mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
498 lines
16 KiB
C++
498 lines
16 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 "customFeatureHLSL.h"
|
|
#include "shaderGen/shaderFeature.h"
|
|
#include "shaderGen/shaderOp.h"
|
|
#include "shaderGen/featureMgr.h"
|
|
//#include "materials/materialFeatureTypes.h"
|
|
//#include "gfx/gfxDevice.h"
|
|
//#include "materials/processedMaterial.h"
|
|
|
|
//****************************************************************************
|
|
// Accu Texture
|
|
//****************************************************************************
|
|
void CustomFeatureHLSL::processVert(Vector<ShaderComponent*>& componentList,
|
|
const MaterialFeatureData& fd)
|
|
{
|
|
/*MultiLine *meta = new MultiLine;
|
|
getOutTexCoord( "texCoord",
|
|
"float2",
|
|
false,
|
|
meta,
|
|
componentList );
|
|
|
|
getOutObjToTangentSpace( componentList, meta, fd );
|
|
|
|
output = meta;*/
|
|
|
|
meta = new MultiLine;
|
|
|
|
mFeatureData = fd;
|
|
mComponentList = componentList;
|
|
|
|
mOutputState = VertexOutput;
|
|
|
|
if (mOwner->isMethod("processVertHLSL"))
|
|
Con::executef(mOwner, "processVertHLSL");
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void CustomFeatureHLSL::processPix(Vector<ShaderComponent*>& componentList,
|
|
const MaterialFeatureData& fd)
|
|
{
|
|
meta = new MultiLine;
|
|
|
|
mFeatureData = fd;
|
|
mComponentList = componentList;
|
|
|
|
mOutputState = PixelOutput;
|
|
|
|
/*MultiLine *meta = new MultiLine;
|
|
|
|
output = meta;
|
|
|
|
// OUT.col
|
|
Var *color = (Var*) LangElement::find( "col1" );
|
|
if (!color)
|
|
{
|
|
output = new GenOp(" //NULL COLOR!");
|
|
return;
|
|
}
|
|
|
|
// accu map
|
|
Var *accuMap = new Var;
|
|
accuMap->setType("SamplerState");
|
|
|
|
accuMap->setName( "accuMap" );
|
|
accuMap->uniform = true;
|
|
accuMap->sampler = true;
|
|
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
// accuColor var
|
|
Var *accuColor = new Var;
|
|
accuColor->setType( "float4" );
|
|
accuColor->setName( "accuColor" );
|
|
LangElement *colorAccuDecl = new DecOp( accuColor );
|
|
|
|
// plc (placement)
|
|
Var *accuPlc = new Var;
|
|
accuPlc->setType( "float4" );
|
|
accuPlc->setName( "plc" );
|
|
LangElement *plcAccu = new DecOp( accuPlc );
|
|
|
|
// accu constants
|
|
Var *accuScale = (Var*)LangElement::find( "accuScale" );
|
|
if ( !accuScale )
|
|
{
|
|
accuScale = new Var;
|
|
accuScale->setType( "float" );
|
|
accuScale->setName( "accuScale" );
|
|
accuScale->uniform = true;
|
|
accuScale->sampler = false;
|
|
accuScale->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
|
|
if ( !accuDirection )
|
|
{
|
|
accuDirection = new Var;
|
|
accuDirection->setType( "float" );
|
|
accuDirection->setName( "accuDirection" );
|
|
accuDirection->uniform = true;
|
|
accuDirection->sampler = false;
|
|
accuDirection->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
|
|
if ( !accuStrength )
|
|
{
|
|
accuStrength = new Var;
|
|
accuStrength->setType( "float" );
|
|
accuStrength->setName( "accuStrength" );
|
|
accuStrength->uniform = true;
|
|
accuStrength->sampler = false;
|
|
accuStrength->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
|
|
if ( !accuCoverage )
|
|
{
|
|
accuCoverage = new Var;
|
|
accuCoverage->setType( "float" );
|
|
accuCoverage->setName( "accuCoverage" );
|
|
accuCoverage->uniform = true;
|
|
accuCoverage->sampler = false;
|
|
accuCoverage->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
|
|
if ( !accuSpecular )
|
|
{
|
|
accuSpecular = new Var;
|
|
accuSpecular->setType( "float" );
|
|
accuSpecular->setName( "accuSpecular" );
|
|
accuSpecular->uniform = true;
|
|
accuSpecular->sampler = false;
|
|
accuSpecular->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
|
|
Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
|
|
Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
|
|
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
|
|
if( bumpNorm == NULL )
|
|
{
|
|
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
|
|
if (!bumpNorm)
|
|
return;
|
|
}
|
|
|
|
// get the accu pixel color
|
|
|
|
Var *accuMapTex = new Var;
|
|
accuMapTex->setType("Texture2D");
|
|
accuMapTex->setName("accuMapTex");
|
|
accuMapTex->uniform = true;
|
|
accuMapTex->texture = true;
|
|
accuMapTex->constNum = accuMap->constNum;
|
|
meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
|
|
|
|
// scale up normals
|
|
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
|
|
|
|
// assign direction
|
|
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
|
|
|
|
// saturate based on strength
|
|
meta->addStatement( new GenOp( " @ = saturate( dot( @.xyz, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
|
|
|
|
// add coverage
|
|
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
|
|
|
|
// clamp to a sensible value
|
|
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
|
|
|
|
// light
|
|
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
|
|
if(lightColor != NULL)
|
|
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
|
|
|
|
// lerp with current pixel - use the accu alpha as well
|
|
meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
|
|
|
|
// the result should always be opaque
|
|
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );*/
|
|
if (mOwner->isMethod("processPixelHLSL"))
|
|
Con::executef(mOwner, "processPixelHLSL");
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void CustomFeatureHLSL::setTexData(Material::StageData& stageDat,
|
|
const MaterialFeatureData& fd,
|
|
RenderPassData& passData,
|
|
U32& texIndex)
|
|
{
|
|
//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
|
|
//if ( tex )
|
|
//{
|
|
//passData.mSamplerNames[ texIndex ] = "AccuMap";
|
|
//passData.mTexType[ texIndex++ ] = Material::AccuMap;
|
|
//}
|
|
|
|
if (mOwner->isMethod("setTextureData"))
|
|
Con::executef(mOwner, "setTextureData");
|
|
}
|
|
|
|
void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue, U32 arraySize)
|
|
{
|
|
//do the var/arg fetching here
|
|
Var* newVar = (Var*)LangElement::find(name.c_str());
|
|
if (!newVar)
|
|
{
|
|
VarHolder newVarHolder(name, type, "");
|
|
newVarHolder.arraySize = arraySize;
|
|
newVarHolder.sampler = false;
|
|
newVarHolder.uniform = true;
|
|
newVarHolder.constSortPos = cspPotentialPrimitive;
|
|
|
|
mVars.push_back(newVarHolder);
|
|
|
|
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
|
|
}
|
|
}
|
|
|
|
void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
|
|
{
|
|
//do the var/arg fetching here
|
|
Var* newVar = (Var*)LangElement::find(name.c_str());
|
|
if (!newVar)
|
|
{
|
|
//As far as I know, it's always SamplerState regardless of the texture's type
|
|
VarHolder newVarHolder(name, "SamplerState", "");
|
|
newVarHolder.arraySize = arraySize;
|
|
newVarHolder.sampler = true;
|
|
newVarHolder.uniform = true;
|
|
newVarHolder.constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
mVars.push_back(newVarHolder);
|
|
|
|
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
|
|
}
|
|
}
|
|
|
|
void CustomFeatureHLSL::addTexture(String name, String type, String samplerState, U32 arraySize)
|
|
{
|
|
//do the var/arg fetching here
|
|
Var* newVar = (Var*)LangElement::find(name.c_str());
|
|
if (!newVar)
|
|
{
|
|
//go find our sampler state var
|
|
U32 constNum = 0;
|
|
|
|
Var* samplerStateVar = (Var*)LangElement::find(samplerState.c_str());
|
|
if (!samplerStateVar)
|
|
{
|
|
//check our holder vars
|
|
bool foundHolder = false;
|
|
for (U32 v = 0; v < mVars.size(); v++)
|
|
{
|
|
if (mVars[v].varName == samplerState)
|
|
{
|
|
constNum = mVars[v].constNum;
|
|
foundHolder = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundHolder)
|
|
{
|
|
Con::errorf("CustomShaderFeature::addTexture: Unable to find texture's sampler state!");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
constNum = samplerStateVar->constNum;
|
|
}
|
|
|
|
VarHolder newVarHolder(name, type, "");
|
|
newVarHolder.arraySize = arraySize;
|
|
newVarHolder.texture = true;
|
|
newVarHolder.uniform = true;
|
|
newVarHolder.constNum = constNum; // used as texture unit num here
|
|
|
|
mVars.push_back(newVarHolder);
|
|
|
|
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
|
|
}
|
|
}
|
|
|
|
void CustomFeatureHLSL::addVariable(String name, String type, String defaultValue)
|
|
{
|
|
//do the var/arg fetching here
|
|
Var* newVar = (Var*)LangElement::find(name.c_str());
|
|
if (!newVar)
|
|
{
|
|
if (!defaultValue.isEmpty())
|
|
{
|
|
char declareStatement[128];
|
|
dSprintf(declareStatement, 128, " @ = %s;\n", defaultValue.c_str());
|
|
|
|
newVar = new Var(name, type);
|
|
LangElement* newVarDecl = new DecOp(newVar);
|
|
meta->addStatement(new GenOp(declareStatement, newVarDecl));
|
|
}
|
|
else
|
|
{
|
|
VarHolder newVarHolder(name, type, defaultValue);
|
|
|
|
mVars.push_back(newVarHolder);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CustomFeatureHLSL::addConnector(String name, String type, String elementName)
|
|
{
|
|
// grab connector texcoord register
|
|
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
|
|
|
|
//Get element
|
|
S32 element = -1;
|
|
|
|
if (elementName == String("RT_POSITION"))
|
|
element = RT_POSITION;
|
|
else if (elementName == String("RT_NORMAL"))
|
|
element = RT_NORMAL;
|
|
else if (elementName == String("RT_BINORMAL"))
|
|
element = RT_BINORMAL;
|
|
else if (elementName == String("RT_TANGENT"))
|
|
element = RT_TANGENT;
|
|
else if (elementName == String("RT_TANGENTW"))
|
|
element = RT_TANGENTW;
|
|
else if (elementName == String("RT_COLOR"))
|
|
element = RT_COLOR;
|
|
else if (elementName == String("RT_TEXCOORD"))
|
|
element = RT_TEXCOORD;
|
|
else if (elementName == String("RT_VPOS"))
|
|
element = RT_VPOS;
|
|
else if (elementName == String("RT_SVPOSITION"))
|
|
element = RT_SVPOSITION;
|
|
else if (elementName == String("RT_BLENDINDICES"))
|
|
element = RT_BLENDINDICES;
|
|
else if (elementName == String("RT_BLENDWEIGHT"))
|
|
element = RT_BLENDWEIGHT;
|
|
|
|
if (element == -1)
|
|
{
|
|
Con::errorf("CustomShaderFeatureHLSL::addConnector - Invalid element type %s", elementName.c_str());
|
|
return;
|
|
}
|
|
|
|
VarHolder newVarHolder(name, type, "");
|
|
|
|
newVarHolder.elementId = element;
|
|
|
|
if (mOutputState == VertexOutput)
|
|
newVarHolder.structName = "OUT";
|
|
else if (mOutputState == PixelOutput)
|
|
newVarHolder.structName = "IN";
|
|
|
|
mVars.push_back(newVarHolder);
|
|
}
|
|
|
|
void CustomFeatureHLSL::addVertTexCoord(String name)
|
|
{
|
|
VarHolder newVarHolder(name, "", "");
|
|
newVarHolder.texCoord = true;
|
|
|
|
mVars.push_back(newVarHolder);
|
|
}
|
|
|
|
void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValueRef * argv)
|
|
{
|
|
//do the var/arg fetching here
|
|
Vector<Var*> varList;
|
|
bool declarationStatement = false;
|
|
|
|
for (U32 i = 0; i < argc; i++)
|
|
{
|
|
String varName = argv[i].getStringValue();
|
|
Var* newVar = (Var*)LangElement::find(varName.c_str());
|
|
if (!newVar)
|
|
{
|
|
//ok, check our existing var holders, see if we just haven't utilized it yet
|
|
for (U32 v = 0; v < mVars.size(); v++)
|
|
{
|
|
if (mVars[v].varName == varName)
|
|
{
|
|
if (!mVars[v].texCoord)
|
|
{
|
|
if (mVars[v].elementId != -1)
|
|
{
|
|
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
|
|
Var* newDeclVar = connectComp->getElement((RegisterType)mVars[v].elementId);
|
|
newDeclVar->setName(mVars[v].varName);
|
|
newDeclVar->setStructName(mVars[v].structName);
|
|
newDeclVar->setType(mVars[v].type);
|
|
|
|
newVar = newDeclVar;
|
|
}
|
|
else
|
|
{
|
|
Var* newDeclVar = new Var(mVars[v].varName, mVars[v].type);
|
|
|
|
newDeclVar->arraySize = mVars[v].arraySize;
|
|
newDeclVar->uniform = mVars[v].uniform;
|
|
newDeclVar->sampler = mVars[v].sampler;
|
|
newDeclVar->texture = mVars[v].texture;
|
|
newDeclVar->constNum = mVars[v].constNum;
|
|
newDeclVar->constSortPos = mVars[v].constSortPos;
|
|
|
|
if (!newDeclVar->uniform)
|
|
{
|
|
LangElement* newVarDecl = new DecOp(newDeclVar);
|
|
newVar = (Var*)newVarDecl;
|
|
|
|
declarationStatement = true;
|
|
}
|
|
else
|
|
{
|
|
newVar = newDeclVar;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
newVar = getVertTexCoord(mVars[v].varName);
|
|
}
|
|
|
|
mVars.erase(v);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!newVar)
|
|
{
|
|
//couldn't find that variable, bail out
|
|
Con::errorf("CustomShaderFeature::writeLine: unable to find variable %s, meaning it was not declared before being used!", argv[i].getStringValue());
|
|
return;
|
|
}
|
|
}
|
|
|
|
varList.push_back(newVar);
|
|
}
|
|
|
|
//not happy about it, but do a trampoline here to pass along the args
|
|
|
|
switch (varList.size())
|
|
{
|
|
case 0:
|
|
meta->addStatement(new GenOp(format + "\n"));
|
|
break;
|
|
case 1:
|
|
meta->addStatement(new GenOp(format + "\n", varList[0]));
|
|
break;
|
|
case 2:
|
|
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1]));
|
|
break;
|
|
case 3:
|
|
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2]));
|
|
break;
|
|
case 4:
|
|
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3]));
|
|
break;
|
|
case 5:
|
|
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3], varList[4]));
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool CustomFeatureHLSL::hasFeature(String name)
|
|
{
|
|
for (U32 i = 0; i < mFeatureData.materialFeatures.getCount(); i++)
|
|
{
|
|
String featureName = mFeatureData.materialFeatures.getAt(i).getName();
|
|
if (name == featureName)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|