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- //-----------------------------------------------------------------------------
- // 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/pixSpecularHLSL.h"
- #include "materials/processedMaterial.h"
- #include "materials/materialFeatureTypes.h"
- #include "shaderGen/shaderOp.h"
- #include "shaderGen/shaderGenVars.h"
- #include "gfx/gfxStructs.h"
- PixelSpecularHLSL::PixelSpecularHLSL()
- : mDep( "shaders/common/lighting.hlsl" )
- {
- addDependency( &mDep );
- }
- void PixelSpecularHLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- AssertFatal( fd.features[MFT_RTLighting],
- "PixelSpecularHLSL requires RTLighting to be enabled!" );
- // Nothing to do here... MFT_RTLighting should have
- // taken care of passing everything to the pixel shader.
- }
- void PixelSpecularHLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- AssertFatal( fd.features[MFT_RTLighting],
- "PixelSpecularHLSL requires RTLighting to be enabled!" );
- // RTLighting should have spit out the 4 specular
- // powers for the 4 potential lights on this pass.
- //
- // This can sometimes be NULL if RTLighting skips out
- // on us for lightmaps or missing normals.
- Var *specular = (Var*)LangElement::find( "specular" );
- if ( !specular )
- return;
- MultiLine *meta = new MultiLine;
- LangElement *specMul = new GenOp( "@", specular );
- LangElement *final = specMul;
- // mask out with lightmap if present
- if ( fd.features[MFT_LightMap] )
- {
- LangElement *lmColor = NULL;
- // find lightmap color
- lmColor = LangElement::find( "lmColor" );
- if ( !lmColor )
- {
- LangElement * lightMap = LangElement::find( "lightMap" );
- LangElement * lmCoord = LangElement::find( "texCoord2" );
- lmColor = new GenOp( "tex2D(@, @)", lightMap, lmCoord );
- }
- final = new GenOp( "@ * float4(@.rgb,0)", specMul, lmColor );
- }
- // If we have a normal map then mask the specular
- if ( fd.features[MFT_SpecularMap] )
- {
- Var *specularColor = (Var*)LangElement::find( "specularColor" );
- if (specularColor)
- final = new GenOp( "@ * @", final, specularColor );
- }
- else if ( fd.features[MFT_NormalMap] && !fd.features[MFT_IsDXTnm] )
- {
- Var *bumpColor = (Var*)LangElement::find( "bumpNormal" );
- final = new GenOp( "@ * @.a", final, bumpColor );
- }
- // Add the specular to the final color.
- // search for color var
- Var *color = (Var*)LangElement::find( "col" );
- meta->addStatement( new GenOp( " @.rgb += ( @ ).rgb;\r\n", color, final ) );
- output = meta;
- }
- ShaderFeature::Resources PixelSpecularHLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- return res;
- }
- void SpecularMapHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
- {
- MultiLine *meta = new MultiLine;
- // Add the texture coords.
- getOutTexCoord("texCoord",
- "float2",
- true,
- fd.features[MFT_TexAnim],
- meta,
- componentList);
- output = meta;
- }
- void SpecularMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // Get the texture coord.
- Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
- // create texture var
- Var *specularMap = new Var;
- specularMap->setType( "sampler2D" );
- specularMap->setName( "specularMap" );
- specularMap->uniform = true;
- specularMap->sampler = true;
- specularMap->constNum = Var::getTexUnitNum();
- LangElement *texOp = new GenOp( "tex2D(@, @)", specularMap, texCoord );
- Var *specularColor = new Var( "specularColor", "float4" );
- output = new GenOp( " @ = @;\r\n", new DecOp( specularColor ), texOp );
- }
- ShaderFeature::Resources SpecularMapHLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- res.numTex = 1;
- return res;
- }
- void SpecularMapHLSL::setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex )
- {
- GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
- if ( tex )
- {
- passData.mTexType[ texIndex ] = Material::Standard;
- passData.mSamplerNames[ texIndex ] = "specularMap";
- passData.mTexSlot[ texIndex++ ].texObject = tex;
- }
- }
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