shaderFeatureHLSL.cpp 101 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/HLSL/shaderFeatureHLSL.h"
  24. #include "shaderGen/langElement.h"
  25. #include "shaderGen/shaderOp.h"
  26. #include "shaderGen/shaderGenVars.h"
  27. #include "gfx/gfxDevice.h"
  28. #include "materials/matInstance.h"
  29. #include "materials/processedMaterial.h"
  30. #include "materials/materialFeatureTypes.h"
  31. #include "core/util/autoPtr.h"
  32. #include "lighting/advanced/advancedLightBinManager.h"
  33. #include "ts/tsShape.h"
  34. #include "shaderGen/shaderGen.h"
  35. LangElement * ShaderFeatureHLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, // componentList
  36. Var **texSpaceMat )
  37. {
  38. Var *N = (Var*) LangElement::find( "normal" );
  39. Var *B = (Var*) LangElement::find( "B" );
  40. Var *T = (Var*) LangElement::find( "T" );
  41. Var *tangentW = (Var*) LangElement::find( "tangentW" );
  42. // setup matrix var
  43. *texSpaceMat = new Var;
  44. (*texSpaceMat)->setType( "float3x3" );
  45. (*texSpaceMat)->setName( "objToTangentSpace" );
  46. MultiLine *meta = new MultiLine;
  47. meta->addStatement( new GenOp( " @;\r\n", new DecOp( *texSpaceMat ) ) );
  48. // Protect against missing normal and tangent.
  49. if ( !N || !T )
  50. {
  51. meta->addStatement( new GenOp( " @[0] = float3( 1, 0, 0 ); @[1] = float3( 0, 1, 0 ); @[2] = float3( 0, 0, 1 );\r\n",
  52. *texSpaceMat, *texSpaceMat, *texSpaceMat ) );
  53. return meta;
  54. }
  55. meta->addStatement( new GenOp( " @[0] = @;\r\n", *texSpaceMat, T ) );
  56. if ( B )
  57. meta->addStatement( new GenOp( " @[1] = @;\r\n", *texSpaceMat, B ) );
  58. else
  59. {
  60. if(dStricmp((char*)T->type, "float4") == 0)
  61. meta->addStatement( new GenOp( " @[1] = cross( @, normalize(@) ) * @.w;\r\n", *texSpaceMat, T, N, T ) );
  62. else if (tangentW)
  63. meta->addStatement(new GenOp(" @[1] = cross( @, normalize(@) ) * @;\r\n", *texSpaceMat, T, N, tangentW));
  64. else
  65. meta->addStatement( new GenOp( " @[1] = cross( @, normalize(@) );\r\n", *texSpaceMat, T, N ) );
  66. }
  67. meta->addStatement( new GenOp( " @[2] = normalize(@);\r\n", *texSpaceMat, N ) );
  68. return meta;
  69. }
  70. LangElement* ShaderFeatureHLSL::assignColor( LangElement *elem,
  71. Material::BlendOp blend,
  72. LangElement *lerpElem,
  73. ShaderFeature::OutputTarget outputTarget )
  74. {
  75. // search for color var
  76. Var *color = (Var*) LangElement::find( getOutputTargetVarName(outputTarget) );
  77. if ( !color )
  78. {
  79. // create color var
  80. color = new Var;
  81. color->setType( "fragout" );
  82. color->setName( getOutputTargetVarName(outputTarget) );
  83. color->setStructName( "OUT" );
  84. return new GenOp( "@ = @", color, elem );
  85. }
  86. LangElement *assign;
  87. switch ( blend )
  88. {
  89. case Material::Add:
  90. assign = new GenOp( "@ += @", color, elem );
  91. break;
  92. case Material::Sub:
  93. assign = new GenOp( "@ -= @", color, elem );
  94. break;
  95. case Material::Mul:
  96. assign = new GenOp( "@ *= @", color, elem );
  97. break;
  98. case Material::AddAlpha:
  99. assign = new GenOp( "@ += @ * @.a", color, elem, elem );
  100. break;
  101. case Material::LerpAlpha:
  102. if ( !lerpElem )
  103. lerpElem = elem;
  104. assign = new GenOp( "@.rgb = lerp( @.rgb, (@).rgb, (@).a )", color, color, elem, lerpElem );
  105. break;
  106. case Material::ToneMap:
  107. assign = new GenOp( "@ = 1.0 - exp(-1.0 * @ * @)", color, color, elem );
  108. break;
  109. default:
  110. AssertFatal(false, "Unrecognized color blendOp");
  111. // Fallthru
  112. case Material::None:
  113. assign = new GenOp( "@ = @", color, elem );
  114. break;
  115. }
  116. return assign;
  117. }
  118. LangElement *ShaderFeatureHLSL::expandNormalMap( LangElement *sampleNormalOp,
  119. LangElement *normalDecl,
  120. LangElement *normalVar,
  121. const MaterialFeatureData &fd )
  122. {
  123. MultiLine *meta = new MultiLine;
  124. const bool hasBc3 = fd.features.hasFeature(MFT_IsBC3nm, getProcessIndex() );
  125. const bool hasBc5 = fd.features.hasFeature(MFT_IsBC5nm, getProcessIndex() );
  126. if ( hasBc3 || hasBc5 )
  127. {
  128. if ( fd.features[MFT_ImposterVert] )
  129. {
  130. // The imposter system uses object space normals and
  131. // encodes them with the z axis in the alpha component.
  132. meta->addStatement( new GenOp( " @ = float4( normalize( @.xyw * 2.0 - 1.0 ), 0.0 ); // Obj DXTnm\r\n", normalDecl, sampleNormalOp ) );
  133. }
  134. else if( hasBc3 )
  135. {
  136. // BC3 Swizzle trick
  137. meta->addStatement( new GenOp( " @ = float4( @.ag * 2.0 - 1.0, 0.0, 0.0 ); // DXTnm\r\n", normalDecl, sampleNormalOp ) );
  138. meta->addStatement( new GenOp( " @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // DXTnm\r\n", normalVar, normalVar, normalVar ) );
  139. }
  140. else if (hasBc5)
  141. {
  142. // BC5
  143. meta->addStatement(new GenOp(" @ = float4( @.gr * 2.0 - 1.0, 0.0, 0.0 ); // bc5nm\r\n", normalDecl, sampleNormalOp ) );
  144. meta->addStatement(new GenOp(" @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // bc5nm\r\n", normalVar, normalVar, normalVar )) ;
  145. }
  146. }
  147. else
  148. {
  149. meta->addStatement( new GenOp( " @ = @;\r\n", normalDecl, sampleNormalOp ) );
  150. meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 1.0;\r\n", normalVar, normalVar ) );
  151. }
  152. return meta;
  153. }
  154. ShaderFeatureHLSL::ShaderFeatureHLSL()
  155. {
  156. output = NULL;
  157. }
  158. Var * ShaderFeatureHLSL::getVertTexCoord( const String &name )
  159. {
  160. Var *inTex = NULL;
  161. for( U32 i=0; i<LangElement::elementList.size(); i++ )
  162. {
  163. if( !dStrcmp( (char*)LangElement::elementList[i]->name, name.c_str() ) )
  164. {
  165. inTex = dynamic_cast<Var*>( LangElement::elementList[i] );
  166. if ( inTex )
  167. {
  168. // NOTE: This used to do this check...
  169. //
  170. // dStrcmp( (char*)inTex->structName, "IN" )
  171. //
  172. // ... to ensure that the var was from the input
  173. // vertex structure, but this kept some features
  174. // ( ie. imposter vert ) from decoding their own
  175. // coords for other features to use.
  176. //
  177. // If we run into issues with collisions between
  178. // IN vars and local vars we may need to revise.
  179. break;
  180. }
  181. }
  182. }
  183. return inTex;
  184. }
  185. Var* ShaderFeatureHLSL::getOutObjToTangentSpace( Vector<ShaderComponent*> &componentList,
  186. MultiLine *meta,
  187. const MaterialFeatureData &fd )
  188. {
  189. Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
  190. if ( !outObjToTangentSpace )
  191. meta->addStatement( setupTexSpaceMat( componentList, &outObjToTangentSpace ) );
  192. return outObjToTangentSpace;
  193. }
  194. Var* ShaderFeatureHLSL::getOutWorldToTangent( Vector<ShaderComponent*> &componentList,
  195. MultiLine *meta,
  196. const MaterialFeatureData &fd )
  197. {
  198. Var *outWorldToTangent = (Var*)LangElement::find( "outWorldToTangent" );
  199. if ( outWorldToTangent )
  200. return outWorldToTangent;
  201. Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
  202. if ( !worldToTangent )
  203. {
  204. Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );
  205. if (!fd.features[MFT_ParticleNormal] )
  206. {
  207. // turn obj->tangent into world->tangent
  208. worldToTangent = new Var;
  209. worldToTangent->setType( "float3x3" );
  210. worldToTangent->setName( "worldToTangent" );
  211. LangElement *worldToTangentDecl = new DecOp( worldToTangent );
  212. // Get the world->obj transform
  213. Var *worldToObj = (Var*)LangElement::find( "worldToObj" );
  214. if ( !worldToObj )
  215. {
  216. worldToObj = new Var;
  217. worldToObj->setName( "worldToObj" );
  218. if ( fd.features[MFT_UseInstancing] )
  219. {
  220. // We just use transpose to convert the 3x3 portion of
  221. // the object transform to its inverse.
  222. worldToObj->setType( "float3x3" );
  223. Var *objTrans = getObjTrans( componentList, true, meta );
  224. meta->addStatement( new GenOp( " @ = transpose( (float3x3)@ ); // Instancing!\r\n", new DecOp( worldToObj ), objTrans ) );
  225. }
  226. else
  227. {
  228. worldToObj->setType( "float4x4" );
  229. worldToObj->uniform = true;
  230. worldToObj->constSortPos = cspPrimitive;
  231. }
  232. }
  233. // assign world->tangent transform
  234. meta->addStatement( new GenOp( " @ = mul( @, (float3x3)@ );\r\n", worldToTangentDecl, texSpaceMat, worldToObj ) );
  235. }
  236. else
  237. {
  238. // Assume particle normal generation has set this up in the proper space
  239. worldToTangent = texSpaceMat;
  240. }
  241. }
  242. // send transform to pixel shader
  243. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  244. outWorldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
  245. outWorldToTangent->setName( "outWorldToTangent" );
  246. outWorldToTangent->setStructName( "OUT" );
  247. outWorldToTangent->setType( "float3x3" );
  248. meta->addStatement( new GenOp( " @ = @;\r\n", outWorldToTangent, worldToTangent ) );
  249. return outWorldToTangent;
  250. }
  251. Var* ShaderFeatureHLSL::getOutViewToTangent( Vector<ShaderComponent*> &componentList,
  252. MultiLine *meta,
  253. const MaterialFeatureData &fd )
  254. {
  255. Var *outViewToTangent = (Var*)LangElement::find( "outViewToTangent" );
  256. if ( outViewToTangent )
  257. return outViewToTangent;
  258. Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
  259. if ( !viewToTangent )
  260. {
  261. Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );
  262. if ( !fd.features[MFT_ParticleNormal] )
  263. {
  264. // turn obj->tangent into world->tangent
  265. viewToTangent = new Var;
  266. viewToTangent->setType( "float3x3" );
  267. viewToTangent->setName( "viewToTangent" );
  268. LangElement *viewToTangentDecl = new DecOp( viewToTangent );
  269. // Get the view->obj transform
  270. Var *viewToObj = getInvWorldView( componentList, fd.features[MFT_UseInstancing], meta );
  271. // assign world->tangent transform
  272. meta->addStatement( new GenOp( " @ = mul( @, (float3x3)@ );\r\n", viewToTangentDecl, texSpaceMat, viewToObj ) );
  273. }
  274. else
  275. {
  276. // Assume particle normal generation has set this up in the proper space
  277. viewToTangent = texSpaceMat;
  278. }
  279. }
  280. // send transform to pixel shader
  281. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  282. outViewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
  283. outViewToTangent->setName( "outViewToTangent" );
  284. outViewToTangent->setStructName( "OUT" );
  285. outViewToTangent->setType( "float3x3" );
  286. meta->addStatement( new GenOp( " @ = @;\r\n", outViewToTangent, viewToTangent ) );
  287. return outViewToTangent;
  288. }
  289. Var* ShaderFeatureHLSL::getOutTexCoord( const char *name,
  290. const char *type,
  291. bool useTexAnim,
  292. MultiLine *meta,
  293. Vector<ShaderComponent*> &componentList )
  294. {
  295. String outTexName = String::ToString( "out_%s", name );
  296. Var *texCoord = (Var*)LangElement::find( outTexName );
  297. if ( !texCoord )
  298. {
  299. Var *inTex = getVertTexCoord( name );
  300. AssertFatal( inTex, "ShaderFeatureHLSL::getOutTexCoord - Unknown vertex input coord!" );
  301. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  302. texCoord = connectComp->getElement( RT_TEXCOORD );
  303. texCoord->setName( outTexName );
  304. texCoord->setStructName( "OUT" );
  305. texCoord->setType( type );
  306. if ( useTexAnim )
  307. {
  308. inTex->setType( "float2" );
  309. // create texture mat var
  310. Var *texMat = new Var;
  311. texMat->setType( "float4x4" );
  312. texMat->setName( "texMat" );
  313. texMat->uniform = true;
  314. texMat->constSortPos = cspPass;
  315. // Statement allows for casting of different types which
  316. // eliminates vector truncation problems.
  317. String statement = String::ToString(" @ = (%s)mul(@, float4(@,1,1));\r\n", type);
  318. meta->addStatement( new GenOp( statement, texCoord, texMat, inTex ) );
  319. }
  320. else
  321. {
  322. // Statement allows for casting of different types which
  323. // eliminates vector truncation problems.
  324. String statement = String::ToString( " @ = (%s)@;\r\n", type );
  325. meta->addStatement( new GenOp( statement, texCoord, inTex ) );
  326. }
  327. }
  328. AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
  329. "ShaderFeatureHLSL::getOutTexCoord - Type mismatch!" );
  330. return texCoord;
  331. }
  332. Var* ShaderFeatureHLSL::getInTexCoord( const char *name,
  333. const char *type,
  334. Vector<ShaderComponent*> &componentList )
  335. {
  336. Var* texCoord = (Var*)LangElement::find( name );
  337. if ( !texCoord )
  338. {
  339. ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
  340. texCoord = connectComp->getElement( RT_TEXCOORD );
  341. texCoord->setName( name );
  342. texCoord->setStructName( "IN" );
  343. texCoord->setType( type );
  344. }
  345. AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
  346. "ShaderFeatureHLSL::getInTexCoord - Type mismatch!" );
  347. return texCoord;
  348. }
  349. Var* ShaderFeatureHLSL::getInColor( const char *name,
  350. const char *type,
  351. Vector<ShaderComponent*> &componentList )
  352. {
  353. Var *inColor = (Var*)LangElement::find( name );
  354. if ( !inColor )
  355. {
  356. ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
  357. inColor = connectComp->getElement( RT_COLOR );
  358. inColor->setName( name );
  359. inColor->setStructName( "IN" );
  360. inColor->setType( type );
  361. }
  362. AssertFatal( dStrcmp( type, (const char*)inColor->type ) == 0,
  363. "ShaderFeatureHLSL::getInColor - Type mismatch!" );
  364. return inColor;
  365. }
  366. Var* ShaderFeatureHLSL::addOutVpos( MultiLine *meta,
  367. Vector<ShaderComponent*> &componentList )
  368. {
  369. // Nothing to do if we're on SM 3.0... we use the real vpos.
  370. if ( GFX->getPixelShaderVersion() >= 3.0f )
  371. return NULL;
  372. // For SM 2.x we need to generate the vpos in the vertex shader
  373. // and pass it as a texture coord to the pixel shader.
  374. Var *outVpos = (Var*)LangElement::find( "outVpos" );
  375. if ( !outVpos )
  376. {
  377. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  378. outVpos = connectComp->getElement( RT_TEXCOORD );
  379. outVpos->setName( "outVpos" );
  380. outVpos->setStructName( "OUT" );
  381. outVpos->setType( "float4" );
  382. Var *outPosition = (Var*) LangElement::find( "hpos" );
  383. AssertFatal( outPosition, "ShaderFeatureHLSL::addOutVpos - Didn't find the output position." );
  384. meta->addStatement( new GenOp( " @ = @;\r\n", outVpos, outPosition ) );
  385. }
  386. return outVpos;
  387. }
  388. Var* ShaderFeatureHLSL::getInVpos( MultiLine *meta,
  389. Vector<ShaderComponent*> &componentList )
  390. {
  391. Var *inVpos = (Var*)LangElement::find( "vpos" );
  392. if ( inVpos )
  393. return inVpos;
  394. ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
  395. inVpos = connectComp->getElement( RT_SVPOSITION );
  396. inVpos->setName( "vpos" );
  397. inVpos->setStructName( "IN" );
  398. inVpos->setType( "float4" );
  399. return inVpos;
  400. }
  401. Var* ShaderFeatureHLSL::getInWorldToTangent( Vector<ShaderComponent*> &componentList )
  402. {
  403. Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
  404. if ( !worldToTangent )
  405. {
  406. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  407. worldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
  408. worldToTangent->setName( "worldToTangent" );
  409. worldToTangent->setStructName( "IN" );
  410. worldToTangent->setType( "float3x3" );
  411. }
  412. return worldToTangent;
  413. }
  414. Var* ShaderFeatureHLSL::getInViewToTangent( Vector<ShaderComponent*> &componentList )
  415. {
  416. Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
  417. if ( !viewToTangent )
  418. {
  419. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  420. viewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
  421. viewToTangent->setName( "viewToTangent" );
  422. viewToTangent->setStructName( "IN" );
  423. viewToTangent->setType( "float3x3" );
  424. }
  425. return viewToTangent;
  426. }
  427. Var* ShaderFeatureHLSL::getNormalMapTex()
  428. {
  429. Var *normalMap = (Var*)LangElement::find("bumpMap");
  430. if (!normalMap)
  431. {
  432. normalMap = new Var;
  433. normalMap->setType("SamplerState");
  434. normalMap->setName("bumpMap");
  435. normalMap->uniform = true;
  436. normalMap->sampler = true;
  437. normalMap->constNum = Var::getTexUnitNum();
  438. Var* normalMapTex = new Var;
  439. normalMapTex->setName("bumpMapTex");
  440. normalMapTex->setType("Texture2D");
  441. normalMapTex->uniform = true;
  442. normalMapTex->texture = true;
  443. normalMapTex->constNum = normalMap->constNum;
  444. }
  445. return normalMap;
  446. }
  447. Var* ShaderFeatureHLSL::getObjTrans( Vector<ShaderComponent*> &componentList,
  448. bool useInstancing,
  449. MultiLine *meta )
  450. {
  451. Var *objTrans = (Var*)LangElement::find( "objTrans" );
  452. if ( objTrans )
  453. return objTrans;
  454. if ( useInstancing )
  455. {
  456. ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
  457. Var *instObjTrans = vertStruct->getElement( RT_TEXCOORD, 4, 4 );
  458. instObjTrans->setStructName( "IN" );
  459. instObjTrans->setName( "inst_objectTrans" );
  460. mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+0 );
  461. mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+1 );
  462. mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+2 );
  463. mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+3 );
  464. objTrans = new Var;
  465. objTrans->setType( "float4x4" );
  466. objTrans->setName( "objTrans" );
  467. meta->addStatement( new GenOp( " @ = { // Instancing!\r\n", new DecOp( objTrans ), instObjTrans ) );
  468. meta->addStatement( new GenOp( " @[0],\r\n", instObjTrans ) );
  469. meta->addStatement( new GenOp( " @[1],\r\n", instObjTrans ) );
  470. meta->addStatement( new GenOp( " @[2],\r\n",instObjTrans ) );
  471. meta->addStatement( new GenOp( " @[3] };\r\n", instObjTrans ) );
  472. }
  473. else
  474. {
  475. objTrans = new Var;
  476. objTrans->setType( "float4x4" );
  477. objTrans->setName( "objTrans" );
  478. objTrans->uniform = true;
  479. objTrans->constSortPos = cspPrimitive;
  480. }
  481. return objTrans;
  482. }
  483. Var* ShaderFeatureHLSL::getModelView( Vector<ShaderComponent*> &componentList,
  484. bool useInstancing,
  485. MultiLine *meta )
  486. {
  487. Var *modelview = (Var*)LangElement::find( "modelview" );
  488. if ( modelview )
  489. return modelview;
  490. if ( useInstancing )
  491. {
  492. Var *objTrans = getObjTrans( componentList, useInstancing, meta );
  493. Var *viewProj = (Var*)LangElement::find( "viewProj" );
  494. if ( !viewProj )
  495. {
  496. viewProj = new Var;
  497. viewProj->setType( "float4x4" );
  498. viewProj->setName( "viewProj" );
  499. viewProj->uniform = true;
  500. viewProj->constSortPos = cspPass;
  501. }
  502. modelview = new Var;
  503. modelview->setType( "float4x4" );
  504. modelview->setName( "modelview" );
  505. meta->addStatement( new GenOp( " @ = mul( @, @ ); // Instancing!\r\n", new DecOp( modelview ), viewProj, objTrans ) );
  506. }
  507. else
  508. {
  509. modelview = new Var;
  510. modelview->setType( "float4x4" );
  511. modelview->setName( "modelview" );
  512. modelview->uniform = true;
  513. modelview->constSortPos = cspPrimitive;
  514. }
  515. return modelview;
  516. }
  517. Var* ShaderFeatureHLSL::getWorldView( Vector<ShaderComponent*> &componentList,
  518. bool useInstancing,
  519. MultiLine *meta )
  520. {
  521. Var *worldView = (Var*)LangElement::find( "worldViewOnly" );
  522. if ( worldView )
  523. return worldView;
  524. if ( useInstancing )
  525. {
  526. Var *objTrans = getObjTrans( componentList, useInstancing, meta );
  527. Var *worldToCamera = (Var*)LangElement::find( "worldToCamera" );
  528. if ( !worldToCamera )
  529. {
  530. worldToCamera = new Var;
  531. worldToCamera->setType( "float4x4" );
  532. worldToCamera->setName( "worldToCamera" );
  533. worldToCamera->uniform = true;
  534. worldToCamera->constSortPos = cspPass;
  535. }
  536. worldView = new Var;
  537. worldView->setType( "float4x4" );
  538. worldView->setName( "worldViewOnly" );
  539. meta->addStatement( new GenOp( " @ = mul( @, @ ); // Instancing!\r\n", new DecOp( worldView ), worldToCamera, objTrans ) );
  540. }
  541. else
  542. {
  543. worldView = new Var;
  544. worldView->setType( "float4x4" );
  545. worldView->setName( "worldViewOnly" );
  546. worldView->uniform = true;
  547. worldView->constSortPos = cspPrimitive;
  548. }
  549. return worldView;
  550. }
  551. Var* ShaderFeatureHLSL::getInvWorldView( Vector<ShaderComponent*> &componentList,
  552. bool useInstancing,
  553. MultiLine *meta )
  554. {
  555. Var *viewToObj = (Var*)LangElement::find( "viewToObj" );
  556. if ( viewToObj )
  557. return viewToObj;
  558. if ( useInstancing )
  559. {
  560. Var *worldView = getWorldView( componentList, useInstancing, meta );
  561. viewToObj = new Var;
  562. viewToObj->setType( "float3x3" );
  563. viewToObj->setName( "viewToObj" );
  564. // We just use transpose to convert the 3x3 portion
  565. // of the world view transform into its inverse.
  566. meta->addStatement( new GenOp( " @ = transpose( (float3x3)@ ); // Instancing!\r\n", new DecOp( viewToObj ), worldView ) );
  567. }
  568. else
  569. {
  570. viewToObj = new Var;
  571. viewToObj->setType( "float4x4" );
  572. viewToObj->setName( "viewToObj" );
  573. viewToObj->uniform = true;
  574. viewToObj->constSortPos = cspPrimitive;
  575. }
  576. return viewToObj;
  577. }
  578. void ShaderFeatureHLSL::getWsPosition( Vector<ShaderComponent*> &componentList,
  579. bool useInstancing,
  580. MultiLine *meta,
  581. LangElement *wsPosition )
  582. {
  583. Var *inPosition = (Var*)LangElement::find( "wsPosition" );
  584. if ( inPosition )
  585. {
  586. meta->addStatement( new GenOp( " @ = @.xyz;\r\n",
  587. wsPosition, inPosition ) );
  588. return;
  589. }
  590. // Get the input position.
  591. inPosition = (Var*)LangElement::find( "inPosition" );
  592. if ( !inPosition )
  593. inPosition = (Var*)LangElement::find( "position" );
  594. AssertFatal( inPosition, "ShaderFeatureHLSL::getWsPosition - The vertex position was not found!" );
  595. Var *objTrans = getObjTrans( componentList, useInstancing, meta );
  596. meta->addStatement( new GenOp( " @ = mul( @, float4( @.xyz, 1 ) ).xyz;\r\n",
  597. wsPosition, objTrans, inPosition ) );
  598. }
  599. Var* ShaderFeatureHLSL::addOutWsPosition( Vector<ShaderComponent*> &componentList,
  600. bool useInstancing,
  601. MultiLine *meta )
  602. {
  603. Var *outWsPosition = (Var*)LangElement::find( "outWsPosition" );
  604. if ( !outWsPosition )
  605. {
  606. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  607. outWsPosition = connectComp->getElement( RT_TEXCOORD );
  608. outWsPosition->setName( "outWsPosition" );
  609. outWsPosition->setStructName( "OUT" );
  610. outWsPosition->setType( "float3" );
  611. getWsPosition( componentList, useInstancing, meta, outWsPosition );
  612. }
  613. return outWsPosition;
  614. }
  615. Var* ShaderFeatureHLSL::getInWsPosition( Vector<ShaderComponent*> &componentList )
  616. {
  617. Var *wsPosition = (Var*)LangElement::find( "wsPosition" );
  618. if ( !wsPosition )
  619. {
  620. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  621. wsPosition = connectComp->getElement( RT_TEXCOORD );
  622. wsPosition->setName( "wsPosition" );
  623. wsPosition->setStructName( "IN" );
  624. wsPosition->setType( "float3" );
  625. }
  626. return wsPosition;
  627. }
  628. Var* ShaderFeatureHLSL::getWsView( Var *wsPosition, MultiLine *meta )
  629. {
  630. Var *wsView = (Var*)LangElement::find( "wsView" );
  631. if ( !wsView )
  632. {
  633. wsView = new Var( "wsView", "float3" );
  634. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  635. if ( !eyePos )
  636. {
  637. eyePos = new Var;
  638. eyePos->setType( "float3" );
  639. eyePos->setName( "eyePosWorld" );
  640. eyePos->uniform = true;
  641. eyePos->constSortPos = cspPass;
  642. }
  643. meta->addStatement( new GenOp( " @ = normalize( @ - @ );\r\n",
  644. new DecOp( wsView ), eyePos, wsPosition ) );
  645. }
  646. return wsView;
  647. }
  648. Var* ShaderFeatureHLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &componentList,
  649. MultiLine *meta,
  650. bool useTexAnim )
  651. {
  652. // Check if its already added.
  653. Var *outTex = (Var*)LangElement::find( "detCoord" );
  654. if ( outTex )
  655. return outTex;
  656. // Grab incoming texture coords.
  657. Var *inTex = getVertTexCoord( "texCoord" );
  658. inTex->setType("float2");
  659. // create detail variable
  660. Var *detScale = new Var;
  661. detScale->setType( "float2" );
  662. detScale->setName( "detailScale" );
  663. detScale->uniform = true;
  664. detScale->constSortPos = cspPotentialPrimitive;
  665. // grab connector texcoord register
  666. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  667. outTex = connectComp->getElement( RT_TEXCOORD );
  668. outTex->setName( "detCoord" );
  669. outTex->setStructName( "OUT" );
  670. outTex->setType( "float2" );
  671. if ( useTexAnim )
  672. {
  673. // Find or create the texture matrix.
  674. Var *texMat = (Var*)LangElement::find( "texMat" );
  675. if ( !texMat )
  676. {
  677. texMat = new Var;
  678. texMat->setType( "float4x4" );
  679. texMat->setName( "texMat" );
  680. texMat->uniform = true;
  681. texMat->constSortPos = cspPass;
  682. }
  683. meta->addStatement(new GenOp(" @ = mul(@, float4(@,1,1)).xy * @;\r\n", outTex, texMat, inTex, detScale));
  684. }
  685. else
  686. {
  687. // setup output to mul texCoord by detail scale
  688. meta->addStatement( new GenOp( " @ = @ * @;\r\n", outTex, inTex, detScale ) );
  689. }
  690. return outTex;
  691. }
  692. //****************************************************************************
  693. // Base Texture
  694. //****************************************************************************
  695. DiffuseMapFeatHLSL::DiffuseMapFeatHLSL()
  696. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl"))
  697. {
  698. addDependency(&mTorqueDep);
  699. }
  700. void DiffuseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  701. const MaterialFeatureData &fd )
  702. {
  703. MultiLine *meta = new MultiLine;
  704. getOutTexCoord( "texCoord",
  705. "float2",
  706. fd.features[MFT_TexAnim],
  707. meta,
  708. componentList );
  709. output = meta;
  710. }
  711. U32 DiffuseMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
  712. {
  713. return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
  714. }
  715. void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  716. const MaterialFeatureData &fd )
  717. {
  718. // grab connector texcoord register
  719. Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
  720. //determine output target
  721. ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
  722. if (fd.features[MFT_isDeferred])
  723. targ = ShaderFeature::RenderTarget1;
  724. // create texture var
  725. Var *diffuseMap = new Var;
  726. diffuseMap->setType( "SamplerState" );
  727. diffuseMap->setName( "diffuseMap" );
  728. diffuseMap->uniform = true;
  729. diffuseMap->sampler = true;
  730. diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  731. Var* diffuseMapTex = new Var;
  732. diffuseMapTex->setName("diffuseMapTex");
  733. diffuseMapTex->setType("Texture2D");
  734. diffuseMapTex->uniform = true;
  735. diffuseMapTex->texture = true;
  736. diffuseMapTex->constNum = diffuseMap->constNum;
  737. // create sample color
  738. Var *diffColor = new Var;
  739. diffColor->setType("float4");
  740. diffColor->setName("diffuseColor");
  741. LangElement *colorDecl = new DecOp(diffColor);
  742. MultiLine * meta = new MultiLine;
  743. output = meta;
  744. if ( fd.features[MFT_CubeMap] )
  745. {
  746. meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", colorDecl, diffuseMapTex, diffuseMap, inTex));
  747. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
  748. }
  749. else if(fd.features[MFT_DiffuseMapAtlas])
  750. {
  751. // Handle atlased textures
  752. // http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
  753. Var *atlasedTex = new Var;
  754. atlasedTex->setName("atlasedTexCoord");
  755. atlasedTex->setType("float2");
  756. LangElement *atDecl = new DecOp(atlasedTex);
  757. // Parameters of the texture atlas
  758. Var *atParams = new Var;
  759. atParams->setType("float4");
  760. atParams->setName("diffuseAtlasParams");
  761. atParams->uniform = true;
  762. atParams->constSortPos = cspPotentialPrimitive;
  763. // Parameters of the texture (tile) this object is using in the atlas
  764. Var *tileParams = new Var;
  765. tileParams->setType("float4");
  766. tileParams->setName("diffuseAtlasTileParams");
  767. tileParams->uniform = true;
  768. tileParams->constSortPos = cspPotentialPrimitive;
  769. const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
  770. if(is_sm3)
  771. {
  772. // Figure out the mip level
  773. meta->addStatement(new GenOp(" float2 _dx = ddx(@ * @.z);\r\n", inTex, atParams));
  774. meta->addStatement(new GenOp(" float2 _dy = ddy(@ * @.z);\r\n", inTex, atParams));
  775. meta->addStatement(new GenOp(" float mipLod = 0.5 * log2(max(dot(_dx, _dx), dot(_dy, _dy)));\r\n"));
  776. meta->addStatement(new GenOp(" mipLod = clamp(mipLod, 0.0, @.w);\r\n", atParams));
  777. // And the size of the mip level
  778. meta->addStatement(new GenOp(" float mipPixSz = pow(2.0, @.w - mipLod);\r\n", atParams));
  779. meta->addStatement(new GenOp(" float2 mipSz = mipPixSz / @.xy;\r\n", atParams));
  780. }
  781. else
  782. {
  783. meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n"));
  784. }
  785. // Tiling mode
  786. // TODO: Select wrap or clamp somehow
  787. if( true ) // Wrap
  788. meta->addStatement(new GenOp(" @ = frac(@);\r\n", atDecl, inTex));
  789. else // Clamp
  790. meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, inTex));
  791. // Finally scale/offset, and correct for filtering
  792. meta->addStatement(new GenOp(" @ = @ * ((mipSz * @.xy - 1.0) / mipSz) + 0.5 / mipSz + @.xy * @.xy;\r\n",
  793. atlasedTex, atlasedTex, atParams, atParams, tileParams));
  794. // Add a newline
  795. meta->addStatement(new GenOp( "\r\n"));
  796. // For the rest of the feature...
  797. inTex = atlasedTex;
  798. // To dump out UV coords...
  799. //#define DEBUG_ATLASED_UV_COORDS
  800. #ifdef DEBUG_ATLASED_UV_COORDS
  801. if(!fd.features[MFT_DeferredConditioner])
  802. {
  803. meta->addStatement(new GenOp(" @ = float4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
  804. meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
  805. return;
  806. }
  807. #endif
  808. meta->addStatement(new GenOp(" @ = @.SampleLevel(@,@,mipLod);\r\n",
  809. new DecOp(diffColor), diffuseMapTex, diffuseMap, inTex));
  810. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
  811. }
  812. else
  813. {
  814. meta->addStatement(new GenOp("@ = @.Sample(@, @);\r\n", colorDecl, diffuseMapTex, diffuseMap, inTex));
  815. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
  816. }
  817. }
  818. ShaderFeature::Resources DiffuseMapFeatHLSL::getResources( const MaterialFeatureData &fd )
  819. {
  820. Resources res;
  821. res.numTex = 1;
  822. res.numTexReg = 1;
  823. return res;
  824. }
  825. void DiffuseMapFeatHLSL::setTexData( Material::StageData &stageDat,
  826. const MaterialFeatureData &fd,
  827. RenderPassData &passData,
  828. U32 &texIndex )
  829. {
  830. GFXTextureObject *tex = stageDat.getTex( MFT_DiffuseMap );
  831. if ( tex )
  832. {
  833. passData.mSamplerNames[ texIndex ] = "diffuseMap";
  834. passData.mTexSlot[ texIndex++ ].texObject = tex;
  835. }
  836. }
  837. //****************************************************************************
  838. // Overlay Texture
  839. //****************************************************************************
  840. void OverlayTexFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  841. const MaterialFeatureData &fd )
  842. {
  843. Var *inTex = getVertTexCoord( "texCoord2" );
  844. AssertFatal( inTex, "OverlayTexFeatHLSL::processVert() - The second UV set was not found!" );
  845. // grab connector texcoord register
  846. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  847. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  848. outTex->setName( "outTexCoord2" );
  849. outTex->setStructName( "OUT" );
  850. outTex->setType( "float2" );
  851. if( fd.features[MFT_TexAnim] )
  852. {
  853. inTex->setType( "float4" );
  854. // Find or create the texture matrix.
  855. Var *texMat = (Var*)LangElement::find( "texMat" );
  856. if ( !texMat )
  857. {
  858. texMat = new Var;
  859. texMat->setType( "float4x4" );
  860. texMat->setName( "texMat" );
  861. texMat->uniform = true;
  862. texMat->constSortPos = cspPass;
  863. }
  864. output = new GenOp( " @ = mul(@, @);\r\n", outTex, texMat, inTex );
  865. return;
  866. }
  867. // setup language elements to output incoming tex coords to output
  868. output = new GenOp( " @ = @;\r\n", outTex, inTex );
  869. }
  870. void OverlayTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  871. const MaterialFeatureData &fd )
  872. {
  873. // grab connector texcoord register
  874. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  875. Var *inTex = connectComp->getElement( RT_TEXCOORD );
  876. inTex->setName( "texCoord2" );
  877. inTex->setStructName( "IN" );
  878. inTex->setType( "float2" );
  879. // create texture var
  880. Var *diffuseMap = new Var;
  881. diffuseMap->setType( "SamplerState" );
  882. diffuseMap->setName( "overlayMap" );
  883. diffuseMap->uniform = true;
  884. diffuseMap->sampler = true;
  885. diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  886. Var* diffuseMapTex = new Var;
  887. diffuseMapTex->setName("overlayMapTex");
  888. diffuseMapTex->setType("Texture2D");
  889. diffuseMapTex->uniform = true;
  890. diffuseMapTex->texture = true;
  891. diffuseMapTex->constNum = diffuseMap->constNum;
  892. LangElement *statement = new GenOp("@.Sample(@, @)", diffuseMapTex, diffuseMap, inTex);
  893. output = new GenOp( " @;\r\n", assignColor( statement, Material::LerpAlpha ) );
  894. }
  895. ShaderFeature::Resources OverlayTexFeatHLSL::getResources( const MaterialFeatureData &fd )
  896. {
  897. Resources res;
  898. res.numTex = 1;
  899. res.numTexReg = 1;
  900. return res;
  901. }
  902. void OverlayTexFeatHLSL::setTexData( Material::StageData &stageDat,
  903. const MaterialFeatureData &fd,
  904. RenderPassData &passData,
  905. U32 &texIndex )
  906. {
  907. GFXTextureObject *tex = stageDat.getTex( MFT_OverlayMap );
  908. if ( tex )
  909. {
  910. passData.mSamplerNames[texIndex] = "overlayMap";
  911. passData.mTexSlot[ texIndex++ ].texObject = tex;
  912. }
  913. }
  914. //****************************************************************************
  915. // Diffuse color
  916. //****************************************************************************
  917. U32 DiffuseFeatureHLSL::getOutputTargets(const MaterialFeatureData &fd) const
  918. {
  919. return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
  920. }
  921. void DiffuseFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  922. const MaterialFeatureData &fd )
  923. {
  924. Var *diffuseMaterialColor = new Var;
  925. diffuseMaterialColor->setType( "float4" );
  926. diffuseMaterialColor->setName( "diffuseMaterialColor" );
  927. diffuseMaterialColor->uniform = true;
  928. diffuseMaterialColor->constSortPos = cspPotentialPrimitive;
  929. MultiLine* meta = new MultiLine;
  930. Var *col = (Var*)LangElement::find("col");
  931. ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
  932. if (fd.features[MFT_isDeferred])
  933. {
  934. targ = ShaderFeature::RenderTarget1;
  935. col = (Var*)LangElement::find("col1");
  936. MultiLine * meta = new MultiLine;
  937. if (!col)
  938. {
  939. // create color var
  940. col = new Var;
  941. col->setType("fragout");
  942. col->setName(getOutputTargetVarName(targ));
  943. col->setStructName("OUT");
  944. meta->addStatement(new GenOp(" @ = float4(1.0);\r\n", col));
  945. }
  946. }
  947. Material::BlendOp op;
  948. if (fd.features[MFT_DiffuseMap])
  949. op = Material::Mul;
  950. else
  951. op = Material::None;
  952. meta->addStatement( new GenOp( " @;\r\n", assignColor( diffuseMaterialColor, op, NULL, targ ) ) );
  953. output = meta;
  954. }
  955. //****************************************************************************
  956. // Diffuse vertex color
  957. //****************************************************************************
  958. void DiffuseVertColorFeatureHLSL::processVert( Vector< ShaderComponent* >& componentList,
  959. const MaterialFeatureData& fd )
  960. {
  961. // Create vertex color connector if it doesn't exist.
  962. Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  963. if( !outColor )
  964. {
  965. // Search for vert color.
  966. Var* inColor = dynamic_cast< Var* >( LangElement::find( "diffuse" ) );
  967. if( !inColor )
  968. {
  969. output = NULL;
  970. return;
  971. }
  972. // Create connector.
  973. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  974. AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  975. Var* outColor = connectComp->getElement( RT_COLOR );
  976. outColor->setName( "vertColor" );
  977. outColor->setStructName( "OUT" );
  978. outColor->setType( "float4" );
  979. output = new GenOp( " @ = @;\r\n", outColor, inColor );
  980. }
  981. else
  982. output = NULL; // Nothing we need to do.
  983. }
  984. void DiffuseVertColorFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  985. const MaterialFeatureData &fd )
  986. {
  987. Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  988. if( !vertColor )
  989. {
  990. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  991. AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  992. vertColor = connectComp->getElement( RT_COLOR );
  993. vertColor->setName( "vertColor" );
  994. vertColor->setStructName( "IN" );
  995. vertColor->setType( "float4" );
  996. }
  997. MultiLine* meta = new MultiLine;
  998. if (fd.features[MFT_isDeferred])
  999. meta->addStatement(new GenOp(" @;\r\n", assignColor(vertColor, Material::Mul, NULL, ShaderFeature::RenderTarget1)));
  1000. else
  1001. meta->addStatement(new GenOp(" @;\r\n", assignColor(vertColor, Material::Mul)));
  1002. output = meta;
  1003. }
  1004. //****************************************************************************
  1005. // Lightmap
  1006. //****************************************************************************
  1007. void LightmapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1008. const MaterialFeatureData &fd )
  1009. {
  1010. // grab tex register from incoming vert
  1011. Var *inTex = getVertTexCoord( "texCoord2" );
  1012. // grab connector texcoord register
  1013. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1014. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  1015. outTex->setName( "texCoord2" );
  1016. outTex->setStructName( "OUT" );
  1017. outTex->setType( "float2" );
  1018. // setup language elements to output incoming tex coords to output
  1019. output = new GenOp( " @ = @;\r\n", outTex, inTex );
  1020. }
  1021. void LightmapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1022. const MaterialFeatureData &fd )
  1023. {
  1024. // grab connector texcoord register
  1025. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1026. Var *inTex = connectComp->getElement( RT_TEXCOORD );
  1027. inTex->setName( "texCoord2" );
  1028. inTex->setStructName( "IN" );
  1029. inTex->setType( "float2" );
  1030. // create texture var
  1031. Var *lightMap = new Var;
  1032. lightMap->setType( "SamplerState" );
  1033. lightMap->setName( "lightMap" );
  1034. lightMap->uniform = true;
  1035. lightMap->sampler = true;
  1036. lightMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1037. Var *lightMapTex = new Var;
  1038. lightMapTex->setName("lightMapTex");
  1039. lightMapTex->setType("Texture2D");
  1040. lightMapTex->uniform = true;
  1041. lightMapTex->texture = true;
  1042. lightMapTex->constNum = lightMap->constNum;
  1043. // argh, pixel specular should prob use this too
  1044. if( fd.features[MFT_NormalMap] )
  1045. {
  1046. Var *lmColor = new Var;
  1047. lmColor->setName( "lmColor" );
  1048. lmColor->setType( "float4" );
  1049. LangElement *lmColorDecl = new DecOp( lmColor );
  1050. output = new GenOp(" @ = @.Sample(@, @);\r\n", lmColorDecl, lightMapTex, lightMap, inTex);
  1051. return;
  1052. }
  1053. // Add realtime lighting, if it is available
  1054. LangElement *statement = NULL;
  1055. if( fd.features[MFT_RTLighting] )
  1056. {
  1057. // Advanced lighting is the only dynamic lighting supported right now
  1058. Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
  1059. if(inColor != NULL)
  1060. {
  1061. // Find out if RTLighting should be added or substituted
  1062. bool bPreProcessedLighting = false;
  1063. AdvancedLightBinManager *lightBin;
  1064. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1065. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1066. // Lightmap has already been included in the advanced light bin, so
  1067. // no need to do any sampling or anything
  1068. if (bPreProcessedLighting)
  1069. statement = new GenOp("float4(@, 1.0)", inColor);
  1070. else
  1071. {
  1072. statement = new GenOp("@.Sample(@, @) + float4(@.rgb, 0.0)", lightMapTex, lightMap, inTex, inColor);
  1073. }
  1074. }
  1075. }
  1076. // If we still don't have it... then just sample the lightmap.
  1077. if (!statement)
  1078. {
  1079. statement = new GenOp("@.Sample(@, @)", lightMapTex, lightMap, inTex);
  1080. }
  1081. // Assign to proper render target
  1082. MultiLine *meta = new MultiLine;
  1083. if( fd.features[MFT_LightbufferMRT] )
  1084. {
  1085. meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1086. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1087. }
  1088. else
  1089. meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::Mul ) ) );
  1090. output = meta;
  1091. }
  1092. ShaderFeature::Resources LightmapFeatHLSL::getResources( const MaterialFeatureData &fd )
  1093. {
  1094. Resources res;
  1095. res.numTex = 1;
  1096. res.numTexReg = 1;
  1097. return res;
  1098. }
  1099. void LightmapFeatHLSL::setTexData( Material::StageData &stageDat,
  1100. const MaterialFeatureData &fd,
  1101. RenderPassData &passData,
  1102. U32 &texIndex )
  1103. {
  1104. GFXTextureObject *tex = stageDat.getTex( MFT_LightMap );
  1105. passData.mSamplerNames[ texIndex ] = "lightMap";
  1106. if ( tex )
  1107. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1108. else
  1109. passData.mTexType[ texIndex++ ] = Material::Lightmap;
  1110. }
  1111. U32 LightmapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1112. {
  1113. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1114. }
  1115. //****************************************************************************
  1116. // Tonemap
  1117. //****************************************************************************
  1118. void TonemapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1119. const MaterialFeatureData &fd )
  1120. {
  1121. // Grab the connector
  1122. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1123. // Set up the second set of texCoords
  1124. Var *inTex2 = getVertTexCoord( "texCoord2" );
  1125. if ( inTex2 )
  1126. {
  1127. Var *outTex2 = connectComp->getElement( RT_TEXCOORD );
  1128. outTex2->setName( "texCoord2" );
  1129. outTex2->setStructName( "OUT" );
  1130. outTex2->setType( "float2" );
  1131. output = new GenOp( " @ = @;\r\n", outTex2, inTex2 );
  1132. }
  1133. }
  1134. void TonemapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1135. const MaterialFeatureData &fd )
  1136. {
  1137. // Grab connector
  1138. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1139. Var *inTex2 = connectComp->getElement( RT_TEXCOORD );
  1140. inTex2->setName( "texCoord2" );
  1141. inTex2->setStructName( "IN" );
  1142. inTex2->setType( "float2" );
  1143. // create texture var
  1144. Var *toneMap = new Var;
  1145. toneMap->setType( "SamplerState" );
  1146. toneMap->setName( "toneMap" );
  1147. toneMap->uniform = true;
  1148. toneMap->sampler = true;
  1149. toneMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1150. Var *toneMapTex = new Var;
  1151. toneMapTex->setName("toneMapTex");
  1152. toneMapTex->setType("Texture2D");
  1153. toneMapTex->uniform = true;
  1154. toneMapTex->texture = true;
  1155. toneMapTex->constNum = toneMap->constNum;
  1156. MultiLine * meta = new MultiLine;
  1157. // First get the toneMap color
  1158. Var *toneMapColor = new Var;
  1159. toneMapColor->setType( "float4" );
  1160. toneMapColor->setName( "toneMapColor" );
  1161. LangElement *toneMapColorDecl = new DecOp( toneMapColor );
  1162. meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", toneMapColorDecl, toneMapTex, toneMap, inTex2));
  1163. // We do a different calculation if there is a diffuse map or not
  1164. Material::BlendOp blendOp = Material::Mul;
  1165. if ( fd.features[MFT_DiffuseMap] )
  1166. {
  1167. // Reverse the tonemap
  1168. meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", toneMapColor, toneMapColor ) );
  1169. // Re-tonemap with the current color factored in
  1170. blendOp = Material::ToneMap;
  1171. }
  1172. // Find out if RTLighting should be added
  1173. bool bPreProcessedLighting = false;
  1174. AdvancedLightBinManager *lightBin;
  1175. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1176. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1177. // Add in the realtime lighting contribution
  1178. if ( fd.features[MFT_RTLighting] )
  1179. {
  1180. // Right now, only Advanced Lighting is supported
  1181. Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
  1182. if(inColor != NULL)
  1183. {
  1184. // Assign value in d_lightcolor to toneMapColor if it exists. This is
  1185. // the dynamic light buffer, and it already has the tonemap included
  1186. if(bPreProcessedLighting)
  1187. meta->addStatement( new GenOp( " @.rgb = @;\r\n", toneMapColor, inColor ) );
  1188. else
  1189. meta->addStatement( new GenOp( " @.rgb += @.rgb;\r\n", toneMapColor, inColor ) );
  1190. }
  1191. }
  1192. // Assign to proper render target
  1193. if( fd.features[MFT_LightbufferMRT] )
  1194. {
  1195. meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1196. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1197. }
  1198. else
  1199. meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, blendOp ) ) );
  1200. output = meta;
  1201. }
  1202. ShaderFeature::Resources TonemapFeatHLSL::getResources( const MaterialFeatureData &fd )
  1203. {
  1204. Resources res;
  1205. res.numTex = 1;
  1206. res.numTexReg = 1;
  1207. return res;
  1208. }
  1209. void TonemapFeatHLSL::setTexData( Material::StageData &stageDat,
  1210. const MaterialFeatureData &fd,
  1211. RenderPassData &passData,
  1212. U32 &texIndex )
  1213. {
  1214. GFXTextureObject *tex = stageDat.getTex( MFT_ToneMap );
  1215. if ( tex )
  1216. {
  1217. passData.mTexType[ texIndex ] = Material::ToneMapTex;
  1218. passData.mSamplerNames[ texIndex ] = "toneMap";
  1219. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1220. }
  1221. }
  1222. U32 TonemapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1223. {
  1224. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1225. }
  1226. //****************************************************************************
  1227. // pureLIGHT Lighting
  1228. //****************************************************************************
  1229. void VertLitHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1230. const MaterialFeatureData &fd )
  1231. {
  1232. // If we have a lightMap or toneMap then our lighting will be
  1233. // handled by the MFT_LightMap or MFT_ToneNamp feature instead
  1234. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
  1235. {
  1236. output = NULL;
  1237. return;
  1238. }
  1239. // Create vertex color connector if it doesn't exist.
  1240. Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  1241. if( !outColor )
  1242. {
  1243. // Search for vert color
  1244. Var *inColor = (Var*) LangElement::find( "diffuse" );
  1245. // If there isn't a vertex color then we can't do anything
  1246. if( !inColor )
  1247. {
  1248. output = NULL;
  1249. return;
  1250. }
  1251. // Grab the connector color
  1252. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1253. Var *outColor = connectComp->getElement( RT_COLOR );
  1254. outColor->setName( "vertColor" );
  1255. outColor->setStructName( "OUT" );
  1256. outColor->setType( "float4" );
  1257. output = new GenOp( " @ = @;\r\n", outColor, inColor );
  1258. }
  1259. else
  1260. output = NULL; // Nothing we need to do.
  1261. }
  1262. void VertLitHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1263. const MaterialFeatureData &fd )
  1264. {
  1265. // If we have a lightMap or toneMap then our lighting will be
  1266. // handled by the MFT_LightMap or MFT_ToneNamp feature instead
  1267. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
  1268. {
  1269. output = NULL;
  1270. return;
  1271. }
  1272. // Grab the connector color register
  1273. Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  1274. if( !vertColor )
  1275. {
  1276. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  1277. AssertFatal( connectComp, "VertLitGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  1278. vertColor = connectComp->getElement( RT_COLOR );
  1279. vertColor->setName( "vertColor" );
  1280. vertColor->setStructName( "IN" );
  1281. vertColor->setType( "float4" );
  1282. }
  1283. MultiLine * meta = new MultiLine;
  1284. // Defaults (no diffuse map)
  1285. Material::BlendOp blendOp = Material::Mul;
  1286. LangElement *outColor = vertColor;
  1287. // We do a different calculation if there is a diffuse map or not
  1288. if ( fd.features[MFT_DiffuseMap] || fd.features[MFT_VertLitTone] )
  1289. {
  1290. Var * finalVertColor = new Var;
  1291. finalVertColor->setName( "finalVertColor" );
  1292. finalVertColor->setType( "float4" );
  1293. LangElement *finalVertColorDecl = new DecOp( finalVertColor );
  1294. // Reverse the tonemap
  1295. meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", finalVertColorDecl, vertColor ) );
  1296. // Set the blend op to tonemap
  1297. blendOp = Material::ToneMap;
  1298. outColor = finalVertColor;
  1299. }
  1300. // Add in the realtime lighting contribution, if applicable
  1301. if ( fd.features[MFT_RTLighting] )
  1302. {
  1303. Var *rtLightingColor = (Var*) LangElement::find( "d_lightcolor" );
  1304. if(rtLightingColor != NULL)
  1305. {
  1306. bool bPreProcessedLighting = false;
  1307. AdvancedLightBinManager *lightBin;
  1308. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1309. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1310. // Assign value in d_lightcolor to toneMapColor if it exists. This is
  1311. // the dynamic light buffer, and it already has the baked-vertex-color
  1312. // included in it
  1313. if(bPreProcessedLighting)
  1314. outColor = new GenOp( "float4(@.rgb, 1.0)", rtLightingColor );
  1315. else
  1316. outColor = new GenOp( "float4(@.rgb + @.rgb, 1.0)", rtLightingColor, outColor );
  1317. }
  1318. }
  1319. // Output the color
  1320. if ( fd.features[MFT_LightbufferMRT] )
  1321. {
  1322. meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1323. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1324. }
  1325. else
  1326. meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, blendOp ) ) );
  1327. output = meta;
  1328. }
  1329. U32 VertLitHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1330. {
  1331. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1332. }
  1333. //****************************************************************************
  1334. // Detail map
  1335. //****************************************************************************
  1336. void DetailFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1337. const MaterialFeatureData &fd )
  1338. {
  1339. MultiLine *meta = new MultiLine;
  1340. addOutDetailTexCoord( componentList,
  1341. meta,
  1342. fd.features[MFT_TexAnim] );
  1343. output = meta;
  1344. }
  1345. void DetailFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1346. const MaterialFeatureData &fd )
  1347. {
  1348. // Get the detail texture coord.
  1349. Var *inTex = getInTexCoord( "detCoord", "float2", componentList );
  1350. // create texture var
  1351. Var *detailMap = new Var;
  1352. detailMap->setType( "SamplerState" );
  1353. detailMap->setName( "detailMap" );
  1354. detailMap->uniform = true;
  1355. detailMap->sampler = true;
  1356. detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1357. Var* detailMapTex = new Var;
  1358. detailMapTex->setName("detailMapTex");
  1359. detailMapTex->setType("Texture2D");
  1360. detailMapTex->uniform = true;
  1361. detailMapTex->texture = true;
  1362. detailMapTex->constNum = detailMap->constNum;
  1363. // We're doing the standard greyscale detail map
  1364. // technique which can darken and lighten the
  1365. // diffuse texture.
  1366. // TODO: We could add a feature to toggle between this
  1367. // and a simple multiplication with the detail map.
  1368. LangElement *statement = new GenOp("( @.Sample(@, @) * 2.0 ) - 1.0", detailMapTex, detailMap, inTex);
  1369. if ( fd.features[MFT_isDeferred])
  1370. output = new GenOp( " @;\r\n", assignColor( statement, Material::Add, NULL, ShaderFeature::RenderTarget1 ) );
  1371. else
  1372. output = new GenOp( " @;\r\n", assignColor( statement, Material::Add ) );
  1373. }
  1374. ShaderFeature::Resources DetailFeatHLSL::getResources( const MaterialFeatureData &fd )
  1375. {
  1376. Resources res;
  1377. res.numTex = 1;
  1378. res.numTexReg = 1;
  1379. return res;
  1380. }
  1381. void DetailFeatHLSL::setTexData( Material::StageData &stageDat,
  1382. const MaterialFeatureData &fd,
  1383. RenderPassData &passData,
  1384. U32 &texIndex )
  1385. {
  1386. GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
  1387. if ( tex )
  1388. {
  1389. passData.mSamplerNames[texIndex] = "detailMap";
  1390. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1391. }
  1392. }
  1393. //****************************************************************************
  1394. // Vertex position
  1395. //****************************************************************************
  1396. void VertPositionHLSL::determineFeature( Material *material,
  1397. const GFXVertexFormat *vertexFormat,
  1398. U32 stageNum,
  1399. const FeatureType &type,
  1400. const FeatureSet &features,
  1401. MaterialFeatureData *outFeatureData )
  1402. {
  1403. // This feature is always on!
  1404. outFeatureData->features.addFeature( type );
  1405. }
  1406. void VertPositionHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1407. const MaterialFeatureData &fd )
  1408. {
  1409. // First check for an input position from a previous feature
  1410. // then look for the default vertex position.
  1411. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  1412. if ( !inPosition )
  1413. inPosition = (Var*)LangElement::find( "position" );
  1414. // grab connector position
  1415. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1416. Var *outPosition = connectComp->getElement(RT_SVPOSITION);
  1417. outPosition->setName( "hpos" );
  1418. outPosition->setStructName( "OUT" );
  1419. MultiLine *meta = new MultiLine;
  1420. Var *modelview = getModelView( componentList, fd.features[MFT_UseInstancing], meta );
  1421. meta->addStatement( new GenOp( " @ = mul(@, float4(@.xyz,1));\r\n",
  1422. outPosition, modelview, inPosition ) );
  1423. output = meta;
  1424. }
  1425. void VertPositionHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1426. const MaterialFeatureData &fd)
  1427. {
  1428. // grab connector position
  1429. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
  1430. Var *outPosition = connectComp->getElement(RT_SVPOSITION);
  1431. outPosition->setName("vpos");
  1432. outPosition->setStructName("IN");
  1433. }
  1434. //****************************************************************************
  1435. // Reflect Cubemap
  1436. //****************************************************************************
  1437. void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1438. const MaterialFeatureData &fd )
  1439. {
  1440. // search for vert normal
  1441. Var *inNormal = (Var*) LangElement::find( "normal" );
  1442. if ( !inNormal )
  1443. return;
  1444. MultiLine * meta = new MultiLine;
  1445. // If a base or bump tex is present in the material, but not in the
  1446. // current pass - we need to add one to the current pass to use
  1447. // its alpha channel as a gloss map. Here we just need the tex coords.
  1448. if( !fd.features[MFT_DiffuseMap] &&
  1449. !fd.features[MFT_NormalMap] )
  1450. {
  1451. if( fd.materialFeatures[MFT_DiffuseMap] ||
  1452. fd.materialFeatures[MFT_NormalMap] )
  1453. {
  1454. // find incoming texture var
  1455. Var *inTex = getVertTexCoord( "texCoord" );
  1456. // grab connector texcoord register
  1457. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1458. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  1459. outTex->setName( "texCoord" );
  1460. outTex->setStructName( "OUT" );
  1461. outTex->setType( "float2" );
  1462. // setup language elements to output incoming tex coords to output
  1463. meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
  1464. }
  1465. }
  1466. // create cubeTrans
  1467. bool useInstancing = fd.features[MFT_UseInstancing];
  1468. Var *cubeTrans = getObjTrans( componentList, useInstancing, meta );
  1469. // cube vert position
  1470. Var * cubeVertPos = new Var;
  1471. cubeVertPos->setName( "cubeVertPos" );
  1472. cubeVertPos->setType( "float3" );
  1473. LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
  1474. meta->addStatement( new GenOp( " @ = mul(@, float4(@,1)).xyz;\r\n",
  1475. cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
  1476. // cube normal
  1477. Var * cubeNormal = new Var;
  1478. cubeNormal->setName( "cubeNormal" );
  1479. cubeNormal->setType( "float3" );
  1480. LangElement *cubeNormDecl = new DecOp( cubeNormal );
  1481. meta->addStatement(new GenOp(" @ = ( mul( (@), float4(@, 0) ) ).xyz;\r\n",
  1482. cubeNormDecl, cubeTrans, inNormal));
  1483. meta->addStatement(new GenOp(" @ = bool(length(@)) ? normalize(@) : @;\r\n",
  1484. cubeNormal, cubeNormal, cubeNormal, cubeNormal));
  1485. // grab the eye position
  1486. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1487. if ( !eyePos )
  1488. {
  1489. eyePos = new Var( "eyePosWorld", "float3" );
  1490. eyePos->uniform = true;
  1491. eyePos->constSortPos = cspPass;
  1492. }
  1493. // eye to vert
  1494. Var * eyeToVert = new Var;
  1495. eyeToVert->setName( "eyeToVert" );
  1496. eyeToVert->setType( "float3" );
  1497. LangElement *e2vDecl = new DecOp( eyeToVert );
  1498. meta->addStatement( new GenOp( " @ = @ - @;\r\n",
  1499. e2vDecl, cubeVertPos, eyePos ) );
  1500. // grab connector texcoord register
  1501. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1502. Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
  1503. reflectVec->setName( "reflectVec" );
  1504. reflectVec->setStructName( "OUT" );
  1505. reflectVec->setType( "float3" );
  1506. meta->addStatement( new GenOp( " @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );
  1507. output = meta;
  1508. }
  1509. void ReflectCubeFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1510. const MaterialFeatureData &fd )
  1511. {
  1512. MultiLine * meta = new MultiLine;
  1513. Var *glossColor = NULL;
  1514. // If a base or bump tex is present in the material, but not in the
  1515. // current pass - we need to add one to the current pass to use
  1516. // its alpha channel as a gloss map.
  1517. if( !fd.features[MFT_DiffuseMap] &&
  1518. !fd.features[MFT_NormalMap])
  1519. {
  1520. if( fd.materialFeatures[MFT_DiffuseMap] ||
  1521. fd.materialFeatures[MFT_NormalMap])
  1522. {
  1523. // grab connector texcoord register
  1524. Var *inTex = getInTexCoord("texCoord", "float2", componentList);
  1525. // create texture var
  1526. Var *newMap = new Var;
  1527. newMap->setType( "SamplerState" );
  1528. newMap->setName( "glossMap" );
  1529. newMap->uniform = true;
  1530. newMap->sampler = true;
  1531. newMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1532. Var* glowMapTex = new Var;
  1533. glowMapTex->setName("glowMapTex");
  1534. glowMapTex->setType("Texture2D");
  1535. glowMapTex->uniform = true;
  1536. glowMapTex->texture = true;
  1537. glowMapTex->constNum = newMap->constNum;
  1538. // create sample color
  1539. Var *color = new Var;
  1540. color->setType( "float4" );
  1541. color->setName( "diffuseColor" );
  1542. LangElement *colorDecl = new DecOp( color );
  1543. glossColor = color;
  1544. meta->addStatement(new GenOp(" @ = @.Sample( @, @ );\r\n", colorDecl, glowMapTex, newMap, inTex));
  1545. }
  1546. }
  1547. else
  1548. {
  1549. if (fd.features[MFT_isDeferred])
  1550. glossColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
  1551. if (!glossColor)
  1552. glossColor = (Var*)LangElement::find("specularColor");
  1553. if (!glossColor)
  1554. glossColor = (Var*)LangElement::find("diffuseColor");
  1555. if (!glossColor)
  1556. glossColor = (Var*)LangElement::find("bumpNormal");
  1557. }
  1558. // grab connector texcoord register
  1559. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1560. Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
  1561. reflectVec->setName( "reflectVec" );
  1562. reflectVec->setStructName( "IN" );
  1563. reflectVec->setType( "float3" );
  1564. // create cubemap var
  1565. Var *cubeMap = new Var;
  1566. cubeMap->setType( "SamplerState" );
  1567. cubeMap->setName( "cubeMap" );
  1568. cubeMap->uniform = true;
  1569. cubeMap->sampler = true;
  1570. cubeMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1571. Var* cubeMapTex = new Var;
  1572. cubeMapTex->setName("cubeMapTex");
  1573. cubeMapTex->setType("TextureCube"); // cubeMapTex->setType("TextureCube");
  1574. cubeMapTex->uniform = true;
  1575. cubeMapTex->texture = true;
  1576. cubeMapTex->constNum = cubeMap->constNum;
  1577. // TODO: Restore the lighting attenuation here!
  1578. Var *attn = NULL;
  1579. //if ( fd.materialFeatures[MFT_DynamicLight] )
  1580. //attn = (Var*)LangElement::find("attn");
  1581. //else
  1582. if ( fd.materialFeatures[MFT_RTLighting] )
  1583. attn =(Var*)LangElement::find("d_NL_Att");
  1584. LangElement *texCube = NULL;
  1585. Var* matinfo = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  1586. //first try and grab the gbuffer
  1587. if (fd.features[MFT_isDeferred] && matinfo)
  1588. {
  1589. // Cube LOD level = (1.0 - Roughness) * 8
  1590. // mip_levle = min((1.0 - u_glossiness)*11.0 + 1.0, 8.0)
  1591. //LangElement *texCube = new GenOp( "texCUBElod( @, float4(@, min((1.0 - (@ / 128.0)) * 11.0 + 1.0, 8.0)) )", cubeMap, reflectVec, specPower );
  1592. if (fd.features[MFT_DeferredSpecMap])
  1593. {
  1594. texCube = new GenOp("@.SampleLevel( @, @, @.a*5)", cubeMapTex, cubeMap, reflectVec, matinfo);
  1595. }
  1596. else
  1597. {
  1598. texCube = new GenOp("@.SampleLevel( @, @, ([email protected])*6 )", cubeMapTex, cubeMap, reflectVec, matinfo);
  1599. }
  1600. }
  1601. else
  1602. {
  1603. if (glossColor) //failing that, rtry and find color data
  1604. {
  1605. texCube = new GenOp("@.SampleLevel( @, @, @.a*5)", cubeMapTex, cubeMap, reflectVec, glossColor);
  1606. }
  1607. else //failing *that*, just draw the cubemap
  1608. {
  1609. texCube = new GenOp("@.Sample( @, @ )", cubeMapTex, cubeMap, reflectVec);
  1610. }
  1611. }
  1612. LangElement *lerpVal = NULL;
  1613. Material::BlendOp blendOp = Material::LerpAlpha;
  1614. // Note that the lerpVal needs to be a float4 so that
  1615. // it will work with the LerpAlpha blend.
  1616. if (matinfo)
  1617. {
  1618. if (attn)
  1619. lerpVal = new GenOp("@ * saturate( @ )", matinfo, attn);
  1620. else
  1621. lerpVal = new GenOp("@", matinfo);
  1622. }
  1623. else if ( glossColor )
  1624. {
  1625. if ( attn )
  1626. lerpVal = new GenOp( "@ * saturate( @ )", glossColor, attn );
  1627. else
  1628. lerpVal = glossColor;
  1629. }
  1630. else
  1631. {
  1632. if ( attn )
  1633. lerpVal = new GenOp( "saturate( @ ).xxxx", attn );
  1634. else
  1635. blendOp = Material::Mul;
  1636. }
  1637. if (fd.features[MFT_isDeferred])
  1638. {
  1639. Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
  1640. meta->addStatement(new GenOp(" @.rgb = lerp( @.rgb, (@).rgb, (@.b));\r\n", targ, targ, texCube, lerpVal));
  1641. }
  1642. else
  1643. meta->addStatement( new GenOp( " @;\r\n", assignColor( texCube, blendOp, lerpVal ) ) );
  1644. output = meta;
  1645. }
  1646. ShaderFeature::Resources ReflectCubeFeatHLSL::getResources( const MaterialFeatureData &fd )
  1647. {
  1648. Resources res;
  1649. if( fd.features[MFT_DiffuseMap] ||
  1650. fd.features[MFT_NormalMap] )
  1651. {
  1652. res.numTex = 1;
  1653. res.numTexReg = 1;
  1654. }
  1655. else
  1656. {
  1657. res.numTex = 2;
  1658. res.numTexReg = 2;
  1659. }
  1660. return res;
  1661. }
  1662. void ReflectCubeFeatHLSL::setTexData( Material::StageData &stageDat,
  1663. const MaterialFeatureData &stageFeatures,
  1664. RenderPassData &passData,
  1665. U32 &texIndex )
  1666. {
  1667. // set up a gloss map if one is not present in the current pass
  1668. // but is present in the current material stage
  1669. if( !passData.mFeatureData.features[MFT_DiffuseMap] &&
  1670. !passData.mFeatureData.features[MFT_NormalMap] )
  1671. {
  1672. GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
  1673. if ( tex && stageFeatures.features[MFT_DiffuseMap] )
  1674. {
  1675. passData.mSamplerNames[ texIndex ] = "diffuseMap";
  1676. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1677. }
  1678. else
  1679. {
  1680. tex = stageDat.getTex( MFT_NormalMap );
  1681. if ( tex && stageFeatures.features[ MFT_NormalMap ] )
  1682. {
  1683. passData.mSamplerNames[ texIndex ] = "bumpMap";
  1684. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1685. }
  1686. }
  1687. }
  1688. if( stageDat.getCubemap() )
  1689. {
  1690. passData.mCubeMap = stageDat.getCubemap();
  1691. passData.mSamplerNames[texIndex] = "cubeMap";
  1692. passData.mTexType[texIndex++] = Material::Cube;
  1693. }
  1694. else
  1695. {
  1696. if( stageFeatures.features[MFT_CubeMap] )
  1697. {
  1698. // assuming here that it is a scenegraph cubemap
  1699. passData.mSamplerNames[texIndex] = "cubeMap";
  1700. passData.mTexType[texIndex++] = Material::SGCube;
  1701. }
  1702. }
  1703. }
  1704. //****************************************************************************
  1705. // RTLighting
  1706. //****************************************************************************
  1707. RTLightingFeatHLSL::RTLightingFeatHLSL()
  1708. : mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl" ))
  1709. {
  1710. addDependency( &mDep );
  1711. }
  1712. void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1713. const MaterialFeatureData &fd )
  1714. {
  1715. MultiLine *meta = new MultiLine;
  1716. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1717. // Special case for lighting imposters. We dont have a vert normal and may not
  1718. // have a normal map. Generate and pass the normal data the pixel shader needs.
  1719. if ( fd.features[MFT_ImposterVert] )
  1720. {
  1721. if ( !fd.features[MFT_NormalMap] )
  1722. {
  1723. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1724. if ( !eyePos )
  1725. {
  1726. eyePos = new Var( "eyePosWorld", "float3" );
  1727. eyePos->uniform = true;
  1728. eyePos->constSortPos = cspPass;
  1729. }
  1730. Var *inPosition = (Var*)LangElement::find( "position" );
  1731. Var *outNormal = connectComp->getElement( RT_TEXCOORD );
  1732. outNormal->setName( "wsNormal" );
  1733. outNormal->setStructName( "OUT" );
  1734. outNormal->setType( "float3" );
  1735. // Transform the normal to world space.
  1736. meta->addStatement( new GenOp( " @ = normalize( @ - @.xyz );\r\n", outNormal, eyePos, inPosition ) );
  1737. }
  1738. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1739. output = meta;
  1740. return;
  1741. }
  1742. // Find the incoming vertex normal.
  1743. Var *inNormal = (Var*)LangElement::find( "normal" );
  1744. // Skip out on realtime lighting if we don't have a normal
  1745. // or we're doing some sort of baked lighting.
  1746. if ( !inNormal ||
  1747. fd.features[MFT_LightMap] ||
  1748. fd.features[MFT_ToneMap] ||
  1749. fd.features[MFT_VertLit] )
  1750. return;
  1751. // If there isn't a normal map then we need to pass
  1752. // the world space normal to the pixel shader ourselves.
  1753. if ( !fd.features[MFT_NormalMap] )
  1754. {
  1755. Var *outNormal = connectComp->getElement( RT_TEXCOORD );
  1756. outNormal->setName( "wsNormal" );
  1757. outNormal->setStructName( "OUT" );
  1758. outNormal->setType( "float3" );
  1759. // Get the transform to world space.
  1760. Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
  1761. // Transform the normal to world space.
  1762. meta->addStatement( new GenOp( " @ = mul( @, float4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
  1763. }
  1764. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1765. output = meta;
  1766. }
  1767. void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1768. const MaterialFeatureData &fd )
  1769. {
  1770. // Skip out on realtime lighting if we don't have a normal
  1771. // or we're doing some sort of baked lighting.
  1772. //
  1773. // TODO: We can totally detect for this in the material
  1774. // feature setup... we should move it out of here!
  1775. //
  1776. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
  1777. return;
  1778. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1779. MultiLine *meta = new MultiLine;
  1780. // Look for a wsNormal or grab it from the connector.
  1781. Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
  1782. if ( !wsNormal )
  1783. {
  1784. wsNormal = connectComp->getElement( RT_TEXCOORD );
  1785. wsNormal->setName( "wsNormal" );
  1786. wsNormal->setStructName( "IN" );
  1787. wsNormal->setType( "float3" );
  1788. // If we loaded the normal its our responsibility
  1789. // to normalize it... the interpolators won't.
  1790. //
  1791. // Note we cast to half here to get partial precision
  1792. // optimized code which is an acceptable loss of
  1793. // precision for normals and performs much better
  1794. // on older Geforce cards.
  1795. //
  1796. meta->addStatement( new GenOp( " @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );
  1797. }
  1798. // Now the wsPosition and wsView.
  1799. Var *wsPosition = getInWsPosition( componentList );
  1800. Var *wsView = getWsView( wsPosition, meta );
  1801. // Create temporaries to hold results of lighting.
  1802. Var *rtShading = new Var( "rtShading", "float4" );
  1803. Var *specular = new Var( "specular", "float4" );
  1804. meta->addStatement( new GenOp( " @; @;\r\n",
  1805. new DecOp( rtShading ), new DecOp( specular ) ) );
  1806. // Look for a light mask generated from a previous
  1807. // feature (this is done for BL terrain lightmaps).
  1808. LangElement *lightMask = LangElement::find( "lightMask" );
  1809. if ( !lightMask )
  1810. lightMask = new GenOp( "float4( 1, 1, 1, 1 )" );
  1811. // Get all the light constants.
  1812. Var *inLightPos = new Var( "inLightPos", "float4" );
  1813. inLightPos->uniform = true;
  1814. inLightPos->arraySize = 3;
  1815. inLightPos->constSortPos = cspPotentialPrimitive;
  1816. Var *inLightInvRadiusSq = new Var( "inLightInvRadiusSq", "float4" );
  1817. inLightInvRadiusSq->uniform = true;
  1818. inLightInvRadiusSq->constSortPos = cspPotentialPrimitive;
  1819. Var *inLightColor = new Var( "inLightColor", "float4" );
  1820. inLightColor->uniform = true;
  1821. inLightColor->arraySize = 4;
  1822. inLightColor->constSortPos = cspPotentialPrimitive;
  1823. Var *inLightSpotDir = new Var( "inLightSpotDir", "float4" );
  1824. inLightSpotDir->uniform = true;
  1825. inLightSpotDir->arraySize = 3;
  1826. inLightSpotDir->constSortPos = cspPotentialPrimitive;
  1827. Var *inLightSpotAngle = new Var( "inLightSpotAngle", "float4" );
  1828. inLightSpotAngle->uniform = true;
  1829. inLightSpotAngle->constSortPos = cspPotentialPrimitive;
  1830. Var *lightSpotFalloff = new Var( "inLightSpotFalloff", "float4" );
  1831. lightSpotFalloff->uniform = true;
  1832. lightSpotFalloff->constSortPos = cspPotentialPrimitive;
  1833. Var *specularPower = new Var( "specularPower", "float" );
  1834. specularPower->uniform = true;
  1835. specularPower->constSortPos = cspPotentialPrimitive;
  1836. Var *specularColor = (Var*)LangElement::find( "specularColor" );
  1837. if ( !specularColor )
  1838. {
  1839. specularColor = new Var( "specularColor", "float4" );
  1840. specularColor->uniform = true;
  1841. specularColor->constSortPos = cspPotentialPrimitive;
  1842. }
  1843. Var *ambient = new Var( "ambient", "float4" );
  1844. ambient->uniform = true;
  1845. ambient->constSortPos = cspPass;
  1846. // Calculate the diffuse shading and specular powers.
  1847. meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
  1848. " @, @, @, @, @, @, @, @,\r\n"
  1849. " @, @ );\r\n",
  1850. wsView, wsPosition, wsNormal, lightMask,
  1851. inLightPos, inLightInvRadiusSq, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, specularPower, specularColor,
  1852. rtShading, specular ) );
  1853. // Apply the lighting to the diffuse color.
  1854. LangElement *lighting = new GenOp( "float4( @.rgb + @.rgb, 1 )", rtShading, ambient );
  1855. meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );
  1856. output = meta;
  1857. }
  1858. ShaderFeature::Resources RTLightingFeatHLSL::getResources( const MaterialFeatureData &fd )
  1859. {
  1860. Resources res;
  1861. // These features disable realtime lighting.
  1862. if ( !fd.features[MFT_LightMap] &&
  1863. !fd.features[MFT_ToneMap] &&
  1864. !fd.features[MFT_VertLit] )
  1865. {
  1866. // If enabled we pass the position.
  1867. res.numTexReg = 1;
  1868. // If there isn't a bump map then we pass the
  1869. // world space normal as well.
  1870. if ( !fd.features[MFT_NormalMap] )
  1871. res.numTexReg++;
  1872. }
  1873. return res;
  1874. }
  1875. //****************************************************************************
  1876. // Fog
  1877. //****************************************************************************
  1878. FogFeatHLSL::FogFeatHLSL()
  1879. : mFogDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  1880. {
  1881. addDependency( &mFogDep );
  1882. }
  1883. void FogFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1884. const MaterialFeatureData &fd )
  1885. {
  1886. MultiLine *meta = new MultiLine;
  1887. const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
  1888. if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
  1889. {
  1890. // Grab the eye position.
  1891. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1892. if ( !eyePos )
  1893. {
  1894. eyePos = new Var( "eyePosWorld", "float3" );
  1895. eyePos->uniform = true;
  1896. eyePos->constSortPos = cspPass;
  1897. }
  1898. Var *fogData = new Var( "fogData", "float3" );
  1899. fogData->uniform = true;
  1900. fogData->constSortPos = cspPass;
  1901. Var *wsPosition = new Var( "fogPos", "float3" );
  1902. getWsPosition( componentList,
  1903. fd.features[MFT_UseInstancing],
  1904. meta,
  1905. new DecOp( wsPosition ) );
  1906. // We pass the fog amount to the pixel shader.
  1907. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1908. Var *fogAmount = connectComp->getElement( RT_TEXCOORD );
  1909. fogAmount->setName( "fogAmount" );
  1910. fogAmount->setStructName( "OUT" );
  1911. fogAmount->setType( "float" );
  1912. meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
  1913. fogAmount, eyePos, wsPosition, fogData, fogData, fogData ) );
  1914. }
  1915. else
  1916. {
  1917. // We fog in world space... make sure the world space
  1918. // position is passed to the pixel shader. This is
  1919. // often already passed for lighting, so it takes up
  1920. // no extra output registers.
  1921. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1922. }
  1923. output = meta;
  1924. }
  1925. void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1926. const MaterialFeatureData &fd )
  1927. {
  1928. MultiLine *meta = new MultiLine;
  1929. Var *fogColor = new Var;
  1930. fogColor->setType( "float4" );
  1931. fogColor->setName( "fogColor" );
  1932. fogColor->uniform = true;
  1933. fogColor->constSortPos = cspPass;
  1934. // Get the out color.
  1935. Var *color = (Var*) LangElement::find( "col" );
  1936. if ( !color )
  1937. {
  1938. color = new Var;
  1939. color->setType( "fragout" );
  1940. color->setName( "col" );
  1941. color->setStructName( "OUT" );
  1942. }
  1943. Var *fogAmount;
  1944. const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
  1945. if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
  1946. {
  1947. // Per-vertex.... just get the fog amount.
  1948. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1949. fogAmount = connectComp->getElement( RT_TEXCOORD );
  1950. fogAmount->setName( "fogAmount" );
  1951. fogAmount->setStructName( "IN" );
  1952. fogAmount->setType( "float" );
  1953. }
  1954. else
  1955. {
  1956. Var *wsPosition = getInWsPosition( componentList );
  1957. // grab the eye position
  1958. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1959. if ( !eyePos )
  1960. {
  1961. eyePos = new Var( "eyePosWorld", "float3" );
  1962. eyePos->uniform = true;
  1963. eyePos->constSortPos = cspPass;
  1964. }
  1965. Var *fogData = new Var( "fogData", "float3" );
  1966. fogData->uniform = true;
  1967. fogData->constSortPos = cspPass;
  1968. /// Get the fog amount.
  1969. fogAmount = new Var( "fogAmount", "float" );
  1970. meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
  1971. new DecOp( fogAmount ), eyePos, wsPosition, fogData, fogData, fogData ) );
  1972. }
  1973. // Lerp between the fog color and diffuse color.
  1974. LangElement *fogLerp = new GenOp( "lerp( @.rgb, @.rgb, @ )", fogColor, color, fogAmount );
  1975. meta->addStatement( new GenOp( " @.rgb = @;\r\n", color, fogLerp ) );
  1976. output = meta;
  1977. }
  1978. ShaderFeature::Resources FogFeatHLSL::getResources( const MaterialFeatureData &fd )
  1979. {
  1980. Resources res;
  1981. res.numTexReg = 1;
  1982. return res;
  1983. }
  1984. //****************************************************************************
  1985. // Visibility
  1986. //****************************************************************************
  1987. VisibilityFeatHLSL::VisibilityFeatHLSL()
  1988. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  1989. {
  1990. addDependency( &mTorqueDep );
  1991. }
  1992. void VisibilityFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1993. const MaterialFeatureData &fd )
  1994. {
  1995. MultiLine *meta = new MultiLine;
  1996. output = meta;
  1997. if ( fd.features[ MFT_UseInstancing ] )
  1998. {
  1999. // We pass the visibility to the pixel shader via
  2000. // another output register.
  2001. //
  2002. // TODO: We should see if we can share this register
  2003. // with some other common instanced data.
  2004. //
  2005. ShaderConnector *conn = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2006. Var *outVisibility = conn->getElement( RT_TEXCOORD );
  2007. outVisibility->setStructName( "OUT" );
  2008. outVisibility->setName( "visibility" );
  2009. outVisibility->setType( "float" );
  2010. ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
  2011. Var *instVisibility = vertStruct->getElement( RT_TEXCOORD, 1 );
  2012. instVisibility->setStructName( "IN" );
  2013. instVisibility->setName( "inst_visibility" );
  2014. instVisibility->setType( "float" );
  2015. mInstancingFormat->addElement( "visibility", GFXDeclType_Float, instVisibility->constNum );
  2016. meta->addStatement( new GenOp( " @ = @; // Instancing!\r\n", outVisibility, instVisibility ) );
  2017. }
  2018. if ( fd.features[ MFT_IsTranslucent ] )
  2019. return;
  2020. addOutVpos( meta, componentList );
  2021. }
  2022. void VisibilityFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2023. const MaterialFeatureData &fd )
  2024. {
  2025. // Get the visibility constant.
  2026. Var *visibility = NULL;
  2027. if ( fd.features[ MFT_UseInstancing ] )
  2028. visibility = getInTexCoord( "visibility", "float", componentList );
  2029. else
  2030. {
  2031. visibility = (Var*)LangElement::find( "visibility" );
  2032. if ( !visibility )
  2033. {
  2034. visibility = new Var();
  2035. visibility->setType( "float" );
  2036. visibility->setName( "visibility" );
  2037. visibility->uniform = true;
  2038. visibility->constSortPos = cspPotentialPrimitive;
  2039. }
  2040. }
  2041. MultiLine *meta = new MultiLine;
  2042. output = meta;
  2043. // Translucent objects do a simple alpha fade.
  2044. if ( fd.features[ MFT_IsTranslucent ] )
  2045. {
  2046. Var *color = (Var*)LangElement::find( "col" );
  2047. meta->addStatement( new GenOp( " @.a *= @;\r\n", color, visibility ) );
  2048. return;
  2049. }
  2050. // Everything else does a fizzle.
  2051. Var *vPos = getInVpos( meta, componentList );
  2052. // vpos is a float4 in d3d11
  2053. meta->addStatement( new GenOp( " fizzle( @.xy, @ );\r\n", vPos, visibility ) );
  2054. }
  2055. ShaderFeature::Resources VisibilityFeatHLSL::getResources( const MaterialFeatureData &fd )
  2056. {
  2057. Resources res;
  2058. // TODO: Fix for instancing.
  2059. if ( !fd.features[ MFT_IsTranslucent ] )
  2060. res.numTexReg = 1;
  2061. return res;
  2062. }
  2063. //****************************************************************************
  2064. // AlphaTest
  2065. //****************************************************************************
  2066. void AlphaTestHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2067. const MaterialFeatureData &fd )
  2068. {
  2069. // If we're below SM3 and don't have a depth output
  2070. // feature then don't waste an instruction here.
  2071. if ( GFX->getPixelShaderVersion() < 3.0 &&
  2072. !fd.features[ MFT_EyeSpaceDepthOut ] &&
  2073. !fd.features[ MFT_DepthOut ] )
  2074. {
  2075. output = NULL;
  2076. return;
  2077. }
  2078. // If we don't have a color var then we cannot do an alpha test.
  2079. Var *color = (Var*)LangElement::find( "col1" );
  2080. if (!color)
  2081. color = (Var*)LangElement::find("col");
  2082. if ( !color )
  2083. {
  2084. output = NULL;
  2085. return;
  2086. }
  2087. // Now grab the alpha test value.
  2088. Var *alphaTestVal = new Var;
  2089. alphaTestVal->setType( "float" );
  2090. alphaTestVal->setName( "alphaTestValue" );
  2091. alphaTestVal->uniform = true;
  2092. alphaTestVal->constSortPos = cspPotentialPrimitive;
  2093. // Do the clip.
  2094. output = new GenOp( " clip( @.a - @ );\r\n", color, alphaTestVal );
  2095. }
  2096. //****************************************************************************
  2097. // GlowMask
  2098. //****************************************************************************
  2099. void GlowMaskHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2100. const MaterialFeatureData &fd )
  2101. {
  2102. output = NULL;
  2103. // Get the output color... and make it black to mask out
  2104. // glow passes rendered before us.
  2105. //
  2106. // The shader compiler will optimize out all the other
  2107. // code above that doesn't contribute to the alpha mask.
  2108. Var *color = (Var*)LangElement::find( "col" );
  2109. if ( color )
  2110. output = new GenOp( " @.rgb = 0;\r\n", color );
  2111. }
  2112. //****************************************************************************
  2113. // RenderTargetZero
  2114. //****************************************************************************
  2115. void RenderTargetZeroHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  2116. {
  2117. // Do not actually assign zero, but instead a number so close to zero it may as well be zero.
  2118. // This will prevent a divide by zero causing an FP special on float render targets
  2119. output = new GenOp( " @;\r\n", assignColor( new GenOp( "0.00001" ), Material::None, NULL, mOutputTargetMask ) );
  2120. }
  2121. //****************************************************************************
  2122. // HDR Output
  2123. //****************************************************************************
  2124. HDROutHLSL::HDROutHLSL()
  2125. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  2126. {
  2127. addDependency( &mTorqueDep );
  2128. }
  2129. void HDROutHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2130. const MaterialFeatureData &fd )
  2131. {
  2132. // Let the helper function do the work.
  2133. Var *color = (Var*)LangElement::find( "col" );
  2134. if ( color )
  2135. output = new GenOp( " @ = hdrEncode( @ );\r\n", color, color );
  2136. }
  2137. //****************************************************************************
  2138. // FoliageFeatureHLSL
  2139. //****************************************************************************
  2140. #include "T3D/fx/groundCover.h"
  2141. FoliageFeatureHLSL::FoliageFeatureHLSL()
  2142. : mDep(ShaderGen::smCommonShaderPath + String("/foliage.hlsl" ))
  2143. {
  2144. addDependency( &mDep );
  2145. }
  2146. void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2147. const MaterialFeatureData &fd )
  2148. {
  2149. // Get the input variables we need.
  2150. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  2151. if ( !inPosition )
  2152. inPosition = (Var*)LangElement::find( "position" );
  2153. Var *inColor = (Var*)LangElement::find( "diffuse" );
  2154. Var *inParams = (Var*)LangElement::find( "texCoord" );
  2155. MultiLine *meta = new MultiLine;
  2156. // Declare the normal and tangent variables since they do not exist
  2157. // in this vert type, but we do need to set them up for others.
  2158. Var *normal = (Var*)LangElement::find( "normal" );
  2159. AssertFatal( normal, "FoliageFeatureHLSL requires vert normal!" );
  2160. Var *tangent = new Var;
  2161. tangent->setType( "float3" );
  2162. tangent->setName( "T" );
  2163. LangElement *tangentDec = new DecOp( tangent );
  2164. meta->addStatement( new GenOp( " @;\n", tangentDec ) );
  2165. // We add a float foliageFade to the OUT structure.
  2166. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2167. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2168. fade->setName( "foliageFade" );
  2169. fade->setStructName( "OUT" );
  2170. fade->setType( "float" );
  2171. // grab the eye position
  2172. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  2173. if ( !eyePos )
  2174. {
  2175. eyePos = new Var( "eyePosWorld", "float3" );
  2176. eyePos->uniform = true;
  2177. eyePos->constSortPos = cspPass;
  2178. }
  2179. // All actual work is offloaded to this method.
  2180. meta->addStatement( new GenOp( " foliageProcessVert( @, @, @, @, @, @ );\r\n", inPosition, inColor, inParams, normal, tangent, eyePos ) );
  2181. // Assign to foliageFade. InColor.a was set to the correct value inside foliageProcessVert.
  2182. meta->addStatement( new GenOp( " @ = @.a;\r\n", fade, inColor ) );
  2183. output = meta;
  2184. }
  2185. void FoliageFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2186. const MaterialFeatureData &fd )
  2187. {
  2188. // Find / create IN.foliageFade
  2189. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2190. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2191. fade->setName( "foliageFade" );
  2192. fade->setStructName( "IN" );
  2193. fade->setType( "float" );
  2194. // Find / create visibility
  2195. Var *visibility = (Var*) LangElement::find( "visibility" );
  2196. if ( !visibility )
  2197. {
  2198. visibility = new Var();
  2199. visibility->setType( "float" );
  2200. visibility->setName( "visibility" );
  2201. visibility->uniform = true;
  2202. visibility->constSortPos = cspPotentialPrimitive;
  2203. }
  2204. MultiLine *meta = new MultiLine;
  2205. // Multiply foliageFade into visibility.
  2206. meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
  2207. output = meta;
  2208. }
  2209. void FoliageFeatureHLSL::determineFeature( Material *material, const GFXVertexFormat *vertexFormat, U32 stageNum, const FeatureType &type, const FeatureSet &features, MaterialFeatureData *outFeatureData )
  2210. {
  2211. // This isn't really necessary since the outFeatureData will be filtered after
  2212. // this call.
  2213. if ( features.hasFeature( MFT_Foliage ) )
  2214. outFeatureData->features.addFeature( type );
  2215. }
  2216. ShaderFeatureConstHandles* FoliageFeatureHLSL::createConstHandles( GFXShader *shader, SimObject *userObject )
  2217. {
  2218. GroundCover *gcover = dynamic_cast< GroundCover* >( userObject );
  2219. AssertFatal( gcover != NULL, "FoliageFeatureHLSL::createConstHandles - userObject was not valid!" );
  2220. GroundCoverShaderConstHandles *handles = new GroundCoverShaderConstHandles();
  2221. handles->mGroundCover = gcover;
  2222. handles->init( shader );
  2223. return handles;
  2224. }
  2225. void ParticleNormalFeatureHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
  2226. {
  2227. MultiLine *meta = new MultiLine;
  2228. output = meta;
  2229. // Calculate normal and tangent values since we want to keep particle verts
  2230. // as light-weight as possible
  2231. Var *normal = (Var*) LangElement::find("normal");
  2232. if(normal == NULL)
  2233. {
  2234. normal = new Var;
  2235. normal->setType( "float3" );
  2236. normal->setName( "normal" );
  2237. // These values are not accidental. It is slightly adjusted from facing straight into the
  2238. // screen because there is a discontinuity at (0, 1, 0) for gbuffer encoding. Do not
  2239. // cause this value to be (0, -1, 0) or interlaced normals will be discontinuous.
  2240. // [11/23/2009 Pat]
  2241. meta->addStatement(new GenOp(" @ = float3(0.0, -0.97, 0.14);\r\n", new DecOp(normal)));
  2242. }
  2243. Var *T = (Var*) LangElement::find( "T" );
  2244. if(T == NULL)
  2245. {
  2246. T = new Var;
  2247. T->setType( "float3" );
  2248. T->setName( "T" );
  2249. meta->addStatement(new GenOp(" @ = float3(0.0, 0.0, -1.0);\r\n", new DecOp(T)));
  2250. }
  2251. }
  2252. //****************************************************************************
  2253. // ImposterVertFeatureHLSL
  2254. //****************************************************************************
  2255. ImposterVertFeatureHLSL::ImposterVertFeatureHLSL()
  2256. : mDep(ShaderGen::smCommonShaderPath + String("/imposter.hlsl" ))
  2257. {
  2258. addDependency( &mDep );
  2259. }
  2260. void ImposterVertFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2261. const MaterialFeatureData &fd )
  2262. {
  2263. MultiLine *meta = new MultiLine;
  2264. output = meta;
  2265. // Get the input vertex variables.
  2266. Var *inPosition = (Var*)LangElement::find( "position" );
  2267. Var *inMiscParams = (Var*)LangElement::find( "tcImposterParams" );
  2268. Var *inUpVec = (Var*)LangElement::find( "tcImposterUpVec" );
  2269. Var *inRightVec = (Var*)LangElement::find( "tcImposterRightVec" );
  2270. // Get the input shader constants.
  2271. Var *imposterLimits = new Var;
  2272. imposterLimits->setType( "float4" );
  2273. imposterLimits->setName( "imposterLimits" );
  2274. imposterLimits->uniform = true;
  2275. imposterLimits->constSortPos = cspPotentialPrimitive;
  2276. Var *imposterUVs = new Var;
  2277. imposterUVs->setType( "float4" );
  2278. imposterUVs->setName( "imposterUVs" );
  2279. imposterUVs->arraySize = 64; // See imposter.hlsl
  2280. imposterUVs->uniform = true;
  2281. imposterUVs->constSortPos = cspPotentialPrimitive;
  2282. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  2283. if ( !eyePos )
  2284. {
  2285. eyePos = new Var( "eyePosWorld", "float3" );
  2286. eyePos->uniform = true;
  2287. eyePos->constSortPos = cspPass;
  2288. }
  2289. // Declare the outputs from this feature.
  2290. Var *outInPosition = new Var;
  2291. outInPosition->setType( "float3" );
  2292. outInPosition->setName( "inPosition" );
  2293. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outInPosition ) ) );
  2294. Var *outTexCoord = new Var;
  2295. outTexCoord->setType( "float2" );
  2296. outTexCoord->setName( "texCoord" );
  2297. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outTexCoord ) ) );
  2298. Var *outWorldToTangent = new Var;
  2299. outWorldToTangent->setType( "float3x3" );
  2300. outWorldToTangent->setName( "worldToTangent" );
  2301. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outWorldToTangent ) ) );
  2302. // Add imposterFade to the OUT structure.
  2303. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2304. Var *outFade = connectComp->getElement( RT_TEXCOORD );
  2305. outFade->setName( "imposterFade" );
  2306. outFade->setStructName( "OUT" );
  2307. outFade->setType( "float" );
  2308. // Assign OUT.imposterFade
  2309. meta->addStatement( new GenOp( " @ = @.y;\r\n", outFade, inMiscParams ) );
  2310. // All actual work is done in this method.
  2311. meta->addStatement( new GenOp( " imposter_v( @.xyz, @.w, @.x * length(@), normalize(@), normalize(@), @.y, @.x, @.z, @.w, @, @, @, @, @ );\r\n",
  2312. inPosition,
  2313. inPosition,
  2314. inMiscParams,
  2315. inRightVec,
  2316. inUpVec,
  2317. inRightVec,
  2318. imposterLimits,
  2319. imposterLimits,
  2320. imposterLimits,
  2321. imposterLimits,
  2322. eyePos,
  2323. imposterUVs,
  2324. outInPosition,
  2325. outTexCoord,
  2326. outWorldToTangent ) );
  2327. // Copy the position to wsPosition for use in shaders
  2328. // down stream instead of looking for objTrans.
  2329. Var *wsPosition = new Var;
  2330. wsPosition->setType( "float3" );
  2331. wsPosition->setName( "wsPosition" );
  2332. meta->addStatement( new GenOp( " @ = @.xyz;\r\n", new DecOp( wsPosition ), outInPosition ) );
  2333. // If we new viewToTangent... its the same as the
  2334. // world to tangent for an imposter.
  2335. Var *viewToTangent = new Var;
  2336. viewToTangent->setType( "float3x3" );
  2337. viewToTangent->setName( "viewToTangent" );
  2338. meta->addStatement( new GenOp( " @ = @;\r\n", new DecOp( viewToTangent ), outWorldToTangent ) );
  2339. }
  2340. void ImposterVertFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2341. const MaterialFeatureData &fd )
  2342. {
  2343. // Find / create IN.imposterFade
  2344. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2345. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2346. fade->setName( "imposterFade" );
  2347. fade->setStructName( "IN" );
  2348. fade->setType( "float" );
  2349. // Find / create visibility
  2350. Var *visibility = (Var*) LangElement::find( "visibility" );
  2351. if ( !visibility )
  2352. {
  2353. visibility = new Var();
  2354. visibility->setType( "float" );
  2355. visibility->setName( "visibility" );
  2356. visibility->uniform = true;
  2357. visibility->constSortPos = cspPotentialPrimitive;
  2358. }
  2359. MultiLine *meta = new MultiLine;
  2360. // Multiply foliageFade into visibility.
  2361. meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
  2362. output = meta;
  2363. }
  2364. void ImposterVertFeatureHLSL::determineFeature( Material *material,
  2365. const GFXVertexFormat *vertexFormat,
  2366. U32 stageNum,
  2367. const FeatureType &type,
  2368. const FeatureSet &features,
  2369. MaterialFeatureData *outFeatureData )
  2370. {
  2371. if ( features.hasFeature( MFT_ImposterVert ) )
  2372. outFeatureData->features.addFeature( MFT_ImposterVert );
  2373. }
  2374. //****************************************************************************
  2375. // HardwareSkinningFeatureHLSL
  2376. //****************************************************************************
  2377. void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2378. const MaterialFeatureData &fd )
  2379. {
  2380. MultiLine *meta = new MultiLine;
  2381. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  2382. Var *inNormal = (Var*)LangElement::find( "inNormal" );
  2383. if ( !inPosition )
  2384. inPosition = (Var*)LangElement::find( "position" );
  2385. if ( !inNormal )
  2386. inNormal = (Var*)LangElement::find( "normal" );
  2387. Var* posePos = new Var("posePos", "float3");
  2388. Var* poseNormal = new Var("poseNormal", "float3");
  2389. Var* poseMat = new Var("poseMat", "float4x3");
  2390. Var* poseRotMat = new Var("poseRotMat", "float3x3");
  2391. Var* nodeTransforms = (Var*)LangElement::find("nodeTransforms");
  2392. if (!nodeTransforms)
  2393. {
  2394. nodeTransforms = new Var("nodeTransforms", "float4x3");
  2395. nodeTransforms->uniform = true;
  2396. nodeTransforms->arraySize = TSShape::smMaxSkinBones;
  2397. nodeTransforms->constSortPos = cspPotentialPrimitive;
  2398. }
  2399. U32 numIndices = mVertexFormat->getNumBlendIndices();
  2400. meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( posePos ) ) );
  2401. meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( poseNormal ) ) );
  2402. meta->addStatement( new GenOp( " @;\r\n", new DecOp( poseMat ) ) );
  2403. meta->addStatement(new GenOp(" @;\r\n int i;\r\n", new DecOp(poseRotMat)));
  2404. for (U32 i=0; i<numIndices; i++)
  2405. {
  2406. // NOTE: To keep things simple, we assume all 4 bone indices are used in each element chunk.
  2407. LangElement* inIndices = (Var*)LangElement::find(String::ToString( "blendIndices%d", i ));
  2408. LangElement* inWeights = (Var*)LangElement::find(String::ToString( "blendWeight%d", i ));
  2409. AssertFatal(inIndices && inWeights, "Something went wrong here");
  2410. AssertFatal(poseMat && nodeTransforms && posePos && inPosition && inWeights && poseNormal && inNormal && poseRotMat, "Something went REALLY wrong here");
  2411. meta->addStatement( new GenOp( " for (i=0; i<4; i++) {\r\n" ) );
  2412. meta->addStatement( new GenOp( " int poseIdx = int(@[i]);\r\n", inIndices ) );
  2413. meta->addStatement( new GenOp( " float poseWeight = @[i];\r\n", inWeights) );
  2414. meta->addStatement( new GenOp( " @ = @[poseIdx];\r\n", poseMat, nodeTransforms) );
  2415. meta->addStatement( new GenOp( " @ = (float3x3)@;\r\n", poseRotMat, poseMat) );
  2416. meta->addStatement( new GenOp( " @ += (mul(float4(@, 1), @)).xyz * poseWeight;\r\n", posePos, inPosition, poseMat) );
  2417. meta->addStatement( new GenOp( " @ += (mul(@,@) * poseWeight);\r\n", poseNormal, inNormal, poseRotMat) );
  2418. meta->addStatement( new GenOp( " }\r\n" ) );
  2419. }
  2420. // Assign new position and normal
  2421. meta->addStatement( new GenOp( " @ = @;\r\n", inPosition, posePos ) );
  2422. meta->addStatement( new GenOp( " @ = normalize(@);\r\n", inNormal, poseNormal ) );
  2423. output = meta;
  2424. }