mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
184 lines
6.2 KiB
C++
184 lines
6.2 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to
|
|
// deal in the Software without restriction, including without limitation the
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION 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 "platform/platform.h"
|
|
#include "shaderGen/HLSL/pixSpecularHLSL.h"
|
|
#include "materials/processedMaterial.h"
|
|
#include "materials/materialFeatureTypes.h"
|
|
#include "shaderGen/shaderOp.h"
|
|
#include "shaderGen/shaderGenVars.h"
|
|
#include "gfx/gfxStructs.h"
|
|
#include "shaderGen/shaderGen.h"
|
|
|
|
PixelSpecularHLSL::PixelSpecularHLSL()
|
|
: mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl" ))
|
|
{
|
|
addDependency( &mDep );
|
|
}
|
|
|
|
void PixelSpecularHLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
AssertFatal( fd.features[MFT_RTLighting],
|
|
"PixelSpecularHLSL requires RTLighting to be enabled!" );
|
|
|
|
// Nothing to do here... MFT_RTLighting should have
|
|
// taken care of passing everything to the pixel shader.
|
|
}
|
|
|
|
void PixelSpecularHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
AssertFatal( fd.features[MFT_RTLighting],
|
|
"PixelSpecularHLSL requires RTLighting to be enabled!" );
|
|
|
|
// RTLighting should have spit out the 4 specular
|
|
// powers for the 4 potential lights on this pass.
|
|
//
|
|
// This can sometimes be NULL if RTLighting skips out
|
|
// on us for lightmaps or missing normals.
|
|
Var *specular = (Var*)LangElement::find( "specular" );
|
|
if ( !specular )
|
|
return;
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
LangElement *specMul = new GenOp( "@", specular );
|
|
LangElement *final = specMul;
|
|
|
|
// mask out with lightmap if present
|
|
if ( fd.features[MFT_LightMap] )
|
|
{
|
|
LangElement *lmColor = NULL;
|
|
|
|
// find lightmap color
|
|
lmColor = LangElement::find( "lmColor" );
|
|
|
|
if ( !lmColor )
|
|
{
|
|
LangElement * lightMap = LangElement::find( "lightMap" );
|
|
LangElement * lmCoord = LangElement::find( "texCoord2" );
|
|
LangElement * lightMapTex = LangElement::find("lightMapTex"); //used only DX11 shaders
|
|
|
|
if (lightMapTex)
|
|
lmColor = new GenOp("@.Sample(@, @)", lightMapTex, lightMap, lmCoord);
|
|
else
|
|
lmColor = new GenOp("tex2D(@, @)", lightMap, lmCoord);
|
|
}
|
|
|
|
final = new GenOp( "@ * float4(@.rgb,0)", specMul, lmColor );
|
|
}
|
|
|
|
// If we have a normal map then mask the specular
|
|
if ( fd.features[MFT_SpecularMap] )
|
|
{
|
|
Var *specularColor = (Var*)LangElement::find( "specularColor" );
|
|
if (specularColor)
|
|
final = new GenOp( "@ * @", final, specularColor );
|
|
}
|
|
else if ( fd.features[MFT_NormalMap] && !fd.features[MFT_IsBC3nm] && !fd.features[MFT_IsBC5nm])
|
|
{
|
|
Var *bumpColor = (Var*)LangElement::find( "bumpNormal" );
|
|
final = new GenOp( "@ * @.a", final, bumpColor );
|
|
}
|
|
|
|
// Add the specular to the final color.
|
|
// search for color var
|
|
Var *color = (Var*)LangElement::find( "col" );
|
|
meta->addStatement( new GenOp( " @.rgb += ( @ ).rgb;\r\n", color, final ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources PixelSpecularHLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
return res;
|
|
}
|
|
|
|
void SpecularMapHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
// Add the texture coords.
|
|
getOutTexCoord("texCoord",
|
|
"float2",
|
|
fd.features[MFT_TexAnim],
|
|
meta,
|
|
componentList);
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void SpecularMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
|
{
|
|
// Get the texture coord.
|
|
Var *texCoord = getInTexCoord("texCoord", "float2", componentList);
|
|
|
|
// create texture var
|
|
Var *specularMap = new Var;
|
|
specularMap->setType( "SamplerState" );
|
|
specularMap->setName( "specularMap" );
|
|
specularMap->uniform = true;
|
|
specularMap->sampler = true;
|
|
specularMap->constNum = Var::getTexUnitNum();
|
|
|
|
Var *specularMapTex = new Var;
|
|
specularMapTex->setName("specularMapTex");
|
|
specularMapTex->setType("Texture2D");
|
|
specularMapTex->uniform = true;
|
|
specularMapTex->texture = true;
|
|
specularMapTex->constNum = specularMap->constNum;
|
|
|
|
LangElement *texOp = NULL;
|
|
|
|
if (specularMapTex)
|
|
texOp = new GenOp("@.Sample(@, @)", specularMapTex, specularMap, texCoord);
|
|
else
|
|
texOp = new GenOp("tex2D(@, @)", specularMap, texCoord);
|
|
|
|
Var *specularColor = new Var("specularColor", "float4");
|
|
|
|
output = new GenOp(" @ = @;\r\n", new DecOp(specularColor), texOp);
|
|
}
|
|
|
|
ShaderFeature::Resources SpecularMapHLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
res.numTex = 1;
|
|
return res;
|
|
}
|
|
|
|
void SpecularMapHLSL::setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex )
|
|
{
|
|
GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
|
|
if ( tex )
|
|
{
|
|
passData.mTexType[ texIndex ] = Material::Standard;
|
|
passData.mSamplerNames[ texIndex ] = "specularMap";
|
|
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
|
}
|
|
}
|