//----------------------------------------------------------------------------- // 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/depthHLSL.h" #include "materials/materialFeatureTypes.h" #include "materials/materialFeatureData.h" #include "terrain/terrFeatureTypes.h" void EyeSpaceDepthOutHLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; output = meta; // grab output ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); Var *outWSEyeVec = connectComp->getElement( RT_TEXCOORD ); outWSEyeVec->setName( "wsEyeVec" ); outWSEyeVec->setStructName( "OUT" ); // grab incoming vert position Var *wsPosition = new Var( "depthPos", "float3" ); getWsPosition( componentList, fd.features[MFT_UseInstancing], meta, new DecOp( wsPosition ) ); Var *eyePos = (Var*)LangElement::find( "eyePosWorld" ); if( !eyePos ) { eyePos = new Var; eyePos->setType("float3"); eyePos->setName("eyePosWorld"); eyePos->uniform = true; eyePos->constSortPos = cspPass; } meta->addStatement( new GenOp( " @ = float4( @.xyz - @, 1 );\r\n", outWSEyeVec, wsPosition, eyePos ) ); } void EyeSpaceDepthOutHLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; // grab connector position ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); Var *wsEyeVec = connectComp->getElement( RT_TEXCOORD ); wsEyeVec->setName( "wsEyeVec" ); wsEyeVec->setStructName( "IN" ); wsEyeVec->setType( "float4" ); wsEyeVec->uniform = false; // get shader constants Var *vEye = new Var; vEye->setType("float3"); vEye->setName("vEye"); vEye->uniform = true; vEye->constSortPos = cspPass; // Expose the depth to the depth format feature Var *depthOut = new Var; depthOut->setType("float"); depthOut->setName(getOutputVarName()); LangElement *depthOutDecl = new DecOp( depthOut ); meta->addStatement( new GenOp( "#ifndef CUBE_SHADOW_MAP\r\n" ) ); if (fd.features.hasFeature(MFT_TerrainBaseMap)) meta->addStatement(new GenOp(" @ =min(0.9999, dot(@, (@.xyz / @.w)));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec)); else meta->addStatement(new GenOp(" @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec)); meta->addStatement( new GenOp( "#else\r\n" ) ); Var *farDist = (Var*)Var::find( "oneOverFarplane" ); if ( !farDist ) { farDist = new Var; farDist->setType("float4"); farDist->setName("oneOverFarplane"); farDist->uniform = true; farDist->constSortPos = cspPass; } meta->addStatement( new GenOp( " @ = length( @.xyz / @.w ) * @.x;\r\n", depthOutDecl, wsEyeVec, wsEyeVec, farDist ) ); meta->addStatement( new GenOp( "#endif\r\n" ) ); // If there isn't an output conditioner for the pre-pass, than just write // out the depth to rgba and return. if( !fd.features[MFT_DeferredConditioner] ) meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@.rrr,1)", depthOut ), Material::None ) ) ); output = meta; } ShaderFeature::Resources EyeSpaceDepthOutHLSL::getResources( const MaterialFeatureData &fd ) { Resources temp; // Passing from VS->PS: // - world space position (wsPos) temp.numTexReg = 1; return temp; } void DepthOutHLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); // Grab the output vert. Var *outPosition = (Var*)LangElement::find( "hpos" ); // Grab our output depth. Var *outDepth = connectComp->getElement( RT_TEXCOORD ); outDepth->setName( "depth" ); outDepth->setStructName( "OUT" ); outDepth->setType( "float" ); output = new GenOp( " @ = @.z / @.w;\r\n", outDepth, outPosition, outPosition ); } void DepthOutHLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); // grab connector position Var *depthVar = connectComp->getElement( RT_TEXCOORD ); depthVar->setName( "depth" ); depthVar->setStructName( "IN" ); depthVar->setType( "float" ); depthVar->uniform = false; /* // Expose the depth to the depth format feature Var *depthOut = new Var; depthOut->setType("float"); depthOut->setName(getOutputVarName()); */ LangElement *depthOut = new GenOp( "float4( @, 0, 0, 1 )", depthVar ); output = new GenOp( " @;\r\n", assignColor( depthOut, Material::None ) ); } ShaderFeature::Resources DepthOutHLSL::getResources( const MaterialFeatureData &fd ) { // We pass the depth to the pixel shader. Resources temp; temp.numTexReg = 1; return temp; }