mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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300 lines
10 KiB
C++
300 lines
10 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "lighting/advanced/glsl/deferredShadingFeaturesGLSL.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/conditionerFeature.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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//****************************************************************************
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// Deferred Shading Features
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//****************************************************************************
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U32 PBRConfigMapGLSL::getOutputTargets(const MaterialFeatureData& fd) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
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}
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void PBRConfigMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
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MultiLine* meta = new MultiLine;
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Var* pbrConfig;
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if (fd.features[MFT_isDeferred])
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{
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pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
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if (!pbrConfig)
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{
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// create material var
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pbrConfig = new Var;
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pbrConfig->setType("vec4");
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pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
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pbrConfig->setStructName("OUT");
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}
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}
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else
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{
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pbrConfig = (Var*)LangElement::find("PBRConfig");
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if (!pbrConfig)
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{
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pbrConfig = new Var("PBRConfig", "vec4");
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
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}
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}
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// create texture var
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Var *pbrConfigMap = new Var;
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pbrConfigMap->setType( "sampler2D" );
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pbrConfigMap->setName( "pbrConfigMap" );
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pbrConfigMap->uniform = true;
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pbrConfigMap->sampler = true;
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pbrConfigMap->constNum = Var::getTexUnitNum();
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LangElement *texOp = new GenOp( "tex2D(@, @)", pbrConfigMap, texCoord );
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!metalness) metalness = new Var("metalness", "float");
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness) smoothness = new Var("smoothness", "float");
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Var* ao = (Var*)LangElement::find("ao");
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if (!ao) ao = new Var("ao", "float");
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meta->addStatement(new GenOp(" @.bga = @.rgb;\r\n", pbrConfig, texOp));
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meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(smoothness), pbrConfig));
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if (fd.features[MFT_InvertSmoothness])
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{
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meta->addStatement(new GenOp(" @.b = 1.0-@.b;\r\n", pbrConfig, pbrConfig));
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meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
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}
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meta->addStatement(new GenOp(" @ = @.g;\r\n", new DecOp(ao), pbrConfig));
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meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(metalness), pbrConfig));
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output = meta;
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}
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ShaderFeature::Resources PBRConfigMapGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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res.numTex = 1;
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res.numTexReg = 1;
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return res;
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}
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void PBRConfigMapGLSL::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_PBRConfigMap);
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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 ] = "pbrConfigMap";
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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}
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}
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void PBRConfigMapGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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getOutTexCoord( "texCoord",
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"vec2",
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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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U32 MatInfoFlagsGLSL::getOutputTargets(const MaterialFeatureData& fd) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
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}
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// Material Info Flags -> Red ( Flags ) of Material Info Buffer.
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void MatInfoFlagsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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Var* pbrConfig;
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if (fd.features[MFT_isDeferred])
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{
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pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
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if (!pbrConfig)
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{
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// create material var
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pbrConfig = new Var;
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pbrConfig->setType("vec4");
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pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
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pbrConfig->setStructName("OUT");
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}
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}
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else
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{
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pbrConfig = (Var*)LangElement::find("PBRConfig");
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if (!pbrConfig)
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{
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pbrConfig = new Var("PBRConfig", "vec4");
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
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}
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}
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Var *matInfoFlags = new Var;
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matInfoFlags->setType( "float" );
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matInfoFlags->setName( "matInfoFlags" );
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matInfoFlags->uniform = true;
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matInfoFlags->constSortPos = cspPotentialPrimitive;
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meta->addStatement(output = new GenOp(" @.r = @;\r\n", pbrConfig, matInfoFlags));
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output = meta;
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}
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U32 PBRConfigVarsGLSL::getOutputTargets(const MaterialFeatureData& fd) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
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}
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// Spec Strength -> Blue Channel of Material Info Buffer.
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// Spec Power -> Alpha Channel ( of Material Info Buffer.
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void PBRConfigVarsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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MultiLine* meta = new MultiLine;
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Var* pbrConfig;
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if (fd.features[MFT_isDeferred])
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{
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pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
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if (!pbrConfig)
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{
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// create material var
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pbrConfig = new Var;
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pbrConfig->setType("vec4");
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pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
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pbrConfig->setStructName("OUT");
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}
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}
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else
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{
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pbrConfig = (Var*)LangElement::find("PBRConfig");
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if (!pbrConfig)
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{
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pbrConfig = new Var("PBRConfig", "vec4");
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
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}
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}
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Var* metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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Var* smoothness = new Var("smoothness", "float");
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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//matinfo.g slot reserved for AO later
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", pbrConfig));
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meta->addStatement(new GenOp(" @.b = @;\r\n", pbrConfig, smoothness));
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if (fd.features[MFT_InvertSmoothness])
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meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
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meta->addStatement(new GenOp(" @.a = @;\r\n", pbrConfig, metalness));
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output = meta;
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}
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U32 GlowMapGLSL::getOutputTargets(const MaterialFeatureData& fd) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
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}
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//deferred emissive
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void GlowMapGLSL::processPix(Vector<ShaderComponent*>& componentList, const MaterialFeatureData& fd)
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{
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Var* texCoord = getInTexCoord("texCoord", "vec2", componentList);
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Var* glowMap = new Var;
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glowMap->setType("sampler2D");
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glowMap->setName("glowMap");
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glowMap->uniform = true;
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glowMap->sampler = true;
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glowMap->constNum = Var::getTexUnitNum();
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LangElement* texOp = new GenOp("tex2D(@, @)", glowMap, texCoord);
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Var* glowMul = new Var("glowMul", "float");
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glowMul->uniform = true;
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glowMul->constSortPos = cspPotentialPrimitive;
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Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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if (fd.features[MFT_isDeferred])
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{
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targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
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if (!targ)
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{
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// create scene color target var
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targ = new Var;
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targ->setType("vec4");
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targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
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targ->setStructName("OUT");
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output = new GenOp("@ = vec4(@.rgb*@,0);", targ, texOp, glowMul);
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}
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else
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{
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output = new GenOp("@ += vec4(@.rgb*@,0);", targ, texOp, glowMul);
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}
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}
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else
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{
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output = new GenOp("@ += vec4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
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}
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}
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ShaderFeature::Resources GlowMapGLSL::getResources(const MaterialFeatureData& fd)
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{
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Resources res;
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res.numTex = 1;
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res.numTexReg = 1;
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return res;
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}
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void GlowMapGLSL::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_GlowMap);
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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] = "glowMap";
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passData.mTexSlot[texIndex++].texObject = tex;
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}
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}
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