Torque3D/Engine/source/lighting/advanced/glsl/advancedLightingFeaturesGLSL.cpp
2012-09-19 11:15:01 -04:00

726 lines
27 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/advanced/glsl/advancedLightingFeaturesGLSL.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/conditionerFeature.h"
#include "renderInstance/renderPrePassMgr.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if ( fd.features[MFT_IsTranslucent] )
{
Parent::processPixMacros( macros, fd );
return;
}
*/
// Pull in the uncondition method for the light info buffer
NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
if ( texTarget && texTarget->getConditioner() )
{
ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
unconditionMethod->createMethodMacro( String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition", macros );
addDependency(unconditionMethod);
}
}
void DeferredRTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if ( fd.features[MFT_IsTranslucent] )
{
Parent::processVert( componentList, fd );
return;
}
*/
// Pass screen space position to pixel shader to compute a full screen buffer uv
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *ssPos = connectComp->getElement( RT_TEXCOORD );
ssPos->setName( "screenspacePos" );
ssPos->setType( "vec4" );
// Var *outPosition = (Var*) LangElement::find( "hpos" );
// AssertFatal( outPosition, "No hpos, ohnoes." );
output = new GenOp( " @ = gl_Position;\r\n", ssPos );
}
void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if ( fd.features[MFT_IsTranslucent] )
{
Parent::processPix( componentList, fd );
return;
}
*/
MultiLine *meta = new MultiLine;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *ssPos = connectComp->getElement( RT_TEXCOORD );
ssPos->setName( "screenspacePos" );
ssPos->setType( "vec4" );
Var *uvScene = new Var;
uvScene->setType( "vec2" );
uvScene->setName( "uvScene" );
LangElement *uvSceneDecl = new DecOp( uvScene );
Var *rtParams = (Var*) LangElement::find( "renderTargetParams" );
if( !rtParams )
{
rtParams = new Var;
rtParams->setType( "vec4" );
rtParams->setName( "renderTargetParams" );
rtParams->uniform = true;
rtParams->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
meta->addStatement( new GenOp( " @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
meta->addStatement( new GenOp( " @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size
Var *lightInfoSamp = new Var;
lightInfoSamp->setType( "vec4" );
lightInfoSamp->setName( "lightInfoSample" );
// create texture var
Var *lightInfoBuffer = new Var;
lightInfoBuffer->setType( "sampler2D" );
lightInfoBuffer->setName( "lightInfoBuffer" );
lightInfoBuffer->uniform = true;
lightInfoBuffer->sampler = true;
lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
meta->addStatement( new GenOp( " vec3 d_lightcolor;\r\n" ) );
meta->addStatement( new GenOp( " float d_NL_Att;\r\n" ) );
meta->addStatement( new GenOp( " float d_specular;\r\n" ) );
meta->addStatement( new GenOp( avar( " %s(texture2D(@, @), d_lightcolor, d_NL_Att, d_specular);\r\n", unconditionLightInfo.c_str() ),
lightInfoBuffer, uvScene ) );
Var *rtShading = new Var;
rtShading->setType( "vec4" );
rtShading->setName( "rtShading" );
LangElement *rtShadingDecl = new DecOp( rtShading );
meta->addStatement( new GenOp( " @ = vec4( d_lightcolor, 1.0 );\r\n", rtShadingDecl ) );
// This is kind of weak sauce
if( !fd.features[MFT_SubSurface] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( rtShading, Material::Mul ) ) );
output = meta;
}
ShaderFeature::Resources DeferredRTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if( fd.features[MFT_IsTranslucent] )
return Parent::getResources( fd );
*/
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
/// TODO: This needs to be done via some sort of material
/// feature and not just allow all translucent elements to
/// read from the light prepass.
/*
if( fd.features[MFT_IsTranslucent] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
return;
}
*/
NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
if( texTarget )
{
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}
void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_PrePassConditioner] )
{
// There is an output conditioner active, so we need to supply a transform
// to the pixel shader.
MultiLine *meta = new MultiLine;
// setup texture space matrix
Var *texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
if( !texSpaceMat )
{
LangElement * texSpaceSetup = setupTexSpaceMat( componentList, &texSpaceMat );
meta->addStatement( texSpaceSetup );
texSpaceMat = (Var*) LangElement::find( "objToTangentSpace" );
}
// turn obj->tangent into world->tangent
Var *worldToTangent = new Var;
worldToTangent->setType( "mat3" );
worldToTangent->setName( "worldToTangent" );
LangElement *worldToTangentDecl = new DecOp( worldToTangent );
// Get the world->obj transform
Var *worldToObj = new Var;
worldToObj->setType( "mat4" );
worldToObj->setName( "worldToObj" );
worldToObj->uniform = true;
worldToObj->constSortPos = cspPrimitive;
Var *mat3Conversion = new Var;
mat3Conversion->setType( "mat3" );
mat3Conversion->setName( "worldToObjMat3" );
LangElement* mat3Lang = new DecOp(mat3Conversion);
meta->addStatement( new GenOp( " @ = mat3(@[0].xyz, @[1].xyz, @[2].xyz);\r\n ", mat3Lang, worldToObj, worldToObj, worldToObj) );
// assign world->tangent transform
meta->addStatement( new GenOp( " @ = @ * @;\r\n", worldToTangentDecl, texSpaceMat, mat3Conversion ) );
// send transform to pixel shader
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR1->setName( "worldToTangentR1" );
worldToTangentR1->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @[0];\r\n", worldToTangentR1, worldToTangent ) );
Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR2->setName( "worldToTangentR2" );
worldToTangentR2->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @[1];\r\n", worldToTangentR2, worldToTangent ) );
Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR3->setName( "worldToTangentR3" );
worldToTangentR3->setType( "vec3" );
meta->addStatement( new GenOp( " @ = @[2];\r\n", worldToTangentR3, worldToTangent ) );
// Make sure there are texcoords
if( !fd.features[MFT_DiffuseMap] )
{
// 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( "outTexCoord" );
outTex->setType( "vec2" );
outTex->mapsToSampler = true;
if( fd.features[MFT_TexAnim] )
{
inTex->setType( "vec4" );
// create texture mat var
Var *texMat = new Var;
texMat->setType( "mat4" );
texMat->setName( "texMat" );
texMat->uniform = true;
texMat->constSortPos = cspPotentialPrimitive;
meta->addStatement( new GenOp( " @ = @ * @;\r\n", outTex, texMat, inTex ) );
}
else
{
// setup language elements to output incoming tex coords to output
meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
}
}
output = meta;
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_IsTranslucent] ||
!fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
return;
}
else
{
output = NULL;
}
}
void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// NULL output in case nothing gets handled
output = NULL;
if( fd.features[MFT_PrePassConditioner] )
{
MultiLine *meta = new MultiLine;
// Pull the world->tangent transform from the vertex shader
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *worldToTangentR1 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR1->setName( "worldToTangentR1" );
worldToTangentR1->setType( "vec3" );
Var *worldToTangentR2 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR2->setName( "worldToTangentR2" );
worldToTangentR2->setType( "vec3" );
Var *worldToTangentR3 = connectComp->getElement( RT_TEXCOORD );
worldToTangentR3->setName( "worldToTangentR3" );
worldToTangentR3->setType( "vec3" );
Var *worldToTangent = new Var;
worldToTangent->setType( "mat3" );
worldToTangent->setName( "worldToTangent" );
LangElement *worldToTangentDecl = new DecOp( worldToTangent );
// Build world->tangent matrix
meta->addStatement( new GenOp( " @;\r\n", worldToTangentDecl ) );
meta->addStatement( new GenOp( " @[0] = @;\r\n", worldToTangent, worldToTangentR1 ) );
meta->addStatement( new GenOp( " @[1] = @;\r\n", worldToTangent, worldToTangentR2 ) );
meta->addStatement( new GenOp( " @[2] = @;\r\n", worldToTangent, worldToTangentR3 ) );
// create texture var
Var *bumpMap = new Var;
bumpMap->setType( "sampler2D" );
bumpMap->setName( "bumpMap" );
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *texCoord = (Var*) LangElement::find( "outTexCoord" );
if( !texCoord )
{
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
texCoord = connectComp->getElement( RT_TEXCOORD );
texCoord->setName( "outTexCoord" );
texCoord->setType( "vec2" );
texCoord->mapsToSampler = true;
}
LangElement * texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord );
// create bump normal
Var *bumpNorm = new Var;
bumpNorm->setName( "bumpNormal" );
bumpNorm->setType( "vec4" );
LangElement *bumpNormDecl = new DecOp( bumpNorm );
meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
// This var is read from GBufferConditionerHLSL and
// used in the prepass output.
Var *gbNormal = new Var;
gbNormal->setName( "gbNormal" );
gbNormal->setType( "vec3" );
LangElement *gbNormalDecl = new DecOp( gbNormal );
// Normalize is done later...
// Note: The reverse mul order is intentional. Affine matrix.
meta->addStatement( new GenOp( " @ = @.xyz * @;\r\n", gbNormalDecl, bumpNorm, worldToTangent ) );
output = meta;
return;
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_IsTranslucent] ||
!fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
return;
}
else if ( fd.features[MFT_PixSpecular] )
{
Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
if( bumpSample == NULL )
{
Var *texCoord = (Var*) LangElement::find( "outTexCoord" );
if( !texCoord )
{
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
texCoord = connectComp->getElement( RT_TEXCOORD );
texCoord->setName( "outTexCoord" );
texCoord->setType( "vec2" );
texCoord->mapsToSampler = true;
}
Var *bumpMap = new Var;
bumpMap->setType( "sampler2D" );
bumpMap->setName( "bumpMap" );
bumpMap->uniform = true;
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
bumpSample = new Var;
bumpSample->setType( "vec4" );
bumpSample->setName( "bumpSample" );
LangElement *bumpSampleDecl = new DecOp( bumpSample );
output = new GenOp( " @ = texture2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
return;
}
}
output = NULL;
}
ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatureData &fd )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_IsTranslucent] ||
fd.features[MFT_Parallax] ||
!fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
Resources res;
if(!fd.features[MFT_SpecularMap])
{
res.numTex = 1;
res.numTexReg = 1;
}
return res;
}
void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_IsTranslucent] ||
!fd.features[MFT_RTLighting] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
return;
}
GFXTextureObject *normalMap = stageDat.getTex( MFT_NormalMap );
if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
( fd.features[MFT_PrePassConditioner] ||
fd.features[MFT_PixSpecular] ) &&
normalMap )
{
passData.mTexType[ texIndex ] = Material::Bump;
passData.mTexSlot[ texIndex++ ].texObject = normalMap;
}
}
void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
return;
}
output = NULL;
}
void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
return;
}
MultiLine *meta = new MultiLine;
Var *specular = new Var;
specular->setType( "float" );
specular->setName( "specular" );
LangElement * specDecl = new DecOp( specular );
Var *specCol = (Var*)LangElement::find( "specularColor" );
if(specCol == NULL)
{
specCol = new Var;
specCol->setType( "vec4" );
specCol->setName( "specularColor" );
specCol->uniform = true;
specCol->constSortPos = cspPotentialPrimitive;
}
Var *specPow = new Var;
specPow->setType( "float" );
specPow->setName( "specularPower" );
// If the gloss map flag is set, than the specular power is in the alpha
// channel of the specular map
if( fd.features[ MFT_GlossMap ] )
meta->addStatement( new GenOp( " @ = @.a * 255;\r\n", new DecOp( specPow ), specCol ) );
else
{
specPow->uniform = true;
specPow->constSortPos = cspPotentialPrimitive;
}
Var *constSpecPow = new Var;
constSpecPow->setType( "float" );
constSpecPow->setName( "constantSpecularPower" );
constSpecPow->uniform = true;
constSpecPow->constSortPos = cspPass;
Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
AssertFatal( lightInfoSamp, "Something hosed the deferred features! Can't find lightInfoSample" );
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow(d_specular, ceil(@ / @)) * d_NL_Att;\r\n", specDecl, specPow, constSpecPow ) );
LangElement *specMul = new GenOp( "@ * @", specCol, specular );
LangElement *final = specMul;
// We we have a normal map then mask the specular
if( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] )
{
Var *bumpSample = (Var*)LangElement::find( "bumpSample" );
final = new GenOp( "@ * @.a", final, bumpSample );
}
// add to color
meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
output = meta;
}
ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
{
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
Resources res;
return res;
}
ShaderFeature::Resources DeferredMinnaertGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
{
res.numTex = 1;
res.numTexReg = 1;
}
return res;
}
void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
{
NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
if ( texTarget )
{
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}
}
void DeferredMinnaertGLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
if( !fd.features[MFT_IsTranslucent] && fd.features[MFT_RTLighting] )
{
// Pull in the uncondition method for the g buffer
NamedTexTarget *texTarget = NamedTexTarget::find( RenderPrePassMgr::BufferName );
if ( texTarget && texTarget->getConditioner() )
{
ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
unconditionMethod->createMethodMacro( String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition", macros );
addDependency(unconditionMethod);
}
}
}
void DeferredMinnaertGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
// grab incoming vert position
Var *inVertPos = (Var*) LangElement::find( "position" );
AssertFatal( inVertPos, "Something went bad with ShaderGen. The vertex position should be already defined." );
// grab output for gbuffer normal
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *outWSEyeVec= connectComp->getElement( RT_TEXCOORD );
outWSEyeVec->setName( "outWSViewVec" );
outWSEyeVec->setType( "vec4" );
// create objToWorld variable
Var *objToWorld = (Var*) LangElement::find( "objTrans" );
if( !objToWorld )
{
objToWorld = new Var;
objToWorld->setType( "mat4x4" );
objToWorld->setName( "objTrans" );
objToWorld->uniform = true;
objToWorld->constSortPos = cspPrimitive;
}
// Eye Pos world
Var *eyePosWorld = (Var*) LangElement::find( "eyePosWorld" );
if( !eyePosWorld )
{
eyePosWorld = new Var;
eyePosWorld->setType( "vec3" );
eyePosWorld->setName( "eyePosWorld" );
eyePosWorld->uniform = true;
eyePosWorld->constSortPos = cspPass;
}
// Kick out the world-space normal
LangElement *statement = new GenOp( " @ = vec4(@, @) - vec4(@, 0.0);\r\n",
outWSEyeVec, objToWorld, inVertPos, eyePosWorld );
output = statement;
}
void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
Var *minnaertConstant = new Var;
minnaertConstant->setType( "float" );
minnaertConstant->setName( "minnaertConstant" );
minnaertConstant->uniform = true;
minnaertConstant->constSortPos = cspPotentialPrimitive;
// create texture var
Var *prepassBuffer = new Var;
prepassBuffer->setType( "sampler2D" );
prepassBuffer->setName( "prepassBuffer" );
prepassBuffer->uniform = true;
prepassBuffer->sampler = true;
prepassBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
// Texture coord
Var *uvScene = (Var*) LangElement::find( "uvScene" );
AssertFatal(uvScene != NULL, "Unable to find UVScene, no RTLighting feature?");
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *wsViewVec = (Var*) LangElement::find( "wsPos" );
if( !wsViewVec )
{
wsViewVec = connectComp->getElement( RT_TEXCOORD );
wsViewVec->setName( "outWSViewVec" );
wsViewVec->setType( "vec4" );
wsViewVec->mapsToSampler = false;
wsViewVec->uniform = false;
}
String unconditionPrePassMethod = String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition";
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( avar( " vec4 normalDepth = %s(texture2D(@, @));\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
meta->addStatement( new GenOp( " vec3 worldViewVec = normalize(@.xyz / @.w);\r\n", wsViewVec, wsViewVec ) );
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, worldViewVec);\r\n" ) );
meta->addStatement( new GenOp( " float Minnaert = pow(d_NL_Att, @) * pow(vDotN, 1.0 - @);\r\n", minnaertConstant, minnaertConstant ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
output = meta;
}
void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_IsTranslucent] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
Var *subSurfaceParams = new Var;
subSurfaceParams->setType( "vec4" );
subSurfaceParams->setName( "subSurfaceParams" );
subSurfaceParams->uniform = true;
subSurfaceParams->constSortPos = cspPotentialPrimitive;
Var *inColor = (Var*) LangElement::find( "rtShading" );
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, d_NL_Att) - smoothstep(0.0, 1.0, d_NL_Att);\r\n", subSurfaceParams ) );
meta->addStatement( new GenOp( " subLamb = max(0.0, subLamb);\r\n" ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@.rgb + (subLamb * @.rgb), 1.0)", inColor, subSurfaceParams ), Material::Mul ) ) );
output = meta;
}