deferredShadingFeaturesHLSL.cpp 7.2 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/deferredShadingFeaturesHLSL.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/renderPrePassMgr.h"
  29. #include "materials/processedMaterial.h"
  30. #include "materials/materialFeatureTypes.h"
  31. //****************************************************************************
  32. // Deferred Shading Features
  33. //****************************************************************************
  34. // Specular Map -> Blue of Material Buffer ( greyscaled )
  35. // Gloss Map (Alpha Channel of Specular Map) -> Alpha ( Spec Power ) of Material Info Buffer.
  36. void DeferredSpecMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  37. {
  38. // Get the texture coord.
  39. Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
  40. // search for color var
  41. Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  42. MultiLine * meta = new MultiLine;
  43. if ( !material )
  44. {
  45. // create color var
  46. material = new Var;
  47. material->setType( "fragout" );
  48. material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  49. material->setStructName( "OUT" );
  50. }
  51. // create texture var
  52. Var *specularMap = new Var;
  53. specularMap->setType( "sampler2D" );
  54. specularMap->setName( "specularMap" );
  55. specularMap->uniform = true;
  56. specularMap->sampler = true;
  57. specularMap->constNum = Var::getTexUnitNum();
  58. LangElement *texOp = new GenOp( "tex2D(@, @)", specularMap, texCoord );
  59. //matinfo.g slot reserved for AO later
  60. meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
  61. meta->addStatement(new GenOp(" @.b = dot(tex2D(@, @).rgb, float3(0.3, 0.59, 0.11));\r\n", material, specularMap, texCoord));
  62. meta->addStatement(new GenOp(" @.a = tex2D(@, @).a;\r\n", material, specularMap, texCoord));
  63. output = meta;
  64. }
  65. ShaderFeature::Resources DeferredSpecMapHLSL::getResources( const MaterialFeatureData &fd )
  66. {
  67. Resources res;
  68. res.numTex = 1;
  69. res.numTexReg = 1;
  70. return res;
  71. }
  72. void DeferredSpecMapHLSL::setTexData( Material::StageData &stageDat,
  73. const MaterialFeatureData &fd,
  74. RenderPassData &passData,
  75. U32 &texIndex )
  76. {
  77. GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
  78. if ( tex )
  79. {
  80. passData.mTexType[ texIndex ] = Material::Standard;
  81. passData.mSamplerNames[ texIndex ] = "specularMap";
  82. passData.mTexSlot[ texIndex++ ].texObject = tex;
  83. }
  84. }
  85. void DeferredSpecMapHLSL::processVert( Vector<ShaderComponent*> &componentList,
  86. const MaterialFeatureData &fd )
  87. {
  88. MultiLine *meta = new MultiLine;
  89. getOutTexCoord( "texCoord",
  90. "float2",
  91. true,
  92. fd.features[MFT_TexAnim],
  93. meta,
  94. componentList );
  95. output = meta;
  96. }
  97. // Material Info Flags -> Red ( Flags ) of Material Info Buffer.
  98. void DeferredMatInfoFlagsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  99. {
  100. // search for material var
  101. Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  102. if ( !material )
  103. {
  104. // create material var
  105. material = new Var;
  106. material->setType( "fragout" );
  107. material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  108. material->setStructName( "OUT" );
  109. }
  110. Var *matInfoFlags = new Var;
  111. matInfoFlags->setType( "float" );
  112. matInfoFlags->setName( "matInfoFlags" );
  113. matInfoFlags->uniform = true;
  114. matInfoFlags->constSortPos = cspPotentialPrimitive;
  115. output = new GenOp( " @.r = @;\r\n", material, matInfoFlags );
  116. }
  117. // Spec Strength -> Blue Channel of Material Info Buffer.
  118. // Spec Power -> Alpha Channel ( of Material Info Buffer.
  119. void DeferredSpecVarsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  120. {
  121. // search for material var
  122. Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  123. if ( !material )
  124. {
  125. // create material var
  126. material = new Var;
  127. material->setType( "fragout" );
  128. material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  129. material->setStructName( "OUT" );
  130. }
  131. Var *specStrength = new Var;
  132. specStrength->setType( "float" );
  133. specStrength->setName( "specularStrength" );
  134. specStrength->uniform = true;
  135. specStrength->constSortPos = cspPotentialPrimitive;
  136. Var *specPower = new Var;
  137. specPower->setType( "float" );
  138. specPower->setName( "specularPower" );
  139. specPower->uniform = true;
  140. specPower->constSortPos = cspPotentialPrimitive;
  141. MultiLine * meta = new MultiLine;
  142. //matinfo.g slot reserved for AO later
  143. meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
  144. meta->addStatement(new GenOp(" @.b = @/128;\r\n", material, specStrength));
  145. meta->addStatement(new GenOp(" @.a = @/5;\r\n", material, specPower));
  146. output = meta;
  147. }
  148. // Black -> Blue and Alpha of matinfo Buffer (representing no specular), White->G (representing No AO)
  149. void DeferredEmptySpecHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  150. {
  151. // search for material var
  152. Var *material = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
  153. if (!material)
  154. {
  155. // create color var
  156. material = new Var;
  157. material->setType("fragout");
  158. material->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
  159. material->setStructName("OUT");
  160. }
  161. MultiLine * meta = new MultiLine;
  162. //matinfo.g slot reserved for AO later
  163. meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
  164. meta->addStatement(new GenOp(" @.ba = 0.0;\r\n", material));
  165. output = meta;
  166. }