//----------------------------------------------------------------------------- // 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/paraboloidHLSL.h" #include "lighting/lightInfo.h" #include "materials/sceneData.h" #include "materials/materialFeatureTypes.h" #include "materials/materialFeatureData.h" #include "gfx/gfxShader.h" void ParaboloidVertTransformHLSL::processVert( Vector &componentList, const MaterialFeatureData &fd ) { MultiLine *meta = new MultiLine; // First check for an input position from a previous feature // then look for the default vertex position. Var *inPosition = (Var*)LangElement::find( "inPosition" ); if ( !inPosition ) inPosition = (Var*)LangElement::find( "position" ); const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ]; ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); // Grab connector out position. RegisterType type = RT_SVPOSITION; Var *outPosition = connectComp->getElement(type); outPosition->setName("hpos"); outPosition->setStructName("OUT"); // Get the atlas scale. Var *atlasScale = new Var; atlasScale->setType( "float2" ); atlasScale->setName( "atlasScale" ); atlasScale->uniform = true; atlasScale->constSortPos = cspPass; // Transform into camera space Var *worldViewOnly = getWorldView( componentList, fd.features[MFT_UseInstancing], meta ); // So what we're doing here is transforming into camera space, and // then directly manipulate into shadowmap space. // // http://www.gamedev.net/reference/articles/article2308.asp // Swizzle z and y post-transform meta->addStatement( new GenOp( " @ = mul(@, float4(@.xyz,1)).xzyw;\r\n", outPosition, worldViewOnly, inPosition ) ); meta->addStatement( new GenOp( " float L = length(@.xyz);\r\n", outPosition ) ); if ( isSinglePass ) { // Flip the z in the back case Var *outIsBack = connectComp->getElement( RT_TEXCOORD ); outIsBack->setType( "float" ); outIsBack->setName( "isBack" ); outIsBack->setStructName( "OUT" ); meta->addStatement( new GenOp( " bool isBack = @.z < 0.0;\r\n", outPosition ) ); meta->addStatement( new GenOp( " @ = isBack ? -1.0 : 1.0;\r\n", outIsBack ) ); meta->addStatement( new GenOp( " if ( isBack ) @.z = -@.z;\r\n", outPosition, outPosition ) ); } meta->addStatement( new GenOp( " @ /= L;\r\n", outPosition ) ); meta->addStatement( new GenOp( " @.z = @.z + 1.0;\r\n", outPosition, outPosition ) ); meta->addStatement( new GenOp( " @.xy /= @.z;\r\n", outPosition, outPosition ) ); // Get the light parameters. Var *lightParams = new Var; lightParams->setType( "float4" ); lightParams->setName( "lightParams" ); lightParams->uniform = true; lightParams->constSortPos = cspPass; // TODO: If we change other shadow shaders to write out // linear depth, than fix this as well! // // (L - zNear)/(lightParams.x - zNear); // meta->addStatement( new GenOp( " @.z = L / @.x;\r\n", outPosition, lightParams ) ); meta->addStatement( new GenOp( " @.w = 1.0;\r\n", outPosition ) ); // Pass unmodified to pixel shader to allow it to clip properly. Var *outPosXY = connectComp->getElement( RT_TEXCOORD ); outPosXY->setType( "float2" ); outPosXY->setName( "posXY" ); outPosXY->setStructName( "OUT" ); meta->addStatement( new GenOp( " @ = @.xy;\r\n", outPosXY, outPosition ) ); // Scale and offset so it shows up in the atlas properly. meta->addStatement( new GenOp( " @.xy *= @.xy;\r\n", outPosition, atlasScale ) ); if ( isSinglePass ) meta->addStatement( new GenOp( " @.x += isBack ? 0.5 : -0.5;\r\n", outPosition ) ); else { Var *atlasOffset = new Var; atlasOffset->setType( "float2" ); atlasOffset->setName( "atlasXOffset" ); atlasOffset->uniform = true; atlasOffset->constSortPos = cspPass; meta->addStatement( new GenOp( " @.xy += @;\r\n", outPosition, atlasOffset ) ); } output = meta; } void ParaboloidVertTransformHLSL::processPix( Vector &componentList, const MaterialFeatureData &fd ) { ShaderConnector *connectComp = dynamic_cast( componentList[C_CONNECTOR] ); MultiLine *meta = new MultiLine; const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ]; if ( isSinglePass ) { // Cull things on the back side of the map. Var *isBack = connectComp->getElement( RT_TEXCOORD ); isBack->setName( "isBack" ); isBack->setStructName( "IN" ); isBack->setType( "float" ); meta->addStatement( new GenOp( " clip( abs( @ ) - 0.999 );\r\n", isBack ) ); } // Cull pixels outside of the valid paraboloid. Var *posXY = connectComp->getElement( RT_TEXCOORD ); posXY->setName( "posXY" ); posXY->setStructName( "IN" ); posXY->setType( "float2" ); meta->addStatement( new GenOp( " clip( 1.0 - abs(@.x) );\r\n", posXY ) ); output = meta; } ShaderFeature::Resources ParaboloidVertTransformHLSL::getResources( const MaterialFeatureData &fd ) { Resources temp; temp.numTexReg = 2; return temp; }