Torque3D/Engine/source/lighting/advanced/hlsl/deferredShadingFeaturesHLSL.cpp
2020-09-30 13:51:12 -05:00

303 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/hlsl/deferredShadingFeaturesHLSL.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 DeferredOrmMapHLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
void DeferredOrmMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "float2", componentList );
MultiLine* meta = new MultiLine;
Var* ormConfig;
if (fd.features[MFT_isDeferred])
{
ormConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!ormConfig)
{
// create material var
ormConfig = new Var;
ormConfig->setType("fragout");
ormConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
ormConfig->setStructName("OUT");
}
}
else
{
ormConfig = (Var*)LangElement::find("ORMConfig");
if (!ormConfig)
{
ormConfig = new Var("ORMConfig", "float4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(ormConfig)));
}
}
// create texture var
Var * ormMap = new Var;
ormMap->setType( "SamplerState" );
ormMap->setName( "ORMConfigMap" );
ormMap->uniform = true;
ormMap->sampler = true;
ormMap->constNum = Var::getTexUnitNum();
Var* ormMapTex = new Var;
ormMapTex->setName("ORMConfigMapTex");
ormMapTex->setType("Texture2D");
ormMapTex->uniform = true;
ormMapTex->texture = true;
ormMapTex->constNum = ormMap->constNum;
LangElement *texOp = new GenOp("@.Sample(@, @)", ormMapTex, ormMap, texCoord);
Var *metalness = (Var*)LangElement::find("metalness");
if (!metalness) metalness = new Var("metalness", "float");
Var *roughness = (Var*)LangElement::find("roughness");
if (!roughness) roughness = new Var("roughness", "float");
Var* ao = (Var*)LangElement::find("ao");
if (!ao) ao = new Var("ao", "float");
meta->addStatement(new GenOp(" @.gba = @.rgb;\r\n", ormConfig, texOp));
meta->addStatement(new GenOp(" @ = @.g;\r\n", new DecOp(ao), ormConfig));
meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(roughness), ormConfig));
if (fd.features[MFT_InvertRoughness])
{
meta->addStatement(new GenOp(" @.b = 1.0-@.b;\r\n", ormConfig, ormConfig));
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", roughness, roughness));
}
meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(metalness), ormConfig));
output = meta;
}
ShaderFeature::Resources DeferredOrmMapHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void DeferredOrmMapHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex(MFT_OrmMap);
if ( tex )
{
passData.mTexType[ texIndex ] = Material::Standard;
passData.mSamplerNames[ texIndex ] = "ORMConfigMap";
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}
void DeferredOrmMapHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"float2",
fd.features[MFT_TexAnim],
meta,
componentList );
output = meta;
}
U32 MatInfoFlagsHLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
// Material Info Flags -> Red ( Flags ) of Material Info Buffer.
void MatInfoFlagsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// search for material var
Var* ormConfig;
if (fd.features[MFT_isDeferred])
{
ormConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!ormConfig)
{
// create material var
ormConfig = new Var;
ormConfig->setType("fragout");
ormConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
ormConfig->setStructName("OUT");
}
}
else
{
ormConfig = (Var*)LangElement::find("ORMConfig");
if (!ormConfig) ormConfig = new Var("ORMConfig", "float4");
}
Var *matInfoFlags = new Var;
matInfoFlags->setType( "float" );
matInfoFlags->setName( "matInfoFlags" );
matInfoFlags->uniform = true;
matInfoFlags->constSortPos = cspPotentialPrimitive;
output = new GenOp( " @.r = @;\r\n", ormConfig, matInfoFlags );
}
U32 ORMConfigVarsHLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}
void ORMConfigVarsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
MultiLine* meta = new MultiLine;
Var* ormConfig;
if (fd.features[MFT_isDeferred])
{
ormConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!ormConfig)
{
// create material var
ormConfig = new Var;
ormConfig->setType("fragout");
ormConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
ormConfig->setStructName("OUT");
}
}
else
{
ormConfig = (Var*)LangElement::find("ORMConfig");
if (!ormConfig) ormConfig = new Var("ORMConfig", "float4");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(ormConfig)));
}
Var *metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
Var *roughness = new Var("roughness", "float");
roughness->uniform = true;
roughness->constSortPos = cspPotentialPrimitive;
//matinfo.g slot reserved for AO later
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", ormConfig));
meta->addStatement(new GenOp(" @.b = @;\r\n", ormConfig, roughness));
if (fd.features[MFT_InvertRoughness])
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", roughness, roughness));
meta->addStatement(new GenOp(" @.a = @;\r\n", ormConfig, metalness));
output = meta;
}
U32 GlowMapHLSL::getOutputTargets(const MaterialFeatureData& fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
}
//deferred emissive
void GlowMapHLSL::processPix(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
{
Var* texCoord = getInTexCoord("texCoord", "float2", componentList);
// create texture var
Var* glowMap = new Var;
glowMap->setType("SamplerState");
glowMap->setName("glowMap");
glowMap->uniform = true;
glowMap->sampler = true;
glowMap->constNum = Var::getTexUnitNum();
Var* glowMapTex = new Var;
glowMapTex->setName("glowMapTex");
glowMapTex->setType("Texture2D");
glowMapTex->uniform = true;
glowMapTex->texture = true;
glowMapTex->constNum = glowMap->constNum;
LangElement* texOp = new GenOp("@.Sample(@, @)", glowMapTex, 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("fragout");
targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
targ->setStructName("OUT");
output = new GenOp("@ = float4(@.rgb*@,0);", targ, texOp, glowMul);
}
else
{
output = new GenOp("@ += float4(@.rgb*@,0);", targ, texOp, glowMul);
}
}
else
{
output = new GenOp("@ += float4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
}
}
ShaderFeature::Resources GlowMapHLSL::getResources(const MaterialFeatureData& fd)
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void GlowMapHLSL::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;
}
}