//----------------------------------------------------------------------------- // 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/pixSpecularGLSL.h" #include "materials/processedMaterial.h" #include "materials/materialFeatureTypes.h" #include "shaderGen/shaderOp.h" #include "shaderGen/shaderGenVars.h" #include "gfx/gfxStructs.h" PixelSpecularGLSL::PixelSpecularGLSL() : mDep( "shaders/common/gl/lighting.glsl" ) { addDependency( &mDep ); } void PixelSpecularGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { /* AssertFatal( fd.features[MFT_RTLighting], "PixelSpecularHLSL requires RTLighting to be enabled!" ); MultiLine *meta = new MultiLine; // Get the eye world position. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" ); if( !eyePos ) { eyePos = new Var; eyePos->setType( "float3" ); eyePos->setName( "eyePosWorld" ); eyePos->uniform = true; eyePos->constSortPos = cspPass; } // Grab a register for passing the // world space view vector. ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); Var *wsView = connectComp->getElement( RT_TEXCOORD ); wsView->setName( "wsView" ); wsView->setStructName( "OUT" ); wsView->setType( "float3" ); // Get the input position. Var *position = (Var*)LangElement::find( "inPosition" ); if ( !position ) position = (Var*)LangElement::find( "position" ); // Get the object to world transform. Var *objTrans = (Var*) LangElement::find( "objTrans" ); if ( !objTrans ) { objTrans = new Var; objTrans->setType( "float4x4" ); objTrans->setName( "objTrans" ); objTrans->uniform = true; objTrans->constSortPos = cspPrimitive; } meta->addStatement( new GenOp( " @ = @ - mul( @, float4( @.xyz,1 ) ).xyz;\r\n", wsView, eyePos, objTrans, position ) ); output = meta; */ } void PixelSpecularGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { /* AssertFatal( fd.features[MFT_RTLighting], "PixelSpecularHLSL requires RTLighting to be enabled!" ); ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); MultiLine *meta = new MultiLine; // Get the normal and light vectors from which the // RTLighting feature should have already setup. Var *wsNormal = (Var*)LangElement::find( "wsNormal" ); Var *inLightVec = (Var*)LangElement::find( "inLightVec" ); // Grab the world space position to eye vector. Var *wsView = connectComp->getElement( RT_TEXCOORD ); wsView->setName( "wsView" ); wsView->setStructName( "IN" ); wsView->setType( "float3" ); // Get the specular power and color. Var *specPow = new Var( "specularPower", "float" ); specPow->uniform = true; specPow->constSortPos = cspPass; Var *specCol = (Var*)LangElement::find("specularColor"); if(specCol == NULL) { specCol = new Var( "specularColor", "vec4" ); specCol->uniform = true; specCol->constSortPos = cspPass; } // Calcuate the specular factor. Var *specular = new Var( "specular", "float" ); meta->addStatement( new GenOp( " @ = calcSpecular( -@, normalize( @ ), normalize( @ ), @ );\r\n", new DecOp( specular ), inLightVec, wsNormal, wsView, specPow ) ); LangElement *specMul = new GenOp( "float4(@.rgb,0) * @", specCol, specular ); LangElement *final = specMul; // mask out with lightmap if present if( fd.features[MFT_LightMap] ) { LangElement *lmColor = NULL; // find lightmap color lmColor = LangElement::find( "lmColor" ); if ( !lmColor ) { LangElement * lightMap = LangElement::find( "lightMap" ); LangElement * lmCoord = LangElement::find( "texCoord2" ); lmColor = new GenOp( "tex2D(@, @)", lightMap, lmCoord ); } final = new GenOp( "@ * float4(@.rgb,0)", specMul, lmColor ); } // We we have a normal map then mask the specular if ( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] ) { Var *bumpColor = (Var*)LangElement::find( "bumpNormal" ); final = new GenOp( "@ * @.a", final, bumpColor ); } // Add the specular to the final color. meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) ); output = meta; */ } ShaderFeature::Resources PixelSpecularGLSL::getResources( const MaterialFeatureData &fd ) { Resources res; res.numTexReg = 1; return res; } void SpecularMapGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { // Get the texture coord. Var *texCoord = getInTexCoord( "out_texCoord", "vec2", true, componentList ); // create texture var Var *specularMap = new Var; specularMap->setType( "sampler2D" ); specularMap->setName( "specularMap" ); specularMap->uniform = true; specularMap->sampler = true; specularMap->constNum = Var::getTexUnitNum(); LangElement *texOp = new GenOp( "texture2D(@, @)", specularMap, texCoord ); Var *specularColor = new Var( "specularColor", "vec4" ); output = new GenOp( " @ = @;\r\n", new DecOp( specularColor ), texOp ); } ShaderFeature::Resources SpecularMapGLSL::getResources( const MaterialFeatureData &fd ) { Resources res; res.numTex = 1; return res; } void SpecularMapGLSL::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.mTexSlot[ texIndex++ ].texObject = tex; } }