mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded. Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect. This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
193 lines
6.4 KiB
C++
193 lines
6.4 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 "shaderGen/HLSL/pixSpecularHLSL.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/shaderGenVars.h"
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#include "gfx/gfxStructs.h"
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PixelSpecularHLSL::PixelSpecularHLSL()
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: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/lighting.hlsl" ))
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{
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addDependency( &mDep );
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}
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void PixelSpecularHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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AssertFatal( fd.features[MFT_RTLighting],
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"PixelSpecularHLSL requires RTLighting to be enabled!" );
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// Nothing to do here... MFT_RTLighting should have
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// taken care of passing everything to the pixel shader.
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}
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void PixelSpecularHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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AssertFatal( fd.features[MFT_RTLighting],
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"PixelSpecularHLSL requires RTLighting to be enabled!" );
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// RTLighting should have spit out the 4 specular
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// powers for the 4 potential lights on this pass.
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//
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// This can sometimes be NULL if RTLighting skips out
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// on us for lightmaps or missing normals.
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Var *specular = (Var*)LangElement::find( "specular" );
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if ( !specular )
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return;
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MultiLine *meta = new MultiLine;
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LangElement *specMul = new GenOp( "@", specular );
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LangElement *final = specMul;
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// mask out with lightmap if present
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if ( fd.features[MFT_LightMap] )
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{
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LangElement *lmColor = NULL;
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// find lightmap color
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lmColor = LangElement::find( "lmColor" );
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if ( !lmColor )
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{
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LangElement * lightMap = LangElement::find( "lightMap" );
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LangElement * lmCoord = LangElement::find( "texCoord2" );
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LangElement * lightMapTex = LangElement::find("lightMapTex"); //used only DX11 shaders
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if (lightMapTex)
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lmColor = new GenOp("@.Sample(@, @)", lightMapTex, lightMap, lmCoord);
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else
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lmColor = new GenOp("tex2D(@, @)", lightMap, lmCoord);
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}
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final = new GenOp( "@ * float4(@.rgb,0)", specMul, lmColor );
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}
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// If we have a normal map then mask the specular
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if ( fd.features[MFT_SpecularMap] )
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{
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Var *specularColor = (Var*)LangElement::find( "specularColor" );
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if (specularColor)
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final = new GenOp( "@ * @", final, specularColor );
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}
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else if ( fd.features[MFT_NormalMap] && !fd.features[MFT_IsDXTnm] )
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{
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Var *bumpColor = (Var*)LangElement::find( "bumpNormal" );
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final = new GenOp( "@ * @.a", final, bumpColor );
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}
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// Add the specular to the final color.
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// search for color var
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Var *color = (Var*)LangElement::find( "col" );
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meta->addStatement( new GenOp( " @.rgb += ( @ ).rgb;\r\n", color, final ) );
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output = meta;
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}
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ShaderFeature::Resources PixelSpecularHLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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return res;
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}
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void SpecularMapHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
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{
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MultiLine *meta = new MultiLine;
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// Add the texture coords.
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getOutTexCoord("texCoord",
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"float2",
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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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void SpecularMapHLSL::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", "float2", true, componentList );
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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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Var *specularMapTex = NULL;
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if (mIsDirect3D11)
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{
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specularMap->setType("SamplerState");
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specularMapTex = new Var;
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specularMapTex->setName("specularMapTex");
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specularMapTex->setType("Texture2D");
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specularMapTex->uniform = true;
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specularMapTex->texture = true;
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specularMapTex->constNum = specularMap->constNum;
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}
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else
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{
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specularMap->setType("sampler2D");
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}
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LangElement *texOp = NULL;
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if (specularMapTex)
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texOp = new GenOp("@.Sample(@, @)", specularMapTex, specularMap, texCoord);
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else
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texOp = new GenOp("tex2D(@, @)", specularMap, texCoord);
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Var *specularColor = new Var("specularColor", "float4");
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output = new GenOp(" @ = @;\r\n", new DecOp(specularColor), texOp);
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}
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ShaderFeature::Resources SpecularMapHLSL::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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return res;
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}
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void SpecularMapHLSL::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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