Torque3D/Engine/source/shaderGen/GLSL/paraboloidGLSL.cpp
2014-04-17 18:39:13 +02:00

163 lines
6.4 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/paraboloidGLSL.h"
#include "lighting/lightInfo.h"
#include "materials/sceneData.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
#include "gfx/gfxShader.h"
void ParaboloidVertTransformGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
// First check for an input position from a previous feature
// then look for the default vertex position.
Var *inPosition = (Var*)LangElement::find( "inPosition" );
if ( !inPosition )
inPosition = (Var*)LangElement::find( "position" );
const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
// Grab connector out position.
Var *outPosition = connectComp->getElement( RT_POSITION );
outPosition->setName( "gl_Position" );
// Get the atlas scale.
Var *atlasScale = new Var;
atlasScale->setType( "vec2" );
atlasScale->setName( "atlasScale" );
atlasScale->uniform = true;
atlasScale->constSortPos = cspPass;
// Transform into camera space
Var *worldViewOnly = getWorldView( componentList, fd.features[MFT_UseInstancing], meta );
// So what we're doing here is transforming into camera space, and
// then directly manipulate into shadowmap space.
//
// http://www.gamedev.net/reference/articles/article2308.asp
// Swizzle z and y post-transform
meta->addStatement( new GenOp( " @ = tMul(@, float4(@.xyz,1)).xzyw;\r\n", outPosition, worldViewOnly, inPosition ) );
meta->addStatement( new GenOp( " float L = length(@.xyz);\r\n", outPosition ) );
if ( isSinglePass )
{
// Flip the z in the back case
Var *outIsBack = connectComp->getElement( RT_TEXCOORD );
outIsBack->setType( "float" );
outIsBack->setName( "isBack" );
outIsBack->setStructName( "OUT" );
meta->addStatement( new GenOp( " bool isBack = @.z < 0.0;\r\n", outPosition ) );
meta->addStatement( new GenOp( " @ = isBack ? -1.0 : 1.0;\r\n", outIsBack ) );
meta->addStatement( new GenOp( " if ( isBack ) @.z = -@.z;\r\n", outPosition, outPosition ) );
}
meta->addStatement( new GenOp( " @ /= L;\r\n", outPosition ) );
meta->addStatement( new GenOp( " @.z = @.z + 1.0;\r\n", outPosition, outPosition ) );
meta->addStatement( new GenOp( " @.xy /= @.z;\r\n", outPosition, outPosition ) );
// Get the light parameters.
Var *lightParams = new Var;
lightParams->setType( "vec4" );
lightParams->setName( "lightParams" );
lightParams->uniform = true;
lightParams->constSortPos = cspPass;
// TODO: If we change other shadow shaders to write out
// linear depth, than fix this as well!
//
// (L - zNear)/(lightParams.x - zNear);
//
meta->addStatement( new GenOp( " @.z = L / @.x;\r\n", outPosition, lightParams ) );
meta->addStatement( new GenOp( " @.w = 1.0;\r\n", outPosition ) );
// Pass unmodified to pixel shader to allow it to clip properly.
Var *outPosXY = connectComp->getElement( RT_TEXCOORD );
outPosXY->setType( "float2" );
outPosXY->setName( "posXY" );
outPosXY->setStructName( "OUT" );
meta->addStatement( new GenOp( " @ = @.xy;\r\n", outPosXY, outPosition ) );
// Scale and offset so it shows up in the atlas properly.
meta->addStatement( new GenOp( " @.xy *= @.xy;\r\n", outPosition, atlasScale ) );
if ( isSinglePass )
meta->addStatement( new GenOp( " @.x += isBack ? 0.5 : -0.5;\r\n", outPosition ) );
else
{
Var *atlasOffset = new Var;
atlasOffset->setType( "vec2" );
atlasOffset->setName( "atlasXOffset" );
atlasOffset->uniform = true;
atlasOffset->constSortPos = cspPass;
meta->addStatement( new GenOp( " @.xy += @;\r\n", outPosition, atlasOffset ) );
}
output = meta;
}
void ParaboloidVertTransformGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
MultiLine *meta = new MultiLine;
const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
if ( isSinglePass )
{
// Cull things on the back side of the map.
Var *isBack = connectComp->getElement( RT_TEXCOORD );
isBack->setName( "isBack" );
isBack->setStructName( "IN" );
isBack->setType( "float" );
meta->addStatement( new GenOp( " if ( ( abs( @ ) - 0.999 ) < 0 ) discard;\r\n", isBack ) );
}
// Cull pixels outside of the valid paraboloid.
Var *posXY = connectComp->getElement( RT_TEXCOORD );
posXY->setName( "posXY" );
posXY->setStructName( "IN" );
posXY->setType( "float2" );
meta->addStatement( new GenOp( " clip( 1.0 - abs(@.x) );\r\n", posXY ) );
output = meta;
}
ShaderFeature::Resources ParaboloidVertTransformGLSL::getResources( const MaterialFeatureData &fd )
{
Resources temp;
temp.numTexReg = 2;
return temp;
}