mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded. Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect. This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
219 lines
7.1 KiB
C++
219 lines
7.1 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/GLSL/shaderGenGLSL.h"
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#include "shaderGen/GLSL/shaderCompGLSL.h"
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#include "shaderGen/featureMgr.h"
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#include "gfx/gl/tGL/tGL.h"
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void ShaderGenPrinterGLSL::printShaderHeader( Stream& stream )
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{
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const char *header1 = "//*****************************************************************************\r\n";
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const char *header2 = "// Torque -- GLSL procedural shader\r\n";
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stream.write( dStrlen(header1), header1 );
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stream.write( dStrlen(header2), header2 );
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stream.write( dStrlen(header1), header1 );
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// Cheap HLSL compatibility.
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String header3 = String("#include \"") + String(Con::getVariable("$Core::CommonShaderPath")) + String("/gl/hlslCompat.glsl\"\r\n");
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stream.write(dStrlen(header3), header3.c_str());
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const char* header4 = "\r\n";
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stream.write( dStrlen(header4), header4 );
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}
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void ShaderGenPrinterGLSL::printMainComment( Stream& stream )
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{
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// Print out main function definition
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const char * header5 = "// Main \r\n";
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const char * line = "//-----------------------------------------------------------------------------\r\n";
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stream.write( dStrlen(line), line );
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stream.write( dStrlen(header5), header5 );
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stream.write( dStrlen(line), line );
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}
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void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
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{
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// We are render OpenGL upside down for use DX9 texture coords.
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// Must be the last vertex feature.
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const char *closer = " gl_Position.y *= -1;\r\n}\r\n";
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stream.write( dStrlen(closer), closer );
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}
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void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
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{
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// Determine the number of output targets we need
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U32 numMRTs = 0;
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for (U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++)
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{
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const FeatureInfo &info = FEATUREMGR->getAt(i);
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if (featureData.features.hasFeature(*info.type))
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numMRTs |= info.feature->getOutputTargets(featureData);
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}
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WRITESTR(avar("//Fragment shader OUT\r\n"));
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WRITESTR(avar("out vec4 OUT_col;\r\n"));
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for( U32 i = 1; i < 4; i++ )
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{
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if( numMRTs & 1 << i )
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WRITESTR(avar("out vec4 OUT_col%d;\r\n", i));
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}
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WRITESTR("\r\n");
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WRITESTR("\r\n");
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}
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void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
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{
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const char *closer = " \r\n}\r\n";
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stream.write( dStrlen(closer), closer );
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}
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void ShaderGenPrinterGLSL::printLine(Stream& stream, const String& line)
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{
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stream.write(line.length(), line.c_str());
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const char* end = "\r\n";
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stream.write(dStrlen(end), end);
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}
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const char* ShaderGenComponentFactoryGLSL::typeToString( GFXDeclType type )
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{
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switch ( type )
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{
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default:
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case GFXDeclType_Float:
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return "float";
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case GFXDeclType_Float2:
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return "vec2";
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case GFXDeclType_Float3:
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return "vec3";
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case GFXDeclType_UByte4:
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return "vec4";
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case GFXDeclType_Float4:
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case GFXDeclType_Color:
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return "vec4";
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}
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}
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ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
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{
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AppVertConnectorGLSL *vertComp = new AppVertConnectorGLSL;
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// Loop thru the vertex format elements.
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for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
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{
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const GFXVertexElement &element = vertexFormat.getElement( i );
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Var *var = NULL;
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if ( element.isSemantic( GFXSemantic::POSITION ) )
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{
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var = vertComp->getElement( RT_POSITION );
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var->setName( "position" );
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}
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else if ( element.isSemantic( GFXSemantic::NORMAL ) )
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{
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var = vertComp->getElement( RT_NORMAL );
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var->setName( "normal" );
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}
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else if ( element.isSemantic( GFXSemantic::TANGENT ) )
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{
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var = vertComp->getElement( RT_TANGENT );
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var->setName( "T" );
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}
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else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
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{
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var = vertComp->getElement( RT_TANGENTW );
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var->setName( "tangentW" );
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}
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else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
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{
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var = vertComp->getElement( RT_BINORMAL );
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var->setName( "B" );
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}
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else if ( element.isSemantic( GFXSemantic::COLOR ) )
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{
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var = vertComp->getElement( RT_COLOR );
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var->setName( "diffuse" );
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}
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else if (element.isSemantic(GFXSemantic::BLENDINDICES))
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{
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var = vertComp->getElement(RT_BLENDINDICES);
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var->setName(String::ToString("vBlendIndex%d", element.getSemanticIndex()));
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}
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else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
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{
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var = vertComp->getElement(RT_BLENDWEIGHT);
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var->setName(String::ToString("vBlendWeight%d", element.getSemanticIndex()));
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}
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else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
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{
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var = vertComp->getElement( RT_TEXCOORD );
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if ( element.getSemanticIndex() == 0 )
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var->setName( "texCoord" );
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else
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var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
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}
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else
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{
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// Everything else is a texcoord!
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var = vertComp->getElement( RT_TEXCOORD );
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var->setName( "tc" + element.getSemantic() );
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}
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if ( !var )
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continue;
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var->setStructName( "IN" );
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var->setType( typeToString( element.getType() ) );
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}
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return vertComp;
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}
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ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexPixelConnector()
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{
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VertPixelConnectorGLSL* comp = new VertPixelConnectorGLSL;
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return comp;
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}
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ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexParamsDef()
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{
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VertexParamsDefGLSL* comp = new VertexParamsDefGLSL;
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return comp;
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}
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ShaderComponent* ShaderGenComponentFactoryGLSL::createPixelParamsDef()
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{
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PixelParamsDefGLSL* comp = new PixelParamsDefGLSL;
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return comp;
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}
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