Torque3D/Engine/source/lighting/advanced/glsl/deferredShadingFeaturesGLSL.cpp

300 lines
10 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 "lighting/advanced/glsl/deferredShadingFeaturesGLSL.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/conditionerFeature.h"
#include "renderInstance/renderDeferredMgr.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
//****************************************************************************
// Deferred Shading Features
//****************************************************************************
U32 PBRConfigMapGLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
void PBRConfigMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
MultiLine* meta = new MultiLine;
Var* pbrConfig;
if (fd.features[MFT_isDeferred])
{
pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!pbrConfig)
{
// create material var
pbrConfig = new Var;
pbrConfig->setType("vec4");
pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
pbrConfig->setStructName("OUT");
}
}
else
{
pbrConfig = (Var*)LangElement::find("PBRConfig");
if (!pbrConfig)
{
pbrConfig = new Var("PBRConfig", "vec4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
}
}
// create texture var
Var *pbrConfigMap = new Var;
pbrConfigMap->setType( "sampler2D" );
pbrConfigMap->setName( "pbrConfigMap" );
pbrConfigMap->uniform = true;
pbrConfigMap->sampler = true;
pbrConfigMap->constNum = Var::getTexUnitNum();
LangElement *texOp = new GenOp( "tex2D(@, @)", pbrConfigMap, texCoord );
Var *metalness = (Var*)LangElement::find("metalness");
if (!metalness) metalness = new Var("metalness", "float");
Var *smoothness = (Var*)LangElement::find("smoothness");
if (!smoothness) smoothness = new Var("smoothness", "float");
Var* ao = (Var*)LangElement::find("ao");
if (!ao) ao = new Var("ao", "float");
meta->addStatement(new GenOp(" @.bga = @.rgb;\r\n", pbrConfig, texOp));
meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(smoothness), pbrConfig));
if (fd.features[MFT_InvertSmoothness])
{
meta->addStatement(new GenOp(" @.b = 1.0-@.b;\r\n", pbrConfig, pbrConfig));
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
}
meta->addStatement(new GenOp(" @ = @.g;\r\n", new DecOp(ao), pbrConfig));
meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(metalness), pbrConfig));
output = meta;
}
ShaderFeature::Resources PBRConfigMapGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void PBRConfigMapGLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex(MFT_PBRConfigMap);
if ( tex )
{
passData.mTexType[ texIndex ] = Material::Standard;
passData.mSamplerNames[ texIndex ] = "pbrConfigMap";
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}
void PBRConfigMapGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"vec2",
fd.features[MFT_TexAnim],
meta,
componentList );
output = meta;
}
U32 MatInfoFlagsGLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
// Material Info Flags -> Red ( Flags ) of Material Info Buffer.
void MatInfoFlagsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
Var* pbrConfig;
if (fd.features[MFT_isDeferred])
{
pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!pbrConfig)
{
// create material var
pbrConfig = new Var;
pbrConfig->setType("vec4");
pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
pbrConfig->setStructName("OUT");
}
}
else
{
pbrConfig = (Var*)LangElement::find("PBRConfig");
if (!pbrConfig)
{
pbrConfig = new Var("PBRConfig", "vec4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
}
}
Var *matInfoFlags = new Var;
matInfoFlags->setType( "float" );
matInfoFlags->setName( "matInfoFlags" );
matInfoFlags->uniform = true;
matInfoFlags->constSortPos = cspPotentialPrimitive;
meta->addStatement(output = new GenOp(" @.r = @;\r\n", pbrConfig, matInfoFlags));
output = meta;
}
U32 PBRConfigVarsGLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
// Spec Strength -> Blue Channel of Material Info Buffer.
// Spec Power -> Alpha Channel ( of Material Info Buffer.
void PBRConfigVarsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
MultiLine* meta = new MultiLine;
Var* pbrConfig;
if (fd.features[MFT_isDeferred])
{
pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!pbrConfig)
{
// create material var
pbrConfig = new Var;
pbrConfig->setType("vec4");
pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
pbrConfig->setStructName("OUT");
}
}
else
{
pbrConfig = (Var*)LangElement::find("PBRConfig");
if (!pbrConfig)
{
pbrConfig = new Var("PBRConfig", "vec4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
}
}
Var* metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
Var* smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
//matinfo.g slot reserved for AO later
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", pbrConfig));
meta->addStatement(new GenOp(" @.b = @;\r\n", pbrConfig, smoothness));
if (fd.features[MFT_InvertSmoothness])
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
meta->addStatement(new GenOp(" @.a = @;\r\n", pbrConfig, metalness));
output = meta;
}
U32 GlowMapGLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
}
//deferred emissive
void GlowMapGLSL::processPix(Vector<ShaderComponent*>& componentList, const MaterialFeatureData& fd)
{
Var* texCoord = getInTexCoord("texCoord", "vec2", componentList);
Var* glowMap = new Var;
glowMap->setType("sampler2D");
glowMap->setName("glowMap");
glowMap->uniform = true;
glowMap->sampler = true;
glowMap->constNum = Var::getTexUnitNum();
LangElement* texOp = new GenOp("tex2D(@, @)", glowMap, texCoord);
Var* glowMul = new Var("glowMul", "float");
glowMul->uniform = true;
glowMul->constSortPos = cspPotentialPrimitive;
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if (fd.features[MFT_isDeferred])
{
targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
if (!targ)
{
// create scene color target var
targ = new Var;
targ->setType("vec4");
targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
targ->setStructName("OUT");
output = new GenOp("@ = vec4(@.rgb*@,0);", targ, texOp, glowMul);
}
else
{
output = new GenOp("@ += vec4(@.rgb*@,0);", targ, texOp, glowMul);
}
}
else
{
output = new GenOp("@ += vec4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
}
}
ShaderFeature::Resources GlowMapGLSL::getResources(const MaterialFeatureData& fd)
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void GlowMapGLSL::setTexData(Material::StageData& stageDat,
const MaterialFeatureData& fd,
RenderPassData& passData,
U32& texIndex)
{
GFXTextureObject* tex = stageDat.getTex(MFT_GlowMap);
if (tex)
{
passData.mTexType[texIndex] = Material::Standard;
passData.mSamplerNames[texIndex] = "glowMap";
passData.mTexSlot[texIndex++].texObject = tex;
}
}