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

177 lines
6.8 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
//****************************************************************************
void PBRConfigMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
// search for color var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
MultiLine * meta = new MultiLine;
if ( !material )
{
// create color var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
}
// 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 *pbrConfig = (Var*)LangElement::find("PBRConfig");
if (!pbrConfig) pbrConfig = new Var("PBRConfig", "vec4");
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");
meta->addStatement(new GenOp(" @ = @.r;\r\n", new DecOp(smoothness), texOp));
meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(metalness), texOp));
if (fd.features[MFT_InvertSmoothness])
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(pbrConfig), texOp));
meta->addStatement(new GenOp(" @.bga = vec3(@,@.g,@);\r\n", material, smoothness, pbrConfig, metalness));
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;
}
// Material Info Flags -> Red ( Flags ) of Material Info Buffer.
void DeferredMatInfoFlagsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
// search for material var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
if ( !material )
{
// create material var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
}
Var *matInfoFlags = new Var;
matInfoFlags->setType( "float" );
matInfoFlags->setName( "matInfoFlags" );
matInfoFlags->uniform = true;
matInfoFlags->constSortPos = cspPotentialPrimitive;
meta->addStatement(output = new GenOp(" @.r = @;\r\n", material, matInfoFlags));
output = meta;
}
// 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 )
{
// search for material var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
if ( !material )
{
// create material var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
}
Var *metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
Var *smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
MultiLine *meta = new MultiLine;
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
meta->addStatement(new GenOp(" @.b = @;\r\n", material, smoothness));
if (fd.features[MFT_InvertSmoothness])
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
meta->addStatement(new GenOp(" @.a = @;\r\n", material, metalness));
output = meta;
}