//----------------------------------------------------------------------------- // 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/shaderGenHLSL.h" #include "shaderGen/HLSL/shaderCompHLSL.h" #include "shaderGen/featureMgr.h" void ShaderGenPrinterHLSL::printShaderHeader(Stream& stream) { const char *header1 = "//*****************************************************************************\r\n"; const char *header2 = "// Torque -- HLSL procedural shader\r\n"; stream.write( dStrlen(header1), header1 ); stream.write( dStrlen(header2), header2 ); stream.write( dStrlen(header1), header1 ); const char* header3 = "\r\n"; stream.write( dStrlen(header3), header3 ); } void ShaderGenPrinterHLSL::printMainComment(Stream& stream) { 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 ShaderGenPrinterHLSL::printVertexShaderCloser(Stream& stream) { const char *closer = " return OUT;\r\n}\r\n"; stream.write( dStrlen(closer), closer ); } void ShaderGenPrinterHLSL::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("struct Fragout\r\n"); WRITESTR("{\r\n"); WRITESTR(" float4 col : SV_Target0;\r\n"); for (U32 i = 1; i < 4; i++) { if (numMRTs & 1 << i) WRITESTR(avar(" float4 col%d : SV_Target%d;\r\n", i, i)); } WRITESTR("};\r\n"); WRITESTR("\r\n"); WRITESTR("\r\n"); } void ShaderGenPrinterHLSL::printPixelShaderCloser(Stream& stream) { WRITESTR( "\r\n return OUT;\r\n}\r\n" ); } void ShaderGenPrinterHLSL::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* ShaderGenComponentFactoryHLSL::typeToString( GFXDeclType type ) { switch ( type ) { default: case GFXDeclType_Float: return "float"; case GFXDeclType_Float2: return "float2"; case GFXDeclType_Float3: return "float3"; case GFXDeclType_Float4: case GFXDeclType_Color: return "float4"; case GFXDeclType_UByte4: return "uint4"; } } ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat ) { ShaderConnectorHLSL *vertComp = new ShaderConnectorHLSL; vertComp->setName( "VertData" ); // 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->getIndexedElement(element.getSemanticIndex(), RT_TEXCOORD); 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::TEXCOORD ) ) { var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD ); if ( element.getSemanticIndex() == 0 ) var->setName( "texCoord" ); else var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) ); } else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) ) { var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDINDICES ); var->setName( String::ToString( "blendIndices%d", element.getSemanticIndex() ) ); } else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) ) { var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDWEIGHT ); var->setName( String::ToString( "blendWeight%d", element.getSemanticIndex() ) ); } else if ( element.isSemantic( GFXSemantic::PADDING ) ) { var = NULL; //var = vertComp->getIndexedElement( vertComp->getCurTexElem() + element.getSemanticIndex(), RT_TEXCOORD ); //var->setName( String::ToString( "pad%d", element.getSemanticIndex() + 1 ) ); } else { // Everything else is a texcoord! var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD ); var->setName( "tc" + element.getSemantic() ); } if ( !var ) continue; var->setStructName( "IN" ); var->setType( typeToString( element.getType() ) ); } return vertComp; } ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexPixelConnector() { ShaderComponent* comp = new ShaderConnectorHLSL; ((ShaderConnector*)comp)->setName("ConnectData"); return comp; } ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexParamsDef() { ShaderComponent* comp = new VertexParamsDefHLSL; return comp; } ShaderComponent* ShaderGenComponentFactoryHLSL::createPixelParamsDef() { ShaderComponent* comp = new PixelParamsDefHLSL; return comp; }