Torque3D/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.h
Areloch 01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00

705 lines
21 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.
//-----------------------------------------------------------------------------
#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
#define _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
#ifndef _SHADERFEATURE_H_
#include "shaderGen/shaderFeature.h"
#endif
struct LangElement;
struct MaterialFeatureData;
struct RenderPassData;
class ShaderFeatureGLSL : public ShaderFeature
{
public:
ShaderFeatureGLSL();
///
Var* getOutTexCoord( const char *name,
const char *type,
bool useTexAnim,
MultiLine *meta,
Vector<ShaderComponent*> &componentList );
/// Returns an input texture coord by name adding it
/// to the input connector if it doesn't exist.
static Var* getInTexCoord( const char *name,
const char *type,
Vector<ShaderComponent*> &componentList );
static Var* getInColor( const char *name,
const char *type,
Vector<ShaderComponent*> &componentList );
///
static Var* addOutVpos( MultiLine *meta,
Vector<ShaderComponent*> &componentList );
/// Returns the VPOS input register for the pixel shader.
static Var* getInVpos( MultiLine *meta,
Vector<ShaderComponent*> &componentList );
/// Returns the "objToTangentSpace" transform or creates one if this
/// is the first feature to need it.
Var* getOutObjToTangentSpace( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
const MaterialFeatureData &fd );
/// Returns the existing output "outWorldToTangent" transform or
/// creates one if this is the first feature to need it.
Var* getOutWorldToTangent( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
const MaterialFeatureData &fd );
/// Returns the input "worldToTanget" space transform
/// adding it to the input connector if it doesn't exist.
static Var* getInWorldToTangent( Vector<ShaderComponent*> &componentList );
/// Returns the existing output "outViewToTangent" transform or
/// creates one if this is the first feature to need it.
Var* getOutViewToTangent( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
const MaterialFeatureData &fd );
/// Returns the input "viewToTangent" space transform
/// adding it to the input connector if it doesn't exist.
static Var* getInViewToTangent( Vector<ShaderComponent*> &componentList );
/// Calculates the world space position in the vertex shader and
/// assigns it to the passed language element. It does not pass
/// it across the connector to the pixel shader.
/// @see addOutWsPosition
void getWsPosition( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta,
LangElement *wsPosition );
/// Adds the "wsPosition" to the input connector if it doesn't exist.
Var* addOutWsPosition( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta );
/// Returns the input world space position from the connector.
static Var* getInWsPosition( Vector<ShaderComponent*> &componentList );
/// Returns the world space view vector from the wsPosition.
static Var* getWsView( Var *wsPosition, MultiLine *meta );
/// Returns the input normal map texture.
static Var* getNormalMapTex();
///
Var* addOutDetailTexCoord( Vector<ShaderComponent*> &componentList,
MultiLine *meta,
bool useTexAnim,
bool useFoliageTexCoord);
///
Var* getObjTrans( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta );
///
Var* getModelView( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta );
///
Var* getWorldView( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta );
///
Var* getInvWorldView( Vector<ShaderComponent*> &componentList,
bool useInstancing,
MultiLine *meta );
Var* getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta, const MaterialFeatureData& fd);
// ShaderFeature
Var* getVertTexCoord( const String &name );
LangElement* setupTexSpaceMat( Vector<ShaderComponent*> &componentList, Var **texSpaceMat );
LangElement* assignColor( LangElement *elem, Material::BlendOp blend, LangElement *lerpElem = NULL, ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget );
LangElement* expandNormalMap( LangElement *sampleNormalOp, LangElement *normalDecl, LangElement *normalVar, const MaterialFeatureData &fd );
};
class NamedFeatureGLSL : public ShaderFeatureGLSL
{
protected:
String mName;
public:
NamedFeatureGLSL( const String &name )
: mName( name )
{}
virtual String getName() { return mName; }
};
class RenderTargetZeroGLSL : public ShaderFeatureGLSL
{
protected:
ShaderFeature::OutputTarget mOutputTargetMask;
String mFeatureName;
public:
RenderTargetZeroGLSL( const ShaderFeature::OutputTarget target )
: mOutputTargetMask( target )
{
char buffer[256];
dSprintf(buffer, sizeof(buffer), "Render Target Output = 0.0, output mask %04b", mOutputTargetMask);
mFeatureName = buffer;
}
virtual String getName() { return mFeatureName; }
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return mOutputTargetMask; }
};
/// Vertex position
class VertPositionGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual String getName()
{
return "Vert Position";
}
virtual void determineFeature( Material *material,
const GFXVertexFormat *vertexFormat,
U32 stageNum,
const FeatureType &type,
const FeatureSet &features,
MaterialFeatureData *outFeatureData );
};
/// Vertex lighting based on the normal and the light
/// direction passed through the vertex color.
class RTLightingFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mDep;
public:
RTLightingFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::None; }
virtual Resources getResources( const MaterialFeatureData &fd );
virtual String getName()
{
return "RT Lighting";
}
};
/// Base texture
class DiffuseMapFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
DiffuseMapFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd );
// Sets textures and texture flags for current pass
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Base Texture";
}
};
/// Overlay texture
class OverlayTexFeatGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd );
// Sets textures and texture flags for current pass
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Overlay Texture";
}
};
/// Diffuse color
class DiffuseFeatureGLSL : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::None; }
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
virtual String getName()
{
return "Diffuse Color";
}
};
/// Diffuse vertex color
class DiffuseVertColorFeatureGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector< ShaderComponent* >& componentList,
const MaterialFeatureData& fd );
virtual void processPix( Vector< ShaderComponent* >&componentList,
const MaterialFeatureData& fd );
virtual Material::BlendOp getBlendOp(){ return Material::None; }
virtual String getName()
{
return "Diffuse Vertex Color";
}
};
/// Lightmap
class LightmapFeatGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd );
// Sets textures and texture flags for current pass
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Lightmap";
}
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
/// Tonemap
class TonemapFeatGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
virtual Resources getResources( const MaterialFeatureData &fd );
// Sets textures and texture flags for current pass
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Tonemap";
}
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
/// Baked lighting stored on the vertex color
class VertLitGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::None; }
virtual String getName()
{
return "Vert Lit";
}
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
};
/// Detail map
class DetailFeatGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp(){ return Material::Mul; }
// Sets textures and texture flags for current pass
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Detail";
}
};
/// Reflect Cubemap
class ReflectCubeFeatGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
// Sets textures and texture flags for current pass
virtual void setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex );
virtual String getName()
{
return "Reflect Cube";
}
};
/// Fog
class FogFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mFogDep;
public:
FogFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
virtual String getName()
{
return "Fog";
}
};
/// Tex Anim
class TexAnimGLSL : public ShaderFeatureGLSL
{
public:
virtual Material::BlendOp getBlendOp() { return Material::None; }
virtual String getName()
{
return "Texture Animation";
}
};
/// Visibility
class VisibilityFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
VisibilityFeatGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Resources getResources( const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp() { return Material::None; }
virtual String getName()
{
return "Visibility";
}
};
///
class AlphaTestGLSL : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp() { return Material::None; }
virtual String getName()
{
return "Alpha Test";
}
};
/// Special feature used to mask out the RGB color for
/// non-glow passes of glow materials.
/// @see RenderGlowMgr
class GlowMaskGLSL : public ShaderFeatureGLSL
{
public:
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp() { return Material::None; }
virtual String getName()
{
return "Glow Mask";
}
};
/// This should be the final feature on most pixel shaders which
/// encodes the color for the current HDR target format.
/// @see HDRPostFx
/// @see LightManager
/// @see torque.glsl
class HDROutGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mTorqueDep;
public:
HDROutGLSL();
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual Material::BlendOp getBlendOp() { return Material::None; }
virtual String getName() { return "HDR Output"; }
};
///
class FoliageFeatureGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mDep;
public:
FoliageFeatureGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual String getName()
{
return "Foliage Feature";
}
virtual void determineFeature( Material *material,
const GFXVertexFormat *vertexFormat,
U32 stageNum,
const FeatureType &type,
const FeatureSet &features,
MaterialFeatureData *outFeatureData );
virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject );
};
class ParticleNormalFeatureGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual String getName()
{
return "Particle Normal Generation Feature";
}
};
/// Special feature for unpacking imposter verts.
/// @see RenderImposterMgr
class ImposterVertFeatureGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mDep;
public:
ImposterVertFeatureGLSL();
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual String getName() { return "Imposter Vert"; }
virtual void determineFeature( Material *material,
const GFXVertexFormat *vertexFormat,
U32 stageNum,
const FeatureType &type,
const FeatureSet &features,
MaterialFeatureData *outFeatureData );
};
/// Hardware Skinning
class HardwareSkinningFeatureGLSL : public ShaderFeatureGLSL
{
protected:
public:
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual String getName() { return "Hardware Skinning"; }
};
/// Reflection Probes
class ReflectionProbeFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mDep;
public:
ReflectionProbeFeatGLSL();
virtual void processVert(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual void processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual Resources getResources(const MaterialFeatureData& fd);
// Sets textures and texture flags for current pass
virtual void setTexData(Material::StageData& stageDat,
const MaterialFeatureData& fd,
RenderPassData& passData,
U32& texIndex);
virtual String getName()
{
return "Reflection Probes";
}
};
#endif // _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_