//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "lighting/advanced/glsl/deferredShadingFeaturesGLSL.h" #include "lighting/advanced/advancedLightBinManager.h" #include "shaderGen/langElement.h" #include "shaderGen/shaderOp.h" #include "shaderGen/conditionerFeature.h" #include "renderInstance/renderDeferredMgr.h" #include "materials/processedMaterial.h" #include "materials/materialFeatureTypes.h" //**************************************************************************** // Deferred Shading Features //**************************************************************************** U32 PBRConfigMapGLSL::getOutputTargets(const MaterialFeatureData& fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget; } void PBRConfigMapGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { // Get the texture coord. Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList ); MultiLine* meta = new MultiLine; Var* pbrConfig; if (fd.features[MFT_isDeferred]) { pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2)); if (!pbrConfig) { // create material var pbrConfig = new Var; pbrConfig->setType("vec4"); pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2)); pbrConfig->setStructName("OUT"); } } else { pbrConfig = (Var*)LangElement::find("PBRConfig"); if (!pbrConfig) { pbrConfig = new Var("PBRConfig", "vec4"); meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig))); } } // create texture var Var *pbrConfigMap = new Var; pbrConfigMap->setType( "sampler2D" ); pbrConfigMap->setName( "pbrConfigMap" ); pbrConfigMap->uniform = true; pbrConfigMap->sampler = true; pbrConfigMap->constNum = Var::getTexUnitNum(); LangElement *texOp = new GenOp( "tex2D(@, @)", pbrConfigMap, texCoord ); Var *metalness = (Var*)LangElement::find("metalness"); if (!metalness) metalness = new Var("metalness", "float"); Var *smoothness = (Var*)LangElement::find("smoothness"); if (!smoothness) smoothness = new Var("smoothness", "float"); Var* ao = (Var*)LangElement::find("ao"); if (!ao) ao = new Var("ao", "float"); meta->addStatement(new GenOp(" @.bga = @.rgb;\r\n", pbrConfig, texOp)); meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(smoothness), pbrConfig)); if (fd.features[MFT_InvertSmoothness]) { meta->addStatement(new GenOp(" @.b = 1.0-@.b;\r\n", pbrConfig, pbrConfig)); meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness)); } meta->addStatement(new GenOp(" @ = @.g;\r\n", new DecOp(ao), pbrConfig)); meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(metalness), pbrConfig)); output = meta; } ShaderFeature::Resources PBRConfigMapGLSL::getResources( const MaterialFeatureData &fd ) { Resources res; res.numTex = 1; res.numTexReg = 1; return res; } void PBRConfigMapGLSL::setTexData( Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex ) { GFXTextureObject *tex = stageDat.getTex(MFT_PBRConfigMap); if ( tex ) { passData.mTexType[ texIndex ] = Material::Standard; passData.mSamplerNames[ texIndex ] = "pbrConfigMap"; passData.mTexSlot[ texIndex++ ].texObject = tex; } } void PBRConfigMapGLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; getOutTexCoord( "texCoord", "vec2", fd.features[MFT_TexAnim], meta, componentList ); output = meta; } U32 MatInfoFlagsGLSL::getOutputTargets(const MaterialFeatureData& fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget; } // Material Info Flags -> Red ( Flags ) of Material Info Buffer. void MatInfoFlagsGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; Var* pbrConfig; if (fd.features[MFT_isDeferred]) { pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2)); if (!pbrConfig) { // create material var pbrConfig = new Var; pbrConfig->setType("vec4"); pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2)); pbrConfig->setStructName("OUT"); } } else { pbrConfig = (Var*)LangElement::find("PBRConfig"); if (!pbrConfig) { pbrConfig = new Var("PBRConfig", "vec4"); meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig))); } } Var *matInfoFlags = new Var; matInfoFlags->setType( "float" ); matInfoFlags->setName( "matInfoFlags" ); matInfoFlags->uniform = true; matInfoFlags->constSortPos = cspPotentialPrimitive; meta->addStatement(output = new GenOp(" @.r = @;\r\n", pbrConfig, matInfoFlags)); output = meta; } U32 PBRConfigVarsGLSL::getOutputTargets(const MaterialFeatureData& fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget; } // Spec Strength -> Blue Channel of Material Info Buffer. // Spec Power -> Alpha Channel ( of Material Info Buffer. void PBRConfigVarsGLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine* meta = new MultiLine; Var* pbrConfig; if (fd.features[MFT_isDeferred]) { pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2)); if (!pbrConfig) { // create material var pbrConfig = new Var; pbrConfig->setType("vec4"); pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2)); pbrConfig->setStructName("OUT"); } } else { pbrConfig = (Var*)LangElement::find("PBRConfig"); if (!pbrConfig) { pbrConfig = new Var("PBRConfig", "vec4"); meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig))); } } Var* metalness = new Var("metalness", "float"); metalness->uniform = true; metalness->constSortPos = cspPotentialPrimitive; Var* smoothness = new Var("smoothness", "float"); smoothness->uniform = true; smoothness->constSortPos = cspPotentialPrimitive; //matinfo.g slot reserved for AO later meta->addStatement(new GenOp(" @.g = 1.0;\r\n", pbrConfig)); meta->addStatement(new GenOp(" @.b = @;\r\n", pbrConfig, smoothness)); if (fd.features[MFT_InvertSmoothness]) meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness)); meta->addStatement(new GenOp(" @.a = @;\r\n", pbrConfig, metalness)); output = meta; } U32 GlowMapGLSL::getOutputTargets(const MaterialFeatureData& fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget; } //deferred emissive void GlowMapGLSL::processPix(Vector& componentList, const MaterialFeatureData& fd) { Var* texCoord = getInTexCoord("texCoord", "float2", componentList); Var* glowMap = new Var; glowMap->setType("sampler2D"); glowMap->setName("glowMap"); glowMap->uniform = true; glowMap->sampler = true; glowMap->constNum = Var::getTexUnitNum(); LangElement* texOp = new GenOp("tex2D(@, @)", glowMap, texCoord); Var* glowMul = new Var("glowMul", "float"); glowMul->uniform = true; glowMul->constSortPos = cspPotentialPrimitive; Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget)); if (fd.features[MFT_isDeferred]) { targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3)); if (!targ) { // create scene color target var targ = new Var; targ->setType("vec4"); targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3)); targ->setStructName("OUT"); output = new GenOp("@ = vec4(@.rgb*@,0);", targ, texOp, glowMul); } else { output = new GenOp("@ += vec4(@.rgb*@,0);", targ, texOp, glowMul); } } else { output = new GenOp("@ += vec4(@.rgb*@,@.a);", targ, texOp, glowMul, targ); } } ShaderFeature::Resources GlowMapGLSL::getResources(const MaterialFeatureData& fd) { Resources res; res.numTex = 1; res.numTexReg = 1; return res; } void GlowMapGLSL::setTexData(Material::StageData& stageDat, const MaterialFeatureData& fd, RenderPassData& passData, U32& texIndex) { GFXTextureObject* tex = stageDat.getTex(MFT_GlowMap); if (tex) { passData.mTexType[texIndex] = Material::Standard; passData.mSamplerNames[texIndex] = "glowMap"; passData.mTexSlot[texIndex++].texObject = tex; } }