Torque3D/Engine/source/shaderGen/GLSL/pixSpecularGLSL.cpp
2012-09-19 11:15:01 -04:00

208 lines
7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "shaderGen/GLSL/pixSpecularGLSL.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/shaderGenVars.h"
#include "gfx/gfxStructs.h"
PixelSpecularGLSL::PixelSpecularGLSL()
: mDep( "shaders/common/gl/lighting.glsl" )
{
addDependency( &mDep );
}
void PixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
/*
AssertFatal( fd.features[MFT_RTLighting],
"PixelSpecularHLSL requires RTLighting to be enabled!" );
MultiLine *meta = new MultiLine;
// Get the eye world position.
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if( !eyePos )
{
eyePos = new Var;
eyePos->setType( "float3" );
eyePos->setName( "eyePosWorld" );
eyePos->uniform = true;
eyePos->constSortPos = cspPass;
}
// Grab a register for passing the
// world space view vector.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
Var *wsView = connectComp->getElement( RT_TEXCOORD );
wsView->setName( "wsView" );
wsView->setStructName( "OUT" );
wsView->setType( "float3" );
// Get the input position.
Var *position = (Var*)LangElement::find( "inPosition" );
if ( !position )
position = (Var*)LangElement::find( "position" );
// Get the object to world transform.
Var *objTrans = (Var*) LangElement::find( "objTrans" );
if ( !objTrans )
{
objTrans = new Var;
objTrans->setType( "float4x4" );
objTrans->setName( "objTrans" );
objTrans->uniform = true;
objTrans->constSortPos = cspPrimitive;
}
meta->addStatement( new GenOp( " @ = @ - mul( @, float4( @.xyz,1 ) ).xyz;\r\n",
wsView, eyePos, objTrans, position ) );
output = meta;
*/
}
void PixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
/*
AssertFatal( fd.features[MFT_RTLighting],
"PixelSpecularHLSL requires RTLighting to be enabled!" );
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
MultiLine *meta = new MultiLine;
// Get the normal and light vectors from which the
// RTLighting feature should have already setup.
Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
Var *inLightVec = (Var*)LangElement::find( "inLightVec" );
// Grab the world space position to eye vector.
Var *wsView = connectComp->getElement( RT_TEXCOORD );
wsView->setName( "wsView" );
wsView->setStructName( "IN" );
wsView->setType( "float3" );
// Get the specular power and color.
Var *specPow = new Var( "specularPower", "float" );
specPow->uniform = true;
specPow->constSortPos = cspPass;
Var *specCol = (Var*)LangElement::find("specularColor");
if(specCol == NULL)
{
specCol = new Var( "specularColor", "vec4" );
specCol->uniform = true;
specCol->constSortPos = cspPass;
}
// Calcuate the specular factor.
Var *specular = new Var( "specular", "float" );
meta->addStatement( new GenOp( " @ = calcSpecular( -@, normalize( @ ), normalize( @ ), @ );\r\n",
new DecOp( specular ), inLightVec, wsNormal, wsView, specPow ) );
LangElement *specMul = new GenOp( "float4(@.rgb,0) * @", specCol, specular );
LangElement *final = specMul;
// mask out with lightmap if present
if( fd.features[MFT_LightMap] )
{
LangElement *lmColor = NULL;
// find lightmap color
lmColor = LangElement::find( "lmColor" );
if ( !lmColor )
{
LangElement * lightMap = LangElement::find( "lightMap" );
LangElement * lmCoord = LangElement::find( "texCoord2" );
lmColor = new GenOp( "tex2D(@, @)", lightMap, lmCoord );
}
final = new GenOp( "@ * float4(@.rgb,0)", specMul, lmColor );
}
// We we have a normal map then mask the specular
if ( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] )
{
Var *bumpColor = (Var*)LangElement::find( "bumpNormal" );
final = new GenOp( "@ * @.a", final, bumpColor );
}
// Add the specular to the final color.
meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
output = meta;
*/
}
ShaderFeature::Resources PixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTexReg = 1;
return res;
}
void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "out_texCoord", "vec2", true, componentList );
// create texture var
Var *specularMap = new Var;
specularMap->setType( "sampler2D" );
specularMap->setName( "specularMap" );
specularMap->uniform = true;
specularMap->sampler = true;
specularMap->constNum = Var::getTexUnitNum();
LangElement *texOp = new GenOp( "texture2D(@, @)", specularMap, texCoord );
Var *specularColor = new Var( "specularColor", "vec4" );
output = new GenOp( " @ = @;\r\n", new DecOp( specularColor ), texOp );
}
ShaderFeature::Resources SpecularMapGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
return res;
}
void SpecularMapGLSL::setTexData( Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex )
{
GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
if ( tex )
{
passData.mTexType[ texIndex ] = Material::Standard;
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}