Torque3D/Engine/source/lighting/advanced/hlsl/advancedLightingFeaturesHLSL.cpp
2018-03-13 21:25:45 -05:00

763 lines
28 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 "lighting/advanced/hlsl/advancedLightingFeaturesHLSL.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/conditionerFeature.h"
#include "renderInstance/renderDeferredMgr.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
void DeferredRTLightingFeatHLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
{
Parent::processPixMacros( macros, fd );
return;
}
// Pull in the uncondition method for the light info buffer
NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
if ( texTarget && texTarget->getConditioner() )
{
ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
unconditionMethod->createMethodMacro( String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition", macros );
addDependency(unconditionMethod);
}
}
void DeferredRTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
{
Parent::processVert( componentList, fd );
return;
}
// Pass screen space position to pixel shader to compute a full screen buffer uv
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *ssPos = connectComp->getElement( RT_TEXCOORD );
ssPos->setName( "screenspacePos" );
ssPos->setStructName( "OUT" );
ssPos->setType( "float4" );
Var *outPosition = (Var*) LangElement::find( "hpos" );
AssertFatal( outPosition, "No hpos, ohnoes." );
output = new GenOp( " @ = @;\r\n", ssPos, outPosition );
}
void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
{
Parent::processPix( componentList, fd );
return;
}
MultiLine *meta = new MultiLine;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *ssPos = connectComp->getElement( RT_TEXCOORD );
ssPos->setName( "screenspacePos" );
ssPos->setStructName( "IN" );
ssPos->setType( "float4" );
Var *uvScene = new Var;
uvScene->setType( "float2" );
uvScene->setName( "uvScene" );
LangElement *uvSceneDecl = new DecOp( uvScene );
String rtParamName = String::ToString( "rtParams%s", "lightInfoBuffer" );
Var *rtParams = (Var*) LangElement::find( rtParamName );
if( !rtParams )
{
rtParams = new Var;
rtParams->setType( "float4" );
rtParams->setName( rtParamName );
rtParams->uniform = true;
rtParams->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
meta->addStatement( new GenOp( " @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
meta->addStatement( new GenOp( " @.y = 1.0 - @.y;\r\n", uvScene, uvScene ) ); // flip the y axis
meta->addStatement( new GenOp( " @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size
Var *lightInfoSamp = new Var;
lightInfoSamp->setType( "float4" );
lightInfoSamp->setName( "lightInfoSample" );
// create texture var
Var *lightInfoBuffer = new Var;
lightInfoBuffer->setType( "SamplerState" );
lightInfoBuffer->setName( "lightInfoBuffer" );
lightInfoBuffer->uniform = true;
lightInfoBuffer->sampler = true;
lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var* lightBufferTex = new Var;
lightBufferTex->setName("lightInfoBufferTex");
lightBufferTex->setType("Texture2D");
lightBufferTex->uniform = true;
lightBufferTex->texture = true;
lightBufferTex->constNum = lightInfoBuffer->constNum;
// Declare the RTLighting variables in this feature, they will either be assigned
// in this feature, or in the tonemap/lightmap feature
Var *d_lightcolor = new Var( "d_lightcolor", "float3" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_lightcolor ) ) );
Var *d_NL_Att = new Var( "d_NL_Att", "float" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_NL_Att ) ) );
Var *d_specular = new Var( "d_specular", "float" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_specular ) ) );
// Perform the uncondition here.
String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
meta->addStatement(new GenOp(avar(" %s(@.Sample(@, @), @, @, @);\r\n",
unconditionLightInfo.c_str()), lightBufferTex, lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular));
// If this has an interlaced pre-pass, do averaging here
if( fd.features[MFT_InterlacedDeferred] )
{
Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
if( !oneOverTargetSize )
{
oneOverTargetSize = new Var;
oneOverTargetSize->setType( "float2" );
oneOverTargetSize->setName( "oneOverTargetSize" );
oneOverTargetSize->uniform = true;
oneOverTargetSize->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n float3 id_lightcolor;\r\n" ) );
meta->addStatement(new GenOp(avar(" %s(@.Sample(@, @ + float2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
unconditionLightInfo.c_str()), lightBufferTex, lightInfoBuffer, uvScene, oneOverTargetSize));
meta->addStatement( new GenOp(" @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_NL_Att, 0.5);\r\n", d_NL_Att, d_NL_Att ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_specular, 0.5);\r\n", d_specular, d_specular ) );
}
// This is kind of weak sauce
if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
output = meta;
}
ShaderFeature::Resources DeferredRTLightingFeatHLSL::getResources( const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
return Parent::getResources( fd );
// HACK: See DeferredRTLightingFeatHLSL::setTexData.
mLastTexIndex = 0;
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
return;
}
NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
if( texTarget )
{
// HACK: We store this for use in DeferredRTLightingFeatHLSL::processPix()
// which cannot deduce the texture unit itself.
mLastTexIndex = texIndex;
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mSamplerNames[ texIndex ]= "lightInfoBuffer";
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}
void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_DeferredConditioner] )
{
// There is an output conditioner active, so we need to supply a transform
// to the pixel shader.
MultiLine *meta = new MultiLine;
// We need the view to tangent space transform in the pixel shader.
getOutViewToTangent( componentList, meta, fd );
const bool useTexAnim = fd.features[MFT_TexAnim];
// Make sure there are texcoords
if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
{
getOutTexCoord( "texCoord",
"float2",
useTexAnim,
meta,
componentList );
}
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
addOutDetailTexCoord( componentList,
meta,
useTexAnim );
output = meta;
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
return;
}
else
{
output = NULL;
}
}
void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// NULL output in case nothing gets handled
output = NULL;
if( fd.features[MFT_DeferredConditioner] )
{
MultiLine *meta = new MultiLine;
Var *viewToTangent = getInViewToTangent( componentList );
// create texture var
Var *bumpMap = getNormalMapTex();
Var *texCoord = getInTexCoord("texCoord", "float2", componentList);
Var *bumpMapTex = (Var*)LangElement::find("bumpMapTex");
LangElement *texOp = new GenOp("@.Sample(@, @)", bumpMapTex, bumpMap, texCoord);
// create bump normal
Var *bumpNorm = new Var;
bumpNorm->setName( "bumpNormal" );
bumpNorm->setType( "float4" );
LangElement *bumpNormDecl = new DecOp( bumpNorm );
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
// If we have a detail normal map we add the xy coords of
// it to the base normal map. This gives us the effect we
// want with few instructions and minial artifacts.
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
{
bumpMap = new Var;
bumpMap->setType( "SamplerState" );
bumpMap->setName( "detailBumpMap" );
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum();
Var* detailNormalTex = new Var;
detailNormalTex->setName("detailBumpMapTex");
detailNormalTex->setType("Texture2D");
detailNormalTex->uniform = true;
detailNormalTex->texture = true;
detailNormalTex->constNum = bumpMap->constNum;
texCoord = getInTexCoord("detCoord", "float2", componentList);
texOp = new GenOp("@.Sample(@, @)", detailNormalTex, bumpMap, texCoord);
Var *detailBump = new Var;
detailBump->setName( "detailBump" );
detailBump->setType( "float4" );
meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
Var *detailBumpScale = new Var;
detailBumpScale->setType( "float" );
detailBumpScale->setName( "detailBumpStrength" );
detailBumpScale->uniform = true;
detailBumpScale->constSortPos = cspPass;
meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
}
// This var is read from GBufferConditionerHLSL and
// used in the deferred output.
//
// By using the 'half' type here we get a bunch of partial
// precision optimized code on further operations on the normal
// which helps alot on older Geforce cards.
//
Var *gbNormal = new Var;
gbNormal->setName( "gbNormal" );
gbNormal->setType( "half3" );
LangElement *gbNormalDecl = new DecOp( gbNormal );
// Normalize is done later...
// Note: The reverse mul order is intentional. Affine matrix.
meta->addStatement( new GenOp( " @ = (half3)mul( @.xyz, @ );\r\n", gbNormalDecl, bumpNorm, viewToTangent ) );
output = meta;
return;
}
else if (fd.features[MFT_AccuMap])
{
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
if (bumpSample == NULL)
{
MultiLine *meta = new MultiLine;
Var *texCoord = getInTexCoord("texCoord", "float2", componentList);
Var *bumpMap = getNormalMapTex();
bumpSample = new Var;
bumpSample->setType("float4");
bumpSample->setName("bumpSample");
LangElement *bumpSampleDecl = new DecOp(bumpSample);
Var *bumpMapTex = (Var *)LangElement::find("bumpMapTex");
output = new GenOp(" @ = @.Sample(@, @);\r\n", bumpSampleDecl, bumpMapTex, bumpMap, texCoord);
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
{
bumpMap = (Var*)LangElement::find( "detailBumpMap" );
if ( !bumpMap )
{
bumpMap = new Var;
bumpMap->setType( "sampler2D" );
bumpMap->setName( "detailBumpMap" );
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum();
}
bumpMapTex = (Var*)LangElement::find("detailBumpMap");
if (!bumpMapTex)
{
bumpMap->setType("SamplerState");
bumpMapTex = new Var;
bumpMapTex->setName("detailBumpMapTex");
bumpMapTex->setType("Texture2D");
bumpMapTex->uniform = true;
bumpMapTex->texture = true;
bumpMapTex->constNum = bumpMap->constNum;
}
texCoord = getInTexCoord( "detCoord", "float2", componentList );
LangElement *texOp = new GenOp("@.Sample(@, @)", bumpMap, bumpMapTex, texCoord);
Var *detailBump = new Var;
detailBump->setName( "detailBump" );
detailBump->setType( "float4" );
meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
Var *detailBumpScale = new Var;
detailBumpScale->setType( "float" );
detailBumpScale->setName( "detailBumpStrength" );
detailBumpScale->uniform = true;
detailBumpScale->constSortPos = cspPass;
meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpSample, detailBump, detailBumpScale ) );
}
output = meta;
return;
}
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
return;
}
else if ( fd.features[MFT_PixSpecular] && !fd.features[MFT_SpecularMap] )
{
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
if( bumpSample == NULL )
{
Var *texCoord = getInTexCoord( "texCoord", "float2", componentList );
Var *bumpMap = getNormalMapTex();
bumpSample = new Var;
bumpSample->setType( "float4" );
bumpSample->setName( "bumpSample" );
LangElement *bumpSampleDecl = new DecOp( bumpSample );
Var *bumpMapTex = (Var *)LangElement::find("bumpMapTex");
output = new GenOp(" @ = @.Sample(@, @);\r\n", bumpSampleDecl, bumpMapTex, bumpMap, texCoord);
return;
}
}
output = NULL;
}
ShaderFeature::Resources DeferredBumpFeatHLSL::getResources( const MaterialFeatureData &fd )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
fd.features[MFT_Parallax] ||
!fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
Resources res;
if(!fd.features[MFT_SpecularMap])
{
res.numTex = 1;
res.numTexReg = 1;
if ( fd.features[MFT_DeferredConditioner] &&
fd.features.hasFeature( MFT_DetailNormalMap ) )
{
res.numTex += 1;
if ( !fd.features.hasFeature( MFT_DetailMap ) )
res.numTexReg += 1;
}
}
return res;
}
void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_RTLighting] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
return;
}
if ( !fd.features[MFT_DeferredConditioner] && fd.features[MFT_AccuMap] )
{
passData.mTexType[ texIndex ] = Material::Bump;
passData.mSamplerNames[ texIndex ] = "bumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
{
passData.mTexType[ texIndex ] = Material::DetailBump;
passData.mSamplerNames[texIndex] = "detailBumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
}
}
else if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
( fd.features[MFT_DeferredConditioner] ||
fd.features[MFT_PixSpecular] ) )
{
passData.mTexType[ texIndex ] = Material::Bump;
passData.mSamplerNames[ texIndex ] = "bumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
if ( fd.features[MFT_DeferredConditioner] &&
fd.features.hasFeature( MFT_DetailNormalMap ) )
{
passData.mTexType[ texIndex ] = Material::DetailBump;
passData.mSamplerNames[ texIndex ] = "detailBumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
}
}
}
void DeferredPixelSpecularHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
return;
}
output = NULL;
}
void DeferredPixelSpecularHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
return;
}
MultiLine *meta = new MultiLine;
Var *specular = new Var;
specular->setType( "float" );
specular->setName( "specular" );
LangElement * specDecl = new DecOp( specular );
Var *specCol = (Var*)LangElement::find( "specularColor" );
if(specCol == NULL)
{
specCol = new Var;
specCol->setType( "float4" );
specCol->setName( "specularColor" );
specCol->uniform = true;
specCol->constSortPos = cspPotentialPrimitive;
}
Var *specPow = new Var;
specPow->setType( "float" );
specPow->setName( "specularPower" );
// If the gloss map flag is set, than the specular power is in the alpha
// channel of the specular map
if( fd.features[ MFT_GlossMap ] )
meta->addStatement( new GenOp( " @ = @.a * 255;\r\n", new DecOp( specPow ), specCol ) );
else
{
specPow->uniform = true;
specPow->constSortPos = cspPotentialPrimitive;
}
Var *specStrength = (Var*)LangElement::find( "specularStrength" );
if (!specStrength)
{
specStrength = new Var( "specularStrength", "float" );
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
}
Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
Var *d_specular = (Var*)LangElement::find( "d_specular" );
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
"DeferredPixelSpecularHLSL::processPix - Something hosed the deferred features!" );
if (fd.features[ MFT_AccuMap ])
{
// change specularity where the accu texture is applied
Var *accuPlc = (Var*) LangElement::find( "plc" );
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
if(accuPlc != NULL && accuSpecular != NULL)
//d_specular = clamp(lerp( d_specular, accuSpecular * d_specular, plc.a), 0, 1)
meta->addStatement( new GenOp( " @ = clamp( lerp( @, @ * @, @.a), 0, 1);\r\n", d_specular, d_specular, accuSpecular, d_specular, accuPlc ) );
}
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
specDecl, d_specular, specPow, specStrength));
LangElement *specMul = new GenOp( "float4( @.rgb, 0 ) * @", specCol, specular );
LangElement *final = specMul;
// We we have a normal map then mask the specular
if( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] )
{
Var *bumpSample = (Var*)LangElement::find( "bumpSample" );
final = new GenOp( "@ * @.a", final, bumpSample );
}
// add to color
meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
output = meta;
}
ShaderFeature::Resources DeferredPixelSpecularHLSL::getResources( const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
Resources res;
return res;
}
ShaderFeature::Resources DeferredMinnaertHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
{
res.numTex = 1;
res.numTexReg = 1;
}
return res;
}
void DeferredMinnaertHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
{
NamedTexTarget *texTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
if ( texTarget )
{
passData.mTexType[texIndex] = Material::TexTarget;
passData.mSamplerNames[texIndex] = "deferredBuffer";
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}
}
void DeferredMinnaertHLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
{
// Pull in the uncondition method for the g buffer
NamedTexTarget *texTarget = NamedTexTarget::find( RenderDeferredMgr::BufferName );
if ( texTarget && texTarget->getConditioner() )
{
ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
unconditionMethod->createMethodMacro( String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition", macros );
addDependency(unconditionMethod);
}
}
}
void DeferredMinnaertHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
// Make sure we pass the world space position to the
// pixel shader so we can calculate a view vector.
MultiLine *meta = new MultiLine;
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
output = meta;
}
void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
Var *minnaertConstant = new Var;
minnaertConstant->setType( "float" );
minnaertConstant->setName( "minnaertConstant" );
minnaertConstant->uniform = true;
minnaertConstant->constSortPos = cspPotentialPrimitive;
// create texture var
Var *deferredBuffer = new Var;
deferredBuffer->setType( "SamplerState" );
deferredBuffer->setName( "deferredBuffer" );
deferredBuffer->uniform = true;
deferredBuffer->sampler = true;
deferredBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var* deferredTex = new Var;
deferredTex->setName("deferredTex");
deferredTex->setType("Texture2D");
deferredTex->uniform = true;
deferredTex->texture = true;
deferredTex->constNum = deferredBuffer->constNum;
// Texture coord
Var *uvScene = (Var*) LangElement::find( "uvScene" );
AssertFatal(uvScene != NULL, "Unable to find UVScene, no RTLighting feature?");
MultiLine *meta = new MultiLine;
// Get the world space view vector.
Var *wsViewVec = getWsView( getInWsPosition( componentList ), meta );
String unconditionDeferredMethod = String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition";
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, ,@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, deferredTex, uvScene));
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, @);\r\n", wsViewVec ) );
meta->addStatement( new GenOp( " float Minnaert = pow( @, @) * pow(vDotN, 1.0 - @);\r\n", d_NL_Att, minnaertConstant, minnaertConstant ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
output = meta;
}
void DeferredSubSurfaceHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
Var *subSurfaceParams = new Var;
subSurfaceParams->setType( "float4" );
subSurfaceParams->setName( "subSurfaceParams" );
subSurfaceParams->uniform = true;
subSurfaceParams->constSortPos = cspPotentialPrimitive;
Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, @) - smoothstep(0.0, 1.0, @);\r\n", subSurfaceParams, d_NL_Att, d_NL_Att ) );
meta->addStatement( new GenOp( " subLamb = max(0.0, subLamb);\r\n" ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@ + (subLamb * @.rgb), 1.0)", d_lightcolor, subSurfaceParams ), Material::Mul ) ) );
output = meta;
}