shaderFeatureHLSL.cpp 110 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/HLSL/shaderFeatureHLSL.h"
  24. #include "shaderGen/langElement.h"
  25. #include "shaderGen/shaderOp.h"
  26. #include "shaderGen/shaderGenVars.h"
  27. #include "gfx/gfxDevice.h"
  28. #include "materials/matInstance.h"
  29. #include "materials/processedMaterial.h"
  30. #include "materials/materialFeatureTypes.h"
  31. #include "core/util/autoPtr.h"
  32. #include "lighting/advanced/advancedLightBinManager.h"
  33. #include "ts/tsShape.h"
  34. #include "shaderGen/shaderGen.h"
  35. LangElement * ShaderFeatureHLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, // componentList
  36. Var **texSpaceMat )
  37. {
  38. Var *N = (Var*) LangElement::find( "normal" );
  39. Var *B = (Var*) LangElement::find( "B" );
  40. Var *T = (Var*) LangElement::find( "T" );
  41. Var *tangentW = (Var*) LangElement::find( "tangentW" );
  42. // setup matrix var
  43. *texSpaceMat = new Var;
  44. (*texSpaceMat)->setType( "float3x3" );
  45. (*texSpaceMat)->setName( "objToTangentSpace" );
  46. MultiLine *meta = new MultiLine;
  47. meta->addStatement( new GenOp( " @;\r\n", new DecOp( *texSpaceMat ) ) );
  48. // Protect against missing normal and tangent.
  49. if ( !N || !T )
  50. {
  51. meta->addStatement( new GenOp( " @[0] = float3( 1, 0, 0 ); @[1] = float3( 0, 1, 0 ); @[2] = float3( 0, 0, 1 );\r\n",
  52. *texSpaceMat, *texSpaceMat, *texSpaceMat ) );
  53. return meta;
  54. }
  55. meta->addStatement( new GenOp( " @[0] = @;\r\n", *texSpaceMat, T ) );
  56. if ( B )
  57. meta->addStatement( new GenOp( " @[1] = @;\r\n", *texSpaceMat, B ) );
  58. else
  59. {
  60. if(dStricmp((char*)T->type, "float4") == 0)
  61. meta->addStatement( new GenOp( " @[1] = cross( @, normalize(@) ) * @.w;\r\n", *texSpaceMat, T, N, T ) );
  62. else if (tangentW)
  63. meta->addStatement(new GenOp(" @[1] = cross( @, normalize(@) ) * @;\r\n", *texSpaceMat, T, N, tangentW));
  64. else
  65. meta->addStatement( new GenOp( " @[1] = cross( @, normalize(@) );\r\n", *texSpaceMat, T, N ) );
  66. }
  67. meta->addStatement( new GenOp( " @[2] = normalize(@);\r\n", *texSpaceMat, N ) );
  68. return meta;
  69. }
  70. LangElement* ShaderFeatureHLSL::assignColor( LangElement *elem,
  71. Material::BlendOp blend,
  72. LangElement *lerpElem,
  73. ShaderFeature::OutputTarget outputTarget )
  74. {
  75. // search for color var
  76. Var *color = (Var*) LangElement::find( getOutputTargetVarName(outputTarget) );
  77. if ( !color )
  78. {
  79. // create color var
  80. color = new Var;
  81. color->setType( "fragout" );
  82. color->setName( getOutputTargetVarName(outputTarget) );
  83. color->setStructName( "OUT" );
  84. return new GenOp( "@ = @", color, elem );
  85. }
  86. LangElement *assign;
  87. switch ( blend )
  88. {
  89. case Material::Add:
  90. assign = new GenOp( "@ += @", color, elem );
  91. break;
  92. case Material::Sub:
  93. assign = new GenOp( "@ -= @", color, elem );
  94. break;
  95. case Material::Mul:
  96. assign = new GenOp( "@ *= @", color, elem );
  97. break;
  98. case Material::AddAlpha:
  99. assign = new GenOp( "@ += @ * @.a", color, elem, elem );
  100. break;
  101. case Material::LerpAlpha:
  102. if ( !lerpElem )
  103. lerpElem = elem;
  104. assign = new GenOp( "@.rgb = lerp( @.rgb, (@).rgb, (@).a )", color, color, elem, lerpElem );
  105. break;
  106. case Material::ToneMap:
  107. assign = new GenOp( "@ = 1.0 - exp(-1.0 * @ * @)", color, color, elem );
  108. break;
  109. default:
  110. AssertFatal(false, "Unrecognized color blendOp");
  111. // Fallthru
  112. case Material::None:
  113. assign = new GenOp( "@ = @", color, elem );
  114. break;
  115. }
  116. return assign;
  117. }
  118. LangElement *ShaderFeatureHLSL::expandNormalMap( LangElement *sampleNormalOp,
  119. LangElement *normalDecl,
  120. LangElement *normalVar,
  121. const MaterialFeatureData &fd )
  122. {
  123. MultiLine *meta = new MultiLine;
  124. const bool hasBc3 = fd.features.hasFeature(MFT_IsBC3nm, getProcessIndex() );
  125. const bool hasBc5 = fd.features.hasFeature(MFT_IsBC5nm, getProcessIndex() );
  126. if ( hasBc3 || hasBc5 )
  127. {
  128. if ( fd.features[MFT_ImposterVert] )
  129. {
  130. // The imposter system uses object space normals and
  131. // encodes them with the z axis in the alpha component.
  132. meta->addStatement( new GenOp( " @ = float4( normalize( @.xyw * 2.0 - 1.0 ), 0.0 ); // Obj DXTnm\r\n", normalDecl, sampleNormalOp ) );
  133. }
  134. else if( hasBc3 )
  135. {
  136. // BC3 Swizzle trick
  137. meta->addStatement( new GenOp( " @ = float4( @.ag * 2.0 - 1.0, 0.0, 0.0 ); // DXTnm\r\n", normalDecl, sampleNormalOp ) );
  138. meta->addStatement( new GenOp( " @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // DXTnm\r\n", normalVar, normalVar, normalVar ) );
  139. }
  140. else if (hasBc5)
  141. {
  142. // BC5
  143. meta->addStatement(new GenOp(" @ = float4( @.gr * 2.0 - 1.0, 0.0, 0.0 ); // bc5nm\r\n", normalDecl, sampleNormalOp ) );
  144. meta->addStatement(new GenOp(" @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // bc5nm\r\n", normalVar, normalVar, normalVar )) ;
  145. }
  146. }
  147. else
  148. {
  149. meta->addStatement( new GenOp( " @ = @;\r\n", normalDecl, sampleNormalOp ) );
  150. meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 1.0;\r\n", normalVar, normalVar ) );
  151. }
  152. return meta;
  153. }
  154. ShaderFeatureHLSL::ShaderFeatureHLSL()
  155. {
  156. output = NULL;
  157. }
  158. Var * ShaderFeatureHLSL::getVertTexCoord( const String &name )
  159. {
  160. Var *inTex = NULL;
  161. for( U32 i=0; i<LangElement::elementList.size(); i++ )
  162. {
  163. if( !dStrcmp( (char*)LangElement::elementList[i]->name, name.c_str() ) )
  164. {
  165. inTex = dynamic_cast<Var*>( LangElement::elementList[i] );
  166. if ( inTex )
  167. {
  168. // NOTE: This used to do this check...
  169. //
  170. // dStrcmp( (char*)inTex->structName, "IN" )
  171. //
  172. // ... to ensure that the var was from the input
  173. // vertex structure, but this kept some features
  174. // ( ie. imposter vert ) from decoding their own
  175. // coords for other features to use.
  176. //
  177. // If we run into issues with collisions between
  178. // IN vars and local vars we may need to revise.
  179. break;
  180. }
  181. }
  182. }
  183. return inTex;
  184. }
  185. Var* ShaderFeatureHLSL::getOutObjToTangentSpace( Vector<ShaderComponent*> &componentList,
  186. MultiLine *meta,
  187. const MaterialFeatureData &fd )
  188. {
  189. Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
  190. if ( !outObjToTangentSpace )
  191. meta->addStatement( setupTexSpaceMat( componentList, &outObjToTangentSpace ) );
  192. return outObjToTangentSpace;
  193. }
  194. Var* ShaderFeatureHLSL::getOutWorldToTangent( Vector<ShaderComponent*> &componentList,
  195. MultiLine *meta,
  196. const MaterialFeatureData &fd )
  197. {
  198. Var *outWorldToTangent = (Var*)LangElement::find( "outWorldToTangent" );
  199. if ( outWorldToTangent )
  200. return outWorldToTangent;
  201. Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
  202. if ( !worldToTangent )
  203. {
  204. Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );
  205. if (!fd.features[MFT_ParticleNormal] )
  206. {
  207. // turn obj->tangent into world->tangent
  208. worldToTangent = new Var;
  209. worldToTangent->setType( "float3x3" );
  210. worldToTangent->setName( "worldToTangent" );
  211. LangElement *worldToTangentDecl = new DecOp( worldToTangent );
  212. // Get the world->obj transform
  213. Var *worldToObj = (Var*)LangElement::find( "worldToObj" );
  214. if ( !worldToObj )
  215. {
  216. worldToObj = new Var;
  217. worldToObj->setName( "worldToObj" );
  218. if ( fd.features[MFT_UseInstancing] )
  219. {
  220. // We just use transpose to convert the 3x3 portion of
  221. // the object transform to its inverse.
  222. worldToObj->setType( "float3x3" );
  223. Var *objTrans = getObjTrans( componentList, true, meta );
  224. meta->addStatement( new GenOp( " @ = transpose( (float3x3)@ ); // Instancing!\r\n", new DecOp( worldToObj ), objTrans ) );
  225. }
  226. else
  227. {
  228. worldToObj->setType( "float4x4" );
  229. worldToObj->uniform = true;
  230. worldToObj->constSortPos = cspPrimitive;
  231. }
  232. }
  233. // assign world->tangent transform
  234. meta->addStatement( new GenOp( " @ = mul( @, (float3x3)@ );\r\n", worldToTangentDecl, texSpaceMat, worldToObj ) );
  235. }
  236. else
  237. {
  238. // Assume particle normal generation has set this up in the proper space
  239. worldToTangent = texSpaceMat;
  240. }
  241. }
  242. // send transform to pixel shader
  243. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  244. outWorldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
  245. outWorldToTangent->setName( "outWorldToTangent" );
  246. outWorldToTangent->setStructName( "OUT" );
  247. outWorldToTangent->setType( "float3x3" );
  248. meta->addStatement( new GenOp( " @ = @;\r\n", outWorldToTangent, worldToTangent ) );
  249. return outWorldToTangent;
  250. }
  251. Var* ShaderFeatureHLSL::getOutViewToTangent( Vector<ShaderComponent*> &componentList,
  252. MultiLine *meta,
  253. const MaterialFeatureData &fd )
  254. {
  255. Var *outViewToTangent = (Var*)LangElement::find( "outViewToTangent" );
  256. if ( outViewToTangent )
  257. return outViewToTangent;
  258. Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
  259. if ( !viewToTangent )
  260. {
  261. Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );
  262. if ( !fd.features[MFT_ParticleNormal] )
  263. {
  264. // turn obj->tangent into world->tangent
  265. viewToTangent = new Var;
  266. viewToTangent->setType( "float3x3" );
  267. viewToTangent->setName( "viewToTangent" );
  268. LangElement *viewToTangentDecl = new DecOp( viewToTangent );
  269. // Get the view->obj transform
  270. Var *viewToObj = getInvWorldView( componentList, fd.features[MFT_UseInstancing], meta );
  271. // assign world->tangent transform
  272. meta->addStatement( new GenOp( " @ = mul( @, (float3x3)@ );\r\n", viewToTangentDecl, texSpaceMat, viewToObj ) );
  273. }
  274. else
  275. {
  276. // Assume particle normal generation has set this up in the proper space
  277. viewToTangent = texSpaceMat;
  278. }
  279. }
  280. // send transform to pixel shader
  281. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  282. outViewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
  283. outViewToTangent->setName( "outViewToTangent" );
  284. outViewToTangent->setStructName( "OUT" );
  285. outViewToTangent->setType( "float3x3" );
  286. meta->addStatement( new GenOp( " @ = @;\r\n", outViewToTangent, viewToTangent ) );
  287. return outViewToTangent;
  288. }
  289. Var* ShaderFeatureHLSL::getOutTexCoord( const char *name,
  290. const char *type,
  291. bool useTexAnim,
  292. MultiLine *meta,
  293. Vector<ShaderComponent*> &componentList )
  294. {
  295. String outTexName = String::ToString( "out_%s", name );
  296. Var *texCoord = (Var*)LangElement::find( outTexName );
  297. if ( !texCoord )
  298. {
  299. Var *inTex = getVertTexCoord( name );
  300. AssertFatal( inTex, "ShaderFeatureHLSL::getOutTexCoord - Unknown vertex input coord!" );
  301. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  302. texCoord = connectComp->getElement( RT_TEXCOORD );
  303. texCoord->setName( outTexName );
  304. texCoord->setStructName( "OUT" );
  305. texCoord->setType( type );
  306. if ( useTexAnim )
  307. {
  308. inTex->setType( "float2" );
  309. // create texture mat var
  310. Var *texMat = new Var;
  311. texMat->setType( "float4x4" );
  312. texMat->setName( "texMat" );
  313. texMat->uniform = true;
  314. texMat->constSortPos = cspPass;
  315. // Statement allows for casting of different types which
  316. // eliminates vector truncation problems.
  317. String statement = String::ToString(" @ = (%s)mul(@, float4(@,1,1));\r\n", type);
  318. meta->addStatement( new GenOp( statement, texCoord, texMat, inTex ) );
  319. }
  320. else
  321. {
  322. // Statement allows for casting of different types which
  323. // eliminates vector truncation problems.
  324. String statement = String::ToString( " @ = (%s)@;\r\n", type );
  325. meta->addStatement( new GenOp( statement, texCoord, inTex ) );
  326. }
  327. }
  328. AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
  329. "ShaderFeatureHLSL::getOutTexCoord - Type mismatch!" );
  330. return texCoord;
  331. }
  332. Var* ShaderFeatureHLSL::getInTexCoord( const char *name,
  333. const char *type,
  334. Vector<ShaderComponent*> &componentList )
  335. {
  336. Var* texCoord = (Var*)LangElement::find( name );
  337. if ( !texCoord )
  338. {
  339. ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
  340. texCoord = connectComp->getElement( RT_TEXCOORD );
  341. texCoord->setName( name );
  342. texCoord->setStructName( "IN" );
  343. texCoord->setType( type );
  344. }
  345. AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
  346. "ShaderFeatureHLSL::getInTexCoord - Type mismatch!" );
  347. return texCoord;
  348. }
  349. Var* ShaderFeatureHLSL::getInColor( const char *name,
  350. const char *type,
  351. Vector<ShaderComponent*> &componentList )
  352. {
  353. Var *inColor = (Var*)LangElement::find( name );
  354. if ( !inColor )
  355. {
  356. ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
  357. inColor = connectComp->getElement( RT_COLOR );
  358. inColor->setName( name );
  359. inColor->setStructName( "IN" );
  360. inColor->setType( type );
  361. }
  362. AssertFatal( dStrcmp( type, (const char*)inColor->type ) == 0,
  363. "ShaderFeatureHLSL::getInColor - Type mismatch!" );
  364. return inColor;
  365. }
  366. Var* ShaderFeatureHLSL::addOutVpos( MultiLine *meta,
  367. Vector<ShaderComponent*> &componentList )
  368. {
  369. // Nothing to do if we're on SM 3.0... we use the real vpos.
  370. if ( GFX->getPixelShaderVersion() >= 3.0f )
  371. return NULL;
  372. // For SM 2.x we need to generate the vpos in the vertex shader
  373. // and pass it as a texture coord to the pixel shader.
  374. Var *outVpos = (Var*)LangElement::find( "outVpos" );
  375. if ( !outVpos )
  376. {
  377. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  378. outVpos = connectComp->getElement( RT_TEXCOORD );
  379. outVpos->setName( "outVpos" );
  380. outVpos->setStructName( "OUT" );
  381. outVpos->setType( "float4" );
  382. Var *outPosition = (Var*) LangElement::find( "hpos" );
  383. AssertFatal( outPosition, "ShaderFeatureHLSL::addOutVpos - Didn't find the output position." );
  384. meta->addStatement( new GenOp( " @ = @;\r\n", outVpos, outPosition ) );
  385. }
  386. return outVpos;
  387. }
  388. Var* ShaderFeatureHLSL::getInVpos( MultiLine *meta,
  389. Vector<ShaderComponent*> &componentList )
  390. {
  391. Var *inVpos = (Var*)LangElement::find( "vpos" );
  392. if ( inVpos )
  393. return inVpos;
  394. ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
  395. inVpos = connectComp->getElement( RT_SVPOSITION );
  396. inVpos->setName( "vpos" );
  397. inVpos->setStructName( "IN" );
  398. inVpos->setType( "float4" );
  399. return inVpos;
  400. }
  401. Var* ShaderFeatureHLSL::getInWorldToTangent( Vector<ShaderComponent*> &componentList )
  402. {
  403. Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
  404. if ( !worldToTangent )
  405. {
  406. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  407. worldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
  408. worldToTangent->setName( "worldToTangent" );
  409. worldToTangent->setStructName( "IN" );
  410. worldToTangent->setType( "float3x3" );
  411. }
  412. return worldToTangent;
  413. }
  414. Var* ShaderFeatureHLSL::getInViewToTangent( Vector<ShaderComponent*> &componentList )
  415. {
  416. Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
  417. if ( !viewToTangent )
  418. {
  419. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  420. viewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
  421. viewToTangent->setName( "viewToTangent" );
  422. viewToTangent->setStructName( "IN" );
  423. viewToTangent->setType( "float3x3" );
  424. }
  425. return viewToTangent;
  426. }
  427. Var* ShaderFeatureHLSL::getNormalMapTex()
  428. {
  429. Var *normalMap = (Var*)LangElement::find("bumpMap");
  430. if (!normalMap)
  431. {
  432. normalMap = new Var;
  433. normalMap->setType("SamplerState");
  434. normalMap->setName("bumpMap");
  435. normalMap->uniform = true;
  436. normalMap->sampler = true;
  437. normalMap->constNum = Var::getTexUnitNum();
  438. Var* normalMapTex = new Var;
  439. normalMapTex->setName("bumpMapTex");
  440. normalMapTex->setType("Texture2D");
  441. normalMapTex->uniform = true;
  442. normalMapTex->texture = true;
  443. normalMapTex->constNum = normalMap->constNum;
  444. }
  445. return normalMap;
  446. }
  447. Var* ShaderFeatureHLSL::getObjTrans( Vector<ShaderComponent*> &componentList,
  448. bool useInstancing,
  449. MultiLine *meta )
  450. {
  451. Var *objTrans = (Var*)LangElement::find( "objTrans" );
  452. if ( objTrans )
  453. return objTrans;
  454. if ( useInstancing )
  455. {
  456. ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
  457. Var *instObjTrans = vertStruct->getElement( RT_TEXCOORD, 4, 4 );
  458. instObjTrans->setStructName( "IN" );
  459. instObjTrans->setName( "inst_objectTrans" );
  460. mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+0 );
  461. mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+1 );
  462. mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+2 );
  463. mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+3 );
  464. objTrans = new Var;
  465. objTrans->setType( "float4x4" );
  466. objTrans->setName( "objTrans" );
  467. meta->addStatement( new GenOp( " @ = { // Instancing!\r\n", new DecOp( objTrans ), instObjTrans ) );
  468. meta->addStatement( new GenOp( " @[0],\r\n", instObjTrans ) );
  469. meta->addStatement( new GenOp( " @[1],\r\n", instObjTrans ) );
  470. meta->addStatement( new GenOp( " @[2],\r\n",instObjTrans ) );
  471. meta->addStatement( new GenOp( " @[3] };\r\n", instObjTrans ) );
  472. }
  473. else
  474. {
  475. objTrans = new Var;
  476. objTrans->setType( "float4x4" );
  477. objTrans->setName( "objTrans" );
  478. objTrans->uniform = true;
  479. objTrans->constSortPos = cspPrimitive;
  480. }
  481. return objTrans;
  482. }
  483. Var* ShaderFeatureHLSL::getModelView( Vector<ShaderComponent*> &componentList,
  484. bool useInstancing,
  485. MultiLine *meta )
  486. {
  487. Var *modelview = (Var*)LangElement::find( "modelview" );
  488. if ( modelview )
  489. return modelview;
  490. if ( useInstancing )
  491. {
  492. Var *objTrans = getObjTrans( componentList, useInstancing, meta );
  493. Var *viewProj = (Var*)LangElement::find( "viewProj" );
  494. if ( !viewProj )
  495. {
  496. viewProj = new Var;
  497. viewProj->setType( "float4x4" );
  498. viewProj->setName( "viewProj" );
  499. viewProj->uniform = true;
  500. viewProj->constSortPos = cspPass;
  501. }
  502. modelview = new Var;
  503. modelview->setType( "float4x4" );
  504. modelview->setName( "modelview" );
  505. meta->addStatement( new GenOp( " @ = mul( @, @ ); // Instancing!\r\n", new DecOp( modelview ), viewProj, objTrans ) );
  506. }
  507. else
  508. {
  509. modelview = new Var;
  510. modelview->setType( "float4x4" );
  511. modelview->setName( "modelview" );
  512. modelview->uniform = true;
  513. modelview->constSortPos = cspPrimitive;
  514. }
  515. return modelview;
  516. }
  517. Var* ShaderFeatureHLSL::getWorldView( Vector<ShaderComponent*> &componentList,
  518. bool useInstancing,
  519. MultiLine *meta )
  520. {
  521. Var *worldView = (Var*)LangElement::find( "worldViewOnly" );
  522. if ( worldView )
  523. return worldView;
  524. if ( useInstancing )
  525. {
  526. Var *objTrans = getObjTrans( componentList, useInstancing, meta );
  527. Var *worldToCamera = (Var*)LangElement::find( "worldToCamera" );
  528. if ( !worldToCamera )
  529. {
  530. worldToCamera = new Var;
  531. worldToCamera->setType( "float4x4" );
  532. worldToCamera->setName( "worldToCamera" );
  533. worldToCamera->uniform = true;
  534. worldToCamera->constSortPos = cspPass;
  535. }
  536. worldView = new Var;
  537. worldView->setType( "float4x4" );
  538. worldView->setName( "worldViewOnly" );
  539. meta->addStatement( new GenOp( " @ = mul( @, @ ); // Instancing!\r\n", new DecOp( worldView ), worldToCamera, objTrans ) );
  540. }
  541. else
  542. {
  543. worldView = new Var;
  544. worldView->setType( "float4x4" );
  545. worldView->setName( "worldViewOnly" );
  546. worldView->uniform = true;
  547. worldView->constSortPos = cspPrimitive;
  548. }
  549. return worldView;
  550. }
  551. Var* ShaderFeatureHLSL::getInvWorldView( Vector<ShaderComponent*> &componentList,
  552. bool useInstancing,
  553. MultiLine *meta )
  554. {
  555. Var *viewToObj = (Var*)LangElement::find( "viewToObj" );
  556. if ( viewToObj )
  557. return viewToObj;
  558. if ( useInstancing )
  559. {
  560. Var *worldView = getWorldView( componentList, useInstancing, meta );
  561. viewToObj = new Var;
  562. viewToObj->setType( "float3x3" );
  563. viewToObj->setName( "viewToObj" );
  564. // We just use transpose to convert the 3x3 portion
  565. // of the world view transform into its inverse.
  566. meta->addStatement( new GenOp( " @ = transpose( (float3x3)@ ); // Instancing!\r\n", new DecOp( viewToObj ), worldView ) );
  567. }
  568. else
  569. {
  570. viewToObj = new Var;
  571. viewToObj->setType( "float4x4" );
  572. viewToObj->setName( "viewToObj" );
  573. viewToObj->uniform = true;
  574. viewToObj->constSortPos = cspPrimitive;
  575. }
  576. return viewToObj;
  577. }
  578. void ShaderFeatureHLSL::getWsPosition( Vector<ShaderComponent*> &componentList,
  579. bool useInstancing,
  580. MultiLine *meta,
  581. LangElement *wsPosition )
  582. {
  583. Var *inPosition = (Var*)LangElement::find( "wsPosition" );
  584. if ( inPosition )
  585. {
  586. meta->addStatement( new GenOp( " @ = @.xyz;\r\n",
  587. wsPosition, inPosition ) );
  588. return;
  589. }
  590. // Get the input position.
  591. inPosition = (Var*)LangElement::find( "inPosition" );
  592. if ( !inPosition )
  593. inPosition = (Var*)LangElement::find( "position" );
  594. AssertFatal( inPosition, "ShaderFeatureHLSL::getWsPosition - The vertex position was not found!" );
  595. Var *objTrans = getObjTrans( componentList, useInstancing, meta );
  596. meta->addStatement( new GenOp( " @ = mul( @, float4( @.xyz, 1 ) ).xyz;\r\n",
  597. wsPosition, objTrans, inPosition ) );
  598. }
  599. Var* ShaderFeatureHLSL::addOutWsPosition( Vector<ShaderComponent*> &componentList,
  600. bool useInstancing,
  601. MultiLine *meta )
  602. {
  603. Var *outWsPosition = (Var*)LangElement::find( "outWsPosition" );
  604. if ( !outWsPosition )
  605. {
  606. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  607. outWsPosition = connectComp->getElement( RT_TEXCOORD );
  608. outWsPosition->setName( "outWsPosition" );
  609. outWsPosition->setStructName( "OUT" );
  610. outWsPosition->setType( "float3" );
  611. getWsPosition( componentList, useInstancing, meta, outWsPosition );
  612. }
  613. return outWsPosition;
  614. }
  615. Var* ShaderFeatureHLSL::getInWsPosition( Vector<ShaderComponent*> &componentList )
  616. {
  617. Var *wsPosition = (Var*)LangElement::find( "wsPosition" );
  618. if ( !wsPosition )
  619. {
  620. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  621. wsPosition = connectComp->getElement( RT_TEXCOORD );
  622. wsPosition->setName( "wsPosition" );
  623. wsPosition->setStructName( "IN" );
  624. wsPosition->setType( "float3" );
  625. }
  626. return wsPosition;
  627. }
  628. Var* ShaderFeatureHLSL::getWsView( Var *wsPosition, MultiLine *meta )
  629. {
  630. Var *wsView = (Var*)LangElement::find( "wsView" );
  631. if ( !wsView )
  632. {
  633. wsView = new Var( "wsView", "float3" );
  634. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  635. if ( !eyePos )
  636. {
  637. eyePos = new Var;
  638. eyePos->setType( "float3" );
  639. eyePos->setName( "eyePosWorld" );
  640. eyePos->uniform = true;
  641. eyePos->constSortPos = cspPass;
  642. }
  643. meta->addStatement( new GenOp( " @ = normalize( @ - @ );\r\n",
  644. new DecOp( wsView ), eyePos, wsPosition ) );
  645. }
  646. return wsView;
  647. }
  648. Var* ShaderFeatureHLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &componentList,
  649. MultiLine *meta,
  650. bool useTexAnim )
  651. {
  652. // Check if its already added.
  653. Var *outTex = (Var*)LangElement::find( "detCoord" );
  654. if ( outTex )
  655. return outTex;
  656. // Grab incoming texture coords.
  657. Var *inTex = getVertTexCoord( "texCoord" );
  658. inTex->setType("float2");
  659. // create detail variable
  660. Var *detScale = new Var;
  661. detScale->setType( "float2" );
  662. detScale->setName( "detailScale" );
  663. detScale->uniform = true;
  664. detScale->constSortPos = cspPotentialPrimitive;
  665. // grab connector texcoord register
  666. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  667. outTex = connectComp->getElement( RT_TEXCOORD );
  668. outTex->setName( "detCoord" );
  669. outTex->setStructName( "OUT" );
  670. outTex->setType( "float2" );
  671. if ( useTexAnim )
  672. {
  673. // Find or create the texture matrix.
  674. Var *texMat = (Var*)LangElement::find( "texMat" );
  675. if ( !texMat )
  676. {
  677. texMat = new Var;
  678. texMat->setType( "float4x4" );
  679. texMat->setName( "texMat" );
  680. texMat->uniform = true;
  681. texMat->constSortPos = cspPass;
  682. }
  683. meta->addStatement(new GenOp(" @ = mul(@, float4(@,1,1)).xy * @;\r\n", outTex, texMat, inTex, detScale));
  684. }
  685. else
  686. {
  687. // setup output to mul texCoord by detail scale
  688. meta->addStatement( new GenOp( " @ = @ * @;\r\n", outTex, inTex, detScale ) );
  689. }
  690. return outTex;
  691. }
  692. Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta, const MaterialFeatureData& fd)
  693. {
  694. ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
  695. Var* diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
  696. Var* matinfo = (Var*)LangElement::find("PBRConfig");
  697. if (!matinfo)
  698. {
  699. Var* metalness = (Var*)LangElement::find("metalness");
  700. if (!metalness)
  701. {
  702. metalness = new Var("metalness", "float");
  703. metalness->uniform = true;
  704. metalness->constSortPos = cspPotentialPrimitive;
  705. }
  706. Var* smoothness = (Var*)LangElement::find("smoothness");
  707. if (!smoothness)
  708. {
  709. smoothness = new Var("smoothness", "float");
  710. smoothness->uniform = true;
  711. smoothness->constSortPos = cspPotentialPrimitive;
  712. }
  713. matinfo = new Var("PBRConfig", "float4");
  714. LangElement* colorDecl = new DecOp(matinfo);
  715. meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
  716. }
  717. Var* wsNormal = (Var*)LangElement::find("wsNormal");
  718. Var* normal = (Var*)LangElement::find("normal");
  719. if (!normal)
  720. {
  721. normal = new Var("normal", "float3");
  722. meta->addStatement(new GenOp(" @;\r\n\n", new DecOp(normal)));
  723. if (!fd.features[MFT_NormalMap])
  724. {
  725. Var* worldToTangent = getInWorldToTangent(componentList);
  726. meta->addStatement(new GenOp(" @ = normalize(mul(@,float3(0,0,1.0f)));\r\n\n", normal, worldToTangent));
  727. }
  728. else
  729. {
  730. meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", normal, wsNormal));
  731. }
  732. }
  733. Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
  734. Var* wsPosition = getInWsPosition(componentList);
  735. Var* wsView = getWsView(wsPosition, meta);
  736. Var* surface = (Var*)LangElement::find("surface");
  737. if (!surface)
  738. {
  739. surface = new Var("surface", "Surface");
  740. meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
  741. wsPosition, wsEyePos, wsView));
  742. }
  743. return surface;
  744. }
  745. //****************************************************************************
  746. // Base Texture
  747. //****************************************************************************
  748. DiffuseMapFeatHLSL::DiffuseMapFeatHLSL()
  749. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl"))
  750. {
  751. addDependency(&mTorqueDep);
  752. }
  753. void DiffuseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  754. const MaterialFeatureData &fd )
  755. {
  756. MultiLine *meta = new MultiLine;
  757. getOutTexCoord( "texCoord",
  758. "float2",
  759. fd.features[MFT_TexAnim],
  760. meta,
  761. componentList );
  762. output = meta;
  763. }
  764. U32 DiffuseMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
  765. {
  766. return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
  767. }
  768. void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  769. const MaterialFeatureData &fd )
  770. {
  771. // grab connector texcoord register
  772. Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
  773. //determine output target
  774. ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
  775. if (fd.features[MFT_isDeferred])
  776. targ = ShaderFeature::RenderTarget1;
  777. // create texture var
  778. Var *diffuseMap = new Var;
  779. diffuseMap->setType( "SamplerState" );
  780. diffuseMap->setName( "diffuseMap" );
  781. diffuseMap->uniform = true;
  782. diffuseMap->sampler = true;
  783. diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  784. Var* diffuseMapTex = new Var;
  785. diffuseMapTex->setName("diffuseMapTex");
  786. diffuseMapTex->setType("Texture2D");
  787. diffuseMapTex->uniform = true;
  788. diffuseMapTex->texture = true;
  789. diffuseMapTex->constNum = diffuseMap->constNum;
  790. // create sample color
  791. Var *diffColor = new Var;
  792. diffColor->setType("float4");
  793. diffColor->setName("diffuseColor");
  794. LangElement *colorDecl = new DecOp(diffColor);
  795. MultiLine * meta = new MultiLine;
  796. output = meta;
  797. if ( fd.features[MFT_CubeMap] )
  798. {
  799. meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", colorDecl, diffuseMapTex, diffuseMap, inTex));
  800. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
  801. }
  802. else if(fd.features[MFT_DiffuseMapAtlas])
  803. {
  804. // Handle atlased textures
  805. // http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
  806. Var *atlasedTex = new Var;
  807. atlasedTex->setName("atlasedTexCoord");
  808. atlasedTex->setType("float2");
  809. LangElement *atDecl = new DecOp(atlasedTex);
  810. // Parameters of the texture atlas
  811. Var *atParams = new Var;
  812. atParams->setType("float4");
  813. atParams->setName("diffuseAtlasParams");
  814. atParams->uniform = true;
  815. atParams->constSortPos = cspPotentialPrimitive;
  816. // Parameters of the texture (tile) this object is using in the atlas
  817. Var *tileParams = new Var;
  818. tileParams->setType("float4");
  819. tileParams->setName("diffuseAtlasTileParams");
  820. tileParams->uniform = true;
  821. tileParams->constSortPos = cspPotentialPrimitive;
  822. const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
  823. if(is_sm3)
  824. {
  825. // Figure out the mip level
  826. meta->addStatement(new GenOp(" float2 _dx = ddx(@ * @.z);\r\n", inTex, atParams));
  827. meta->addStatement(new GenOp(" float2 _dy = ddy(@ * @.z);\r\n", inTex, atParams));
  828. meta->addStatement(new GenOp(" float mipLod = 0.5 * log2(max(dot(_dx, _dx), dot(_dy, _dy)));\r\n"));
  829. meta->addStatement(new GenOp(" mipLod = clamp(mipLod, 0.0, @.w);\r\n", atParams));
  830. // And the size of the mip level
  831. meta->addStatement(new GenOp(" float mipPixSz = pow(2.0, @.w - mipLod);\r\n", atParams));
  832. meta->addStatement(new GenOp(" float2 mipSz = mipPixSz / @.xy;\r\n", atParams));
  833. }
  834. else
  835. {
  836. meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n"));
  837. }
  838. // Tiling mode
  839. // TODO: Select wrap or clamp somehow
  840. if( true ) // Wrap
  841. meta->addStatement(new GenOp(" @ = frac(@);\r\n", atDecl, inTex));
  842. else // Clamp
  843. meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, inTex));
  844. // Finally scale/offset, and correct for filtering
  845. meta->addStatement(new GenOp(" @ = @ * ((mipSz * @.xy - 1.0) / mipSz) + 0.5 / mipSz + @.xy * @.xy;\r\n",
  846. atlasedTex, atlasedTex, atParams, atParams, tileParams));
  847. // Add a newline
  848. meta->addStatement(new GenOp( "\r\n"));
  849. // For the rest of the feature...
  850. inTex = atlasedTex;
  851. // To dump out UV coords...
  852. //#define DEBUG_ATLASED_UV_COORDS
  853. #ifdef DEBUG_ATLASED_UV_COORDS
  854. if(!fd.features[MFT_DeferredConditioner])
  855. {
  856. meta->addStatement(new GenOp(" @ = float4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
  857. meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
  858. return;
  859. }
  860. #endif
  861. meta->addStatement(new GenOp(" @ = @.SampleLevel(@,@,mipLod);\r\n",
  862. new DecOp(diffColor), diffuseMapTex, diffuseMap, inTex));
  863. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
  864. }
  865. else
  866. {
  867. meta->addStatement(new GenOp("@ = @.Sample(@, @);\r\n", colorDecl, diffuseMapTex, diffuseMap, inTex));
  868. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
  869. }
  870. }
  871. ShaderFeature::Resources DiffuseMapFeatHLSL::getResources( const MaterialFeatureData &fd )
  872. {
  873. Resources res;
  874. res.numTex = 1;
  875. res.numTexReg = 1;
  876. return res;
  877. }
  878. void DiffuseMapFeatHLSL::setTexData( Material::StageData &stageDat,
  879. const MaterialFeatureData &fd,
  880. RenderPassData &passData,
  881. U32 &texIndex )
  882. {
  883. GFXTextureObject *tex = stageDat.getTex( MFT_DiffuseMap );
  884. if ( tex )
  885. {
  886. passData.mSamplerNames[ texIndex ] = "diffuseMap";
  887. passData.mTexSlot[ texIndex++ ].texObject = tex;
  888. }
  889. }
  890. //****************************************************************************
  891. // Overlay Texture
  892. //****************************************************************************
  893. void OverlayTexFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  894. const MaterialFeatureData &fd )
  895. {
  896. Var *inTex = getVertTexCoord( "texCoord2" );
  897. AssertFatal( inTex, "OverlayTexFeatHLSL::processVert() - The second UV set was not found!" );
  898. // grab connector texcoord register
  899. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  900. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  901. outTex->setName( "outTexCoord2" );
  902. outTex->setStructName( "OUT" );
  903. outTex->setType( "float2" );
  904. if( fd.features[MFT_TexAnim] )
  905. {
  906. inTex->setType( "float4" );
  907. // Find or create the texture matrix.
  908. Var *texMat = (Var*)LangElement::find( "texMat" );
  909. if ( !texMat )
  910. {
  911. texMat = new Var;
  912. texMat->setType( "float4x4" );
  913. texMat->setName( "texMat" );
  914. texMat->uniform = true;
  915. texMat->constSortPos = cspPass;
  916. }
  917. output = new GenOp( " @ = mul(@, @);\r\n", outTex, texMat, inTex );
  918. return;
  919. }
  920. // setup language elements to output incoming tex coords to output
  921. output = new GenOp( " @ = @;\r\n", outTex, inTex );
  922. }
  923. void OverlayTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  924. const MaterialFeatureData &fd )
  925. {
  926. // grab connector texcoord register
  927. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  928. Var *inTex = connectComp->getElement( RT_TEXCOORD );
  929. inTex->setName( "texCoord2" );
  930. inTex->setStructName( "IN" );
  931. inTex->setType( "float2" );
  932. // create texture var
  933. Var *diffuseMap = new Var;
  934. diffuseMap->setType( "SamplerState" );
  935. diffuseMap->setName( "overlayMap" );
  936. diffuseMap->uniform = true;
  937. diffuseMap->sampler = true;
  938. diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  939. Var* diffuseMapTex = new Var;
  940. diffuseMapTex->setName("overlayMapTex");
  941. diffuseMapTex->setType("Texture2D");
  942. diffuseMapTex->uniform = true;
  943. diffuseMapTex->texture = true;
  944. diffuseMapTex->constNum = diffuseMap->constNum;
  945. LangElement *statement = new GenOp("@.Sample(@, @)", diffuseMapTex, diffuseMap, inTex);
  946. output = new GenOp( " @;\r\n", assignColor( statement, Material::LerpAlpha ) );
  947. }
  948. ShaderFeature::Resources OverlayTexFeatHLSL::getResources( const MaterialFeatureData &fd )
  949. {
  950. Resources res;
  951. res.numTex = 1;
  952. res.numTexReg = 1;
  953. return res;
  954. }
  955. void OverlayTexFeatHLSL::setTexData( Material::StageData &stageDat,
  956. const MaterialFeatureData &fd,
  957. RenderPassData &passData,
  958. U32 &texIndex )
  959. {
  960. GFXTextureObject *tex = stageDat.getTex( MFT_OverlayMap );
  961. if ( tex )
  962. {
  963. passData.mSamplerNames[texIndex] = "overlayMap";
  964. passData.mTexSlot[ texIndex++ ].texObject = tex;
  965. }
  966. }
  967. //****************************************************************************
  968. // Diffuse color
  969. //****************************************************************************
  970. U32 DiffuseFeatureHLSL::getOutputTargets(const MaterialFeatureData &fd) const
  971. {
  972. return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
  973. }
  974. void DiffuseFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  975. const MaterialFeatureData &fd )
  976. {
  977. Var *diffuseMaterialColor = new Var;
  978. diffuseMaterialColor->setType( "float4" );
  979. diffuseMaterialColor->setName( "diffuseMaterialColor" );
  980. diffuseMaterialColor->uniform = true;
  981. diffuseMaterialColor->constSortPos = cspPotentialPrimitive;
  982. MultiLine* meta = new MultiLine;
  983. Var *col = (Var*)LangElement::find("col");
  984. ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
  985. if (fd.features[MFT_isDeferred])
  986. {
  987. targ = ShaderFeature::RenderTarget1;
  988. col = (Var*)LangElement::find("col1");
  989. if (!col)
  990. {
  991. // create color var
  992. col = new Var;
  993. col->setType("fragout");
  994. col->setName(getOutputTargetVarName(targ));
  995. col->setStructName("OUT");
  996. meta->addStatement(new GenOp(" @ = float4(1.0,1.0,1.0,1.0);\r\n", col));
  997. }
  998. }
  999. Material::BlendOp op;
  1000. if (fd.features[MFT_DiffuseMap])
  1001. op = Material::Mul;
  1002. else
  1003. op = Material::None;
  1004. meta->addStatement( new GenOp( " @;\r\n", assignColor( diffuseMaterialColor, op, NULL, targ ) ) );
  1005. output = meta;
  1006. }
  1007. //****************************************************************************
  1008. // Diffuse vertex color
  1009. //****************************************************************************
  1010. void DiffuseVertColorFeatureHLSL::processVert( Vector< ShaderComponent* >& componentList,
  1011. const MaterialFeatureData& fd )
  1012. {
  1013. // Create vertex color connector if it doesn't exist.
  1014. Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  1015. if( !outColor )
  1016. {
  1017. // Search for vert color.
  1018. Var* inColor = dynamic_cast< Var* >( LangElement::find( "diffuse" ) );
  1019. if( !inColor )
  1020. {
  1021. output = NULL;
  1022. return;
  1023. }
  1024. // Create connector.
  1025. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  1026. AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  1027. outColor = connectComp->getElement( RT_COLOR );
  1028. outColor->setName( "vertColor" );
  1029. outColor->setStructName( "OUT" );
  1030. outColor->setType( "float4" );
  1031. output = new GenOp( " @ = @;\r\n", outColor, inColor );
  1032. }
  1033. else
  1034. output = NULL; // Nothing we need to do.
  1035. }
  1036. void DiffuseVertColorFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1037. const MaterialFeatureData &fd )
  1038. {
  1039. Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  1040. if( !vertColor )
  1041. {
  1042. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  1043. AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  1044. vertColor = connectComp->getElement( RT_COLOR );
  1045. vertColor->setName( "vertColor" );
  1046. vertColor->setStructName( "IN" );
  1047. vertColor->setType( "float4" );
  1048. }
  1049. MultiLine* meta = new MultiLine;
  1050. if (fd.features[MFT_isDeferred])
  1051. meta->addStatement(new GenOp(" @;\r\n", assignColor(vertColor, Material::Mul, NULL, ShaderFeature::RenderTarget1)));
  1052. else
  1053. meta->addStatement(new GenOp(" @;\r\n", assignColor(vertColor, Material::Mul)));
  1054. output = meta;
  1055. }
  1056. //****************************************************************************
  1057. // Lightmap
  1058. //****************************************************************************
  1059. void LightmapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1060. const MaterialFeatureData &fd )
  1061. {
  1062. // grab tex register from incoming vert
  1063. Var *inTex = getVertTexCoord( "texCoord2" );
  1064. // grab connector texcoord register
  1065. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1066. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  1067. outTex->setName( "texCoord2" );
  1068. outTex->setStructName( "OUT" );
  1069. outTex->setType( "float2" );
  1070. // setup language elements to output incoming tex coords to output
  1071. output = new GenOp( " @ = @;\r\n", outTex, inTex );
  1072. }
  1073. void LightmapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1074. const MaterialFeatureData &fd )
  1075. {
  1076. // grab connector texcoord register
  1077. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1078. Var *inTex = connectComp->getElement( RT_TEXCOORD );
  1079. inTex->setName( "texCoord2" );
  1080. inTex->setStructName( "IN" );
  1081. inTex->setType( "float2" );
  1082. // create texture var
  1083. Var *lightMap = new Var;
  1084. lightMap->setType( "SamplerState" );
  1085. lightMap->setName( "lightMap" );
  1086. lightMap->uniform = true;
  1087. lightMap->sampler = true;
  1088. lightMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1089. Var *lightMapTex = new Var;
  1090. lightMapTex->setName("lightMapTex");
  1091. lightMapTex->setType("Texture2D");
  1092. lightMapTex->uniform = true;
  1093. lightMapTex->texture = true;
  1094. lightMapTex->constNum = lightMap->constNum;
  1095. // argh, pixel specular should prob use this too
  1096. if( fd.features[MFT_NormalMap] )
  1097. {
  1098. Var *lmColor = new Var;
  1099. lmColor->setName( "lmColor" );
  1100. lmColor->setType( "float4" );
  1101. LangElement *lmColorDecl = new DecOp( lmColor );
  1102. output = new GenOp(" @ = @.Sample(@, @);\r\n", lmColorDecl, lightMapTex, lightMap, inTex);
  1103. return;
  1104. }
  1105. // Add realtime lighting, if it is available
  1106. LangElement *statement = NULL;
  1107. if( fd.features[MFT_RTLighting] )
  1108. {
  1109. // Advanced lighting is the only dynamic lighting supported right now
  1110. Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
  1111. if(inColor != NULL)
  1112. {
  1113. // Find out if RTLighting should be added or substituted
  1114. bool bPreProcessedLighting = false;
  1115. AdvancedLightBinManager *lightBin;
  1116. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1117. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1118. // Lightmap has already been included in the advanced light bin, so
  1119. // no need to do any sampling or anything
  1120. if (bPreProcessedLighting)
  1121. statement = new GenOp("float4(@, 1.0)", inColor);
  1122. else
  1123. {
  1124. statement = new GenOp("@.Sample(@, @) + float4(@.rgb, 0.0)", lightMapTex, lightMap, inTex, inColor);
  1125. }
  1126. }
  1127. }
  1128. // If we still don't have it... then just sample the lightmap.
  1129. if (!statement)
  1130. {
  1131. statement = new GenOp("@.Sample(@, @)", lightMapTex, lightMap, inTex);
  1132. }
  1133. // Assign to proper render target
  1134. MultiLine *meta = new MultiLine;
  1135. if( fd.features[MFT_LightbufferMRT] )
  1136. {
  1137. meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1138. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1139. }
  1140. else
  1141. meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::Mul ) ) );
  1142. output = meta;
  1143. }
  1144. ShaderFeature::Resources LightmapFeatHLSL::getResources( const MaterialFeatureData &fd )
  1145. {
  1146. Resources res;
  1147. res.numTex = 1;
  1148. res.numTexReg = 1;
  1149. return res;
  1150. }
  1151. void LightmapFeatHLSL::setTexData( Material::StageData &stageDat,
  1152. const MaterialFeatureData &fd,
  1153. RenderPassData &passData,
  1154. U32 &texIndex )
  1155. {
  1156. GFXTextureObject *tex = stageDat.getTex( MFT_LightMap );
  1157. passData.mSamplerNames[ texIndex ] = "lightMap";
  1158. if ( tex )
  1159. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1160. else
  1161. passData.mTexType[ texIndex++ ] = Material::Lightmap;
  1162. }
  1163. U32 LightmapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1164. {
  1165. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1166. }
  1167. //****************************************************************************
  1168. // Tonemap
  1169. //****************************************************************************
  1170. void TonemapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1171. const MaterialFeatureData &fd )
  1172. {
  1173. // Grab the connector
  1174. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1175. // Set up the second set of texCoords
  1176. Var *inTex2 = getVertTexCoord( "texCoord2" );
  1177. if ( inTex2 )
  1178. {
  1179. Var *outTex2 = connectComp->getElement( RT_TEXCOORD );
  1180. outTex2->setName( "texCoord2" );
  1181. outTex2->setStructName( "OUT" );
  1182. outTex2->setType( "float2" );
  1183. output = new GenOp( " @ = @;\r\n", outTex2, inTex2 );
  1184. }
  1185. }
  1186. void TonemapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1187. const MaterialFeatureData &fd )
  1188. {
  1189. // Grab connector
  1190. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1191. Var *inTex2 = connectComp->getElement( RT_TEXCOORD );
  1192. inTex2->setName( "texCoord2" );
  1193. inTex2->setStructName( "IN" );
  1194. inTex2->setType( "float2" );
  1195. // create texture var
  1196. Var *toneMap = new Var;
  1197. toneMap->setType( "SamplerState" );
  1198. toneMap->setName( "toneMap" );
  1199. toneMap->uniform = true;
  1200. toneMap->sampler = true;
  1201. toneMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1202. Var *toneMapTex = new Var;
  1203. toneMapTex->setName("toneMapTex");
  1204. toneMapTex->setType("Texture2D");
  1205. toneMapTex->uniform = true;
  1206. toneMapTex->texture = true;
  1207. toneMapTex->constNum = toneMap->constNum;
  1208. MultiLine * meta = new MultiLine;
  1209. // First get the toneMap color
  1210. Var *toneMapColor = new Var;
  1211. toneMapColor->setType( "float4" );
  1212. toneMapColor->setName( "toneMapColor" );
  1213. LangElement *toneMapColorDecl = new DecOp( toneMapColor );
  1214. meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", toneMapColorDecl, toneMapTex, toneMap, inTex2));
  1215. // We do a different calculation if there is a diffuse map or not
  1216. Material::BlendOp blendOp = Material::Mul;
  1217. if ( fd.features[MFT_DiffuseMap] )
  1218. {
  1219. // Reverse the tonemap
  1220. meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", toneMapColor, toneMapColor ) );
  1221. // Re-tonemap with the current color factored in
  1222. blendOp = Material::ToneMap;
  1223. }
  1224. // Find out if RTLighting should be added
  1225. bool bPreProcessedLighting = false;
  1226. AdvancedLightBinManager *lightBin;
  1227. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1228. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1229. // Add in the realtime lighting contribution
  1230. if ( fd.features[MFT_RTLighting] )
  1231. {
  1232. // Right now, only Advanced Lighting is supported
  1233. Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
  1234. if(inColor != NULL)
  1235. {
  1236. // Assign value in d_lightcolor to toneMapColor if it exists. This is
  1237. // the dynamic light buffer, and it already has the tonemap included
  1238. if(bPreProcessedLighting)
  1239. meta->addStatement( new GenOp( " @.rgb = @;\r\n", toneMapColor, inColor ) );
  1240. else
  1241. meta->addStatement( new GenOp( " @.rgb += @.rgb;\r\n", toneMapColor, inColor ) );
  1242. }
  1243. }
  1244. // Assign to proper render target
  1245. if( fd.features[MFT_LightbufferMRT] )
  1246. {
  1247. meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1248. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1249. }
  1250. else
  1251. meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, blendOp ) ) );
  1252. output = meta;
  1253. }
  1254. ShaderFeature::Resources TonemapFeatHLSL::getResources( const MaterialFeatureData &fd )
  1255. {
  1256. Resources res;
  1257. res.numTex = 1;
  1258. res.numTexReg = 1;
  1259. return res;
  1260. }
  1261. void TonemapFeatHLSL::setTexData( Material::StageData &stageDat,
  1262. const MaterialFeatureData &fd,
  1263. RenderPassData &passData,
  1264. U32 &texIndex )
  1265. {
  1266. GFXTextureObject *tex = stageDat.getTex( MFT_ToneMap );
  1267. if ( tex )
  1268. {
  1269. passData.mTexType[ texIndex ] = Material::ToneMapTex;
  1270. passData.mSamplerNames[ texIndex ] = "toneMap";
  1271. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1272. }
  1273. }
  1274. U32 TonemapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1275. {
  1276. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1277. }
  1278. //****************************************************************************
  1279. // pureLIGHT Lighting
  1280. //****************************************************************************
  1281. void VertLitHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1282. const MaterialFeatureData &fd )
  1283. {
  1284. // If we have a lightMap or toneMap then our lighting will be
  1285. // handled by the MFT_LightMap or MFT_ToneNamp feature instead
  1286. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
  1287. {
  1288. output = NULL;
  1289. return;
  1290. }
  1291. // Create vertex color connector if it doesn't exist.
  1292. Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  1293. if( !outColor )
  1294. {
  1295. // Search for vert color
  1296. Var *inColor = (Var*) LangElement::find( "diffuse" );
  1297. // If there isn't a vertex color then we can't do anything
  1298. if( !inColor )
  1299. {
  1300. output = NULL;
  1301. return;
  1302. }
  1303. // Grab the connector color
  1304. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1305. outColor = connectComp->getElement( RT_COLOR );
  1306. outColor->setName( "vertColor" );
  1307. outColor->setStructName( "OUT" );
  1308. outColor->setType( "float4" );
  1309. output = new GenOp( " @ = @;\r\n", outColor, inColor );
  1310. }
  1311. else
  1312. output = NULL; // Nothing we need to do.
  1313. }
  1314. void VertLitHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1315. const MaterialFeatureData &fd )
  1316. {
  1317. // If we have a lightMap or toneMap then our lighting will be
  1318. // handled by the MFT_LightMap or MFT_ToneNamp feature instead
  1319. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
  1320. {
  1321. output = NULL;
  1322. return;
  1323. }
  1324. // Grab the connector color register
  1325. Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  1326. if( !vertColor )
  1327. {
  1328. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  1329. AssertFatal( connectComp, "VertLitGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  1330. vertColor = connectComp->getElement( RT_COLOR );
  1331. vertColor->setName( "vertColor" );
  1332. vertColor->setStructName( "IN" );
  1333. vertColor->setType( "float4" );
  1334. }
  1335. MultiLine * meta = new MultiLine;
  1336. // Defaults (no diffuse map)
  1337. Material::BlendOp blendOp = Material::Mul;
  1338. LangElement *outColor = vertColor;
  1339. // We do a different calculation if there is a diffuse map or not
  1340. if ( fd.features[MFT_DiffuseMap] || fd.features[MFT_VertLitTone] )
  1341. {
  1342. Var * finalVertColor = new Var;
  1343. finalVertColor->setName( "finalVertColor" );
  1344. finalVertColor->setType( "float4" );
  1345. LangElement *finalVertColorDecl = new DecOp( finalVertColor );
  1346. // Reverse the tonemap
  1347. meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", finalVertColorDecl, vertColor ) );
  1348. // Set the blend op to tonemap
  1349. blendOp = Material::ToneMap;
  1350. outColor = finalVertColor;
  1351. }
  1352. // Add in the realtime lighting contribution, if applicable
  1353. if ( fd.features[MFT_RTLighting] )
  1354. {
  1355. Var *rtLightingColor = (Var*) LangElement::find( "d_lightcolor" );
  1356. if(rtLightingColor != NULL)
  1357. {
  1358. bool bPreProcessedLighting = false;
  1359. AdvancedLightBinManager *lightBin;
  1360. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1361. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1362. // Assign value in d_lightcolor to toneMapColor if it exists. This is
  1363. // the dynamic light buffer, and it already has the baked-vertex-color
  1364. // included in it
  1365. if(bPreProcessedLighting)
  1366. outColor = new GenOp( "float4(@.rgb, 1.0)", rtLightingColor );
  1367. else
  1368. outColor = new GenOp( "float4(@.rgb + @.rgb, 1.0)", rtLightingColor, outColor );
  1369. }
  1370. }
  1371. // Output the color
  1372. if ( fd.features[MFT_LightbufferMRT] )
  1373. {
  1374. meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1375. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1376. }
  1377. else
  1378. meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, blendOp ) ) );
  1379. output = meta;
  1380. }
  1381. U32 VertLitHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1382. {
  1383. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1384. }
  1385. //****************************************************************************
  1386. // Detail map
  1387. //****************************************************************************
  1388. void DetailFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1389. const MaterialFeatureData &fd )
  1390. {
  1391. MultiLine *meta = new MultiLine;
  1392. addOutDetailTexCoord( componentList,
  1393. meta,
  1394. fd.features[MFT_TexAnim] );
  1395. output = meta;
  1396. }
  1397. void DetailFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1398. const MaterialFeatureData &fd )
  1399. {
  1400. // Get the detail texture coord.
  1401. Var *inTex = getInTexCoord( "detCoord", "float2", componentList );
  1402. // create texture var
  1403. Var *detailMap = new Var;
  1404. detailMap->setType( "SamplerState" );
  1405. detailMap->setName( "detailMap" );
  1406. detailMap->uniform = true;
  1407. detailMap->sampler = true;
  1408. detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1409. Var* detailMapTex = new Var;
  1410. detailMapTex->setName("detailMapTex");
  1411. detailMapTex->setType("Texture2D");
  1412. detailMapTex->uniform = true;
  1413. detailMapTex->texture = true;
  1414. detailMapTex->constNum = detailMap->constNum;
  1415. // We're doing the standard greyscale detail map
  1416. // technique which can darken and lighten the
  1417. // diffuse texture.
  1418. // TODO: We could add a feature to toggle between this
  1419. // and a simple multiplication with the detail map.
  1420. LangElement *statement = new GenOp("( @.Sample(@, @) * 2.0 ) - 1.0", detailMapTex, detailMap, inTex);
  1421. if ( fd.features[MFT_isDeferred])
  1422. output = new GenOp( " @;\r\n", assignColor( statement, Material::Add, NULL, ShaderFeature::RenderTarget1 ) );
  1423. else
  1424. output = new GenOp( " @;\r\n", assignColor( statement, Material::Add ) );
  1425. }
  1426. ShaderFeature::Resources DetailFeatHLSL::getResources( const MaterialFeatureData &fd )
  1427. {
  1428. Resources res;
  1429. res.numTex = 1;
  1430. res.numTexReg = 1;
  1431. return res;
  1432. }
  1433. void DetailFeatHLSL::setTexData( Material::StageData &stageDat,
  1434. const MaterialFeatureData &fd,
  1435. RenderPassData &passData,
  1436. U32 &texIndex )
  1437. {
  1438. GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
  1439. if ( tex )
  1440. {
  1441. passData.mSamplerNames[texIndex] = "detailMap";
  1442. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1443. }
  1444. }
  1445. //****************************************************************************
  1446. // Vertex position
  1447. //****************************************************************************
  1448. void VertPositionHLSL::determineFeature( Material *material,
  1449. const GFXVertexFormat *vertexFormat,
  1450. U32 stageNum,
  1451. const FeatureType &type,
  1452. const FeatureSet &features,
  1453. MaterialFeatureData *outFeatureData )
  1454. {
  1455. // This feature is always on!
  1456. outFeatureData->features.addFeature( type );
  1457. }
  1458. void VertPositionHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1459. const MaterialFeatureData &fd )
  1460. {
  1461. // First check for an input position from a previous feature
  1462. // then look for the default vertex position.
  1463. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  1464. if ( !inPosition )
  1465. inPosition = (Var*)LangElement::find( "position" );
  1466. // grab connector position
  1467. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1468. Var *outPosition = connectComp->getElement(RT_SVPOSITION);
  1469. outPosition->setName( "hpos" );
  1470. outPosition->setStructName( "OUT" );
  1471. MultiLine *meta = new MultiLine;
  1472. Var *modelview = getModelView( componentList, fd.features[MFT_UseInstancing], meta );
  1473. meta->addStatement( new GenOp( " @ = mul(@, float4(@.xyz,1));\r\n",
  1474. outPosition, modelview, inPosition ) );
  1475. if (fd.materialFeatures[MFT_SkyBox])
  1476. {
  1477. meta->addStatement(new GenOp(" @ = @.xyww;\r\n", outPosition, outPosition));
  1478. }
  1479. output = meta;
  1480. }
  1481. void VertPositionHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1482. const MaterialFeatureData &fd)
  1483. {
  1484. // grab connector position
  1485. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
  1486. Var *outPosition = connectComp->getElement(RT_SVPOSITION);
  1487. outPosition->setName("vpos");
  1488. outPosition->setStructName("IN");
  1489. }
  1490. //****************************************************************************
  1491. // Reflect Cubemap
  1492. //****************************************************************************
  1493. void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1494. const MaterialFeatureData &fd )
  1495. {
  1496. // search for vert normal
  1497. Var *inNormal = (Var*) LangElement::find( "normal" );
  1498. if ( !inNormal )
  1499. return;
  1500. MultiLine * meta = new MultiLine;
  1501. // If a base or bump tex is present in the material, but not in the
  1502. // current pass - we need to add one to the current pass to use
  1503. // its alpha channel as a gloss map. Here we just need the tex coords.
  1504. if( !fd.features[MFT_DiffuseMap] &&
  1505. !fd.features[MFT_NormalMap] )
  1506. {
  1507. if( fd.materialFeatures[MFT_DiffuseMap] ||
  1508. fd.materialFeatures[MFT_NormalMap] )
  1509. {
  1510. // find incoming texture var
  1511. Var *inTex = getVertTexCoord( "texCoord" );
  1512. // grab connector texcoord register
  1513. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1514. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  1515. outTex->setName( "texCoord" );
  1516. outTex->setStructName( "OUT" );
  1517. outTex->setType( "float2" );
  1518. // setup language elements to output incoming tex coords to output
  1519. meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
  1520. }
  1521. }
  1522. // create cubeTrans
  1523. bool useInstancing = fd.features[MFT_UseInstancing];
  1524. Var *cubeTrans = getObjTrans( componentList, useInstancing, meta );
  1525. // cube vert position
  1526. Var * cubeVertPos = new Var;
  1527. cubeVertPos->setName( "cubeVertPos" );
  1528. cubeVertPos->setType( "float3" );
  1529. LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
  1530. meta->addStatement( new GenOp( " @ = mul(@, float4(@,1)).xyz;\r\n",
  1531. cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
  1532. // cube normal
  1533. Var * cubeNormal = new Var;
  1534. cubeNormal->setName( "cubeNormal" );
  1535. cubeNormal->setType( "float3" );
  1536. LangElement *cubeNormDecl = new DecOp( cubeNormal );
  1537. meta->addStatement(new GenOp(" @ = ( mul( (@), float4(@, 0) ) ).xyz;\r\n",
  1538. cubeNormDecl, cubeTrans, inNormal));
  1539. meta->addStatement(new GenOp(" @ = bool(length(@)) ? normalize(@) : @;\r\n",
  1540. cubeNormal, cubeNormal, cubeNormal, cubeNormal));
  1541. // grab the eye position
  1542. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1543. if ( !eyePos )
  1544. {
  1545. eyePos = new Var( "eyePosWorld", "float3" );
  1546. eyePos->uniform = true;
  1547. eyePos->constSortPos = cspPass;
  1548. }
  1549. // eye to vert
  1550. Var * eyeToVert = new Var;
  1551. eyeToVert->setName( "eyeToVert" );
  1552. eyeToVert->setType( "float3" );
  1553. LangElement *e2vDecl = new DecOp( eyeToVert );
  1554. meta->addStatement( new GenOp( " @ = @ - @;\r\n",
  1555. e2vDecl, cubeVertPos, eyePos ) );
  1556. // grab connector texcoord register
  1557. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1558. Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
  1559. reflectVec->setName( "reflectVec" );
  1560. reflectVec->setStructName( "OUT" );
  1561. reflectVec->setType( "float3" );
  1562. meta->addStatement( new GenOp( " @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );
  1563. output = meta;
  1564. }
  1565. void ReflectCubeFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1566. const MaterialFeatureData &fd )
  1567. {
  1568. MultiLine * meta = new MultiLine;
  1569. Var *glossColor = NULL;
  1570. // If a base or bump tex is present in the material, but not in the
  1571. // current pass - we need to add one to the current pass to use
  1572. // its alpha channel as a gloss map.
  1573. if( !fd.features[MFT_DiffuseMap] &&
  1574. !fd.features[MFT_NormalMap])
  1575. {
  1576. if( fd.materialFeatures[MFT_DiffuseMap] ||
  1577. fd.materialFeatures[MFT_NormalMap])
  1578. {
  1579. // grab connector texcoord register
  1580. Var *inTex = getInTexCoord("texCoord", "float2", componentList);
  1581. // create texture var
  1582. Var *newMap = new Var;
  1583. newMap->setType( "SamplerState" );
  1584. newMap->setName( "glossMap" );
  1585. newMap->uniform = true;
  1586. newMap->sampler = true;
  1587. newMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1588. Var* glowMapTex = new Var;
  1589. glowMapTex->setName("glowMapTex");
  1590. glowMapTex->setType("Texture2D");
  1591. glowMapTex->uniform = true;
  1592. glowMapTex->texture = true;
  1593. glowMapTex->constNum = newMap->constNum;
  1594. // create sample color
  1595. Var *color = new Var;
  1596. color->setType( "float4" );
  1597. color->setName( "diffuseColor" );
  1598. LangElement *colorDecl = new DecOp( color );
  1599. glossColor = color;
  1600. meta->addStatement(new GenOp(" @ = @.Sample( @, @ );\r\n", colorDecl, glowMapTex, newMap, inTex));
  1601. }
  1602. }
  1603. if (!glossColor)
  1604. {
  1605. if (fd.features[MFT_isDeferred])
  1606. glossColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
  1607. if (!glossColor)
  1608. glossColor = (Var*)LangElement::find("diffuseColor");
  1609. if (!glossColor)
  1610. glossColor = (Var*)LangElement::find("bumpNormal");
  1611. }
  1612. // grab connector texcoord register
  1613. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1614. Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
  1615. reflectVec->setName( "reflectVec" );
  1616. reflectVec->setStructName( "IN" );
  1617. reflectVec->setType( "float3" );
  1618. // create cubemap var
  1619. Var *cubeMap = new Var;
  1620. cubeMap->setType( "SamplerState" );
  1621. cubeMap->setName( "cubeMap" );
  1622. cubeMap->uniform = true;
  1623. cubeMap->sampler = true;
  1624. cubeMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1625. Var* cubeMapTex = new Var;
  1626. cubeMapTex->setName("cubeMapTex");
  1627. cubeMapTex->setType("TextureCube"); // cubeMapTex->setType("TextureCube");
  1628. cubeMapTex->uniform = true;
  1629. cubeMapTex->texture = true;
  1630. cubeMapTex->constNum = cubeMap->constNum;
  1631. Var *cubeMips = new Var;
  1632. cubeMips->setType("float");
  1633. cubeMips->setName("cubeMips");
  1634. cubeMips->uniform = true;
  1635. cubeMips->constSortPos = cspPotentialPrimitive;
  1636. // TODO: Restore the lighting attenuation here!
  1637. Var *attn = NULL;
  1638. //if ( fd.materialFeatures[MFT_DynamicLight] )
  1639. //attn = (Var*)LangElement::find("attn");
  1640. //else
  1641. if ( fd.materialFeatures[MFT_RTLighting] )
  1642. attn =(Var*)LangElement::find("d_NL_Att");
  1643. LangElement *texCube = NULL;
  1644. Var* matinfo = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  1645. Var *smoothness = (Var*)LangElement::find("smoothness");
  1646. if (smoothness) //try to grab smoothness directly
  1647. {
  1648. texCube = new GenOp("@.SampleLevel( @, float3(@).rgb, min((1.0 - @)*@ + 1.0, @))", cubeMapTex, cubeMap, reflectVec, smoothness, cubeMips, cubeMips);
  1649. }
  1650. else if (glossColor)//failing that, try and find color data
  1651. {
  1652. texCube = new GenOp("@.SampleLevel( @, float3(@).rgb, min((1.0 - @.b)*@ + 1.0, @))", cubeMapTex, cubeMap, reflectVec, glossColor, cubeMips, cubeMips);
  1653. }
  1654. else //failing *that*, just draw the cubemap
  1655. {
  1656. texCube = new GenOp("@.Sample( @, @ )", cubeMapTex, cubeMap, reflectVec);
  1657. }
  1658. LangElement *lerpVal = NULL;
  1659. Material::BlendOp blendOp = Material::LerpAlpha;
  1660. // Note that the lerpVal needs to be a float4 so that
  1661. // it will work with the LerpAlpha blend.
  1662. if (matinfo)
  1663. {
  1664. if (attn)
  1665. lerpVal = new GenOp("@ * saturate( @ )", matinfo, attn);
  1666. else
  1667. lerpVal = new GenOp("@", matinfo);
  1668. }
  1669. else if ( glossColor )
  1670. {
  1671. if ( attn )
  1672. lerpVal = new GenOp( "@ * saturate( @ )", glossColor, attn );
  1673. else
  1674. lerpVal = glossColor;
  1675. }
  1676. else
  1677. {
  1678. if ( attn )
  1679. lerpVal = new GenOp( "saturate( @ ).xxxx", attn );
  1680. else
  1681. blendOp = Material::Mul;
  1682. }
  1683. Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
  1684. if (fd.features[MFT_isDeferred])
  1685. {
  1686. //metalness: black(0) = color, white(1) = reflection
  1687. if (fd.features[MFT_ToneMap])
  1688. meta->addStatement(new GenOp(" @ *= @;\r\n", targ, texCube));
  1689. else
  1690. meta->addStatement(new GenOp(" @ = @;\r\n", targ, texCube));
  1691. }
  1692. else
  1693. {
  1694. meta->addStatement(new GenOp(" //forward lit cubemapping\r\n"));
  1695. targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
  1696. Var *metalness = (Var*)LangElement::find("metalness");
  1697. if (metalness)
  1698. {
  1699. Var *dColor = new Var("dColor", "float3");
  1700. Var *reflectColor = new Var("reflectColor", "float3");
  1701. meta->addStatement(new GenOp(" @ = @.rgb - (@.rgb * @);\r\n", new DecOp(dColor), targ, targ, metalness));
  1702. meta->addStatement(new GenOp(" @ = @.rgb*(@).rgb*@;\r\n", new DecOp(reflectColor), targ, texCube, metalness));
  1703. meta->addStatement(new GenOp(" @.rgb = @+@;\r\n", targ, dColor, reflectColor));
  1704. }
  1705. else if (lerpVal)
  1706. meta->addStatement(new GenOp(" @ *= float4(@.rgb*@.a, @.a);\r\n", targ, texCube, lerpVal, targ));
  1707. else
  1708. meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", targ, texCube));
  1709. }
  1710. output = meta;
  1711. }
  1712. ShaderFeature::Resources ReflectCubeFeatHLSL::getResources( const MaterialFeatureData &fd )
  1713. {
  1714. Resources res;
  1715. if( fd.features[MFT_DiffuseMap] ||
  1716. fd.features[MFT_NormalMap] )
  1717. {
  1718. res.numTex = 1;
  1719. res.numTexReg = 1;
  1720. }
  1721. else
  1722. {
  1723. res.numTex = 2;
  1724. res.numTexReg = 2;
  1725. }
  1726. return res;
  1727. }
  1728. void ReflectCubeFeatHLSL::setTexData( Material::StageData &stageDat,
  1729. const MaterialFeatureData &stageFeatures,
  1730. RenderPassData &passData,
  1731. U32 &texIndex )
  1732. {
  1733. // set up a gloss map if one is not present in the current pass
  1734. // but is present in the current material stage
  1735. if( !passData.mFeatureData.features[MFT_DiffuseMap] &&
  1736. !passData.mFeatureData.features[MFT_NormalMap] )
  1737. {
  1738. GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
  1739. if ( tex && stageFeatures.features[MFT_DiffuseMap] )
  1740. {
  1741. passData.mSamplerNames[ texIndex ] = "diffuseMap";
  1742. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1743. }
  1744. else
  1745. {
  1746. tex = stageDat.getTex( MFT_NormalMap );
  1747. if ( tex && stageFeatures.features[ MFT_NormalMap ] )
  1748. {
  1749. passData.mSamplerNames[ texIndex ] = "bumpMap";
  1750. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1751. }
  1752. }
  1753. }
  1754. if( stageDat.getCubemap() )
  1755. {
  1756. passData.mCubeMap = stageDat.getCubemap();
  1757. passData.mSamplerNames[texIndex] = "cubeMap";
  1758. passData.mTexType[texIndex++] = Material::Cube;
  1759. }
  1760. else
  1761. {
  1762. if( stageFeatures.features[MFT_CubeMap] )
  1763. {
  1764. // assuming here that it is a scenegraph cubemap
  1765. passData.mSamplerNames[texIndex] = "cubeMap";
  1766. passData.mTexType[texIndex++] = Material::SGCube;
  1767. }
  1768. }
  1769. }
  1770. //****************************************************************************
  1771. // RTLighting
  1772. //****************************************************************************
  1773. RTLightingFeatHLSL::RTLightingFeatHLSL()
  1774. : mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl" ))
  1775. {
  1776. addDependency( &mDep );
  1777. }
  1778. void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1779. const MaterialFeatureData &fd )
  1780. {
  1781. MultiLine *meta = new MultiLine;
  1782. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1783. getOutWorldToTangent(componentList, meta, fd);
  1784. // Special case for lighting imposters. We dont have a vert normal and may not
  1785. // have a normal map. Generate and pass the normal data the pixel shader needs.
  1786. if ( fd.features[MFT_ImposterVert] )
  1787. {
  1788. if ( !fd.features[MFT_NormalMap] )
  1789. {
  1790. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1791. if ( !eyePos )
  1792. {
  1793. eyePos = new Var( "eyePosWorld", "float3" );
  1794. eyePos->uniform = true;
  1795. eyePos->constSortPos = cspPass;
  1796. }
  1797. Var *inPosition = (Var*)LangElement::find( "position" );
  1798. Var *outNormal = connectComp->getElement( RT_TEXCOORD );
  1799. outNormal->setName( "wsNormal" );
  1800. outNormal->setStructName( "OUT" );
  1801. outNormal->setType( "float3" );
  1802. // Transform the normal to world space.
  1803. meta->addStatement( new GenOp( " @ = normalize( @ - @.xyz );\r\n", outNormal, eyePos, inPosition ) );
  1804. }
  1805. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1806. output = meta;
  1807. return;
  1808. }
  1809. // Find the incoming vertex normal.
  1810. Var *inNormal = (Var*)LangElement::find( "normal" );
  1811. // Skip out on realtime lighting if we don't have a normal
  1812. // or we're doing some sort of baked lighting.
  1813. if ( !inNormal ||
  1814. fd.features[MFT_LightMap] ||
  1815. fd.features[MFT_ToneMap] ||
  1816. fd.features[MFT_VertLit] )
  1817. return;
  1818. // If there isn't a normal map then we need to pass
  1819. // the world space normal to the pixel shader ourselves.
  1820. if ( !fd.features[MFT_NormalMap] )
  1821. {
  1822. Var *outNormal = connectComp->getElement( RT_TEXCOORD );
  1823. outNormal->setName( "wsNormal" );
  1824. outNormal->setStructName( "OUT" );
  1825. outNormal->setType( "float3" );
  1826. // Get the transform to world space.
  1827. Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
  1828. // Transform the normal to world space.
  1829. meta->addStatement( new GenOp( " @ = mul( @, float4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
  1830. }
  1831. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1832. output = meta;
  1833. }
  1834. void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1835. const MaterialFeatureData &fd )
  1836. {
  1837. // Skip out on realtime lighting if we don't have a normal
  1838. // or we're doing some sort of baked lighting.
  1839. //
  1840. // TODO: We can totally detect for this in the material
  1841. // feature setup... we should move it out of here!
  1842. //
  1843. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
  1844. return;
  1845. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1846. MultiLine *meta = new MultiLine;
  1847. // Now the wsPosition and wsView.
  1848. Var *wsPosition = getInWsPosition( componentList );
  1849. Var *wsView = getWsView( wsPosition, meta );
  1850. // Look for a light mask generated from a previous
  1851. // feature (this is done for BL terrain lightmaps).
  1852. LangElement *lightMask = LangElement::find( "lightMask" );
  1853. if ( !lightMask )
  1854. lightMask = new GenOp( "float4( 1, 1, 1, 1 )" );
  1855. // Get all the light constants.
  1856. Var *inLightPos = new Var( "inLightPos", "float4" );
  1857. inLightPos->uniform = true;
  1858. inLightPos->arraySize = 4;
  1859. inLightPos->constSortPos = cspPotentialPrimitive;
  1860. Var * inLightConfigData = new Var( "inLightConfigData", "float4" );
  1861. inLightConfigData->uniform = true;
  1862. inLightConfigData->arraySize = 4;
  1863. inLightConfigData->constSortPos = cspPotentialPrimitive;
  1864. Var *inLightColor = new Var( "inLightColor", "float4" );
  1865. inLightColor->uniform = true;
  1866. inLightColor->arraySize = 4;
  1867. inLightColor->constSortPos = cspPotentialPrimitive;
  1868. Var *inLightSpotDir = new Var( "inLightSpotDir", "float4" );
  1869. inLightSpotDir->uniform = true;
  1870. inLightSpotDir->arraySize = 4;
  1871. inLightSpotDir->constSortPos = cspPotentialPrimitive;
  1872. Var * lightSpotParams = new Var( "lightSpotParams", "float4" );
  1873. lightSpotParams->uniform = true;
  1874. lightSpotParams->arraySize = 4;
  1875. lightSpotParams->constSortPos = cspPotentialPrimitive;
  1876. Var* hasVectorLight = new Var("hasVectorLight", "int");
  1877. hasVectorLight->uniform = true;
  1878. hasVectorLight->constSortPos = cspPotentialPrimitive;
  1879. Var* vectorLightDirection = new Var("vectorLightDirection", "float4");
  1880. vectorLightDirection->uniform = true;
  1881. vectorLightDirection->constSortPos = cspPotentialPrimitive;
  1882. Var* vectorLightColor = new Var("vectorLightColor", "float4");
  1883. vectorLightColor->uniform = true;
  1884. vectorLightColor->constSortPos = cspPotentialPrimitive;
  1885. Var* vectorLightBrightness = new Var("vectorLightBrightness", "float");
  1886. vectorLightBrightness->uniform = true;
  1887. vectorLightBrightness->constSortPos = cspPotentialPrimitive;
  1888. Var* surface = getSurface(componentList, meta, fd);
  1889. if (!surface)
  1890. {
  1891. Con::errorf("ShaderGen::RTLightingFeatHLSL() - failed to generate surface!");
  1892. return;
  1893. }
  1894. Var *smoothness = (Var*)LangElement::find("smoothness");
  1895. Var *metalness = (Var*)LangElement::find("metalness");
  1896. Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
  1897. Var *ambient = new Var( "ambient", "float4" );
  1898. ambient->uniform = true;
  1899. ambient->constSortPos = cspPass;
  1900. Var* lighting = new Var("lighting", "float4");
  1901. meta->addStatement(new GenOp(" @ = compute4Lights( @, @, @, @,\r\n"
  1902. " @, @, @, @, @, @, @);\r\n",
  1903. new DecOp(lighting), surface, lightMask, inLightPos, inLightConfigData, inLightColor, inLightSpotDir, lightSpotParams,
  1904. hasVectorLight, vectorLightDirection, vectorLightColor, vectorLightBrightness));
  1905. meta->addStatement(new GenOp(" @.rgb += @.rgb;\r\n", curColor, lighting));
  1906. output = meta;
  1907. }
  1908. ShaderFeature::Resources RTLightingFeatHLSL::getResources( const MaterialFeatureData &fd )
  1909. {
  1910. Resources res;
  1911. // These features disable realtime lighting.
  1912. if ( !fd.features[MFT_LightMap] &&
  1913. !fd.features[MFT_ToneMap] &&
  1914. !fd.features[MFT_VertLit] )
  1915. {
  1916. // If enabled we pass the position.
  1917. res.numTexReg = 1;
  1918. // If there isn't a bump map then we pass the
  1919. // world space normal as well.
  1920. if ( !fd.features[MFT_NormalMap] )
  1921. res.numTexReg++;
  1922. }
  1923. return res;
  1924. }
  1925. //****************************************************************************
  1926. // Fog
  1927. //****************************************************************************
  1928. FogFeatHLSL::FogFeatHLSL()
  1929. : mFogDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  1930. {
  1931. addDependency( &mFogDep );
  1932. }
  1933. void FogFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1934. const MaterialFeatureData &fd )
  1935. {
  1936. MultiLine *meta = new MultiLine;
  1937. const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
  1938. if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
  1939. {
  1940. // Grab the eye position.
  1941. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1942. if ( !eyePos )
  1943. {
  1944. eyePos = new Var( "eyePosWorld", "float3" );
  1945. eyePos->uniform = true;
  1946. eyePos->constSortPos = cspPass;
  1947. }
  1948. Var *fogData = new Var( "fogData", "float3" );
  1949. fogData->uniform = true;
  1950. fogData->constSortPos = cspPass;
  1951. Var *wsPosition = new Var( "fogPos", "float3" );
  1952. getWsPosition( componentList,
  1953. fd.features[MFT_UseInstancing],
  1954. meta,
  1955. new DecOp( wsPosition ) );
  1956. // We pass the fog amount to the pixel shader.
  1957. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1958. Var *fogAmount = connectComp->getElement( RT_TEXCOORD );
  1959. fogAmount->setName( "fogAmount" );
  1960. fogAmount->setStructName( "OUT" );
  1961. fogAmount->setType( "float" );
  1962. meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
  1963. fogAmount, eyePos, wsPosition, fogData, fogData, fogData ) );
  1964. }
  1965. else
  1966. {
  1967. // We fog in world space... make sure the world space
  1968. // position is passed to the pixel shader. This is
  1969. // often already passed for lighting, so it takes up
  1970. // no extra output registers.
  1971. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1972. }
  1973. output = meta;
  1974. }
  1975. void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1976. const MaterialFeatureData &fd )
  1977. {
  1978. MultiLine *meta = new MultiLine;
  1979. Var *fogColor = new Var;
  1980. fogColor->setType( "float4" );
  1981. fogColor->setName( "fogColor" );
  1982. fogColor->uniform = true;
  1983. fogColor->constSortPos = cspPass;
  1984. // Get the out color.
  1985. Var *color = (Var*) LangElement::find( "col" );
  1986. if ( !color )
  1987. {
  1988. color = new Var;
  1989. color->setType( "fragout" );
  1990. color->setName( "col" );
  1991. color->setStructName( "OUT" );
  1992. }
  1993. Var *fogAmount;
  1994. const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
  1995. if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
  1996. {
  1997. // Per-vertex.... just get the fog amount.
  1998. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1999. fogAmount = connectComp->getElement( RT_TEXCOORD );
  2000. fogAmount->setName( "fogAmount" );
  2001. fogAmount->setStructName( "IN" );
  2002. fogAmount->setType( "float" );
  2003. }
  2004. else
  2005. {
  2006. Var *wsPosition = getInWsPosition( componentList );
  2007. // grab the eye position
  2008. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  2009. if ( !eyePos )
  2010. {
  2011. eyePos = new Var( "eyePosWorld", "float3" );
  2012. eyePos->uniform = true;
  2013. eyePos->constSortPos = cspPass;
  2014. }
  2015. Var *fogData = new Var( "fogData", "float3" );
  2016. fogData->uniform = true;
  2017. fogData->constSortPos = cspPass;
  2018. /// Get the fog amount.
  2019. fogAmount = new Var( "fogAmount", "float" );
  2020. meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
  2021. new DecOp( fogAmount ), eyePos, wsPosition, fogData, fogData, fogData ) );
  2022. }
  2023. // Lerp between the fog color and diffuse color.
  2024. LangElement *fogLerp = new GenOp( "lerp( @.rgb, @.rgb, @ )", fogColor, color, fogAmount );
  2025. meta->addStatement( new GenOp( " @.rgb = @;\r\n", color, fogLerp ) );
  2026. output = meta;
  2027. }
  2028. ShaderFeature::Resources FogFeatHLSL::getResources( const MaterialFeatureData &fd )
  2029. {
  2030. Resources res;
  2031. res.numTexReg = 1;
  2032. return res;
  2033. }
  2034. //****************************************************************************
  2035. // Visibility
  2036. //****************************************************************************
  2037. VisibilityFeatHLSL::VisibilityFeatHLSL()
  2038. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  2039. {
  2040. addDependency( &mTorqueDep );
  2041. }
  2042. void VisibilityFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2043. const MaterialFeatureData &fd )
  2044. {
  2045. MultiLine *meta = new MultiLine;
  2046. output = meta;
  2047. if ( fd.features[ MFT_UseInstancing ] )
  2048. {
  2049. // We pass the visibility to the pixel shader via
  2050. // another output register.
  2051. //
  2052. // TODO: We should see if we can share this register
  2053. // with some other common instanced data.
  2054. //
  2055. ShaderConnector *conn = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2056. Var *outVisibility = conn->getElement( RT_TEXCOORD );
  2057. outVisibility->setStructName( "OUT" );
  2058. outVisibility->setName( "visibility" );
  2059. outVisibility->setType( "float" );
  2060. ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
  2061. Var *instVisibility = vertStruct->getElement( RT_TEXCOORD, 1 );
  2062. instVisibility->setStructName( "IN" );
  2063. instVisibility->setName( "inst_visibility" );
  2064. instVisibility->setType( "float" );
  2065. mInstancingFormat->addElement( "visibility", GFXDeclType_Float, instVisibility->constNum );
  2066. meta->addStatement( new GenOp( " @ = @; // Instancing!\r\n", outVisibility, instVisibility ) );
  2067. }
  2068. if ( fd.features[ MFT_IsTranslucent ] )
  2069. return;
  2070. addOutVpos( meta, componentList );
  2071. }
  2072. void VisibilityFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2073. const MaterialFeatureData &fd )
  2074. {
  2075. // Get the visibility constant.
  2076. Var *visibility = NULL;
  2077. if ( fd.features[ MFT_UseInstancing ] )
  2078. visibility = getInTexCoord( "visibility", "float", componentList );
  2079. else
  2080. {
  2081. visibility = (Var*)LangElement::find( "visibility" );
  2082. if ( !visibility )
  2083. {
  2084. visibility = new Var();
  2085. visibility->setType( "float" );
  2086. visibility->setName( "visibility" );
  2087. visibility->uniform = true;
  2088. visibility->constSortPos = cspPotentialPrimitive;
  2089. }
  2090. }
  2091. MultiLine *meta = new MultiLine;
  2092. output = meta;
  2093. // Translucent objects do a simple alpha fade.
  2094. if ( fd.features[ MFT_IsTranslucent ] )
  2095. {
  2096. Var *color = (Var*)LangElement::find( "col" );
  2097. meta->addStatement( new GenOp( " @.a *= @;\r\n", color, visibility ) );
  2098. return;
  2099. }
  2100. // Everything else does a fizzle.
  2101. Var *vPos = getInVpos( meta, componentList );
  2102. // vpos is a float4 in d3d11
  2103. meta->addStatement( new GenOp( " fizzle( @.xy, @ );\r\n", vPos, visibility ) );
  2104. }
  2105. ShaderFeature::Resources VisibilityFeatHLSL::getResources( const MaterialFeatureData &fd )
  2106. {
  2107. Resources res;
  2108. // TODO: Fix for instancing.
  2109. if ( !fd.features[ MFT_IsTranslucent ] )
  2110. res.numTexReg = 1;
  2111. return res;
  2112. }
  2113. //****************************************************************************
  2114. // AlphaTest
  2115. //****************************************************************************
  2116. void AlphaTestHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2117. const MaterialFeatureData &fd )
  2118. {
  2119. // If we're below SM3 and don't have a depth output
  2120. // feature then don't waste an instruction here.
  2121. if ( GFX->getPixelShaderVersion() < 3.0 &&
  2122. !fd.features[ MFT_EyeSpaceDepthOut ] &&
  2123. !fd.features[ MFT_DepthOut ] )
  2124. {
  2125. output = NULL;
  2126. return;
  2127. }
  2128. // If we don't have a color var then we cannot do an alpha test.
  2129. Var *color = (Var*)LangElement::find( "col1" );
  2130. if (!color)
  2131. color = (Var*)LangElement::find("col");
  2132. if ( !color )
  2133. {
  2134. output = NULL;
  2135. return;
  2136. }
  2137. // Now grab the alpha test value.
  2138. Var *alphaTestVal = new Var;
  2139. alphaTestVal->setType( "float" );
  2140. alphaTestVal->setName( "alphaTestValue" );
  2141. alphaTestVal->uniform = true;
  2142. alphaTestVal->constSortPos = cspPotentialPrimitive;
  2143. // Do the clip.
  2144. output = new GenOp( " clip( @.a - @ );\r\n", color, alphaTestVal );
  2145. }
  2146. //****************************************************************************
  2147. // GlowMask
  2148. //****************************************************************************
  2149. void GlowMaskHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2150. const MaterialFeatureData &fd )
  2151. {
  2152. output = NULL;
  2153. // Get the output color... and make it black to mask out
  2154. // glow passes rendered before us.
  2155. //
  2156. // The shader compiler will optimize out all the other
  2157. // code above that doesn't contribute to the alpha mask.
  2158. Var *color = (Var*)LangElement::find( "col" );
  2159. if ( color )
  2160. output = new GenOp( " @.rgb = 0;\r\n", color );
  2161. }
  2162. //****************************************************************************
  2163. // RenderTargetZero
  2164. //****************************************************************************
  2165. void RenderTargetZeroHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  2166. {
  2167. // Do not actually assign zero, but instead a number so close to zero it may as well be zero.
  2168. // This will prevent a divide by zero causing an FP special on float render targets
  2169. output = new GenOp( " @;\r\n", assignColor( new GenOp( "0.00001" ), Material::None, NULL, mOutputTargetMask ) );
  2170. }
  2171. //****************************************************************************
  2172. // HDR Output
  2173. //****************************************************************************
  2174. HDROutHLSL::HDROutHLSL()
  2175. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  2176. {
  2177. addDependency( &mTorqueDep );
  2178. }
  2179. void HDROutHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2180. const MaterialFeatureData &fd )
  2181. {
  2182. // Let the helper function do the work.
  2183. Var *color = (Var*)LangElement::find( "col" );
  2184. if ( color )
  2185. output = new GenOp( " @ = hdrEncode( @ );\r\n", color, color );
  2186. }
  2187. //****************************************************************************
  2188. // FoliageFeatureHLSL
  2189. //****************************************************************************
  2190. #include "T3D/fx/groundCover.h"
  2191. FoliageFeatureHLSL::FoliageFeatureHLSL()
  2192. : mDep(ShaderGen::smCommonShaderPath + String("/foliage.hlsl" ))
  2193. {
  2194. addDependency( &mDep );
  2195. }
  2196. void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2197. const MaterialFeatureData &fd )
  2198. {
  2199. // Get the input variables we need.
  2200. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  2201. if ( !inPosition )
  2202. inPosition = (Var*)LangElement::find( "position" );
  2203. Var *inColor = (Var*)LangElement::find( "diffuse" );
  2204. Var *inParams = (Var*)LangElement::find( "texCoord" );
  2205. MultiLine *meta = new MultiLine;
  2206. // Declare the normal and tangent variables since they do not exist
  2207. // in this vert type, but we do need to set them up for others.
  2208. Var *normal = (Var*)LangElement::find( "normal" );
  2209. AssertFatal( normal, "FoliageFeatureHLSL requires vert normal!" );
  2210. Var *tangent = new Var;
  2211. tangent->setType( "float3" );
  2212. tangent->setName( "T" );
  2213. LangElement *tangentDec = new DecOp( tangent );
  2214. meta->addStatement( new GenOp( " @;\n", tangentDec ) );
  2215. // We add a float foliageFade to the OUT structure.
  2216. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2217. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2218. fade->setName( "foliageFade" );
  2219. fade->setStructName( "OUT" );
  2220. fade->setType( "float" );
  2221. // grab the eye position
  2222. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  2223. if ( !eyePos )
  2224. {
  2225. eyePos = new Var( "eyePosWorld", "float3" );
  2226. eyePos->uniform = true;
  2227. eyePos->constSortPos = cspPass;
  2228. }
  2229. // All actual work is offloaded to this method.
  2230. meta->addStatement( new GenOp( " foliageProcessVert( @, @, @, @, @, @ );\r\n", inPosition, inColor, inParams, normal, tangent, eyePos ) );
  2231. // Assign to foliageFade. InColor.a was set to the correct value inside foliageProcessVert.
  2232. meta->addStatement( new GenOp( " @ = @.a;\r\n", fade, inColor ) );
  2233. output = meta;
  2234. }
  2235. void FoliageFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2236. const MaterialFeatureData &fd )
  2237. {
  2238. // Find / create IN.foliageFade
  2239. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2240. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2241. fade->setName( "foliageFade" );
  2242. fade->setStructName( "IN" );
  2243. fade->setType( "float" );
  2244. // Find / create visibility
  2245. Var *visibility = (Var*) LangElement::find( "visibility" );
  2246. if ( !visibility )
  2247. {
  2248. visibility = new Var();
  2249. visibility->setType( "float" );
  2250. visibility->setName( "visibility" );
  2251. visibility->uniform = true;
  2252. visibility->constSortPos = cspPotentialPrimitive;
  2253. }
  2254. MultiLine *meta = new MultiLine;
  2255. // Multiply foliageFade into visibility.
  2256. meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
  2257. output = meta;
  2258. }
  2259. void FoliageFeatureHLSL::determineFeature( Material *material, const GFXVertexFormat *vertexFormat, U32 stageNum, const FeatureType &type, const FeatureSet &features, MaterialFeatureData *outFeatureData )
  2260. {
  2261. // This isn't really necessary since the outFeatureData will be filtered after
  2262. // this call.
  2263. if ( features.hasFeature( MFT_Foliage ) )
  2264. outFeatureData->features.addFeature( type );
  2265. }
  2266. ShaderFeatureConstHandles* FoliageFeatureHLSL::createConstHandles( GFXShader *shader, SimObject *userObject )
  2267. {
  2268. GroundCover *gcover = dynamic_cast< GroundCover* >( userObject );
  2269. AssertFatal( gcover != NULL, "FoliageFeatureHLSL::createConstHandles - userObject was not valid!" );
  2270. GroundCoverShaderConstHandles *handles = new GroundCoverShaderConstHandles();
  2271. handles->mGroundCover = gcover;
  2272. handles->init( shader );
  2273. return handles;
  2274. }
  2275. void ParticleNormalFeatureHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
  2276. {
  2277. MultiLine *meta = new MultiLine;
  2278. output = meta;
  2279. // Calculate normal and tangent values since we want to keep particle verts
  2280. // as light-weight as possible
  2281. Var *normal = (Var*) LangElement::find("normal");
  2282. if(normal == NULL)
  2283. {
  2284. normal = new Var;
  2285. normal->setType( "float3" );
  2286. normal->setName( "normal" );
  2287. // These values are not accidental. It is slightly adjusted from facing straight into the
  2288. // screen because there is a discontinuity at (0, 1, 0) for gbuffer encoding. Do not
  2289. // cause this value to be (0, -1, 0) or interlaced normals will be discontinuous.
  2290. // [11/23/2009 Pat]
  2291. meta->addStatement(new GenOp(" @ = float3(0.0, -0.97, 0.14);\r\n", new DecOp(normal)));
  2292. }
  2293. Var *T = (Var*) LangElement::find( "T" );
  2294. if(T == NULL)
  2295. {
  2296. T = new Var;
  2297. T->setType( "float3" );
  2298. T->setName( "T" );
  2299. meta->addStatement(new GenOp(" @ = float3(0.0, 0.0, -1.0);\r\n", new DecOp(T)));
  2300. }
  2301. }
  2302. //****************************************************************************
  2303. // ImposterVertFeatureHLSL
  2304. //****************************************************************************
  2305. ImposterVertFeatureHLSL::ImposterVertFeatureHLSL()
  2306. : mDep(ShaderGen::smCommonShaderPath + String("/imposter.hlsl" ))
  2307. {
  2308. addDependency( &mDep );
  2309. }
  2310. void ImposterVertFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2311. const MaterialFeatureData &fd )
  2312. {
  2313. MultiLine *meta = new MultiLine;
  2314. output = meta;
  2315. // Get the input vertex variables.
  2316. Var *inPosition = (Var*)LangElement::find( "position" );
  2317. Var *inMiscParams = (Var*)LangElement::find( "tcImposterParams" );
  2318. Var *inUpVec = (Var*)LangElement::find( "tcImposterUpVec" );
  2319. Var *inRightVec = (Var*)LangElement::find( "tcImposterRightVec" );
  2320. // Get the input shader constants.
  2321. Var *imposterLimits = new Var;
  2322. imposterLimits->setType( "float4" );
  2323. imposterLimits->setName( "imposterLimits" );
  2324. imposterLimits->uniform = true;
  2325. imposterLimits->constSortPos = cspPotentialPrimitive;
  2326. Var *imposterUVs = new Var;
  2327. imposterUVs->setType( "float4" );
  2328. imposterUVs->setName( "imposterUVs" );
  2329. imposterUVs->arraySize = 64; // See imposter.hlsl
  2330. imposterUVs->uniform = true;
  2331. imposterUVs->constSortPos = cspPotentialPrimitive;
  2332. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  2333. if ( !eyePos )
  2334. {
  2335. eyePos = new Var( "eyePosWorld", "float3" );
  2336. eyePos->uniform = true;
  2337. eyePos->constSortPos = cspPass;
  2338. }
  2339. // Declare the outputs from this feature.
  2340. Var *outInPosition = new Var;
  2341. outInPosition->setType( "float3" );
  2342. outInPosition->setName( "inPosition" );
  2343. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outInPosition ) ) );
  2344. Var *outTexCoord = new Var;
  2345. outTexCoord->setType( "float2" );
  2346. outTexCoord->setName( "texCoord" );
  2347. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outTexCoord ) ) );
  2348. Var *outWorldToTangent = new Var;
  2349. outWorldToTangent->setType( "float3x3" );
  2350. outWorldToTangent->setName( "worldToTangent" );
  2351. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outWorldToTangent ) ) );
  2352. // Add imposterFade to the OUT structure.
  2353. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2354. Var *outFade = connectComp->getElement( RT_TEXCOORD );
  2355. outFade->setName( "imposterFade" );
  2356. outFade->setStructName( "OUT" );
  2357. outFade->setType( "float" );
  2358. // Assign OUT.imposterFade
  2359. meta->addStatement( new GenOp( " @ = @.y;\r\n", outFade, inMiscParams ) );
  2360. // All actual work is done in this method.
  2361. meta->addStatement( new GenOp( " imposter_v( @.xyz, @.w, @.x * length(@), normalize(@), normalize(@), @.y, @.x, @.z, @.w, @, @, @, @, @ );\r\n",
  2362. inPosition,
  2363. inPosition,
  2364. inMiscParams,
  2365. inRightVec,
  2366. inUpVec,
  2367. inRightVec,
  2368. imposterLimits,
  2369. imposterLimits,
  2370. imposterLimits,
  2371. imposterLimits,
  2372. eyePos,
  2373. imposterUVs,
  2374. outInPosition,
  2375. outTexCoord,
  2376. outWorldToTangent ) );
  2377. // Copy the position to wsPosition for use in shaders
  2378. // down stream instead of looking for objTrans.
  2379. Var *wsPosition = new Var;
  2380. wsPosition->setType( "float3" );
  2381. wsPosition->setName( "wsPosition" );
  2382. meta->addStatement( new GenOp( " @ = @.xyz;\r\n", new DecOp( wsPosition ), outInPosition ) );
  2383. // If we new viewToTangent... its the same as the
  2384. // world to tangent for an imposter.
  2385. Var *viewToTangent = new Var;
  2386. viewToTangent->setType( "float3x3" );
  2387. viewToTangent->setName( "viewToTangent" );
  2388. meta->addStatement( new GenOp( " @ = @;\r\n", new DecOp( viewToTangent ), outWorldToTangent ) );
  2389. }
  2390. void ImposterVertFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2391. const MaterialFeatureData &fd )
  2392. {
  2393. // Find / create IN.imposterFade
  2394. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2395. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2396. fade->setName( "imposterFade" );
  2397. fade->setStructName( "IN" );
  2398. fade->setType( "float" );
  2399. // Find / create visibility
  2400. Var *visibility = (Var*) LangElement::find( "visibility" );
  2401. if ( !visibility )
  2402. {
  2403. visibility = new Var();
  2404. visibility->setType( "float" );
  2405. visibility->setName( "visibility" );
  2406. visibility->uniform = true;
  2407. visibility->constSortPos = cspPotentialPrimitive;
  2408. }
  2409. MultiLine *meta = new MultiLine;
  2410. // Multiply foliageFade into visibility.
  2411. meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
  2412. output = meta;
  2413. }
  2414. void ImposterVertFeatureHLSL::determineFeature( Material *material,
  2415. const GFXVertexFormat *vertexFormat,
  2416. U32 stageNum,
  2417. const FeatureType &type,
  2418. const FeatureSet &features,
  2419. MaterialFeatureData *outFeatureData )
  2420. {
  2421. if ( features.hasFeature( MFT_ImposterVert ) )
  2422. outFeatureData->features.addFeature( MFT_ImposterVert );
  2423. }
  2424. //****************************************************************************
  2425. // HardwareSkinningFeatureHLSL
  2426. //****************************************************************************
  2427. void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2428. const MaterialFeatureData &fd )
  2429. {
  2430. MultiLine *meta = new MultiLine;
  2431. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  2432. Var *inNormal = (Var*)LangElement::find( "inNormal" );
  2433. if ( !inPosition )
  2434. inPosition = (Var*)LangElement::find( "position" );
  2435. if ( !inNormal )
  2436. inNormal = (Var*)LangElement::find( "normal" );
  2437. Var* posePos = new Var("posePos", "float3");
  2438. Var* poseNormal = new Var("poseNormal", "float3");
  2439. Var* poseMat = new Var("poseMat", "float4x3");
  2440. Var* poseRotMat = new Var("poseRotMat", "float3x3");
  2441. Var* nodeTransforms = (Var*)LangElement::find("nodeTransforms");
  2442. if (!nodeTransforms)
  2443. {
  2444. nodeTransforms = new Var("nodeTransforms", "float4x3");
  2445. nodeTransforms->uniform = true;
  2446. nodeTransforms->arraySize = TSShape::smMaxSkinBones;
  2447. nodeTransforms->constSortPos = cspPotentialPrimitive;
  2448. }
  2449. U32 numIndices = mVertexFormat->getNumBlendIndices();
  2450. meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( posePos ) ) );
  2451. meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( poseNormal ) ) );
  2452. meta->addStatement( new GenOp( " @;\r\n", new DecOp( poseMat ) ) );
  2453. meta->addStatement(new GenOp(" @;\r\n int i;\r\n", new DecOp(poseRotMat)));
  2454. for (U32 i=0; i<numIndices; i++)
  2455. {
  2456. // NOTE: To keep things simple, we assume all 4 bone indices are used in each element chunk.
  2457. LangElement* inIndices = (Var*)LangElement::find(String::ToString( "blendIndices%d", i ));
  2458. LangElement* inWeights = (Var*)LangElement::find(String::ToString( "blendWeight%d", i ));
  2459. AssertFatal(inIndices && inWeights, "Something went wrong here");
  2460. AssertFatal(poseMat && nodeTransforms && posePos && inPosition && inWeights && poseNormal && inNormal && poseRotMat, "Something went REALLY wrong here");
  2461. meta->addStatement( new GenOp( " for (i=0; i<4; i++) {\r\n" ) );
  2462. meta->addStatement( new GenOp( " int poseIdx = int(@[i]);\r\n", inIndices ) );
  2463. meta->addStatement( new GenOp( " float poseWeight = @[i];\r\n", inWeights) );
  2464. meta->addStatement( new GenOp( " @ = @[poseIdx];\r\n", poseMat, nodeTransforms) );
  2465. meta->addStatement( new GenOp( " @ = (float3x3)@;\r\n", poseRotMat, poseMat) );
  2466. meta->addStatement( new GenOp( " @ += (mul(float4(@, 1), @)).xyz * poseWeight;\r\n", posePos, inPosition, poseMat) );
  2467. meta->addStatement( new GenOp( " @ += (mul(@,@) * poseWeight);\r\n", poseNormal, inNormal, poseRotMat) );
  2468. meta->addStatement( new GenOp( " }\r\n" ) );
  2469. }
  2470. // Assign new position and normal
  2471. meta->addStatement( new GenOp( " @ = @;\r\n", inPosition, posePos ) );
  2472. meta->addStatement( new GenOp( " @ = normalize(@);\r\n", inNormal, poseNormal ) );
  2473. output = meta;
  2474. }
  2475. //****************************************************************************
  2476. // ReflectionProbeFeatHLSL
  2477. //****************************************************************************
  2478. ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
  2479. : mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl"))
  2480. {
  2481. addDependency(&mDep);
  2482. }
  2483. void ReflectionProbeFeatHLSL::processVert(Vector<ShaderComponent*>& componentList,
  2484. const MaterialFeatureData& fd)
  2485. {
  2486. MultiLine* meta = new MultiLine;
  2487. output = meta;
  2488. // Also output the worldToTanget transform which
  2489. // we use to create the world space normal.
  2490. getOutWorldToTangent(componentList, meta, fd);
  2491. }
  2492. void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
  2493. const MaterialFeatureData &fd)
  2494. {
  2495. // Skip out on realtime lighting if we don't have a normal
  2496. // or we're doing some sort of baked lighting.
  2497. //
  2498. // TODO: We can totally detect for this in the material
  2499. // feature setup... we should move it out of here!
  2500. //
  2501. if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
  2502. return;
  2503. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
  2504. MultiLine *meta = new MultiLine;
  2505. // Now the wsPosition and wsView.
  2506. Var *wsPosition = getInWsPosition(componentList);
  2507. Var *wsView = getWsView(wsPosition, meta);
  2508. //Reflection Probe WIP
  2509. U32 MAX_FORWARD_PROBES = 4;
  2510. Var *numProbes = new Var("numProbes", "int");
  2511. numProbes->uniform = true;
  2512. numProbes->constSortPos = cspPotentialPrimitive;
  2513. Var *cubeMips = new Var("cubeMips", "float");
  2514. cubeMips->uniform = true;
  2515. cubeMips->constSortPos = cspPotentialPrimitive;
  2516. Var * skylightCubemapIdx = new Var("skylightCubemapIdx", "float");
  2517. skylightCubemapIdx->uniform = true;
  2518. skylightCubemapIdx->constSortPos = cspPotentialPrimitive;
  2519. Var *inProbePosArray = new Var("inProbePosArray", "float4");
  2520. inProbePosArray->arraySize = MAX_FORWARD_PROBES;
  2521. inProbePosArray->uniform = true;
  2522. inProbePosArray->constSortPos = cspPotentialPrimitive;
  2523. Var *inRefPosArray = new Var("inRefPosArray", "float4");
  2524. inRefPosArray->arraySize = MAX_FORWARD_PROBES;
  2525. inRefPosArray->uniform = true;
  2526. inRefPosArray->constSortPos = cspPotentialPrimitive;
  2527. Var * refBoxMinArray = new Var("inRefBoxMin", "float4");
  2528. refBoxMinArray->arraySize = MAX_FORWARD_PROBES;
  2529. refBoxMinArray->uniform = true;
  2530. refBoxMinArray->constSortPos = cspPotentialPrimitive;
  2531. Var * refBoxMaxArray = new Var("inRefBoxMax", "float4");
  2532. refBoxMaxArray->arraySize = MAX_FORWARD_PROBES;
  2533. refBoxMaxArray->uniform = true;
  2534. refBoxMaxArray->constSortPos = cspPotentialPrimitive;
  2535. Var *probeConfigData = new Var("probeConfigData", "float4");
  2536. probeConfigData->arraySize = MAX_FORWARD_PROBES;
  2537. probeConfigData->uniform = true;
  2538. probeConfigData->constSortPos = cspPotentialPrimitive;
  2539. Var *worldToObjArray = new Var("worldToObjArray", "float4x4");
  2540. worldToObjArray->arraySize = MAX_FORWARD_PROBES;
  2541. worldToObjArray->uniform = true;
  2542. worldToObjArray->constSortPos = cspPotentialPrimitive;
  2543. Var *BRDFTexture = new Var("BRDFTexture", "SamplerState");
  2544. BRDFTexture->uniform = true;
  2545. BRDFTexture->sampler = true;
  2546. BRDFTexture->constNum = Var::getTexUnitNum(); // used as texture unit num here
  2547. Var *BRDFTextureTex = new Var("texture_BRDFTexture", "Texture2D");
  2548. BRDFTextureTex->uniform = true;
  2549. BRDFTextureTex->texture = true;
  2550. BRDFTextureTex->constNum = BRDFTexture->constNum;
  2551. Var *specularCubemapAR = new Var("specularCubemapAR", "SamplerState");
  2552. specularCubemapAR->uniform = true;
  2553. specularCubemapAR->sampler = true;
  2554. specularCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
  2555. Var *specularCubemapARTex = new Var("texture_specularCubemapAR", "TextureCubeArray");
  2556. specularCubemapARTex->uniform = true;
  2557. specularCubemapARTex->texture = true;
  2558. specularCubemapARTex->constNum = specularCubemapAR->constNum;
  2559. Var *irradianceCubemapAR = new Var("irradianceCubemapAR", "SamplerState");
  2560. irradianceCubemapAR->uniform = true;
  2561. irradianceCubemapAR->sampler = true;
  2562. irradianceCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
  2563. Var *irradianceCubemapARTex = new Var("texture_irradianceCubemapAR", "TextureCubeArray");
  2564. irradianceCubemapARTex->uniform = true;
  2565. irradianceCubemapARTex->texture = true;
  2566. irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;
  2567. Var* surface = getSurface(componentList, meta, fd);
  2568. if (!surface)
  2569. {
  2570. Con::errorf("ShaderGen::ReflectionProbeFeatHLSL() - failed to generate surface!");
  2571. return;
  2572. }
  2573. Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
  2574. Var *matinfo = (Var*)LangElement::find("PBRConfig");
  2575. Var* metalness = (Var*)LangElement::find("metalness");
  2576. Var* smoothness = (Var*)LangElement::find("smoothness");
  2577. Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
  2578. //Reflection vec
  2579. String computeForwardProbes = String::String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
  2580. computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t");
  2581. computeForwardProbes += String::String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
  2582. meta->addStatement(new GenOp(computeForwardProbes.c_str(), curColor, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refBoxMinArray, refBoxMaxArray, inRefPosArray,
  2583. skylightCubemapIdx, BRDFTexture,
  2584. irradianceCubemapAR, specularCubemapAR));
  2585. //meta->addStatement(new GenOp(" @.rgb = @.roughness.xxx;\r\n", albedo, surface));
  2586. output = meta;
  2587. }
  2588. ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFeatureData &fd)
  2589. {
  2590. Resources res;
  2591. res.numTex = 3;
  2592. res.numTexReg = 3;
  2593. return res;
  2594. }
  2595. void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
  2596. const MaterialFeatureData &stageFeatures,
  2597. RenderPassData &passData,
  2598. U32 &texIndex)
  2599. {
  2600. if (stageFeatures.features[MFT_ReflectionProbes])
  2601. {
  2602. passData.mSamplerNames[texIndex] = "BRDFTexture";
  2603. passData.mTexType[texIndex++] = Material::Standard;
  2604. // assuming here that it is a scenegraph cubemap
  2605. passData.mSamplerNames[texIndex] = "specularCubemapAR";
  2606. passData.mTexType[texIndex++] = Material::SGCube;
  2607. passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
  2608. passData.mTexType[texIndex++] = Material::SGCube;
  2609. }
  2610. }