Torque3D/Engine/source/lighting/advanced/glsl/deferredShadingFeaturesGLSL.cpp
2017-05-28 16:51:31 -05:00

189 lines
7.2 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/deferredShadingFeaturesGLSL.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/conditionerFeature.h"
#include "renderInstance/renderDeferredMgr.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
//****************************************************************************
// Deferred Shading Features
//****************************************************************************
// Specular Map -> Blue of Material Buffer ( greyscaled )
// Gloss Map (Alpha Channel of Specular Map) -> Alpha ( Spec Power ) of Material Info Buffer.
void DeferredSpecMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
// search for color var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
MultiLine * meta = new MultiLine;
if ( !material )
{
// create color var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
}
// create texture var
Var *specularMap = new Var;
specularMap->setType( "sampler2D" );
specularMap->setName( "specularMap" );
specularMap->uniform = true;
specularMap->sampler = true;
specularMap->constNum = Var::getTexUnitNum();
//matinfo.g slot reserved for AO later
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
meta->addStatement(new GenOp(" @.b = dot(tex2D(@, @).rgb, vec3(0.3, 0.59, 0.11));\r\n", material, specularMap, texCoord));
meta->addStatement(new GenOp(" @.a = tex2D(@, @).a;\r\n", material, specularMap, texCoord));
output = meta;
}
ShaderFeature::Resources DeferredSpecMapGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
void DeferredSpecMapGLSL::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.mSamplerNames[ texIndex ] = "specularMap";
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}
void DeferredSpecMapGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"vec2",
fd.features[MFT_TexAnim],
meta,
componentList );
output = meta;
}
// Material Info Flags -> Red ( Flags ) of Material Info Buffer.
void DeferredMatInfoFlagsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
// search for material var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
if ( !material )
{
// create material var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
}
Var *matInfoFlags = new Var;
matInfoFlags->setType( "float" );
matInfoFlags->setName( "matInfoFlags" );
matInfoFlags->uniform = true;
matInfoFlags->constSortPos = cspPotentialPrimitive;
meta->addStatement(output = new GenOp(" @.r = @;\r\n", material, matInfoFlags));
output = meta;
}
// Spec Strength -> Blue Channel of Material Info Buffer.
// Spec Power -> Alpha Channel ( of Material Info Buffer.
void DeferredSpecVarsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// search for material var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
if ( !material )
{
// create material var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
}
Var *specStrength = new Var;
specStrength->setType( "float" );
specStrength->setName( "specularStrength" );
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
Var *specPower = new Var;
specPower->setType("float");
specPower->setName("specularPower");
specPower->uniform = true;
specPower->constSortPos = cspPotentialPrimitive;
MultiLine *meta = new MultiLine;
//matinfo.g slot reserved for AO later
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
meta->addStatement(new GenOp(" @.a = @/128;\r\n", material, specPower));
meta->addStatement(new GenOp(" @.b = @/5;\r\n", material, specStrength));
output = meta;
}
// Black -> Blue and Alpha of Color Buffer (representing no specular)
void DeferredEmptySpecGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// search for material var
Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
if ( !material )
{
// create material var
material = new Var;
material->setType( "vec4" );
material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
material->setStructName("OUT");
}
MultiLine * meta = new MultiLine;
//matinfo.g slot reserved for AO later
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
meta->addStatement(new GenOp(" @.ba = vec2(0.0);\r\n", material));
output = meta;
}