mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
- Supports GL, D3D9 & D3D11 - Extends vertex formats & shadergen to support blend indices and weights - Adds basic support for using 4x3 matrices for shader constants - Supports software fallback
219 lines
7.1 KiB
C++
219 lines
7.1 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/GLSL/shaderGenGLSL.h"
|
|
#include "shaderGen/GLSL/shaderCompGLSL.h"
|
|
#include "shaderGen/featureMgr.h"
|
|
#include "gfx/gl/tGL/tGL.h"
|
|
|
|
|
|
void ShaderGenPrinterGLSL::printShaderHeader( Stream& stream )
|
|
{
|
|
const char *header1 = "//*****************************************************************************\r\n";
|
|
const char *header2 = "// Torque -- GLSL procedural shader\r\n";
|
|
|
|
stream.write( dStrlen(header1), header1 );
|
|
stream.write( dStrlen(header2), header2 );
|
|
stream.write( dStrlen(header1), header1 );
|
|
|
|
// Cheap HLSL compatibility.
|
|
const char* header3 = "#include \"shaders/common/gl/hlslCompat.glsl\"\r\n";
|
|
stream.write( dStrlen(header3), header3 );
|
|
|
|
const char* header4 = "\r\n";
|
|
stream.write( dStrlen(header4), header4 );
|
|
}
|
|
|
|
void ShaderGenPrinterGLSL::printMainComment( Stream& stream )
|
|
{
|
|
// Print out main function definition
|
|
const char * header5 = "// Main \r\n";
|
|
const char * line = "//-----------------------------------------------------------------------------\r\n";
|
|
|
|
stream.write( dStrlen(line), line );
|
|
stream.write( dStrlen(header5), header5 );
|
|
stream.write( dStrlen(line), line );
|
|
}
|
|
|
|
void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
|
|
{
|
|
// We are render OpenGL upside down for use DX9 texture coords.
|
|
// Must be the last vertex feature.
|
|
const char *closer = " gl_Position.y *= -1;\r\n}\r\n";
|
|
stream.write( dStrlen(closer), closer );
|
|
}
|
|
|
|
void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
|
|
{
|
|
// Determine the number of output targets we need
|
|
U32 numMRTs = 0;
|
|
for (U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++)
|
|
{
|
|
const FeatureInfo &info = FEATUREMGR->getAt(i);
|
|
if (featureData.features.hasFeature(*info.type))
|
|
numMRTs |= info.feature->getOutputTargets(featureData);
|
|
}
|
|
|
|
WRITESTR(avar("//Fragment shader OUT\r\n"));
|
|
WRITESTR(avar("out vec4 OUT_col;\r\n"));
|
|
for( U32 i = 1; i < 4; i++ )
|
|
{
|
|
if( numMRTs & 1 << i )
|
|
WRITESTR(avar("out vec4 OUT_col%d;\r\n", i));
|
|
}
|
|
|
|
WRITESTR("\r\n");
|
|
WRITESTR("\r\n");
|
|
}
|
|
|
|
void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
|
|
{
|
|
const char *closer = " \r\n}\r\n";
|
|
stream.write( dStrlen(closer), closer );
|
|
}
|
|
|
|
void ShaderGenPrinterGLSL::printLine(Stream& stream, const String& line)
|
|
{
|
|
stream.write(line.length(), line.c_str());
|
|
const char* end = "\r\n";
|
|
stream.write(dStrlen(end), end);
|
|
}
|
|
|
|
const char* ShaderGenComponentFactoryGLSL::typeToString( GFXDeclType type )
|
|
{
|
|
switch ( type )
|
|
{
|
|
default:
|
|
case GFXDeclType_Float:
|
|
return "float";
|
|
|
|
case GFXDeclType_Float2:
|
|
return "vec2";
|
|
|
|
case GFXDeclType_Float3:
|
|
return "vec3";
|
|
|
|
case GFXDeclType_UByte4:
|
|
return "vec4";
|
|
|
|
case GFXDeclType_Float4:
|
|
case GFXDeclType_Color:
|
|
return "vec4";
|
|
}
|
|
}
|
|
|
|
ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
|
|
{
|
|
AppVertConnectorGLSL *vertComp = new AppVertConnectorGLSL;
|
|
|
|
// Loop thru the vertex format elements.
|
|
for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
|
|
{
|
|
const GFXVertexElement &element = vertexFormat.getElement( i );
|
|
|
|
Var *var = NULL;
|
|
|
|
if ( element.isSemantic( GFXSemantic::POSITION ) )
|
|
{
|
|
var = vertComp->getElement( RT_POSITION );
|
|
var->setName( "position" );
|
|
}
|
|
else if ( element.isSemantic( GFXSemantic::NORMAL ) )
|
|
{
|
|
var = vertComp->getElement( RT_NORMAL );
|
|
var->setName( "normal" );
|
|
}
|
|
else if ( element.isSemantic( GFXSemantic::TANGENT ) )
|
|
{
|
|
var = vertComp->getElement( RT_TANGENT );
|
|
var->setName( "T" );
|
|
}
|
|
else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
|
|
{
|
|
var = vertComp->getElement( RT_TANGENTW );
|
|
var->setName( "tangentW" );
|
|
}
|
|
else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
|
|
{
|
|
var = vertComp->getElement( RT_BINORMAL );
|
|
var->setName( "B" );
|
|
}
|
|
else if ( element.isSemantic( GFXSemantic::COLOR ) )
|
|
{
|
|
var = vertComp->getElement( RT_COLOR );
|
|
var->setName( "diffuse" );
|
|
}
|
|
else if (element.isSemantic(GFXSemantic::BLENDINDICES))
|
|
{
|
|
var = vertComp->getElement(RT_BLENDINDICES);
|
|
var->setName(String::ToString("vBlendIndex%d", element.getSemanticIndex()));
|
|
}
|
|
else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
|
|
{
|
|
var = vertComp->getElement(RT_BLENDWEIGHT);
|
|
var->setName(String::ToString("vBlendWeight%d", element.getSemanticIndex()));
|
|
}
|
|
else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
|
|
{
|
|
var = vertComp->getElement( RT_TEXCOORD );
|
|
if ( element.getSemanticIndex() == 0 )
|
|
var->setName( "texCoord" );
|
|
else
|
|
var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
|
|
}
|
|
else
|
|
{
|
|
// Everything else is a texcoord!
|
|
var = vertComp->getElement( RT_TEXCOORD );
|
|
var->setName( "tc" + element.getSemantic() );
|
|
}
|
|
|
|
if ( !var )
|
|
continue;
|
|
|
|
var->setStructName( "IN" );
|
|
var->setType( typeToString( element.getType() ) );
|
|
}
|
|
|
|
return vertComp;
|
|
}
|
|
|
|
ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexPixelConnector()
|
|
{
|
|
VertPixelConnectorGLSL* comp = new VertPixelConnectorGLSL;
|
|
return comp;
|
|
}
|
|
|
|
ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexParamsDef()
|
|
{
|
|
VertexParamsDefGLSL* comp = new VertexParamsDefGLSL;
|
|
return comp;
|
|
}
|
|
|
|
ShaderComponent* ShaderGenComponentFactoryGLSL::createPixelParamsDef()
|
|
{
|
|
PixelParamsDefGLSL* comp = new PixelParamsDefGLSL;
|
|
return comp;
|
|
}
|
|
|