mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
177 lines
6.2 KiB
C++
177 lines
6.2 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/HLSL/depthHLSL.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialFeatureData.h"
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#include "terrain/terrFeatureTypes.h"
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void EyeSpaceDepthOutHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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output = meta;
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// grab output
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outWSEyeVec = connectComp->getElement( RT_TEXCOORD );
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outWSEyeVec->setName( "wsEyeVec" );
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outWSEyeVec->setStructName( "OUT" );
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// grab incoming vert position
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Var *wsPosition = new Var( "depthPos", "float3" );
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getWsPosition( componentList, fd.features[MFT_UseInstancing], meta, new DecOp( wsPosition ) );
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Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
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if( !eyePos )
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{
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eyePos = new Var;
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eyePos->setType("float3");
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eyePos->setName("eyePosWorld");
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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}
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meta->addStatement( new GenOp( " @ = float4( @.xyz - @, 1 );\r\n", outWSEyeVec, wsPosition, eyePos ) );
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}
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void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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MultiLine *meta = new MultiLine;
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// grab connector position
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *wsEyeVec = connectComp->getElement( RT_TEXCOORD );
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wsEyeVec->setName( "wsEyeVec" );
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wsEyeVec->setStructName( "IN" );
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wsEyeVec->setType( "float4" );
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wsEyeVec->uniform = false;
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// get shader constants
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Var *vEye = new Var;
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vEye->setType("float3");
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vEye->setName("vEye");
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vEye->uniform = true;
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vEye->constSortPos = cspPass;
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// Expose the depth to the depth format feature
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Var *depthOut = new Var;
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depthOut->setType("float");
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depthOut->setName(getOutputVarName());
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LangElement *depthOutDecl = new DecOp( depthOut );
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meta->addStatement( new GenOp( "#ifndef CUBE_SHADOW_MAP\r\n" ) );
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if (fd.features.hasFeature(MFT_TerrainBaseMap))
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meta->addStatement(new GenOp(" @ =min(0.9999, dot(@, (@.xyz / @.w)));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));
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else
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meta->addStatement(new GenOp(" @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));
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meta->addStatement( new GenOp( "#else\r\n" ) );
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Var *farDist = (Var*)Var::find( "oneOverFarplane" );
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if ( !farDist )
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{
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farDist = new Var;
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farDist->setType("float4");
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farDist->setName("oneOverFarplane");
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farDist->uniform = true;
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farDist->constSortPos = cspPass;
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}
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meta->addStatement( new GenOp( " @ = length( @.xyz / @.w ) * @.x;\r\n", depthOutDecl, wsEyeVec, wsEyeVec, farDist ) );
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meta->addStatement( new GenOp( "#endif\r\n" ) );
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// If there isn't an output conditioner for the pre-pass, than just write
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// out the depth to rgba and return.
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if( !fd.features[MFT_DeferredConditioner] )
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meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@.rrr,1)", depthOut ), Material::None ) ) );
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output = meta;
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}
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ShaderFeature::Resources EyeSpaceDepthOutHLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources temp;
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// Passing from VS->PS:
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// - world space position (wsPos)
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temp.numTexReg = 1;
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return temp;
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}
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void DepthOutHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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// Grab the output vert.
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Var *outPosition = (Var*)LangElement::find( "hpos" );
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// Grab our output depth.
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Var *outDepth = connectComp->getElement( RT_TEXCOORD );
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outDepth->setName( "depth" );
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outDepth->setStructName( "OUT" );
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outDepth->setType( "float" );
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output = new GenOp( " @ = @.z / @.w;\r\n", outDepth, outPosition, outPosition );
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}
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void DepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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// grab connector position
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Var *depthVar = connectComp->getElement( RT_TEXCOORD );
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depthVar->setName( "depth" );
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depthVar->setStructName( "IN" );
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depthVar->setType( "float" );
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depthVar->uniform = false;
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/*
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// Expose the depth to the depth format feature
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Var *depthOut = new Var;
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depthOut->setType("float");
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depthOut->setName(getOutputVarName());
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*/
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LangElement *depthOut = new GenOp( "float4( @, 0, 0, 1 )", depthVar );
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output = new GenOp( " @;\r\n", assignColor( depthOut, Material::None ) );
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}
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ShaderFeature::Resources DepthOutHLSL::getResources( const MaterialFeatureData &fd )
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{
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// We pass the depth to the pixel shader.
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Resources temp;
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temp.numTexReg = 1;
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return temp;
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}
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