//----------------------------------------------------------------------------- // 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/bumpGLSL.h" #include "shaderGen/shaderOp.h" #include "gfx/gfxDevice.h" #include "materials/matInstance.h" #include "materials/processedMaterial.h" #include "materials/materialFeatureTypes.h" #include "shaderGen/shaderGenVars.h" void BumpFeatGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; output = meta; const bool useTexAnim = fd.features[MFT_TexAnim]; // Output the texture coord. getOutTexCoord( "texCoord", "vec2", true, useTexAnim, meta, componentList ); if ( fd.features.hasFeature( MFT_DetailNormalMap ) ) addOutDetailTexCoord( componentList, meta, useTexAnim ); // Also output the worldToTanget transform which // we use to create the world space normal. getOutWorldToTangent( componentList, meta, fd ); } void BumpFeatGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; output = meta; // Get the texture coord. Var *texCoord = getInTexCoord( "out_texCoord", "vec2", true, componentList ); // Sample the bumpmap. Var *bumpMap = getNormalMapTex(); LangElement *texOp = NULL; //Handle atlased textures if(fd.features[MFT_NormalMapAtlas]) { // This is a big block of code, so put a comment in the shader code meta->addStatement( new GenOp( " // Atlased texture coordinate calculation (see BumpFeat*LSL for details)\r\n") ); Var *atlasedTex = new Var; atlasedTex->setName("atlasedBumpCoord"); atlasedTex->setType("vec2"); LangElement *atDecl = new DecOp(atlasedTex); // Parameters of the texture atlas Var *atParams = new Var; atParams->setType("vec4"); atParams->setName("bumpAtlasParams"); atParams->uniform = true; atParams->constSortPos = cspPotentialPrimitive; // Parameters of the texture (tile) this object is using in the atlas Var *tileParams = new Var; tileParams->setType("vec4"); tileParams->setName("bumpAtlasTileParams"); tileParams->uniform = true; tileParams->constSortPos = cspPotentialPrimitive; const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f); // getPixelShaderVersion() on Mac currently returns 2.0, // or 3.0 if Advanced Lighting is enabled if(is_sm3) { // Figure out the mip level meta->addStatement(new GenOp(" vec2 _dx_bump = dFdx(@ * @.z);\r\n", texCoord, atParams)); meta->addStatement(new GenOp(" vec2 _dy_bump = dFdy(@ * @.z);\r\n", texCoord, atParams)); meta->addStatement(new GenOp(" float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n")); meta->addStatement(new GenOp(" mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams)); // And the size of the mip level meta->addStatement(new GenOp(" float mipPixSz_bump = pow(2.0, @.w - mipLod_bump);\r\n", atParams)); meta->addStatement(new GenOp(" vec2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams)); } else { meta->addStatement(new GenOp(" vec2 mipSz = float2(1.0, 1.0);\r\n")); } // Tiling mode // TODO: Select wrap or clamp somehow if( true ) // Wrap meta->addStatement(new GenOp(" @ = fract(@);\r\n", atDecl, texCoord)); else // Clamp meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, texCoord)); // Finally scale/offset, and correct for filtering meta->addStatement(new GenOp(" @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n", atlasedTex, atlasedTex, atParams, atParams, tileParams)); // Add a newline meta->addStatement(new GenOp( "\r\n")); if(is_sm3) { texOp = new GenOp( "texture2DLod(@, vec4(@, 0.0, mipLod_bump)", bumpMap, texCoord ); } else { texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord ); } } else { texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord ); } Var *bumpNorm = new Var( "bumpNormal", "vec4" ); meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) ); // If we have a detail normal map we add the xy coords of // it to the base normal map. This gives us the effect we // want with few instructions and minial artifacts. if ( fd.features.hasFeature( MFT_DetailNormalMap ) ) { bumpMap = new Var; bumpMap->setType( "sampler2D" ); bumpMap->setName( "detailBumpMap" ); bumpMap->uniform = true; bumpMap->sampler = true; bumpMap->constNum = Var::getTexUnitNum(); texCoord = getInTexCoord( "detCoord", "vec2", true, componentList ); texOp = new GenOp( "texture2D(@, @)", bumpMap, texCoord ); Var *detailBump = new Var; detailBump->setName( "detailBump" ); detailBump->setType( "vec4" ); meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) ); Var *detailBumpScale = new Var; detailBumpScale->setType( "float" ); detailBumpScale->setName( "detailBumpStrength" ); detailBumpScale->uniform = true; detailBumpScale->constSortPos = cspPass; meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) ); } // We transform it into world space by reversing the // multiplication by the worldToTanget transform. Var *wsNormal = new Var( "wsNormal", "vec3" ); Var *worldToTanget = getInWorldToTangent( componentList ); meta->addStatement( new GenOp( " @ = normalize( vec3( @.xyz * @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) ); } ShaderFeature::Resources BumpFeatGLSL::getResources( const MaterialFeatureData &fd ) { Resources res; // If we have no parallax then we bring on the normal tex. if ( !fd.features[MFT_Parallax] ) res.numTex = 1; // Only the parallax or diffuse map will add texture // coords other than us. if ( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] && !fd.features[MFT_OverlayMap] && !fd.features[MFT_DetailMap] ) res.numTexReg++; // We pass the world to tanget space transform. res.numTexReg += 3; // Do we have detail normal mapping? if ( fd.features[MFT_DetailNormalMap] ) { res.numTex++; if ( !fd.features[MFT_DetailMap] ) res.numTexReg++; } return res; } void BumpFeatGLSL::setTexData( Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex ) { // If we had a parallax feature then it takes // care of hooking up the normal map texture. if ( fd.features[MFT_Parallax] ) return; if ( fd.features[MFT_NormalMap] ) { passData.mTexType[ texIndex ] = Material::Bump; passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap ); } if ( fd.features[ MFT_DetailNormalMap ] ) { passData.mTexType[ texIndex ] = Material::DetailBump; passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap ); } } // Var* ParallaxFeatGLSL::_getUniformVar( const char *name, const char *type ) { Var *theVar = (Var*)LangElement::find( name ); if ( !theVar ) { theVar = new Var; theVar->setType( type ); theVar->setName( name ); theVar->uniform = true; theVar->constSortPos = cspPass; } return theVar; } void ParallaxFeatGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { AssertFatal( GFX->getPixelShaderVersion() >= 2.0, "ParallaxFeatGLSL::processVert - We don't support SM 1.x!" ); MultiLine *meta = new MultiLine; // Add the texture coords. getOutTexCoord( "texCoord", "vec2", true, fd.features[MFT_TexAnim], meta, componentList ); // Grab the input position. Var *inPos = (Var*)LangElement::find( "inPosition" ); if ( !inPos ) inPos = (Var*)LangElement::find( "position" ); // Get the object space eye position and the world // to tangent transform. Var *eyePos = _getUniformVar( "eyePos", "vec3" ); Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd ); // send transform to pixel shader ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); Var *outViewTS = connectComp->getElement( RT_TEXCOORD, 1 ); outViewTS->setName( "outViewTS" ); outViewTS->setType( "vec3" ); meta->addStatement( new GenOp( " @ = ( @ - @.xyz ) * transpose( @ );\r\n", outViewTS, inPos, eyePos, objToTangentSpace ) ); output = meta; } void ParallaxFeatGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { AssertFatal( GFX->getPixelShaderVersion() >= 2.0, "ParallaxFeatGLSL::processPix - We don't support SM 1.x!" ); MultiLine *meta = new MultiLine; // Order matters... get this first! Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList ); ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); // We need the negative tangent space view vector // as in parallax mapping we step towards the camera. Var *negViewTS = (Var*)LangElement::find( "negViewTS" ); if ( !negViewTS ) { Var *inViewTS = (Var*)LangElement::find( "outViewTS" ); if ( !inViewTS ) { inViewTS = connectComp->getElement( RT_TEXCOORD, 1 ); inViewTS->setName( "outViewTS" ); inViewTS->setType( "vec3" ); } negViewTS = new Var( "negViewTS", "vec3" ); meta->addStatement( new GenOp( " @ = -normalize( @ );\r\n", new DecOp( negViewTS ), inViewTS ) ); } // Get the rest of our inputs. Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float" ); Var *normalMap = getNormalMapTex(); // Do 3 parallax samples to get acceptable // quality without too much overhead. Var *pdepth = findOrCreateLocal( "pdepth", "float", meta ); Var *poffset = findOrCreateLocal( "poffset", "vec2", meta ); meta->addStatement( new GenOp( " @ = texture2D( @, @.xy ).a;\r\n", pdepth, normalMap, texCoord ) ); meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) ); meta->addStatement( new GenOp( " @ = ( @ + texture2D( @, @.xy + @ ).a ) * 0.5;\r\n", pdepth, pdepth, normalMap, texCoord, poffset ) ); meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) ); meta->addStatement( new GenOp( " @ = ( @ + texture2D( @, @.xy + @ ).a ) * 0.5;\r\n", pdepth, pdepth, normalMap, texCoord, poffset ) ); meta->addStatement( new GenOp( " @ = @.xy * ( @ * @ );\r\n", poffset, negViewTS, pdepth, parallaxInfo ) ); meta->addStatement( new GenOp( " @.xy += @;\r\n", texCoord, poffset ) ); // TODO: Fix second UV. output = meta; } ShaderFeature::Resources ParallaxFeatGLSL::getResources( const MaterialFeatureData &fd ) { AssertFatal( GFX->getPixelShaderVersion() >= 2.0, "ParallaxFeatGLSL::getResources - We don't support SM 1.x!" ); Resources res; // We add the outViewTS to the outputstructure. res.numTexReg = 1; // If this isn't a prepass then we will be // creating the normal map here. if ( !fd.features.hasFeature( MFT_PrePassConditioner ) ) res.numTex = 1; return res; } void ParallaxFeatGLSL::setTexData( Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex ) { AssertFatal( GFX->getPixelShaderVersion() >= 2.0, "ParallaxFeatGLSL::setTexData - We don't support SM 1.x!" ); GFXTextureObject *tex = stageDat.getTex( MFT_NormalMap ); if ( tex ) { passData.mTexType[ texIndex ] = Material::Bump; passData.mTexSlot[ texIndex++ ].texObject = tex; } } // void NormalsOutFeatGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { // If we have normal maps then we can count // on it to generate the world space normal. if ( fd.features[MFT_NormalMap] ) return; MultiLine *meta = new MultiLine; output = meta; ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); Var *outNormal = connectComp->getElement( RT_TEXCOORD ); outNormal->setName( "wsNormal" ); outNormal->setType( "vec3" ); outNormal->mapsToSampler = false; // Find the incoming vertex normal. Var *inNormal = (Var*)LangElement::find( "normal" ); if ( inNormal ) { // Transform the normal to world space. Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta ); meta->addStatement( new GenOp( " @ = @ * normalize( @ );\r\n", outNormal, objTrans, inNormal ) ); } else { // If we don't have a vertex normal... just pass the // camera facing normal to the pixel shader. meta->addStatement( new GenOp( " @ = vec3( 0.0, 0.0, 1.0 );\r\n", outNormal ) ); } } void NormalsOutFeatGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; output = meta; Var *wsNormal = (Var*)LangElement::find( "wsNormal" ); if ( !wsNormal ) { ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); wsNormal = connectComp->getElement( RT_TEXCOORD ); wsNormal->setName( "wsNormal" ); wsNormal->setType( "vec3" ); // If we loaded the normal its our resposibility // to normalize it... the interpolators won't. // meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", wsNormal, wsNormal ) ); } LangElement *normalOut; Var *outColor = (Var*)LangElement::find( "col" ); if ( outColor ) normalOut = new GenOp( "vec4( ( -@ + 1 ) * 0.5, @.a )", wsNormal, outColor ); else normalOut = new GenOp( "vec4( ( -@ + 1 ) * 0.5, 1 )", wsNormal ); meta->addStatement( new GenOp( " @;\r\n", assignColor( normalOut, Material::None ) ) ); }