//----------------------------------------------------------------------------- // 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 "shaderGen/HLSL/pixSpecularHLSL.h" #include "materials/processedMaterial.h" #include "materials/materialFeatureTypes.h" #include "shaderGen/shaderOp.h" #include "shaderGen/shaderGenVars.h" #include "gfx/gfxStructs.h" PixelSpecularHLSL::PixelSpecularHLSL() : mDep( "shaders/common/lighting.hlsl" ) { addDependency( &mDep ); } void PixelSpecularHLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { AssertFatal( fd.features[MFT_RTLighting], "PixelSpecularHLSL requires RTLighting to be enabled!" ); // Nothing to do here... MFT_RTLighting should have // taken care of passing everything to the pixel shader. } void PixelSpecularHLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { AssertFatal( fd.features[MFT_RTLighting], "PixelSpecularHLSL requires RTLighting to be enabled!" ); // RTLighting should have spit out the 4 specular // powers for the 4 potential lights on this pass. // // This can sometimes be NULL if RTLighting skips out // on us for lightmaps or missing normals. Var *specular = (Var*)LangElement::find( "specular" ); if ( !specular ) return; MultiLine *meta = new MultiLine; LangElement *specMul = new GenOp( "@", specular ); LangElement *final = specMul; // mask out with lightmap if present if ( fd.features[MFT_LightMap] ) { LangElement *lmColor = NULL; // find lightmap color lmColor = LangElement::find( "lmColor" ); if ( !lmColor ) { LangElement * lightMap = LangElement::find( "lightMap" ); LangElement * lmCoord = LangElement::find( "texCoord2" ); lmColor = new GenOp( "tex2D(@, @)", lightMap, lmCoord ); } final = new GenOp( "@ * float4(@.rgb,0)", specMul, lmColor ); } // If we have a normal map then mask the specular if ( fd.features[MFT_SpecularMap] ) { Var *specularColor = (Var*)LangElement::find( "specularColor" ); if (specularColor) final = new GenOp( "@ * @", final, specularColor ); } else if ( fd.features[MFT_NormalMap] && !fd.features[MFT_IsDXTnm] ) { Var *bumpColor = (Var*)LangElement::find( "bumpNormal" ); final = new GenOp( "@ * @.a", final, bumpColor ); } // Add the specular to the final color. // search for color var Var *color = (Var*)LangElement::find( "col" ); meta->addStatement( new GenOp( " @.rgb += ( @ ).rgb;\r\n", color, final ) ); output = meta; } ShaderFeature::Resources PixelSpecularHLSL::getResources( const MaterialFeatureData &fd ) { Resources res; return res; } void SpecularMapHLSL::processVert(Vector &componentList, const MaterialFeatureData &fd) { MultiLine *meta = new MultiLine; // Add the texture coords. getOutTexCoord("texCoord", "float2", true, fd.features[MFT_TexAnim], meta, componentList); output = meta; } void SpecularMapHLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { // Get the texture coord. Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList ); // create texture var Var *specularMap = new Var; specularMap->setType( "sampler2D" ); specularMap->setName( "specularMap" ); specularMap->uniform = true; specularMap->sampler = true; specularMap->constNum = Var::getTexUnitNum(); LangElement *texOp = new GenOp( "tex2D(@, @)", specularMap, texCoord ); Var *specularColor = new Var( "specularColor", "float4" ); output = new GenOp( " @ = @;\r\n", new DecOp( specularColor ), texOp ); } ShaderFeature::Resources SpecularMapHLSL::getResources( const MaterialFeatureData &fd ) { Resources res; res.numTex = 1; return res; } void SpecularMapHLSL::setTexData( Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex ) { GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap ); if ( tex ) { passData.mTexType[ texIndex ] = Material::Standard; passData.mSamplerNames[ texIndex ] = "specularMap"; passData.mTexSlot[ texIndex++ ].texObject = tex; } }