//----------------------------------------------------------------------------- // 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/hlsl/deferredShadingFeaturesHLSL.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 DeferredOrmMapHLSL::getOutputTargets(const MaterialFeatureData& fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget; } void DeferredOrmMapHLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { // Get the texture coord. Var *texCoord = getInTexCoord( "texCoord", "float2", componentList ); MultiLine* meta = new MultiLine; Var* ormConfig; if (fd.features[MFT_isDeferred]) { ormConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2)); if (!ormConfig) { // create material var ormConfig = new Var; ormConfig->setType("fragout"); ormConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2)); ormConfig->setStructName("OUT"); } } else { ormConfig = (Var*)LangElement::find("ORMConfig"); if (!ormConfig) { ormConfig = new Var("ORMConfig", "float4"); meta->addStatement(new GenOp(" @;\r\n", new DecOp(ormConfig))); } } // create texture var Var * ormMap = new Var; ormMap->setType( "SamplerState" ); ormMap->setName( "ORMConfigMap" ); ormMap->uniform = true; ormMap->sampler = true; ormMap->constNum = Var::getTexUnitNum(); Var* ormMapTex = new Var; ormMapTex->setName("ORMConfigMapTex"); ormMapTex->setType("Texture2D"); ormMapTex->uniform = true; ormMapTex->texture = true; ormMapTex->constNum = ormMap->constNum; LangElement *texOp = new GenOp("@.Sample(@, @)", ormMapTex, ormMap, texCoord); Var *metalness = (Var*)LangElement::find("metalness"); if (!metalness) metalness = new Var("metalness", "float"); Var *roughness = (Var*)LangElement::find("roughness"); if (!roughness) roughness = new Var("roughness", "float"); Var* ao = (Var*)LangElement::find("ao"); if (!ao) ao = new Var("ao", "float"); meta->addStatement(new GenOp(" @.gba = @.rgb;\r\n", ormConfig, texOp)); meta->addStatement(new GenOp(" @ = @.g;\r\n", new DecOp(ao), ormConfig)); meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(roughness), ormConfig)); if (fd.features[MFT_InvertRoughness]) { meta->addStatement(new GenOp(" @.b = 1.0-@.b;\r\n", ormConfig, ormConfig)); meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", roughness, roughness)); } meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(metalness), ormConfig)); output = meta; } ShaderFeature::Resources DeferredOrmMapHLSL::getResources( const MaterialFeatureData &fd ) { Resources res; res.numTex = 1; res.numTexReg = 1; return res; } void DeferredOrmMapHLSL::setTexData( Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex ) { GFXTextureObject *tex = stageDat.getTex(MFT_OrmMap); if ( tex ) { passData.mTexType[ texIndex ] = Material::Standard; passData.mSamplerNames[ texIndex ] = "ORMConfigMap"; passData.mTexSlot[ texIndex++ ].texObject = tex; } } void DeferredOrmMapHLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; getOutTexCoord( "texCoord", "float2", fd.features[MFT_TexAnim], meta, componentList ); output = meta; } U32 MatInfoFlagsHLSL::getOutputTargets(const MaterialFeatureData& fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget; } // Material Info Flags -> Red ( Flags ) of Material Info Buffer. void MatInfoFlagsHLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { // search for material var Var* ormConfig; if (fd.features[MFT_isDeferred]) { ormConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2)); if (!ormConfig) { // create material var ormConfig = new Var; ormConfig->setType("fragout"); ormConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2)); ormConfig->setStructName("OUT"); } } else { ormConfig = (Var*)LangElement::find("ORMConfig"); if (!ormConfig) ormConfig = new Var("ORMConfig", "float4"); } Var *matInfoFlags = new Var; matInfoFlags->setType( "float" ); matInfoFlags->setName( "matInfoFlags" ); matInfoFlags->uniform = true; matInfoFlags->constSortPos = cspPotentialPrimitive; output = new GenOp( " @.r = @;\r\n", ormConfig, matInfoFlags ); } U32 ORMConfigVarsHLSL::getOutputTargets(const MaterialFeatureData& fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget; } void ORMConfigVarsHLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine* meta = new MultiLine; Var* ormConfig; if (fd.features[MFT_isDeferred]) { ormConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2)); if (!ormConfig) { // create material var ormConfig = new Var; ormConfig->setType("fragout"); ormConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2)); ormConfig->setStructName("OUT"); } } else { ormConfig = (Var*)LangElement::find("ORMConfig"); if (!ormConfig) ormConfig = new Var("ORMConfig", "float4"); meta->addStatement(new GenOp(" @;\r\n", new DecOp(ormConfig))); } Var *metalness = new Var("metalness", "float"); metalness->uniform = true; metalness->constSortPos = cspPotentialPrimitive; Var *roughness = new Var("roughness", "float"); roughness->uniform = true; roughness->constSortPos = cspPotentialPrimitive; //matinfo.g slot reserved for AO later meta->addStatement(new GenOp(" @.g = 1.0;\r\n", ormConfig)); meta->addStatement(new GenOp(" @.b = @;\r\n", ormConfig, roughness)); if (fd.features[MFT_InvertRoughness]) meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", roughness, roughness)); meta->addStatement(new GenOp(" @.a = @;\r\n", ormConfig, metalness)); output = meta; } U32 GlowMapHLSL::getOutputTargets(const MaterialFeatureData& fd) const { return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget; } //deferred emissive void GlowMapHLSL::processPix(Vector &componentList, const MaterialFeatureData &fd) { Var* texCoord = getInTexCoord("texCoord", "float2", componentList); // create texture var Var* glowMap = new Var; glowMap->setType("SamplerState"); glowMap->setName("glowMap"); glowMap->uniform = true; glowMap->sampler = true; glowMap->constNum = Var::getTexUnitNum(); Var* glowMapTex = new Var; glowMapTex->setName("glowMapTex"); glowMapTex->setType("Texture2D"); glowMapTex->uniform = true; glowMapTex->texture = true; glowMapTex->constNum = glowMap->constNum; LangElement* texOp = new GenOp("@.Sample(@, @)", glowMapTex, 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("fragout"); targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3)); targ->setStructName("OUT"); output = new GenOp("@ = float4(@.rgb*@,0);", targ, texOp, glowMul); } else { output = new GenOp("@ += float4(@.rgb*@,0);", targ, texOp, glowMul); } } else { output = new GenOp("@ += float4(@.rgb*@,@.a);", targ, texOp, glowMul, targ); } } ShaderFeature::Resources GlowMapHLSL::getResources(const MaterialFeatureData& fd) { Resources res; res.numTex = 1; res.numTexReg = 1; return res; } void GlowMapHLSL::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; } }