mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
166 lines
6.4 KiB
C++
166 lines
6.4 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/HLSL/paraboloidHLSL.h"
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#include "lighting/lightInfo.h"
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#include "materials/sceneData.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialFeatureData.h"
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#include "gfx/gfxShader.h"
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void ParaboloidVertTransformHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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// First check for an input position from a previous feature
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// then look for the default vertex position.
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Var *inPosition = (Var*)LangElement::find( "inPosition" );
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if ( !inPosition )
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inPosition = (Var*)LangElement::find( "position" );
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const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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// Grab connector out position.
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RegisterType type = RT_SVPOSITION;
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Var *outPosition = connectComp->getElement(type);
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outPosition->setName("hpos");
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outPosition->setStructName("OUT");
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// Get the atlas scale.
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Var *atlasScale = new Var;
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atlasScale->setType( "float2" );
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atlasScale->setName( "atlasScale" );
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atlasScale->uniform = true;
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atlasScale->constSortPos = cspPass;
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// Transform into camera space
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Var *worldViewOnly = getWorldView( componentList, fd.features[MFT_UseInstancing], meta );
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// So what we're doing here is transforming into camera space, and
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// then directly manipulate into shadowmap space.
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//
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// http://www.gamedev.net/reference/articles/article2308.asp
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// Swizzle z and y post-transform
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meta->addStatement( new GenOp( " @ = mul(@, float4(@.xyz,1)).xzyw;\r\n", outPosition, worldViewOnly, inPosition ) );
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meta->addStatement( new GenOp( " float L = length(@.xyz);\r\n", outPosition ) );
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if ( isSinglePass )
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{
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// Flip the z in the back case
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Var *outIsBack = connectComp->getElement( RT_TEXCOORD );
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outIsBack->setType( "float" );
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outIsBack->setName( "isBack" );
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outIsBack->setStructName( "OUT" );
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meta->addStatement( new GenOp( " bool isBack = @.z < 0.0;\r\n", outPosition ) );
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meta->addStatement( new GenOp( " @ = isBack ? -1.0 : 1.0;\r\n", outIsBack ) );
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meta->addStatement( new GenOp( " if ( isBack ) @.z = -@.z;\r\n", outPosition, outPosition ) );
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}
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meta->addStatement( new GenOp( " @ /= L;\r\n", outPosition ) );
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meta->addStatement( new GenOp( " @.z = @.z + 1.0;\r\n", outPosition, outPosition ) );
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meta->addStatement( new GenOp( " @.xy /= @.z;\r\n", outPosition, outPosition ) );
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// Get the light parameters.
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Var *lightParams = new Var;
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lightParams->setType( "float4" );
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lightParams->setName( "lightParams" );
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lightParams->uniform = true;
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lightParams->constSortPos = cspPass;
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// TODO: If we change other shadow shaders to write out
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// linear depth, than fix this as well!
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//
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// (L - zNear)/(lightParams.x - zNear);
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//
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meta->addStatement( new GenOp( " @.z = L / @.x;\r\n", outPosition, lightParams ) );
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meta->addStatement( new GenOp( " @.w = 1.0;\r\n", outPosition ) );
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// Pass unmodified to pixel shader to allow it to clip properly.
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Var *outPosXY = connectComp->getElement( RT_TEXCOORD );
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outPosXY->setType( "float2" );
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outPosXY->setName( "posXY" );
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outPosXY->setStructName( "OUT" );
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meta->addStatement( new GenOp( " @ = @.xy;\r\n", outPosXY, outPosition ) );
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// Scale and offset so it shows up in the atlas properly.
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meta->addStatement( new GenOp( " @.xy *= @.xy;\r\n", outPosition, atlasScale ) );
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if ( isSinglePass )
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meta->addStatement( new GenOp( " @.x += isBack ? 0.5 : -0.5;\r\n", outPosition ) );
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else
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{
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Var *atlasOffset = new Var;
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atlasOffset->setType( "float2" );
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atlasOffset->setName( "atlasXOffset" );
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atlasOffset->uniform = true;
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atlasOffset->constSortPos = cspPass;
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meta->addStatement( new GenOp( " @.xy += @;\r\n", outPosition, atlasOffset ) );
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}
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output = meta;
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}
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void ParaboloidVertTransformHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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MultiLine *meta = new MultiLine;
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const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
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if ( isSinglePass )
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{
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// Cull things on the back side of the map.
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Var *isBack = connectComp->getElement( RT_TEXCOORD );
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isBack->setName( "isBack" );
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isBack->setStructName( "IN" );
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isBack->setType( "float" );
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meta->addStatement( new GenOp( " clip( abs( @ ) - 0.999 );\r\n", isBack ) );
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}
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// Cull pixels outside of the valid paraboloid.
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Var *posXY = connectComp->getElement( RT_TEXCOORD );
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posXY->setName( "posXY" );
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posXY->setStructName( "IN" );
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posXY->setType( "float2" );
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meta->addStatement( new GenOp( " clip( 1.0 - abs(@.x) );\r\n", posXY ) );
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output = meta;
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}
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ShaderFeature::Resources ParaboloidVertTransformHLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources temp;
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temp.numTexReg = 2;
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return temp;
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}
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