Torque3D/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp
2012-09-19 11:15:01 -04:00

2697 lines
92 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/HLSL/shaderFeatureHLSL.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/shaderGenVars.h"
#include "gfx/gfxDevice.h"
#include "materials/matInstance.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
#include "core/util/autoPtr.h"
#include "lighting/advanced/advancedLightBinManager.h"
LangElement * ShaderFeatureHLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, // componentList
Var **texSpaceMat )
{
Var *N = (Var*) LangElement::find( "normal" );
Var *B = (Var*) LangElement::find( "B" );
Var *T = (Var*) LangElement::find( "T" );
Var *tangentW = (Var*) LangElement::find( "tangentW" );
// setup matrix var
*texSpaceMat = new Var;
(*texSpaceMat)->setType( "float3x3" );
(*texSpaceMat)->setName( "objToTangentSpace" );
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( " @;\r\n", new DecOp( *texSpaceMat ) ) );
// Protect against missing normal and tangent.
if ( !N || !T )
{
meta->addStatement( new GenOp( " @[0] = float3( 1, 0, 0 ); @[1] = float3( 0, 1, 0 ); @[2] = float3( 0, 0, 1 );\r\n",
*texSpaceMat, *texSpaceMat, *texSpaceMat ) );
return meta;
}
meta->addStatement( new GenOp( " @[0] = @;\r\n", *texSpaceMat, T ) );
if ( B )
meta->addStatement( new GenOp( " @[1] = @;\r\n", *texSpaceMat, B ) );
else
{
if(dStricmp((char*)T->type, "float4") == 0)
meta->addStatement( new GenOp( " @[1] = cross( @, normalize(@) ) * @.w;\r\n", *texSpaceMat, T, N, T ) );
else if(tangentW)
meta->addStatement( new GenOp( " @[1] = cross( @, normalize(@) ) * @;\r\n", *texSpaceMat, T, N, tangentW ) );
else
meta->addStatement( new GenOp( " @[1] = cross( @, normalize(@) );\r\n", *texSpaceMat, T, N ) );
}
meta->addStatement( new GenOp( " @[2] = normalize(@);\r\n", *texSpaceMat, N ) );
return meta;
}
LangElement* ShaderFeatureHLSL::assignColor( LangElement *elem,
Material::BlendOp blend,
LangElement *lerpElem,
ShaderFeature::OutputTarget outputTarget )
{
// search for color var
Var *color = (Var*) LangElement::find( getOutputTargetVarName(outputTarget) );
if ( !color )
{
// create color var
color = new Var;
color->setType( "fragout" );
color->setName( getOutputTargetVarName(outputTarget) );
color->setStructName( "OUT" );
return new GenOp( "@ = @", color, elem );
}
LangElement *assign;
switch ( blend )
{
case Material::Add:
assign = new GenOp( "@ += @", color, elem );
break;
case Material::Sub:
assign = new GenOp( "@ -= @", color, elem );
break;
case Material::Mul:
assign = new GenOp( "@ *= @", color, elem );
break;
case Material::AddAlpha:
assign = new GenOp( "@ += @ * @.a", color, elem, elem );
break;
case Material::LerpAlpha:
if ( !lerpElem )
lerpElem = elem;
assign = new GenOp( "@.rgb = lerp( @.rgb, (@).rgb, (@).a )", color, color, elem, lerpElem );
break;
case Material::ToneMap:
assign = new GenOp( "@ = 1.0 - exp(-1.0 * @ * @)", color, color, elem );
break;
default:
AssertFatal(false, "Unrecognized color blendOp");
// Fallthru
case Material::None:
assign = new GenOp( "@ = @", color, elem );
break;
}
return assign;
}
LangElement *ShaderFeatureHLSL::expandNormalMap( LangElement *sampleNormalOp,
LangElement *normalDecl,
LangElement *normalVar,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
if ( fd.features.hasFeature( MFT_IsDXTnm, getProcessIndex() ) )
{
if ( fd.features[MFT_ImposterVert] )
{
// The imposter system uses object space normals and
// encodes them with the z axis in the alpha component.
meta->addStatement( new GenOp( " @ = float4( normalize( @.xyw * 2.0 - 1.0 ), 0.0 ); // Obj DXTnm\r\n", normalDecl, sampleNormalOp ) );
}
else
{
// DXT Swizzle trick
meta->addStatement( new GenOp( " @ = float4( @.ag * 2.0 - 1.0, 0.0, 0.0 ); // DXTnm\r\n", normalDecl, sampleNormalOp ) );
meta->addStatement( new GenOp( " @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // DXTnm\r\n", normalVar, normalVar, normalVar ) );
}
}
else
{
meta->addStatement( new GenOp( " @ = @;\r\n", normalDecl, sampleNormalOp ) );
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 1.0;\r\n", normalVar, normalVar ) );
}
return meta;
}
ShaderFeatureHLSL::ShaderFeatureHLSL()
{
output = NULL;
}
Var * ShaderFeatureHLSL::getVertTexCoord( const String &name )
{
Var *inTex = NULL;
for( U32 i=0; i<LangElement::elementList.size(); i++ )
{
if( !dStrcmp( (char*)LangElement::elementList[i]->name, name.c_str() ) )
{
inTex = dynamic_cast<Var*>( LangElement::elementList[i] );
if ( inTex )
{
// NOTE: This used to do this check...
//
// dStrcmp( (char*)inTex->structName, "IN" )
//
// ... to ensure that the var was from the input
// vertex structure, but this kept some features
// ( ie. imposter vert ) from decoding their own
// coords for other features to use.
//
// If we run into issues with collisions between
// IN vars and local vars we may need to revise.
break;
}
}
}
return inTex;
}
Var* ShaderFeatureHLSL::getOutObjToTangentSpace( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
const MaterialFeatureData &fd )
{
Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
if ( !outObjToTangentSpace )
meta->addStatement( setupTexSpaceMat( componentList, &outObjToTangentSpace ) );
return outObjToTangentSpace;
}
Var* ShaderFeatureHLSL::getOutWorldToTangent( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
const MaterialFeatureData &fd )
{
Var *outWorldToTangent = (Var*)LangElement::find( "outWorldToTangent" );
if ( outWorldToTangent )
return outWorldToTangent;
Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
if ( !worldToTangent )
{
Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );
if (!fd.features[MFT_ParticleNormal] )
{
// turn obj->tangent into world->tangent
worldToTangent = new Var;
worldToTangent->setType( "float3x3" );
worldToTangent->setName( "worldToTangent" );
LangElement *worldToTangentDecl = new DecOp( worldToTangent );
// Get the world->obj transform
Var *worldToObj = (Var*)LangElement::find( "worldToObj" );
if ( !worldToObj )
{
worldToObj = new Var;
worldToObj->setName( "worldToObj" );
if ( fd.features[MFT_UseInstancing] )
{
// We just use transpose to convert the 3x3 portion of
// the object transform to its inverse.
worldToObj->setType( "float3x3" );
Var *objTrans = getObjTrans( componentList, true, meta );
meta->addStatement( new GenOp( " @ = transpose( (float3x3)@ ); // Instancing!\r\n", new DecOp( worldToObj ), objTrans ) );
}
else
{
worldToObj->setType( "float4x4" );
worldToObj->uniform = true;
worldToObj->constSortPos = cspPrimitive;
}
}
// assign world->tangent transform
meta->addStatement( new GenOp( " @ = mul( @, (float3x3)@ );\r\n", worldToTangentDecl, texSpaceMat, worldToObj ) );
}
else
{
// Assume particle normal generation has set this up in the proper space
worldToTangent = texSpaceMat;
}
}
// send transform to pixel shader
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
outWorldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
outWorldToTangent->setName( "outWorldToTangent" );
outWorldToTangent->setStructName( "OUT" );
outWorldToTangent->setType( "float3x3" );
meta->addStatement( new GenOp( " @ = @;\r\n", outWorldToTangent, worldToTangent ) );
return outWorldToTangent;
}
Var* ShaderFeatureHLSL::getOutViewToTangent( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
const MaterialFeatureData &fd )
{
Var *outViewToTangent = (Var*)LangElement::find( "outViewToTangent" );
if ( outViewToTangent )
return outViewToTangent;
Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
if ( !viewToTangent )
{
Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );
if ( !fd.features[MFT_ParticleNormal] )
{
// turn obj->tangent into world->tangent
viewToTangent = new Var;
viewToTangent->setType( "float3x3" );
viewToTangent->setName( "viewToTangent" );
LangElement *viewToTangentDecl = new DecOp( viewToTangent );
// Get the view->obj transform
Var *viewToObj = getInvWorldView( componentList, fd.features[MFT_UseInstancing], meta );
// assign world->tangent transform
meta->addStatement( new GenOp( " @ = mul( @, (float3x3)@ );\r\n", viewToTangentDecl, texSpaceMat, viewToObj ) );
}
else
{
// Assume particle normal generation has set this up in the proper space
viewToTangent = texSpaceMat;
}
}
// send transform to pixel shader
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
outViewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
outViewToTangent->setName( "outViewToTangent" );
outViewToTangent->setStructName( "OUT" );
outViewToTangent->setType( "float3x3" );
meta->addStatement( new GenOp( " @ = @;\r\n", outViewToTangent, viewToTangent ) );
return outViewToTangent;
}
Var* ShaderFeatureHLSL::getOutTexCoord( const char *name,
const char *type,
bool mapsToSampler,
bool useTexAnim,
MultiLine *meta,
Vector<ShaderComponent*> &componentList )
{
String outTexName = String::ToString( "out_%s", name );
Var *texCoord = (Var*)LangElement::find( outTexName );
if ( !texCoord )
{
Var *inTex = getVertTexCoord( name );
AssertFatal( inTex, "ShaderFeatureHLSL::getOutTexCoord - Unknown vertex input coord!" );
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
texCoord = connectComp->getElement( RT_TEXCOORD );
texCoord->setName( outTexName );
texCoord->setStructName( "OUT" );
texCoord->setType( type );
texCoord->mapsToSampler = mapsToSampler;
if ( useTexAnim )
{
inTex->setType( "float4" );
// create texture mat var
Var *texMat = new Var;
texMat->setType( "float4x4" );
texMat->setName( "texMat" );
texMat->uniform = true;
texMat->constSortPos = cspPass;
// Statement allows for casting of different types which
// eliminates vector truncation problems.
String statement = String::ToString( " @ = (%s)mul(@, @);\r\n", type );
meta->addStatement( new GenOp( statement, texCoord, texMat, inTex ) );
}
else
{
// Statement allows for casting of different types which
// eliminates vector truncation problems.
String statement = String::ToString( " @ = (%s)@;\r\n", type );
meta->addStatement( new GenOp( statement, texCoord, inTex ) );
}
}
AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
"ShaderFeatureHLSL::getOutTexCoord - Type mismatch!" );
return texCoord;
}
Var* ShaderFeatureHLSL::getInTexCoord( const char *name,
const char *type,
bool mapsToSampler,
Vector<ShaderComponent*> &componentList )
{
Var* texCoord = (Var*)LangElement::find( name );
if ( !texCoord )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
texCoord = connectComp->getElement( RT_TEXCOORD );
texCoord->setName( name );
texCoord->setStructName( "IN" );
texCoord->setType( type );
texCoord->mapsToSampler = mapsToSampler;
}
AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
"ShaderFeatureHLSL::getInTexCoord - Type mismatch!" );
return texCoord;
}
Var* ShaderFeatureHLSL::getInColor( const char *name,
const char *type,
Vector<ShaderComponent*> &componentList )
{
Var *inColor = (Var*)LangElement::find( name );
if ( !inColor )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
inColor = connectComp->getElement( RT_COLOR );
inColor->setName( name );
inColor->setStructName( "IN" );
inColor->setType( type );
}
AssertFatal( dStrcmp( type, (const char*)inColor->type ) == 0,
"ShaderFeatureHLSL::getInColor - Type mismatch!" );
return inColor;
}
Var* ShaderFeatureHLSL::addOutVpos( MultiLine *meta,
Vector<ShaderComponent*> &componentList )
{
// Nothing to do if we're on SM 3.0... we use the real vpos.
if ( GFX->getPixelShaderVersion() >= 3.0f )
return NULL;
// For SM 2.x we need to generate the vpos in the vertex shader
// and pass it as a texture coord to the pixel shader.
Var *outVpos = (Var*)LangElement::find( "outVpos" );
if ( !outVpos )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
outVpos = connectComp->getElement( RT_TEXCOORD );
outVpos->setName( "outVpos" );
outVpos->setStructName( "OUT" );
outVpos->setType( "float4" );
outVpos->mapsToSampler = false;
Var *outPosition = (Var*) LangElement::find( "hpos" );
AssertFatal( outPosition, "ShaderFeatureHLSL::addOutVpos - Didn't find the output position." );
meta->addStatement( new GenOp( " @ = @;\r\n", outVpos, outPosition ) );
}
return outVpos;
}
Var* ShaderFeatureHLSL::getInVpos( MultiLine *meta,
Vector<ShaderComponent*> &componentList )
{
Var *inVpos = (Var*)LangElement::find( "vpos" );
if ( inVpos )
return inVpos;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
if ( GFX->getPixelShaderVersion() >= 3.0f )
{
inVpos = connectComp->getElement( RT_VPOS );
inVpos->setName( "vpos" );
inVpos->setStructName( "IN" );
inVpos->setType( "float2" );
return inVpos;
}
inVpos = connectComp->getElement( RT_TEXCOORD );
inVpos->setName( "inVpos" );
inVpos->setStructName( "IN" );
inVpos->setType( "float4" );
Var *vpos = new Var( "vpos", "float2" );
meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", new DecOp( vpos ), inVpos, inVpos ) );
return vpos;
}
Var* ShaderFeatureHLSL::getInWorldToTangent( Vector<ShaderComponent*> &componentList )
{
Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
if ( !worldToTangent )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
worldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
worldToTangent->setName( "worldToTangent" );
worldToTangent->setStructName( "IN" );
worldToTangent->setType( "float3x3" );
}
return worldToTangent;
}
Var* ShaderFeatureHLSL::getInViewToTangent( Vector<ShaderComponent*> &componentList )
{
Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
if ( !viewToTangent )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
viewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
viewToTangent->setName( "viewToTangent" );
viewToTangent->setStructName( "IN" );
viewToTangent->setType( "float3x3" );
}
return viewToTangent;
}
Var* ShaderFeatureHLSL::getNormalMapTex()
{
Var *normalMap = (Var*)LangElement::find( "bumpMap" );
if ( !normalMap )
{
normalMap = new Var;
normalMap->setType( "sampler2D" );
normalMap->setName( "bumpMap" );
normalMap->uniform = true;
normalMap->sampler = true;
normalMap->constNum = Var::getTexUnitNum();
}
return normalMap;
}
Var* ShaderFeatureHLSL::getObjTrans( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta )
{
Var *objTrans = (Var*)LangElement::find( "objTrans" );
if ( objTrans )
return objTrans;
if ( useInstancing )
{
ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
Var *instObjTrans = vertStruct->getElement( RT_TEXCOORD, 4, 4 );
instObjTrans->setStructName( "IN" );
instObjTrans->setName( "inst_objectTrans" );
mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+0 );
mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+1 );
mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+2 );
mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+3 );
objTrans = new Var;
objTrans->setType( "float4x4" );
objTrans->setName( "objTrans" );
meta->addStatement( new GenOp( " @ = { // Instancing!\r\n", new DecOp( objTrans ), instObjTrans ) );
meta->addStatement( new GenOp( " @[0],\r\n", instObjTrans ) );
meta->addStatement( new GenOp( " @[1],\r\n", instObjTrans ) );
meta->addStatement( new GenOp( " @[2],\r\n",instObjTrans ) );
meta->addStatement( new GenOp( " @[3] };\r\n", instObjTrans ) );
}
else
{
objTrans = new Var;
objTrans->setType( "float4x4" );
objTrans->setName( "objTrans" );
objTrans->uniform = true;
objTrans->constSortPos = cspPrimitive;
}
return objTrans;
}
Var* ShaderFeatureHLSL::getModelView( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta )
{
Var *modelview = (Var*)LangElement::find( "modelview" );
if ( modelview )
return modelview;
if ( useInstancing )
{
Var *objTrans = getObjTrans( componentList, useInstancing, meta );
Var *viewProj = (Var*)LangElement::find( "viewProj" );
if ( !viewProj )
{
viewProj = new Var;
viewProj->setType( "float4x4" );
viewProj->setName( "viewProj" );
viewProj->uniform = true;
viewProj->constSortPos = cspPass;
}
modelview = new Var;
modelview->setType( "float4x4" );
modelview->setName( "modelview" );
meta->addStatement( new GenOp( " @ = mul( @, @ ); // Instancing!\r\n", new DecOp( modelview ), viewProj, objTrans ) );
}
else
{
modelview = new Var;
modelview->setType( "float4x4" );
modelview->setName( "modelview" );
modelview->uniform = true;
modelview->constSortPos = cspPrimitive;
}
return modelview;
}
Var* ShaderFeatureHLSL::getWorldView( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta )
{
Var *worldView = (Var*)LangElement::find( "worldViewOnly" );
if ( worldView )
return worldView;
if ( useInstancing )
{
Var *objTrans = getObjTrans( componentList, useInstancing, meta );
Var *worldToCamera = (Var*)LangElement::find( "worldToCamera" );
if ( !worldToCamera )
{
worldToCamera = new Var;
worldToCamera->setType( "float4x4" );
worldToCamera->setName( "worldToCamera" );
worldToCamera->uniform = true;
worldToCamera->constSortPos = cspPass;
}
worldView = new Var;
worldView->setType( "float4x4" );
worldView->setName( "worldViewOnly" );
meta->addStatement( new GenOp( " @ = mul( @, @ ); // Instancing!\r\n", new DecOp( worldView ), worldToCamera, objTrans ) );
}
else
{
worldView = new Var;
worldView->setType( "float4x4" );
worldView->setName( "worldViewOnly" );
worldView->uniform = true;
worldView->constSortPos = cspPrimitive;
}
return worldView;
}
Var* ShaderFeatureHLSL::getInvWorldView( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta )
{
Var *viewToObj = (Var*)LangElement::find( "viewToObj" );
if ( viewToObj )
return viewToObj;
if ( useInstancing )
{
Var *worldView = getWorldView( componentList, useInstancing, meta );
viewToObj = new Var;
viewToObj->setType( "float3x3" );
viewToObj->setName( "viewToObj" );
// We just use transpose to convert the 3x3 portion
// of the world view transform into its inverse.
meta->addStatement( new GenOp( " @ = transpose( (float3x3)@ ); // Instancing!\r\n", new DecOp( viewToObj ), worldView ) );
}
else
{
viewToObj = new Var;
viewToObj->setType( "float4x4" );
viewToObj->setName( "viewToObj" );
viewToObj->uniform = true;
viewToObj->constSortPos = cspPrimitive;
}
return viewToObj;
}
void ShaderFeatureHLSL::getWsPosition( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta,
LangElement *wsPosition )
{
Var *inPosition = (Var*)LangElement::find( "wsPosition" );
if ( inPosition )
{
meta->addStatement( new GenOp( " @ = @.xyz;\r\n",
wsPosition, inPosition ) );
return;
}
// Get the input position.
inPosition = (Var*)LangElement::find( "inPosition" );
if ( !inPosition )
inPosition = (Var*)LangElement::find( "position" );
AssertFatal( inPosition, "ShaderFeatureHLSL::getWsPosition - The vertex position was not found!" );
Var *objTrans = getObjTrans( componentList, useInstancing, meta );
meta->addStatement( new GenOp( " @ = mul( @, float4( @.xyz, 1 ) ).xyz;\r\n",
wsPosition, objTrans, inPosition ) );
}
Var* ShaderFeatureHLSL::addOutWsPosition( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta )
{
Var *outWsPosition = (Var*)LangElement::find( "outWsPosition" );
if ( !outWsPosition )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
outWsPosition = connectComp->getElement( RT_TEXCOORD );
outWsPosition->setName( "outWsPosition" );
outWsPosition->setStructName( "OUT" );
outWsPosition->setType( "float3" );
outWsPosition->mapsToSampler = false;
getWsPosition( componentList, useInstancing, meta, outWsPosition );
}
return outWsPosition;
}
Var* ShaderFeatureHLSL::getInWsPosition( Vector<ShaderComponent*> &componentList )
{
Var *wsPosition = (Var*)LangElement::find( "wsPosition" );
if ( !wsPosition )
{
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
wsPosition = connectComp->getElement( RT_TEXCOORD );
wsPosition->setName( "wsPosition" );
wsPosition->setStructName( "IN" );
wsPosition->setType( "float3" );
}
return wsPosition;
}
Var* ShaderFeatureHLSL::getWsView( Var *wsPosition, MultiLine *meta )
{
Var *wsView = (Var*)LangElement::find( "wsView" );
if ( !wsView )
{
wsView = new Var( "wsView", "float3" );
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if ( !eyePos )
{
eyePos = new Var;
eyePos->setType( "float3" );
eyePos->setName( "eyePosWorld" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " @ = normalize( @ - @ );\r\n",
new DecOp( wsView ), eyePos, wsPosition ) );
}
return wsView;
}
Var* ShaderFeatureHLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
bool useTexAnim )
{
// Check if its already added.
Var *outTex = (Var*)LangElement::find( "detCoord" );
if ( outTex )
return outTex;
// Grab incoming texture coords.
Var *inTex = getVertTexCoord( "texCoord" );
// create detail variable
Var *detScale = new Var;
detScale->setType( "float2" );
detScale->setName( "detailScale" );
detScale->uniform = true;
detScale->constSortPos = cspPotentialPrimitive;
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( "detCoord" );
outTex->setStructName( "OUT" );
outTex->setType( "float2" );
outTex->mapsToSampler = true;
if ( useTexAnim )
{
inTex->setType( "float4" );
// Find or create the texture matrix.
Var *texMat = (Var*)LangElement::find( "texMat" );
if ( !texMat )
{
texMat = new Var;
texMat->setType( "float4x4" );
texMat->setName( "texMat" );
texMat->uniform = true;
texMat->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " @ = mul(@, @) * @;\r\n", outTex, texMat, inTex, detScale ) );
}
else
{
// setup output to mul texCoord by detail scale
meta->addStatement( new GenOp( " @ = @ * @;\r\n", outTex, inTex, detScale ) );
}
return outTex;
}
//****************************************************************************
// Base Texture
//****************************************************************************
void DiffuseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"float2",
true,
fd.features[MFT_TexAnim],
meta,
componentList );
output = meta;
}
void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// grab connector texcoord register
Var *inTex = getInTexCoord( "texCoord", "float2", true, componentList );
// create texture var
Var *diffuseMap = new Var;
diffuseMap->setType( "sampler2D" );
diffuseMap->setName( "diffuseMap" );
diffuseMap->uniform = true;
diffuseMap->sampler = true;
diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
if ( fd.features[MFT_CubeMap] )
{
MultiLine * meta = new MultiLine;
// create sample color
Var *diffColor = new Var;
diffColor->setType( "float4" );
diffColor->setName( "diffuseColor" );
LangElement *colorDecl = new DecOp( diffColor );
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n",
colorDecl,
diffuseMap,
inTex ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( diffColor, Material::Mul ) ) );
output = meta;
}
else if(fd.features[MFT_DiffuseMapAtlas])
{
// Handle atlased textures
// http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
MultiLine * meta = new MultiLine;
output = meta;
Var *atlasedTex = new Var;
atlasedTex->setName("atlasedTexCoord");
atlasedTex->setType("float2");
LangElement *atDecl = new DecOp(atlasedTex);
// Parameters of the texture atlas
Var *atParams = new Var;
atParams->setType("float4");
atParams->setName("diffuseAtlasParams");
atParams->uniform = true;
atParams->constSortPos = cspPotentialPrimitive;
// Parameters of the texture (tile) this object is using in the atlas
Var *tileParams = new Var;
tileParams->setType("float4");
tileParams->setName("diffuseAtlasTileParams");
tileParams->uniform = true;
tileParams->constSortPos = cspPotentialPrimitive;
const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
if(is_sm3)
{
// Figure out the mip level
meta->addStatement(new GenOp(" float2 _dx = ddx(@ * @.z);\r\n", inTex, atParams));
meta->addStatement(new GenOp(" float2 _dy = ddy(@ * @.z);\r\n", inTex, atParams));
meta->addStatement(new GenOp(" float mipLod = 0.5 * log2(max(dot(_dx, _dx), dot(_dy, _dy)));\r\n"));
meta->addStatement(new GenOp(" mipLod = clamp(mipLod, 0.0, @.w);\r\n", atParams));
// And the size of the mip level
meta->addStatement(new GenOp(" float mipPixSz = pow(2.0, @.w - mipLod);\r\n", atParams));
meta->addStatement(new GenOp(" float2 mipSz = mipPixSz / @.xy;\r\n", atParams));
}
else
{
meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n"));
}
// Tiling mode
// TODO: Select wrap or clamp somehow
if( true ) // Wrap
meta->addStatement(new GenOp(" @ = frac(@);\r\n", atDecl, inTex));
else // Clamp
meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, inTex));
// Finally scale/offset, and correct for filtering
meta->addStatement(new GenOp(" @ = @ * ((mipSz * @.xy - 1.0) / mipSz) + 0.5 / mipSz + @.xy * @.xy;\r\n",
atlasedTex, atlasedTex, atParams, atParams, tileParams));
// Add a newline
meta->addStatement(new GenOp( "\r\n"));
// For the rest of the feature...
inTex = atlasedTex;
// create sample color var
Var *diffColor = new Var;
diffColor->setType("float4");
diffColor->setName("diffuseColor");
// To dump out UV coords...
//#define DEBUG_ATLASED_UV_COORDS
#ifdef DEBUG_ATLASED_UV_COORDS
if(!fd.features[MFT_PrePassConditioner])
{
meta->addStatement(new GenOp(" @ = float4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul)));
return;
}
#endif
if(is_sm3)
{
meta->addStatement(new GenOp( " @ = tex2Dlod(@, float4(@, 0.0, mipLod));\r\n",
new DecOp(diffColor), diffuseMap, inTex));
}
else
{
meta->addStatement(new GenOp( " @ = tex2D(@, @);\r\n",
new DecOp(diffColor), diffuseMap, inTex));
}
meta->addStatement(new GenOp( " @;\r\n", assignColor(diffColor, Material::Mul)));
}
else
{
LangElement *statement = new GenOp( "tex2D(@, @)", diffuseMap, inTex );
output = new GenOp( " @;\r\n", assignColor( statement, Material::Mul ) );
}
}
ShaderFeature::Resources DiffuseMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void DiffuseMapFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex( MFT_DiffuseMap );
if ( tex )
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
//****************************************************************************
// Overlay Texture
//****************************************************************************
void OverlayTexFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
Var *inTex = getVertTexCoord( "texCoord2" );
AssertFatal( inTex, "OverlayTexFeatHLSL::processVert() - The second UV set was not found!" );
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( "outTexCoord2" );
outTex->setStructName( "OUT" );
outTex->setType( "float2" );
outTex->mapsToSampler = true;
if( fd.features[MFT_TexAnim] )
{
inTex->setType( "float4" );
// Find or create the texture matrix.
Var *texMat = (Var*)LangElement::find( "texMat" );
if ( !texMat )
{
texMat = new Var;
texMat->setType( "float4x4" );
texMat->setName( "texMat" );
texMat->uniform = true;
texMat->constSortPos = cspPass;
}
output = new GenOp( " @ = mul(@, @);\r\n", outTex, texMat, inTex );
return;
}
// setup language elements to output incoming tex coords to output
output = new GenOp( " @ = @;\r\n", outTex, inTex );
}
void OverlayTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *inTex = connectComp->getElement( RT_TEXCOORD );
inTex->setName( "texCoord2" );
inTex->setStructName( "IN" );
inTex->setType( "float2" );
inTex->mapsToSampler = true;
// create texture var
Var *diffuseMap = new Var;
diffuseMap->setType( "sampler2D" );
diffuseMap->setName( "overlayMap" );
diffuseMap->uniform = true;
diffuseMap->sampler = true;
diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
LangElement *statement = new GenOp( "tex2D(@, @)", diffuseMap, inTex );
output = new GenOp( " @;\r\n", assignColor( statement, Material::LerpAlpha ) );
}
ShaderFeature::Resources OverlayTexFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void OverlayTexFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex( MFT_OverlayMap );
if ( tex )
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
//****************************************************************************
// Diffuse color
//****************************************************************************
void DiffuseFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
Var *diffuseMaterialColor = new Var;
diffuseMaterialColor->setType( "float4" );
diffuseMaterialColor->setName( "diffuseMaterialColor" );
diffuseMaterialColor->uniform = true;
diffuseMaterialColor->constSortPos = cspPotentialPrimitive;
MultiLine * meta = new MultiLine;
meta->addStatement( new GenOp( " @;\r\n", assignColor( diffuseMaterialColor, Material::Mul ) ) );
output = meta;
}
//****************************************************************************
// Diffuse vertex color
//****************************************************************************
void DiffuseVertColorFeatureHLSL::processVert( Vector< ShaderComponent* >& componentList,
const MaterialFeatureData& fd )
{
// Create vertex color connector if it doesn't exist.
Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
if( !outColor )
{
// Search for vert color.
Var* inColor = dynamic_cast< Var* >( LangElement::find( "diffuse" ) );
if( !inColor )
{
output = NULL;
return;
}
// Create connector.
ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
Var* outColor = connectComp->getElement( RT_COLOR );
outColor->setName( "vertColor" );
outColor->setStructName( "OUT" );
outColor->setType( "float4" );
output = new GenOp( " @ = @;\r\n", outColor, inColor );
}
else
output = NULL; // Nothing we need to do.
}
void DiffuseVertColorFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
if( !vertColor )
{
ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
vertColor = connectComp->getElement( RT_COLOR );
vertColor->setName( "vertColor" );
vertColor->setStructName( "IN" );
vertColor->setType( "float4" );
}
MultiLine* meta = new MultiLine;
meta->addStatement( new GenOp( " @;\r\n", assignColor( vertColor, Material::Mul ) ) );
output = meta;
}
//****************************************************************************
// Lightmap
//****************************************************************************
void LightmapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// grab tex register from incoming vert
Var *inTex = getVertTexCoord( "texCoord2" );
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( "texCoord2" );
outTex->setStructName( "OUT" );
outTex->setType( "float2" );
outTex->mapsToSampler = true;
// setup language elements to output incoming tex coords to output
output = new GenOp( " @ = @;\r\n", outTex, inTex );
}
void LightmapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *inTex = connectComp->getElement( RT_TEXCOORD );
inTex->setName( "texCoord2" );
inTex->setStructName( "IN" );
inTex->setType( "float2" );
inTex->mapsToSampler = true;
// create texture var
Var *lightMap = new Var;
lightMap->setType( "sampler2D" );
lightMap->setName( "lightMap" );
lightMap->uniform = true;
lightMap->sampler = true;
lightMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// argh, pixel specular should prob use this too
if( fd.features[MFT_NormalMap] )
{
Var *lmColor = new Var;
lmColor->setName( "lmColor" );
lmColor->setType( "float4" );
LangElement *lmColorDecl = new DecOp( lmColor );
output = new GenOp( " @ = tex2D(@, @);\r\n", lmColorDecl, lightMap, inTex );
return;
}
// Add realtime lighting, if it is available
LangElement *statement = NULL;
if( fd.features[MFT_RTLighting] )
{
// Advanced lighting is the only dynamic lighting supported right now
Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
if(inColor != NULL)
{
// Find out if RTLighting should be added or substituted
bool bPreProcessedLighting = false;
AdvancedLightBinManager *lightBin;
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
// Lightmap has already been included in the advanced light bin, so
// no need to do any sampling or anything
if(bPreProcessedLighting)
statement = new GenOp( "float4(@, 1.0)", inColor );
else
statement = new GenOp( "tex2D(@, @) + float4(@.rgb, 0.0)", lightMap, inTex, inColor );
}
}
// If we still don't have it... then just sample the lightmap.
if ( !statement )
statement = new GenOp( "tex2D(@, @)", lightMap, inTex );
// Assign to proper render target
MultiLine *meta = new MultiLine;
if( fd.features[MFT_LightbufferMRT] )
{
meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::None, NULL, ShaderFeature::RenderTarget1 ) ) );
meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) ) ) );
}
else
meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::Mul ) ) );
output = meta;
}
ShaderFeature::Resources LightmapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void LightmapFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex( MFT_LightMap );
if ( tex )
passData.mTexSlot[ texIndex++ ].texObject = tex;
else
passData.mTexType[ texIndex++ ] = Material::Lightmap;
}
U32 LightmapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
//****************************************************************************
// Tonemap
//****************************************************************************
void TonemapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Grab the connector
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
// Set up the second set of texCoords
Var *inTex2 = getVertTexCoord( "texCoord2" );
if ( inTex2 )
{
Var *outTex2 = connectComp->getElement( RT_TEXCOORD );
outTex2->setName( "texCoord2" );
outTex2->setStructName( "OUT" );
outTex2->setType( "float2" );
outTex2->mapsToSampler = true;
output = new GenOp( " @ = @;\r\n", outTex2, inTex2 );
}
}
void TonemapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Grab connector
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *inTex2 = connectComp->getElement( RT_TEXCOORD );
inTex2->setName( "texCoord2" );
inTex2->setStructName( "IN" );
inTex2->setType( "float2" );
inTex2->mapsToSampler = true;
// create texture var
Var *toneMap = new Var;
toneMap->setType( "sampler2D" );
toneMap->setName( "toneMap" );
toneMap->uniform = true;
toneMap->sampler = true;
toneMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
MultiLine * meta = new MultiLine;
// First get the toneMap color
Var *toneMapColor = new Var;
toneMapColor->setType( "float4" );
toneMapColor->setName( "toneMapColor" );
LangElement *toneMapColorDecl = new DecOp( toneMapColor );
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", toneMapColorDecl, toneMap, inTex2 ) );
// We do a different calculation if there is a diffuse map or not
Material::BlendOp blendOp = Material::Mul;
if ( fd.features[MFT_DiffuseMap] )
{
// Reverse the tonemap
meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", toneMapColor, toneMapColor ) );
// Re-tonemap with the current color factored in
blendOp = Material::ToneMap;
}
// Find out if RTLighting should be added
bool bPreProcessedLighting = false;
AdvancedLightBinManager *lightBin;
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
// Add in the realtime lighting contribution
if ( fd.features[MFT_RTLighting] )
{
// Right now, only Advanced Lighting is supported
Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
if(inColor != NULL)
{
// Assign value in d_lightcolor to toneMapColor if it exists. This is
// the dynamic light buffer, and it already has the tonemap included
if(bPreProcessedLighting)
meta->addStatement( new GenOp( " @.rgb = @;\r\n", toneMapColor, inColor ) );
else
meta->addStatement( new GenOp( " @.rgb += @.rgb;\r\n", toneMapColor, inColor ) );
}
}
// Assign to proper render target
if( fd.features[MFT_LightbufferMRT] )
{
meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, Material::None, NULL, ShaderFeature::RenderTarget1 ) ) );
meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) ) ) );
}
else
meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, blendOp ) ) );
output = meta;
}
ShaderFeature::Resources TonemapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void TonemapFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex( MFT_ToneMap );
if ( tex )
{
passData.mTexType[ texIndex ] = Material::ToneMapTex;
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}
U32 TonemapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
//****************************************************************************
// pureLIGHT Lighting
//****************************************************************************
void VertLitHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If we have a lightMap or toneMap then our lighting will be
// handled by the MFT_LightMap or MFT_ToneNamp feature instead
if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
{
output = NULL;
return;
}
// Create vertex color connector if it doesn't exist.
Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
if( !outColor )
{
// Search for vert color
Var *inColor = (Var*) LangElement::find( "diffuse" );
// If there isn't a vertex color then we can't do anything
if( !inColor )
{
output = NULL;
return;
}
// Grab the connector color
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outColor = connectComp->getElement( RT_COLOR );
outColor->setName( "vertColor" );
outColor->setStructName( "OUT" );
outColor->setType( "float4" );
output = new GenOp( " @ = @;\r\n", outColor, inColor );
}
else
output = NULL; // Nothing we need to do.
}
void VertLitHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If we have a lightMap or toneMap then our lighting will be
// handled by the MFT_LightMap or MFT_ToneNamp feature instead
if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
{
output = NULL;
return;
}
// Grab the connector color register
Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
if( !vertColor )
{
ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
AssertFatal( connectComp, "VertLitGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
vertColor = connectComp->getElement( RT_COLOR );
vertColor->setName( "vertColor" );
vertColor->setStructName( "IN" );
vertColor->setType( "float4" );
}
MultiLine * meta = new MultiLine;
// Defaults (no diffuse map)
Material::BlendOp blendOp = Material::Mul;
LangElement *outColor = vertColor;
// We do a different calculation if there is a diffuse map or not
if ( fd.features[MFT_DiffuseMap] || fd.features[MFT_VertLitTone] )
{
Var * finalVertColor = new Var;
finalVertColor->setName( "finalVertColor" );
finalVertColor->setType( "float4" );
LangElement *finalVertColorDecl = new DecOp( finalVertColor );
// Reverse the tonemap
meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", finalVertColorDecl, vertColor ) );
// Set the blend op to tonemap
blendOp = Material::ToneMap;
outColor = finalVertColor;
}
// Add in the realtime lighting contribution, if applicable
if ( fd.features[MFT_RTLighting] )
{
Var *rtLightingColor = (Var*) LangElement::find( "d_lightcolor" );
if(rtLightingColor != NULL)
{
bool bPreProcessedLighting = false;
AdvancedLightBinManager *lightBin;
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
// Assign value in d_lightcolor to toneMapColor if it exists. This is
// the dynamic light buffer, and it already has the baked-vertex-color
// included in it
if(bPreProcessedLighting)
outColor = new GenOp( "float4(@.rgb, 1.0)", rtLightingColor );
else
outColor = new GenOp( "float4(@.rgb + @.rgb, 1.0)", rtLightingColor, outColor );
}
}
// Output the color
if ( fd.features[MFT_LightbufferMRT] )
{
meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, Material::None, NULL, ShaderFeature::RenderTarget1 ) ) );
meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) ) ) );
}
else
meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, blendOp ) ) );
output = meta;
}
U32 VertLitHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}
//****************************************************************************
// Detail map
//****************************************************************************
void DetailFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
addOutDetailTexCoord( componentList,
meta,
fd.features[MFT_TexAnim] );
output = meta;
}
void DetailFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Get the detail texture coord.
Var *inTex = getInTexCoord( "detCoord", "float2", true, componentList );
// create texture var
Var *detailMap = new Var;
detailMap->setType( "sampler2D" );
detailMap->setName( "detailMap" );
detailMap->uniform = true;
detailMap->sampler = true;
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// We're doing the standard greyscale detail map
// technique which can darken and lighten the
// diffuse texture.
// TODO: We could add a feature to toggle between this
// and a simple multiplication with the detail map.
LangElement *statement = new GenOp( "( tex2D(@, @) * 2.0 ) - 1.0", detailMap, inTex );
output = new GenOp( " @;\r\n", assignColor( statement, Material::Add ) );
}
ShaderFeature::Resources DetailFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void DetailFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
if ( tex )
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
//****************************************************************************
// Vertex position
//****************************************************************************
void VertPositionHLSL::determineFeature( Material *material,
const GFXVertexFormat *vertexFormat,
U32 stageNum,
const FeatureType &type,
const FeatureSet &features,
MaterialFeatureData *outFeatureData )
{
// This feature is always on!
outFeatureData->features.addFeature( type );
}
void VertPositionHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// 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" );
// grab connector position
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outPosition = connectComp->getElement( RT_POSITION );
outPosition->setName( "hpos" );
outPosition->setStructName( "OUT" );
MultiLine *meta = new MultiLine;
Var *modelview = getModelView( componentList, fd.features[MFT_UseInstancing], meta );
meta->addStatement( new GenOp( " @ = mul(@, float4(@.xyz,1));\r\n",
outPosition, modelview, inPosition ) );
output = meta;
}
//****************************************************************************
// Reflect Cubemap
//****************************************************************************
void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// search for vert normal
Var *inNormal = (Var*) LangElement::find( "normal" );
if ( !inNormal )
return;
MultiLine * meta = new MultiLine;
// If a base or bump tex is present in the material, but not in the
// current pass - we need to add one to the current pass to use
// its alpha channel as a gloss map. Here we just need the tex coords.
if( !fd.features[MFT_DiffuseMap] &&
!fd.features[MFT_NormalMap] )
{
if( fd.materialFeatures[MFT_DiffuseMap] ||
fd.materialFeatures[MFT_NormalMap] )
{
// find incoming texture var
Var *inTex = getVertTexCoord( "texCoord" );
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outTex = connectComp->getElement( RT_TEXCOORD );
outTex->setName( "texCoord" );
outTex->setStructName( "OUT" );
outTex->setType( "float2" );
outTex->mapsToSampler = true;
// setup language elements to output incoming tex coords to output
meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
}
}
// create cubeTrans
Var *cubeTrans = new Var;
cubeTrans->setType( "float3x3" );
cubeTrans->setName( "cubeTrans" );
cubeTrans->uniform = true;
cubeTrans->constSortPos = cspPrimitive;
// create cubeEye position
Var *cubeEyePos = new Var;
cubeEyePos->setType( "float3" );
cubeEyePos->setName( "cubeEyePos" );
cubeEyePos->uniform = true;
cubeEyePos->constSortPos = cspPrimitive;
// cube vert position
Var * cubeVertPos = new Var;
cubeVertPos->setName( "cubeVertPos" );
cubeVertPos->setType( "float3" );
LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
meta->addStatement( new GenOp( " @ = mul(@, @).xyz;\r\n",
cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
// cube normal
Var * cubeNormal = new Var;
cubeNormal->setName( "cubeNormal" );
cubeNormal->setType( "float3" );
LangElement *cubeNormDecl = new DecOp( cubeNormal );
meta->addStatement( new GenOp( " @ = normalize( mul(@, normalize(@)).xyz );\r\n",
cubeNormDecl, cubeTrans, inNormal ) );
// eye to vert
Var * eyeToVert = new Var;
eyeToVert->setName( "eyeToVert" );
eyeToVert->setType( "float3" );
LangElement *e2vDecl = new DecOp( eyeToVert );
meta->addStatement( new GenOp( " @ = @ - @;\r\n",
e2vDecl, cubeVertPos, cubeEyePos ) );
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
reflectVec->setName( "reflectVec" );
reflectVec->setStructName( "OUT" );
reflectVec->setType( "float3" );
reflectVec->mapsToSampler = true;
meta->addStatement( new GenOp( " @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );
output = meta;
}
void ReflectCubeFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine * meta = new MultiLine;
Var *glossColor = NULL;
// If a base or bump tex is present in the material, but not in the
// current pass - we need to add one to the current pass to use
// its alpha channel as a gloss map.
if( !fd.features[MFT_DiffuseMap] &&
!fd.features[MFT_NormalMap] )
{
if( fd.materialFeatures[MFT_DiffuseMap] ||
fd.materialFeatures[MFT_NormalMap] )
{
// grab connector texcoord register
Var *inTex = getInTexCoord( "texCoord", "float2", true, componentList );
// create texture var
Var *newMap = new Var;
newMap->setType( "sampler2D" );
newMap->setName( "glossMap" );
newMap->uniform = true;
newMap->sampler = true;
newMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// create sample color
Var *color = new Var;
color->setType( "float4" );
color->setName( "diffuseColor" );
LangElement *colorDecl = new DecOp( color );
glossColor = color;
meta->addStatement( new GenOp( " @ = tex2D( @, @ );\r\n", colorDecl, newMap, inTex ) );
}
}
else
{
glossColor = (Var*) LangElement::find( "diffuseColor" );
if( !glossColor )
glossColor = (Var*) LangElement::find( "bumpNormal" );
}
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
reflectVec->setName( "reflectVec" );
reflectVec->setStructName( "IN" );
reflectVec->setType( "float3" );
reflectVec->mapsToSampler = true;
// create cubemap var
Var *cubeMap = new Var;
cubeMap->setType( "samplerCUBE" );
cubeMap->setName( "cubeMap" );
cubeMap->uniform = true;
cubeMap->sampler = true;
cubeMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// TODO: Restore the lighting attenuation here!
Var *attn = NULL;
//if ( fd.materialFeatures[MFT_DynamicLight] )
//attn = (Var*)LangElement::find("attn");
//else
if ( fd.materialFeatures[MFT_RTLighting] )
attn =(Var*)LangElement::find("d_NL_Att");
LangElement *texCube = new GenOp( "texCUBE( @, @ )", cubeMap, reflectVec );
LangElement *lerpVal = NULL;
Material::BlendOp blendOp = Material::LerpAlpha;
// Note that the lerpVal needs to be a float4 so that
// it will work with the LerpAlpha blend.
if ( glossColor )
{
if ( attn )
lerpVal = new GenOp( "@ * saturate( @ )", glossColor, attn );
else
lerpVal = glossColor;
}
else
{
if ( attn )
lerpVal = new GenOp( "saturate( @ ).xxxx", attn );
else
blendOp = Material::Mul;
}
meta->addStatement( new GenOp( " @;\r\n", assignColor( texCube, blendOp, lerpVal ) ) );
output = meta;
}
ShaderFeature::Resources ReflectCubeFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if( fd.features[MFT_DiffuseMap] ||
fd.features[MFT_NormalMap] )
{
res.numTex = 1;
res.numTexReg = 1;
}
else
{
res.numTex = 2;
res.numTexReg = 2;
}
return res;
}
void ReflectCubeFeatHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &stageFeatures,
RenderPassData &passData,
U32 &texIndex )
{
// set up a gloss map if one is not present in the current pass
// but is present in the current material stage
if( !passData.mFeatureData.features[MFT_DiffuseMap] &&
!passData.mFeatureData.features[MFT_NormalMap] )
{
GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
if ( tex &&
stageFeatures.features[MFT_DiffuseMap] )
passData.mTexSlot[ texIndex++ ].texObject = tex;
else
{
tex = stageDat.getTex( MFT_NormalMap );
if ( tex &&
stageFeatures.features[ MFT_NormalMap ] )
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}
if( stageDat.getCubemap() )
{
passData.mCubeMap = stageDat.getCubemap();
passData.mTexType[texIndex++] = Material::Cube;
}
else
{
if( stageFeatures.features[MFT_CubeMap] )
{
// assuming here that it is a scenegraph cubemap
passData.mTexType[texIndex++] = Material::SGCube;
}
}
}
//****************************************************************************
// RTLighting
//****************************************************************************
RTLightingFeatHLSL::RTLightingFeatHLSL()
: mDep( "shaders/common/lighting.hlsl" )
{
addDependency( &mDep );
}
void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
// Special case for lighting imposters. We dont have a vert normal and may not
// have a normal map. Generate and pass the normal data the pixel shader needs.
if ( fd.features[MFT_ImposterVert] )
{
if ( !fd.features[MFT_NormalMap] )
{
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if ( !eyePos )
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
Var *inPosition = (Var*)LangElement::find( "position" );
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
outNormal->setName( "wsNormal" );
outNormal->setStructName( "OUT" );
outNormal->setType( "float3" );
outNormal->mapsToSampler = false;
// Transform the normal to world space.
meta->addStatement( new GenOp( " @ = normalize( @ - @.xyz );\r\n", outNormal, eyePos, inPosition ) );
}
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
output = meta;
return;
}
// Find the incoming vertex normal.
Var *inNormal = (Var*)LangElement::find( "normal" );
// Skip out on realtime lighting if we don't have a normal
// or we're doing some sort of baked lighting.
if ( !inNormal ||
fd.features[MFT_LightMap] ||
fd.features[MFT_ToneMap] ||
fd.features[MFT_VertLit] )
return;
// If there isn't a normal map then we need to pass
// the world space normal to the pixel shader ourselves.
if ( !fd.features[MFT_NormalMap] )
{
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
outNormal->setName( "wsNormal" );
outNormal->setStructName( "OUT" );
outNormal->setType( "float3" );
outNormal->mapsToSampler = false;
// Get the transform to world space.
Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
// Transform the normal to world space.
meta->addStatement( new GenOp( " @ = mul( @, float4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
}
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
output = meta;
}
void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Skip out on realtime lighting if we don't have a normal
// or we're doing some sort of baked lighting.
//
// TODO: We can totally detect for this in the material
// feature setup... we should move it out of here!
//
if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
return;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
MultiLine *meta = new MultiLine;
// Look for a wsNormal or grab it from the connector.
Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
if ( !wsNormal )
{
wsNormal = connectComp->getElement( RT_TEXCOORD );
wsNormal->setName( "wsNormal" );
wsNormal->setStructName( "IN" );
wsNormal->setType( "float3" );
// If we loaded the normal its our responsibility
// to normalize it... the interpolators won't.
//
// Note we cast to half here to get partial precision
// optimized code which is an acceptable loss of
// precision for normals and performs much better
// on older Geforce cards.
//
meta->addStatement( new GenOp( " @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );
}
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition( componentList );
Var *wsView = getWsView( wsPosition, meta );
// Create temporaries to hold results of lighting.
Var *rtShading = new Var( "rtShading", "float4" );
Var *specular = new Var( "specular", "float4" );
meta->addStatement( new GenOp( " @; @;\r\n",
new DecOp( rtShading ), new DecOp( specular ) ) );
// Look for a light mask generated from a previous
// feature (this is done for BL terrain lightmaps).
LangElement *lightMask = LangElement::find( "lightMask" );
if ( !lightMask )
lightMask = new GenOp( "float4( 1, 1, 1, 1 )" );
// Get all the light constants.
Var *inLightPos = new Var( "inLightPos", "float4" );
inLightPos->uniform = true;
inLightPos->arraySize = 3;
inLightPos->constSortPos = cspPotentialPrimitive;
Var *inLightInvRadiusSq = new Var( "inLightInvRadiusSq", "float4" );
inLightInvRadiusSq->uniform = true;
inLightInvRadiusSq->constSortPos = cspPotentialPrimitive;
Var *inLightColor = new Var( "inLightColor", "float4" );
inLightColor->uniform = true;
inLightColor->arraySize = 4;
inLightColor->constSortPos = cspPotentialPrimitive;
Var *inLightSpotDir = new Var( "inLightSpotDir", "float4" );
inLightSpotDir->uniform = true;
inLightSpotDir->arraySize = 3;
inLightSpotDir->constSortPos = cspPotentialPrimitive;
Var *inLightSpotAngle = new Var( "inLightSpotAngle", "float4" );
inLightSpotAngle->uniform = true;
inLightSpotAngle->constSortPos = cspPotentialPrimitive;
Var *lightSpotFalloff = new Var( "inLightSpotFalloff", "float4" );
lightSpotFalloff->uniform = true;
lightSpotFalloff->constSortPos = cspPotentialPrimitive;
Var *specularPower = new Var( "specularPower", "float" );
specularPower->uniform = true;
specularPower->constSortPos = cspPotentialPrimitive;
Var *specularColor = (Var*)LangElement::find( "specularColor" );
if ( !specularColor )
{
specularColor = new Var( "specularColor", "float4" );
specularColor->uniform = true;
specularColor->constSortPos = cspPotentialPrimitive;
}
Var *ambient = new Var( "ambient", "float4" );
ambient->uniform = true;
ambient->constSortPos = cspPass;
// Calculate the diffuse shading and specular powers.
meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
" @, @, @, @, @, @, @, @,\r\n"
" @, @ );\r\n",
wsView, wsPosition, wsNormal, lightMask,
inLightPos, inLightInvRadiusSq, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, specularPower, specularColor,
rtShading, specular ) );
// Apply the lighting to the diffuse color.
LangElement *lighting = new GenOp( "float4( @.rgb + @.rgb, 1 )", rtShading, ambient );
meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );
output = meta;
}
ShaderFeature::Resources RTLightingFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
// These features disable realtime lighting.
if ( !fd.features[MFT_LightMap] &&
!fd.features[MFT_ToneMap] &&
!fd.features[MFT_VertLit] )
{
// If enabled we pass the position.
res.numTexReg = 1;
// If there isn't a bump map then we pass the
// world space normal as well.
if ( !fd.features[MFT_NormalMap] )
res.numTexReg++;
}
return res;
}
//****************************************************************************
// Fog
//****************************************************************************
FogFeatHLSL::FogFeatHLSL()
: mFogDep( "shaders/common/torque.hlsl" )
{
addDependency( &mFogDep );
}
void FogFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
{
// Grab the eye position.
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if ( !eyePos )
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
Var *fogData = new Var( "fogData", "float3" );
fogData->uniform = true;
fogData->constSortPos = cspPass;
Var *wsPosition = new Var( "fogPos", "float3" );
getWsPosition( componentList,
fd.features[MFT_UseInstancing],
meta,
new DecOp( wsPosition ) );
// We pass the fog amount to the pixel shader.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *fogAmount = connectComp->getElement( RT_TEXCOORD );
fogAmount->setName( "fogAmount" );
fogAmount->setStructName( "OUT" );
fogAmount->setType( "float" );
fogAmount->mapsToSampler = false;
meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
fogAmount, eyePos, wsPosition, fogData, fogData, fogData ) );
}
else
{
// We fog in world space... make sure the world space
// position is passed to the pixel shader. This is
// often already passed for lighting, so it takes up
// no extra output registers.
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
}
output = meta;
}
void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
Var *fogColor = new Var;
fogColor->setType( "float4" );
fogColor->setName( "fogColor" );
fogColor->uniform = true;
fogColor->constSortPos = cspPass;
// Get the out color.
Var *color = (Var*) LangElement::find( "col" );
if ( !color )
{
color = new Var;
color->setType( "fragout" );
color->setName( "col" );
color->setStructName( "OUT" );
}
Var *fogAmount;
const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
{
// Per-vertex.... just get the fog amount.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
fogAmount = connectComp->getElement( RT_TEXCOORD );
fogAmount->setName( "fogAmount" );
fogAmount->setStructName( "IN" );
fogAmount->setType( "float" );
}
else
{
Var *wsPosition = getInWsPosition( componentList );
// grab the eye position
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if ( !eyePos )
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
Var *fogData = new Var( "fogData", "float3" );
fogData->uniform = true;
fogData->constSortPos = cspPass;
/// Get the fog amount.
fogAmount = new Var( "fogAmount", "float" );
meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
new DecOp( fogAmount ), eyePos, wsPosition, fogData, fogData, fogData ) );
}
// Lerp between the fog color and diffuse color.
LangElement *fogLerp = new GenOp( "lerp( @.rgb, @.rgb, @ )", fogColor, color, fogAmount );
meta->addStatement( new GenOp( " @.rgb = @;\r\n", color, fogLerp ) );
output = meta;
}
ShaderFeature::Resources FogFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTexReg = 1;
return res;
}
//****************************************************************************
// Visibility
//****************************************************************************
VisibilityFeatHLSL::VisibilityFeatHLSL()
: mTorqueDep( "shaders/common/torque.hlsl" )
{
addDependency( &mTorqueDep );
}
void VisibilityFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
output = meta;
if ( fd.features[ MFT_UseInstancing ] )
{
// We pass the visibility to the pixel shader via
// another output register.
//
// TODO: We should see if we can share this register
// with some other common instanced data.
//
ShaderConnector *conn = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outVisibility = conn->getElement( RT_TEXCOORD );
outVisibility->setStructName( "OUT" );
outVisibility->setName( "visibility" );
outVisibility->setType( "float" );
ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
Var *instVisibility = vertStruct->getElement( RT_TEXCOORD, 1 );
instVisibility->setStructName( "IN" );
instVisibility->setName( "inst_visibility" );
instVisibility->setType( "float" );
mInstancingFormat->addElement( "visibility", GFXDeclType_Float, instVisibility->constNum );
meta->addStatement( new GenOp( " @ = @; // Instancing!\r\n", outVisibility, instVisibility ) );
}
if ( fd.features[ MFT_IsTranslucent ] )
return;
addOutVpos( meta, componentList );
}
void VisibilityFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Get the visibility constant.
Var *visibility = NULL;
if ( fd.features[ MFT_UseInstancing ] )
visibility = getInTexCoord( "visibility", "float", false, componentList );
else
{
visibility = (Var*)LangElement::find( "visibility" );
if ( !visibility )
{
visibility = new Var();
visibility->setType( "float" );
visibility->setName( "visibility" );
visibility->uniform = true;
visibility->constSortPos = cspPotentialPrimitive;
}
}
MultiLine *meta = new MultiLine;
output = meta;
// Translucent objects do a simple alpha fade.
if ( fd.features[ MFT_IsTranslucent ] )
{
Var *color = (Var*)LangElement::find( "col" );
meta->addStatement( new GenOp( " @.a *= @;\r\n", color, visibility ) );
return;
}
// Everything else does a fizzle.
Var *vPos = getInVpos( meta, componentList );
meta->addStatement( new GenOp( " fizzle( @, @ );\r\n", vPos, visibility ) );
}
ShaderFeature::Resources VisibilityFeatHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
// TODO: Fix for instancing.
if ( !fd.features[ MFT_IsTranslucent ] )
res.numTexReg = 1;
return res;
}
//****************************************************************************
// AlphaTest
//****************************************************************************
void AlphaTestHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If we're below SM3 and don't have a depth output
// feature then don't waste an instruction here.
if ( GFX->getPixelShaderVersion() < 3.0 &&
!fd.features[ MFT_EyeSpaceDepthOut ] &&
!fd.features[ MFT_DepthOut ] )
{
output = NULL;
return;
}
// If we don't have a color var then we cannot do an alpha test.
Var *color = (Var*)LangElement::find( "col" );
if ( !color )
{
output = NULL;
return;
}
// Now grab the alpha test value.
Var *alphaTestVal = new Var;
alphaTestVal->setType( "float" );
alphaTestVal->setName( "alphaTestValue" );
alphaTestVal->uniform = true;
alphaTestVal->constSortPos = cspPotentialPrimitive;
// Do the clip.
output = new GenOp( " clip( @.a - @ );\r\n", color, alphaTestVal );
}
//****************************************************************************
// GlowMask
//****************************************************************************
void GlowMaskHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
output = NULL;
// Get the output color... and make it black to mask out
// glow passes rendered before us.
//
// The shader compiler will optimize out all the other
// code above that doesn't contribute to the alpha mask.
Var *color = (Var*)LangElement::find( "col" );
if ( color )
output = new GenOp( " @.rgb = 0;\r\n", color );
}
//****************************************************************************
// RenderTargetZero
//****************************************************************************
void RenderTargetZeroHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Do not actually assign zero, but instead a number so close to zero it may as well be zero.
// This will prevent a divide by zero causing an FP special on float render targets
output = new GenOp( " @;\r\n", assignColor( new GenOp( "0.00001" ), Material::None, NULL, mOutputTargetMask ) );
}
//****************************************************************************
// HDR Output
//****************************************************************************
HDROutHLSL::HDROutHLSL()
: mTorqueDep( "shaders/common/torque.hlsl" )
{
addDependency( &mTorqueDep );
}
void HDROutHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Let the helper function do the work.
Var *color = (Var*)LangElement::find( "col" );
if ( color )
output = new GenOp( " @ = hdrEncode( @ );\r\n", color, color );
}
//****************************************************************************
// FoliageFeatureHLSL
//****************************************************************************
#include "T3D/fx/groundCover.h"
FoliageFeatureHLSL::FoliageFeatureHLSL()
: mDep( "shaders/common/foliage.hlsl" )
{
addDependency( &mDep );
}
void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Get the input variables we need.
Var *inPosition = (Var*)LangElement::find( "inPosition" );
if ( !inPosition )
inPosition = (Var*)LangElement::find( "position" );
Var *inColor = (Var*)LangElement::find( "diffuse" );
Var *inParams = (Var*)LangElement::find( "texCoord" );
MultiLine *meta = new MultiLine;
// Declare the normal and tangent variables since they do not exist
// in this vert type, but we do need to set them up for others.
Var *normal = (Var*)LangElement::find( "normal" );
AssertFatal( normal, "FoliageFeatureHLSL requires vert normal!" );
Var *tangent = new Var;
tangent->setType( "float3" );
tangent->setName( "T" );
LangElement *tangentDec = new DecOp( tangent );
meta->addStatement( new GenOp( " @;\n", tangentDec ) );
// We add a float foliageFade to the OUT structure.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *fade = connectComp->getElement( RT_TEXCOORD );
fade->setName( "foliageFade" );
fade->setStructName( "OUT" );
fade->setType( "float" );
// grab the eye position
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if ( !eyePos )
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
// All actual work is offloaded to this method.
meta->addStatement( new GenOp( " foliageProcessVert( @, @, @, @, @, @ );\r\n", inPosition, inColor, inParams, normal, tangent, eyePos ) );
// Assign to foliageFade. InColor.a was set to the correct value inside foliageProcessVert.
meta->addStatement( new GenOp( " @ = @.a;\r\n", fade, inColor ) );
output = meta;
}
void FoliageFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Find / create IN.foliageFade
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *fade = connectComp->getElement( RT_TEXCOORD );
fade->setName( "foliageFade" );
fade->setStructName( "IN" );
fade->setType( "float" );
// Find / create visibility
Var *visibility = (Var*) LangElement::find( "visibility" );
if ( !visibility )
{
visibility = new Var();
visibility->setType( "float" );
visibility->setName( "visibility" );
visibility->uniform = true;
visibility->constSortPos = cspPotentialPrimitive;
}
MultiLine *meta = new MultiLine;
// Multiply foliageFade into visibility.
meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
output = meta;
}
void FoliageFeatureHLSL::determineFeature( Material *material, const GFXVertexFormat *vertexFormat, U32 stageNum, const FeatureType &type, const FeatureSet &features, MaterialFeatureData *outFeatureData )
{
// This isn't really necessary since the outFeatureData will be filtered after
// this call.
if ( features.hasFeature( MFT_Foliage ) )
outFeatureData->features.addFeature( type );
}
ShaderFeatureConstHandles* FoliageFeatureHLSL::createConstHandles( GFXShader *shader, SimObject *userObject )
{
GroundCover *gcover = dynamic_cast< GroundCover* >( userObject );
AssertFatal( gcover != NULL, "FoliageFeatureHLSL::createConstHandles - userObject was not valid!" );
GroundCoverShaderConstHandles *handles = new GroundCoverShaderConstHandles();
handles->mGroundCover = gcover;
handles->init( shader );
return handles;
}
void ParticleNormalFeatureHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
{
MultiLine *meta = new MultiLine;
output = meta;
// Calculate normal and tangent values since we want to keep particle verts
// as light-weight as possible
Var *normal = (Var*) LangElement::find("normal");
if(normal == NULL)
{
normal = new Var;
normal->setType( "float3" );
normal->setName( "normal" );
// These values are not accidental. It is slightly adjusted from facing straight into the
// screen because there is a discontinuity at (0, 1, 0) for gbuffer encoding. Do not
// cause this value to be (0, -1, 0) or interlaced normals will be discontinuous.
// [11/23/2009 Pat]
meta->addStatement(new GenOp(" @ = float3(0.0, -0.97, 0.14);\r\n", new DecOp(normal)));
}
Var *T = (Var*) LangElement::find( "T" );
if(T == NULL)
{
T = new Var;
T->setType( "float3" );
T->setName( "T" );
meta->addStatement(new GenOp(" @ = float3(0.0, 0.0, -1.0);\r\n", new DecOp(T)));
}
}
//****************************************************************************
// ImposterVertFeatureHLSL
//****************************************************************************
ImposterVertFeatureHLSL::ImposterVertFeatureHLSL()
: mDep( "shaders/common/imposter.hlsl" )
{
addDependency( &mDep );
}
void ImposterVertFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
output = meta;
// Get the input vertex variables.
Var *inPosition = (Var*)LangElement::find( "position" );
Var *inMiscParams = (Var*)LangElement::find( "tcImposterParams" );
Var *inUpVec = (Var*)LangElement::find( "tcImposterUpVec" );
Var *inRightVec = (Var*)LangElement::find( "tcImposterRightVec" );
// Get the input shader constants.
Var *imposterLimits = new Var;
imposterLimits->setType( "float4" );
imposterLimits->setName( "imposterLimits" );
imposterLimits->uniform = true;
imposterLimits->constSortPos = cspPotentialPrimitive;
Var *imposterUVs = new Var;
imposterUVs->setType( "float4" );
imposterUVs->setName( "imposterUVs" );
imposterUVs->arraySize = 64; // See imposter.hlsl
imposterUVs->uniform = true;
imposterUVs->constSortPos = cspPotentialPrimitive;
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if ( !eyePos )
{
eyePos = new Var( "eyePosWorld", "float3" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
// Declare the outputs from this feature.
Var *outInPosition = new Var;
outInPosition->setType( "float3" );
outInPosition->setName( "inPosition" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( outInPosition ) ) );
Var *outTexCoord = new Var;
outTexCoord->setType( "float2" );
outTexCoord->setName( "texCoord" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( outTexCoord ) ) );
Var *outWorldToTangent = new Var;
outWorldToTangent->setType( "float3x3" );
outWorldToTangent->setName( "worldToTangent" );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( outWorldToTangent ) ) );
// Add imposterFade to the OUT structure.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outFade = connectComp->getElement( RT_TEXCOORD );
outFade->setName( "imposterFade" );
outFade->setStructName( "OUT" );
outFade->setType( "float" );
// Assign OUT.imposterFade
meta->addStatement( new GenOp( " @ = @.y;\r\n", outFade, inMiscParams ) );
// All actual work is done in this method.
meta->addStatement( new GenOp( " imposter_v( @.xyz, @.w, @.x * length(@), normalize(@), normalize(@), @.y, @.x, @.z, @.w, @, @, @, @, @ );\r\n",
inPosition,
inPosition,
inMiscParams,
inRightVec,
inUpVec,
inRightVec,
imposterLimits,
imposterLimits,
imposterLimits,
imposterLimits,
eyePos,
imposterUVs,
outInPosition,
outTexCoord,
outWorldToTangent ) );
// Copy the position to wsPosition for use in shaders
// down stream instead of looking for objTrans.
Var *wsPosition = new Var;
wsPosition->setType( "float3" );
wsPosition->setName( "wsPosition" );
meta->addStatement( new GenOp( " @ = @.xyz;\r\n", new DecOp( wsPosition ), outInPosition ) );
// If we new viewToTangent... its the same as the
// world to tangent for an imposter.
Var *viewToTangent = new Var;
viewToTangent->setType( "float3x3" );
viewToTangent->setName( "viewToTangent" );
meta->addStatement( new GenOp( " @ = @;\r\n", new DecOp( viewToTangent ), outWorldToTangent ) );
}
void ImposterVertFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Find / create IN.imposterFade
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *fade = connectComp->getElement( RT_TEXCOORD );
fade->setName( "imposterFade" );
fade->setStructName( "IN" );
fade->setType( "float" );
// Find / create visibility
Var *visibility = (Var*) LangElement::find( "visibility" );
if ( !visibility )
{
visibility = new Var();
visibility->setType( "float" );
visibility->setName( "visibility" );
visibility->uniform = true;
visibility->constSortPos = cspPotentialPrimitive;
}
MultiLine *meta = new MultiLine;
// Multiply foliageFade into visibility.
meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
output = meta;
}
void ImposterVertFeatureHLSL::determineFeature( Material *material,
const GFXVertexFormat *vertexFormat,
U32 stageNum,
const FeatureType &type,
const FeatureSet &features,
MaterialFeatureData *outFeatureData )
{
if ( features.hasFeature( MFT_ImposterVert ) )
outFeatureData->features.addFeature( MFT_ImposterVert );
}