shaderGenGLSL.cpp 6.6 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 "shaderGen/GLSL/shaderGenGLSL.h"
  24. #include "shaderGen/GLSL/shaderCompGLSL.h"
  25. #include "shaderGen/featureMgr.h"
  26. #include "gfx/gl/tGL/tGL.h"
  27. void ShaderGenPrinterGLSL::printShaderHeader( Stream& stream )
  28. {
  29. const char *header1 = "//*****************************************************************************\r\n";
  30. const char *header2 = "// Torque -- GLSL procedural shader\r\n";
  31. stream.write( dStrlen(header1), header1 );
  32. stream.write( dStrlen(header2), header2 );
  33. stream.write( dStrlen(header1), header1 );
  34. // Cheap HLSL compatibility.
  35. const char* header3 = "#include \"shaders/common/gl/hlslCompat.glsl\"\r\n";
  36. stream.write( dStrlen(header3), header3 );
  37. const char* header4 = "\r\n";
  38. stream.write( dStrlen(header4), header4 );
  39. }
  40. void ShaderGenPrinterGLSL::printMainComment( Stream& stream )
  41. {
  42. // Print out main function definition
  43. const char * header5 = "// Main \r\n";
  44. const char * line = "//-----------------------------------------------------------------------------\r\n";
  45. stream.write( dStrlen(line), line );
  46. stream.write( dStrlen(header5), header5 );
  47. stream.write( dStrlen(line), line );
  48. }
  49. void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
  50. {
  51. // We are render OpenGL upside down for use DX9 texture coords.
  52. // Must be the last vertex feature.
  53. const char *closer = " gl_Position.y *= -1;\r\n}\r\n";
  54. stream.write( dStrlen(closer), closer );
  55. }
  56. void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
  57. {
  58. // Determine the number of output targets we need
  59. U32 numMRTs = 0;
  60. for (U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++)
  61. {
  62. const FeatureInfo &info = FEATUREMGR->getAt(i);
  63. if (featureData.features.hasFeature(*info.type))
  64. numMRTs |= info.feature->getOutputTargets(featureData);
  65. }
  66. WRITESTR(avar("//Fragment shader OUT\r\n"));
  67. WRITESTR(avar("out vec4 OUT_col;\r\n"));
  68. for( U32 i = 1; i < 4; i++ )
  69. {
  70. if( numMRTs & 1 << i )
  71. WRITESTR(avar("out vec4 OUT_col%d;\r\n", i));
  72. }
  73. WRITESTR("\r\n");
  74. WRITESTR("\r\n");
  75. }
  76. void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
  77. {
  78. const char *closer = " \r\n}\r\n";
  79. stream.write( dStrlen(closer), closer );
  80. }
  81. void ShaderGenPrinterGLSL::printLine(Stream& stream, const String& line)
  82. {
  83. stream.write(line.length(), line.c_str());
  84. const char* end = "\r\n";
  85. stream.write(dStrlen(end), end);
  86. }
  87. const char* ShaderGenComponentFactoryGLSL::typeToString( GFXDeclType type )
  88. {
  89. switch ( type )
  90. {
  91. default:
  92. case GFXDeclType_Float:
  93. return "float";
  94. case GFXDeclType_Float2:
  95. return "vec2";
  96. case GFXDeclType_Float3:
  97. return "vec3";
  98. case GFXDeclType_Float4:
  99. case GFXDeclType_Color:
  100. return "vec4";
  101. }
  102. }
  103. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
  104. {
  105. AppVertConnectorGLSL *vertComp = new AppVertConnectorGLSL;
  106. // Loop thru the vertex format elements.
  107. for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
  108. {
  109. const GFXVertexElement &element = vertexFormat.getElement( i );
  110. Var *var = NULL;
  111. if ( element.isSemantic( GFXSemantic::POSITION ) )
  112. {
  113. var = vertComp->getElement( RT_POSITION );
  114. var->setName( "position" );
  115. }
  116. else if ( element.isSemantic( GFXSemantic::NORMAL ) )
  117. {
  118. var = vertComp->getElement( RT_NORMAL );
  119. var->setName( "normal" );
  120. }
  121. else if ( element.isSemantic( GFXSemantic::TANGENT ) )
  122. {
  123. var = vertComp->getElement( RT_TANGENT );
  124. var->setName( "T" );
  125. }
  126. else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
  127. {
  128. var = vertComp->getElement( RT_TANGENTW );
  129. var->setName( "tangentW" );
  130. }
  131. else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
  132. {
  133. var = vertComp->getElement( RT_BINORMAL );
  134. var->setName( "B" );
  135. }
  136. else if ( element.isSemantic( GFXSemantic::COLOR ) )
  137. {
  138. var = vertComp->getElement( RT_COLOR );
  139. var->setName( "diffuse" );
  140. }
  141. else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
  142. {
  143. var = vertComp->getElement( RT_TEXCOORD );
  144. if ( element.getSemanticIndex() == 0 )
  145. var->setName( "texCoord" );
  146. else
  147. var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
  148. }
  149. else
  150. {
  151. // Everything else is a texcoord!
  152. var = vertComp->getElement( RT_TEXCOORD );
  153. var->setName( "tc" + element.getSemantic() );
  154. }
  155. if ( !var )
  156. continue;
  157. var->setStructName( "IN" );
  158. var->setType( typeToString( element.getType() ) );
  159. }
  160. return vertComp;
  161. }
  162. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexPixelConnector()
  163. {
  164. VertPixelConnectorGLSL* comp = new VertPixelConnectorGLSL;
  165. return comp;
  166. }
  167. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexParamsDef()
  168. {
  169. VertexParamsDefGLSL* comp = new VertexParamsDefGLSL;
  170. return comp;
  171. }
  172. ShaderComponent* ShaderGenComponentFactoryGLSL::createPixelParamsDef()
  173. {
  174. PixelParamsDefGLSL* comp = new PixelParamsDefGLSL;
  175. return comp;
  176. }