Torque3D/Engine/source/shaderGen/HLSL/pixSpecularHLSL.cpp

103 lines
4 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 "shaderGen/HLSL/pixSpecularHLSL.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/shaderGenVars.h"
#include "gfx/gfxStructs.h"
#include "shaderGen/shaderGen.h"
void SpecularMapHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
{
MultiLine *meta = new MultiLine;
// Add the texture coords.
getOutTexCoord("texCoord",
"float2",
fd.features[MFT_TexAnim],
meta,
componentList);
output = meta;
}
void SpecularMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord("texCoord", "float2", componentList);
// create texture var
Var *specularMap = new Var;
specularMap->setType( "SamplerState" );
specularMap->setName( "specularMap" );
specularMap->uniform = true;
specularMap->sampler = true;
specularMap->constNum = Var::getTexUnitNum();
Var *specularMapTex = new Var;
specularMapTex->setName("specularMapTex");
specularMapTex->setType("Texture2D");
specularMapTex->uniform = true;
specularMapTex->texture = true;
specularMapTex->constNum = specularMap->constNum;
LangElement *texOp = new GenOp("@.Sample(@, @)", specularMapTex, specularMap, texCoord);
Var * pbrConfig = new Var( "PBRConfig", "float4" );
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");
MultiLine * meta = new MultiLine;
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));
output = meta;
}
ShaderFeature::Resources SpecularMapHLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
return res;
}
void SpecularMapHLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
if ( tex )
{
passData.mTexType[ texIndex ] = Material::Standard;
passData.mSamplerNames[ texIndex ] = "specularMap";
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}