shaderGenGLSL.cpp 5.7 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "shaderGen/GLSL/shaderGenGLSL.h"
  24. #include "shaderGen/GLSL/shaderCompGLSL.h"
  25. void ShaderGenPrinterGLSL::printShaderHeader( Stream& stream )
  26. {
  27. const char *header1 = "//*****************************************************************************\r\n";
  28. const char *header2 = "// Torque -- GLSL procedural shader\r\n";
  29. stream.write( dStrlen(header1), header1 );
  30. stream.write( dStrlen(header2), header2 );
  31. stream.write( dStrlen(header1), header1 );
  32. // Cheap HLSL compatibility.
  33. const char* header3 = "#include \"shaders/common/gl/hlslCompat.glsl\"\r\n";
  34. stream.write( dStrlen(header3), header3 );
  35. const char* header4 = "\r\n";
  36. stream.write( dStrlen(header4), header4 );
  37. }
  38. void ShaderGenPrinterGLSL::printMainComment( Stream& stream )
  39. {
  40. // Print out main function definition
  41. const char * header5 = "// Main \r\n";
  42. const char * line = "//-----------------------------------------------------------------------------\r\n";
  43. stream.write( dStrlen(line), line );
  44. stream.write( dStrlen(header5), header5 );
  45. stream.write( dStrlen(line), line );
  46. }
  47. void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
  48. {
  49. const char *closer = "}\r\n";
  50. stream.write( dStrlen(closer), closer );
  51. }
  52. void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
  53. {
  54. // Nothing here
  55. }
  56. void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
  57. {
  58. const char *closer = " gl_FragColor = col;\r\n}\r\n";
  59. stream.write( dStrlen(closer), closer );
  60. }
  61. void ShaderGenPrinterGLSL::printLine(Stream& stream, const String& line)
  62. {
  63. stream.write(line.length(), line.c_str());
  64. const char* end = "\r\n";
  65. stream.write(dStrlen(end), end);
  66. }
  67. const char* ShaderGenComponentFactoryGLSL::typeToString( GFXDeclType type )
  68. {
  69. switch ( type )
  70. {
  71. default:
  72. case GFXDeclType_Float:
  73. return "float";
  74. case GFXDeclType_Float2:
  75. return "vec2";
  76. case GFXDeclType_Float3:
  77. return "vec3";
  78. case GFXDeclType_Float4:
  79. case GFXDeclType_Color:
  80. return "vec4";
  81. }
  82. }
  83. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
  84. {
  85. AppVertConnectorGLSL *vertComp = new AppVertConnectorGLSL;
  86. // Loop thru the vertex format elements.
  87. for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
  88. {
  89. const GFXVertexElement &element = vertexFormat.getElement( i );
  90. Var *var = NULL;
  91. if ( element.isSemantic( GFXSemantic::POSITION ) )
  92. {
  93. var = vertComp->getElement( RT_POSITION );
  94. var->setName( "position" );
  95. }
  96. else if ( element.isSemantic( GFXSemantic::NORMAL ) )
  97. {
  98. var = vertComp->getElement( RT_NORMAL );
  99. var->setName( "normal" );
  100. }
  101. else if ( element.isSemantic( GFXSemantic::TANGENT ) )
  102. {
  103. var = vertComp->getElement( RT_TANGENT );
  104. var->setName( "T" );
  105. }
  106. else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
  107. {
  108. var = vertComp->getElement( RT_BINORMAL );
  109. var->setName( "B" );
  110. }
  111. else if ( element.isSemantic( GFXSemantic::COLOR ) )
  112. {
  113. var = vertComp->getElement( RT_COLOR );
  114. var->setName( "diffuse" );
  115. }
  116. else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
  117. {
  118. var = vertComp->getElement( RT_TEXCOORD );
  119. if ( element.getSemanticIndex() == 0 )
  120. var->setName( "texCoord" );
  121. else
  122. var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
  123. }
  124. else
  125. {
  126. // Everything else is a texcoord!
  127. var = vertComp->getElement( RT_TEXCOORD );
  128. var->setName( "tc" + element.getSemantic() );
  129. }
  130. if ( !var )
  131. continue;
  132. var->setStructName( "" );
  133. var->setType( typeToString( element.getType() ) );
  134. }
  135. return vertComp;
  136. }
  137. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexPixelConnector()
  138. {
  139. VertPixelConnectorGLSL* comp = new VertPixelConnectorGLSL;
  140. return comp;
  141. }
  142. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexParamsDef()
  143. {
  144. VertexParamsDefGLSL* comp = new VertexParamsDefGLSL;
  145. return comp;
  146. }
  147. ShaderComponent* ShaderGenComponentFactoryGLSL::createPixelParamsDef()
  148. {
  149. PixelParamsDefGLSL* comp = new PixelParamsDefGLSL;
  150. return comp;
  151. }