//----------------------------------------------------------------------------- // 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/GLSL/shaderGenGLSL.h" #include "shaderGen/GLSL/shaderCompGLSL.h" #include "shaderGen/featureMgr.h" #include "gfx/gl/tGL/tGL.h" void ShaderGenPrinterGLSL::printShaderHeader( Stream& stream ) { const char *header1 = "//*****************************************************************************\r\n"; const char *header2 = "// Torque -- GLSL procedural shader\r\n"; stream.write( dStrlen(header1), header1 ); stream.write( dStrlen(header2), header2 ); stream.write( dStrlen(header1), header1 ); // Cheap HLSL compatibility. String header3 = String("#include \"") + ShaderGen::smCommonShaderPath + String("/gl/hlslCompat.glsl\"\r\n"); stream.write(dStrlen(header3), header3.c_str()); const char* header4 = "\r\n"; stream.write( dStrlen(header4), header4 ); } void ShaderGenPrinterGLSL::printMainComment( Stream& stream ) { // Print out main function definition const char * header5 = "// Main \r\n"; const char * line = "//-----------------------------------------------------------------------------\r\n"; stream.write( dStrlen(line), line ); stream.write( dStrlen(header5), header5 ); stream.write( dStrlen(line), line ); } void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream ) { // We are render OpenGL upside down for use DX9 texture coords. // Must be the last vertex feature. const char *closer = " gl_Position.y *= -1;\r\n}\r\n"; stream.write( dStrlen(closer), closer ); } void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData ) { // Determine the number of output targets we need U32 numMRTs = 0; for (U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++) { const FeatureInfo &info = FEATUREMGR->getAt(i); if (featureData.features.hasFeature(*info.type)) numMRTs |= info.feature->getOutputTargets(featureData); } WRITESTR(avar("//Fragment shader OUT\r\n")); WRITESTR(avar("out vec4 OUT_col;\r\n")); for( U32 i = 1; i < 4; i++ ) { if( numMRTs & 1 << i ) WRITESTR(avar("out vec4 OUT_col%d;\r\n", i)); } WRITESTR("\r\n"); WRITESTR("\r\n"); } void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream ) { const char *closer = " \r\n}\r\n"; stream.write( dStrlen(closer), closer ); } void ShaderGenPrinterGLSL::printLine(Stream& stream, const String& line) { stream.write(line.length(), line.c_str()); const char* end = "\r\n"; stream.write(dStrlen(end), end); } const char* ShaderGenComponentFactoryGLSL::typeToString( GFXDeclType type ) { switch ( type ) { default: case GFXDeclType_Float: return "float"; case GFXDeclType_Float2: return "vec2"; case GFXDeclType_Float3: return "vec3"; case GFXDeclType_UByte4: return "vec4"; case GFXDeclType_Float4: case GFXDeclType_Color: return "vec4"; } } ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat ) { AppVertConnectorGLSL *vertComp = new AppVertConnectorGLSL; // Loop thru the vertex format elements. for ( U32 i=0; i < vertexFormat.getElementCount(); i++ ) { const GFXVertexElement &element = vertexFormat.getElement( i ); Var *var = NULL; if ( element.isSemantic( GFXSemantic::POSITION ) ) { var = vertComp->getElement( RT_POSITION ); var->setName( "position" ); } else if ( element.isSemantic( GFXSemantic::NORMAL ) ) { var = vertComp->getElement( RT_NORMAL ); var->setName( "normal" ); } else if ( element.isSemantic( GFXSemantic::TANGENT ) ) { var = vertComp->getElement( RT_TANGENT ); var->setName( "T" ); } else if ( element.isSemantic( GFXSemantic::TANGENTW ) ) { var = vertComp->getElement( RT_TANGENTW ); var->setName( "tangentW" ); } else if ( element.isSemantic( GFXSemantic::BINORMAL ) ) { var = vertComp->getElement( RT_BINORMAL ); var->setName( "B" ); } else if ( element.isSemantic( GFXSemantic::COLOR ) ) { var = vertComp->getElement( RT_COLOR ); var->setName( "diffuse" ); } else if (element.isSemantic(GFXSemantic::BLENDINDICES)) { var = vertComp->getElement(RT_BLENDINDICES); var->setName(String::ToString("vBlendIndex%d", element.getSemanticIndex())); } else if (element.isSemantic(GFXSemantic::BLENDWEIGHT)) { var = vertComp->getElement(RT_BLENDWEIGHT); var->setName(String::ToString("vBlendWeight%d", element.getSemanticIndex())); } else if ( element.isSemantic( GFXSemantic::TEXCOORD ) ) { var = vertComp->getElement( RT_TEXCOORD ); if ( element.getSemanticIndex() == 0 ) var->setName( "texCoord" ); else var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) ); } else { // Everything else is a texcoord! var = vertComp->getElement( RT_TEXCOORD ); var->setName( "tc" + element.getSemantic() ); } if ( !var ) continue; var->setStructName( "IN" ); var->setType( typeToString( element.getType() ) ); } return vertComp; } ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexPixelConnector() { VertPixelConnectorGLSL* comp = new VertPixelConnectorGLSL; return comp; } ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexParamsDef() { VertexParamsDefGLSL* comp = new VertexParamsDefGLSL; return comp; } ShaderComponent* ShaderGenComponentFactoryGLSL::createPixelParamsDef() { PixelParamsDefGLSL* comp = new PixelParamsDefGLSL; return comp; }