + float3 tangent = float3( 0, 1, 0 ); + float3 normal; + for ( int i = 0; i < 3; i++ ) + { + binormal.z += undulateFade * waveDir[i].x * waveData[i].y * cos( waveDir[i].x * undulatePos.x + waveDir[i].y * undulatePos.y + elapsedTime * waveData[i].x ); + tangent.z += undulateFade * waveDir[i].y * waveData[i].y * cos( waveDir[i].x * undulatePos.x + waveDir[i].y * undulatePos.y + elapsedTime * waveData[i].x ); + } + + binormal = binormal; + tangent = tangent; + normal = cross( binormal, tangent ); + + float3x3 worldToTangent; + worldToTangent[0] = binormal; + worldToTangent[1] = tangent; + worldToTangent[2] = normal; + + OUT.tangentMat = worldToTangent; + + return OUT; +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/wavesP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/wavesP.hlsl new file mode 100644 index 000000000..c51eb4b89 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/wavesP.hlsl @@ -0,0 +1,89 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define IN_HLSL +#include "shdrConsts.h" +#include "shaderModel.hlsl" + +//----------------------------------------------------------------------------- +// Data +//----------------------------------------------------------------------------- +struct v2f +{ + float4 HPOS : TORQUE_POSITION; + float2 TEX0 : TEXCOORD0; + float4 tangentToCube0 : TEXCOORD1; + float4 tangentToCube1 : TEXCOORD2; + float4 tangentToCube2 : TEXCOORD3; + float4 lightVec : TEXCOORD4; + float3 pixPos : TEXCOORD5; + float3 eyePos : TEXCOORD6; +}; + + + +struct Fragout +{ + float4 col : TORQUE_TARGET0; +}; + +// Uniforms +TORQUE_UNIFORM_SAMPLER2D(diffMap,0); +//TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1); not used? +TORQUE_UNIFORM_SAMPLER2D(bumpMap,2); + +uniform float4 specularColor : register(PC_MAT_SPECCOLOR); +uniform float4 ambient : register(PC_AMBIENT_COLOR); +uniform float specularPower : register(PC_MAT_SPECPOWER); +uniform float accumTime : register(PC_ACCUM_TIME); + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Fragout main(v2f IN) +{ + Fragout OUT; + + float2 texOffset; + float sinOffset1 = sin( accumTime * 1.5 + IN.TEX0.y * 6.28319 * 3.0 ) * 0.03; + float sinOffset2 = sin( accumTime * 3.0 + IN.TEX0.y * 6.28319 ) * 0.04; + + texOffset.x = IN.TEX0.x + sinOffset1 + sinOffset2; + texOffset.y = IN.TEX0.y + cos( accumTime * 3.0 + IN.TEX0.x * 6.28319 * 2.0 ) * 0.05; + + + float4 bumpNorm = TORQUE_TEX2D( bumpMap, texOffset ) * 2.0 - 1.0; + float4 diffuse = TORQUE_TEX2D( diffMap, texOffset ); + + OUT.col = diffuse * (saturate( dot( IN.lightVec, bumpNorm.xyz ) ) + ambient); + + float3 eyeVec = normalize(IN.eyePos - IN.pixPos); + float3 halfAng = normalize(eyeVec + IN.lightVec.xyz); + float specular = saturate( dot(bumpNorm, halfAng) ) * IN.lightVec.w; + specular = pow(abs(specular), specularPower); + OUT.col += specularColor * specular; + + + + return OUT; +} + diff --git a/Templates/BaseGame/game/core/rendering/shaders/wavesV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/wavesV.hlsl new file mode 100644 index 000000000..fccef9d25 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/wavesV.hlsl @@ -0,0 +1,90 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#define IN_HLSL +#include "shdrConsts.h" +#include "hlslStructs.hlsl" + +//----------------------------------------------------------------------------- +// Constants +//----------------------------------------------------------------------------- + +struct Conn +{ + float4 HPOS : POSITION; + float2 TEX0 : TEXCOORD0; + float4 tangentToCube0 : TEXCOORD1; + float4 tangentToCube1 : TEXCOORD2; + float4 tangentToCube2 : TEXCOORD3; + float4 outLightVec : TEXCOORD4; + float3 pos : TEXCOORD5; + float3 outEyePos : TEXCOORD6; + +}; + + +uniform float4x4 modelview : register(VC_WORLD_PROJ); +uniform float3x3 cubeTrans : register(VC_CUBE_TRANS); +uniform float3 cubeEyePos : register(VC_CUBE_EYE_POS); +uniform float3 inLightVec : register(VC_LIGHT_DIR1); +uniform float3 eyePos : register(VC_EYE_POS); + +//----------------------------------------------------------------------------- +// Main +//----------------------------------------------------------------------------- +Conn main( VertexIn_PNTTTB In) +{ + Conn Out; + + Out.HPOS = mul(modelview, float4(In.pos,1.0)); + Out.TEX0 = In.uv0; + + + float3x3 objToTangentSpace; + objToTangentSpace[0] = In.T; + objToTangentSpace[1] = In.B; + objToTangentSpace[2] = In.normal; + + + Out.tangentToCube0.xyz = mul( objToTangentSpace, cubeTrans[0].xyz ); + Out.tangentToCube1.xyz = mul( objToTangentSpace, cubeTrans[1].xyz ); + Out.tangentToCube2.xyz = mul( objToTangentSpace, cubeTrans[2].xyz ); + + float3 pos = mul( cubeTrans, In.pos ).xyz; + float3 eye = cubeEyePos - pos; + normalize( eye ); + + Out.tangentToCube0.w = eye.x; + Out.tangentToCube1.w = eye.y; + Out.tangentToCube2.w = eye.z; + + Out.outLightVec.xyz = -inLightVec; + Out.outLightVec.xyz = mul(objToTangentSpace, Out.outLightVec); + Out.pos = mul(objToTangentSpace, In.pos.xyz / 100.0); + Out.outEyePos.xyz = mul(objToTangentSpace, eyePos.xyz / 100.0); + Out.outLightVec.w = step( 0.0, dot( -inLightVec, In.normal ) ); + + + return Out; +} + + diff --git a/Templates/BaseGame/game/core/rendering/shaders/wind.hlsl b/Templates/BaseGame/game/core/rendering/shaders/wind.hlsl new file mode 100644 index 000000000..b3fee7721 --- /dev/null +++ b/Templates/BaseGame/game/core/rendering/shaders/wind.hlsl @@ -0,0 +1,101 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// +// A tip of the hat.... +// +// The following wind effects were derived from the GPU Gems +// 3 chapter "Vegetation Procedural Animation and Shading in Crysis" +// by Tiago Sousa of Crytek. +// + +float4 smoothCurve( float4 x ) +{ + return x * x * ( 3.0 - 2.0 * x ); +} + +float4 triangleWave( float4 x ) +{ + return abs( frac( x + 0.5 ) * 2.0 - 1.0 ); +} + +float4 smoothTriangleWave( float4 x ) +{ + return smoothCurve( triangleWave( x ) ); +} + +float3 windTrunkBending( float3 vPos, float2 vWind, float fBendFactor ) +{ + // Smooth the bending factor and increase + // the near by height limit. + fBendFactor += 1.0; + fBendFactor *= fBendFactor; + fBendFactor = fBendFactor * fBendFactor - fBendFactor; + + // Displace the vert. + float3 vNewPos = vPos; + vNewPos.xy += vWind * fBendFactor; + + // Limit the length which makes the bend more + // spherical and prevents stretching. + float fLength = length( vPos ); + vPos = normalize( vNewPos ) * fLength; + + return vPos; +} + +float3 windBranchBending( float3 vPos, + float3 vNormal, + + float fTime, + float fWindSpeed, + + float fBranchPhase, + float fBranchAmp, + float fBranchAtten, + + float fDetailPhase, + float fDetailAmp, + float fDetailFreq, + + float fEdgeAtten ) +{ + float fVertPhase = dot( vPos, fDetailPhase + fBranchPhase ); + + float2 vWavesIn = fTime + float2( fVertPhase, fBranchPhase ); + + float4 vWaves = ( frac( vWavesIn.xxyy * + float4( 1.975, 0.793, 0.375, 0.193 ) ) * + 2.0 - 1.0 ) * fWindSpeed * fDetailFreq; + + vWaves = smoothTriangleWave( vWaves ); + + float2 vWavesSum = vWaves.xz + vWaves.yw; + + // We want the branches to bend both up and down. + vWavesSum.y = 1 - ( vWavesSum.y * 2 ); + + vPos += vWavesSum.xxy * float3( fEdgeAtten * fDetailAmp * vNormal.xy, + fBranchAtten * fBranchAmp ); + + return vPos; +} diff --git a/Templates/BaseGame/game/core/sfx/Core_SFX.cs b/Templates/BaseGame/game/core/sfx/Core_SFX.cs new file mode 100644 index 000000000..acd5c6e08 --- /dev/null +++ b/Templates/BaseGame/game/core/sfx/Core_SFX.cs @@ -0,0 +1,15 @@ + +function Core_SFX::onCreate(%this) +{ + exec("./scripts/audio.cs"); + exec("./scripts/audioData.cs"); + exec("./scripts/audioAmbience.cs"); + exec("./scripts/audioDescriptions.cs"); + exec("./scripts/audioEnvironments.cs"); + exec("./scripts/audioStates.cs"); + +} + +function Core_SFX::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/sfx/Core_SFX.module b/Templates/BaseGame/game/core/sfx/Core_SFX.module new file mode 100644 index 000000000..855fe2a11 --- /dev/null +++ b/Templates/BaseGame/game/core/sfx/Core_SFX.module @@ -0,0 +1,9 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/sfx/scripts/audio.cs b/Templates/BaseGame/game/core/sfx/scripts/audio.cs new file mode 100644 index 000000000..a5932de8f --- /dev/null +++ b/Templates/BaseGame/game/core/sfx/scripts/audio.cs @@ -0,0 +1,436 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Source groups. +//----------------------------------------------------------------------------- + +singleton SFXDescription( AudioMaster ); +singleton SFXSource( AudioChannelMaster ) +{ + description = AudioMaster; +}; + +singleton SFXDescription( AudioChannel ) +{ + sourceGroup = AudioChannelMaster; +}; + +singleton SFXSource( AudioChannelDefault ) +{ + description = AudioChannel; +}; +singleton SFXSource( AudioChannelGui ) +{ + description = AudioChannel; +}; +singleton SFXSource( AudioChannelEffects ) +{ + description = AudioChannel; +}; +singleton SFXSource( AudioChannelMessages ) +{ + description = AudioChannel; +}; +singleton SFXSource( AudioChannelMusic ) +{ + description = AudioChannel; +}; + +// Set default playback states of the channels. + +AudioChannelMaster.play(); +AudioChannelDefault.play(); + +AudioChannelGui.play(); +AudioChannelMusic.play(); +AudioChannelMessages.play(); + +// Stop in-game effects channels. +AudioChannelEffects.stop(); + +//----------------------------------------------------------------------------- +// Master SFXDescriptions. +//----------------------------------------------------------------------------- + +// Master description for interface audio. +singleton SFXDescription( AudioGui ) +{ + volume = 1.0; + sourceGroup = AudioChannelGui; +}; + +// Master description for game effects audio. +singleton SFXDescription( AudioEffect ) +{ + volume = 1.0; + sourceGroup = AudioChannelEffects; +}; + +// Master description for audio in notifications. +singleton SFXDescription( AudioMessage ) +{ + volume = 1.0; + sourceGroup = AudioChannelMessages; +}; + +// Master description for music. +singleton SFXDescription( AudioMusic ) +{ + volume = 1.0; + sourceGroup = AudioChannelMusic; +}; + +//----------------------------------------------------------------------------- +// SFX Functions. +//----------------------------------------------------------------------------- + +/// This initializes the sound system device from +/// the defaults in the $pref::SFX:: globals. +function sfxStartup() +{ + echo( "\nsfxStartup..." ); + + // If we have a provider set, try initialize a device now. + + if( $pref::SFX::provider !$= "" ) + { + if( sfxInit() ) + return; + else + { + // Force auto-detection. + $pref::SFX::autoDetect = true; + } + } + + // If enabled autodetect a safe device. + + if( ( !isDefined( "$pref::SFX::autoDetect" ) || $pref::SFX::autoDetect ) && + sfxAutodetect() ) + return; + + // Failure. + + error( " Failed to initialize device!\n\n" ); + + $pref::SFX::provider = ""; + $pref::SFX::device = ""; + + return; +} + + +/// This initializes the sound system device from +/// the defaults in the $pref::SFX:: globals. +function sfxInit() +{ + // If already initialized, shut down the current device first. + + if( sfxGetDeviceInfo() !$= "" ) + sfxShutdown(); + + // Start it up! + %maxBuffers = $pref::SFX::useHardware ? -1 : $pref::SFX::maxSoftwareBuffers; + if ( !sfxCreateDevice( $pref::SFX::provider, $pref::SFX::device, $pref::SFX::useHardware, %maxBuffers ) ) + return false; + + // This returns a tab seperated string with + // the initialized system info. + %info = sfxGetDeviceInfo(); + $pref::SFX::provider = getField( %info, 0 ); + $pref::SFX::device = getField( %info, 1 ); + $pref::SFX::useHardware = getField( %info, 2 ); + %useHardware = $pref::SFX::useHardware ? "Yes" : "No"; + %maxBuffers = getField( %info, 3 ); + + echo( " Provider: " @ $pref::SFX::provider ); + echo( " Device: " @ $pref::SFX::device ); + echo( " Hardware: " @ %useHardware ); + echo( " Max Buffers: " @ %maxBuffers ); + echo( " " ); + + if( isDefined( "$pref::SFX::distanceModel" ) ) + sfxSetDistanceModel( $pref::SFX::distanceModel ); + if( isDefined( "$pref::SFX::dopplerFactor" ) ) + sfxSetDopplerFactor( $pref::SFX::dopplerFactor ); + if( isDefined( "$pref::SFX::rolloffFactor" ) ) + sfxSetRolloffFactor( $pref::SFX::rolloffFactor ); + + // Restore master volume. + + sfxSetMasterVolume( $pref::SFX::masterVolume ); + + // Restore channel volumes. + + for( %channel = 0; %channel <= 8; %channel ++ ) + sfxSetChannelVolume( %channel, $pref::SFX::channelVolume[ %channel ] ); + + return true; +} + + +/// Destroys the current sound system device. +function sfxShutdown() +{ + // Store volume prefs. + + $pref::SFX::masterVolume = sfxGetMasterVolume(); + + for( %channel = 0; %channel <= 8; %channel ++ ) + $pref::SFX::channelVolume[ %channel ] = sfxGetChannelVolume( %channel ); + + // We're assuming here that a null info + // string means that no device is loaded. + if( sfxGetDeviceInfo() $= "" ) + return; + + sfxDeleteDevice(); +} + + +/// Determines which of the two SFX providers is preferable. +function sfxCompareProvider( %providerA, %providerB ) +{ + if( %providerA $= %providerB ) + return 0; + + switch$( %providerA ) + { + // Always prefer FMOD over anything else. + case "FMOD": + return 1; + + // Prefer OpenAL over anything but FMOD. + case "OpenAL": + if( %providerB $= "FMOD" ) + return -1; + else + return 1; + + // choose XAudio over DirectSound + case "XAudio": + if( %providerB $= "FMOD" || %providerB $= "OpenAL" ) + return -1; + else + return 0; + + case "DirectSound": + if( %providerB !$= "FMOD" && %providerB !$= "OpenAL" && %providerB !$= "XAudio" ) + return 1; + else + return -1; + + default: + return -1; + } +} + + +/// Try to detect and initalize the best SFX device available. +function sfxAutodetect() +{ + // Get all the available devices. + + %devices = sfxGetAvailableDevices(); + + // Collect and sort the devices by preferentiality. + + %deviceTrySequence = new ArrayObject(); + %bestMatch = -1; + %count = getRecordCount( %devices ); + for( %i = 0; %i < %count; %i ++ ) + { + %info = getRecord( %devices, %i ); + %provider = getField( %info, 0 ); + + %deviceTrySequence.push_back( %provider, %info ); + } + + %deviceTrySequence.sortfkd( "sfxCompareProvider" ); + + // Try the devices in order. + + %count = %deviceTrySequence.count(); + for( %i = 0; %i < %count; %i ++ ) + { + %provider = %deviceTrySequence.getKey( %i ); + %info = %deviceTrySequence.getValue( %i ); + + $pref::SFX::provider = %provider; + $pref::SFX::device = getField( %info, 1 ); + $pref::SFX::useHardware = getField( %info, 2 ); + + // By default we've decided to avoid hardware devices as + // they are buggy and prone to problems. + $pref::SFX::useHardware = false; + + if( sfxInit() ) + { + $pref::SFX::autoDetect = false; + %deviceTrySequence.delete(); + return true; + } + } + + // Found no suitable device. + + error( "sfxAutodetect - Could not initialize a valid SFX device." ); + + $pref::SFX::provider = ""; + $pref::SFX::device = ""; + $pref::SFX::useHardware = ""; + + %deviceTrySequence.delete(); + + return false; +} + + +//----------------------------------------------------------------------------- +// Backwards-compatibility with old channel system. +//----------------------------------------------------------------------------- + +// Volume channel IDs for backwards-compatibility. + +$GuiAudioType = 1; // Interface. +$SimAudioType = 2; // Game. +$MessageAudioType = 3; // Notifications. +$MusicAudioType = 4; // Music. + +$AudioChannels[ 0 ] = AudioChannelDefault; +$AudioChannels[ $GuiAudioType ] = AudioChannelGui; +$AudioChannels[ $SimAudioType ] = AudioChannelEffects; +$AudioChannels[ $MessageAudioType ] = AudioChannelMessages; +$AudioChannels[ $MusicAudioType ] = AudioChannelMusic; + +function sfxOldChannelToGroup( %channel ) +{ + return $AudioChannels[ %channel ]; +} + +function sfxGroupToOldChannel( %group ) +{ + %id = %group.getId(); + for( %i = 0;; %i ++ ) + if( !isObject( $AudioChannels[ %i ] ) ) + return -1; + else if( $AudioChannels[ %i ].getId() == %id ) + return %i; + + return -1; +} + +function sfxSetMasterVolume( %volume ) +{ + AudioChannelMaster.setVolume( %volume ); +} + +function sfxGetMasterVolume( %volume ) +{ + return AudioChannelMaster.getVolume(); +} + +function sfxStopAll( %channel ) +{ + // Don't stop channel itself since that isn't quite what the function + // here intends. + + %channel = sfxOldChannelToGroup( %channel ); + if (isObject(%channel)) + { + foreach( %source in %channel ) + %source.stop(); + } +} + +function sfxGetChannelVolume( %channel ) +{ + %obj = sfxOldChannelToGroup( %channel ); + if( isObject( %obj ) ) + return %obj.getVolume(); +} + +function sfxSetChannelVolume( %channel, %volume ) +{ + %obj = sfxOldChannelToGroup( %channel ); + if( isObject( %obj ) ) + %obj.setVolume( %volume ); +} + +/*singleton SimSet( SFXPausedSet ); + + +/// Pauses the playback of active sound sources. +/// +/// @param %channels An optional word list of channel indices or an empty +/// string to pause sources on all channels. +/// @param %pauseSet An optional SimSet which is filled with the paused +/// sources. If not specified the global SfxSourceGroup +/// is used. +/// +/// @deprecated +/// +function sfxPause( %channels, %pauseSet ) +{ + // Did we get a set to populate? + if ( !isObject( %pauseSet ) ) + %pauseSet = SFXPausedSet; + + %count = SFXSourceSet.getCount(); + for ( %i = 0; %i < %count; %i++ ) + { + %source = SFXSourceSet.getObject( %i ); + + %channel = sfxGroupToOldChannel( %source.getGroup() ); + if( %channels $= "" || findWord( %channels, %channel ) != -1 ) + { + %source.pause(); + %pauseSet.add( %source ); + } + } +} + + +/// Resumes the playback of paused sound sources. +/// +/// @param %pauseSet An optional SimSet which contains the paused sound +/// sources to be resumed. If not specified the global +/// SfxSourceGroup is used. +/// @deprecated +/// +function sfxResume( %pauseSet ) +{ + if ( !isObject( %pauseSet ) ) + %pauseSet = SFXPausedSet; + + %count = %pauseSet.getCount(); + for ( %i = 0; %i < %count; %i++ ) + { + %source = %pauseSet.getObject( %i ); + %source.play(); + } + + // Clear our pause set... the caller is left + // to clear his own if he passed one. + %pauseSet.clear(); +}*/ diff --git a/Templates/BaseGame/game/core/sfx/scripts/audioAmbience.cs b/Templates/BaseGame/game/core/sfx/scripts/audioAmbience.cs new file mode 100644 index 000000000..8c2bf270c --- /dev/null +++ b/Templates/BaseGame/game/core/sfx/scripts/audioAmbience.cs @@ -0,0 +1,44 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +singleton SFXAmbience( AudioAmbienceDefault ) +{ + environment = AudioEnvOff; +}; + +singleton SFXAmbience( AudioAmbienceOutside ) +{ + environment = AudioEnvPlain; + states[ 0 ] = AudioLocationOutside; +}; + +singleton SFXAmbience( AudioAmbienceInside ) +{ + environment = AudioEnvRoom; + states[ 0 ] = AudioLocationInside; +}; + +singleton SFXAmbience( AudioAmbienceUnderwater ) +{ + environment = AudioEnvUnderwater; + states[ 0 ] = AudioLocationUnderwater; +}; diff --git a/Templates/BaseGame/game/core/sfx/scripts/audioData.cs b/Templates/BaseGame/game/core/sfx/scripts/audioData.cs new file mode 100644 index 000000000..8584ce50e --- /dev/null +++ b/Templates/BaseGame/game/core/sfx/scripts/audioData.cs @@ -0,0 +1,42 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Game specific audio descriptions. Always declare SFXDescription's (the type of sound) +// before SFXProfile's (the sound itself) when creating new ones + +singleton SFXDescription(BulletFireDesc : AudioEffect ) +{ + isLooping = false; + is3D = true; + ReferenceDistance = 10.0; + MaxDistance = 60.0; +}; + +singleton SFXDescription(BulletImpactDesc : AudioEffect ) +{ + isLooping = false; + is3D = true; + ReferenceDistance = 10.0; + MaxDistance = 30.0; + volume = 0.4; + pitch = 1.4; +}; diff --git a/Templates/BaseGame/game/core/sfx/scripts/audioDescriptions.cs b/Templates/BaseGame/game/core/sfx/scripts/audioDescriptions.cs new file mode 100644 index 000000000..d682461cf --- /dev/null +++ b/Templates/BaseGame/game/core/sfx/scripts/audioDescriptions.cs @@ -0,0 +1,143 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Always declare SFXDescription's (the type of sound) before SFXProfile's (the +// sound itself) when creating new ones + +//----------------------------------------------------------------------------- +// 3D Sounds +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Single shot sounds +//----------------------------------------------------------------------------- + +singleton SFXDescription( AudioDefault3D : AudioEffect ) +{ + is3D = true; + ReferenceDistance = 20.0; + MaxDistance = 100.0; +}; + +singleton SFXDescription( AudioSoft3D : AudioEffect ) +{ + is3D = true; + ReferenceDistance = 20.0; + MaxDistance = 100.0; + volume = 0.4; +}; + +singleton SFXDescription( AudioClose3D : AudioEffect ) +{ + is3D = true; + ReferenceDistance = 10.0; + MaxDistance = 60.0; +}; + +singleton SFXDescription( AudioClosest3D : AudioEffect ) +{ + is3D = true; + ReferenceDistance = 5.0; + MaxDistance = 10.0; +}; + +//----------------------------------------------------------------------------- +// Looping sounds +//----------------------------------------------------------------------------- + +singleton SFXDescription( AudioDefaultLoop3D : AudioEffect ) +{ + isLooping = true; + is3D = true; + ReferenceDistance = 20.0; + MaxDistance = 100.0; +}; + +singleton SFXDescription( AudioCloseLoop3D : AudioEffect ) +{ + isLooping = true; + is3D = true; + ReferenceDistance = 18.0; + MaxDistance = 25.0; +}; + +singleton SFXDescription( AudioClosestLoop3D : AudioEffect ) +{ + isLooping = true; + is3D = true; + ReferenceDistance = 5.0; + MaxDistance = 10.0; +}; + +//----------------------------------------------------------------------------- +// 2d sounds +//----------------------------------------------------------------------------- + +// Used for non-looping environmental sounds (like power on, power off) +singleton SFXDescription( Audio2D : AudioEffect ) +{ + isLooping = false; +}; + +// Used for Looping Environmental Sounds +singleton SFXDescription( AudioLoop2D : AudioEffect ) +{ + isLooping = true; +}; + +singleton SFXDescription( AudioStream2D : AudioEffect ) +{ + isStreaming = true; +}; +singleton SFXDescription( AudioStreamLoop2D : AudioEffect ) +{ + isLooping = true; + isStreaming = true; +}; + +//----------------------------------------------------------------------------- +// Music +//----------------------------------------------------------------------------- + +singleton SFXDescription( AudioMusic2D : AudioMusic ) +{ + isStreaming = true; +}; + +singleton SFXDescription( AudioMusicLoop2D : AudioMusic ) +{ + isLooping = true; + isStreaming = true; +}; + +singleton SFXDescription( AudioMusic3D : AudioMusic ) +{ + isStreaming = true; + is3D = true; +}; + +singleton SFXDescription( AudioMusicLoop3D : AudioMusic ) +{ + isStreaming = true; + is3D = true; + isLooping = true; +}; diff --git a/Templates/BaseGame/game/core/sfx/scripts/audioEnvironments.cs b/Templates/BaseGame/game/core/sfx/scripts/audioEnvironments.cs new file mode 100644 index 000000000..671825b6b --- /dev/null +++ b/Templates/BaseGame/game/core/sfx/scripts/audioEnvironments.cs @@ -0,0 +1,916 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Reverb environment presets. +// +// For customized presets, best derive from one of these presets. + +singleton SFXEnvironment( AudioEnvOff ) +{ + envSize = "7.5"; + envDiffusion = "1.0"; + room = "-10000"; + roomHF = "-10000"; + roomLF = "0"; + decayTime = "1.0"; + decayHFRatio = "1.0"; + decayLFRatio = "1.0"; + reflections = "-2602"; + reflectionsDelay = "0.007"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "200"; + reverbDelay = "0.011"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "0.0"; + density = "0.0"; + flags = 0x33; +}; + +singleton SFXEnvironment( AudioEnvGeneric ) +{ + envSize = "7.5"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-100"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.83"; + decayLFRatio = "1.0"; + reflections = "-2602"; + reflectionsDelay = "0.007"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "200"; + reverbDelay = "0.011"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvRoom ) +{ + envSize = "1.9"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-454"; + roomLF = "0"; + decayTime = "0.4"; + decayHFRatio = "0.83"; + decayLFRatio = "1.0"; + reflections = "-1646"; + reflectionsDelay = "0.002"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "53"; + reverbDelay = "0.003"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvPaddedCell ) +{ + envSize = "1.4"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-6000"; + roomLF = "0"; + decayTime = "0.17"; + decayHFRatio = "0.1"; + decayLFRatio = "1.0"; + reflections = "-1204"; + reflectionsDelay = "0.001"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "207"; + reverbDelay = "0.002"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvBathroom ) +{ + envSize = "1.4"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-1200"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.54"; + decayLFRatio = "1.0"; + reflections = "-370"; + reflectionsDelay = "0.007"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "1030"; + reverbDelay = "0.011"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "60.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvLivingRoom ) +{ + envSize = "2.5"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-6000"; + roomLF = "0"; + decayTime = "0.5"; + decayHFRatio = "0.1"; + decayLFRatio = "1.0"; + reflections = "-1376"; + reflectionsDelay = "0.003"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-1104"; + reverbDelay = "0.004"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvStoneRoom ) +{ + envSize = "11.6"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "300"; + roomLF = "0"; + decayTime = "2.31"; + decayHFRatio = "0.64"; + decayLFRatio = "1.0"; + reflections = "-711"; + reflectionsDelay = "0.012"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "83"; + reverbDelay = "0.017"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "-5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvAuditorium ) +{ + envSize = "21.6"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-476"; + roomLF = "0"; + decayTime = "4.32"; + decayHFRatio = "0.59"; + decayLFRatio = "1.0"; + reflections = "1"; + reflectionsDelay = "0.02"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-289"; + reverbDelay = "0.03"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvConcertHall ) +{ + envSize = "19.6"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-500"; + roomLF = "0"; + decayTime = "3.92"; + decayHFRatio = "0.7"; + decayLFRatio = "1.0"; + reflections = "-1230"; + reflectionsDelay = "0.02"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-2"; + reverbDelay = "0.029"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvCave ) +{ + envSize = "14.6"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "0"; + roomLF = "0"; + decayTime = "2.91"; + decayHFRatio = "1.3"; + decayLFRatio = "1.0"; + reflections = "-602"; + reflectionsDelay = "0.015"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-302"; + reverbDelay = "0.022"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x1f; +}; + +singleton SFXEnvironment( AudioEnvArena ) +{ + envSize = "36.2f"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-698"; + roomLF = "0"; + decayTime = "7.24"; + decayHFRatio = "0.33"; + decayLFRatio = "1.0"; + reflections = "-1166"; + reflectionsDelay = "0.02"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "16"; + reverbDelay = "0.03"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvHangar ) +{ + envSize = "50.3"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-1000"; + roomLF = "0"; + decayTime = "10.05"; + decayHFRatio = "0.23"; + decayLFRatio = "1.0"; + reflections = "-602"; + reflectionsDelay = "0.02"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "198"; + reverbDelay = "0.03"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvCarpettedHallway ) +{ + envSize = "1.9"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-4000"; + roomLF = "0"; + decayTime = "0.3"; + decayHFRatio = "0.1"; + decayLFRatio = "1.0"; + reflections = "-1831"; + reflectionsDelay = "0.002"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-1630"; + reverbDelay = "0.03"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvHallway ) +{ + envSize = "1.8"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-300"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.59"; + decayLFRatio = "1.0"; + reflections = "-1219"; + reflectionsDelay = "0.007"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "441"; + reverbDelay = "0.011"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvStoneCorridor ) +{ + envSize = "13.5"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-237"; + roomLF = "0"; + decayTime = "2.7"; + decayHFRatio = "0.79"; + decayLFRatio = "1.0"; + reflections = "-1214"; + reflectionsDelay = "0.013"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "395"; + reverbDelay = "0.02"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvAlley ) +{ + envSize = "7.5"; + envDiffusion = "0.3"; + room = "-1000"; + roomHF = "-270"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.86"; + decayLFRatio = "1.0"; + reflections = "-1204"; + reflectionsDelay = "0.007"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-4"; + reverbDelay = "0.011"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.125"; + echoDepth = "0.95"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvForest ) +{ + envSize = "38.0"; + envDiffusion = "0.3"; + room = "-1000"; + roomHF = "-3300"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.54"; + decayLFRatio = "1.0"; + reflections = "-2560"; + reflectionsDelay = "0.162"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-229"; + reverbDelay = "0.088"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.125"; + echoDepth = "1.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "79.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvCity ) +{ + envSize = "7.5"; + envDiffusion = "0.5"; + room = "-1000"; + roomHF = "-800"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.67"; + decayLFRatio = "1.0"; + reflections = "-2273"; + reflectionsDelay = "0.007"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-1691"; + reverbDelay = "0.011"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "50.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvMountains ) +{ + envSize = "100.0"; + envDiffusion = "0.27"; + room = "-1000"; + roomHF = "-2500"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.21"; + decayLFRatio = "1.0"; + reflections = "-2780"; + reflectionsDelay = "0.3"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-1434"; + reverbDelay = "0.1"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "1.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "27.0"; + density = "100.0"; + flags = 0x1f; +}; + +singleton SFXEnvironment( AudioEnvQuary ) +{ + envSize = "17.5"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-1000"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.83"; + decayLFRatio = "1.0"; + reflections = "-10000"; + reflectionsDelay = "0.061"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "500"; + reverbDelay = "0.025"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.125"; + echoDepth = "0.7"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvPlain ) +{ + envSize = "42.5"; + envDiffusion = "0.21"; + room = "-1000"; + roomHF = "-2000"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.5"; + decayLFRatio = "1.0"; + reflections = "-2466"; + reflectionsDelay = "0.179"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-1926"; + reverbDelay = "0.1"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "1.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "21.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvParkingLot ) +{ + envSize = "8.3"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "0"; + roomLF = "0"; + decayTime = "1.65"; + decayHFRatio = "1.5"; + decayLFRatio = "1.0"; + reflections = "-1363"; + reflectionsDelay = "0.008"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-1153"; + reverbDelay = "0.012"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x1f; +}; + +singleton SFXEnvironment( AudioEnvSewerPipe ) +{ + envSize = "1.7"; + envDiffusion = "0.8"; + room = "-1000"; + roomHF = "-1000"; + roomLF = "0"; + decayTime = "2.81"; + decayHFRatio = "0.14"; + decayLFRatio = "1.0"; + reflections = "429"; + reflectionsDelay = "0.014"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "1023"; + reverbDelay = "0.21"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "0.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "80.0"; + density = "60.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvUnderwater ) +{ + envSize = "1.8"; + envDiffusion = "1.0"; + room = "-1000"; + roomHF = "-4000"; + roomLF = "0"; + decayTime = "1.49"; + decayHFRatio = "0.1"; + decayLFRatio = "1.0"; + reflections = "-449"; + reflectionsDelay = "0.007"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "1700"; + reverbDelay = "0.011"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "1.18"; + modulationDepth = "0.348"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x3f; +}; + +singleton SFXEnvironment( AudioEnvDrugged ) +{ + envSize = "1.9"; + envDiffusion = "0.5"; + room = "-1000"; + roomHF = "0"; + roomLF = "0"; + decayTime = "8.39"; + decayHFRatio = "1.39"; + decayLFRatio = "1.0"; + reflections = "-115"; + reflectionsDelay = "0.002"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "985"; + reverbDelay = "0.03"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "0.25"; + modulationDepth = "1.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x1f; +}; + +singleton SFXEnvironment( AudioEnvDizzy ) +{ + envSize = "1.8"; + envDiffusion = "0.6"; + room = "-1000.0"; + roomHF = "-400"; + roomLF = "0"; + decayTime = "17.23"; + decayHFRatio = "0.56"; + decayLFRatio = "1.0"; + reflections = "-1713"; + reflectionsDelay = "0.02"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "-613"; + reverbDelay = "0.03"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "1.0"; + modulationTime = "0.81"; + modulationDepth = "0.31"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x1f; +}; + +singleton SFXEnvironment( AudioEnvPsychotic ) +{ + envSize = "1.0"; + envDiffusion = "0.5"; + room = "-1000"; + roomHF = "-151"; + roomLF = "0"; + decayTime = "7.56"; + decayHFRatio = "0.91"; + decayLFRatio = "1.0"; + reflections = "-626"; + reflectionsDelay = "0.02"; + reflectionsPan[ 0 ] = "0.0"; + reflectionsPan[ 1 ] = "0.0"; + reflectionsPan[ 2 ] = "0.0"; + reverb = "774"; + reverbDelay = "0.03"; + reverbPan[ 0 ] = "0.0"; + reverbPan[ 1 ] = "0.0"; + reverbPan[ 2 ] = "0.0"; + echoTime = "0.25"; + echoDepth = "0.0"; + modulationTime = "4.0"; + modulationDepth = "1.0"; + airAbsorptionHF = "-5.0"; + HFReference = "5000.0"; + LFReference = "250.0"; + roomRolloffFactor = "0.0"; + diffusion = "100.0"; + density = "100.0"; + flags = 0x1f; +}; diff --git a/Templates/BaseGame/game/core/sfx/scripts/audioStates.cs b/Templates/BaseGame/game/core/sfx/scripts/audioStates.cs new file mode 100644 index 000000000..3ab55cf78 --- /dev/null +++ b/Templates/BaseGame/game/core/sfx/scripts/audioStates.cs @@ -0,0 +1,158 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Some state presets. + + +/// Return the first active SFXState in the given SimSet/SimGroup. +function sfxGetActiveStateInGroup( %group ) +{ + %count = %group.getCount(); + for( %i = 0; %i < %count; %i ++ ) + { + %obj = %group.getObject( %i ); + if( !%obj.isMemberOfClass( "SFXState" ) ) + continue; + + if( %obj.isActive() ) + return %obj; + } + + return 0; +} + + +//----------------------------------------------------------------------------- +// Special audio state that will always and only be active when no other +// state is active. Useful for letting slots apply specifically when no +// other slot in a list applies. + +singleton SFXState( AudioStateNone ) {}; + +AudioStateNone.activate(); + +function SFXState::onActivate( %this ) +{ + if( %this.getId() != AudioStateNone.getId() ) + AudioStateNone.disable(); +} + +function SFXState::onDeactivate( %this ) +{ + if( %this.getId() != AudioStateNone.getId() ) + AudioStateNone.enable(); +} + +//----------------------------------------------------------------------------- +// AudioStateExclusive class. +// +// Automatically deactivates sibling SFXStates in its parent SimGroup +// when activated. + +function AudioStateExclusive::onActivate( %this ) +{ + Parent::onActivate( %this ); + + %group = %this.parentGroup; + %count = %group.getCount(); + + for( %i = 0; %i < %count; %i ++ ) + { + %obj = %group.getObject( %i ); + + if( %obj != %this && %obj.isMemberOfClass( "SFXState" ) && %obj.isActive() ) + %obj.deactivate(); + } +} + +//----------------------------------------------------------------------------- +// Location-dependent states. + +singleton SimGroup( AudioLocation ); + +/// State when the listener is outside. +singleton SFXState( AudioLocationOutside ) +{ + parentGroup = AudioLocation; + className = "AudioStateExclusive"; +}; + +/// State when the listener is submerged. +singleton SFXState( AudioLocationUnderwater ) +{ + parentGroup = AudioLocation; + className = "AudioStateExclusive"; +}; + +/// State when the listener is indoors. +singleton SFXState( AudioLocationInside ) +{ + parentGroup = AudioLocation; + className = "AudioStateExclusive"; +}; + +/// Return the currently active SFXState in AudioLocation. +function sfxGetLocation() +{ + return sfxGetActiveStateInGroup( AudioLocation ); +} + +//----------------------------------------------------------------------------- +// Mood-dependent states. + +singleton SimGroup( AudioMood ); + +singleton SFXState( AudioMoodNeutral ) +{ + parentGroup = AudioMood; + className = "AudioStateExclusive"; +}; + +singleton SFXState( AudioMoodAggressive ) +{ + parentGroup = AudioMood; + className = "AudioStateExclusive"; +}; + +singleton SFXState( AudioMoodTense ) +{ + parentGroup = AudioMood; + className = "AudioStateExclusive"; +}; + +singleton SFXState( AudioMoodVictory ) +{ + parentGroup = AudioMood; + className = "AudioStateExclusive"; +}; + +singleton SFXState( AudioMoodCalm ) +{ + parentGroup = AudioMood; + className = "AudioStateExclusive"; +}; + +/// Return the currently active SFXState in AudioMood. +function sfxGetMood() +{ + return sfxGetActiveStateInGroup( AudioMood ); +} diff --git a/Templates/BaseGame/game/core/utility/Core_Utility.cs b/Templates/BaseGame/game/core/utility/Core_Utility.cs new file mode 100644 index 000000000..d412f3544 --- /dev/null +++ b/Templates/BaseGame/game/core/utility/Core_Utility.cs @@ -0,0 +1,11 @@ + +function Core_Utility::onCreate(%this) +{ + exec("./scripts/parseArgs.cs"); + exec("./scripts/globals.cs"); + exec("./scripts/helperFunctions.cs"); +} + +function Core_Utility::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/utility/Core_Utility.module b/Templates/BaseGame/game/core/utility/Core_Utility.module new file mode 100644 index 000000000..cb6539040 --- /dev/null +++ b/Templates/BaseGame/game/core/utility/Core_Utility.module @@ -0,0 +1,9 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/utility/scripts/globals.cs b/Templates/BaseGame/game/core/utility/scripts/globals.cs new file mode 100644 index 000000000..fcf52390a --- /dev/null +++ b/Templates/BaseGame/game/core/utility/scripts/globals.cs @@ -0,0 +1,102 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// ---------------------------------------------------------------------------- +// DInput keyboard, mouse, and joystick prefs +// ---------------------------------------------------------------------------- + +$pref::Input::MouseEnabled = 1; +$pref::Input::LinkMouseSensitivity = 1; +$pref::Input::KeyboardEnabled = 1; +$pref::Input::KeyboardTurnSpeed = 0.1; +$pref::Input::JoystickEnabled = 0; + +// ---------------------------------------------------------------------------- +// Video Preferences +// ---------------------------------------------------------------------------- + +// Set directory paths for various data or default images. +$pref::Video::ProfilePath = "core/rendering/scripts/gfxprofile"; +/*$pref::Video::missingTexturePath = "core/images/missingTexture.png"; +$pref::Video::unavailableTexturePath = "core/images/unavailable.png"; +$pref::Video::warningTexturePath = "core/images/warnMat.dds";*/ + +$pref::Video::disableVerticalSync = 1; +$pref::Video::mode = "800 600 false 32 60 4"; +$pref::Video::defaultFenceCount = 0; + +// This disables the hardware FSAA/MSAA so that we depend completely on the FXAA +// post effect which works on all cards and in deferred mode. Note that the new +// Intel Hybrid graphics on laptops will fail to initialize when hardware AA is +// enabled... so you've been warned. +$pref::Video::disableHardwareAA = true; + +$pref::Video::disableNormalmapping = false; +$pref::Video::disablePixSpecular = false; +$pref::Video::disableCubemapping = false; +$pref::Video::disableParallaxMapping = false; + +// The number of mipmap levels to drop on loaded textures to reduce video memory +// usage. It will skip any textures that have been defined as not allowing down +// scaling. +$pref::Video::textureReductionLevel = 0; + +$pref::Video::defaultAnisotropy = 1; +//$pref::Video::Gamma = 1.0; + +/// AutoDetect graphics quality levels the next startup. +$pref::Video::autoDetect = 1; + +// ---------------------------------------------------------------------------- +// Shader stuff +// ---------------------------------------------------------------------------- + +// This is the path used by ShaderGen to cache procedural shaders. If left +// blank ShaderGen will only cache shaders to memory and not to disk. +$shaderGen::cachePath = "data/shaderCache"; + +// Uncomment to disable ShaderGen, useful when debugging +//$ShaderGen::GenNewShaders = false; + +// Uncomment to dump disassembly for any shader that is compiled to disk. These +// will appear as shadername_dis.txt in the same path as the shader file. +//$gfx::disassembleAllShaders = true; + +// ---------------------------------------------------------------------------- +// Lighting and shadowing +// ---------------------------------------------------------------------------- + +// Uncomment to enable AdvancedLighting on the Mac (T3D 2009 Beta 3) +//$pref::machax::enableAdvancedLighting = true; + +$sceneLighting::cacheSize = 20000; +$sceneLighting::purgeMethod = "lastCreated"; +$sceneLighting::cacheLighting = 1; + +$pref::Shadows::textureScalar = 1.0; +$pref::Shadows::disable = false; + +// Sets the shadow filtering mode. +// None - Disables filtering. +// SoftShadow - Does a simple soft shadow +// SoftShadowHighQuality +$pref::Shadows::filterMode = "SoftShadow"; diff --git a/Templates/BaseGame/game/core/utility/scripts/helperFunctions.cs b/Templates/BaseGame/game/core/utility/scripts/helperFunctions.cs new file mode 100644 index 000000000..8abe3e6e6 --- /dev/null +++ b/Templates/BaseGame/game/core/utility/scripts/helperFunctions.cs @@ -0,0 +1,1158 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + + +//------------------------------------------------------------------------------ +// Check if a script file exists, compiled or not. +function isScriptFile(%path) +{ + if( isFile(%path @ ".dso") || isFile(%path) ) + return true; + + return false; +} + +function loadMaterials() +{ + // Load any materials files for which we only have DSOs. + + for( %file = findFirstFile( "*/materials.cs.dso" ); + %file !$= ""; + %file = findNextFile( "*/materials.cs.dso" )) + { + // Only execute, if we don't have the source file. + %csFileName = getSubStr( %file, 0, strlen( %file ) - 4 ); + if( !isFile( %csFileName ) ) + exec( %csFileName ); + } + + // Load all source material files. + + for( %file = findFirstFile( "*/materials.cs" ); + %file !$= ""; + %file = findNextFile( "*/materials.cs" )) + { + exec( %file ); + } + + // Load all materials created by the material editor if + // the folder exists + if( IsDirectory( "materialEditor" ) ) + { + for( %file = findFirstFile( "materialEditor/*.cs.dso" ); + %file !$= ""; + %file = findNextFile( "materialEditor/*.cs.dso" )) + { + // Only execute, if we don't have the source file. + %csFileName = getSubStr( %file, 0, strlen( %file ) - 4 ); + if( !isFile( %csFileName ) ) + exec( %csFileName ); + } + + for( %file = findFirstFile( "materialEditor/*.cs" ); + %file !$= ""; + %file = findNextFile( "materialEditor/*.cs" )) + { + exec( %file ); + } + } +} + +function reloadMaterials() +{ + reloadTextures(); + loadMaterials(); + reInitMaterials(); +} + +function loadDatablockFiles( %datablockFiles, %recurse ) +{ + if ( %recurse ) + { + recursiveLoadDatablockFiles( %datablockFiles, 9999 ); + return; + } + + %count = %datablockFiles.count(); + for ( %i=0; %i < %count; %i++ ) + { + %file = %datablockFiles.getKey( %i ); + if ( !isFile(%file @ ".dso") && !isFile(%file) ) + continue; + + exec( %file ); + } + + // Destroy the incoming list. + //%datablockFiles.delete(); +} + +function recursiveLoadDatablockFiles( %datablockFiles, %previousErrors ) +{ + %reloadDatablockFiles = new ArrayObject(); + + // Keep track of the number of datablocks that + // failed during this pass. + %failedDatablocks = 0; + + // Try re-executing the list of datablock files. + %count = %datablockFiles.count(); + for ( %i=0; %i < %count; %i++ ) + { + %file = %datablockFiles.getKey( %i ); + if ( !isFile(%file @ ".dso") && !isFile(%file) ) + continue; + + // Start counting copy constructor creation errors. + $Con::objectCopyFailures = 0; + + exec( %file ); + + // If errors occured then store this file for re-exec later. + if ( $Con::objectCopyFailures > 0 ) + { + %reloadDatablockFiles.add( %file ); + %failedDatablocks = %failedDatablocks + $Con::objectCopyFailures; + } + } + + // Clear the object copy failure counter so that + // we get console error messages again. + $Con::objectCopyFailures = -1; + + // Delete the old incoming list... we're done with it. + //%datablockFiles.delete(); + + // If we still have datablocks to retry. + %newCount = %reloadDatablockFiles.count(); + if ( %newCount > 0 ) + { + // If the datablock failures have not been reduced + // from the last pass then we must have a real syntax + // error and not just a bad dependancy. + if ( %previousErrors > %failedDatablocks ) + recursiveLoadDatablockFiles( %reloadDatablockFiles, %failedDatablocks ); + + else + { + // Since we must have real syntax errors do one + // last normal exec to output error messages. + loadDatablockFiles( %reloadDatablockFiles, false ); + } + + return; + } + + // Cleanup the empty reload list. + %reloadDatablockFiles.delete(); +} + +function getUserPath() +{ + %temp = getUserHomeDirectory(); + echo(%temp); + if(!isDirectory(%temp)) + { + %temp = getUserDataDirectory(); + echo(%temp); + if(!isDirectory(%temp)) + { + %userPath = "data"; + } + else + { + //put it in appdata/roaming + %userPath = %temp @ "/" @ $appName; + } + } + else + { + //put it in user/documents + %userPath = %temp @ "/" @ $appName; + } + return %userPath; +} + +function getPrefpath() +{ + $prefPath = getUserPath() @ "/preferences"; + return $prefPath; +} + +function updateTSShapeLoadProgress(%progress, %msg) +{ + // Check if the loading GUI is visible and use that instead of the + // separate import progress GUI if possible + /* if ( isObject(LoadingGui) && LoadingGui.isAwake() ) + { + // Save/Restore load progress at the start/end of the import process + if ( %progress == 0 ) + { + ColladaImportProgress.savedProgress = LoadingProgress.getValue(); + ColladaImportProgress.savedText = LoadingProgressTxt.getValue(); + + ColladaImportProgress.msgPrefix = "Importing " @ %msg; + %msg = "Reading file into memory..."; + } + else if ( %progress == 1.0 ) + { + LoadingProgress.setValue( ColladaImportProgress.savedProgress ); + LoadingProgressTxt.setValue( ColladaImportProgress.savedText ); + } + + %msg = ColladaImportProgress.msgPrefix @ ": " @ %msg; + + %progressCtrl = LoadingProgress; + %textCtrl = LoadingProgressTxt; + } + else + { + //it's probably the editors using it + if(isFunction("updateToolTSShapeLoadProgress")) + { + updateToolTSShapeLoadProgress(%progress, %msg); + } + } + + // Update progress indicators + if (%progress == 0) + { + %progressCtrl.setValue(0.001); + %textCtrl.setText(%msg); + } + else if (%progress != 1.0) + { + %progressCtrl.setValue(%progress); + %textCtrl.setText(%msg); + } + + Canvas.repaint(33);*/ +} + +/// A helper function which will return the ghosted client object +/// from a server object when connected to a local server. +function serverToClientObject( %serverObject ) +{ + assert( isObject( LocalClientConnection ), "serverToClientObject() - No local client connection found!" ); + assert( isObject( ServerConnection ), "serverToClientObject() - No server connection found!" ); + + %ghostId = LocalClientConnection.getGhostId( %serverObject ); + if ( %ghostId == -1 ) + return 0; + + return ServerConnection.resolveGhostID( %ghostId ); +} + +//---------------------------------------------------------------------------- +// Debug commands +//---------------------------------------------------------------------------- + +function netSimulateLag( %msDelay, %packetLossPercent ) +{ + if ( %packetLossPercent $= "" ) + %packetLossPercent = 0; + + commandToServer( 'NetSimulateLag', %msDelay, %packetLossPercent ); +} + +//Various client functions + +function validateDatablockName(%name) +{ + // remove whitespaces at beginning and end + %name = trim( %name ); + + // remove numbers at the beginning + %numbers = "0123456789"; + while( strlen(%name) > 0 ) + { + // the first character + %firstChar = getSubStr( %name, 0, 1 ); + // if the character is a number remove it + if( strpos( %numbers, %firstChar ) != -1 ) + { + %name = getSubStr( %name, 1, strlen(%name) -1 ); + %name = ltrim( %name ); + } + else + break; + } + + // replace whitespaces with underscores + %name = strreplace( %name, " ", "_" ); + + // remove any other invalid characters + %invalidCharacters = "-+*/%$&§=()[].?\"#,;!~<>|°^{}"; + %name = stripChars( %name, %invalidCharacters ); + + if( %name $= "" ) + %name = "Unnamed"; + + return %name; +} + +//-------------------------------------------------------------------------- +// Finds location of %word in %text, starting at %start. Works just like strPos +//-------------------------------------------------------------------------- + +function wordPos(%text, %word, %start) +{ + if (%start $= "") %start = 0; + + if (strpos(%text, %word, 0) == -1) return -1; + %count = getWordCount(%text); + if (%start >= %count) return -1; + for (%i = %start; %i < %count; %i++) + { + if (getWord( %text, %i) $= %word) return %i; + } + return -1; +} + +//-------------------------------------------------------------------------- +// Finds location of %field in %text, starting at %start. Works just like strPos +//-------------------------------------------------------------------------- + +function fieldPos(%text, %field, %start) +{ + if (%start $= "") %start = 0; + + if (strpos(%text, %field, 0) == -1) return -1; + %count = getFieldCount(%text); + if (%start >= %count) return -1; + for (%i = %start; %i < %count; %i++) + { + if (getField( %text, %i) $= %field) return %i; + } + return -1; +} + +//-------------------------------------------------------------------------- +// returns the text in a file with "\n" at the end of each line +//-------------------------------------------------------------------------- + +function loadFileText( %file) +{ + %fo = new FileObject(); + %fo.openForRead(%file); + %text = ""; + while(!%fo.isEOF()) + { + %text = %text @ %fo.readLine(); + if (!%fo.isEOF()) %text = %text @ "\n"; + } + + %fo.delete(); + return %text; +} + +function setValueSafe(%dest, %val) +{ + %cmd = %dest.command; + %alt = %dest.altCommand; + %dest.command = ""; + %dest.altCommand = ""; + + %dest.setValue(%val); + + %dest.command = %cmd; + %dest.altCommand = %alt; +} + +function shareValueSafe(%source, %dest) +{ + setValueSafe(%dest, %source.getValue()); +} + +function shareValueSafeDelay(%source, %dest, %delayMs) +{ + schedule(%delayMs, 0, shareValueSafe, %source, %dest); +} + + +//------------------------------------------------------------------------------ +// An Aggregate Control is a plain GuiControl that contains other controls, +// which all share a single job or represent a single value. +//------------------------------------------------------------------------------ + +// AggregateControl.setValue( ) propagates the value to any control that has an +// internal name. +function AggregateControl::setValue(%this, %val, %child) +{ + for(%i = 0; %i < %this.getCount(); %i++) + { + %obj = %this.getObject(%i); + if( %obj == %child ) + continue; + + if(%obj.internalName !$= "") + setValueSafe(%obj, %val); + } +} + +// AggregateControl.getValue() uses the value of the first control that has an +// internal name, if it has not cached a value via .setValue +function AggregateControl::getValue(%this) +{ + for(%i = 0; %i < %this.getCount(); %i++) + { + %obj = %this.getObject(%i); + if(%obj.internalName !$= "") + { + //error("obj = " @ %obj.getId() @ ", " @ %obj.getName() @ ", " @ %obj.internalName ); + //error(" value = " @ %obj.getValue()); + return %obj.getValue(); + } + } +} + +// AggregateControl.updateFromChild( ) is called by child controls to propagate +// a new value, and to trigger the onAction() callback. +function AggregateControl::updateFromChild(%this, %child) +{ + %val = %child.getValue(); + if(%val == mCeil(%val)){ + %val = mCeil(%val); + }else{ + if ( %val <= -100){ + %val = mCeil(%val); + }else if ( %val <= -10){ + %val = mFloatLength(%val, 1); + }else if ( %val < 0){ + %val = mFloatLength(%val, 2); + }else if ( %val >= 1000){ + %val = mCeil(%val); + }else if ( %val >= 100){ + %val = mFloatLength(%val, 1); + }else if ( %val >= 10){ + %val = mFloatLength(%val, 2); + }else if ( %val > 0){ + %val = mFloatLength(%val, 3); + } + } + %this.setValue(%val, %child); + %this.onAction(); +} + +// default onAction stub, here only to prevent console spam warnings. +function AggregateControl::onAction(%this) +{ +} + +// call a method on all children that have an internalName and that implement the method. +function AggregateControl::callMethod(%this, %method, %args) +{ + for(%i = 0; %i < %this.getCount(); %i++) + { + %obj = %this.getObject(%i); + if(%obj.internalName !$= "" && %obj.isMethod(%method)) + eval(%obj @ "." @ %method @ "( " @ %args @ " );"); + } + +} + +//------------------------------------------------------------------------------ +// Altered Version of TGB's QuickEditDropDownTextEditCtrl +//------------------------------------------------------------------------------ +function QuickEditDropDownTextEditCtrl::onRenameItem( %this ) +{ +} + +function QuickEditDropDownTextEditCtrl::updateFromChild( %this, %ctrl ) +{ + if( %ctrl.internalName $= "PopUpMenu" ) + { + %this->TextEdit.setText( %ctrl.getText() ); + } + else if ( %ctrl.internalName $= "TextEdit" ) + { + %popup = %this->PopupMenu; + %popup.changeTextById( %popup.getSelected(), %ctrl.getText() ); + %this.onRenameItem(); + } +} + +// Writes out all script functions to a file. +function writeOutFunctions() +{ + new ConsoleLogger(logger, "scriptFunctions.txt", false); + dumpConsoleFunctions(); + logger.delete(); +} + +// Writes out all script classes to a file. +function writeOutClasses() +{ + new ConsoleLogger(logger, "scriptClasses.txt", false); + dumpConsoleClasses(); + logger.delete(); +} + +// +function compileFiles(%pattern) +{ + %path = filePath(%pattern); + + %saveDSO = $Scripts::OverrideDSOPath; + %saveIgnore = $Scripts::ignoreDSOs; + + $Scripts::OverrideDSOPath = %path; + $Scripts::ignoreDSOs = false; + %mainCsFile = makeFullPath("main.cs"); + + for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern)) + { + // we don't want to try and compile the primary main.cs + if(%mainCsFile !$= %file) + compile(%file, true); + } + + $Scripts::OverrideDSOPath = %saveDSO; + $Scripts::ignoreDSOs = %saveIgnore; + +} + +function displayHelp() +{ + // Notes on logmode: console logging is written to console.log. + // -log 0 disables console logging. + // -log 1 appends to existing logfile; it also closes the file + // (flushing the write buffer) after every write. + // -log 2 overwrites any existing logfile; it also only closes + // the logfile when the application shuts down. (default) + + error( + "Torque Demo command line options:\n"@ + " -log Logging behavior; see main.cs comments for details\n"@ + " -game Reset list of mods to only contain \n"@ + " Works like the -game argument\n"@ + " -dir Add to list of directories\n"@ + " -console Open a separate console\n"@ + " -jSave Record a journal\n"@ + " -jPlay Play back a journal\n"@ + " -help Display this help message\n" + ); +} + +// Execute startup scripts for each mod, starting at base and working up +function loadDir(%dir) +{ + pushback($userDirs, %dir, ";"); + + if (isScriptFile(%dir @ "/main.cs")) + exec(%dir @ "/main.cs"); +} + +function loadDirs(%dirPath) +{ + %dirPath = nextToken(%dirPath, token, ";"); + if (%dirPath !$= "") + loadDirs(%dirPath); + + if(exec(%token @ "/main.cs") != true) + { + error("Error: Unable to find specified directory: " @ %token ); + $dirCount--; + } +} + +//------------------------------------------------------------------------------ +// Utility remap functions: +//------------------------------------------------------------------------------ + +function ActionMap::copyBind( %this, %otherMap, %command ) +{ + if ( !isObject( %otherMap ) ) + { + error( "ActionMap::copyBind - \"" @ %otherMap @ "\" is not an object!" ); + return; + } + + %bind = %otherMap.getBinding( %command ); + if ( %bind !$= "" ) + { + %device = getField( %bind, 0 ); + %action = getField( %bind, 1 ); + %flags = %otherMap.isInverted( %device, %action ) ? "SDI" : "SD"; + %deadZone = %otherMap.getDeadZone( %device, %action ); + %scale = %otherMap.getScale( %device, %action ); + %this.bind( %device, %action, %flags, %deadZone, %scale, %command ); + } +} + +//------------------------------------------------------------------------------ +function ActionMap::blockBind( %this, %otherMap, %command ) +{ + if ( !isObject( %otherMap ) ) + { + error( "ActionMap::blockBind - \"" @ %otherMap @ "\" is not an object!" ); + return; + } + + %bind = %otherMap.getBinding( %command ); + if ( %bind !$= "" ) + %this.bind( getField( %bind, 0 ), getField( %bind, 1 ), "" ); +} + +//Dev helpers +/// Shortcut for typing dbgSetParameters with the default values torsion uses. +function dbgTorsion() +{ + dbgSetParameters( 6060, "password", false ); +} + +/// Reset the input state to a default of all-keys-up. +/// A helpful remedy for when Torque misses a button up event do to your breakpoints +/// and can't stop shooting / jumping / strafing. +function mvReset() +{ + for ( %i = 0; %i < 6; %i++ ) + setVariable( "mvTriggerCount" @ %i, 0 ); + + $mvUpAction = 0; + $mvDownAction = 0; + $mvLeftAction = 0; + $mvRightAction = 0; + + // There are others. +} + +//Persistance Manager tests + +new PersistenceManager(TestPManager); + +function runPManTest(%test) +{ + if (!isObject(TestPManager)) + return; + + if (%test $= "") + %test = 100; + + switch(%test) + { + case 0: + TestPManager.testFieldUpdates(); + case 1: + TestPManager.testObjectRename(); + case 2: + TestPManager.testNewObject(); + case 3: + TestPManager.testNewGroup(); + case 4: + TestPManager.testMoveObject(); + case 5: + TestPManager.testObjectRemove(); + case 100: + TestPManager.testFieldUpdates(); + TestPManager.testObjectRename(); + TestPManager.testNewObject(); + TestPManager.testNewGroup(); + TestPManager.testMoveObject(); + TestPManager.testObjectRemove(); + } +} + +function TestPManager::testFieldUpdates(%doNotSave) +{ + // Set some objects as dirty + TestPManager.setDirty(AudioGui); + TestPManager.setDirty(AudioSim); + TestPManager.setDirty(AudioMessage); + + // Alter some of the existing fields + AudioEffect.isLooping = true; + AudioMessage.isLooping = true; + AudioEffect.is3D = true; + + // Test removing a field + TestPManager.removeField(AudioGui, "isLooping"); + + // Alter some of the persistent fields + AudioGui.referenceDistance = 0.8; + AudioMessage.referenceDistance = 0.8; + + // Add some new dynamic fields + AudioGui.foo = "bar"; + AudioEffect.foo = "bar"; + + // Remove an object from the dirty list + // It shouldn't get updated in the file + TestPManager.removeDirty(AudioEffect); + + // Dirty an object in another file as well + TestPManager.setDirty(WarningMaterial); + + // Update a field that doesn't exist + WarningMaterial.glow[0] = true; + + // Drity another object to test for crashes + // when a dirty object is deleted + TestPManager.setDirty(SFXPausedSet); + + // Delete the object + SFXPausedSet.delete(); + + // Unless %doNotSave is set (by a batch/combo test) + // then go ahead and save now + if (!%doNotSave) + TestPManager.saveDirty(); +} + +function TestPManager::testObjectRename(%doNotSave) +{ + // Flag an object as dirty + if (isObject(AudioGui)) + TestPManager.setDirty(AudioGui); + else if (isObject(AudioGuiFoo)) + TestPManager.setDirty(AudioGuiFoo); + + // Rename it + if (isObject(AudioGui)) + AudioGui.setName(AudioGuiFoo); + else if (isObject(AudioGuiFoo)) + AudioGuiFoo.setName(AudioGui); + + // Unless %doNotSave is set (by a batch/combo test) + // then go ahead and save now + if (!%doNotSave) + TestPManager.saveDirty(); +} + +function TestPManager::testNewObject(%doNotSave) +{ + // Test adding a new named object + new SFXDescription(AudioNew) + { + volume = 0.5; + isLooping = true; + channel = $GuiAudioType; + foo = 2; + }; + + // Flag it as dirty + TestPManager.setDirty(AudioNew, "core/scripts/client/audio.cs"); + + // Test adding a new unnamed object + %obj = new SFXDescription() + { + volume = 0.75; + isLooping = true; + bar = 3; + }; + + // Flag it as dirty + TestPManager.setDirty(%obj, "core/scripts/client/audio.cs"); + + // Test adding an "empty" object + new SFXDescription(AudioEmpty); + + TestPManager.setDirty(AudioEmpty, "core/scripts/client/audio.cs"); + + // Unless %doNotSave is set (by a batch/combo test) + // then go ahead and save now + if (!%doNotSave) + TestPManager.saveDirty(); +} + +function TestPManager::testNewGroup(%doNotSave) +{ + // Test adding a new named SimGroup + new SimGroup(TestGroup) + { + foo = "bar"; + + new SFXDescription(TestObject) + { + volume = 0.5; + isLooping = true; + channel = $GuiAudioType; + foo = 1; + }; + new SimGroup(SubGroup) + { + foo = 2; + + new SFXDescription(SubObject) + { + volume = 0.5; + isLooping = true; + channel = $GuiAudioType; + foo = 3; + }; + }; + }; + + // Flag this as dirty + TestPManager.setDirty(TestGroup, "core/scripts/client/audio.cs"); + + // Test adding a new unnamed SimGroup + %group = new SimGroup() + { + foo = "bar"; + + new SFXDescription() + { + volume = 0.75; + channel = $GuiAudioType; + foo = 4; + }; + new SimGroup() + { + foo = 5; + + new SFXDescription() + { + volume = 0.75; + isLooping = true; + channel = $GuiAudioType; + foo = 6; + }; + }; + }; + + // Flag this as dirty + TestPManager.setDirty(%group, "core/scripts/client/audio.cs"); + + // Test adding a new unnamed SimSet + %set = new SimSet() + { + foo = "bar"; + + new SFXDescription() + { + volume = 0.75; + channel = $GuiAudioType; + foo = 7; + }; + new SimGroup() + { + foo = 8; + + new SFXDescription() + { + volume = 0.75; + isLooping = true; + channel = $GuiAudioType; + foo = 9; + }; + }; + }; + + // Flag this as dirty + TestPManager.setDirty(%set, "core/scripts/client/audio.cs"); + + // Unless %doNotSave is set (by a batch/combo test) + // then go ahead and save now + if (!%doNotSave) + TestPManager.saveDirty(); +} + +function TestPManager::testMoveObject(%doNotSave) +{ + // First add a couple of groups to the file + new SimGroup(MoveGroup1) + { + foo = "bar"; + + new SFXDescription(MoveObject1) + { + volume = 0.5; + isLooping = true; + channel = $GuiAudioType; + foo = 1; + }; + + new SimSet(SubGroup1) + { + new SFXDescription(SubObject1) + { + volume = 0.75; + isLooping = true; + channel = $GuiAudioType; + foo = 2; + }; + }; + }; + + // Flag this as dirty + TestPManager.setDirty(MoveGroup1, "core/scripts/client/audio.cs"); + + new SimGroup(MoveGroup2) + { + foo = "bar"; + + new SFXDescription(MoveObject2) + { + volume = 0.5; + isLooping = true; + channel = $GuiAudioType; + foo = 3; + }; + }; + + // Flag this as dirty + TestPManager.setDirty(MoveGroup2, "core/scripts/client/audio.cs"); + + // Unless %doNotSave is set (by a batch/combo test) + // then go ahead and save now + if (!%doNotSave) + TestPManager.saveDirty(); + + // Set them as dirty again + TestPManager.setDirty(MoveGroup1); + TestPManager.setDirty(MoveGroup2); + + // Give the subobject an new value + MoveObject1.foo = 4; + + // Move it into the other group + MoveGroup1.add(MoveObject2); + + // Switch the other subobject + MoveGroup2.add(MoveObject1); + + // Also add a new unnamed object to one of the groups + %obj = new SFXDescription() + { + volume = 0.75; + isLooping = true; + bar = 5; + }; + + MoveGroup1.add(%obj); + + // Unless %doNotSave is set (by a batch/combo test) + // then go ahead and save now + if (!%doNotSave) + TestPManager.saveDirty(); +} + +function TestPManager::testObjectRemove(%doNotSave) +{ + TestPManager.removeObjectFromFile(AudioSim); +} + +//Game Object management +function findGameObject(%name) +{ + //find all GameObjectAssets + %assetQuery = new AssetQuery(); + if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset")) + return 0; //if we didn't find ANY, just exit + + %count = %assetQuery.getCount(); + + for(%i=0; %i < %count; %i++) + { + %assetId = %assetQuery.getAsset(%i); + + //%assetName = AssetDatabase.getAssetName(%assetId); + + if(%assetId $= %name) + { + %gameObjectAsset = AssetDatabase.acquireAsset(%assetId); + + %assetQuery.delete(); + return %gameObjectAsset; + } + } + + %assetQuery.delete(); + return 0; +} + +function spawnGameObject(%name, %addToMissionGroup) +{ + if(%addToMissionGroup $= "") + %addToMissionGroup = true; + + //First, check if this already exists in our GameObjectPool + if(isObject(GameObjectPool)) + { + %goCount = GameObjectPool.countKey(%name); + + //if we have some already in the pool, pull it out and use that + if(%goCount != 0) + { + %goIdx = GameObjectPool.getIndexFromKey(%name); + %go = GameObjectPool.getValue(%goIdx); + + %go.setHidden(false); + %go.setScopeAlways(); + + if(%addToMissionGroup == true) //save instance when saving level + MissionGroup.add(%go); + else // clear instance on level exit + MissionCleanup.add(%go); + + //remove from the object pool's list + GameObjectPool.erase(%goIdx); + + return %go; + } + } + + //We have no existing pool, or no existing game objects of this type, so spawn a new one + + %gameObjectAsset = findGameObject(%name); + + if(isObject(%gameObjectAsset)) + { + %newSGOObject = TamlRead(%gameObjectAsset.TAMLFilePath); + + if(%addToMissionGroup == true) //save instance when saving level + MissionGroup.add(%newSGOObject); + else // clear instance on level exit + MissionCleanup.add(%newSGOObject); + + return %newSGOObject; + } + + return 0; +} + +function saveGameObject(%name, %tamlPath, %scriptPath) +{ + %gameObjectAsset = findGameObject(%name); + + //find if it already exists. If it does, we'll update it, if it does not, we'll make a new asset + if(isObject(%gameObjectAsset)) + { + %assetID = %gameObjectAsset.getAssetId(); + + %gameObjectAsset.TAMLFilePath = %tamlPath; + %gameObjectAsset.scriptFilePath = %scriptPath; + + TAMLWrite(%gameObjectAsset, AssetDatabase.getAssetFilePath(%assetID)); + AssetDatabase.refreshAsset(%assetID); + } + else + { + //Doesn't exist, so make a new one + %gameObjectAsset = new GameObjectAsset() + { + assetName = %name @ "Asset"; + gameObjectName = %name; + TAMLFilePath = %tamlPath; + scriptFilePath = %scriptPath; + }; + + //Save it alongside the taml file + %path = filePath(%tamlPath); + + TAMLWrite(%gameObjectAsset, %path @ "/" @ %name @ ".asset.taml"); + AssetDatabase.refreshAllAssets(true); + } +} + +//Allocates a number of a game object into a pool to be pulled from as needed +function allocateGameObjects(%name, %amount) +{ + //First, we need to make sure our pool exists + if(!isObject(GameObjectPool)) + { + new ArrayObject(GameObjectPool); + } + + //Next, we loop and generate our game objects, and add them to the pool + for(%i=0; %i < %amount; %i++) + { + %go = spawnGameObject(%name, false); + + //When our object is in the pool, it's not "real", so we need to make sure + //that we don't ghost it to clients untill we actually spawn it. + %go.clearScopeAlways(); + + //We also hide it, so that we don't 'exist' in the scene until we spawn + %go.hidden = true; + + //Lastly, add us to the pool, with the key being our game object type + GameObjectPool.add(%name, %go); + } +} + +function Entity::delete(%this) +{ + //we want to intercept the delete call, and add it to our GameObjectPool + //if it's a game object + if(%this.gameObjectAsset !$= "") + { + %this.setHidden(true); + %this.clearScopeAlways(); + + if(!isObject(GameObjectPool)) + { + new ArrayObject(GameObjectPool); + } + + GameObjectPool.add(%this.gameObjectAsset, %this); + + %missionSet = %this.getGroup(); + %missionSet.remove(%this); + } + else + { + %this.superClass.delete(); + } +} + +function clearGameObjectPool() +{ + if(isObject(GameObjectPool)) + { + %count = GameObjectPool.count(); + + for(%i=0; %i < %count; %i++) + { + %go = GameObjectPool.getValue(%i); + + %go.superClass.delete(); + } + + GameObjectPool.empty(); + } +} + +// +function switchCamera(%client, %newCamEntity) +{ + if(!isObject(%client) || !isObject(%newCamEntity)) + return error("SwitchCamera: No client or target camera!"); + + %cam = %newCamEntity.getComponent(CameraComponent); + + if(!isObject(%cam)) + return error("SwitchCamera: Target camera doesn't have a camera behavior!"); + + //TODO: Cleanup clientOwner for previous camera! + if(%cam.clientOwner == 0 || %cam.clientOwner $= "") + %cam.clientOwner = 0; + + %cam.scopeToClient(%client); + %cam.setDirty(); + + %client.setCameraObject(%newCamEntity); + %client.setControlCameraFov(%cam.FOV); + + %client.camera = %newCamEntity; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/utility/scripts/parseArgs.cs b/Templates/BaseGame/game/core/utility/scripts/parseArgs.cs new file mode 100644 index 000000000..811cee00c --- /dev/null +++ b/Templates/BaseGame/game/core/utility/scripts/parseArgs.cs @@ -0,0 +1,392 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Support functions used to manage the directory list +function pushFront(%list, %token, %delim) +{ + if (%list !$= "") + return %token @ %delim @ %list; + return %token; +} + +function pushBack(%list, %token, %delim) +{ + if (%list !$= "") + return %list @ %delim @ %token; + return %token; +} + +function popFront(%list, %delim) +{ + return nextToken(%list, unused, %delim); +} + +function parseArgs() +{ + for ($i = 1; $i < $Game::argc ; $i++) + { + $arg = $Game::argv[$i]; + $nextArg = $Game::argv[$i+1]; + $hasNextArg = $Game::argc - $i > 1; + $logModeSpecified = false; + + // Check for dedicated run + /*if( stricmp($arg,"-dedicated") == 0 ) + { + $userDirs = $defaultGame; + $dirCount = 1; + $isDedicated = true; + }*/ + + switch$ ($arg) + { + //-------------------- + case "-dedicated": + $userDirs = $defaultGame; + $dirCount = 1; + $isDedicated = true; + $Server::Dedicated = true; + enableWinConsole(true); + $argUsed[%i]++; + + //-------------------- + case "-mission": + $argUsed[%i]++; + if ($hasNextArg) + { + $missionArg = $nextArg; + $argUsed[%i+1]++; + %i++; + } + else + error("Error: Missing Command Line argument. Usage: -mission "); + + //-------------------- + case "-connect": + $argUsed[%i]++; + if ($hasNextArg) + { + $JoinGameAddress = $nextArg; + $argUsed[%i+1]++; + %i++; + } + else + error("Error: Missing Command Line argument. Usage: -connect "); + + + //-------------------- + case "-log": + $argUsed[$i]++; + if ($hasNextArg) + { + // Turn on console logging + if ($nextArg != 0) + { + // Dump existing console to logfile first. + $nextArg += 4; + } + setLogMode($nextArg); + $logModeSpecified = true; + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -log "); + + //-------------------- + case "-dir": + $argUsed[$i]++; + if ($hasNextArg) + { + // Append the mod to the end of the current list + $userDirs = strreplace($userDirs, $nextArg, ""); + $userDirs = pushFront($userDirs, $nextArg, ";"); + $argUsed[$i+1]++; + $i++; + $dirCount++; + } + else + error("Error: Missing Command Line argument. Usage: -dir "); + + //-------------------- + // changed the default behavior of this command line arg. It now + // defaults to ONLY loading the game, not tools + // default auto-run already loads in tools --SRZ 11/29/07 + case "-game": + $argUsed[$i]++; + if ($hasNextArg) + { + // Set the selected dir --NOTE: we no longer allow tools with this argument + /* + if( $isDedicated ) + { + $userDirs = $nextArg; + $dirCount = 1; + } + else + { + $userDirs = "tools;" @ $nextArg; + $dirCount = 2; + } + */ + $userDirs = $nextArg; + $dirCount = 1; + $argUsed[$i+1]++; + $i++; + error($userDirs); + } + else + error("Error: Missing Command Line argument. Usage: -game "); + + //-------------------- + case "-console": + enableWinConsole(true); + $argUsed[$i]++; + + //-------------------- + case "-jSave": + $argUsed[$i]++; + if ($hasNextArg) + { + echo("Saving event log to journal: " @ $nextArg); + saveJournal($nextArg); + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -jSave "); + + //-------------------- + case "-jPlay": + $argUsed[$i]++; + if ($hasNextArg) + { + playJournal($nextArg); + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -jPlay "); + + //-------------------- + case "-jPlayToVideo": + $argUsed[$i]++; + if ($hasNextArg) + { + $VideoCapture::journalName = $nextArg; + $VideoCapture::captureFromJournal = true; + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -jPlayToVideo "); + + //-------------------- + case "-vidCapFile": + $argUsed[$i]++; + if ($hasNextArg) + { + $VideoCapture::fileName = $nextArg; + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -vidCapFile "); + + //-------------------- + case "-vidCapFPS": + $argUsed[$i]++; + if ($hasNextArg) + { + $VideoCapture::fps = $nextArg; + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -vidCapFPS "); + + //-------------------- + case "-vidCapEncoder": + $argUsed[$i]++; + if ($hasNextArg) + { + $VideoCapture::encoder = $nextArg; + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -vidCapEncoder "); + + //-------------------- + case "-vidCapWidth": + $argUsed[$i]++; + if ($hasNextArg) + { + $videoCapture::width = $nextArg; + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -vidCapWidth "); + + //-------------------- + case "-vidCapHeight": + $argUsed[$i]++; + if ($hasNextArg) + { + $videoCapture::height = $nextArg; + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -vidCapHeight "); + + //-------------------- + case "-level": + $argUsed[$i]++; + if ($hasNextArg) + { + %hasExt = strpos($nextArg, ".mis"); + if(%hasExt == -1) + { + $levelToLoad = $nextArg @ " "; + + for(%i = $i + 2; %i < $Game::argc; %i++) + { + $arg = $Game::argv[%i]; + %hasExt = strpos($arg, ".mis"); + + if(%hasExt == -1) + { + $levelToLoad = $levelToLoad @ $arg @ " "; + } else + { + $levelToLoad = $levelToLoad @ $arg; + break; + } + } + } + else + { + $levelToLoad = $nextArg; + } + + $argUsed[$i+1]++; + $i++; + } + else + error("Error: Missing Command Line argument. Usage: -level "); + + //------------------- + case "-worldeditor": + $startWorldEditor = true; + $argUsed[$i]++; + + //------------------- + case "-guieditor": + $startGUIEditor = true; + $argUsed[$i]++; + + //------------------- + case "-help": + $displayHelp = true; + $argUsed[$i]++; + + //------------------- + case "-compileAll": + $compileAll = true; + $argUsed[$i]++; + + //------------------- + case "-compileTools": + $compileTools = true; + $argUsed[$i]++; + + //------------------- + case "-genScript": + $genScript = true; + $argUsed[$i]++; + + case "-fullscreen": + $cliFullscreen = true; + $argUsed[%i]++; + + case "-windowed": + $cliFullscreen = false; + $argUsed[%i]++; + + case "-openGL": + $pref::Video::displayDevice = "OpenGL"; + $argUsed[%i]++; + + case "-directX": + $pref::Video::displayDevice = "D3D"; + $argUsed[%i]++; + + case "-autoVideo": + $pref::Video::displayDevice = ""; + $argUsed[%i]++; + + case "-prefs": + $argUsed[%i]++; + if ($hasNextArg) { + exec($nextArg, true, true); + $argUsed[%i+1]++; + %i++; + } + else + error("Error: Missing Command Line argument. Usage: -prefs "); + + + //------------------- + default: + $argUsed[$i]++; + if($userDirs $= "") + $userDirs = $arg; + } + } + + //----------------------------------------------- + // Play journal to video file? + if ($VideoCapture::captureFromJournal && $VideoCapture::journalName !$= "") + { + if ($VideoCapture::fileName $= "") + $VideoCapture::fileName = $VideoCapture::journalName; + + if ($VideoCapture::encoder $= "") + $VideoCapture::encoder = "THEORA"; + + if ($VideoCapture::fps $= "") + $VideoCapture::fps = 30; + + if ($videoCapture::width $= "") + $videoCapture::width = 0; + + if ($videoCapture::height $= "") + $videoCapture::height = 0; + + playJournalToVideo( $VideoCapture::journalName, $VideoCapture::fileName, + $VideoCapture::encoder, $VideoCapture::fps, + $videoCapture::width SPC $videoCapture::height ); + } +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/vr/Core_VR.cs b/Templates/BaseGame/game/core/vr/Core_VR.cs new file mode 100644 index 000000000..42b2df7e0 --- /dev/null +++ b/Templates/BaseGame/game/core/vr/Core_VR.cs @@ -0,0 +1,9 @@ + +function Core_VR::onCreate(%this) +{ + exec("./scripts/oculusVR.cs"); +} + +function Core_VR::onDestroy(%this) +{ +} \ No newline at end of file diff --git a/Templates/BaseGame/game/core/vr/Core_VR.module b/Templates/BaseGame/game/core/vr/Core_VR.module new file mode 100644 index 000000000..960a5a85a --- /dev/null +++ b/Templates/BaseGame/game/core/vr/Core_VR.module @@ -0,0 +1,9 @@ + + \ No newline at end of file diff --git a/Templates/BaseGame/game/core/vr/guis/oculusVROverlay.gui b/Templates/BaseGame/game/core/vr/guis/oculusVROverlay.gui new file mode 100644 index 000000000..62a9f719c --- /dev/null +++ b/Templates/BaseGame/game/core/vr/guis/oculusVROverlay.gui @@ -0,0 +1,19 @@ +//--- OBJECT WRITE BEGIN --- +%guiContent = singleton GuiControl(OculusVROverlay) { + canSaveDynamicFields = "0"; + Enabled = "1"; + isContainer = "1"; + Profile = "GuiContentProfile"; + HorizSizing = "width"; + VertSizing = "height"; + Position = "0 0"; + Extent = "512 512"; + MinExtent = "8 8"; + canSave = "1"; + Visible = "1"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + useVariable = "0"; + tile = "0"; +}; +//--- OBJECT WRITE END --- diff --git a/Templates/BaseGame/game/core/vr/scripts/oculusVR.cs b/Templates/BaseGame/game/core/vr/scripts/oculusVR.cs new file mode 100644 index 000000000..fa9562c18 --- /dev/null +++ b/Templates/BaseGame/game/core/vr/scripts/oculusVR.cs @@ -0,0 +1,248 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Only load these functions if an Oculus VR device is present +if(!isFunction(isOculusVRDeviceActive)) + return; + +function setupOculusActionMaps() +{ + if (isObject(OculusWarningMap)) + return; + + new ActionMap(OculusWarningMap); + new ActionMap(OculusCanvasMap); + + OculusWarningMap.bind(keyboard, space, dismissOculusVRWarnings); + + OculusCanvasMap.bind( mouse, xaxis, oculusYaw ); + OculusCanvasMap.bind( mouse, yaxis, oculusPitch ); + OculusCanvasMap.bind( mouse, button0, oculusClick ); +} + +function oculusYaw(%val) +{ + OculusCanvas.cursorNudge(%val * 0.10, 0); +} + +function oculusPitch(%val) +{ + OculusCanvas.cursorNudge(0, %val * 0.10); +} + +function oculusClick(%active) +{ + OculusCanvas.cursorClick(0, %active); +} + +function GuiOffscreenCanvas::checkCursor(%this) +{ + %count = %this.getCount(); + for(%i = 0; %i < %count; %i++) + { + %control = %this.getObject(%i); + if ((%control.noCursor $= "") || !%control.noCursor) + { + %this.cursorOn(); + return true; + } + } + // If we get here, every control requested a hidden cursor, so we oblige. + + %this.cursorOff(); + return false; +} + +function GuiOffscreenCanvas::pushDialog(%this, %ctrl, %layer, %center) +{ + Parent::pushDialog(%this, %ctrl, %layer, %center); + %cursorVisible = %this.checkCursor(); + + if (%cursorVisible) + { + echo("OffscreenCanvas visible"); + OculusCanvasMap.pop(); + OculusCanvasMap.push(); + } + else + { + echo("OffscreenCanvas not visible"); + OculusCanvasMap.pop(); + } +} + +function GuiOffscreenCanvas::popDialog(%this, %ctrl) +{ + Parent::popDialog(%this, %ctrl); + %cursorVisible = %this.checkCursor(); + + if (%cursorVisible) + { + echo("OffscreenCanvas visible"); + OculusCanvasMap.pop(); + OculusCanvasMap.push(); + } + else + { + echo("OffscreenCanvas not visible"); + OculusCanvasMap.pop(); + } +} + + +//----------------------------------------------------------------------------- + +function oculusSensorMetricsCallback() +{ + return ovrDumpMetrics(0); +} + + +//----------------------------------------------------------------------------- +function onOculusStatusUpdate(%status) +{ + $LastOculusTrackingState = %status; +} + +//----------------------------------------------------------------------------- + +// Call this function from createCanvas() to have the Canvas attach itself +// to the Rift's display. The Canvas' window will still open on the primary +// display if that is different from the Rift, but it will move to the Rift +// when it goes full screen. If the Rift is not connected then nothing +// will happen. +function pointCanvasToOculusVRDisplay() +{ + $pref::Video::displayOutputDevice = getOVRHMDDisplayDeviceName(0); +} + +//----------------------------------------------------------------------------- + +// Call this function from GameConnection::initialControlSet() just before +// your "Canvas.setContent(PlayGui);" call, or at any time you wish to switch +// to a side-by-side rendering and the appropriate barrel distortion. This +// will turn on side-by-side rendering and tell the GameConnection to use the +// Rift as its display device. +// Parameters: +// %gameConnection - The client GameConnection instance +// %trueStereoRendering - If true will enable stereo rendering with an eye +// offset for each viewport. This will render each frame twice. If false +// then a pseudo stereo rendering is done with only a single render per frame. +function enableOculusVRDisplay(%gameConnection, %trueStereoRendering) +{ + setOVRHMDAsGameConnectionDisplayDevice(%gameConnection); + PlayGui.renderStyle = "stereo side by side"; + setOptimalOVRCanvasSize(Canvas); + + if (!isObject(OculusCanvas)) + { + new GuiOffscreenCanvas(OculusCanvas) { + targetSize = "512 512"; + targetName = "oculusCanvas"; + dynamicTarget = true; + }; + } + + if (!isObject(OculusVROverlay)) + { + exec("core/vr/guis/oculusVROverlay.gui"); + } + + OculusCanvas.setContent(OculusVROverlay); + OculusCanvas.setCursor(DefaultCursor); + PlayGui.setStereoGui(OculusCanvas); + OculusCanvas.setCursorPos("128 128"); + OculusCanvas.cursorOff(); + $GameCanvas = OculusCanvas; + + %ext = Canvas.getExtent(); + $OculusMouseScaleX = 512.0 / 1920.0; + $OculusMouseScaleY = 512.0 / 1060.0; + + //$gfx::wireframe = true; + // Reset all sensors + ovrResetAllSensors(); +} + +// Call this function when ever you wish to turn off the stereo rendering +// and barrel distortion for the Rift. +function disableOculusVRDisplay(%gameConnection) +{ + OculusCanvas.popDialog(); + OculusWarningMap.pop(); + $GameCanvas = Canvas; + + if (isObject(gameConnection)) + { + %gameConnection.clearDisplayDevice(); + } + PlayGui.renderStyle = "standard"; +} + +// Helper function to set the standard Rift control scheme. You could place +// this function in GameConnection::initialControlSet() at the same time +// you call enableOculusVRDisplay(). +function setStandardOculusVRControlScheme(%gameConnection) +{ + if($OculusVR::SimulateInput) + { + // We are simulating a HMD so allow the mouse and gamepad to control + // both yaw and pitch. + %gameConnection.setControlSchemeParameters(true, true, true); + } + else + { + // A HMD is connected so have the mouse and gamepad only add to yaw + %gameConnection.setControlSchemeParameters(true, true, false); + } +} + +//----------------------------------------------------------------------------- + +// Helper function to set the resolution for the Rift. +// Parameters: +// %fullscreen - If true then the display will be forced to full screen. If +// pointCanvasToOculusVRDisplay() was called before the Canvas was created, then +// the full screen display will appear on the Rift. +function setVideoModeForOculusVRDisplay(%fullscreen) +{ + %res = getOVRHMDResolution(0); + Canvas.setVideoMode(%res.x, %res.y, %fullscreen, 32, 4); +} + +//----------------------------------------------------------------------------- + +// Reset all Oculus Rift sensors. This will make the Rift's current heading +// be considered the origin. +function resetOculusVRSensors() +{ + ovrResetAllSensors(); +} + +function dismissOculusVRWarnings(%value) +{ + //if (%value) + //{ + ovrDismissWarnings(); + OculusWarningMap.pop(); + //} +} \ No newline at end of file diff --git a/Templates/BaseGame/game/tools/levels/BlankRoom.postfxpreset.cs b/Templates/BaseGame/game/tools/levels/BlankRoom.postfxpreset.cs index 8b616a84a..23a6c3ced 100644 --- a/Templates/BaseGame/game/tools/levels/BlankRoom.postfxpreset.cs +++ b/Templates/BaseGame/game/tools/levels/BlankRoom.postfxpreset.cs @@ -1,4 +1,4 @@ -$PostFXManager::Settings::ColorCorrectionRamp = "core/images/null_color_ramp.png"; +$PostFXManager::Settings::ColorCorrectionRamp = "core/postFX/images/null_color_ramp.png"; $PostFXManager::Settings::DOF::BlurCurveFar = ""; $PostFXManager::Settings::DOF::BlurCurveNear = ""; $PostFXManager::Settings::DOF::BlurMax = "";