mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
103 lines
4 KiB
C++
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;
|
|
}
|
|
}
|