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+//-----------------------------------------------------------------------------
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+// Copyright (c) 2012 GarageGames, LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to
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+// deal in the Software without restriction, including without limitation the
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+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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+// sell copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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+// IN THE SOFTWARE.
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+//-----------------------------------------------------------------------------
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+
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+#include "customFeatureHLSL.h"
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+#include "shaderGen/shaderFeature.h"
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+#include "shaderGen/shaderOp.h"
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+#include "shaderGen/featureMgr.h"
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+//#include "materials/materialFeatureTypes.h"
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+//#include "gfx/gfxDevice.h"
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+//#include "materials/processedMaterial.h"
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+
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+//****************************************************************************
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+// Accu Texture
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+//****************************************************************************
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+void CustomFeatureHLSL::processVert(Vector<ShaderComponent*> &componentList,
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+ const MaterialFeatureData &fd)
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+{
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+ /*MultiLine *meta = new MultiLine;
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+ getOutTexCoord( "texCoord",
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+ "float2",
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+ false,
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+ meta,
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+ componentList );
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+
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+ getOutObjToTangentSpace( componentList, meta, fd );
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+
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+ output = meta;*/
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+
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+ meta = new MultiLine;
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+
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+ mFeatureData = fd;
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+ mComponentList = componentList;
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+
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+ mOutputState = VertexOutput;
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+
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+ if (mOwner->isMethod("processVertHLSL"))
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+ Con::executef(mOwner, "processVertHLSL");
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+
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+ output = meta;
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+}
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+
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+void CustomFeatureHLSL::processPix(Vector<ShaderComponent*> &componentList,
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+ const MaterialFeatureData &fd)
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+{
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+ meta = new MultiLine;
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+
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+ mFeatureData = fd;
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+ mComponentList = componentList;
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+
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+ mOutputState = PixelOutput;
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+
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+ /*MultiLine *meta = new MultiLine;
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+
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+ output = meta;
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+
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+ // OUT.col
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+ Var *color = (Var*) LangElement::find( "col1" );
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+ if (!color)
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+ {
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+ output = new GenOp(" //NULL COLOR!");
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+ return;
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+ }
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+
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+ // accu map
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+ Var *accuMap = new Var;
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+ accuMap->setType("SamplerState");
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+
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+ accuMap->setName( "accuMap" );
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+ accuMap->uniform = true;
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+ accuMap->sampler = true;
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+ accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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+
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+ // accuColor var
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+ Var *accuColor = new Var;
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+ accuColor->setType( "float4" );
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+ accuColor->setName( "accuColor" );
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+ LangElement *colorAccuDecl = new DecOp( accuColor );
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+
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+ // plc (placement)
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+ Var *accuPlc = new Var;
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+ accuPlc->setType( "float4" );
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+ accuPlc->setName( "plc" );
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+ LangElement *plcAccu = new DecOp( accuPlc );
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+
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+ // accu constants
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+ Var *accuScale = (Var*)LangElement::find( "accuScale" );
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+ if ( !accuScale )
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+ {
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+ accuScale = new Var;
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+ accuScale->setType( "float" );
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+ accuScale->setName( "accuScale" );
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+ accuScale->uniform = true;
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+ accuScale->sampler = false;
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+ accuScale->constSortPos = cspPotentialPrimitive;
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+ }
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+ Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
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+ if ( !accuDirection )
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+ {
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+ accuDirection = new Var;
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+ accuDirection->setType( "float" );
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+ accuDirection->setName( "accuDirection" );
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+ accuDirection->uniform = true;
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+ accuDirection->sampler = false;
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+ accuDirection->constSortPos = cspPotentialPrimitive;
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+ }
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+ Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
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+ if ( !accuStrength )
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+ {
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+ accuStrength = new Var;
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+ accuStrength->setType( "float" );
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+ accuStrength->setName( "accuStrength" );
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+ accuStrength->uniform = true;
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+ accuStrength->sampler = false;
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+ accuStrength->constSortPos = cspPotentialPrimitive;
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+ }
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+ Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
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+ if ( !accuCoverage )
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+ {
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+ accuCoverage = new Var;
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+ accuCoverage->setType( "float" );
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+ accuCoverage->setName( "accuCoverage" );
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+ accuCoverage->uniform = true;
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+ accuCoverage->sampler = false;
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+ accuCoverage->constSortPos = cspPotentialPrimitive;
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+ }
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+ Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
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+ if ( !accuSpecular )
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+ {
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+ accuSpecular = new Var;
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+ accuSpecular->setType( "float" );
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+ accuSpecular->setName( "accuSpecular" );
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+ accuSpecular->uniform = true;
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+ accuSpecular->sampler = false;
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+ accuSpecular->constSortPos = cspPotentialPrimitive;
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+ }
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+
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+ Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
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+ Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
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+ Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
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+ if( bumpNorm == NULL )
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+ {
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+ bumpNorm = (Var *)LangElement::find( "bumpNormal" );
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+ if (!bumpNorm)
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+ return;
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+ }
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+
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+ // get the accu pixel color
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+
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+ Var *accuMapTex = new Var;
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+ accuMapTex->setType("Texture2D");
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+ accuMapTex->setName("accuMapTex");
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+ accuMapTex->uniform = true;
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+ accuMapTex->texture = true;
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+ accuMapTex->constNum = accuMap->constNum;
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+ meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
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+
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+ // scale up normals
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+ meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
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+
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+ // assign direction
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+ meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
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+
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+ // saturate based on strength
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+ meta->addStatement( new GenOp( " @ = saturate( dot( @.xyz, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
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+
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+ // add coverage
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+ meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
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+
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+ // clamp to a sensible value
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+ meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
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+
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+ // light
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+ Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
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+ if(lightColor != NULL)
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+ meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
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+
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+ // lerp with current pixel - use the accu alpha as well
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+ meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
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+
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+ // the result should always be opaque
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+ meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );*/
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+ if (mOwner->isMethod("processPixelHLSL"))
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+ Con::executef(mOwner, "processPixelHLSL");
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+
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+ output = meta;
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+}
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+
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+void CustomFeatureHLSL::setTexData(Material::StageData &stageDat,
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+ const MaterialFeatureData &fd,
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+ RenderPassData &passData,
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+ U32 &texIndex)
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+{
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+ //GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
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+ //if ( tex )
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+ //{
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+ //passData.mSamplerNames[ texIndex ] = "AccuMap";
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+ //passData.mTexType[ texIndex++ ] = Material::AccuMap;
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+ //}
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+
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+ if (mOwner->isMethod("setTextureData"))
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+ Con::executef(mOwner, "setTextureData");
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+}
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+
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+void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue, U32 arraySize)
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+{
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+ //do the var/arg fetching here
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+ Var *newVar = (Var*)LangElement::find(name.c_str());
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+ if (!newVar)
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+ {
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+ VarHolder newVarHolder(name, type, "");
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+ newVarHolder.arraySize = arraySize;
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+ newVarHolder.sampler = false;
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+ newVarHolder.uniform = true;
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+ newVarHolder.constSortPos = cspPotentialPrimitive;
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+
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+ mVars.push_back(newVarHolder);
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+
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+ mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
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+ }
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+}
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+
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+void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
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+{
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+ //do the var/arg fetching here
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+ Var *newVar = (Var*)LangElement::find(name.c_str());
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+ if (!newVar)
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+ {
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+ //As far as I know, it's always SamplerState regardless of the texture's type
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+ VarHolder newVarHolder(name, "SamplerState", "");
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+ newVarHolder.arraySize = arraySize;
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+ newVarHolder.sampler = true;
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+ newVarHolder.uniform = true;
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+ newVarHolder.constNum = Var::getTexUnitNum(); // used as texture unit num here
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+
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+ mVars.push_back(newVarHolder);
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+
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+ mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
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+ }
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+}
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+
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+void CustomFeatureHLSL::addTexture(String name, String type, String samplerState, U32 arraySize)
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+{
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+ //do the var/arg fetching here
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+ Var *newVar = (Var*)LangElement::find(name.c_str());
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+ if (!newVar)
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+ {
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+ //go find our sampler state var
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+ U32 constNum = 0;
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+
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+ Var *samplerStateVar = (Var*)LangElement::find(samplerState.c_str());
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+ if (!samplerStateVar)
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+ {
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+ //check our holder vars
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+ bool foundHolder = false;
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+ for (U32 v = 0; v < mVars.size(); v++)
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+ {
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+ if (mVars[v].varName == samplerState)
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+ {
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+ constNum = mVars[v].constNum;
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+ foundHolder = true;
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+ break;
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+ }
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+ }
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+
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+ if (!foundHolder)
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+ {
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+ Con::errorf("CustomShaderFeature::addTexture: Unable to find texture's sampler state!");
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+ return;
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+ }
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+ }
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+ else
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+ {
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+ constNum = samplerStateVar->constNum;
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+ }
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+
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+ VarHolder newVarHolder(name, type, "");
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+ newVarHolder.arraySize = arraySize;
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+ newVarHolder.texture = true;
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+ newVarHolder.uniform = true;
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+ newVarHolder.constNum = constNum; // used as texture unit num here
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+
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+ mVars.push_back(newVarHolder);
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+
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+ mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
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+ }
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+}
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+
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+void CustomFeatureHLSL::addVariable(String name, String type, String defaultValue)
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+{
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+ //do the var/arg fetching here
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+ Var *newVar = (Var*)LangElement::find(name.c_str());
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+ if (!newVar)
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+ {
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+ if (!defaultValue.isEmpty())
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+ {
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+ char declareStatement[128];
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+ dSprintf(declareStatement, 128, " @ = %s;\n", defaultValue.c_str());
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+
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+ newVar = new Var(name, type);
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+ LangElement *newVarDecl = new DecOp(newVar);
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+ meta->addStatement(new GenOp(declareStatement, newVarDecl));
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+ }
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+ else
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+ {
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+ VarHolder newVarHolder(name, type, defaultValue);
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+
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+ mVars.push_back(newVarHolder);
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+ }
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+ }
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+}
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+
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+void CustomFeatureHLSL::addConnector(String name, String elementName, String type)
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+{
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+ // grab connector texcoord register
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+ ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(mComponentList[C_CONNECTOR]);
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+
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+ //Get element
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+ S32 element = -1;
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+
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+ if (elementName == String("RT_POSITION"))
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+ element = RT_POSITION;
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+ else if (elementName == String("RT_NORMAL"))
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+ element = RT_NORMAL;
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+ else if (elementName == String("RT_BINORMAL"))
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+ element = RT_BINORMAL;
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+ else if (elementName == String("RT_TANGENT"))
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+ element = RT_TANGENT;
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+ else if (elementName == String("RT_TANGENTW"))
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+ element = RT_TANGENTW;
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+ else if (elementName == String("RT_COLOR"))
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+ element = RT_COLOR;
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+ else if (elementName == String("RT_TEXCOORD"))
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+ element = RT_TEXCOORD;
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+ else if (elementName == String("RT_VPOS"))
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+ element = RT_VPOS;
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+ else if (elementName == String("RT_SVPOSITION"))
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+ element = RT_SVPOSITION;
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+ else if (elementName == String("RT_BLENDINDICES"))
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+ element = RT_BLENDINDICES;
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+ else if (elementName == String("RT_BLENDWEIGHT"))
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+ element = RT_BLENDWEIGHT;
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+
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+ if (element == -1)
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+ {
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+ Con::errorf("CustomShaderFeatureHLSL::addConnector - Invalid element type %s", elementName.c_str());
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+ return;
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+ }
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+
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+ Var *connector = connectComp->getElement((RegisterType)element);
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+ connector->setName(name);
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+
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+ if (mOutputState == VertexOutput)
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+ connector->setStructName("OUT");
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+ else if(mOutputState == PixelOutput)
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+ connector->setStructName("IN");
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+
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+ connector->setType(type);
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+}
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+
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+void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValueRef *argv)
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+{
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+ //do the var/arg fetching here
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+ Vector<Var*> varList;
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+ bool declarationStatement = false;
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+
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+ for (U32 i = 0; i < argc; i++)
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+ {
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+ String varName = argv[i].getStringValue();
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+ Var *newVar = (Var*)LangElement::find(varName.c_str());
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+ if (!newVar)
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+ {
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+ //ok, check our existing var holders, see if we just haven't utilized it yet
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+ for (U32 v = 0; v < mVars.size(); v++)
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+ {
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+ if (mVars[v].varName == varName)
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+ {
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+ Var* newDeclVar = new Var(mVars[v].varName, mVars[v].type);
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+
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+ newDeclVar->arraySize = mVars[v].arraySize;
|
|
|
+ newDeclVar->uniform = mVars[v].uniform;
|
|
|
+ newDeclVar->sampler = mVars[v].sampler;
|
|
|
+ newDeclVar->texture = mVars[v].texture;
|
|
|
+ newDeclVar->constNum = mVars[v].constNum;
|
|
|
+ newDeclVar->constSortPos = mVars[v].constSortPos;
|
|
|
+
|
|
|
+ if (!newDeclVar->uniform)
|
|
|
+ {
|
|
|
+ LangElement *newVarDecl = new DecOp(newDeclVar);
|
|
|
+ newVar = (Var*)newVarDecl;
|
|
|
+
|
|
|
+ declarationStatement = true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ newVar = newDeclVar;
|
|
|
+ }
|
|
|
+
|
|
|
+ mVars.erase(v);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!newVar)
|
|
|
+ {
|
|
|
+ //couldn't find that variable, bail out
|
|
|
+ Con::errorf("CustomShaderFeature::writeLine: unable to find variable %s, meaning it was not declared before being used!", argv[i].getStringValue());
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ varList.push_back(newVar);
|
|
|
+ }
|
|
|
+
|
|
|
+ //not happy about it, but do a trampoline here to pass along the args
|
|
|
+
|
|
|
+ switch (varList.size())
|
|
|
+ {
|
|
|
+ case 0:
|
|
|
+ meta->addStatement(new GenOp(format + "\n"));
|
|
|
+ break;
|
|
|
+ case 1:
|
|
|
+ meta->addStatement(new GenOp(format + "\n", varList[0]));
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ meta->addStatement(new GenOp(format + "\n", varList[0], varList[1]));
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2]));
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3]));
|
|
|
+ break;
|
|
|
+ case 5:
|
|
|
+ meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3], varList[4]));
|
|
|
+ break;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool CustomFeatureHLSL::hasFeature(String name)
|
|
|
+{
|
|
|
+ for (U32 i = 0; i < mFeatureData.materialFeatures.getCount(); i++)
|
|
|
+ {
|
|
|
+ String featureName = mFeatureData.materialFeatures.getAt(i).getName();
|
|
|
+ if (name == featureName)
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+}
|