Torque3D/Engine/source/shaderGen/HLSL/customFeatureHLSL.cpp

498 lines
16 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 "customFeatureHLSL.h"
#include "shaderGen/shaderFeature.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
//#include "materials/materialFeatureTypes.h"
//#include "gfx/gfxDevice.h"
//#include "materials/processedMaterial.h"
//****************************************************************************
// Accu Texture
//****************************************************************************
void CustomFeatureHLSL::processVert(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
/*MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"float2",
false,
meta,
componentList );
getOutObjToTangentSpace( componentList, meta, fd );
output = meta;*/
meta = new MultiLine;
mFeatureData = fd;
mComponentList = componentList;
mOutputState = VertexOutput;
if (mOwner->isMethod("processVertHLSL"))
Con::executef(mOwner, "processVertHLSL");
output = meta;
}
void CustomFeatureHLSL::processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
meta = new MultiLine;
mFeatureData = fd;
mComponentList = componentList;
mOutputState = PixelOutput;
/*MultiLine *meta = new MultiLine;
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col1" );
if (!color)
{
output = new GenOp(" //NULL COLOR!");
return;
}
// accu map
Var *accuMap = new Var;
accuMap->setType("SamplerState");
accuMap->setName( "accuMap" );
accuMap->uniform = true;
accuMap->sampler = true;
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// accuColor var
Var *accuColor = new Var;
accuColor->setType( "float4" );
accuColor->setName( "accuColor" );
LangElement *colorAccuDecl = new DecOp( accuColor );
// plc (placement)
Var *accuPlc = new Var;
accuPlc->setType( "float4" );
accuPlc->setName( "plc" );
LangElement *plcAccu = new DecOp( accuPlc );
// accu constants
Var *accuScale = (Var*)LangElement::find( "accuScale" );
if ( !accuScale )
{
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->uniform = true;
accuScale->sampler = false;
accuScale->constSortPos = cspPotentialPrimitive;
}
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
if ( !accuDirection )
{
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->uniform = true;
accuDirection->sampler = false;
accuDirection->constSortPos = cspPotentialPrimitive;
}
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
if ( !accuStrength )
{
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->uniform = true;
accuStrength->sampler = false;
accuStrength->constSortPos = cspPotentialPrimitive;
}
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
if ( !accuCoverage )
{
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->uniform = true;
accuCoverage->sampler = false;
accuCoverage->constSortPos = cspPotentialPrimitive;
}
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
if ( !accuSpecular )
{
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->uniform = true;
accuSpecular->sampler = false;
accuSpecular->constSortPos = cspPotentialPrimitive;
}
Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
if( bumpNorm == NULL )
{
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
if (!bumpNorm)
return;
}
// get the accu pixel color
Var *accuMapTex = new Var;
accuMapTex->setType("Texture2D");
accuMapTex->setName("accuMapTex");
accuMapTex->uniform = true;
accuMapTex->texture = true;
accuMapTex->constNum = accuMap->constNum;
meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
// assign direction
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
// saturate based on strength
meta->addStatement( new GenOp( " @ = saturate( dot( @.xyz, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
// add coverage
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
// clamp to a sensible value
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
// light
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
if(lightColor != NULL)
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
// lerp with current pixel - use the accu alpha as well
meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
// the result should always be opaque
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );*/
if (mOwner->isMethod("processPixelHLSL"))
Con::executef(mOwner, "processPixelHLSL");
output = meta;
}
void CustomFeatureHLSL::setTexData(Material::StageData& stageDat,
const MaterialFeatureData& fd,
RenderPassData& passData,
U32& texIndex)
{
//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
//if ( tex )
//{
//passData.mSamplerNames[ texIndex ] = "AccuMap";
//passData.mTexType[ texIndex++ ] = Material::AccuMap;
//}
if (mOwner->isMethod("setTextureData"))
Con::executef(mOwner, "setTextureData");
}
void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue, U32 arraySize)
{
//do the var/arg fetching here
Var* newVar = (Var*)LangElement::find(name.c_str());
if (!newVar)
{
VarHolder newVarHolder(name, type, "");
newVarHolder.arraySize = arraySize;
newVarHolder.sampler = false;
newVarHolder.uniform = true;
newVarHolder.constSortPos = cspPotentialPrimitive;
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}
void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
{
//do the var/arg fetching here
Var* newVar = (Var*)LangElement::find(name.c_str());
if (!newVar)
{
//As far as I know, it's always SamplerState regardless of the texture's type
VarHolder newVarHolder(name, "SamplerState", "");
newVarHolder.arraySize = arraySize;
newVarHolder.sampler = true;
newVarHolder.uniform = true;
newVarHolder.constNum = Var::getTexUnitNum(); // used as texture unit num here
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}
void CustomFeatureHLSL::addTexture(String name, String type, String samplerState, U32 arraySize)
{
//do the var/arg fetching here
Var* newVar = (Var*)LangElement::find(name.c_str());
if (!newVar)
{
//go find our sampler state var
U32 constNum = 0;
Var* samplerStateVar = (Var*)LangElement::find(samplerState.c_str());
if (!samplerStateVar)
{
//check our holder vars
bool foundHolder = false;
for (U32 v = 0; v < mVars.size(); v++)
{
if (mVars[v].varName == samplerState)
{
constNum = mVars[v].constNum;
foundHolder = true;
break;
}
}
if (!foundHolder)
{
Con::errorf("CustomShaderFeature::addTexture: Unable to find texture's sampler state!");
return;
}
}
else
{
constNum = samplerStateVar->constNum;
}
VarHolder newVarHolder(name, type, "");
newVarHolder.arraySize = arraySize;
newVarHolder.texture = true;
newVarHolder.uniform = true;
newVarHolder.constNum = constNum; // used as texture unit num here
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}
void CustomFeatureHLSL::addVariable(String name, String type, String defaultValue)
{
//do the var/arg fetching here
Var* newVar = (Var*)LangElement::find(name.c_str());
if (!newVar)
{
if (!defaultValue.isEmpty())
{
char declareStatement[128];
dSprintf(declareStatement, 128, " @ = %s;\n", defaultValue.c_str());
newVar = new Var(name, type);
LangElement* newVarDecl = new DecOp(newVar);
meta->addStatement(new GenOp(declareStatement, newVarDecl));
}
else
{
VarHolder newVarHolder(name, type, defaultValue);
mVars.push_back(newVarHolder);
}
}
}
void CustomFeatureHLSL::addConnector(String name, String type, String elementName)
{
// grab connector texcoord register
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
//Get element
S32 element = -1;
if (elementName == String("RT_POSITION"))
element = RT_POSITION;
else if (elementName == String("RT_NORMAL"))
element = RT_NORMAL;
else if (elementName == String("RT_BINORMAL"))
element = RT_BINORMAL;
else if (elementName == String("RT_TANGENT"))
element = RT_TANGENT;
else if (elementName == String("RT_TANGENTW"))
element = RT_TANGENTW;
else if (elementName == String("RT_COLOR"))
element = RT_COLOR;
else if (elementName == String("RT_TEXCOORD"))
element = RT_TEXCOORD;
else if (elementName == String("RT_VPOS"))
element = RT_VPOS;
else if (elementName == String("RT_SVPOSITION"))
element = RT_SVPOSITION;
else if (elementName == String("RT_BLENDINDICES"))
element = RT_BLENDINDICES;
else if (elementName == String("RT_BLENDWEIGHT"))
element = RT_BLENDWEIGHT;
if (element == -1)
{
Con::errorf("CustomShaderFeatureHLSL::addConnector - Invalid element type %s", elementName.c_str());
return;
}
VarHolder newVarHolder(name, type, "");
newVarHolder.elementId = element;
if (mOutputState == VertexOutput)
newVarHolder.structName = "OUT";
else if (mOutputState == PixelOutput)
newVarHolder.structName = "IN";
mVars.push_back(newVarHolder);
}
void CustomFeatureHLSL::addVertTexCoord(String name)
{
VarHolder newVarHolder(name, "", "");
newVarHolder.texCoord = true;
mVars.push_back(newVarHolder);
}
void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValueRef * argv)
{
//do the var/arg fetching here
Vector<Var*> varList;
bool declarationStatement = false;
for (U32 i = 0; i < argc; i++)
{
String varName = argv[i].getStringValue();
Var* newVar = (Var*)LangElement::find(varName.c_str());
if (!newVar)
{
//ok, check our existing var holders, see if we just haven't utilized it yet
for (U32 v = 0; v < mVars.size(); v++)
{
if (mVars[v].varName == varName)
{
if (!mVars[v].texCoord)
{
if (mVars[v].elementId != -1)
{
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
Var* newDeclVar = connectComp->getElement((RegisterType)mVars[v].elementId);
newDeclVar->setName(mVars[v].varName);
newDeclVar->setStructName(mVars[v].structName);
newDeclVar->setType(mVars[v].type);
newVar = newDeclVar;
}
else
{
Var* newDeclVar = new Var(mVars[v].varName, mVars[v].type);
newDeclVar->arraySize = mVars[v].arraySize;
newDeclVar->uniform = mVars[v].uniform;
newDeclVar->sampler = mVars[v].sampler;
newDeclVar->texture = mVars[v].texture;
newDeclVar->constNum = mVars[v].constNum;
newDeclVar->constSortPos = mVars[v].constSortPos;
if (!newDeclVar->uniform)
{
LangElement* newVarDecl = new DecOp(newDeclVar);
newVar = (Var*)newVarDecl;
declarationStatement = true;
}
else
{
newVar = newDeclVar;
}
}
}
else
{
newVar = getVertTexCoord(mVars[v].varName);
}
mVars.erase(v);
break;
}
}
if (!newVar)
{
//couldn't find that variable, bail out
Con::errorf("CustomShaderFeature::writeLine: unable to find variable %s, meaning it was not declared before being used!", argv[i].getStringValue());
return;
}
}
varList.push_back(newVar);
}
//not happy about it, but do a trampoline here to pass along the args
switch (varList.size())
{
case 0:
meta->addStatement(new GenOp(format + "\n"));
break;
case 1:
meta->addStatement(new GenOp(format + "\n", varList[0]));
break;
case 2:
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1]));
break;
case 3:
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2]));
break;
case 4:
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3]));
break;
case 5:
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3], varList[4]));
break;
}
}
bool CustomFeatureHLSL::hasFeature(String name)
{
for (U32 i = 0; i < mFeatureData.materialFeatures.getCount(); i++)
{
String featureName = mFeatureData.materialFeatures.getAt(i).getName();
if (name == featureName)
return true;
}
return false;
}