mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
660 lines
19 KiB
C++
660 lines
19 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to
|
|
// deal in the Software without restriction, including without limitation the
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
// IN THE SOFTWARE.
|
|
//-----------------------------------------------------------------------------
|
|
#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
|
|
#define _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
|
|
|
|
#ifndef _SHADERFEATURE_H_
|
|
#include "shaderGen/shaderFeature.h"
|
|
#endif
|
|
|
|
struct LangElement;
|
|
struct MaterialFeatureData;
|
|
struct RenderPassData;
|
|
|
|
|
|
class ShaderFeatureGLSL : public ShaderFeature
|
|
{
|
|
public:
|
|
ShaderFeatureGLSL();
|
|
|
|
///
|
|
Var* getOutTexCoord( const char *name,
|
|
const char *type,
|
|
bool mapsToSampler,
|
|
bool useTexAnim,
|
|
MultiLine *meta,
|
|
Vector<ShaderComponent*> &componentList );
|
|
|
|
/// Returns an input texture coord by name adding it
|
|
/// to the input connector if it doesn't exist.
|
|
static Var* getInTexCoord( const char *name,
|
|
const char *type,
|
|
bool mapsToSampler,
|
|
Vector<ShaderComponent*> &componentList );
|
|
|
|
static Var* getInColor( const char *name,
|
|
const char *type,
|
|
Vector<ShaderComponent*> &componentList );
|
|
|
|
///
|
|
static Var* addOutVpos( MultiLine *meta,
|
|
Vector<ShaderComponent*> &componentList );
|
|
|
|
/// Returns the VPOS input register for the pixel shader.
|
|
static Var* getInVpos( MultiLine *meta,
|
|
Vector<ShaderComponent*> &componentList );
|
|
|
|
/// Returns the "objToTangentSpace" transform or creates one if this
|
|
/// is the first feature to need it.
|
|
Var* getOutObjToTangentSpace( Vector<ShaderComponent*> &componentList,
|
|
MultiLine *meta,
|
|
const MaterialFeatureData &fd );
|
|
|
|
/// Returns the existing output "outWorldToTangent" transform or
|
|
/// creates one if this is the first feature to need it.
|
|
Var* getOutWorldToTangent( Vector<ShaderComponent*> &componentList,
|
|
MultiLine *meta,
|
|
const MaterialFeatureData &fd );
|
|
|
|
/// Returns the input "worldToTanget" space transform
|
|
/// adding it to the input connector if it doesn't exist.
|
|
static Var* getInWorldToTangent( Vector<ShaderComponent*> &componentList );
|
|
|
|
/// Returns the existing output "outViewToTangent" transform or
|
|
/// creates one if this is the first feature to need it.
|
|
Var* getOutViewToTangent( Vector<ShaderComponent*> &componentList,
|
|
MultiLine *meta,
|
|
const MaterialFeatureData &fd );
|
|
|
|
/// Returns the input "viewToTangent" space transform
|
|
/// adding it to the input connector if it doesn't exist.
|
|
static Var* getInViewToTangent( Vector<ShaderComponent*> &componentList );
|
|
|
|
/// Calculates the world space position in the vertex shader and
|
|
/// assigns it to the passed language element. It does not pass
|
|
/// it across the connector to the pixel shader.
|
|
/// @see addOutWsPosition
|
|
void getWsPosition( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta,
|
|
LangElement *wsPosition );
|
|
|
|
/// Adds the "wsPosition" to the input connector if it doesn't exist.
|
|
Var* addOutWsPosition( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta );
|
|
|
|
/// Returns the input world space position from the connector.
|
|
static Var* getInWsPosition( Vector<ShaderComponent*> &componentList );
|
|
|
|
/// Returns the world space view vector from the wsPosition.
|
|
static Var* getWsView( Var *wsPosition, MultiLine *meta );
|
|
|
|
/// Returns the input normal map texture.
|
|
static Var* getNormalMapTex();
|
|
|
|
///
|
|
Var* addOutDetailTexCoord( Vector<ShaderComponent*> &componentList,
|
|
MultiLine *meta,
|
|
bool useTexAnim );
|
|
|
|
///
|
|
Var* getObjTrans( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta );
|
|
|
|
///
|
|
Var* getModelView( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta );
|
|
|
|
///
|
|
Var* getWorldView( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta );
|
|
|
|
///
|
|
Var* getInvWorldView( Vector<ShaderComponent*> &componentList,
|
|
bool useInstancing,
|
|
MultiLine *meta );
|
|
|
|
// ShaderFeature
|
|
Var* getVertTexCoord( const String &name );
|
|
LangElement* setupTexSpaceMat( Vector<ShaderComponent*> &componentList, Var **texSpaceMat );
|
|
LangElement* assignColor( LangElement *elem, Material::BlendOp blend, LangElement *lerpElem = NULL, ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget );
|
|
LangElement* expandNormalMap( LangElement *sampleNormalOp, LangElement *normalDecl, LangElement *normalVar, const MaterialFeatureData &fd );
|
|
};
|
|
|
|
|
|
class NamedFeatureGLSL : public ShaderFeatureGLSL
|
|
{
|
|
protected:
|
|
String mName;
|
|
|
|
public:
|
|
NamedFeatureGLSL( const String &name )
|
|
: mName( name )
|
|
{}
|
|
|
|
virtual String getName() { return mName; }
|
|
};
|
|
|
|
class RenderTargetZeroGLSL : public ShaderFeatureGLSL
|
|
{
|
|
protected:
|
|
ShaderFeature::OutputTarget mOutputTargetMask;
|
|
String mFeatureName;
|
|
|
|
public:
|
|
RenderTargetZeroGLSL( const ShaderFeature::OutputTarget target )
|
|
: mOutputTargetMask( target )
|
|
{
|
|
char buffer[256];
|
|
dSprintf(buffer, sizeof(buffer), "Render Target Output = 0.0, output mask %04b", mOutputTargetMask);
|
|
mFeatureName = buffer;
|
|
}
|
|
|
|
virtual String getName() { return mFeatureName; }
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return mOutputTargetMask; }
|
|
};
|
|
|
|
|
|
/// Vertex position
|
|
class VertPositionGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Vert Position";
|
|
}
|
|
|
|
virtual void determineFeature( Material *material,
|
|
const GFXVertexFormat *vertexFormat,
|
|
U32 stageNum,
|
|
const FeatureType &type,
|
|
const FeatureSet &features,
|
|
MaterialFeatureData *outFeatureData );
|
|
|
|
};
|
|
|
|
|
|
/// Vertex lighting based on the normal and the light
|
|
/// direction passed through the vertex color.
|
|
class RTLightingFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
protected:
|
|
|
|
ShaderIncludeDependency mDep;
|
|
|
|
public:
|
|
|
|
RTLightingFeatGLSL();
|
|
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::None; }
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "RT Lighting";
|
|
}
|
|
};
|
|
|
|
|
|
/// Base texture
|
|
class DiffuseMapFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
|
|
protected:
|
|
|
|
ShaderIncludeDependency mTorqueDep;
|
|
public:
|
|
DiffuseMapFeatGLSL();
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
// Sets textures and texture flags for current pass
|
|
virtual void setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Base Texture";
|
|
}
|
|
};
|
|
|
|
|
|
/// Overlay texture
|
|
class OverlayTexFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
// Sets textures and texture flags for current pass
|
|
virtual void setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Overlay Texture";
|
|
}
|
|
};
|
|
|
|
|
|
/// Diffuse color
|
|
class DiffuseFeatureGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::None; }
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Diffuse Color";
|
|
}
|
|
};
|
|
|
|
/// Diffuse vertex color
|
|
class DiffuseVertColorFeatureGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
|
|
virtual void processVert( Vector< ShaderComponent* >& componentList,
|
|
const MaterialFeatureData& fd );
|
|
virtual void processPix( Vector< ShaderComponent* >&componentList,
|
|
const MaterialFeatureData& fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::None; }
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Diffuse Vertex Color";
|
|
}
|
|
};
|
|
|
|
/// Lightmap
|
|
class LightmapFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
// Sets textures and texture flags for current pass
|
|
virtual void setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Lightmap";
|
|
}
|
|
|
|
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
|
|
};
|
|
|
|
|
|
/// Tonemap
|
|
class TonemapFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::LerpAlpha; }
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
// Sets textures and texture flags for current pass
|
|
virtual void setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Tonemap";
|
|
}
|
|
|
|
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
|
|
};
|
|
|
|
|
|
/// Baked lighting stored on the vertex color
|
|
class VertLitGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::None; }
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Vert Lit";
|
|
}
|
|
|
|
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const;
|
|
};
|
|
|
|
|
|
/// Detail map
|
|
class DetailFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp(){ return Material::Mul; }
|
|
|
|
// Sets textures and texture flags for current pass
|
|
virtual void setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Detail";
|
|
}
|
|
};
|
|
|
|
|
|
/// Reflect Cubemap
|
|
class ReflectCubeFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
// Sets textures and texture flags for current pass
|
|
virtual void setTexData( Material::StageData &stageDat,
|
|
const MaterialFeatureData &fd,
|
|
RenderPassData &passData,
|
|
U32 &texIndex );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Reflect Cube";
|
|
}
|
|
};
|
|
|
|
|
|
/// Fog
|
|
class FogFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
protected:
|
|
|
|
ShaderIncludeDependency mFogDep;
|
|
|
|
public:
|
|
FogFeatGLSL();
|
|
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Fog";
|
|
}
|
|
};
|
|
|
|
|
|
/// Tex Anim
|
|
class TexAnimGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Texture Animation";
|
|
}
|
|
};
|
|
|
|
|
|
/// Visibility
|
|
class VisibilityFeatGLSL : public ShaderFeatureGLSL
|
|
{
|
|
protected:
|
|
|
|
ShaderIncludeDependency mTorqueDep;
|
|
|
|
public:
|
|
|
|
VisibilityFeatGLSL();
|
|
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Resources getResources( const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Visibility";
|
|
}
|
|
};
|
|
|
|
|
|
///
|
|
class AlphaTestGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Alpha Test";
|
|
}
|
|
};
|
|
|
|
|
|
/// Special feature used to mask out the RGB color for
|
|
/// non-glow passes of glow materials.
|
|
/// @see RenderGlowMgr
|
|
class GlowMaskGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Glow Mask";
|
|
}
|
|
};
|
|
|
|
/// This should be the final feature on most pixel shaders which
|
|
/// encodes the color for the current HDR target format.
|
|
/// @see HDRPostFx
|
|
/// @see LightManager
|
|
/// @see torque.glsl
|
|
class HDROutGLSL : public ShaderFeatureGLSL
|
|
{
|
|
protected:
|
|
|
|
ShaderIncludeDependency mTorqueDep;
|
|
|
|
public:
|
|
|
|
HDROutGLSL();
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual Material::BlendOp getBlendOp() { return Material::None; }
|
|
|
|
virtual String getName() { return "HDR Output"; }
|
|
};
|
|
|
|
///
|
|
class FoliageFeatureGLSL : public ShaderFeatureGLSL
|
|
{
|
|
protected:
|
|
|
|
ShaderIncludeDependency mDep;
|
|
|
|
public:
|
|
|
|
FoliageFeatureGLSL();
|
|
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Foliage Feature";
|
|
}
|
|
|
|
virtual void determineFeature( Material *material,
|
|
const GFXVertexFormat *vertexFormat,
|
|
U32 stageNum,
|
|
const FeatureType &type,
|
|
const FeatureSet &features,
|
|
MaterialFeatureData *outFeatureData );
|
|
|
|
virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject );
|
|
};
|
|
|
|
class ParticleNormalFeatureGLSL : public ShaderFeatureGLSL
|
|
{
|
|
public:
|
|
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual String getName()
|
|
{
|
|
return "Particle Normal Generation Feature";
|
|
}
|
|
|
|
};
|
|
|
|
|
|
/// Special feature for unpacking imposter verts.
|
|
/// @see RenderImposterMgr
|
|
class ImposterVertFeatureGLSL : public ShaderFeatureGLSL
|
|
{
|
|
protected:
|
|
|
|
ShaderIncludeDependency mDep;
|
|
|
|
public:
|
|
|
|
ImposterVertFeatureGLSL();
|
|
|
|
virtual void processVert( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual void processPix( Vector<ShaderComponent*> &componentList,
|
|
const MaterialFeatureData &fd );
|
|
|
|
virtual String getName() { return "Imposter Vert"; }
|
|
|
|
virtual void determineFeature( Material *material,
|
|
const GFXVertexFormat *vertexFormat,
|
|
U32 stageNum,
|
|
const FeatureType &type,
|
|
const FeatureSet &features,
|
|
MaterialFeatureData *outFeatureData );
|
|
};
|
|
|
|
|
|
#endif // _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
|