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- //-----------------------------------------------------------------------------
- // 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 "lighting/advanced/glsl/gBufferConditionerGLSL.h"
- #include "shaderGen/featureMgr.h"
- #include "gfx/gfxStringEnumTranslate.h"
- #include "materials/materialFeatureTypes.h"
- #include "materials/materialFeatureData.h"
- GBufferConditionerGLSL::GBufferConditionerGLSL( const GFXFormat bufferFormat ) :
- Parent( bufferFormat )
- {
- // Figure out how we should store the normal data. These are the defaults.
- mCanWriteNegativeValues = false;
- mNormalStorageType = CartesianXYZ;
- // Note: We clear to a depth 1 (the w component) so
- // that the unrendered parts of the scene end up
- // farthest to the camera.
- switch(bufferFormat)
- {
- case GFXFormatR8G8B8A8:
- // TODO: Some kind of logic here. Spherical is better, but is more
- // expensive.
- mNormalStorageType = Spherical;
- mBitsPerChannel = 8;
- break;
- case GFXFormatR16G16B16A16F:
- // Floating point buffers don't need to encode negative values
- mCanWriteNegativeValues = true;
- mNormalStorageType = Spherical;
- mBitsPerChannel = 16;
- break;
- // Store a 32bit depth with a sperical normal in the
- // integer 16 format. This gives us perfect depth
- // precision and high quality normals within a 64bit
- // buffer format.
- case GFXFormatR16G16B16A16:
- mNormalStorageType = Spherical;
- mBitsPerChannel = 16;
- break;
- case GFXFormatR32G32B32A32F:
- mCanWriteNegativeValues = true;
- mNormalStorageType = CartesianXYZ;
- mBitsPerChannel = 32;
- break;
- default:
- AssertFatal(false, "Unsupported G-Buffer format");
- }
- }
- GBufferConditionerGLSL::~GBufferConditionerGLSL()
- {
- }
- void GBufferConditionerGLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- output = NULL;
- if( !fd.features[MFT_NormalMap] )
- {
- // grab incoming vert normal
- Var *inNormal = (Var*) LangElement::find( "normal" );
- AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );
- // grab output for gbuffer normal
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- Var *outNormal = connectComp->getElement( RT_TEXCOORD );
- outNormal->setName( "gbNormal" );
- outNormal->setType( "vec3" );
- // create objToWorld variable
- Var *objToWorld = (Var*) LangElement::find( "objTrans" );
- if( !objToWorld )
- {
- objToWorld = new Var;
- objToWorld->setType( "mat4" );
- objToWorld->setName( "objTrans" );
- objToWorld->uniform = true;
- objToWorld->constSortPos = cspPrimitive;
- }
- // Kick out the world-space normal
- LangElement *statement = new GenOp( " @ = vec3(@ * vec4(normalize(@), 0.0));\r\n", outNormal, objToWorld, inNormal );
- output = statement;
- }
- }
- void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // sanity
- AssertFatal( fd.features[MFT_EyeSpaceDepthOut], "No depth-out feature enabled! Bad news!" );
- MultiLine *meta = new MultiLine;
- // grab connector normal
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- Var *gbNormal = (Var*) LangElement::find( "gbNormal" );
- if( !gbNormal )
- {
- gbNormal = connectComp->getElement( RT_TEXCOORD );
- gbNormal->setName( "gbNormal" );
- gbNormal->setType( "vec3" );
- gbNormal->mapsToSampler = false;
- gbNormal->uniform = false;
- }
- // find depth
- ShaderFeature *depthFeat = FEATUREMGR->getByType( MFT_EyeSpaceDepthOut );
- AssertFatal( depthFeat != NULL, "No eye space depth feature found!" );
- Var *depth = (Var*) LangElement::find(depthFeat->getOutputVarName());
- AssertFatal( depth, "Something went bad with ShaderGen. The depth should be already generated by the EyeSpaceDepthOut feature." );
- Var *unconditionedOut = new Var;
- unconditionedOut->setType("vec4");
- unconditionedOut->setName("normal_depth");
- LangElement *outputDecl = new DecOp( unconditionedOut );
- // NOTE: We renormalize the normal here as they
- // will not stay normalized during interpolation.
- meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "vec4(normalize(@), @)", gbNormal, depth ) ) );
- meta->addStatement( assignOutput( unconditionedOut ) );
- output = meta;
- }
- ShaderFeature::Resources GBufferConditionerGLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- // Passing from VS->PS:
- // - world space normal (gbNormal)
- res.numTexReg = 1;
- return res;
- }
- Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta )
- {
- const bool isCondition = ( methodType == ConditionerFeature::ConditionMethod );
- Var *retVal = NULL;
- // The uncondition method inputs are changed
- if( isCondition )
- retVal = Parent::printMethodHeader( methodType, methodName, stream, meta );
- else
- {
- Var *methodVar = new Var;
- methodVar->setName(methodName);
- methodVar->setType("vec4");
- DecOp *methodDecl = new DecOp(methodVar);
- Var *prepassSampler = new Var;
- prepassSampler->setName("prepassSamplerVar");
- prepassSampler->setType("sampler2D");
- DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
- Var *screenUV = new Var;
- screenUV->setName("screenUVVar");
- screenUV->setType("vec2");
- DecOp *screenUVDecl = new DecOp(screenUV);
- Var *bufferSample = new Var;
- bufferSample->setName("bufferSample");
- bufferSample->setType("vec4");
- DecOp *bufferSampleDecl = new DecOp(bufferSample);
- meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
- meta->addStatement( new GenOp( "{\r\n" ) );
- meta->addStatement( new GenOp( " // Sampler g-buffer\r\n" ) );
- // The gbuffer has no mipmaps, so use tex2dlod when
- // so that the shader compiler can optimize.
- meta->addStatement( new GenOp( " @ = texture2DLod(@, @, 0.0);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
- // We don't use this way of passing var's around, so this should cause a crash
- // if something uses this improperly
- retVal = bufferSample;
- }
- return retVal;
- }
- GenOp* GBufferConditionerGLSL::_posnegEncode( GenOp *val )
- {
- return mCanWriteNegativeValues ? val : new GenOp("0.5 * (@ + 1.0)", val);
- }
- GenOp* GBufferConditionerGLSL::_posnegDecode( GenOp *val )
- {
- return mCanWriteNegativeValues ? val : new GenOp("@ * 2.0 - 1.0", val);
- }
- Var* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
- {
- Var *retVar = new Var;
- retVar->setType("vec4");
- retVar->setName("_gbConditionedOutput");
- LangElement *outputDecl = new DecOp( retVar );
- switch(mNormalStorageType)
- {
- case CartesianXYZ:
- meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.xyz, depth)\r\n" ) );
- meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
- _posnegEncode(new GenOp("@.xyz", unconditionedOutput)), unconditionedOutput ) );
- break;
- case CartesianXY:
- meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
- meta->addStatement( new GenOp( " @ = vec4(@, @.a);", outputDecl,
- _posnegEncode(new GenOp("vec3(@.xy, sign(@.z))", unconditionedOutput, unconditionedOutput)), unconditionedOutput ) );
- break;
- case Spherical:
- meta->addStatement( new GenOp( " // g-buffer conditioner: vec4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
- meta->addStatement( new GenOp( " @ = vec4(@, 0.0, @.a);\r\n", outputDecl,
- _posnegEncode(new GenOp("vec2(atan2(@.y, @.x) / 3.14159265358979323846f, @.z)", unconditionedOutput, unconditionedOutput, unconditionedOutput ) ),
- unconditionedOutput ) );
- break;
- }
- // Encode depth into two channels
- if(mNormalStorageType != CartesianXYZ)
- {
- const U64 maxValPerChannel = 1 << mBitsPerChannel;
- const U64 extraVal = (maxValPerChannel * maxValPerChannel - 1) - (maxValPerChannel - 1) * 2;
- meta->addStatement( new GenOp( " \r\n // Encode depth into hi/lo\r\n" ) );
- meta->addStatement( new GenOp( avar( " vec3 _tempDepth = fract(@.a * vec3(1.0, %llu.0, %llu.0));\r\n", maxValPerChannel - 1, extraVal ),
- unconditionedOutput ) );
- meta->addStatement( new GenOp( avar( " @.zw = _tempDepth.xy - _tempDepth.yz * vec2(1.0/%llu.0, 1.0/%llu.0);\r\n\r\n", maxValPerChannel - 1, maxValPerChannel - 1 ),
- retVar ) );
- }
- AssertFatal( retVar != NULL, avar( "Cannot condition output to buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );
- return retVar;
- }
- Var* GBufferConditionerGLSL::_unconditionInput( Var *conditionedInput, MultiLine *meta )
- {
- Var *retVar = new Var;
- retVar->setType("vec4");
- retVar->setName("_gbUnconditionedInput");
- LangElement *outputDecl = new DecOp( retVar );
- switch(mNormalStorageType)
- {
- case CartesianXYZ:
- meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.xyz, depth)\r\n" ) );
- meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
- _posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
- break;
- case CartesianXY:
- meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.xy, depth Hi + z-sign, depth Lo)\r\n" ) );
- meta->addStatement( new GenOp( " @ = vec4(@, @.a);\r\n", outputDecl,
- _posnegDecode(new GenOp("@.xyz", conditionedInput)), conditionedInput ) );
- meta->addStatement( new GenOp( " @.z *= sqrt(1.0 - dot(@.xy, @.xy));\r\n", retVar, retVar, retVar ) );
- break;
- case Spherical:
- meta->addStatement( new GenOp( " // g-buffer unconditioner: vec4(normal.theta, normal.phi, depth Hi, depth Lo)\r\n" ) );
- meta->addStatement( new GenOp( " vec2 spGPUAngles = @;\r\n", _posnegDecode(new GenOp("@.xy", conditionedInput)) ) );
- meta->addStatement( new GenOp( " vec2 sincosTheta;\r\n" ) );
- meta->addStatement( new GenOp( " sincosTheta.x = sin(spGPUAngles.x * 3.14159265358979323846);\r\n" ) );
- meta->addStatement( new GenOp( " sincosTheta.y = cos(spGPUAngles.x * 3.14159265358979323846);\r\n" ) );
- meta->addStatement( new GenOp( " vec2 sincosPhi = vec2(sqrt(1.0 - spGPUAngles.y * spGPUAngles.y), spGPUAngles.y);\r\n" ) );
- meta->addStatement( new GenOp( " @ = vec4(sincosTheta.y * sincosPhi.x, sincosTheta.x * sincosPhi.x, sincosPhi.y, @.a);\r\n", outputDecl, conditionedInput ) );
- break;
- }
- // Recover depth from encoding
- if(mNormalStorageType != CartesianXYZ)
- {
- const U64 maxValPerChannel = 1 << mBitsPerChannel;
- meta->addStatement( new GenOp( " \r\n // Decode depth\r\n" ) );
- meta->addStatement( new GenOp( avar( " @.w = dot( @.zw, vec2(1.0, 1.0/%llu.0));\r\n", maxValPerChannel - 1 ),
- retVar, conditionedInput ) );
- }
- AssertFatal( retVar != NULL, avar( "Cannot uncondition input from buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );
- return retVar;
- }
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