deferredShadingFeaturesGLSL.cpp 7.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "lighting/advanced/glsl/deferredShadingFeaturesGLSL.h"
  24. #include "lighting/advanced/advancedLightBinManager.h"
  25. #include "shaderGen/langElement.h"
  26. #include "shaderGen/shaderOp.h"
  27. #include "shaderGen/conditionerFeature.h"
  28. #include "renderInstance/renderPrePassMgr.h"
  29. #include "materials/processedMaterial.h"
  30. #include "materials/materialFeatureTypes.h"
  31. //****************************************************************************
  32. // Deferred Shading Features
  33. //****************************************************************************
  34. // Specular Map -> Blue of Material Buffer ( greyscaled )
  35. // Gloss Map (Alpha Channel of Specular Map) -> Alpha ( Spec Power ) of Material Info Buffer.
  36. void DeferredSpecMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  37. {
  38. // Get the texture coord.
  39. Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
  40. // search for color var
  41. Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  42. MultiLine * meta = new MultiLine;
  43. if ( !material )
  44. {
  45. // create color var
  46. material = new Var;
  47. material->setType( "vec4" );
  48. material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  49. material->setStructName("OUT");
  50. }
  51. // create texture var
  52. Var *specularMap = new Var;
  53. specularMap->setType( "sampler2D" );
  54. specularMap->setName( "specularMap" );
  55. specularMap->uniform = true;
  56. specularMap->sampler = true;
  57. specularMap->constNum = Var::getTexUnitNum();
  58. //matinfo.g slot reserved for AO later
  59. meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
  60. meta->addStatement(new GenOp(" @.b = dot(tex2D(@, @).rgb, vec3(0.3, 0.59, 0.11));\r\n", material, specularMap, texCoord));
  61. meta->addStatement(new GenOp(" @.a = tex2D(@, @).a;\r\n", material, specularMap, texCoord));
  62. output = meta;
  63. }
  64. ShaderFeature::Resources DeferredSpecMapGLSL::getResources( const MaterialFeatureData &fd )
  65. {
  66. Resources res;
  67. res.numTex = 1;
  68. res.numTexReg = 1;
  69. return res;
  70. }
  71. void DeferredSpecMapGLSL::setTexData( Material::StageData &stageDat,
  72. const MaterialFeatureData &fd,
  73. RenderPassData &passData,
  74. U32 &texIndex )
  75. {
  76. GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
  77. if ( tex )
  78. {
  79. passData.mTexType[ texIndex ] = Material::Standard;
  80. passData.mSamplerNames[ texIndex ] = "specularMap";
  81. passData.mTexSlot[ texIndex++ ].texObject = tex;
  82. }
  83. }
  84. void DeferredSpecMapGLSL::processVert( Vector<ShaderComponent*> &componentList,
  85. const MaterialFeatureData &fd )
  86. {
  87. MultiLine *meta = new MultiLine;
  88. getOutTexCoord( "texCoord",
  89. "vec2",
  90. true,
  91. fd.features[MFT_TexAnim],
  92. meta,
  93. componentList );
  94. output = meta;
  95. }
  96. // Material Info Flags -> Red ( Flags ) of Material Info Buffer.
  97. void DeferredMatInfoFlagsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  98. {
  99. MultiLine *meta = new MultiLine;
  100. // search for material var
  101. Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  102. if ( !material )
  103. {
  104. // create material var
  105. material = new Var;
  106. material->setType( "vec4" );
  107. material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  108. material->setStructName("OUT");
  109. }
  110. Var *matInfoFlags = new Var;
  111. matInfoFlags->setType( "float" );
  112. matInfoFlags->setName( "matInfoFlags" );
  113. matInfoFlags->uniform = true;
  114. matInfoFlags->constSortPos = cspPotentialPrimitive;
  115. meta->addStatement(output = new GenOp(" @.r = @;\r\n", material, matInfoFlags));
  116. output = meta;
  117. }
  118. // Spec Strength -> Blue Channel of Material Info Buffer.
  119. // Spec Power -> Alpha Channel ( of Material Info Buffer.
  120. void DeferredSpecVarsGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  121. {
  122. // search for material var
  123. Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  124. if ( !material )
  125. {
  126. // create material var
  127. material = new Var;
  128. material->setType( "vec4" );
  129. material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  130. material->setStructName("OUT");
  131. }
  132. Var *specStrength = new Var;
  133. specStrength->setType( "float" );
  134. specStrength->setName( "specularStrength" );
  135. specStrength->uniform = true;
  136. specStrength->constSortPos = cspPotentialPrimitive;
  137. Var *specPower = new Var;
  138. specPower->setType("float");
  139. specPower->setName("specularPower");
  140. specPower->uniform = true;
  141. specPower->constSortPos = cspPotentialPrimitive;
  142. MultiLine *meta = new MultiLine;
  143. //matinfo.g slot reserved for AO later
  144. meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
  145. meta->addStatement(new GenOp(" @.a = @/128;\r\n", material, specPower));
  146. meta->addStatement(new GenOp(" @.b = @/5;\r\n", material, specStrength));
  147. output = meta;
  148. }
  149. // Black -> Blue and Alpha of Color Buffer (representing no specular)
  150. void DeferredEmptySpecGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  151. {
  152. // search for material var
  153. Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  154. if ( !material )
  155. {
  156. // create material var
  157. material = new Var;
  158. material->setType( "vec4" );
  159. material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  160. material->setStructName("OUT");
  161. }
  162. MultiLine * meta = new MultiLine;
  163. //matinfo.g slot reserved for AO later
  164. meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
  165. meta->addStatement(new GenOp(" @.ba = vec2(0.0);\r\n", material));
  166. output = meta;
  167. }