advancedLightingFeaturesHLSL.cpp 24 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "lighting/advanced/hlsl/advancedLightingFeaturesHLSL.h"
  24. #include "lighting/advanced/advancedLightBinManager.h"
  25. #include "shaderGen/langElement.h"
  26. #include "shaderGen/shaderOp.h"
  27. #include "shaderGen/conditionerFeature.h"
  28. #include "renderInstance/renderDeferredMgr.h"
  29. #include "materials/processedMaterial.h"
  30. #include "materials/materialFeatureTypes.h"
  31. void DeferredRTLightingFeatHLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
  32. const MaterialFeatureData &fd )
  33. {
  34. // Skip deferred features, and use forward shading instead
  35. if ( !fd.features[MFT_isDeferred] )
  36. {
  37. Parent::processPixMacros( macros, fd );
  38. return;
  39. }
  40. // Pull in the uncondition method for the light info buffer
  41. NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
  42. if ( texTarget && texTarget->getConditioner() )
  43. {
  44. ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
  45. unconditionMethod->createMethodMacro( String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition", macros );
  46. addDependency(unconditionMethod);
  47. }
  48. }
  49. void DeferredRTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  50. const MaterialFeatureData &fd )
  51. {
  52. // Skip deferred features, and use forward shading instead
  53. if ( !fd.features[MFT_isDeferred] )
  54. {
  55. Parent::processVert( componentList, fd );
  56. return;
  57. }
  58. // Pass screen space position to pixel shader to compute a full screen buffer uv
  59. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  60. Var *ssPos = connectComp->getElement( RT_TEXCOORD );
  61. ssPos->setName( "screenspacePos" );
  62. ssPos->setStructName( "OUT" );
  63. ssPos->setType( "float4" );
  64. Var *outPosition = (Var*) LangElement::find( "hpos" );
  65. AssertFatal( outPosition, "No hpos, ohnoes." );
  66. output = new GenOp( " @ = @;\r\n", ssPos, outPosition );
  67. }
  68. void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  69. const MaterialFeatureData &fd )
  70. {
  71. // Skip deferred features, and use forward shading instead
  72. if ( !fd.features[MFT_isDeferred] )
  73. {
  74. Parent::processPix(componentList, fd);
  75. return;
  76. }
  77. MultiLine *meta = new MultiLine;
  78. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
  79. Var *ssPos = connectComp->getElement(RT_TEXCOORD);
  80. ssPos->setName("screenspacePos");
  81. ssPos->setStructName("IN");
  82. ssPos->setType("float4");
  83. Var *uvScene = new Var;
  84. uvScene->setType("float2");
  85. uvScene->setName("uvScene");
  86. LangElement *uvSceneDecl = new DecOp(uvScene);
  87. String rtParamName = String::ToString("rtParams%s", "diffuseLightingBuffer");
  88. Var *rtParams = (Var*)LangElement::find(rtParamName);
  89. if (!rtParams)
  90. {
  91. rtParams = new Var;
  92. rtParams->setType("float4");
  93. rtParams->setName(rtParamName);
  94. rtParams->uniform = true;
  95. rtParams->constSortPos = cspPass;
  96. }
  97. meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
  98. meta->addStatement( new GenOp( " @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
  99. meta->addStatement( new GenOp( " @.y = 1.0 - @.y;\r\n", uvScene, uvScene ) ); // flip the y axis
  100. meta->addStatement( new GenOp( " @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size
  101. Var *lightInfoSamp = new Var;
  102. lightInfoSamp->setType( "float4" );
  103. lightInfoSamp->setName( "lightInfoSample" );
  104. // create texture var
  105. Var *lightInfoBuffer = new Var;
  106. lightInfoBuffer->setType( "SamplerState" );
  107. lightInfoBuffer->setName( "lightInfoBuffer" );
  108. lightInfoBuffer->uniform = true;
  109. lightInfoBuffer->sampler = true;
  110. lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
  111. Var* lightBufferTex = new Var;
  112. lightBufferTex->setName("lightInfoBufferTex");
  113. lightBufferTex->setType("Texture2D");
  114. lightBufferTex->uniform = true;
  115. lightBufferTex->texture = true;
  116. lightBufferTex->constNum = lightInfoBuffer->constNum;
  117. // Declare the RTLighting variables in this feature, they will either be assigned
  118. // in this feature, or in the tonemap/lightmap feature
  119. Var *d_lightcolor = new Var( "d_lightcolor", "float3" );
  120. meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_lightcolor ) ) );
  121. Var *d_NL_Att = new Var( "d_NL_Att", "float" );
  122. meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_NL_Att ) ) );
  123. Var *d_specular = new Var( "d_specular", "float" );
  124. meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_specular ) ) );
  125. // Perform the uncondition here.
  126. String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
  127. meta->addStatement(new GenOp(avar(" %s(@.Sample(@, @), @, @, @);\r\n",
  128. unconditionLightInfo.c_str()), lightBufferTex, lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular));
  129. // If this has an interlaced pre-pass, do averaging here
  130. if( fd.features[MFT_InterlacedDeferred] )
  131. {
  132. Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
  133. if( !oneOverTargetSize )
  134. {
  135. oneOverTargetSize = new Var;
  136. oneOverTargetSize->setType( "float2" );
  137. oneOverTargetSize->setName( "oneOverTargetSize" );
  138. oneOverTargetSize->uniform = true;
  139. oneOverTargetSize->constSortPos = cspPass;
  140. }
  141. meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n float3 id_lightcolor;\r\n" ) );
  142. meta->addStatement(new GenOp(avar(" %s(@.Sample(@, @ + float2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
  143. unconditionLightInfo.c_str()), lightBufferTex, lightInfoBuffer, uvScene, oneOverTargetSize));
  144. meta->addStatement( new GenOp(" @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
  145. meta->addStatement( new GenOp(" @ = lerp(@, id_NL_Att, 0.5);\r\n", d_NL_Att, d_NL_Att ) );
  146. meta->addStatement( new GenOp(" @ = lerp(@, id_specular, 0.5);\r\n", d_specular, d_specular ) );
  147. }
  148. // This is kind of weak sauce
  149. if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
  150. meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
  151. output = meta;
  152. }
  153. ShaderFeature::Resources DeferredRTLightingFeatHLSL::getResources( const MaterialFeatureData &fd )
  154. {
  155. // Skip deferred features, and use forward shading instead
  156. if ( !fd.features[MFT_isDeferred] )
  157. return Parent::getResources( fd );
  158. // HACK: See DeferredRTLightingFeatHLSL::setTexData.
  159. mLastTexIndex = 0;
  160. Resources res;
  161. res.numTex = 1;
  162. res.numTexReg = 1;
  163. return res;
  164. }
  165. void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
  166. const MaterialFeatureData &fd,
  167. RenderPassData &passData,
  168. U32 &texIndex )
  169. {
  170. // Skip deferred features, and use forward shading instead
  171. if ( !fd.features[MFT_isDeferred] )
  172. {
  173. Parent::setTexData( stageDat, fd, passData, texIndex );
  174. return;
  175. }
  176. NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
  177. if( texTarget )
  178. {
  179. // HACK: We store this for use in DeferredRTLightingFeatHLSL::processPix()
  180. // which cannot deduce the texture unit itself.
  181. mLastTexIndex = texIndex;
  182. passData.mTexType[ texIndex ] = Material::TexTarget;
  183. passData.mSamplerNames[ texIndex ]= "diffuseLightingBuffer";
  184. passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
  185. }
  186. }
  187. void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  188. const MaterialFeatureData &fd )
  189. {
  190. if( fd.features[MFT_DeferredConditioner] )
  191. {
  192. // There is an output conditioner active, so we need to supply a transform
  193. // to the pixel shader.
  194. MultiLine *meta = new MultiLine;
  195. // We need the view to tangent space transform in the pixel shader.
  196. getOutViewToTangent( componentList, meta, fd );
  197. const bool useTexAnim = fd.features[MFT_TexAnim];
  198. // Make sure there are texcoords
  199. if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
  200. {
  201. getOutTexCoord( "texCoord",
  202. "float2",
  203. useTexAnim,
  204. meta,
  205. componentList );
  206. }
  207. const bool useFoliageTexCoord = fd.features[MFT_Foliage];
  208. if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
  209. addOutDetailTexCoord( componentList,
  210. meta,
  211. useTexAnim, useFoliageTexCoord);
  212. output = meta;
  213. }
  214. else if ( fd.materialFeatures[MFT_NormalsOut] ||
  215. !fd.features[MFT_isDeferred] ||
  216. !fd.features[MFT_RTLighting] )
  217. {
  218. Parent::processVert( componentList, fd );
  219. return;
  220. }
  221. else
  222. {
  223. output = NULL;
  224. }
  225. }
  226. void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  227. const MaterialFeatureData &fd )
  228. {
  229. // NULL output in case nothing gets handled
  230. output = NULL;
  231. if( fd.features[MFT_DeferredConditioner] )
  232. {
  233. MultiLine *meta = new MultiLine;
  234. Var *viewToTangent = getInViewToTangent( componentList );
  235. // create texture var
  236. Var *bumpMap = getNormalMapTex();
  237. Var *texCoord = getInTexCoord("texCoord", "float2", componentList);
  238. Var *bumpMapTex = (Var*)LangElement::find("bumpMapTex");
  239. LangElement *texOp = new GenOp("@.Sample(@, @)", bumpMapTex, bumpMap, texCoord);
  240. // create bump normal
  241. Var *bumpNorm = new Var;
  242. bumpNorm->setName( "bumpNormal" );
  243. bumpNorm->setType( "float4" );
  244. LangElement *bumpNormDecl = new DecOp( bumpNorm );
  245. meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
  246. // If we have a detail normal map we add the xy coords of
  247. // it to the base normal map. This gives us the effect we
  248. // want with few instructions and minial artifacts.
  249. if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
  250. {
  251. bumpMap = new Var;
  252. bumpMap->setType( "SamplerState" );
  253. bumpMap->setName( "detailBumpMap" );
  254. bumpMap->uniform = true;
  255. bumpMap->sampler = true;
  256. bumpMap->constNum = Var::getTexUnitNum();
  257. Var* detailNormalTex = new Var;
  258. detailNormalTex->setName("detailBumpMapTex");
  259. detailNormalTex->setType("Texture2D");
  260. detailNormalTex->uniform = true;
  261. detailNormalTex->texture = true;
  262. detailNormalTex->constNum = bumpMap->constNum;
  263. texCoord = getInTexCoord("detCoord", "float2", componentList);
  264. texOp = new GenOp("@.Sample(@, @)", detailNormalTex, bumpMap, texCoord);
  265. Var *detailBump = new Var;
  266. detailBump->setName( "detailBump" );
  267. detailBump->setType( "float4" );
  268. meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
  269. Var *detailBumpScale = new Var;
  270. detailBumpScale->setType( "float" );
  271. detailBumpScale->setName( "detailBumpStrength" );
  272. detailBumpScale->uniform = true;
  273. detailBumpScale->constSortPos = cspPass;
  274. meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
  275. }
  276. // This var is read from GBufferConditionerHLSL and
  277. // used in the deferred output.
  278. //
  279. // By using the 'half' type here we get a bunch of partial
  280. // precision optimized code on further operations on the normal
  281. // which helps alot on older Geforce cards.
  282. //
  283. Var *gbNormal = new Var;
  284. gbNormal->setName( "gbNormal" );
  285. gbNormal->setType( "half3" );
  286. LangElement *gbNormalDecl = new DecOp( gbNormal );
  287. // Normalize is done later...
  288. // Note: The reverse mul order is intentional. Affine matrix.
  289. meta->addStatement( new GenOp( " @ = (half3)mul( @.xyz, @ );\r\n", gbNormalDecl, bumpNorm, viewToTangent ) );
  290. output = meta;
  291. return;
  292. }
  293. else if (fd.features[MFT_AccuMap])
  294. {
  295. Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
  296. if (bumpSample == NULL)
  297. {
  298. MultiLine *meta = new MultiLine;
  299. Var *texCoord = getInTexCoord("texCoord", "float2", componentList);
  300. Var *bumpMap = getNormalMapTex();
  301. bumpSample = new Var;
  302. bumpSample->setType("float4");
  303. bumpSample->setName("bumpSample");
  304. LangElement *bumpSampleDecl = new DecOp(bumpSample);
  305. Var *bumpMapTex = (Var *)LangElement::find("bumpMapTex");
  306. output = new GenOp(" @ = @.Sample(@, @);\r\n", bumpSampleDecl, bumpMapTex, bumpMap, texCoord);
  307. if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
  308. {
  309. bumpMap = (Var*)LangElement::find( "detailBumpMap" );
  310. if ( !bumpMap )
  311. {
  312. bumpMap = new Var;
  313. bumpMap->setType( "sampler2D" );
  314. bumpMap->setName( "detailBumpMap" );
  315. bumpMap->uniform = true;
  316. bumpMap->sampler = true;
  317. bumpMap->constNum = Var::getTexUnitNum();
  318. }
  319. bumpMapTex = (Var*)LangElement::find("detailBumpMap");
  320. if (!bumpMapTex)
  321. {
  322. bumpMap->setType("SamplerState");
  323. bumpMapTex = new Var;
  324. bumpMapTex->setName("detailBumpMapTex");
  325. bumpMapTex->setType("Texture2D");
  326. bumpMapTex->uniform = true;
  327. bumpMapTex->texture = true;
  328. bumpMapTex->constNum = bumpMap->constNum;
  329. }
  330. texCoord = getInTexCoord( "detCoord", "float2", componentList );
  331. LangElement *texOp = new GenOp("@.Sample(@, @)", bumpMap, bumpMapTex, texCoord);
  332. Var *detailBump = new Var;
  333. detailBump->setName( "detailBump" );
  334. detailBump->setType( "float4" );
  335. meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
  336. Var *detailBumpScale = new Var;
  337. detailBumpScale->setType( "float" );
  338. detailBumpScale->setName( "detailBumpStrength" );
  339. detailBumpScale->uniform = true;
  340. detailBumpScale->constSortPos = cspPass;
  341. meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpSample, detailBump, detailBumpScale ) );
  342. }
  343. output = meta;
  344. return;
  345. }
  346. }
  347. else if ( fd.materialFeatures[MFT_NormalsOut] ||
  348. !fd.features[MFT_isDeferred] ||
  349. !fd.features[MFT_RTLighting] )
  350. {
  351. Parent::processPix( componentList, fd );
  352. return;
  353. }
  354. else if (!fd.features[MFT_SpecularMap] )
  355. {
  356. Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
  357. if( bumpSample == NULL )
  358. {
  359. Var *texCoord = getInTexCoord( "texCoord", "float2", componentList );
  360. Var *bumpMap = getNormalMapTex();
  361. Var *bumpMapTex = (Var *)LangElement::find("bumpMapTex");
  362. bumpSample = new Var;
  363. bumpSample->setType("float4");
  364. bumpSample->setName("bumpSample");
  365. LangElement *bumpSampleDecl = new DecOp(bumpSample);
  366. output = new GenOp(" @ = @.Sample(@, @);\r\n", bumpSampleDecl, bumpMapTex, bumpMap, texCoord);
  367. return;
  368. }
  369. }
  370. output = NULL;
  371. }
  372. ShaderFeature::Resources DeferredBumpFeatHLSL::getResources( const MaterialFeatureData &fd )
  373. {
  374. if ( fd.materialFeatures[MFT_NormalsOut] ||
  375. !fd.features[MFT_isDeferred] ||
  376. fd.features[MFT_Parallax] ||
  377. !fd.features[MFT_RTLighting] )
  378. return Parent::getResources( fd );
  379. Resources res;
  380. if(!fd.features[MFT_SpecularMap])
  381. {
  382. res.numTex = 1;
  383. res.numTexReg = 1;
  384. if ( fd.features[MFT_DeferredConditioner] &&
  385. fd.features.hasFeature( MFT_DetailNormalMap ) )
  386. {
  387. res.numTex += 1;
  388. if ( !fd.features.hasFeature( MFT_DetailMap ) )
  389. res.numTexReg += 1;
  390. }
  391. }
  392. return res;
  393. }
  394. void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
  395. const MaterialFeatureData &fd,
  396. RenderPassData &passData,
  397. U32 &texIndex )
  398. {
  399. if ( fd.materialFeatures[MFT_NormalsOut] ||
  400. !fd.features[MFT_isDeferred] ||
  401. !fd.features[MFT_RTLighting] )
  402. {
  403. Parent::setTexData( stageDat, fd, passData, texIndex );
  404. return;
  405. }
  406. if ( !fd.features[MFT_DeferredConditioner] && fd.features[MFT_AccuMap] )
  407. {
  408. passData.mTexType[ texIndex ] = Material::Bump;
  409. passData.mSamplerNames[ texIndex ] = "bumpMap";
  410. passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
  411. if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
  412. {
  413. passData.mTexType[ texIndex ] = Material::DetailBump;
  414. passData.mSamplerNames[texIndex] = "detailBumpMap";
  415. passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
  416. }
  417. }
  418. else if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
  419. ( fd.features[MFT_DeferredConditioner]) )
  420. {
  421. passData.mTexType[ texIndex ] = Material::Bump;
  422. passData.mSamplerNames[ texIndex ] = "bumpMap";
  423. passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
  424. if ( fd.features[MFT_DeferredConditioner] &&
  425. fd.features.hasFeature( MFT_DetailNormalMap ) )
  426. {
  427. passData.mTexType[ texIndex ] = Material::DetailBump;
  428. passData.mSamplerNames[ texIndex ] = "detailBumpMap";
  429. passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
  430. }
  431. }
  432. }
  433. ShaderFeature::Resources DeferredMinnaertHLSL::getResources( const MaterialFeatureData &fd )
  434. {
  435. Resources res;
  436. if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
  437. {
  438. res.numTex = 1;
  439. res.numTexReg = 1;
  440. }
  441. return res;
  442. }
  443. void DeferredMinnaertHLSL::setTexData( Material::StageData &stageDat,
  444. const MaterialFeatureData &fd,
  445. RenderPassData &passData,
  446. U32 &texIndex )
  447. {
  448. if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
  449. {
  450. NamedTexTarget *texTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
  451. if ( texTarget )
  452. {
  453. passData.mTexType[texIndex] = Material::TexTarget;
  454. passData.mSamplerNames[texIndex] = "deferredBuffer";
  455. passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
  456. }
  457. }
  458. }
  459. void DeferredMinnaertHLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
  460. const MaterialFeatureData &fd )
  461. {
  462. if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
  463. {
  464. // Pull in the uncondition method for the g buffer
  465. NamedTexTarget *texTarget = NamedTexTarget::find( RenderDeferredMgr::BufferName );
  466. if ( texTarget && texTarget->getConditioner() )
  467. {
  468. ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
  469. unconditionMethod->createMethodMacro( String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition", macros );
  470. addDependency(unconditionMethod);
  471. }
  472. }
  473. }
  474. void DeferredMinnaertHLSL::processVert( Vector<ShaderComponent*> &componentList,
  475. const MaterialFeatureData &fd )
  476. {
  477. // If there is no deferred information, bail on this feature
  478. if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
  479. {
  480. output = NULL;
  481. return;
  482. }
  483. // Make sure we pass the world space position to the
  484. // pixel shader so we can calculate a view vector.
  485. MultiLine *meta = new MultiLine;
  486. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  487. output = meta;
  488. }
  489. void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
  490. const MaterialFeatureData &fd )
  491. {
  492. // If there is no deferred information, bail on this feature
  493. if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
  494. {
  495. output = NULL;
  496. return;
  497. }
  498. Var *minnaertConstant = new Var;
  499. minnaertConstant->setType( "float" );
  500. minnaertConstant->setName( "minnaertConstant" );
  501. minnaertConstant->uniform = true;
  502. minnaertConstant->constSortPos = cspPotentialPrimitive;
  503. // create texture var
  504. Var *deferredBuffer = new Var;
  505. deferredBuffer->setType( "SamplerState" );
  506. deferredBuffer->setName( "deferredBuffer" );
  507. deferredBuffer->uniform = true;
  508. deferredBuffer->sampler = true;
  509. deferredBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
  510. Var* deferredTex = new Var;
  511. deferredTex->setName("deferredTex");
  512. deferredTex->setType("Texture2D");
  513. deferredTex->uniform = true;
  514. deferredTex->texture = true;
  515. deferredTex->constNum = deferredBuffer->constNum;
  516. // Texture coord
  517. Var *uvScene = (Var*) LangElement::find( "uvScene" );
  518. AssertFatal(uvScene != NULL, "Unable to find UVScene, no RTLighting feature?");
  519. MultiLine *meta = new MultiLine;
  520. // Get the world space view vector.
  521. Var *wsViewVec = getWsView( getInWsPosition( componentList ), meta );
  522. String unconditionDeferredMethod = String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition";
  523. Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
  524. meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, ,@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, deferredTex, uvScene));
  525. meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, @);\r\n", wsViewVec ) );
  526. meta->addStatement( new GenOp( " float Minnaert = pow( @, @) * pow(vDotN, 1.0 - @);\r\n", d_NL_Att, minnaertConstant, minnaertConstant ) );
  527. meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
  528. output = meta;
  529. }
  530. void DeferredSubSurfaceHLSL::processPix( Vector<ShaderComponent*> &componentList,
  531. const MaterialFeatureData &fd )
  532. {
  533. Var *subSurfaceParams = new Var;
  534. subSurfaceParams->setType( "float4" );
  535. subSurfaceParams->setName( "subSurfaceParams" );
  536. subSurfaceParams->uniform = true;
  537. subSurfaceParams->constSortPos = cspPotentialPrimitive;
  538. Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
  539. Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
  540. MultiLine *meta = new MultiLine;
  541. if (fd.features[MFT_isDeferred])
  542. {
  543. Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
  544. meta->addStatement(new GenOp(" @.rgb += @.rgb*@.a;\r\n", targ, subSurfaceParams, subSurfaceParams));
  545. output = meta;
  546. return;
  547. }
  548. output = meta;
  549. }