mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
202 lines
8 KiB
C++
202 lines
8 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/hlsl/deferredShadingFeaturesHLSL.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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void PBRConfigMapHLSL::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", componentList );
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// search for color var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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MultiLine * meta = new MultiLine;
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if ( !material )
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{
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// create color var
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material = new Var;
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material->setType( "fragout" );
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName( "OUT" );
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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( "SamplerState" );
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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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Var* pbrConfigMapTex = new Var;
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pbrConfigMapTex->setName("PBRConfigMapTex");
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pbrConfigMapTex->setType("Texture2D");
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pbrConfigMapTex->uniform = true;
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pbrConfigMapTex->texture = true;
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pbrConfigMapTex->constNum = pbrConfigMap->constNum;
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LangElement *texOp = new GenOp(" @.Sample(@, @)", pbrConfigMapTex, pbrConfigMap, texCoord);
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Var * pbrConfig = (Var*)LangElement::find("PBRConfig");
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if (!pbrConfig) pbrConfig = new Var("PBRConfig", "float4");
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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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meta->addStatement(new GenOp(" @ = @.r;\r\n", new DecOp(smoothness), texOp));
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meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(metalness), texOp));
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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(" @ = @.ggga;\r\n", new DecOp(pbrConfig), texOp));
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meta->addStatement(new GenOp(" @.bga = float3(@,@.g,@);\r\n", material, smoothness, pbrConfig, metalness));
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output = meta;
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}
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ShaderFeature::Resources PBRConfigMapHLSL::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 PBRConfigMapHLSL::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 PBRConfigMapHLSL::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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"float2",
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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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// Material Info Flags -> Red ( Flags ) of Material Info Buffer.
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void DeferredMatInfoFlagsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// search for material var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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if ( !material )
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{
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// create material var
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material = new Var;
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material->setType( "fragout" );
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName( "OUT" );
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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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output = new GenOp( " @.r = @;\r\n", material, matInfoFlags );
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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 PBRConfigVarsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// search for material var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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if ( !material )
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{
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// create material var
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material = new Var;
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material->setType( "fragout" );
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material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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material->setStructName( "OUT" );
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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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MultiLine * meta = new MultiLine;
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//matinfo.g slot reserved for AO later
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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meta->addStatement(new GenOp(" @.b = @;\r\n", material, 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", material, metalness));
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output = meta;
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}
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//deferred emissive
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void DeferredEmissiveHLSL::processPix(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
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{
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//for now emission just uses the diffuse color, we could plug in a separate texture for emission at some stage
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Var *diffuseTargetVar = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
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if (!diffuseTargetVar)
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return; //oh dear something is not right, maybe we should just write 0's instead
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// search for scene color target var
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Var *sceneColorVar = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
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if (!sceneColorVar)
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{
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// create scene color target var
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sceneColorVar = new Var;
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sceneColorVar->setType("fragout");
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sceneColorVar->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
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sceneColorVar->setStructName("OUT");
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}
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output = new GenOp("@ = float4(@.rgb,0);", sceneColorVar, diffuseTargetVar);
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}
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