mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
183 lines
7.7 KiB
C++
183 lines
7.7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "lighting/advanced/advancedLightBufferConditioner.h"
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#include "shaderGen/shaderOp.h"
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#include "gfx/gfxDevice.h"
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#include "core/util/safeDelete.h"
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AdvancedLightBufferConditioner::~AdvancedLightBufferConditioner()
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{
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}
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Var *AdvancedLightBufferConditioner::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
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{
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Var *conditionedOutput = new Var;
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if(GFX->getAdapterType() == OpenGL)
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conditionedOutput->setType("vec4");
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else
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conditionedOutput->setType("float4");
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DecOp *outputDecl = new DecOp(conditionedOutput);
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if(mColorFormat == RGB)
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{
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conditionedOutput->setName("rgbLightInfoOut");
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// If this is a 16 bit integer format, scale up/down the values. All other
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// formats just write out the full 0..1
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if(getBufferFormat() == GFXFormatR16G16B16A16)
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meta->addStatement( new GenOp( " @ = max(4.0, (float4(lightColor, specular) * NL_att + float4(bufferSample.rgb, 0.0)) / 4.0);\r\n", outputDecl ) );
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else
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meta->addStatement( new GenOp( " @ = float4(lightColor, 0) * NL_att + float4(bufferSample.rgb, specular);\r\n", outputDecl ) );
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}
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else
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{
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// Input u'v' assumed to be scaled
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conditionedOutput->setName("luvLightInfoOut");
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meta->addStatement( new GenOp( " @ = float4( lerp(bufferSample.xy, lightColor.xy, saturate(NL_att / bufferSample.z) * 0.5),\r\n", outputDecl ) );
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meta->addStatement( new GenOp( " bufferSample.z + NL_att, bufferSample.w + saturate(specular * NL_att) );\r\n" ) );
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}
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return conditionedOutput;
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}
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Var *AdvancedLightBufferConditioner::_unconditionInput( Var *conditionedInput, MultiLine *meta )
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{
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if(mColorFormat == RGB)
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{
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if(getBufferFormat() == GFXFormatR16G16B16A16)
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meta->addStatement( new GenOp( " lightColor = @.rgb * 4.0;\r\n", conditionedInput ) );
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else
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meta->addStatement( new GenOp( " lightColor = @.rgb;\r\n", conditionedInput ) );
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meta->addStatement( new GenOp( " NL_att = dot(@.rgb, float3(0.3576, 0.7152, 0.1192));\r\n", conditionedInput ) );
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}
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else
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{
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meta->addStatement( new GenOp( " // TODO: This clamps HDR values.\r\n" ) );
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meta->addStatement( new GenOp( " NL_att = @.b;\r\n", conditionedInput ) );
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meta->addStatement( new GenOp( " lightColor = DecodeLuv(float3(saturate(NL_att), @.rg * 0.62));\r\n", conditionedInput ) );
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}
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meta->addStatement( new GenOp( " specular = @.a;\r\n", conditionedInput ) );
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return NULL;
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}
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Var *AdvancedLightBufferConditioner::printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta )
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{
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Var *methodVar = new Var;
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methodVar->setName(methodName);
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DecOp *methodDecl = new DecOp(methodVar);
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Var *lightColor = new Var;
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lightColor->setName("lightColor");
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DecOp *lightColorDecl = new DecOp(lightColor);
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Var *NLAtt = new Var;
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NLAtt->setName("NL_att");
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DecOp *NLAttDecl = new DecOp(NLAtt);
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Var *specular = new Var;
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specular->setName("specular");
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DecOp *specularDecl = new DecOp(specular);
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Var *bufferSample = new Var;
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bufferSample->setName("bufferSample");
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DecOp *bufferSampleDecl = new DecOp(bufferSample);
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const bool isCondition = ( methodType == ConditionerFeature::ConditionMethod );
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if(GFX->getAdapterType() == OpenGL)
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{
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methodVar->setType(avar("%s", isCondition ? "vec4" : "void"));
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lightColor->setType(avar("%s vec3", isCondition ? "in" : "out"));
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NLAtt->setType(avar("%s float", isCondition ? "in" : "out"));
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specular->setType(avar("%s float", isCondition ? "in" : "out"));
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bufferSample->setType("in vec4");
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}
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else
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{
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methodVar->setType(avar("inline %s", isCondition ? "float4" : "void"));
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lightColor->setType(avar("%s float3", isCondition ? "in" : "out"));
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NLAtt->setType(avar("%s float", isCondition ? "in" : "out"));
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specular->setType(avar("%s float", isCondition ? "in" : "out"));
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bufferSample->setType("in float4");
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}
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// If this is LUV, print methods to convert RGB<->LUV as needed
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if(mColorFormat == LUV)
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{
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if(!isCondition)
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{
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meta->addStatement( new GenOp( "float3 DecodeLuv(float3 Luv)\r\n{\r\n" ) );
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meta->addStatement( new GenOp( " float2 xy = float2(9.0f, 4.0f) * Luv.yz / (dot(Luv.yz, float2(6.0f, -16.0f)) + 12.0f);\r\n" ) );
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meta->addStatement( new GenOp( " float Ld = Luv.x;\r\n" ) );
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meta->addStatement( new GenOp( " float3 XYZ = float3(xy.x, Ld, 1.0f - xy.x - xy.y);\r\n" ) );
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meta->addStatement( new GenOp( " XYZ.xz = XYZ.xz * Ld / xy.y;\r\n" ) );
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meta->addStatement( new GenOp( " const float3x3 XYZ2RGB =\r\n" ) );
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meta->addStatement( new GenOp( " {\r\n" ) );
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meta->addStatement( new GenOp( " 2.5651f, -1.1665f, -0.3986f,\r\n" ) );
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meta->addStatement( new GenOp( " -1.0217f, 1.9777f, 0.0439f,\r\n" ) );
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meta->addStatement( new GenOp( " 0.0753f, -0.2543f, 1.1892f\r\n" ) );
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meta->addStatement( new GenOp( " };\r\n" ) );
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meta->addStatement( new GenOp( " return mul(XYZ2RGB, XYZ);\r\n" ) );
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meta->addStatement( new GenOp( "}\r\n\r\n" ) );
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}
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else
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{
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// Shouldn't need this
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}
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}
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// Method header and opening bracket
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if(isCondition)
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{
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// All parameters are input parameters, and the return value is float4.
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// If this is an LUV buffer format, than the previous pixel value is needed
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// for interpolation.
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meta->addStatement( new GenOp( "@(@, @, @, @)\r\n", methodDecl, lightColorDecl, NLAttDecl, specularDecl, bufferSampleDecl ) );
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}
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else
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{
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// Sample as input, parameters as output. Void return.
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meta->addStatement( new GenOp( "@(@, @, @, @)\r\n", methodDecl, bufferSampleDecl, lightColorDecl, NLAttDecl, specularDecl ) );
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}
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meta->addStatement( new GenOp( "{\r\n" ) );
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// We don't use this way of passing var's around, so this should cause a crash
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// if something uses this improperly
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return ( isCondition ? NULL : bufferSample );
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}
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void AdvancedLightBufferConditioner::printMethodFooter( ConditionerFeature::MethodType methodType, Var *retVar, Stream &stream, MultiLine *meta )
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{
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// Return and closing bracket
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if(methodType == ConditionerFeature::ConditionMethod)
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meta->addStatement( new GenOp( "\r\n return @;\r\n", retVar ) );
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// Uncondition will assign output parameters
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meta->addStatement( new GenOp( "}\r\n" ) );
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} |