mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
190 lines
7.2 KiB
C++
190 lines
7.2 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/glsl/deferredShadingFeaturesGLSL.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/conditionerFeature.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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//****************************************************************************
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// Deferred Shading Features
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//****************************************************************************
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// Specular Map -> Blue of Material Buffer ( greyscaled )
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// Gloss Map (Alpha Channel of Specular Map) -> Alpha ( Spec Power ) of Material Info Buffer.
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void DeferredSpecMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
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// search for color var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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MultiLine * meta = new MultiLine;
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if ( !material )
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{
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// create color var
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material = new Var;
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material->setType( "vec4" );
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName("OUT");
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}
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// create texture var
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Var *specularMap = new Var;
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specularMap->setType( "sampler2D" );
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specularMap->setName( "specularMap" );
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specularMap->uniform = true;
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specularMap->sampler = true;
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specularMap->constNum = Var::getTexUnitNum();
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//matinfo.g slot reserved for AO later
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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meta->addStatement(new GenOp(" @.b = dot(tex2D(@, @).rgb, vec3(0.3, 0.59, 0.11));\r\n", material, specularMap, texCoord));
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meta->addStatement(new GenOp(" @.a = tex2D(@, @).a;\r\n", material, specularMap, texCoord));
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output = meta;
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}
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ShaderFeature::Resources DeferredSpecMapGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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res.numTex = 1;
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res.numTexReg = 1;
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return res;
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}
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void DeferredSpecMapGLSL::setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex )
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{
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GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
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if ( tex )
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{
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passData.mTexType[ texIndex ] = Material::Standard;
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passData.mSamplerNames[ texIndex ] = "specularMap";
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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}
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}
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void DeferredSpecMapGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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getOutTexCoord( "texCoord",
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"vec2",
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true,
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fd.features[MFT_TexAnim],
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meta,
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componentList );
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output = meta;
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}
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// Material Info Flags -> Red ( Flags ) of Material Info Buffer.
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void DeferredMatInfoFlagsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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// search for material var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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if ( !material )
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{
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// create material var
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material = new Var;
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material->setType( "vec4" );
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName("OUT");
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}
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Var *matInfoFlags = new Var;
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matInfoFlags->setType( "float" );
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matInfoFlags->setName( "matInfoFlags" );
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matInfoFlags->uniform = true;
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matInfoFlags->constSortPos = cspPotentialPrimitive;
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meta->addStatement(output = new GenOp(" @.r = @;\r\n", material, matInfoFlags));
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output = meta;
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}
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// Spec Strength -> Blue Channel of Material Info Buffer.
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// Spec Power -> Alpha Channel ( of Material Info Buffer.
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void DeferredSpecVarsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// search for material var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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if ( !material )
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{
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// create material var
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material = new Var;
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material->setType( "vec4" );
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName("OUT");
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}
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Var *specStrength = new Var;
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specStrength->setType( "float" );
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specStrength->setName( "specularStrength" );
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specStrength->uniform = true;
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specStrength->constSortPos = cspPotentialPrimitive;
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Var *specPower = new Var;
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specPower->setType("float");
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specPower->setName("specularPower");
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specPower->uniform = true;
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specPower->constSortPos = cspPotentialPrimitive;
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MultiLine *meta = new MultiLine;
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//matinfo.g slot reserved for AO later
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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meta->addStatement(new GenOp(" @.a = @/128;\r\n", material, specPower));
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meta->addStatement(new GenOp(" @.b = @/5;\r\n", material, specStrength));
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output = meta;
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}
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// Black -> Blue and Alpha of Color Buffer (representing no specular)
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void DeferredEmptySpecGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// search for material var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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if ( !material )
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{
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// create material var
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material = new Var;
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material->setType( "vec4" );
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName("OUT");
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}
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MultiLine * meta = new MultiLine;
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//matinfo.g slot reserved for AO later
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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meta->addStatement(new GenOp(" @.ba = vec2(0.0);\r\n", material));
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output = meta;
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}
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