mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
2870 lines
98 KiB
C++
2870 lines
98 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 "shaderGen/GLSL/shaderFeatureGLSL.h"
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/shaderGenVars.h"
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#include "gfx/gfxDevice.h"
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#include "materials/matInstance.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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#include "core/util/autoPtr.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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#include "ts/tsShape.h"
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#include "shaderGen/shaderGen.h"
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LangElement * ShaderFeatureGLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, // componentList
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Var **texSpaceMat )
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{
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Var *N = (Var*) LangElement::find( "normal" );
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Var *B = (Var*) LangElement::find( "B" );
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Var *T = (Var*) LangElement::find( "T" );
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Var *tangentW = (Var*) LangElement::find( "tangentW" );
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// setup matrix var
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*texSpaceMat = new Var;
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(*texSpaceMat)->setType( "float3x3" );
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(*texSpaceMat)->setName( "objToTangentSpace" );
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MultiLine * meta = new MultiLine;
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meta->addStatement( new GenOp( " @ = float3x3(1,0,0, 0,1,0, 0,0,1);\r\n", new DecOp( *texSpaceMat ) ) );
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// Protect against missing normal and tangent.
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if ( !N || !T )
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{
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 0, float3( 1, 0, 0 )); tSetMatrixRow(@, 1,float3( 0, 1, 0 )); tSetMatrixRow(@,2, float3( 0, 0, 1 ));\r\n",
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*texSpaceMat, *texSpaceMat, *texSpaceMat ) );
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return meta;
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}
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 0, @);\r\n", *texSpaceMat, T ) );
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if ( B )
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 1, @);\r\n", *texSpaceMat, B ) );
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else
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{
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if(dStricmp((char*)T->type, "vec4") == 0)
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 1, cross( @, normalize(@) ) * @.w);\r\n", *texSpaceMat, T, N, T ) );
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else if(tangentW)
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 1, cross( @, normalize(@) ) * @);\r\n", *texSpaceMat, T, N, tangentW ) );
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else
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 1, cross( @, normalize(@) ));\r\n", *texSpaceMat, T, N ) );
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}
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 2, normalize(@));\r\n", *texSpaceMat, N ) );
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return meta;
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}
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LangElement* ShaderFeatureGLSL::assignColor( LangElement *elem,
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Material::BlendOp blend,
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LangElement *lerpElem,
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ShaderFeature::OutputTarget outputTarget )
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{
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// search for color var
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Var *color = (Var*) LangElement::find( getOutputTargetVarName(outputTarget) );
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if ( !color )
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{
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// create color var
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color = new Var;
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color->setType( "vec4" );
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color->setName( getOutputTargetVarName( outputTarget ) );
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color->setStructName( "OUT" );
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return new GenOp( "@ = @", color, elem );
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}
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LangElement *assign;
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switch ( blend )
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{
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case Material::Add:
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assign = new GenOp( "@ += @", color, elem );
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break;
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case Material::Sub:
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assign = new GenOp( "@ -= @", color, elem );
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break;
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case Material::Mul:
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assign = new GenOp( "@ *= @", color, elem );
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break;
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case Material::AddAlpha:
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assign = new GenOp( "@ += @ * @.a", color, elem, elem );
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break;
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case Material::LerpAlpha:
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if ( !lerpElem )
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lerpElem = elem;
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assign = new GenOp( "@.rgb = lerp( @.rgb, (@).rgb, (@).a )", color, color, elem, lerpElem );
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break;
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case Material::ToneMap:
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assign = new GenOp( "@ = 1.0 - exp(-1.0 * @ * @)", color, color, elem );
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break;
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default:
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AssertFatal(false, "Unrecognized color blendOp");
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// Fallthru
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case Material::None:
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assign = new GenOp( "@ = @", color, elem );
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break;
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}
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return assign;
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}
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LangElement *ShaderFeatureGLSL::expandNormalMap( LangElement *sampleNormalOp,
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LangElement *normalDecl,
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LangElement *normalVar,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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const bool hasBc3 = fd.features.hasFeature(MFT_IsBC3nm, getProcessIndex());
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const bool hasBc5 = fd.features.hasFeature(MFT_IsBC5nm, getProcessIndex());
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if (hasBc3 || hasBc5)
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{
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if ( fd.features[MFT_ImposterVert] )
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{
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// The imposter system uses object space normals and
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// encodes them with the z axis in the alpha component.
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meta->addStatement( new GenOp( " @ = float4( normalize( @.xyw * 2.0 - 1.0 ), 0.0 ); // Obj DXTnm\r\n", normalDecl, sampleNormalOp ) );
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}
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else if (hasBc3)
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{
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// BC3 Swizzle trick
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meta->addStatement( new GenOp( " @ = float4( @.ag * 2.0 - 1.0, 0.0, 0.0 ); // DXTnm\r\n", normalDecl, sampleNormalOp ) );
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meta->addStatement( new GenOp( " @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // DXTnm\r\n", normalVar, normalVar, normalVar ) );
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}
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else if (hasBc5)
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{
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// BC5
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meta->addStatement(new GenOp(" @ = float4( @.gr * 2.0 - 1.0, 0.0, 0.0 ); // bc5nm\r\n", normalDecl, sampleNormalOp ) );
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meta->addStatement(new GenOp(" @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // bc5nm\r\n", normalVar, normalVar, normalVar ) );
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}
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}
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else
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{
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meta->addStatement( new GenOp( " @ = @;\r\n", normalDecl, sampleNormalOp ) );
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meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 1.0;\r\n", normalVar, normalVar ) );
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}
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return meta;
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}
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ShaderFeatureGLSL::ShaderFeatureGLSL()
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{
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output = NULL;
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}
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Var * ShaderFeatureGLSL::getVertTexCoord( const String &name )
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{
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Var *inTex = NULL;
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for( U32 i=0; i<LangElement::elementList.size(); i++ )
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{
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if( !dStrcmp( (char*)LangElement::elementList[i]->name, name.c_str() ) )
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{
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inTex = dynamic_cast<Var*>( LangElement::elementList[i] );
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if ( inTex )
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{
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// NOTE: This used to do this check...
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//
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// dStrcmp( (char*)inTex->structName, "IN" )
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//
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// ... to ensure that the var was from the input
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// vertex structure, but this kept some features
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// ( ie. imposter vert ) from decoding their own
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// coords for other features to use.
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//
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// If we run into issues with collisions between
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// IN vars and local vars we may need to revise.
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break;
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}
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}
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}
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return inTex;
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}
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Var* ShaderFeatureGLSL::getOutObjToTangentSpace( Vector<ShaderComponent*> &componentList,
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MultiLine *meta,
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const MaterialFeatureData &fd )
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{
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Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
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if ( !outObjToTangentSpace )
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meta->addStatement( setupTexSpaceMat( componentList, &outObjToTangentSpace ) );
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return outObjToTangentSpace;
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}
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Var* ShaderFeatureGLSL::getOutWorldToTangent( Vector<ShaderComponent*> &componentList,
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MultiLine *meta,
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const MaterialFeatureData &fd )
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{
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Var *outWorldToTangent = (Var*)LangElement::find( "outWorldToTangent" );
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if ( outWorldToTangent )
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return outWorldToTangent;
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Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
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if ( !worldToTangent )
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{
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Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );
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if(!fd.features[MFT_ParticleNormal])
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{
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// turn obj->tangent into world->tangent
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worldToTangent = new Var;
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worldToTangent->setType( "float3x3" );
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worldToTangent->setName( "worldToTangent" );
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LangElement *worldToTangentDecl = new DecOp( worldToTangent );
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// Get the world->obj transform
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Var *worldToObj = (Var*)LangElement::find( "worldToObj" );
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if ( !worldToObj )
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{
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worldToObj = new Var;
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worldToObj->setName( "worldToObj" );
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if ( fd.features[MFT_UseInstancing] )
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{
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// We just use transpose to convert the 3x3 portion of
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// the object transform to its inverse.
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worldToObj->setType( "float3x3" );
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Var *objTrans = getObjTrans( componentList, true, meta );
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meta->addStatement( new GenOp( " @ = transpose( float3x3(@) ); // Instancing!\r\n", new DecOp( worldToObj ), objTrans ) );
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}
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else
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{
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worldToObj->setType( "float4x4" );
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worldToObj->uniform = true;
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worldToObj->constSortPos = cspPrimitive;
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}
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}
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// assign world->tangent transform
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meta->addStatement( new GenOp( " @ = tMul( @, float3x3(@) );\r\n", worldToTangentDecl, texSpaceMat, worldToObj ) );
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}
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else
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{
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// Assume particle normal generation has set this up in the proper space
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worldToTangent = texSpaceMat;
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}
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}
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// send transform to pixel shader
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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outWorldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
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outWorldToTangent->setName( "outWorldToTangent" );
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outWorldToTangent->setStructName( "OUT" );
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outWorldToTangent->setType( "float3x3" );
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meta->addStatement( new GenOp( " @ = @;\r\n", outWorldToTangent, worldToTangent ) );
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return outWorldToTangent;
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}
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Var* ShaderFeatureGLSL::getOutViewToTangent( Vector<ShaderComponent*> &componentList,
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MultiLine *meta,
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const MaterialFeatureData &fd )
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{
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Var *outViewToTangent = (Var*)LangElement::find( "outViewToTangent" );
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if ( outViewToTangent )
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return outViewToTangent;
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Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
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if ( !viewToTangent )
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{
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Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );
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if(!fd.features[MFT_ParticleNormal])
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{
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// turn obj->tangent into world->tangent
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viewToTangent = new Var;
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viewToTangent->setType( "float3x3" );
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viewToTangent->setName( "viewToTangent" );
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LangElement *viewToTangentDecl = new DecOp( viewToTangent );
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// Get the view->obj transform
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Var *viewToObj = getInvWorldView( componentList, fd.features[MFT_UseInstancing], meta );
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// assign world->tangent transform
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meta->addStatement( new GenOp( " @ = tMul( (@), float3x3(@) );\r\n", viewToTangentDecl, texSpaceMat, viewToObj ) );
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}
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else
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{
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// Assume particle normal generation has set this up in the proper space
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viewToTangent = texSpaceMat;
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}
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}
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// send transform to pixel shader
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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outViewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
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outViewToTangent->setName( "outViewToTangent" );
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outViewToTangent->setStructName( "OUT" );
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outViewToTangent->setType( "float3x3" );
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meta->addStatement( new GenOp( " @ = @;\r\n", outViewToTangent, viewToTangent ) );
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return outViewToTangent;
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}
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Var* ShaderFeatureGLSL::getOutTexCoord( const char *name,
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const char *type,
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bool useTexAnim,
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MultiLine *meta,
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Vector<ShaderComponent*> &componentList )
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{
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String outTexName = String::ToString( "out_%s", name );
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Var *texCoord = (Var*)LangElement::find( outTexName );
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if ( !texCoord )
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{
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Var *inTex = getVertTexCoord( name );
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AssertFatal( inTex, "ShaderFeatureGLSL::getOutTexCoord - Unknown vertex input coord!" );
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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texCoord = connectComp->getElement( RT_TEXCOORD );
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texCoord->setName( outTexName );
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texCoord->setStructName( "OUT" );
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texCoord->setType( type );
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if( useTexAnim )
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{
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inTex->setType( "vec4" );
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// create texture mat var
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Var *texMat = new Var;
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texMat->setType( "float4x4" );
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texMat->setName( "texMat" );
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texMat->uniform = true;
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texMat->constSortPos = cspPass;
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// Statement allows for casting of different types which
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// eliminates vector truncation problems.
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String statement = String::ToString( " @ = %s(tMul(@, @).xy);\r\n", type );
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meta->addStatement( new GenOp( statement , texCoord, texMat, inTex ) );
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}
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else
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{
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// Statement allows for casting of different types which
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// eliminates vector truncation problems.
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String statement = String::ToString( " @ = %s(@);\r\n", type );
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meta->addStatement( new GenOp( statement, texCoord, inTex ) );
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}
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}
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AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
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"ShaderFeatureGLSL::getOutTexCoord - Type mismatch!" );
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return texCoord;
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}
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Var* ShaderFeatureGLSL::getInTexCoord( const char *name,
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const char *type,
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Vector<ShaderComponent*> &componentList )
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{
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Var* texCoord = (Var*)LangElement::find( name );
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if ( !texCoord )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
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texCoord = connectComp->getElement( RT_TEXCOORD );
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texCoord->setName( name );
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texCoord->setStructName( "IN" );
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texCoord->setType( type );
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}
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AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
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"ShaderFeatureGLSL::getInTexCoord - Type mismatch!" );
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return texCoord;
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}
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Var* ShaderFeatureGLSL::getInColor( const char *name,
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const char *type,
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Vector<ShaderComponent*> &componentList )
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{
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Var *inColor = (Var*)LangElement::find( name );
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if ( !inColor )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
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inColor = connectComp->getElement( RT_COLOR );
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inColor->setName( name );
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inColor->setStructName( "IN" );
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inColor->setType( type );
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}
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AssertFatal( dStrcmp( type, (const char*)inColor->type ) == 0,
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"ShaderFeatureGLSL::getInColor - Type mismatch!" );
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return inColor;
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}
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Var* ShaderFeatureGLSL::addOutVpos( MultiLine *meta,
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Vector<ShaderComponent*> &componentList )
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{
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/*
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// Nothing to do if we're on SM 3.0... we use the real vpos.
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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return NULL;
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*/
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// For SM 2.x we need to generate the vpos in the vertex shader
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// and pass it as a texture coord to the pixel shader.
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Var *outVpos = (Var*)LangElement::find( "outVpos" );
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if ( !outVpos )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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outVpos = connectComp->getElement( RT_TEXCOORD );
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outVpos->setName( "outVpos" );
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outVpos->setStructName( "OUT" );
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outVpos->setType( "vec4" );
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Var *outPosition = (Var*) LangElement::find( "gl_Position" );
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AssertFatal( outPosition, "ShaderFeatureGLSL::addOutVpos - Didn't find the output position." );
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meta->addStatement( new GenOp( " @ = @;\r\n", outVpos, outPosition ) );
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}
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return outVpos;
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}
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Var* ShaderFeatureGLSL::getInVpos( MultiLine *meta,
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Vector<ShaderComponent*> &componentList )
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{
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Var *inVpos = (Var*)LangElement::find( "vpos" );
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if ( inVpos )
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return inVpos;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
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/*
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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{
|
|
inVpos = connectComp->getElement( RT_VPOS );
|
|
inVpos->setName( "vpos" );
|
|
inVpos->setStructName( "IN" );
|
|
inVpos->setType( "vec2" );
|
|
return inVpos;
|
|
}
|
|
*/
|
|
inVpos = connectComp->getElement( RT_TEXCOORD );
|
|
inVpos->setName( "inVpos" );
|
|
inVpos->setStructName( "IN" );
|
|
inVpos->setType( "vec4" );
|
|
|
|
Var *vpos = new Var( "vpos", "vec2" );
|
|
meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", new DecOp( vpos ), inVpos, inVpos ) );
|
|
|
|
return vpos;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::getInWorldToTangent( Vector<ShaderComponent*> &componentList )
|
|
{
|
|
Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
|
|
if ( !worldToTangent )
|
|
{
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
worldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
|
|
worldToTangent->setName( "worldToTangent" );
|
|
worldToTangent->setStructName( "IN" );
|
|
worldToTangent->setType( "float3x3" );
|
|
}
|
|
|
|
return worldToTangent;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::getInViewToTangent( Vector<ShaderComponent*> &componentList )
|
|
{
|
|
Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
|
|
if ( !viewToTangent )
|
|
{
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
viewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
|
|
viewToTangent->setName( "viewToTangent" );
|
|
viewToTangent->setStructName( "IN" );
|
|
viewToTangent->setType( "float3x3" );
|
|
}
|
|
|
|
return viewToTangent;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::getNormalMapTex()
|
|
{
|
|
Var *normalMap = (Var*)LangElement::find( "bumpMap" );
|
|
if ( !normalMap )
|
|
{
|
|
normalMap = new Var;
|
|
normalMap->setType( "sampler2D" );
|
|
normalMap->setName( "bumpMap" );
|
|
normalMap->uniform = true;
|
|
normalMap->sampler = true;
|
|
normalMap->constNum = Var::getTexUnitNum();
|
|
}
|
|
|
|
return normalMap;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::getObjTrans( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta )
|
|
{
|
|
Var *objTrans = (Var*)LangElement::find( "objTrans" );
|
|
if ( objTrans )
|
|
return objTrans;
|
|
|
|
if ( useInstancing )
|
|
{
|
|
ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
|
|
Var *instObjTrans = vertStruct->getElement( RT_TEXCOORD, 4, 4 );
|
|
instObjTrans->setStructName( "IN" );
|
|
instObjTrans->setName( "inst_objectTrans" );
|
|
|
|
mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+0 );
|
|
mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+1 );
|
|
mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+2 );
|
|
mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+3 );
|
|
|
|
objTrans = new Var;
|
|
objTrans->setType( "mat4x4" );
|
|
objTrans->setName( "objTrans" );
|
|
meta->addStatement( new GenOp( " @ = mat4x4( // Instancing!\r\n", new DecOp( objTrans ), instObjTrans ) );
|
|
meta->addStatement( new GenOp( " @[0],\r\n", instObjTrans ) );
|
|
meta->addStatement( new GenOp( " @[1],\r\n", instObjTrans ) );
|
|
meta->addStatement( new GenOp( " @[2],\r\n",instObjTrans ) );
|
|
meta->addStatement( new GenOp( " @[3] );\r\n", instObjTrans ) );
|
|
}
|
|
else
|
|
{
|
|
objTrans = new Var;
|
|
objTrans->setType( "float4x4" );
|
|
objTrans->setName( "objTrans" );
|
|
objTrans->uniform = true;
|
|
objTrans->constSortPos = cspPrimitive;
|
|
}
|
|
|
|
return objTrans;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::getModelView( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta )
|
|
{
|
|
Var *modelview = (Var*)LangElement::find( "modelview" );
|
|
if ( modelview )
|
|
return modelview;
|
|
|
|
if ( useInstancing )
|
|
{
|
|
Var *objTrans = getObjTrans( componentList, useInstancing, meta );
|
|
|
|
Var *viewProj = (Var*)LangElement::find( "viewProj" );
|
|
if ( !viewProj )
|
|
{
|
|
viewProj = new Var;
|
|
viewProj->setType( "float4x4" );
|
|
viewProj->setName( "viewProj" );
|
|
viewProj->uniform = true;
|
|
viewProj->constSortPos = cspPass;
|
|
}
|
|
|
|
modelview = new Var;
|
|
modelview->setType( "float4x4" );
|
|
modelview->setName( "modelview" );
|
|
meta->addStatement( new GenOp( " @ = tMul( @, @ ); // Instancing!\r\n", new DecOp( modelview ), viewProj, objTrans ) );
|
|
}
|
|
else
|
|
{
|
|
modelview = new Var;
|
|
modelview->setType( "float4x4" );
|
|
modelview->setName( "modelview" );
|
|
modelview->uniform = true;
|
|
modelview->constSortPos = cspPrimitive;
|
|
}
|
|
|
|
return modelview;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::getWorldView( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta )
|
|
{
|
|
Var *worldView = (Var*)LangElement::find( "worldViewOnly" );
|
|
if ( worldView )
|
|
return worldView;
|
|
|
|
if ( useInstancing )
|
|
{
|
|
Var *objTrans = getObjTrans( componentList, useInstancing, meta );
|
|
|
|
Var *worldToCamera = (Var*)LangElement::find( "worldToCamera" );
|
|
if ( !worldToCamera )
|
|
{
|
|
worldToCamera = new Var;
|
|
worldToCamera->setType( "float4x4" );
|
|
worldToCamera->setName( "worldToCamera" );
|
|
worldToCamera->uniform = true;
|
|
worldToCamera->constSortPos = cspPass;
|
|
}
|
|
|
|
worldView = new Var;
|
|
worldView->setType( "float4x4" );
|
|
worldView->setName( "worldViewOnly" );
|
|
|
|
meta->addStatement( new GenOp( " @ = tMul( @, @ ); // Instancing!\r\n", new DecOp( worldView ), worldToCamera, objTrans ) );
|
|
}
|
|
else
|
|
{
|
|
worldView = new Var;
|
|
worldView->setType( "float4x4" );
|
|
worldView->setName( "worldViewOnly" );
|
|
worldView->uniform = true;
|
|
worldView->constSortPos = cspPrimitive;
|
|
}
|
|
|
|
return worldView;
|
|
}
|
|
|
|
|
|
Var* ShaderFeatureGLSL::getInvWorldView( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta )
|
|
{
|
|
Var *viewToObj = (Var*)LangElement::find( "viewToObj" );
|
|
if ( viewToObj )
|
|
return viewToObj;
|
|
|
|
if ( useInstancing )
|
|
{
|
|
Var *worldView = getWorldView( componentList, useInstancing, meta );
|
|
|
|
viewToObj = new Var;
|
|
viewToObj->setType( "float3x3" );
|
|
viewToObj->setName( "viewToObj" );
|
|
|
|
// We just use transpose to convert the 3x3 portion
|
|
// of the world view transform into its inverse.
|
|
|
|
meta->addStatement( new GenOp( " @ = transpose( float3x3(@) ); // Instancing!\r\n", new DecOp( viewToObj ), worldView ) );
|
|
}
|
|
else
|
|
{
|
|
viewToObj = new Var;
|
|
viewToObj->setType( "float4x4" );
|
|
viewToObj->setName( "viewToObj" );
|
|
viewToObj->uniform = true;
|
|
viewToObj->constSortPos = cspPrimitive;
|
|
}
|
|
|
|
return viewToObj;
|
|
}
|
|
|
|
void ShaderFeatureGLSL::getWsPosition( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta,
|
|
LangElement *wsPosition )
|
|
{
|
|
Var *inPosition = (Var*)LangElement::find( "wsPosition" );
|
|
if ( inPosition )
|
|
{
|
|
meta->addStatement( new GenOp( " @ = @.xyz;\r\n",
|
|
wsPosition, inPosition ) );
|
|
return;
|
|
}
|
|
|
|
// Get the input position.
|
|
inPosition = (Var*)LangElement::find( "inPosition" );
|
|
if ( !inPosition )
|
|
inPosition = (Var*)LangElement::find( "position" );
|
|
|
|
AssertFatal( inPosition, "ShaderFeatureGLSL::getWsPosition - The vertex position was not found!" );
|
|
|
|
Var *objTrans = getObjTrans( componentList, useInstancing, meta );
|
|
|
|
meta->addStatement( new GenOp( " @ = tMul( @, vec4( @.xyz, 1 ) ).xyz;\r\n",
|
|
wsPosition, objTrans, inPosition ) );
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::addOutWsPosition( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta )
|
|
{
|
|
Var *outWsPosition = (Var*)LangElement::find( "outWsPosition" );
|
|
if ( !outWsPosition )
|
|
{
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
outWsPosition = connectComp->getElement( RT_TEXCOORD );
|
|
outWsPosition->setName( "outWsPosition" );
|
|
outWsPosition->setStructName( "OUT" );
|
|
outWsPosition->setType( "vec3" );
|
|
|
|
getWsPosition( componentList, useInstancing, meta, outWsPosition );
|
|
}
|
|
|
|
return outWsPosition;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::getInWsPosition( Vector<ShaderComponent*> &componentList )
|
|
{
|
|
Var *wsPosition = (Var*)LangElement::find( "wsPosition" );
|
|
if ( !wsPosition )
|
|
{
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
wsPosition = connectComp->getElement( RT_TEXCOORD );
|
|
wsPosition->setName( "wsPosition" );
|
|
wsPosition->setStructName( "IN" );
|
|
wsPosition->setType( "vec3" );
|
|
}
|
|
|
|
return wsPosition;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::getWsView( Var *wsPosition, MultiLine *meta )
|
|
{
|
|
Var *wsView = (Var*)LangElement::find( "wsView" );
|
|
if ( !wsView )
|
|
{
|
|
wsView = new Var( "wsView", "vec3" );
|
|
|
|
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
|
|
if ( !eyePos )
|
|
{
|
|
eyePos = new Var;
|
|
eyePos->setType( "vec3" );
|
|
eyePos->setName( "eyePosWorld" );
|
|
eyePos->uniform = true;
|
|
eyePos->constSortPos = cspPass;
|
|
}
|
|
|
|
meta->addStatement( new GenOp( " @ = normalize( @ - @ );\r\n",
|
|
new DecOp( wsView ), eyePos, wsPosition ) );
|
|
}
|
|
|
|
return wsView;
|
|
}
|
|
|
|
Var* ShaderFeatureGLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &componentList,
|
|
MultiLine *meta,
|
|
bool useTexAnim )
|
|
{
|
|
// Check if its already added.
|
|
Var *outTex = (Var*)LangElement::find( "detCoord" );
|
|
if ( outTex )
|
|
return outTex;
|
|
|
|
// Grab incoming texture coords.
|
|
Var *inTex = getVertTexCoord( "texCoord" );
|
|
|
|
// create detail variable
|
|
Var *detScale = new Var;
|
|
detScale->setType( "vec2" );
|
|
detScale->setName( "detailScale" );
|
|
detScale->uniform = true;
|
|
detScale->constSortPos = cspPotentialPrimitive;
|
|
|
|
// grab connector texcoord register
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
outTex = connectComp->getElement( RT_TEXCOORD );
|
|
outTex->setName( "detCoord" );
|
|
outTex->setStructName( "OUT" );
|
|
outTex->setType( "vec2" );
|
|
|
|
if ( useTexAnim )
|
|
{
|
|
inTex->setType( "vec4" );
|
|
|
|
// Find or create the texture matrix.
|
|
Var *texMat = (Var*)LangElement::find( "texMat" );
|
|
if ( !texMat )
|
|
{
|
|
texMat = new Var;
|
|
texMat->setType( "float4x4" );
|
|
texMat->setName( "texMat" );
|
|
texMat->uniform = true;
|
|
texMat->constSortPos = cspPass;
|
|
}
|
|
|
|
meta->addStatement( new GenOp( " @ = tMul(@, @).xy * @;\r\n", outTex, texMat, inTex, detScale ) );
|
|
}
|
|
else
|
|
{
|
|
// setup output to mul texCoord by detail scale
|
|
meta->addStatement( new GenOp( " @ = @ * @;\r\n", outTex, inTex, detScale ) );
|
|
}
|
|
|
|
return outTex;
|
|
}
|
|
|
|
//****************************************************************************
|
|
// Base Texture
|
|
//****************************************************************************
|
|
|
|
DiffuseMapFeatGLSL::DiffuseMapFeatGLSL()
|
|
: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl"))
|
|
{
|
|
addDependency(&mTorqueDep);
|
|
}
|
|
|
|
void DiffuseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
getOutTexCoord( "texCoord",
|
|
"vec2",
|
|
fd.features[MFT_TexAnim],
|
|
meta,
|
|
componentList );
|
|
output = meta;
|
|
}
|
|
|
|
U32 DiffuseMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
|
|
{
|
|
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
|
|
}
|
|
|
|
void DiffuseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// grab connector texcoord register
|
|
Var *inTex = getInTexCoord( "texCoord", "vec2", componentList );
|
|
|
|
//determine output target
|
|
ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
|
|
if (fd.features[MFT_isDeferred])
|
|
targ = ShaderFeature::RenderTarget1;
|
|
|
|
// create texture var
|
|
Var *diffuseMap = new Var;
|
|
diffuseMap->setType( "sampler2D" );
|
|
diffuseMap->setName( "diffuseMap" );
|
|
diffuseMap->uniform = true;
|
|
diffuseMap->sampler = true;
|
|
diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
// create sample color var
|
|
Var *diffColor = new Var;
|
|
diffColor->setType("vec4");
|
|
diffColor->setName("diffuseColor");
|
|
LangElement *colorDecl = new DecOp( diffColor );
|
|
|
|
MultiLine * meta = new MultiLine;
|
|
output = meta;
|
|
if ( fd.features[MFT_CubeMap] )
|
|
{
|
|
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n",
|
|
colorDecl,
|
|
diffuseMap,
|
|
inTex ) );
|
|
|
|
meta->addStatement( new GenOp( " @;\r\n", assignColor( diffColor, Material::Mul, NULL, targ) ) );
|
|
}
|
|
else if(fd.features[MFT_DiffuseMapAtlas])
|
|
{
|
|
// Handle atlased textures
|
|
// http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
|
|
|
|
Var *atlasedTex = new Var;
|
|
atlasedTex->setName("atlasedTexCoord");
|
|
atlasedTex->setType("vec2");
|
|
LangElement *atDecl = new DecOp(atlasedTex);
|
|
|
|
// Parameters of the texture atlas
|
|
Var *atParams = new Var;
|
|
atParams->setType("vec4");
|
|
atParams->setName("diffuseAtlasParams");
|
|
atParams->uniform = true;
|
|
atParams->constSortPos = cspPotentialPrimitive;
|
|
|
|
// Parameters of the texture (tile) this object is using in the atlas
|
|
Var *tileParams = new Var;
|
|
tileParams->setType("vec4");
|
|
tileParams->setName("diffuseAtlasTileParams");
|
|
tileParams->uniform = true;
|
|
tileParams->constSortPos = cspPotentialPrimitive;
|
|
|
|
const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
|
|
if(is_sm3)
|
|
{
|
|
// Figure out the mip level
|
|
meta->addStatement(new GenOp(" float2 _dx = ddx(@ * @.z);\r\n", inTex, atParams));
|
|
meta->addStatement(new GenOp(" float2 _dy = ddy(@ * @.z);\r\n", inTex, atParams));
|
|
meta->addStatement(new GenOp(" float mipLod = 0.5 * log2(max(dot(_dx, _dx), dot(_dy, _dy)));\r\n"));
|
|
meta->addStatement(new GenOp(" mipLod = clamp(mipLod, 0.0, @.w);\r\n", atParams));
|
|
|
|
// And the size of the mip level
|
|
meta->addStatement(new GenOp(" float mipPixSz = pow(2.0, @.w - mipLod);\r\n", atParams));
|
|
meta->addStatement(new GenOp(" float2 mipSz = mipPixSz / @.xy;\r\n", atParams));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n"));
|
|
}
|
|
|
|
// Tiling mode
|
|
// TODO: Select wrap or clamp somehow
|
|
if( true ) // Wrap
|
|
meta->addStatement(new GenOp(" @ = frac(@);\r\n", atDecl, inTex));
|
|
else // Clamp
|
|
meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, inTex));
|
|
|
|
// Finally scale/offset, and correct for filtering
|
|
meta->addStatement(new GenOp(" @ = @ * ((mipSz * @.xy - 1.0) / mipSz) + 0.5 / mipSz + @.xy * @.xy;\r\n",
|
|
atlasedTex, atlasedTex, atParams, atParams, tileParams));
|
|
|
|
// Add a newline
|
|
meta->addStatement(new GenOp( "\r\n"));
|
|
|
|
// For the rest of the feature...
|
|
inTex = atlasedTex;
|
|
|
|
// To dump out UV coords...
|
|
//#define DEBUG_ATLASED_UV_COORDS
|
|
#ifdef DEBUG_ATLASED_UV_COORDS
|
|
if(!fd.features[MFT_DeferredConditioner])
|
|
{
|
|
meta->addStatement(new GenOp(" @ = vec4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
|
|
meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
|
|
meta->addStatement(new GenOp( " @ = tex2Dlod(@, float4(@, 0.0, mipLod));\r\n",
|
|
new DecOp(diffColor), diffuseMap, inTex));
|
|
|
|
|
|
meta->addStatement(new GenOp( " @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp("@ = tex2D(@, @);\r\n", colorDecl, diffuseMap, inTex));
|
|
meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
|
|
}
|
|
}
|
|
|
|
ShaderFeature::Resources DiffuseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
res.numTex = 1;
|
|
res.numTexReg = 1;
|
|
|
|
return res;
|
|
}
|
|
|
|
void DiffuseMapFeatGLSL::setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex )
|
|
{
|
|
GFXTextureObject *tex = stageDat.getTex( MFT_DiffuseMap );
|
|
passData.mSamplerNames[ texIndex ] = "diffuseMap";
|
|
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// Overlay Texture
|
|
//****************************************************************************
|
|
|
|
void OverlayTexFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
Var *inTex = getVertTexCoord( "texCoord2" );
|
|
AssertFatal( inTex, "OverlayTexFeatGLSL::processVert() - The second UV set was not found!" );
|
|
|
|
// grab connector texcoord register
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *outTex = connectComp->getElement( RT_TEXCOORD );
|
|
outTex->setName( "outTexCoord2" );
|
|
outTex->setStructName( "OUT" );
|
|
outTex->setType( "vec2" );
|
|
|
|
if( fd.features[MFT_TexAnim] )
|
|
{
|
|
inTex->setType( "vec4" );
|
|
|
|
// Find or create the texture matrix.
|
|
Var *texMat = (Var*)LangElement::find( "texMat" );
|
|
if ( !texMat )
|
|
{
|
|
texMat = new Var;
|
|
texMat->setType( "float4x4" );
|
|
texMat->setName( "texMat" );
|
|
texMat->uniform = true;
|
|
texMat->constSortPos = cspPass;
|
|
}
|
|
|
|
output = new GenOp( " @ = tMul(@, @);\r\n", outTex, texMat, inTex );
|
|
return;
|
|
}
|
|
|
|
// setup language elements to output incoming tex coords to output
|
|
output = new GenOp( " @ = @;\r\n", outTex, inTex );
|
|
}
|
|
|
|
void OverlayTexFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
|
|
// grab connector texcoord register
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *inTex = connectComp->getElement( RT_TEXCOORD );
|
|
inTex->setName( "texCoord2" );
|
|
inTex->setStructName( "IN" );
|
|
inTex->setType( "vec2" );
|
|
|
|
// create texture var
|
|
Var *diffuseMap = new Var;
|
|
diffuseMap->setType( "sampler2D" );
|
|
diffuseMap->setName( "overlayMap" );
|
|
diffuseMap->uniform = true;
|
|
diffuseMap->sampler = true;
|
|
diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
LangElement *statement = new GenOp( "tex2D(@, @)", diffuseMap, inTex );
|
|
output = new GenOp( " @;\r\n", assignColor( statement, Material::LerpAlpha ) );
|
|
}
|
|
|
|
ShaderFeature::Resources OverlayTexFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
res.numTex = 1;
|
|
res.numTexReg = 1;
|
|
return res;
|
|
}
|
|
|
|
void OverlayTexFeatGLSL::setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex )
|
|
{
|
|
GFXTextureObject *tex = stageDat.getTex( MFT_OverlayMap );
|
|
if ( tex )
|
|
{
|
|
passData.mSamplerNames[ texIndex ] = "overlayMap";
|
|
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
|
}
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// Diffuse color
|
|
//****************************************************************************
|
|
|
|
U32 DiffuseFeatureGLSL::getOutputTargets(const MaterialFeatureData &fd) const
|
|
{
|
|
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
|
|
}
|
|
|
|
void DiffuseFeatureGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
Var* diffuseMaterialColor = new Var;
|
|
diffuseMaterialColor->setType( "vec4" );
|
|
diffuseMaterialColor->setName( "diffuseMaterialColor" );
|
|
diffuseMaterialColor->uniform = true;
|
|
diffuseMaterialColor->constSortPos = cspPotentialPrimitive;
|
|
|
|
MultiLine* meta = new MultiLine;
|
|
Var *col = (Var*)LangElement::find("col");
|
|
ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
|
|
if (fd.features[MFT_isDeferred])
|
|
{
|
|
targ = ShaderFeature::RenderTarget1;
|
|
|
|
col = (Var*)LangElement::find("col1");
|
|
meta = new MultiLine;
|
|
if (!col)
|
|
{
|
|
// create color var
|
|
col = new Var;
|
|
col->setType("vec4");
|
|
col->setName(getOutputTargetVarName(targ));
|
|
col->setStructName("OUT");
|
|
meta->addStatement(new GenOp(" @ = vec4(1.0);\r\n", col));
|
|
}
|
|
}
|
|
|
|
Material::BlendOp op;
|
|
|
|
if (fd.features[MFT_DiffuseMap])
|
|
op = Material::Mul;
|
|
else
|
|
op = Material::None;
|
|
|
|
meta->addStatement(new GenOp(" @;\r\n", assignColor(diffuseMaterialColor, op, NULL, targ)));
|
|
output = meta;
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// Diffuse vertex color
|
|
//****************************************************************************
|
|
|
|
void DiffuseVertColorFeatureGLSL::processVert( Vector< ShaderComponent* >& componentList,
|
|
const MaterialFeatureData& fd )
|
|
{
|
|
// Create vertex color connector if it doesn't exist.
|
|
|
|
Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
|
|
if( !outColor )
|
|
{
|
|
// Search for vert color.
|
|
|
|
Var* inColor = dynamic_cast< Var* >( LangElement::find( "diffuse" ) );
|
|
if( !inColor )
|
|
{
|
|
output = NULL;
|
|
return;
|
|
}
|
|
|
|
// Create connector.
|
|
|
|
ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
|
|
AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
|
|
outColor = connectComp->getElement( RT_COLOR );
|
|
outColor->setName( "vertColor" );
|
|
outColor->setStructName( "OUT" );
|
|
outColor->setType( "vec4" );
|
|
|
|
output = new GenOp( " @ = @;\r\n", outColor, inColor );
|
|
}
|
|
else
|
|
output = NULL; // Nothing we need to do.
|
|
}
|
|
|
|
void DiffuseVertColorFeatureGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
|
|
if( !vertColor )
|
|
{
|
|
ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
|
|
AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
|
|
vertColor = connectComp->getElement( RT_COLOR );
|
|
vertColor->setName( "vertColor" );
|
|
vertColor->setStructName( "IN" );
|
|
vertColor->setType( "vec4" );
|
|
}
|
|
|
|
MultiLine* meta = new MultiLine;
|
|
if (fd.features[MFT_isDeferred])
|
|
meta->addStatement(new GenOp(" @;\r\n", assignColor(vertColor, Material::Mul, NULL, ShaderFeature::RenderTarget1)));
|
|
else
|
|
meta->addStatement(new GenOp(" @;\r\n", assignColor(vertColor, Material::Mul)));
|
|
output = meta;
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// Lightmap
|
|
//****************************************************************************
|
|
|
|
void LightmapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// grab tex register from incoming vert
|
|
Var *inTex = getVertTexCoord( "texCoord2" );
|
|
|
|
// grab connector texcoord register
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *outTex = connectComp->getElement( RT_TEXCOORD );
|
|
outTex->setName( "texCoord2" );
|
|
outTex->setStructName( "OUT" );
|
|
outTex->setType( "vec2" );
|
|
|
|
// setup language elements to output incoming tex coords to output
|
|
output = new GenOp( " @ = @;\r\n", outTex, inTex );
|
|
}
|
|
|
|
void LightmapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// grab connector texcoord register
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *inTex = connectComp->getElement( RT_TEXCOORD );
|
|
inTex->setName( "texCoord2" );
|
|
inTex->setStructName( "IN" );
|
|
inTex->setType( "vec2" );
|
|
|
|
// create texture var
|
|
Var *lightMap = new Var;
|
|
lightMap->setType( "sampler2D" );
|
|
lightMap->setName( "lightMap" );
|
|
lightMap->uniform = true;
|
|
lightMap->sampler = true;
|
|
lightMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
|
|
// argh, pixel specular should prob use this too
|
|
if( fd.features[MFT_NormalMap] )
|
|
{
|
|
Var *lmColor = new Var;
|
|
lmColor->setName( "lmColor" );
|
|
lmColor->setType( "vec4" );
|
|
LangElement *lmColorDecl = new DecOp( lmColor );
|
|
|
|
output = new GenOp( " @ = tex2D(@, @);\r\n", lmColorDecl, lightMap, inTex );
|
|
return;
|
|
}
|
|
|
|
// Add realtime lighting, if it is available
|
|
LangElement *statement = NULL;
|
|
if( fd.features[MFT_RTLighting] )
|
|
{
|
|
// Advanced lighting is the only dynamic lighting supported right now
|
|
Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
|
|
if(inColor != NULL)
|
|
{
|
|
// Find out if RTLighting should be added or substituted
|
|
bool bPreProcessedLighting = false;
|
|
AdvancedLightBinManager *lightBin;
|
|
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
|
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
|
|
|
// Lightmap has already been included in the advanced light bin, so
|
|
// no need to do any sampling or anything
|
|
if(bPreProcessedLighting)
|
|
statement = new GenOp( "vec4(@, 1.0)", inColor );
|
|
else
|
|
statement = new GenOp( "tex2D(@, @) + vec4(@.rgb, 0.0)", lightMap, inTex, inColor );
|
|
}
|
|
}
|
|
|
|
// If we still don't have it... then just sample the lightmap.
|
|
if ( !statement )
|
|
statement = new GenOp( "tex2D(@, @)", lightMap, inTex );
|
|
|
|
// Assign to proper render target
|
|
MultiLine *meta = new MultiLine;
|
|
if( fd.features[MFT_LightbufferMRT] )
|
|
{
|
|
meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
|
|
meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
|
|
}
|
|
else
|
|
meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::Mul ) ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources LightmapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
res.numTex = 1;
|
|
res.numTexReg = 1;
|
|
|
|
return res;
|
|
}
|
|
|
|
void LightmapFeatGLSL::setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex )
|
|
{
|
|
GFXTextureObject *tex = stageDat.getTex( MFT_LightMap );
|
|
passData.mSamplerNames[ texIndex ] = "lightMap";
|
|
if ( tex )
|
|
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
|
else
|
|
passData.mTexType[ texIndex++ ] = Material::Lightmap;
|
|
}
|
|
|
|
U32 LightmapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
|
{
|
|
return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
|
|
}
|
|
|
|
//****************************************************************************
|
|
// Tonemap
|
|
//****************************************************************************
|
|
|
|
void TonemapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Grab the connector
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
|
|
// Set up the second set of texCoords
|
|
Var *inTex2 = getVertTexCoord( "texCoord2" );
|
|
|
|
if ( inTex2 )
|
|
{
|
|
Var *outTex2 = connectComp->getElement( RT_TEXCOORD );
|
|
outTex2->setName( "texCoord2" );
|
|
outTex2->setStructName( "OUT" );
|
|
outTex2->setType( "vec2" );
|
|
|
|
output = new GenOp( " @ = @;\r\n", outTex2, inTex2 );
|
|
}
|
|
}
|
|
|
|
void TonemapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Grab connector
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
|
|
Var *inTex2 = connectComp->getElement( RT_TEXCOORD );
|
|
inTex2->setName( "texCoord2" );
|
|
inTex2->setStructName( "IN" );
|
|
inTex2->setType( "vec2" );
|
|
|
|
// create texture var
|
|
Var *toneMap = new Var;
|
|
toneMap->setType( "sampler2D" );
|
|
toneMap->setName( "toneMap" );
|
|
toneMap->uniform = true;
|
|
toneMap->sampler = true;
|
|
toneMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
MultiLine * meta = new MultiLine;
|
|
|
|
// First get the toneMap color
|
|
Var *toneMapColor = new Var;
|
|
toneMapColor->setType( "vec4" );
|
|
toneMapColor->setName( "toneMapColor" );
|
|
LangElement *toneMapColorDecl = new DecOp( toneMapColor );
|
|
|
|
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", toneMapColorDecl, toneMap, inTex2 ) );
|
|
|
|
// We do a different calculation if there is a diffuse map or not
|
|
Material::BlendOp blendOp = Material::Mul;
|
|
if ( fd.features[MFT_DiffuseMap] )
|
|
{
|
|
// Reverse the tonemap
|
|
meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", toneMapColor, toneMapColor ) );
|
|
|
|
// Re-tonemap with the current color factored in
|
|
blendOp = Material::ToneMap;
|
|
}
|
|
|
|
// Find out if RTLighting should be added
|
|
bool bPreProcessedLighting = false;
|
|
AdvancedLightBinManager *lightBin;
|
|
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
|
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
|
|
|
// Add in the realtime lighting contribution
|
|
if ( fd.features[MFT_RTLighting] )
|
|
{
|
|
// Right now, only Advanced Lighting is supported
|
|
Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
|
|
if(inColor != NULL)
|
|
{
|
|
// Assign value in d_lightcolor to toneMapColor if it exists. This is
|
|
// the dynamic light buffer, and it already has the tonemap included
|
|
if(bPreProcessedLighting)
|
|
meta->addStatement( new GenOp( " @.rgb = @;\r\n", toneMapColor, inColor ) );
|
|
else
|
|
meta->addStatement( new GenOp( " @.rgb += @.rgb;\r\n", toneMapColor, inColor ) );
|
|
}
|
|
}
|
|
|
|
// Assign to proper render target
|
|
if( fd.features[MFT_LightbufferMRT] )
|
|
{
|
|
meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
|
|
meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
|
|
}
|
|
else
|
|
meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, blendOp ) ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources TonemapFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
res.numTex = 1;
|
|
res.numTexReg = 1;
|
|
|
|
return res;
|
|
}
|
|
|
|
void TonemapFeatGLSL::setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex )
|
|
{
|
|
GFXTextureObject *tex = stageDat.getTex( MFT_ToneMap );
|
|
if ( tex )
|
|
{
|
|
passData.mTexType[ texIndex ] = Material::ToneMapTex;
|
|
passData.mSamplerNames[ texIndex ] = "toneMap";
|
|
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
|
}
|
|
}
|
|
|
|
U32 TonemapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
|
{
|
|
return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
|
|
}
|
|
|
|
//****************************************************************************
|
|
// pureLIGHT Lighting
|
|
//****************************************************************************
|
|
|
|
void VertLitGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// If we have a lightMap or toneMap then our lighting will be
|
|
// handled by the MFT_LightMap or MFT_ToneNamp feature instead
|
|
if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
|
|
{
|
|
output = NULL;
|
|
return;
|
|
}
|
|
|
|
// Create vertex color connector if it doesn't exist.
|
|
|
|
Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
|
|
if( !outColor )
|
|
{
|
|
// Grab the connector color
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
outColor = connectComp->getElement( RT_COLOR );
|
|
outColor->setName( "vertColor" );
|
|
outColor->setStructName( "OUT" );
|
|
outColor->setType( "vec4" );
|
|
|
|
// Search for vert color
|
|
Var *inColor = (Var*) LangElement::find( "diffuse" );
|
|
|
|
// If there isn't a vertex color then we can't do anything
|
|
if( !inColor )
|
|
{
|
|
output = NULL;
|
|
return;
|
|
}
|
|
|
|
output = new GenOp( " @ = @;\r\n", outColor, inColor );
|
|
}
|
|
else
|
|
output = NULL; // Nothing we need to do.
|
|
}
|
|
|
|
void VertLitGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// If we have a lightMap or toneMap then our lighting will be
|
|
// handled by the MFT_LightMap or MFT_ToneNamp feature instead
|
|
if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
|
|
{
|
|
output = NULL;
|
|
return;
|
|
}
|
|
|
|
// Grab the connector color register
|
|
Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
|
|
if( !vertColor )
|
|
{
|
|
ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
|
|
AssertFatal( connectComp, "VertLitGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
|
|
vertColor = connectComp->getElement( RT_COLOR );
|
|
vertColor->setName( "vertColor" );
|
|
vertColor->setStructName( "IN" );
|
|
vertColor->setType( "vec4" );
|
|
}
|
|
|
|
MultiLine * meta = new MultiLine;
|
|
|
|
// Defaults (no diffuse map)
|
|
Material::BlendOp blendOp = Material::Mul;
|
|
LangElement *outColor = vertColor;
|
|
|
|
// We do a different calculation if there is a diffuse map or not
|
|
if ( fd.features[MFT_DiffuseMap] || fd.features[MFT_VertLitTone] )
|
|
{
|
|
Var * finalVertColor = new Var;
|
|
finalVertColor->setName( "finalVertColor" );
|
|
finalVertColor->setType( "vec4" );
|
|
LangElement *finalVertColorDecl = new DecOp( finalVertColor );
|
|
|
|
// Reverse the tonemap
|
|
meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", finalVertColorDecl, vertColor ) );
|
|
|
|
// Set the blend op to tonemap
|
|
blendOp = Material::ToneMap;
|
|
outColor = finalVertColor;
|
|
}
|
|
|
|
// Add in the realtime lighting contribution, if applicable
|
|
if ( fd.features[MFT_RTLighting] )
|
|
{
|
|
Var *rtLightingColor = (Var*) LangElement::find( "d_lightcolor" );
|
|
if(rtLightingColor != NULL)
|
|
{
|
|
bool bPreProcessedLighting = false;
|
|
AdvancedLightBinManager *lightBin;
|
|
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
|
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
|
|
|
// Assign value in d_lightcolor to toneMapColor if it exists. This is
|
|
// the dynamic light buffer, and it already has the baked-vertex-color
|
|
// included in it
|
|
if(bPreProcessedLighting)
|
|
outColor = new GenOp( "vec4(@.rgb, 1.0)", rtLightingColor );
|
|
else
|
|
outColor = new GenOp( "vec4(@.rgb + @.rgb, 1.0)", rtLightingColor, outColor );
|
|
}
|
|
}
|
|
|
|
// Output the color
|
|
if ( fd.features[MFT_LightbufferMRT] )
|
|
{
|
|
meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
|
|
meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
|
|
}
|
|
else
|
|
meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, blendOp ) ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
U32 VertLitGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
|
|
{
|
|
return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
|
|
}
|
|
|
|
//****************************************************************************
|
|
// Detail map
|
|
//****************************************************************************
|
|
|
|
void DetailFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
addOutDetailTexCoord( componentList,
|
|
meta,
|
|
fd.features[MFT_TexAnim] );
|
|
output = meta;
|
|
}
|
|
|
|
void DetailFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Get the detail texture coord.
|
|
Var *inTex = getInTexCoord( "detCoord", "vec2", componentList );
|
|
|
|
// create texture var
|
|
Var *detailMap = new Var;
|
|
detailMap->setType( "sampler2D" );
|
|
detailMap->setName( "detailMap" );
|
|
detailMap->uniform = true;
|
|
detailMap->sampler = true;
|
|
detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
// We're doing the standard greyscale detail map
|
|
// technique which can darken and lighten the
|
|
// diffuse texture.
|
|
|
|
// TODO: We could add a feature to toggle between this
|
|
// and a simple multiplication with the detail map.
|
|
|
|
LangElement *statement = new GenOp( "( tex2D(@, @) * 2.0 ) - 1.0", detailMap, inTex );
|
|
if ( fd.features[MFT_isDeferred])
|
|
output = new GenOp( " @;\r\n", assignColor( statement, Material::Add, NULL, ShaderFeature::RenderTarget1 ) );
|
|
else
|
|
output = new GenOp( " @;\r\n", assignColor( statement, Material::Add ) );
|
|
}
|
|
|
|
ShaderFeature::Resources DetailFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
res.numTex = 1;
|
|
res.numTexReg = 1;
|
|
|
|
return res;
|
|
}
|
|
|
|
void DetailFeatGLSL::setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex )
|
|
{
|
|
GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
|
|
if ( tex )
|
|
{
|
|
passData.mSamplerNames[texIndex] = "detailMap";
|
|
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
|
}
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// Vertex position
|
|
//****************************************************************************
|
|
|
|
void VertPositionGLSL::determineFeature( Material *material,
|
|
const GFXVertexFormat *vertexFormat,
|
|
U32 stageNum,
|
|
const FeatureType &type,
|
|
const FeatureSet &features,
|
|
MaterialFeatureData *outFeatureData )
|
|
{
|
|
// This feature is always on!
|
|
outFeatureData->features.addFeature( type );
|
|
}
|
|
|
|
void VertPositionGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// First check for an input position from a previous feature
|
|
// then look for the default vertex position.
|
|
Var *inPosition = (Var*)LangElement::find( "inPosition" );
|
|
if ( !inPosition )
|
|
inPosition = (Var*)LangElement::find( "position" );
|
|
|
|
// grab connector position
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *outPosition = connectComp->getElement( RT_POSITION );
|
|
outPosition->setName( "gl_Position" );
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
Var *modelview = getModelView( componentList, fd.features[MFT_UseInstancing], meta );
|
|
|
|
meta->addStatement( new GenOp( " @ = tMul(@, vec4(@.xyz,1));\r\n",
|
|
outPosition, modelview, inPosition ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// Reflect Cubemap
|
|
//****************************************************************************
|
|
|
|
void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// search for vert normal
|
|
Var *inNormal = (Var*) LangElement::find( "normal" );
|
|
if ( !inNormal )
|
|
return;
|
|
|
|
MultiLine * meta = new MultiLine;
|
|
|
|
// If a base or bump tex is present in the material, but not in the
|
|
// current pass - we need to add one to the current pass to use
|
|
// its alpha channel as a gloss map. Here we just need the tex coords.
|
|
if( !fd.features[MFT_DiffuseMap] &&
|
|
!fd.features[MFT_NormalMap] )
|
|
{
|
|
if( fd.materialFeatures[MFT_DiffuseMap] ||
|
|
fd.materialFeatures[MFT_NormalMap] )
|
|
{
|
|
// find incoming texture var
|
|
Var *inTex = getVertTexCoord( "texCoord" );
|
|
|
|
// grab connector texcoord register
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *outTex = connectComp->getElement( RT_TEXCOORD );
|
|
outTex->setName( "texCoord" );
|
|
outTex->setStructName( "OUT" );
|
|
outTex->setType( "vec2" );
|
|
|
|
// setup language elements to output incoming tex coords to output
|
|
meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
|
|
}
|
|
}
|
|
|
|
// create cubeTrans
|
|
bool useInstancing = fd.features[MFT_UseInstancing];
|
|
Var *cubeTrans = getObjTrans( componentList, useInstancing, meta );
|
|
|
|
// cube vert position
|
|
Var * cubeVertPos = new Var;
|
|
cubeVertPos->setName( "cubeVertPos" );
|
|
cubeVertPos->setType( "vec3" );
|
|
LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
|
|
|
|
meta->addStatement( new GenOp( " @ = tMul( @, float4(@,1)).xyz;\r\n",
|
|
cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
|
|
|
|
// cube normal
|
|
Var * cubeNormal = new Var;
|
|
cubeNormal->setName( "cubeNormal" );
|
|
cubeNormal->setType( "vec3" );
|
|
LangElement *cubeNormDecl = new DecOp( cubeNormal );
|
|
|
|
meta->addStatement( new GenOp( " @ = ( tMul( (@), vec4(@, 0) ) ).xyz;\r\n",
|
|
cubeNormDecl, cubeTrans, inNormal ) );
|
|
|
|
meta->addStatement( new GenOp( " @ = bool(length(@)) ? normalize(@) : @;\r\n",
|
|
cubeNormal, cubeNormal, cubeNormal, cubeNormal ) );
|
|
|
|
// grab the eye position
|
|
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
|
|
if ( !eyePos )
|
|
{
|
|
eyePos = new Var( "eyePosWorld", "vec3" );
|
|
eyePos->uniform = true;
|
|
eyePos->constSortPos = cspPass;
|
|
}
|
|
|
|
// eye to vert
|
|
Var * eyeToVert = new Var;
|
|
eyeToVert->setName( "eyeToVert" );
|
|
eyeToVert->setType( "vec3" );
|
|
LangElement *e2vDecl = new DecOp( eyeToVert );
|
|
|
|
meta->addStatement( new GenOp( " @ = @ - @;\r\n",
|
|
e2vDecl, cubeVertPos, eyePos ) );
|
|
|
|
// grab connector texcoord register
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
|
|
reflectVec->setName( "reflectVec" );
|
|
reflectVec->setStructName( "OUT" );
|
|
reflectVec->setType( "vec3" );
|
|
|
|
meta->addStatement( new GenOp( " @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void ReflectCubeFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
MultiLine * meta = new MultiLine;
|
|
Var *glossColor = NULL;
|
|
|
|
// If a base or bump tex is present in the material, but not in the
|
|
// current pass - we need to add one to the current pass to use
|
|
// its alpha channel as a gloss map.
|
|
if( !fd.features[MFT_DiffuseMap] &&
|
|
!fd.features[MFT_NormalMap] )
|
|
{
|
|
if( fd.materialFeatures[MFT_DiffuseMap] ||
|
|
fd.materialFeatures[MFT_NormalMap] )
|
|
{
|
|
// grab connector texcoord register
|
|
Var *inTex = getInTexCoord( "texCoord", "vec2", componentList );
|
|
|
|
// create texture var
|
|
Var *newMap = new Var;
|
|
newMap->setType( "sampler2D" );
|
|
newMap->setName( "glossMap" );
|
|
newMap->uniform = true;
|
|
newMap->sampler = true;
|
|
newMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
// create sample color
|
|
Var *color = new Var;
|
|
color->setType( "vec4" );
|
|
color->setName( "diffuseColor" );
|
|
LangElement *colorDecl = new DecOp( color );
|
|
|
|
glossColor = color;
|
|
|
|
meta->addStatement( new GenOp( " @ = tex2D( @, @ );\r\n", colorDecl, newMap, inTex ) );
|
|
}
|
|
}
|
|
if (!glossColor)
|
|
{
|
|
if (fd.features[MFT_isDeferred])
|
|
glossColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
|
|
if (!glossColor)
|
|
glossColor = (Var*)LangElement::find("diffuseColor");
|
|
if (!glossColor)
|
|
glossColor = (Var*)LangElement::find("bumpNormal");
|
|
}
|
|
|
|
// grab connector texcoord register
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
|
|
reflectVec->setName( "reflectVec" );
|
|
reflectVec->setStructName( "IN" );
|
|
reflectVec->setType( "vec3" );
|
|
|
|
// create cubemap var
|
|
Var *cubeMap = new Var;
|
|
cubeMap->setType( "samplerCube" );
|
|
cubeMap->setName( "cubeMap" );
|
|
cubeMap->uniform = true;
|
|
cubeMap->sampler = true;
|
|
cubeMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
|
|
|
Var *cubeMips = new Var;
|
|
cubeMips->setType("float");
|
|
cubeMips->setName("cubeMips");
|
|
cubeMips->uniform = true;
|
|
cubeMips->constSortPos = cspPotentialPrimitive;
|
|
|
|
// TODO: Restore the lighting attenuation here!
|
|
Var *attn = NULL;
|
|
//if ( fd.materialFeatures[MFT_DynamicLight] )
|
|
//attn = (Var*)LangElement::find("attn");
|
|
//else
|
|
if ( fd.materialFeatures[MFT_RTLighting] )
|
|
attn =(Var*)LangElement::find("d_NL_Att");
|
|
|
|
LangElement *texCube = NULL;
|
|
Var* matinfo = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
|
|
Var *smoothness = (Var*)LangElement::find("smoothness");
|
|
if (smoothness) //try to grab smoothness directly
|
|
texCube = new GenOp("textureLod( @, @, min((1.0 - @)*@ + 1.0, @))", cubeMap, reflectVec, smoothness, cubeMips, cubeMips);
|
|
else if (glossColor) //failing that, try and find color data
|
|
texCube = new GenOp("textureLod( @, @, min((1.0 - @.b)*@ + 1.0, @))", cubeMap, reflectVec, glossColor, cubeMips, cubeMips);
|
|
else //failing *that*, just draw the cubemap
|
|
texCube = new GenOp("texture( @, @)", cubeMap, reflectVec);
|
|
|
|
LangElement *lerpVal = NULL;
|
|
Material::BlendOp blendOp = Material::LerpAlpha;
|
|
|
|
// Note that the lerpVal needs to be a float4 so that
|
|
// it will work with the LerpAlpha blend.
|
|
|
|
if (matinfo)
|
|
{
|
|
if (attn)
|
|
lerpVal = new GenOp("@ * saturate( @ )", matinfo, attn);
|
|
else
|
|
lerpVal = new GenOp("@", matinfo);
|
|
}
|
|
else if ( glossColor )
|
|
{
|
|
if ( attn )
|
|
lerpVal = new GenOp( "@ * saturate( @ )", glossColor, attn );
|
|
else
|
|
lerpVal = glossColor;
|
|
}
|
|
else
|
|
{
|
|
if ( attn )
|
|
lerpVal = new GenOp( "vec4( saturate( @ ) ).xxxx", attn );
|
|
else
|
|
blendOp = Material::Mul;
|
|
}
|
|
|
|
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
|
|
if (fd.features[MFT_isDeferred])
|
|
{
|
|
//metalness: black(0) = color, white(1) = reflection
|
|
if (fd.features[MFT_ToneMap])
|
|
meta->addStatement(new GenOp(" @ *= @;\r\n", targ, texCube));
|
|
else
|
|
meta->addStatement(new GenOp(" @ = @;\r\n", targ, texCube));
|
|
}
|
|
else
|
|
{
|
|
meta->addStatement(new GenOp(" //forward lit cubemapping\r\n"));
|
|
targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
|
|
|
Var *metalness = (Var*)LangElement::find("metalness");
|
|
if (metalness)
|
|
{
|
|
Var *dColor = new Var("dColor", "vec3");
|
|
Var *envColor = new Var("envColor", "vec3");
|
|
meta->addStatement(new GenOp(" @ = @.rgb - (@.rgb * @);\r\n", new DecOp(dColor), targ, targ, metalness));
|
|
meta->addStatement(new GenOp(" @ = @.rgb*(@).rgb;\r\n", new DecOp(envColor), targ, texCube));
|
|
}
|
|
else if (lerpVal)
|
|
meta->addStatement(new GenOp(" @ *= vec4(@.rgb*@.a, @.a);\r\n", targ, texCube, lerpVal, targ));
|
|
else
|
|
meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", targ, texCube));
|
|
}
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources ReflectCubeFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
|
|
if( fd.features[MFT_DiffuseMap] ||
|
|
fd.features[MFT_NormalMap] )
|
|
{
|
|
res.numTex = 1;
|
|
res.numTexReg = 1;
|
|
}
|
|
else
|
|
{
|
|
res.numTex = 2;
|
|
res.numTexReg = 2;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
void ReflectCubeFeatGLSL::setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &stageFeatures,
|
|
RenderPassData &passData,
|
|
U32 &texIndex )
|
|
{
|
|
// set up a gloss map if one is not present in the current pass
|
|
// but is present in the current material stage
|
|
if( !passData.mFeatureData.features[MFT_DiffuseMap] &&
|
|
!passData.mFeatureData.features[MFT_NormalMap] )
|
|
{
|
|
GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
|
|
if ( tex && stageFeatures.features[MFT_DiffuseMap] )
|
|
{
|
|
passData.mSamplerNames[ texIndex ] = "diffuseMap";
|
|
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
|
}
|
|
else
|
|
{
|
|
tex = stageDat.getTex( MFT_NormalMap );
|
|
|
|
if ( tex && stageFeatures.features[ MFT_NormalMap ] )
|
|
{
|
|
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
|
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( stageDat.getCubemap() )
|
|
{
|
|
passData.mCubeMap = stageDat.getCubemap();
|
|
passData.mSamplerNames[texIndex] = "cubeMap";
|
|
passData.mTexType[texIndex++] = Material::Cube;
|
|
}
|
|
else
|
|
{
|
|
if( stageFeatures.features[MFT_CubeMap] )
|
|
{
|
|
// assuming here that it is a scenegraph cubemap
|
|
passData.mSamplerNames[texIndex] = "cubeMap";
|
|
passData.mTexType[texIndex++] = Material::SGCube;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// RTLighting
|
|
//****************************************************************************
|
|
|
|
RTLightingFeatGLSL::RTLightingFeatGLSL()
|
|
: mDep(ShaderGen::smCommonShaderPath + String("/gl/lighting.glsl" ))
|
|
{
|
|
addDependency( &mDep );
|
|
}
|
|
|
|
void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
|
|
// Special case for lighting imposters. We dont have a vert normal and may not
|
|
// have a normal map. Generate and pass the normal data the pixel shader needs.
|
|
if ( fd.features[MFT_ImposterVert] )
|
|
{
|
|
if ( !fd.features[MFT_NormalMap] )
|
|
{
|
|
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
|
|
if ( !eyePos )
|
|
{
|
|
eyePos = new Var( "eyePosWorld", "vec3" );
|
|
eyePos->uniform = true;
|
|
eyePos->constSortPos = cspPass;
|
|
}
|
|
|
|
Var *inPosition = (Var*)LangElement::find( "position" );
|
|
|
|
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
|
|
outNormal->setName( "wsNormal" );
|
|
outNormal->setStructName( "OUT" );
|
|
outNormal->setType( "vec3" );
|
|
|
|
// Transform the normal to world space.
|
|
meta->addStatement( new GenOp( " @ = normalize( @ - @.xyz );\r\n", outNormal, eyePos, inPosition ) );
|
|
}
|
|
|
|
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
|
|
|
|
output = meta;
|
|
|
|
return;
|
|
}
|
|
|
|
// Find the incoming vertex normal.
|
|
Var *inNormal = (Var*)LangElement::find( "normal" );
|
|
|
|
// Skip out on realtime lighting if we don't have a normal
|
|
// or we're doing some sort of baked lighting.
|
|
if ( !inNormal ||
|
|
fd.features[MFT_LightMap] ||
|
|
fd.features[MFT_ToneMap] ||
|
|
fd.features[MFT_VertLit] )
|
|
return;
|
|
|
|
// If there isn't a normal map then we need to pass
|
|
// the world space normal to the pixel shader ourselves.
|
|
if ( !fd.features[MFT_NormalMap] )
|
|
{
|
|
Var *outNormal = connectComp->getElement( RT_TEXCOORD );
|
|
outNormal->setName( "wsNormal" );
|
|
outNormal->setStructName( "OUT" );
|
|
outNormal->setType( "vec3" );
|
|
|
|
// Get the transform to world space.
|
|
Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
|
|
|
|
// Transform the normal to world space.
|
|
meta->addStatement( new GenOp( " @ = tMul( @, vec4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
|
|
}
|
|
|
|
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Skip out on realtime lighting if we don't have a normal
|
|
// or we're doing some sort of baked lighting.
|
|
//
|
|
// TODO: We can totally detect for this in the material
|
|
// feature setup... we should move it out of here!
|
|
//
|
|
if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
|
|
return;
|
|
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
// Look for a wsNormal or grab it from the connector.
|
|
Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
|
|
if ( !wsNormal )
|
|
{
|
|
wsNormal = connectComp->getElement( RT_TEXCOORD );
|
|
wsNormal->setName( "wsNormal" );
|
|
wsNormal->setStructName( "IN" );
|
|
wsNormal->setType( "vec3" );
|
|
|
|
// If we loaded the normal its our responsibility
|
|
// to normalize it... the interpolators won't.
|
|
//
|
|
// Note we cast to half here to get partial precision
|
|
// optimized code which is an acceptable loss of
|
|
// precision for normals and performs much better
|
|
// on older Geforce cards.
|
|
//
|
|
meta->addStatement( new GenOp( " @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );
|
|
}
|
|
|
|
// Now the wsPosition and wsView.
|
|
Var *wsPosition = getInWsPosition( componentList );
|
|
Var *wsView = getWsView( wsPosition, meta );
|
|
|
|
// Create temporaries to hold results of lighting.
|
|
Var *rtShading = new Var( "rtShading", "vec4" );
|
|
Var *specular = new Var( "specular", "vec4" );
|
|
meta->addStatement( new GenOp( " @; @;\r\n",
|
|
new DecOp( rtShading ), new DecOp( specular ) ) );
|
|
|
|
// Look for a light mask generated from a previous
|
|
// feature (this is done for BL terrain lightmaps).
|
|
LangElement *lightMask = LangElement::find( "lightMask" );
|
|
if ( !lightMask )
|
|
lightMask = new GenOp( "vec4( 1, 1, 1, 1 )" );
|
|
|
|
// Get all the light constants.
|
|
Var *inLightPos = new Var( "inLightPos", "vec4" );
|
|
inLightPos->uniform = true;
|
|
inLightPos->arraySize = 3;
|
|
inLightPos->constSortPos = cspPotentialPrimitive;
|
|
|
|
Var *inLightInvRadiusSq = new Var( "inLightInvRadiusSq", "vec4" );
|
|
inLightInvRadiusSq->uniform = true;
|
|
inLightInvRadiusSq->constSortPos = cspPotentialPrimitive;
|
|
|
|
Var *inLightColor = new Var( "inLightColor", "vec4" );
|
|
inLightColor->uniform = true;
|
|
inLightColor->arraySize = 4;
|
|
inLightColor->constSortPos = cspPotentialPrimitive;
|
|
|
|
Var *inLightSpotDir = new Var( "inLightSpotDir", "vec4" );
|
|
inLightSpotDir->uniform = true;
|
|
inLightSpotDir->arraySize = 3;
|
|
inLightSpotDir->constSortPos = cspPotentialPrimitive;
|
|
|
|
Var *inLightSpotAngle = new Var( "inLightSpotAngle", "vec4" );
|
|
inLightSpotAngle->uniform = true;
|
|
inLightSpotAngle->constSortPos = cspPotentialPrimitive;
|
|
|
|
Var *lightSpotFalloff = new Var( "inLightSpotFalloff", "vec4" );
|
|
lightSpotFalloff->uniform = true;
|
|
lightSpotFalloff->constSortPos = cspPotentialPrimitive;
|
|
|
|
Var *smoothness = (Var*)LangElement::find("smoothness");
|
|
if (!fd.features[MFT_SpecularMap])
|
|
{
|
|
if (!smoothness)
|
|
{
|
|
smoothness = new Var("smoothness", "float");
|
|
smoothness->uniform = true;
|
|
smoothness->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
}
|
|
|
|
Var *metalness = (Var*)LangElement::find("metalness");
|
|
if (!fd.features[MFT_SpecularMap])
|
|
{
|
|
if (!metalness)
|
|
{
|
|
metalness = new Var("metalness", "float");
|
|
metalness->uniform = true;
|
|
metalness->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
}
|
|
|
|
Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
|
|
|
Var *ambient = new Var( "ambient", "vec4" );
|
|
ambient->uniform = true;
|
|
ambient->constSortPos = cspPass;
|
|
|
|
// Calculate the diffuse shading and specular powers.
|
|
meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
|
|
" @, @, @, @, @, @, @, @, @,\r\n"
|
|
" @, @ );\r\n",
|
|
wsView, wsPosition, wsNormal, lightMask,
|
|
inLightPos, inLightInvRadiusSq, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, smoothness, metalness, albedo,
|
|
rtShading, specular ) );
|
|
|
|
// Apply the lighting to the diffuse color.
|
|
LangElement *lighting = new GenOp( "vec4( @.rgb + @.rgb, 1 )", rtShading, ambient );
|
|
meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources RTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
|
|
// These features disable realtime lighting.
|
|
if ( !fd.features[MFT_LightMap] &&
|
|
!fd.features[MFT_ToneMap] &&
|
|
!fd.features[MFT_VertLit] )
|
|
{
|
|
// If enabled we pass the position.
|
|
res.numTexReg = 1;
|
|
|
|
// If there isn't a bump map then we pass the
|
|
// world space normal as well.
|
|
if ( !fd.features[MFT_NormalMap] )
|
|
res.numTexReg++;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// Fog
|
|
//****************************************************************************
|
|
|
|
FogFeatGLSL::FogFeatGLSL()
|
|
: mFogDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" ))
|
|
{
|
|
addDependency( &mFogDep );
|
|
}
|
|
|
|
void FogFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
|
|
if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
|
|
{
|
|
// Grab the eye position.
|
|
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
|
|
if ( !eyePos )
|
|
{
|
|
eyePos = new Var( "eyePosWorld", "vec3" );
|
|
eyePos->uniform = true;
|
|
eyePos->constSortPos = cspPass;
|
|
}
|
|
|
|
Var *fogData = new Var( "fogData", "vec3" );
|
|
fogData->uniform = true;
|
|
fogData->constSortPos = cspPass;
|
|
|
|
Var *wsPosition = new Var( "fogPos", "vec3" );
|
|
getWsPosition( componentList,
|
|
fd.features[MFT_UseInstancing],
|
|
meta,
|
|
new DecOp( wsPosition ) );
|
|
|
|
// We pass the fog amount to the pixel shader.
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *fogAmount = connectComp->getElement( RT_TEXCOORD );
|
|
fogAmount->setName( "fogAmount" );
|
|
fogAmount->setStructName( "OUT" );
|
|
fogAmount->setType( "float" );
|
|
|
|
meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
|
|
fogAmount, eyePos, wsPosition, fogData, fogData, fogData ) );
|
|
}
|
|
else
|
|
{
|
|
// We fog in world space... make sure the world space
|
|
// position is passed to the pixel shader. This is
|
|
// often already passed for lighting, so it takes up
|
|
// no extra output registers.
|
|
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
|
|
}
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void FogFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
Var *fogColor = new Var;
|
|
fogColor->setType( "vec4" );
|
|
fogColor->setName( "fogColor" );
|
|
fogColor->uniform = true;
|
|
fogColor->constSortPos = cspPass;
|
|
|
|
// Get the out color.
|
|
Var *color = (Var*) LangElement::find( "col" );
|
|
if ( !color )
|
|
{
|
|
color = new Var;
|
|
color->setType( "vec4" );
|
|
color->setName( "col" );
|
|
color->setStructName("OUT");
|
|
}
|
|
|
|
Var *fogAmount;
|
|
|
|
const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
|
|
if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
|
|
{
|
|
// Per-vertex.... just get the fog amount.
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
fogAmount = connectComp->getElement( RT_TEXCOORD );
|
|
fogAmount->setName( "fogAmount" );
|
|
fogAmount->setStructName( "IN" );
|
|
fogAmount->setType( "float" );
|
|
}
|
|
else
|
|
{
|
|
Var *wsPosition = getInWsPosition( componentList );
|
|
|
|
// grab the eye position
|
|
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
|
|
if ( !eyePos )
|
|
{
|
|
eyePos = new Var( "eyePosWorld", "vec3" );
|
|
eyePos->uniform = true;
|
|
eyePos->constSortPos = cspPass;
|
|
}
|
|
|
|
Var *fogData = new Var( "fogData", "vec3" );
|
|
fogData->uniform = true;
|
|
fogData->constSortPos = cspPass;
|
|
|
|
/// Get the fog amount.
|
|
fogAmount = new Var( "fogAmount", "float" );
|
|
meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
|
|
new DecOp( fogAmount ), eyePos, wsPosition, fogData, fogData, fogData ) );
|
|
}
|
|
|
|
// Lerp between the fog color and diffuse color.
|
|
LangElement *fogLerp = new GenOp( "lerp( @.rgb, @.rgb, @ )", fogColor, color, fogAmount );
|
|
meta->addStatement( new GenOp( " @.rgb = @;\r\n", color, fogLerp ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
ShaderFeature::Resources FogFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
res.numTexReg = 1;
|
|
return res;
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// Visibility
|
|
//****************************************************************************
|
|
|
|
VisibilityFeatGLSL::VisibilityFeatGLSL()
|
|
: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" ))
|
|
{
|
|
addDependency( &mTorqueDep );
|
|
}
|
|
|
|
void VisibilityFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
output = meta;
|
|
|
|
if ( fd.features[ MFT_UseInstancing ] )
|
|
{
|
|
// We pass the visibility to the pixel shader via
|
|
// another output register.
|
|
//
|
|
// TODO: We should see if we can share this register
|
|
// with some other common instanced data.
|
|
//
|
|
ShaderConnector *conn = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *outVisibility = conn->getElement( RT_TEXCOORD );
|
|
outVisibility->setStructName( "OUT" );
|
|
outVisibility->setName( "visibility" );
|
|
outVisibility->setType( "float" );
|
|
|
|
ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
|
|
Var *instVisibility = vertStruct->getElement( RT_TEXCOORD, 1 );
|
|
instVisibility->setStructName( "IN" );
|
|
instVisibility->setName( "inst_visibility" );
|
|
instVisibility->setType( "float" );
|
|
mInstancingFormat->addElement( "visibility", GFXDeclType_Float, instVisibility->constNum );
|
|
|
|
meta->addStatement( new GenOp( " @ = @; // Instancing!\r\n", outVisibility, instVisibility ) );
|
|
}
|
|
|
|
if ( fd.features[ MFT_IsTranslucent ] )
|
|
return;
|
|
|
|
addOutVpos( meta, componentList );
|
|
}
|
|
|
|
void VisibilityFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Get the visibility constant.
|
|
Var *visibility = NULL;
|
|
if ( fd.features[ MFT_UseInstancing ] )
|
|
visibility = getInTexCoord( "visibility", "float", componentList );
|
|
else
|
|
{
|
|
visibility = (Var*)LangElement::find( "visibility" );
|
|
|
|
if ( !visibility )
|
|
{
|
|
visibility = new Var();
|
|
visibility->setType( "float" );
|
|
visibility->setName( "visibility" );
|
|
visibility->uniform = true;
|
|
visibility->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
}
|
|
|
|
MultiLine* meta = new MultiLine;
|
|
output = meta;
|
|
|
|
// Translucent objects do a simple alpha fade.
|
|
if ( fd.features[ MFT_IsTranslucent ] )
|
|
{
|
|
Var *color = (Var*) LangElement::find( "col" );
|
|
meta->addStatement( new GenOp( " @.a *= @;\r\n", color, visibility ) );
|
|
return;
|
|
}
|
|
|
|
// Everything else does a fizzle.
|
|
Var *vPos = getInVpos( meta, componentList );
|
|
meta->addStatement( new GenOp( " fizzle( @, @ );\r\n", vPos, visibility ) );
|
|
}
|
|
|
|
ShaderFeature::Resources VisibilityFeatGLSL::getResources( const MaterialFeatureData &fd )
|
|
{
|
|
Resources res;
|
|
|
|
// TODO: Fix for instancing.
|
|
|
|
if ( !fd.features[ MFT_IsTranslucent ] )
|
|
res.numTexReg = 1;
|
|
|
|
return res;
|
|
}
|
|
|
|
//****************************************************************************
|
|
// AlphaTest
|
|
//****************************************************************************
|
|
|
|
void AlphaTestGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// If we're below SM3 and don't have a depth output
|
|
// feature then don't waste an instruction here.
|
|
if ( GFX->getPixelShaderVersion() < 3.0 &&
|
|
!fd.features[ MFT_EyeSpaceDepthOut ] &&
|
|
!fd.features[ MFT_DepthOut ] )
|
|
{
|
|
output = NULL;
|
|
return;
|
|
}
|
|
|
|
// If we don't have a color var then we cannot do an alpha test.
|
|
Var *color = (Var*)LangElement::find( "col1" );
|
|
if ( !color )
|
|
color = (Var*)LangElement::find("col");
|
|
if ( !color )
|
|
{
|
|
output = NULL;
|
|
return;
|
|
}
|
|
|
|
// Now grab the alpha test value.
|
|
Var *alphaTestVal = new Var;
|
|
alphaTestVal->setType( "float" );
|
|
alphaTestVal->setName( "alphaTestValue" );
|
|
alphaTestVal->uniform = true;
|
|
alphaTestVal->constSortPos = cspPotentialPrimitive;
|
|
|
|
// Do the clip.
|
|
output = new GenOp( " clip( @.a - @ );\r\n", color, alphaTestVal );
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// GlowMask
|
|
//****************************************************************************
|
|
|
|
void GlowMaskGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
output = NULL;
|
|
|
|
// Get the output color... and make it black to mask out
|
|
// glow passes rendered before us.
|
|
//
|
|
// The shader compiler will optimize out all the other
|
|
// code above that doesn't contribute to the alpha mask.
|
|
Var *color = (Var*)LangElement::find( "col" );
|
|
if ( color )
|
|
output = new GenOp( " @.rgb = vec3(0);\r\n", color );
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// RenderTargetZero
|
|
//****************************************************************************
|
|
|
|
void RenderTargetZeroGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
|
|
{
|
|
// Do not actually assign zero, but instead a number so close to zero it may as well be zero.
|
|
// This will prevent a divide by zero causing an FP special on float render targets
|
|
output = new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(0.00001)" ), Material::None, NULL, mOutputTargetMask ) );
|
|
}
|
|
|
|
|
|
//****************************************************************************
|
|
// HDR Output
|
|
//****************************************************************************
|
|
|
|
HDROutGLSL::HDROutGLSL()
|
|
: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" ))
|
|
{
|
|
addDependency( &mTorqueDep );
|
|
}
|
|
|
|
void HDROutGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Let the helper function do the work.
|
|
Var *color = (Var*)LangElement::find( "col" );
|
|
if ( color )
|
|
output = new GenOp( " @ = hdrEncode( @ );\r\n", color, color );
|
|
}
|
|
|
|
//****************************************************************************
|
|
// FoliageFeatureGLSL
|
|
//****************************************************************************
|
|
|
|
#include "T3D/fx/groundCover.h"
|
|
|
|
FoliageFeatureGLSL::FoliageFeatureGLSL()
|
|
: mDep(ShaderGen::smCommonShaderPath + String("/gl/foliage.glsl" ))
|
|
{
|
|
addDependency( &mDep );
|
|
}
|
|
|
|
void FoliageFeatureGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Get the input variables we need.
|
|
|
|
Var *inPosition = (Var*)LangElement::find( "inPosition" );
|
|
if ( !inPosition )
|
|
inPosition = (Var*)LangElement::find( "position" );
|
|
|
|
Var *inColor = (Var*)LangElement::find( "diffuse" );
|
|
|
|
Var *inParams = (Var*)LangElement::find( "texCoord" );
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
// Declare the normal and tangent variables since they do not exist
|
|
// in this vert type, but we do need to set them up for others.
|
|
|
|
Var *normal = (Var*)LangElement::find( "normal" );
|
|
AssertFatal( normal, "FoliageFeatureGLSL requires vert normal!" );
|
|
|
|
Var *tangent = new Var;
|
|
tangent->setType( "vec3" );
|
|
tangent->setName( "T" );
|
|
LangElement *tangentDec = new DecOp( tangent );
|
|
meta->addStatement( new GenOp( " @;\n", tangentDec ) );
|
|
|
|
// We add a float foliageFade to the OUT structure.
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *fade = connectComp->getElement( RT_TEXCOORD );
|
|
fade->setName( "foliageFade" );
|
|
fade->setStructName( "OUT" );
|
|
fade->setType( "float" );
|
|
|
|
// grab the eye position
|
|
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
|
|
if ( !eyePos )
|
|
{
|
|
eyePos = new Var( "eyePosWorld", "vec3" );
|
|
eyePos->uniform = true;
|
|
eyePos->constSortPos = cspPass;
|
|
}
|
|
|
|
// All actual work is offloaded to this method.
|
|
meta->addStatement( new GenOp( " foliageProcessVert( @, @, @, @, @, @ );\r\n", inPosition, inColor, inParams, normal, tangent, eyePos ) );
|
|
|
|
// Assign to foliageFade. InColor.a was set to the correct value inside foliageProcessVert.
|
|
meta->addStatement( new GenOp( " @ = @.a;\r\n", fade, inColor ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void FoliageFeatureGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Find / create IN.foliageFade
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *fade = connectComp->getElement( RT_TEXCOORD );
|
|
fade->setName( "foliageFade" );
|
|
fade->setStructName( "IN" );
|
|
fade->setType( "float" );
|
|
|
|
// Find / create visibility
|
|
Var *visibility = (Var*) LangElement::find( "visibility" );
|
|
if ( !visibility )
|
|
{
|
|
visibility = new Var();
|
|
visibility->setType( "float" );
|
|
visibility->setName( "visibility" );
|
|
visibility->uniform = true;
|
|
visibility->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
// Multiply foliageFade into visibility.
|
|
meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void FoliageFeatureGLSL::determineFeature( Material *material, const GFXVertexFormat *vertexFormat, U32 stageNum, const FeatureType &type, const FeatureSet &features, MaterialFeatureData *outFeatureData )
|
|
{
|
|
// This isn't really necessary since the outFeatureData will be filtered after
|
|
// this call.
|
|
if ( features.hasFeature( MFT_Foliage ) )
|
|
outFeatureData->features.addFeature( type );
|
|
}
|
|
|
|
|
|
ShaderFeatureConstHandles* FoliageFeatureGLSL::createConstHandles( GFXShader *shader, SimObject *userObject )
|
|
{
|
|
GroundCover *gcover = dynamic_cast< GroundCover* >( userObject );
|
|
AssertFatal( gcover != NULL, "FoliageFeatureGLSL::createConstHandles - userObject was not valid!" );
|
|
|
|
GroundCoverShaderConstHandles *handles = new GroundCoverShaderConstHandles();
|
|
handles->mGroundCover = gcover;
|
|
|
|
handles->init( shader );
|
|
|
|
return handles;
|
|
}
|
|
|
|
|
|
void ParticleNormalFeatureGLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
output = meta;
|
|
|
|
// Calculate normal and tangent values since we want to keep particle verts
|
|
// as light-weight as possible
|
|
|
|
Var *normal = (Var*) LangElement::find("normal");
|
|
if(normal == NULL)
|
|
{
|
|
normal = new Var;
|
|
normal->setType( "vec3" );
|
|
normal->setName( "normal" );
|
|
|
|
// These values are not accidental. It is slightly adjusted from facing straight into the
|
|
// screen because there is a discontinuity at (0, 1, 0) for gbuffer encoding. Do not
|
|
// cause this value to be (0, -1, 0) or interlaced normals will be discontinuous.
|
|
// [11/23/2009 Pat]
|
|
meta->addStatement(new GenOp(" @ = float3(0.0, -0.97, 0.14);\r\n", new DecOp(normal)));
|
|
}
|
|
|
|
Var *T = (Var*) LangElement::find( "T" );
|
|
if(T == NULL)
|
|
{
|
|
T = new Var;
|
|
T->setType( "vec3" );
|
|
T->setName( "T" );
|
|
meta->addStatement(new GenOp(" @ = float3(0.0, 0.0, -1.0);\r\n", new DecOp(T)));
|
|
}
|
|
}
|
|
|
|
//****************************************************************************
|
|
// ImposterVertFeatureGLSL
|
|
//****************************************************************************
|
|
|
|
ImposterVertFeatureGLSL::ImposterVertFeatureGLSL()
|
|
: mDep(ShaderGen::smCommonShaderPath + String("/gl/imposter.glsl" ))
|
|
{
|
|
addDependency( &mDep );
|
|
}
|
|
|
|
void ImposterVertFeatureGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
output = meta;
|
|
|
|
// Get the input vertex variables.
|
|
Var *inPosition = (Var*)LangElement::find( "position" );
|
|
Var *inMiscParams = (Var*)LangElement::find( "tcImposterParams" );
|
|
Var *inUpVec = (Var*)LangElement::find( "tcImposterUpVec" );
|
|
Var *inRightVec = (Var*)LangElement::find( "tcImposterRightVec" );
|
|
|
|
// Get the input shader constants.
|
|
Var *imposterLimits = new Var;
|
|
imposterLimits->setType( "vec4" );
|
|
imposterLimits->setName( "imposterLimits" );
|
|
imposterLimits->uniform = true;
|
|
imposterLimits->constSortPos = cspPotentialPrimitive;
|
|
|
|
Var *imposterUVs = new Var;
|
|
imposterUVs->setType( "vec4" );
|
|
imposterUVs->setName( "imposterUVs" );
|
|
imposterUVs->arraySize = 64; // See imposter.glsl
|
|
imposterUVs->uniform = true;
|
|
imposterUVs->constSortPos = cspPotentialPrimitive;
|
|
|
|
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
|
|
if ( !eyePos )
|
|
{
|
|
eyePos = new Var( "eyePosWorld", "vec3" );
|
|
eyePos->uniform = true;
|
|
eyePos->constSortPos = cspPass;
|
|
}
|
|
|
|
// Declare the outputs from this feature.
|
|
Var *outInPosition = new Var;
|
|
outInPosition->setType( "vec3" );
|
|
outInPosition->setName( "inPosition" );
|
|
meta->addStatement( new GenOp( " @;\r\n", new DecOp( outInPosition ) ) );
|
|
|
|
Var *outTexCoord = new Var;
|
|
outTexCoord->setType( "vec2" );
|
|
outTexCoord->setName( "texCoord" );
|
|
meta->addStatement( new GenOp( " @;\r\n", new DecOp( outTexCoord ) ) );
|
|
|
|
Var *outWorldToTangent = new Var;
|
|
outWorldToTangent->setType( "float3x3" );
|
|
outWorldToTangent->setName( "worldToTangent" );
|
|
meta->addStatement( new GenOp( " @;\r\n", new DecOp( outWorldToTangent ) ) );
|
|
|
|
// Add imposterFade to the OUT structure.
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *outFade = connectComp->getElement( RT_TEXCOORD );
|
|
outFade->setName( "imposterFade" );
|
|
outFade->setStructName( "OUT" );
|
|
outFade->setType( "float" );
|
|
|
|
// Assign OUT.imposterFade
|
|
meta->addStatement( new GenOp( " @ = @.y;\r\n", outFade, inMiscParams ) );
|
|
|
|
// All actual work is done in this method.
|
|
meta->addStatement( new GenOp( " imposter_v( @.xyz, int(@.w), @.x * length(@), normalize(@), normalize(@), int(@.y), int(@.x), @.z, bool(@.w), @, @, @, @, @ );\r\n",
|
|
|
|
inPosition,
|
|
inPosition,
|
|
|
|
inMiscParams,
|
|
inRightVec,
|
|
|
|
inUpVec,
|
|
inRightVec,
|
|
|
|
imposterLimits,
|
|
imposterLimits,
|
|
imposterLimits,
|
|
imposterLimits,
|
|
|
|
eyePos,
|
|
imposterUVs,
|
|
|
|
outInPosition,
|
|
outTexCoord,
|
|
outWorldToTangent ) );
|
|
|
|
// Copy the position to wsPosition for use in shaders
|
|
// down stream instead of looking for objTrans.
|
|
Var *wsPosition = new Var;
|
|
wsPosition->setType( "vec3" );
|
|
wsPosition->setName( "wsPosition" );
|
|
meta->addStatement( new GenOp( " @ = @.xyz;\r\n", new DecOp( wsPosition ), outInPosition ) );
|
|
|
|
// If we new viewToTangent... its the same as the
|
|
// world to tangent for an imposter.
|
|
Var *viewToTangent = new Var;
|
|
viewToTangent->setType( "float3x3" );
|
|
viewToTangent->setName( "viewToTangent" );
|
|
meta->addStatement( new GenOp( " @ = @;\r\n", new DecOp( viewToTangent ), outWorldToTangent ) );
|
|
}
|
|
|
|
void ImposterVertFeatureGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd )
|
|
{
|
|
// Find / create IN.imposterFade
|
|
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
|
|
Var *fade = connectComp->getElement( RT_TEXCOORD );
|
|
fade->setName( "imposterFade" );
|
|
fade->setStructName( "IN" );
|
|
fade->setType( "float" );
|
|
|
|
// Find / create visibility
|
|
Var *visibility = (Var*) LangElement::find( "visibility" );
|
|
if ( !visibility )
|
|
{
|
|
visibility = new Var();
|
|
visibility->setType( "float" );
|
|
visibility->setName( "visibility" );
|
|
visibility->uniform = true;
|
|
visibility->constSortPos = cspPotentialPrimitive;
|
|
}
|
|
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
// Multiply foliageFade into visibility.
|
|
meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
|
|
|
|
output = meta;
|
|
}
|
|
|
|
void ImposterVertFeatureGLSL::determineFeature( Material *material,
|
|
const GFXVertexFormat *vertexFormat,
|
|
U32 stageNum,
|
|
const FeatureType &type,
|
|
const FeatureSet &features,
|
|
MaterialFeatureData *outFeatureData )
|
|
{
|
|
if ( features.hasFeature( MFT_ImposterVert ) )
|
|
outFeatureData->features.addFeature( MFT_ImposterVert );
|
|
}
|
|
|
|
//****************************************************************************
|
|
// HardwareSkinningFeatureGLSL
|
|
//****************************************************************************
|
|
|
|
void HardwareSkinningFeatureGLSL::processVert(Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd)
|
|
{
|
|
MultiLine *meta = new MultiLine;
|
|
|
|
Var *inPosition = (Var*)LangElement::find("inPosition");
|
|
Var *inNormal = (Var*)LangElement::find("inNormal");
|
|
|
|
if (!inPosition)
|
|
inPosition = (Var*)LangElement::find("position");
|
|
|
|
if (!inNormal)
|
|
inNormal = (Var*)LangElement::find("normal");
|
|
|
|
Var* posePos = new Var("posePos", "vec3");
|
|
Var* poseNormal = new Var("poseNormal", "vec3");
|
|
Var* poseMat = new Var("poseMat", "mat4x3");
|
|
Var* poseRotMat = new Var("poseRotMat", "mat3x3");
|
|
Var* nodeTransforms = (Var*)LangElement::find("nodeTransforms");
|
|
|
|
if (!nodeTransforms)
|
|
{
|
|
nodeTransforms = new Var("nodeTransforms", "mat4x3");
|
|
nodeTransforms->uniform = true;
|
|
nodeTransforms->arraySize = TSShape::smMaxSkinBones;
|
|
nodeTransforms->constSortPos = cspPrimitive;
|
|
}
|
|
|
|
U32 numIndices = mVertexFormat->getNumBlendIndices();
|
|
meta->addStatement(new GenOp(" @ = vec3(0.0);\r\n", new DecOp(posePos)));
|
|
meta->addStatement(new GenOp(" @ = vec3(0.0);\r\n", new DecOp(poseNormal)));
|
|
meta->addStatement(new GenOp(" @;\r\n", new DecOp(poseMat)));
|
|
meta->addStatement(new GenOp(" @;\r\n int i;\r\n", new DecOp(poseRotMat)));
|
|
|
|
for (U32 i = 0; i<numIndices; i++)
|
|
{
|
|
// NOTE: To keep things simple, we assume all 4 bone indices are used in each element chunk.
|
|
LangElement* inIndices = (Var*)LangElement::find(String::ToString("vBlendIndex%d", i));
|
|
LangElement* inWeights = (Var*)LangElement::find(String::ToString("vBlendWeight%d", i));
|
|
|
|
AssertFatal(inIndices && inWeights, "Something went wrong here");
|
|
AssertFatal(poseMat && nodeTransforms && posePos && inPosition && inWeights && poseNormal && inNormal && poseRotMat, "Something went REALLY wrong here");
|
|
|
|
meta->addStatement(new GenOp(" for (i=0; i<4; i++) {\r\n"));
|
|
meta->addStatement(new GenOp(" int poseIdx = int(@[i]);\r\n", inIndices));
|
|
meta->addStatement(new GenOp(" float poseWeight = @[i];\r\n", inWeights));
|
|
meta->addStatement(new GenOp(" @ = @[poseIdx];\r\n", poseMat, nodeTransforms));
|
|
meta->addStatement(new GenOp(" @ = mat3x3(@);\r\n", poseRotMat, poseMat));
|
|
meta->addStatement(new GenOp(" @ += (@ * vec4(@, 1)).xyz * poseWeight;\r\n", posePos, poseMat, inPosition));
|
|
meta->addStatement(new GenOp(" @ += ((@ * @) * poseWeight);\r\n", poseNormal, poseRotMat, inNormal));
|
|
meta->addStatement(new GenOp(" }\r\n"));
|
|
}
|
|
|
|
// Assign new position and normal
|
|
meta->addStatement(new GenOp(" @ = @;\r\n", inPosition, posePos));
|
|
meta->addStatement(new GenOp(" @ = normalize(@);\r\n", inNormal, poseNormal));
|
|
|
|
output = meta;
|
|
}
|