mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-06-17 02:44:14 +00:00
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded. Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect. This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
97 lines
4.7 KiB
HLSL
97 lines
4.7 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _TORQUE_SHADERMODEL_
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#define _TORQUE_SHADERMODEL_
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// Portability helpers for different shader models
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//Shader model 1.0 - 3.0
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#if (TORQUE_SM >= 10 && TORQUE_SM <=30)
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// Semantics
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#define TORQUE_POSITION POSITION
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#define TORQUE_DEPTH DEPTH
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#define TORQUE_TARGET0 COLOR0
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#define TORQUE_TARGET1 COLOR1
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#define TORQUE_TARGET2 COLOR2
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#define TORQUE_TARGET3 COLOR3
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// Sampler uniforms
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#define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform sampler1D tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform sampler2D tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform sampler3D tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform samplerCUBE tex : register(S##regist)
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// Sampling functions
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#define TORQUE_TEX1D(tex,coords) tex1D(tex,coords)
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#define TORQUE_TEX2D(tex,coords) tex2D(tex,coords)
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#define TORQUE_TEX2DPROJ(tex,coords) tex2Dproj(tex,coords) //this really is sm 2 or later
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#define TORQUE_TEX3D(tex,coords) tex3D(tex,coords)
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#define TORQUE_TEXCUBE(tex,coords) texCUBE(tex,coords)
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//Shader model 3.0 only
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#if TORQUE_SM == 30
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#define TORQUE_VPOS VPOS // This is a float2
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// The mipmap LOD is specified in coord.w
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#define TORQUE_TEX2DLOD(tex,coords) tex2Dlod(tex,coords)
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#endif
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//helper if you want to pass sampler/texture in a function
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//2D
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#define TORQUE_SAMPLER2D(tex) sampler2D tex
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#define TORQUE_SAMPLER2D_MAKEARG(tex) tex
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//Cube
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#define TORQUE_SAMPLERCUBE(tex) samplerCUBE tex
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#define TORQUE_SAMPLERCUBE_MAKEARG(tex) tex
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// Shader model 4.0+
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#elif TORQUE_SM >= 40
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#define TORQUE_POSITION SV_Position
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#define TORQUE_DEPTH SV_Depth
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#define TORQUE_VPOS SV_Position //note float4 compared to SM 3 where it is a float2
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#define TORQUE_TARGET0 SV_Target0
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#define TORQUE_TARGET1 SV_Target1
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#define TORQUE_TARGET2 SV_Target2
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#define TORQUE_TARGET3 SV_Target3
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// Sampler uniforms
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//1D is emulated to a 2D for now
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#define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform Texture3D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
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#define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform TextureCube texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
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// Sampling functions
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#define TORQUE_TEX1D(tex,coords) texture_##tex.Sample(tex,coords)
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#define TORQUE_TEX2D(tex,coords) texture_##tex.Sample(tex,coords)
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#define TORQUE_TEX2DPROJ(tex,coords) texture_##tex.Sample(tex,coords.xy / coords.w)
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#define TORQUE_TEX3D(tex,coords) texture_##tex.Sample(tex,coords)
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#define TORQUE_TEXCUBE(tex,coords) texture_##tex.Sample(tex,coords)
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// The mipmap LOD is specified in coord.w
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#define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w)
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//helper if you want to pass sampler/texture in a function
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//2D
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#define TORQUE_SAMPLER2D(tex) Texture2D texture_##tex, SamplerState tex
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#define TORQUE_SAMPLER2D_MAKEARG(tex) texture_##tex, tex
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//Cube
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#define TORQUE_SAMPLERCUBE(tex) TextureCube texture_##tex, SamplerState tex
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#define TORQUE_SAMPLERCUBE_MAKEARG(tex) texture_##tex, tex
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#endif
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#endif // _TORQUE_SHADERMODEL_
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