shaderFeatureHLSL.cpp 111 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. //****************************************************************************
  693. // Base Texture
  694. //****************************************************************************
  695. DiffuseMapFeatHLSL::DiffuseMapFeatHLSL()
  696. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl"))
  697. {
  698. addDependency(&mTorqueDep);
  699. }
  700. void DiffuseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  701. const MaterialFeatureData &fd )
  702. {
  703. MultiLine *meta = new MultiLine;
  704. getOutTexCoord( "texCoord",
  705. "float2",
  706. fd.features[MFT_TexAnim],
  707. meta,
  708. componentList );
  709. output = meta;
  710. }
  711. U32 DiffuseMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
  712. {
  713. return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
  714. }
  715. void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  716. const MaterialFeatureData &fd )
  717. {
  718. // grab connector texcoord register
  719. Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
  720. //determine output target
  721. ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
  722. if (fd.features[MFT_isDeferred])
  723. targ = ShaderFeature::RenderTarget1;
  724. // create texture var
  725. Var *diffuseMap = new Var;
  726. diffuseMap->setType( "SamplerState" );
  727. diffuseMap->setName( "diffuseMap" );
  728. diffuseMap->uniform = true;
  729. diffuseMap->sampler = true;
  730. diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  731. Var* diffuseMapTex = new Var;
  732. diffuseMapTex->setName("diffuseMapTex");
  733. diffuseMapTex->setType("Texture2D");
  734. diffuseMapTex->uniform = true;
  735. diffuseMapTex->texture = true;
  736. diffuseMapTex->constNum = diffuseMap->constNum;
  737. // create sample color
  738. Var *diffColor = new Var;
  739. diffColor->setType("float4");
  740. diffColor->setName("diffuseColor");
  741. LangElement *colorDecl = new DecOp(diffColor);
  742. MultiLine * meta = new MultiLine;
  743. output = meta;
  744. if ( fd.features[MFT_CubeMap] )
  745. {
  746. meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", colorDecl, diffuseMapTex, diffuseMap, inTex));
  747. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
  748. }
  749. else if(fd.features[MFT_DiffuseMapAtlas])
  750. {
  751. // Handle atlased textures
  752. // http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
  753. Var *atlasedTex = new Var;
  754. atlasedTex->setName("atlasedTexCoord");
  755. atlasedTex->setType("float2");
  756. LangElement *atDecl = new DecOp(atlasedTex);
  757. // Parameters of the texture atlas
  758. Var *atParams = new Var;
  759. atParams->setType("float4");
  760. atParams->setName("diffuseAtlasParams");
  761. atParams->uniform = true;
  762. atParams->constSortPos = cspPotentialPrimitive;
  763. // Parameters of the texture (tile) this object is using in the atlas
  764. Var *tileParams = new Var;
  765. tileParams->setType("float4");
  766. tileParams->setName("diffuseAtlasTileParams");
  767. tileParams->uniform = true;
  768. tileParams->constSortPos = cspPotentialPrimitive;
  769. const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
  770. if(is_sm3)
  771. {
  772. // Figure out the mip level
  773. meta->addStatement(new GenOp(" float2 _dx = ddx(@ * @.z);\r\n", inTex, atParams));
  774. meta->addStatement(new GenOp(" float2 _dy = ddy(@ * @.z);\r\n", inTex, atParams));
  775. meta->addStatement(new GenOp(" float mipLod = 0.5 * log2(max(dot(_dx, _dx), dot(_dy, _dy)));\r\n"));
  776. meta->addStatement(new GenOp(" mipLod = clamp(mipLod, 0.0, @.w);\r\n", atParams));
  777. // And the size of the mip level
  778. meta->addStatement(new GenOp(" float mipPixSz = pow(2.0, @.w - mipLod);\r\n", atParams));
  779. meta->addStatement(new GenOp(" float2 mipSz = mipPixSz / @.xy;\r\n", atParams));
  780. }
  781. else
  782. {
  783. meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n"));
  784. }
  785. // Tiling mode
  786. // TODO: Select wrap or clamp somehow
  787. if( true ) // Wrap
  788. meta->addStatement(new GenOp(" @ = frac(@);\r\n", atDecl, inTex));
  789. else // Clamp
  790. meta->addStatement(new GenOp(" @ = saturate(@);\r\n", atDecl, inTex));
  791. // Finally scale/offset, and correct for filtering
  792. meta->addStatement(new GenOp(" @ = @ * ((mipSz * @.xy - 1.0) / mipSz) + 0.5 / mipSz + @.xy * @.xy;\r\n",
  793. atlasedTex, atlasedTex, atParams, atParams, tileParams));
  794. // Add a newline
  795. meta->addStatement(new GenOp( "\r\n"));
  796. // For the rest of the feature...
  797. inTex = atlasedTex;
  798. // To dump out UV coords...
  799. //#define DEBUG_ATLASED_UV_COORDS
  800. #ifdef DEBUG_ATLASED_UV_COORDS
  801. if(!fd.features[MFT_DeferredConditioner])
  802. {
  803. meta->addStatement(new GenOp(" @ = float4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
  804. meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
  805. return;
  806. }
  807. #endif
  808. meta->addStatement(new GenOp(" @ = @.SampleLevel(@,@,mipLod);\r\n",
  809. new DecOp(diffColor), diffuseMapTex, diffuseMap, inTex));
  810. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
  811. }
  812. else
  813. {
  814. meta->addStatement(new GenOp("@ = @.Sample(@, @);\r\n", colorDecl, diffuseMapTex, diffuseMap, inTex));
  815. meta->addStatement(new GenOp(" @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
  816. }
  817. }
  818. ShaderFeature::Resources DiffuseMapFeatHLSL::getResources( const MaterialFeatureData &fd )
  819. {
  820. Resources res;
  821. res.numTex = 1;
  822. res.numTexReg = 1;
  823. return res;
  824. }
  825. void DiffuseMapFeatHLSL::setTexData( Material::StageData &stageDat,
  826. const MaterialFeatureData &fd,
  827. RenderPassData &passData,
  828. U32 &texIndex )
  829. {
  830. GFXTextureObject *tex = stageDat.getTex( MFT_DiffuseMap );
  831. if ( tex )
  832. {
  833. passData.mSamplerNames[ texIndex ] = "diffuseMap";
  834. passData.mTexSlot[ texIndex++ ].texObject = tex;
  835. }
  836. }
  837. //****************************************************************************
  838. // Overlay Texture
  839. //****************************************************************************
  840. void OverlayTexFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  841. const MaterialFeatureData &fd )
  842. {
  843. Var *inTex = getVertTexCoord( "texCoord2" );
  844. AssertFatal( inTex, "OverlayTexFeatHLSL::processVert() - The second UV set was not found!" );
  845. // grab connector texcoord register
  846. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  847. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  848. outTex->setName( "outTexCoord2" );
  849. outTex->setStructName( "OUT" );
  850. outTex->setType( "float2" );
  851. if( fd.features[MFT_TexAnim] )
  852. {
  853. inTex->setType( "float4" );
  854. // Find or create the texture matrix.
  855. Var *texMat = (Var*)LangElement::find( "texMat" );
  856. if ( !texMat )
  857. {
  858. texMat = new Var;
  859. texMat->setType( "float4x4" );
  860. texMat->setName( "texMat" );
  861. texMat->uniform = true;
  862. texMat->constSortPos = cspPass;
  863. }
  864. output = new GenOp( " @ = mul(@, @);\r\n", outTex, texMat, inTex );
  865. return;
  866. }
  867. // setup language elements to output incoming tex coords to output
  868. output = new GenOp( " @ = @;\r\n", outTex, inTex );
  869. }
  870. void OverlayTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  871. const MaterialFeatureData &fd )
  872. {
  873. // grab connector texcoord register
  874. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  875. Var *inTex = connectComp->getElement( RT_TEXCOORD );
  876. inTex->setName( "texCoord2" );
  877. inTex->setStructName( "IN" );
  878. inTex->setType( "float2" );
  879. // create texture var
  880. Var *diffuseMap = new Var;
  881. diffuseMap->setType( "SamplerState" );
  882. diffuseMap->setName( "overlayMap" );
  883. diffuseMap->uniform = true;
  884. diffuseMap->sampler = true;
  885. diffuseMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  886. Var* diffuseMapTex = new Var;
  887. diffuseMapTex->setName("overlayMapTex");
  888. diffuseMapTex->setType("Texture2D");
  889. diffuseMapTex->uniform = true;
  890. diffuseMapTex->texture = true;
  891. diffuseMapTex->constNum = diffuseMap->constNum;
  892. LangElement *statement = new GenOp("@.Sample(@, @)", diffuseMapTex, diffuseMap, inTex);
  893. output = new GenOp( " @;\r\n", assignColor( statement, Material::LerpAlpha ) );
  894. }
  895. ShaderFeature::Resources OverlayTexFeatHLSL::getResources( const MaterialFeatureData &fd )
  896. {
  897. Resources res;
  898. res.numTex = 1;
  899. res.numTexReg = 1;
  900. return res;
  901. }
  902. void OverlayTexFeatHLSL::setTexData( Material::StageData &stageDat,
  903. const MaterialFeatureData &fd,
  904. RenderPassData &passData,
  905. U32 &texIndex )
  906. {
  907. GFXTextureObject *tex = stageDat.getTex( MFT_OverlayMap );
  908. if ( tex )
  909. {
  910. passData.mSamplerNames[texIndex] = "overlayMap";
  911. passData.mTexSlot[ texIndex++ ].texObject = tex;
  912. }
  913. }
  914. //****************************************************************************
  915. // Diffuse color
  916. //****************************************************************************
  917. U32 DiffuseFeatureHLSL::getOutputTargets(const MaterialFeatureData &fd) const
  918. {
  919. return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
  920. }
  921. void DiffuseFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  922. const MaterialFeatureData &fd )
  923. {
  924. Var *diffuseMaterialColor = new Var;
  925. diffuseMaterialColor->setType( "float4" );
  926. diffuseMaterialColor->setName( "diffuseMaterialColor" );
  927. diffuseMaterialColor->uniform = true;
  928. diffuseMaterialColor->constSortPos = cspPotentialPrimitive;
  929. MultiLine* meta = new MultiLine;
  930. Var *col = (Var*)LangElement::find("col");
  931. ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
  932. if (fd.features[MFT_isDeferred])
  933. {
  934. targ = ShaderFeature::RenderTarget1;
  935. col = (Var*)LangElement::find("col1");
  936. if (!col)
  937. {
  938. // create color var
  939. col = new Var;
  940. col->setType("fragout");
  941. col->setName(getOutputTargetVarName(targ));
  942. col->setStructName("OUT");
  943. meta->addStatement(new GenOp(" @ = float4(1.0,1.0,1.0,1.0);\r\n", col));
  944. }
  945. }
  946. Material::BlendOp op;
  947. if (fd.features[MFT_DiffuseMap])
  948. op = Material::Mul;
  949. else
  950. op = Material::None;
  951. meta->addStatement( new GenOp( " @;\r\n", assignColor( diffuseMaterialColor, op, NULL, targ ) ) );
  952. output = meta;
  953. }
  954. //****************************************************************************
  955. // Diffuse vertex color
  956. //****************************************************************************
  957. void DiffuseVertColorFeatureHLSL::processVert( Vector< ShaderComponent* >& componentList,
  958. const MaterialFeatureData& fd )
  959. {
  960. // Create vertex color connector if it doesn't exist.
  961. Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  962. if( !outColor )
  963. {
  964. // Search for vert color.
  965. Var* inColor = dynamic_cast< Var* >( LangElement::find( "diffuse" ) );
  966. if( !inColor )
  967. {
  968. output = NULL;
  969. return;
  970. }
  971. // Create connector.
  972. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  973. AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  974. outColor = connectComp->getElement( RT_COLOR );
  975. outColor->setName( "vertColor" );
  976. outColor->setStructName( "OUT" );
  977. outColor->setType( "float4" );
  978. output = new GenOp( " @ = @;\r\n", outColor, inColor );
  979. }
  980. else
  981. output = NULL; // Nothing we need to do.
  982. }
  983. void DiffuseVertColorFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  984. const MaterialFeatureData &fd )
  985. {
  986. Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  987. if( !vertColor )
  988. {
  989. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  990. AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  991. vertColor = connectComp->getElement( RT_COLOR );
  992. vertColor->setName( "vertColor" );
  993. vertColor->setStructName( "IN" );
  994. vertColor->setType( "float4" );
  995. }
  996. MultiLine* meta = new MultiLine;
  997. if (fd.features[MFT_isDeferred])
  998. meta->addStatement(new GenOp(" @;\r\n", assignColor(vertColor, Material::Mul, NULL, ShaderFeature::RenderTarget1)));
  999. else
  1000. meta->addStatement(new GenOp(" @;\r\n", assignColor(vertColor, Material::Mul)));
  1001. output = meta;
  1002. }
  1003. //****************************************************************************
  1004. // Lightmap
  1005. //****************************************************************************
  1006. void LightmapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1007. const MaterialFeatureData &fd )
  1008. {
  1009. // grab tex register from incoming vert
  1010. Var *inTex = getVertTexCoord( "texCoord2" );
  1011. // grab connector texcoord register
  1012. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1013. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  1014. outTex->setName( "texCoord2" );
  1015. outTex->setStructName( "OUT" );
  1016. outTex->setType( "float2" );
  1017. // setup language elements to output incoming tex coords to output
  1018. output = new GenOp( " @ = @;\r\n", outTex, inTex );
  1019. }
  1020. void LightmapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1021. const MaterialFeatureData &fd )
  1022. {
  1023. // grab connector texcoord register
  1024. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1025. Var *inTex = connectComp->getElement( RT_TEXCOORD );
  1026. inTex->setName( "texCoord2" );
  1027. inTex->setStructName( "IN" );
  1028. inTex->setType( "float2" );
  1029. // create texture var
  1030. Var *lightMap = new Var;
  1031. lightMap->setType( "SamplerState" );
  1032. lightMap->setName( "lightMap" );
  1033. lightMap->uniform = true;
  1034. lightMap->sampler = true;
  1035. lightMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1036. Var *lightMapTex = new Var;
  1037. lightMapTex->setName("lightMapTex");
  1038. lightMapTex->setType("Texture2D");
  1039. lightMapTex->uniform = true;
  1040. lightMapTex->texture = true;
  1041. lightMapTex->constNum = lightMap->constNum;
  1042. // argh, pixel specular should prob use this too
  1043. if( fd.features[MFT_NormalMap] )
  1044. {
  1045. Var *lmColor = new Var;
  1046. lmColor->setName( "lmColor" );
  1047. lmColor->setType( "float4" );
  1048. LangElement *lmColorDecl = new DecOp( lmColor );
  1049. output = new GenOp(" @ = @.Sample(@, @);\r\n", lmColorDecl, lightMapTex, lightMap, inTex);
  1050. return;
  1051. }
  1052. // Add realtime lighting, if it is available
  1053. LangElement *statement = NULL;
  1054. if( fd.features[MFT_RTLighting] )
  1055. {
  1056. // Advanced lighting is the only dynamic lighting supported right now
  1057. Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
  1058. if(inColor != NULL)
  1059. {
  1060. // Find out if RTLighting should be added or substituted
  1061. bool bPreProcessedLighting = false;
  1062. AdvancedLightBinManager *lightBin;
  1063. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1064. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1065. // Lightmap has already been included in the advanced light bin, so
  1066. // no need to do any sampling or anything
  1067. if (bPreProcessedLighting)
  1068. statement = new GenOp("float4(@, 1.0)", inColor);
  1069. else
  1070. {
  1071. statement = new GenOp("@.Sample(@, @) + float4(@.rgb, 0.0)", lightMapTex, lightMap, inTex, inColor);
  1072. }
  1073. }
  1074. }
  1075. // If we still don't have it... then just sample the lightmap.
  1076. if (!statement)
  1077. {
  1078. statement = new GenOp("@.Sample(@, @)", lightMapTex, lightMap, inTex);
  1079. }
  1080. // Assign to proper render target
  1081. MultiLine *meta = new MultiLine;
  1082. if( fd.features[MFT_LightbufferMRT] )
  1083. {
  1084. meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1085. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1086. }
  1087. else
  1088. meta->addStatement( new GenOp( " @;\r\n", assignColor( statement, Material::Mul ) ) );
  1089. output = meta;
  1090. }
  1091. ShaderFeature::Resources LightmapFeatHLSL::getResources( const MaterialFeatureData &fd )
  1092. {
  1093. Resources res;
  1094. res.numTex = 1;
  1095. res.numTexReg = 1;
  1096. return res;
  1097. }
  1098. void LightmapFeatHLSL::setTexData( Material::StageData &stageDat,
  1099. const MaterialFeatureData &fd,
  1100. RenderPassData &passData,
  1101. U32 &texIndex )
  1102. {
  1103. GFXTextureObject *tex = stageDat.getTex( MFT_LightMap );
  1104. passData.mSamplerNames[ texIndex ] = "lightMap";
  1105. if ( tex )
  1106. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1107. else
  1108. passData.mTexType[ texIndex++ ] = Material::Lightmap;
  1109. }
  1110. U32 LightmapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1111. {
  1112. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1113. }
  1114. //****************************************************************************
  1115. // Tonemap
  1116. //****************************************************************************
  1117. void TonemapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1118. const MaterialFeatureData &fd )
  1119. {
  1120. // Grab the connector
  1121. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1122. // Set up the second set of texCoords
  1123. Var *inTex2 = getVertTexCoord( "texCoord2" );
  1124. if ( inTex2 )
  1125. {
  1126. Var *outTex2 = connectComp->getElement( RT_TEXCOORD );
  1127. outTex2->setName( "texCoord2" );
  1128. outTex2->setStructName( "OUT" );
  1129. outTex2->setType( "float2" );
  1130. output = new GenOp( " @ = @;\r\n", outTex2, inTex2 );
  1131. }
  1132. }
  1133. void TonemapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1134. const MaterialFeatureData &fd )
  1135. {
  1136. // Grab connector
  1137. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1138. Var *inTex2 = connectComp->getElement( RT_TEXCOORD );
  1139. inTex2->setName( "texCoord2" );
  1140. inTex2->setStructName( "IN" );
  1141. inTex2->setType( "float2" );
  1142. // create texture var
  1143. Var *toneMap = new Var;
  1144. toneMap->setType( "SamplerState" );
  1145. toneMap->setName( "toneMap" );
  1146. toneMap->uniform = true;
  1147. toneMap->sampler = true;
  1148. toneMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1149. Var *toneMapTex = new Var;
  1150. toneMapTex->setName("toneMapTex");
  1151. toneMapTex->setType("Texture2D");
  1152. toneMapTex->uniform = true;
  1153. toneMapTex->texture = true;
  1154. toneMapTex->constNum = toneMap->constNum;
  1155. MultiLine * meta = new MultiLine;
  1156. // First get the toneMap color
  1157. Var *toneMapColor = new Var;
  1158. toneMapColor->setType( "float4" );
  1159. toneMapColor->setName( "toneMapColor" );
  1160. LangElement *toneMapColorDecl = new DecOp( toneMapColor );
  1161. meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", toneMapColorDecl, toneMapTex, toneMap, inTex2));
  1162. // We do a different calculation if there is a diffuse map or not
  1163. Material::BlendOp blendOp = Material::Mul;
  1164. if ( fd.features[MFT_DiffuseMap] )
  1165. {
  1166. // Reverse the tonemap
  1167. meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", toneMapColor, toneMapColor ) );
  1168. // Re-tonemap with the current color factored in
  1169. blendOp = Material::ToneMap;
  1170. }
  1171. // Find out if RTLighting should be added
  1172. bool bPreProcessedLighting = false;
  1173. AdvancedLightBinManager *lightBin;
  1174. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1175. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1176. // Add in the realtime lighting contribution
  1177. if ( fd.features[MFT_RTLighting] )
  1178. {
  1179. // Right now, only Advanced Lighting is supported
  1180. Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
  1181. if(inColor != NULL)
  1182. {
  1183. // Assign value in d_lightcolor to toneMapColor if it exists. This is
  1184. // the dynamic light buffer, and it already has the tonemap included
  1185. if(bPreProcessedLighting)
  1186. meta->addStatement( new GenOp( " @.rgb = @;\r\n", toneMapColor, inColor ) );
  1187. else
  1188. meta->addStatement( new GenOp( " @.rgb += @.rgb;\r\n", toneMapColor, inColor ) );
  1189. }
  1190. }
  1191. // Assign to proper render target
  1192. if( fd.features[MFT_LightbufferMRT] )
  1193. {
  1194. meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1195. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1196. }
  1197. else
  1198. meta->addStatement( new GenOp( " @;\r\n", assignColor( toneMapColor, blendOp ) ) );
  1199. output = meta;
  1200. }
  1201. ShaderFeature::Resources TonemapFeatHLSL::getResources( const MaterialFeatureData &fd )
  1202. {
  1203. Resources res;
  1204. res.numTex = 1;
  1205. res.numTexReg = 1;
  1206. return res;
  1207. }
  1208. void TonemapFeatHLSL::setTexData( Material::StageData &stageDat,
  1209. const MaterialFeatureData &fd,
  1210. RenderPassData &passData,
  1211. U32 &texIndex )
  1212. {
  1213. GFXTextureObject *tex = stageDat.getTex( MFT_ToneMap );
  1214. if ( tex )
  1215. {
  1216. passData.mTexType[ texIndex ] = Material::ToneMapTex;
  1217. passData.mSamplerNames[ texIndex ] = "toneMap";
  1218. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1219. }
  1220. }
  1221. U32 TonemapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1222. {
  1223. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1224. }
  1225. //****************************************************************************
  1226. // pureLIGHT Lighting
  1227. //****************************************************************************
  1228. void VertLitHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1229. const MaterialFeatureData &fd )
  1230. {
  1231. // If we have a lightMap or toneMap then our lighting will be
  1232. // handled by the MFT_LightMap or MFT_ToneNamp feature instead
  1233. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
  1234. {
  1235. output = NULL;
  1236. return;
  1237. }
  1238. // Create vertex color connector if it doesn't exist.
  1239. Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  1240. if( !outColor )
  1241. {
  1242. // Search for vert color
  1243. Var *inColor = (Var*) LangElement::find( "diffuse" );
  1244. // If there isn't a vertex color then we can't do anything
  1245. if( !inColor )
  1246. {
  1247. output = NULL;
  1248. return;
  1249. }
  1250. // Grab the connector color
  1251. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1252. outColor = connectComp->getElement( RT_COLOR );
  1253. outColor->setName( "vertColor" );
  1254. outColor->setStructName( "OUT" );
  1255. outColor->setType( "float4" );
  1256. output = new GenOp( " @ = @;\r\n", outColor, inColor );
  1257. }
  1258. else
  1259. output = NULL; // Nothing we need to do.
  1260. }
  1261. void VertLitHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1262. const MaterialFeatureData &fd )
  1263. {
  1264. // If we have a lightMap or toneMap then our lighting will be
  1265. // handled by the MFT_LightMap or MFT_ToneNamp feature instead
  1266. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
  1267. {
  1268. output = NULL;
  1269. return;
  1270. }
  1271. // Grab the connector color register
  1272. Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
  1273. if( !vertColor )
  1274. {
  1275. ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
  1276. AssertFatal( connectComp, "VertLitGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
  1277. vertColor = connectComp->getElement( RT_COLOR );
  1278. vertColor->setName( "vertColor" );
  1279. vertColor->setStructName( "IN" );
  1280. vertColor->setType( "float4" );
  1281. }
  1282. MultiLine * meta = new MultiLine;
  1283. // Defaults (no diffuse map)
  1284. Material::BlendOp blendOp = Material::Mul;
  1285. LangElement *outColor = vertColor;
  1286. // We do a different calculation if there is a diffuse map or not
  1287. if ( fd.features[MFT_DiffuseMap] || fd.features[MFT_VertLitTone] )
  1288. {
  1289. Var * finalVertColor = new Var;
  1290. finalVertColor->setName( "finalVertColor" );
  1291. finalVertColor->setType( "float4" );
  1292. LangElement *finalVertColorDecl = new DecOp( finalVertColor );
  1293. // Reverse the tonemap
  1294. meta->addStatement( new GenOp( " @ = -1.0f * log(1.0f - @);\r\n", finalVertColorDecl, vertColor ) );
  1295. // Set the blend op to tonemap
  1296. blendOp = Material::ToneMap;
  1297. outColor = finalVertColor;
  1298. }
  1299. // Add in the realtime lighting contribution, if applicable
  1300. if ( fd.features[MFT_RTLighting] )
  1301. {
  1302. Var *rtLightingColor = (Var*) LangElement::find( "d_lightcolor" );
  1303. if(rtLightingColor != NULL)
  1304. {
  1305. bool bPreProcessedLighting = false;
  1306. AdvancedLightBinManager *lightBin;
  1307. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  1308. bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
  1309. // Assign value in d_lightcolor to toneMapColor if it exists. This is
  1310. // the dynamic light buffer, and it already has the baked-vertex-color
  1311. // included in it
  1312. if(bPreProcessedLighting)
  1313. outColor = new GenOp( "float4(@.rgb, 1.0)", rtLightingColor );
  1314. else
  1315. outColor = new GenOp( "float4(@.rgb + @.rgb, 1.0)", rtLightingColor, outColor );
  1316. }
  1317. }
  1318. // Output the color
  1319. if ( fd.features[MFT_LightbufferMRT] )
  1320. {
  1321. meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
  1322. meta->addStatement( new GenOp( " @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
  1323. }
  1324. else
  1325. meta->addStatement( new GenOp( " @;\r\n", assignColor( outColor, blendOp ) ) );
  1326. output = meta;
  1327. }
  1328. U32 VertLitHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
  1329. {
  1330. return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
  1331. }
  1332. //****************************************************************************
  1333. // Detail map
  1334. //****************************************************************************
  1335. void DetailFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1336. const MaterialFeatureData &fd )
  1337. {
  1338. MultiLine *meta = new MultiLine;
  1339. addOutDetailTexCoord( componentList,
  1340. meta,
  1341. fd.features[MFT_TexAnim] );
  1342. output = meta;
  1343. }
  1344. void DetailFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1345. const MaterialFeatureData &fd )
  1346. {
  1347. // Get the detail texture coord.
  1348. Var *inTex = getInTexCoord( "detCoord", "float2", componentList );
  1349. // create texture var
  1350. Var *detailMap = new Var;
  1351. detailMap->setType( "SamplerState" );
  1352. detailMap->setName( "detailMap" );
  1353. detailMap->uniform = true;
  1354. detailMap->sampler = true;
  1355. detailMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1356. Var* detailMapTex = new Var;
  1357. detailMapTex->setName("detailMapTex");
  1358. detailMapTex->setType("Texture2D");
  1359. detailMapTex->uniform = true;
  1360. detailMapTex->texture = true;
  1361. detailMapTex->constNum = detailMap->constNum;
  1362. // We're doing the standard greyscale detail map
  1363. // technique which can darken and lighten the
  1364. // diffuse texture.
  1365. // TODO: We could add a feature to toggle between this
  1366. // and a simple multiplication with the detail map.
  1367. LangElement *statement = new GenOp("( @.Sample(@, @) * 2.0 ) - 1.0", detailMapTex, detailMap, inTex);
  1368. if ( fd.features[MFT_isDeferred])
  1369. output = new GenOp( " @;\r\n", assignColor( statement, Material::Add, NULL, ShaderFeature::RenderTarget1 ) );
  1370. else
  1371. output = new GenOp( " @;\r\n", assignColor( statement, Material::Add ) );
  1372. }
  1373. ShaderFeature::Resources DetailFeatHLSL::getResources( const MaterialFeatureData &fd )
  1374. {
  1375. Resources res;
  1376. res.numTex = 1;
  1377. res.numTexReg = 1;
  1378. return res;
  1379. }
  1380. void DetailFeatHLSL::setTexData( Material::StageData &stageDat,
  1381. const MaterialFeatureData &fd,
  1382. RenderPassData &passData,
  1383. U32 &texIndex )
  1384. {
  1385. GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
  1386. if ( tex )
  1387. {
  1388. passData.mSamplerNames[texIndex] = "detailMap";
  1389. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1390. }
  1391. }
  1392. //****************************************************************************
  1393. // Vertex position
  1394. //****************************************************************************
  1395. void VertPositionHLSL::determineFeature( Material *material,
  1396. const GFXVertexFormat *vertexFormat,
  1397. U32 stageNum,
  1398. const FeatureType &type,
  1399. const FeatureSet &features,
  1400. MaterialFeatureData *outFeatureData )
  1401. {
  1402. // This feature is always on!
  1403. outFeatureData->features.addFeature( type );
  1404. }
  1405. void VertPositionHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1406. const MaterialFeatureData &fd )
  1407. {
  1408. // First check for an input position from a previous feature
  1409. // then look for the default vertex position.
  1410. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  1411. if ( !inPosition )
  1412. inPosition = (Var*)LangElement::find( "position" );
  1413. // grab connector position
  1414. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1415. Var *outPosition = connectComp->getElement(RT_SVPOSITION);
  1416. outPosition->setName( "hpos" );
  1417. outPosition->setStructName( "OUT" );
  1418. MultiLine *meta = new MultiLine;
  1419. Var *modelview = getModelView( componentList, fd.features[MFT_UseInstancing], meta );
  1420. meta->addStatement( new GenOp( " @ = mul(@, float4(@.xyz,1));\r\n",
  1421. outPosition, modelview, inPosition ) );
  1422. if (fd.materialFeatures[MFT_SkyBox])
  1423. {
  1424. meta->addStatement(new GenOp(" @ = @.xyww;\r\n", outPosition, outPosition));
  1425. }
  1426. output = meta;
  1427. }
  1428. void VertPositionHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1429. const MaterialFeatureData &fd)
  1430. {
  1431. // grab connector position
  1432. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
  1433. Var *outPosition = connectComp->getElement(RT_SVPOSITION);
  1434. outPosition->setName("vpos");
  1435. outPosition->setStructName("IN");
  1436. }
  1437. //****************************************************************************
  1438. // Reflect Cubemap
  1439. //****************************************************************************
  1440. void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1441. const MaterialFeatureData &fd )
  1442. {
  1443. // search for vert normal
  1444. Var *inNormal = (Var*) LangElement::find( "normal" );
  1445. if ( !inNormal )
  1446. return;
  1447. MultiLine * meta = new MultiLine;
  1448. // If a base or bump tex is present in the material, but not in the
  1449. // current pass - we need to add one to the current pass to use
  1450. // its alpha channel as a gloss map. Here we just need the tex coords.
  1451. if( !fd.features[MFT_DiffuseMap] &&
  1452. !fd.features[MFT_NormalMap] )
  1453. {
  1454. if( fd.materialFeatures[MFT_DiffuseMap] ||
  1455. fd.materialFeatures[MFT_NormalMap] )
  1456. {
  1457. // find incoming texture var
  1458. Var *inTex = getVertTexCoord( "texCoord" );
  1459. // grab connector texcoord register
  1460. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1461. Var *outTex = connectComp->getElement( RT_TEXCOORD );
  1462. outTex->setName( "texCoord" );
  1463. outTex->setStructName( "OUT" );
  1464. outTex->setType( "float2" );
  1465. // setup language elements to output incoming tex coords to output
  1466. meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
  1467. }
  1468. }
  1469. // create cubeTrans
  1470. bool useInstancing = fd.features[MFT_UseInstancing];
  1471. Var *cubeTrans = getObjTrans( componentList, useInstancing, meta );
  1472. // cube vert position
  1473. Var * cubeVertPos = new Var;
  1474. cubeVertPos->setName( "cubeVertPos" );
  1475. cubeVertPos->setType( "float3" );
  1476. LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
  1477. meta->addStatement( new GenOp( " @ = mul(@, float4(@,1)).xyz;\r\n",
  1478. cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
  1479. // cube normal
  1480. Var * cubeNormal = new Var;
  1481. cubeNormal->setName( "cubeNormal" );
  1482. cubeNormal->setType( "float3" );
  1483. LangElement *cubeNormDecl = new DecOp( cubeNormal );
  1484. meta->addStatement(new GenOp(" @ = ( mul( (@), float4(@, 0) ) ).xyz;\r\n",
  1485. cubeNormDecl, cubeTrans, inNormal));
  1486. meta->addStatement(new GenOp(" @ = bool(length(@)) ? normalize(@) : @;\r\n",
  1487. cubeNormal, cubeNormal, cubeNormal, cubeNormal));
  1488. // grab the eye position
  1489. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1490. if ( !eyePos )
  1491. {
  1492. eyePos = new Var( "eyePosWorld", "float3" );
  1493. eyePos->uniform = true;
  1494. eyePos->constSortPos = cspPass;
  1495. }
  1496. // eye to vert
  1497. Var * eyeToVert = new Var;
  1498. eyeToVert->setName( "eyeToVert" );
  1499. eyeToVert->setType( "float3" );
  1500. LangElement *e2vDecl = new DecOp( eyeToVert );
  1501. meta->addStatement( new GenOp( " @ = @ - @;\r\n",
  1502. e2vDecl, cubeVertPos, eyePos ) );
  1503. // grab connector texcoord register
  1504. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1505. Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
  1506. reflectVec->setName( "reflectVec" );
  1507. reflectVec->setStructName( "OUT" );
  1508. reflectVec->setType( "float3" );
  1509. meta->addStatement( new GenOp( " @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );
  1510. output = meta;
  1511. }
  1512. void ReflectCubeFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1513. const MaterialFeatureData &fd )
  1514. {
  1515. MultiLine * meta = new MultiLine;
  1516. Var *glossColor = NULL;
  1517. // If a base or bump tex is present in the material, but not in the
  1518. // current pass - we need to add one to the current pass to use
  1519. // its alpha channel as a gloss map.
  1520. if( !fd.features[MFT_DiffuseMap] &&
  1521. !fd.features[MFT_NormalMap])
  1522. {
  1523. if( fd.materialFeatures[MFT_DiffuseMap] ||
  1524. fd.materialFeatures[MFT_NormalMap])
  1525. {
  1526. // grab connector texcoord register
  1527. Var *inTex = getInTexCoord("texCoord", "float2", componentList);
  1528. // create texture var
  1529. Var *newMap = new Var;
  1530. newMap->setType( "SamplerState" );
  1531. newMap->setName( "glossMap" );
  1532. newMap->uniform = true;
  1533. newMap->sampler = true;
  1534. newMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1535. Var* glowMapTex = new Var;
  1536. glowMapTex->setName("glowMapTex");
  1537. glowMapTex->setType("Texture2D");
  1538. glowMapTex->uniform = true;
  1539. glowMapTex->texture = true;
  1540. glowMapTex->constNum = newMap->constNum;
  1541. // create sample color
  1542. Var *color = new Var;
  1543. color->setType( "float4" );
  1544. color->setName( "diffuseColor" );
  1545. LangElement *colorDecl = new DecOp( color );
  1546. glossColor = color;
  1547. meta->addStatement(new GenOp(" @ = @.Sample( @, @ );\r\n", colorDecl, glowMapTex, newMap, inTex));
  1548. }
  1549. }
  1550. if (!glossColor)
  1551. {
  1552. if (fd.features[MFT_isDeferred])
  1553. glossColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
  1554. if (!glossColor)
  1555. glossColor = (Var*)LangElement::find("diffuseColor");
  1556. if (!glossColor)
  1557. glossColor = (Var*)LangElement::find("bumpNormal");
  1558. }
  1559. // grab connector texcoord register
  1560. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1561. Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
  1562. reflectVec->setName( "reflectVec" );
  1563. reflectVec->setStructName( "IN" );
  1564. reflectVec->setType( "float3" );
  1565. // create cubemap var
  1566. Var *cubeMap = new Var;
  1567. cubeMap->setType( "SamplerState" );
  1568. cubeMap->setName( "cubeMap" );
  1569. cubeMap->uniform = true;
  1570. cubeMap->sampler = true;
  1571. cubeMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  1572. Var* cubeMapTex = new Var;
  1573. cubeMapTex->setName("cubeMapTex");
  1574. cubeMapTex->setType("TextureCube"); // cubeMapTex->setType("TextureCube");
  1575. cubeMapTex->uniform = true;
  1576. cubeMapTex->texture = true;
  1577. cubeMapTex->constNum = cubeMap->constNum;
  1578. Var *cubeMips = new Var;
  1579. cubeMips->setType("float");
  1580. cubeMips->setName("cubeMips");
  1581. cubeMips->uniform = true;
  1582. cubeMips->constSortPos = cspPotentialPrimitive;
  1583. // TODO: Restore the lighting attenuation here!
  1584. Var *attn = NULL;
  1585. //if ( fd.materialFeatures[MFT_DynamicLight] )
  1586. //attn = (Var*)LangElement::find("attn");
  1587. //else
  1588. if ( fd.materialFeatures[MFT_RTLighting] )
  1589. attn =(Var*)LangElement::find("d_NL_Att");
  1590. LangElement *texCube = NULL;
  1591. Var* matinfo = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  1592. Var *smoothness = (Var*)LangElement::find("smoothness");
  1593. if (smoothness) //try to grab smoothness directly
  1594. {
  1595. texCube = new GenOp("@.SampleLevel( @, float3(@).rgb, min((1.0 - @)*@ + 1.0, @))", cubeMapTex, cubeMap, reflectVec, smoothness, cubeMips, cubeMips);
  1596. }
  1597. else if (glossColor)//failing that, try and find color data
  1598. {
  1599. texCube = new GenOp("@.SampleLevel( @, float3(@).rgb, min((1.0 - @.b)*@ + 1.0, @))", cubeMapTex, cubeMap, reflectVec, glossColor, cubeMips, cubeMips);
  1600. }
  1601. else //failing *that*, just draw the cubemap
  1602. {
  1603. texCube = new GenOp("@.Sample( @, @ )", cubeMapTex, cubeMap, reflectVec);
  1604. }
  1605. LangElement *lerpVal = NULL;
  1606. Material::BlendOp blendOp = Material::LerpAlpha;
  1607. // Note that the lerpVal needs to be a float4 so that
  1608. // it will work with the LerpAlpha blend.
  1609. if (matinfo)
  1610. {
  1611. if (attn)
  1612. lerpVal = new GenOp("@ * saturate( @ )", matinfo, attn);
  1613. else
  1614. lerpVal = new GenOp("@", matinfo);
  1615. }
  1616. else if ( glossColor )
  1617. {
  1618. if ( attn )
  1619. lerpVal = new GenOp( "@ * saturate( @ )", glossColor, attn );
  1620. else
  1621. lerpVal = glossColor;
  1622. }
  1623. else
  1624. {
  1625. if ( attn )
  1626. lerpVal = new GenOp( "saturate( @ ).xxxx", attn );
  1627. else
  1628. blendOp = Material::Mul;
  1629. }
  1630. Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
  1631. if (fd.features[MFT_isDeferred])
  1632. {
  1633. //metalness: black(0) = color, white(1) = reflection
  1634. if (fd.features[MFT_ToneMap])
  1635. meta->addStatement(new GenOp(" @ *= @;\r\n", targ, texCube));
  1636. else
  1637. meta->addStatement(new GenOp(" @ = @;\r\n", targ, texCube));
  1638. }
  1639. else
  1640. {
  1641. meta->addStatement(new GenOp(" //forward lit cubemapping\r\n"));
  1642. targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
  1643. Var *metalness = (Var*)LangElement::find("metalness");
  1644. if (metalness)
  1645. {
  1646. Var *dColor = new Var("dColor", "float3");
  1647. Var *reflectColor = new Var("reflectColor", "float3");
  1648. meta->addStatement(new GenOp(" @ = @.rgb - (@.rgb * @);\r\n", new DecOp(dColor), targ, targ, metalness));
  1649. meta->addStatement(new GenOp(" @ = @.rgb*(@).rgb*@;\r\n", new DecOp(reflectColor), targ, texCube, metalness));
  1650. meta->addStatement(new GenOp(" @.rgb = @+@;\r\n", targ, dColor, reflectColor));
  1651. }
  1652. else if (lerpVal)
  1653. meta->addStatement(new GenOp(" @ *= float4(@.rgb*@.a, @.a);\r\n", targ, texCube, lerpVal, targ));
  1654. else
  1655. meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", targ, texCube));
  1656. }
  1657. output = meta;
  1658. }
  1659. ShaderFeature::Resources ReflectCubeFeatHLSL::getResources( const MaterialFeatureData &fd )
  1660. {
  1661. Resources res;
  1662. if( fd.features[MFT_DiffuseMap] ||
  1663. fd.features[MFT_NormalMap] )
  1664. {
  1665. res.numTex = 1;
  1666. res.numTexReg = 1;
  1667. }
  1668. else
  1669. {
  1670. res.numTex = 2;
  1671. res.numTexReg = 2;
  1672. }
  1673. return res;
  1674. }
  1675. void ReflectCubeFeatHLSL::setTexData( Material::StageData &stageDat,
  1676. const MaterialFeatureData &stageFeatures,
  1677. RenderPassData &passData,
  1678. U32 &texIndex )
  1679. {
  1680. // set up a gloss map if one is not present in the current pass
  1681. // but is present in the current material stage
  1682. if( !passData.mFeatureData.features[MFT_DiffuseMap] &&
  1683. !passData.mFeatureData.features[MFT_NormalMap] )
  1684. {
  1685. GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
  1686. if ( tex && stageFeatures.features[MFT_DiffuseMap] )
  1687. {
  1688. passData.mSamplerNames[ texIndex ] = "diffuseMap";
  1689. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1690. }
  1691. else
  1692. {
  1693. tex = stageDat.getTex( MFT_NormalMap );
  1694. if ( tex && stageFeatures.features[ MFT_NormalMap ] )
  1695. {
  1696. passData.mSamplerNames[ texIndex ] = "bumpMap";
  1697. passData.mTexSlot[ texIndex++ ].texObject = tex;
  1698. }
  1699. }
  1700. }
  1701. if( stageDat.getCubemap() )
  1702. {
  1703. passData.mCubeMap = stageDat.getCubemap();
  1704. passData.mSamplerNames[texIndex] = "cubeMap";
  1705. passData.mTexType[texIndex++] = Material::Cube;
  1706. }
  1707. else
  1708. {
  1709. if( stageFeatures.features[MFT_CubeMap] )
  1710. {
  1711. // assuming here that it is a scenegraph cubemap
  1712. passData.mSamplerNames[texIndex] = "cubeMap";
  1713. passData.mTexType[texIndex++] = Material::SGCube;
  1714. }
  1715. }
  1716. }
  1717. //****************************************************************************
  1718. // RTLighting
  1719. //****************************************************************************
  1720. RTLightingFeatHLSL::RTLightingFeatHLSL()
  1721. : mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl" ))
  1722. {
  1723. addDependency( &mDep );
  1724. }
  1725. void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1726. const MaterialFeatureData &fd )
  1727. {
  1728. MultiLine *meta = new MultiLine;
  1729. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1730. // Special case for lighting imposters. We dont have a vert normal and may not
  1731. // have a normal map. Generate and pass the normal data the pixel shader needs.
  1732. if ( fd.features[MFT_ImposterVert] )
  1733. {
  1734. if ( !fd.features[MFT_NormalMap] )
  1735. {
  1736. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1737. if ( !eyePos )
  1738. {
  1739. eyePos = new Var( "eyePosWorld", "float3" );
  1740. eyePos->uniform = true;
  1741. eyePos->constSortPos = cspPass;
  1742. }
  1743. Var *inPosition = (Var*)LangElement::find( "position" );
  1744. Var *outNormal = connectComp->getElement( RT_TEXCOORD );
  1745. outNormal->setName( "wsNormal" );
  1746. outNormal->setStructName( "OUT" );
  1747. outNormal->setType( "float3" );
  1748. // Transform the normal to world space.
  1749. meta->addStatement( new GenOp( " @ = normalize( @ - @.xyz );\r\n", outNormal, eyePos, inPosition ) );
  1750. }
  1751. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1752. output = meta;
  1753. return;
  1754. }
  1755. // Find the incoming vertex normal.
  1756. Var *inNormal = (Var*)LangElement::find( "normal" );
  1757. // Skip out on realtime lighting if we don't have a normal
  1758. // or we're doing some sort of baked lighting.
  1759. if ( !inNormal ||
  1760. fd.features[MFT_LightMap] ||
  1761. fd.features[MFT_ToneMap] ||
  1762. fd.features[MFT_VertLit] )
  1763. return;
  1764. // If there isn't a normal map then we need to pass
  1765. // the world space normal to the pixel shader ourselves.
  1766. if ( !fd.features[MFT_NormalMap] )
  1767. {
  1768. Var *outNormal = connectComp->getElement( RT_TEXCOORD );
  1769. outNormal->setName( "wsNormal" );
  1770. outNormal->setStructName( "OUT" );
  1771. outNormal->setType( "float3" );
  1772. // Get the transform to world space.
  1773. Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
  1774. // Transform the normal to world space.
  1775. meta->addStatement( new GenOp( " @ = mul( @, float4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
  1776. }
  1777. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1778. output = meta;
  1779. }
  1780. void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1781. const MaterialFeatureData &fd )
  1782. {
  1783. // Skip out on realtime lighting if we don't have a normal
  1784. // or we're doing some sort of baked lighting.
  1785. //
  1786. // TODO: We can totally detect for this in the material
  1787. // feature setup... we should move it out of here!
  1788. //
  1789. if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
  1790. return;
  1791. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1792. MultiLine *meta = new MultiLine;
  1793. // Look for a wsNormal or grab it from the connector.
  1794. Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
  1795. if ( !wsNormal )
  1796. {
  1797. wsNormal = connectComp->getElement( RT_TEXCOORD );
  1798. wsNormal->setName( "wsNormal" );
  1799. wsNormal->setStructName( "IN" );
  1800. wsNormal->setType( "float3" );
  1801. // If we loaded the normal its our responsibility
  1802. // to normalize it... the interpolators won't.
  1803. //
  1804. // Note we cast to half here to get partial precision
  1805. // optimized code which is an acceptable loss of
  1806. // precision for normals and performs much better
  1807. // on older Geforce cards.
  1808. //
  1809. meta->addStatement( new GenOp( " @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );
  1810. }
  1811. // Now the wsPosition and wsView.
  1812. Var *wsPosition = getInWsPosition( componentList );
  1813. Var *wsView = getWsView( wsPosition, meta );
  1814. // Create temporaries to hold results of lighting.
  1815. Var *rtShading = new Var( "rtShading", "float4" );
  1816. Var *specular = new Var( "specular", "float4" );
  1817. meta->addStatement( new GenOp( " @; @;\r\n",
  1818. new DecOp( rtShading ), new DecOp( specular ) ) );
  1819. // Look for a light mask generated from a previous
  1820. // feature (this is done for BL terrain lightmaps).
  1821. LangElement *lightMask = LangElement::find( "lightMask" );
  1822. if ( !lightMask )
  1823. lightMask = new GenOp( "float4( 1, 1, 1, 1 )" );
  1824. // Get all the light constants.
  1825. Var *inLightPos = new Var( "inLightPos", "float4" );
  1826. inLightPos->uniform = true;
  1827. inLightPos->arraySize = 3;
  1828. inLightPos->constSortPos = cspPotentialPrimitive;
  1829. Var *inLightInvRadiusSq = new Var( "inLightInvRadiusSq", "float4" );
  1830. inLightInvRadiusSq->uniform = true;
  1831. inLightInvRadiusSq->constSortPos = cspPotentialPrimitive;
  1832. Var *inLightColor = new Var( "inLightColor", "float4" );
  1833. inLightColor->uniform = true;
  1834. inLightColor->arraySize = 4;
  1835. inLightColor->constSortPos = cspPotentialPrimitive;
  1836. Var *inLightSpotDir = new Var( "inLightSpotDir", "float4" );
  1837. inLightSpotDir->uniform = true;
  1838. inLightSpotDir->arraySize = 3;
  1839. inLightSpotDir->constSortPos = cspPotentialPrimitive;
  1840. Var *inLightSpotAngle = new Var( "inLightSpotAngle", "float4" );
  1841. inLightSpotAngle->uniform = true;
  1842. inLightSpotAngle->constSortPos = cspPotentialPrimitive;
  1843. Var *lightSpotFalloff = new Var( "inLightSpotFalloff", "float4" );
  1844. lightSpotFalloff->uniform = true;
  1845. lightSpotFalloff->constSortPos = cspPotentialPrimitive;
  1846. Var *smoothness = (Var*)LangElement::find("smoothness");
  1847. if (!fd.features[MFT_SpecularMap])
  1848. {
  1849. if (!smoothness)
  1850. {
  1851. smoothness = new Var("smoothness", "float");
  1852. smoothness->uniform = true;
  1853. smoothness->constSortPos = cspPotentialPrimitive;
  1854. }
  1855. }
  1856. Var *metalness = (Var*)LangElement::find("metalness");
  1857. if (!fd.features[MFT_SpecularMap])
  1858. {
  1859. if (!metalness)
  1860. {
  1861. metalness = new Var("metalness", "float");
  1862. metalness->uniform = true;
  1863. metalness->constSortPos = cspPotentialPrimitive;
  1864. }
  1865. }
  1866. Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
  1867. Var *ambient = new Var( "ambient", "float4" );
  1868. ambient->uniform = true;
  1869. ambient->constSortPos = cspPass;
  1870. // Calculate the diffuse shading and specular powers.
  1871. meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
  1872. " @, @, @, @, @, @, @, @, @,\r\n"
  1873. " @, @ );\r\n",
  1874. wsView, wsPosition, wsNormal, lightMask,
  1875. inLightPos, inLightInvRadiusSq, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, smoothness, metalness, albedo,
  1876. rtShading, specular ) );
  1877. // Apply the lighting to the diffuse color.
  1878. LangElement *lighting = new GenOp( "float4( @.rgb + @.rgb, 1 )", rtShading, ambient );
  1879. meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );
  1880. output = meta;
  1881. }
  1882. ShaderFeature::Resources RTLightingFeatHLSL::getResources( const MaterialFeatureData &fd )
  1883. {
  1884. Resources res;
  1885. // These features disable realtime lighting.
  1886. if ( !fd.features[MFT_LightMap] &&
  1887. !fd.features[MFT_ToneMap] &&
  1888. !fd.features[MFT_VertLit] )
  1889. {
  1890. // If enabled we pass the position.
  1891. res.numTexReg = 1;
  1892. // If there isn't a bump map then we pass the
  1893. // world space normal as well.
  1894. if ( !fd.features[MFT_NormalMap] )
  1895. res.numTexReg++;
  1896. }
  1897. return res;
  1898. }
  1899. //****************************************************************************
  1900. // Fog
  1901. //****************************************************************************
  1902. FogFeatHLSL::FogFeatHLSL()
  1903. : mFogDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  1904. {
  1905. addDependency( &mFogDep );
  1906. }
  1907. void FogFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  1908. const MaterialFeatureData &fd )
  1909. {
  1910. MultiLine *meta = new MultiLine;
  1911. const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
  1912. if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
  1913. {
  1914. // Grab the eye position.
  1915. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1916. if ( !eyePos )
  1917. {
  1918. eyePos = new Var( "eyePosWorld", "float3" );
  1919. eyePos->uniform = true;
  1920. eyePos->constSortPos = cspPass;
  1921. }
  1922. Var *fogData = new Var( "fogData", "float3" );
  1923. fogData->uniform = true;
  1924. fogData->constSortPos = cspPass;
  1925. Var *wsPosition = new Var( "fogPos", "float3" );
  1926. getWsPosition( componentList,
  1927. fd.features[MFT_UseInstancing],
  1928. meta,
  1929. new DecOp( wsPosition ) );
  1930. // We pass the fog amount to the pixel shader.
  1931. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1932. Var *fogAmount = connectComp->getElement( RT_TEXCOORD );
  1933. fogAmount->setName( "fogAmount" );
  1934. fogAmount->setStructName( "OUT" );
  1935. fogAmount->setType( "float" );
  1936. meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
  1937. fogAmount, eyePos, wsPosition, fogData, fogData, fogData ) );
  1938. }
  1939. else
  1940. {
  1941. // We fog in world space... make sure the world space
  1942. // position is passed to the pixel shader. This is
  1943. // often already passed for lighting, so it takes up
  1944. // no extra output registers.
  1945. addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
  1946. }
  1947. output = meta;
  1948. }
  1949. void FogFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  1950. const MaterialFeatureData &fd )
  1951. {
  1952. MultiLine *meta = new MultiLine;
  1953. Var *fogColor = new Var;
  1954. fogColor->setType( "float4" );
  1955. fogColor->setName( "fogColor" );
  1956. fogColor->uniform = true;
  1957. fogColor->constSortPos = cspPass;
  1958. // Get the out color.
  1959. Var *color = (Var*) LangElement::find( "col" );
  1960. if ( !color )
  1961. {
  1962. color = new Var;
  1963. color->setType( "fragout" );
  1964. color->setName( "col" );
  1965. color->setStructName( "OUT" );
  1966. }
  1967. Var *fogAmount;
  1968. const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
  1969. if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
  1970. {
  1971. // Per-vertex.... just get the fog amount.
  1972. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  1973. fogAmount = connectComp->getElement( RT_TEXCOORD );
  1974. fogAmount->setName( "fogAmount" );
  1975. fogAmount->setStructName( "IN" );
  1976. fogAmount->setType( "float" );
  1977. }
  1978. else
  1979. {
  1980. Var *wsPosition = getInWsPosition( componentList );
  1981. // grab the eye position
  1982. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  1983. if ( !eyePos )
  1984. {
  1985. eyePos = new Var( "eyePosWorld", "float3" );
  1986. eyePos->uniform = true;
  1987. eyePos->constSortPos = cspPass;
  1988. }
  1989. Var *fogData = new Var( "fogData", "float3" );
  1990. fogData->uniform = true;
  1991. fogData->constSortPos = cspPass;
  1992. /// Get the fog amount.
  1993. fogAmount = new Var( "fogAmount", "float" );
  1994. meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
  1995. new DecOp( fogAmount ), eyePos, wsPosition, fogData, fogData, fogData ) );
  1996. }
  1997. // Lerp between the fog color and diffuse color.
  1998. LangElement *fogLerp = new GenOp( "lerp( @.rgb, @.rgb, @ )", fogColor, color, fogAmount );
  1999. meta->addStatement( new GenOp( " @.rgb = @;\r\n", color, fogLerp ) );
  2000. output = meta;
  2001. }
  2002. ShaderFeature::Resources FogFeatHLSL::getResources( const MaterialFeatureData &fd )
  2003. {
  2004. Resources res;
  2005. res.numTexReg = 1;
  2006. return res;
  2007. }
  2008. //****************************************************************************
  2009. // Visibility
  2010. //****************************************************************************
  2011. VisibilityFeatHLSL::VisibilityFeatHLSL()
  2012. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  2013. {
  2014. addDependency( &mTorqueDep );
  2015. }
  2016. void VisibilityFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2017. const MaterialFeatureData &fd )
  2018. {
  2019. MultiLine *meta = new MultiLine;
  2020. output = meta;
  2021. if ( fd.features[ MFT_UseInstancing ] )
  2022. {
  2023. // We pass the visibility to the pixel shader via
  2024. // another output register.
  2025. //
  2026. // TODO: We should see if we can share this register
  2027. // with some other common instanced data.
  2028. //
  2029. ShaderConnector *conn = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2030. Var *outVisibility = conn->getElement( RT_TEXCOORD );
  2031. outVisibility->setStructName( "OUT" );
  2032. outVisibility->setName( "visibility" );
  2033. outVisibility->setType( "float" );
  2034. ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
  2035. Var *instVisibility = vertStruct->getElement( RT_TEXCOORD, 1 );
  2036. instVisibility->setStructName( "IN" );
  2037. instVisibility->setName( "inst_visibility" );
  2038. instVisibility->setType( "float" );
  2039. mInstancingFormat->addElement( "visibility", GFXDeclType_Float, instVisibility->constNum );
  2040. meta->addStatement( new GenOp( " @ = @; // Instancing!\r\n", outVisibility, instVisibility ) );
  2041. }
  2042. if ( fd.features[ MFT_IsTranslucent ] )
  2043. return;
  2044. addOutVpos( meta, componentList );
  2045. }
  2046. void VisibilityFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2047. const MaterialFeatureData &fd )
  2048. {
  2049. // Get the visibility constant.
  2050. Var *visibility = NULL;
  2051. if ( fd.features[ MFT_UseInstancing ] )
  2052. visibility = getInTexCoord( "visibility", "float", componentList );
  2053. else
  2054. {
  2055. visibility = (Var*)LangElement::find( "visibility" );
  2056. if ( !visibility )
  2057. {
  2058. visibility = new Var();
  2059. visibility->setType( "float" );
  2060. visibility->setName( "visibility" );
  2061. visibility->uniform = true;
  2062. visibility->constSortPos = cspPotentialPrimitive;
  2063. }
  2064. }
  2065. MultiLine *meta = new MultiLine;
  2066. output = meta;
  2067. // Translucent objects do a simple alpha fade.
  2068. if ( fd.features[ MFT_IsTranslucent ] )
  2069. {
  2070. Var *color = (Var*)LangElement::find( "col" );
  2071. meta->addStatement( new GenOp( " @.a *= @;\r\n", color, visibility ) );
  2072. return;
  2073. }
  2074. // Everything else does a fizzle.
  2075. Var *vPos = getInVpos( meta, componentList );
  2076. // vpos is a float4 in d3d11
  2077. meta->addStatement( new GenOp( " fizzle( @.xy, @ );\r\n", vPos, visibility ) );
  2078. }
  2079. ShaderFeature::Resources VisibilityFeatHLSL::getResources( const MaterialFeatureData &fd )
  2080. {
  2081. Resources res;
  2082. // TODO: Fix for instancing.
  2083. if ( !fd.features[ MFT_IsTranslucent ] )
  2084. res.numTexReg = 1;
  2085. return res;
  2086. }
  2087. //****************************************************************************
  2088. // AlphaTest
  2089. //****************************************************************************
  2090. void AlphaTestHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2091. const MaterialFeatureData &fd )
  2092. {
  2093. // If we're below SM3 and don't have a depth output
  2094. // feature then don't waste an instruction here.
  2095. if ( GFX->getPixelShaderVersion() < 3.0 &&
  2096. !fd.features[ MFT_EyeSpaceDepthOut ] &&
  2097. !fd.features[ MFT_DepthOut ] )
  2098. {
  2099. output = NULL;
  2100. return;
  2101. }
  2102. // If we don't have a color var then we cannot do an alpha test.
  2103. Var *color = (Var*)LangElement::find( "col1" );
  2104. if (!color)
  2105. color = (Var*)LangElement::find("col");
  2106. if ( !color )
  2107. {
  2108. output = NULL;
  2109. return;
  2110. }
  2111. // Now grab the alpha test value.
  2112. Var *alphaTestVal = new Var;
  2113. alphaTestVal->setType( "float" );
  2114. alphaTestVal->setName( "alphaTestValue" );
  2115. alphaTestVal->uniform = true;
  2116. alphaTestVal->constSortPos = cspPotentialPrimitive;
  2117. // Do the clip.
  2118. output = new GenOp( " clip( @.a - @ );\r\n", color, alphaTestVal );
  2119. }
  2120. //****************************************************************************
  2121. // GlowMask
  2122. //****************************************************************************
  2123. void GlowMaskHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2124. const MaterialFeatureData &fd )
  2125. {
  2126. output = NULL;
  2127. // Get the output color... and make it black to mask out
  2128. // glow passes rendered before us.
  2129. //
  2130. // The shader compiler will optimize out all the other
  2131. // code above that doesn't contribute to the alpha mask.
  2132. Var *color = (Var*)LangElement::find( "col" );
  2133. if ( color )
  2134. output = new GenOp( " @.rgb = 0;\r\n", color );
  2135. }
  2136. //****************************************************************************
  2137. // RenderTargetZero
  2138. //****************************************************************************
  2139. void RenderTargetZeroHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  2140. {
  2141. // Do not actually assign zero, but instead a number so close to zero it may as well be zero.
  2142. // This will prevent a divide by zero causing an FP special on float render targets
  2143. output = new GenOp( " @;\r\n", assignColor( new GenOp( "0.00001" ), Material::None, NULL, mOutputTargetMask ) );
  2144. }
  2145. //****************************************************************************
  2146. // HDR Output
  2147. //****************************************************************************
  2148. HDROutHLSL::HDROutHLSL()
  2149. : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
  2150. {
  2151. addDependency( &mTorqueDep );
  2152. }
  2153. void HDROutHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2154. const MaterialFeatureData &fd )
  2155. {
  2156. // Let the helper function do the work.
  2157. Var *color = (Var*)LangElement::find( "col" );
  2158. if ( color )
  2159. output = new GenOp( " @ = hdrEncode( @ );\r\n", color, color );
  2160. }
  2161. //****************************************************************************
  2162. // FoliageFeatureHLSL
  2163. //****************************************************************************
  2164. #include "T3D/fx/groundCover.h"
  2165. FoliageFeatureHLSL::FoliageFeatureHLSL()
  2166. : mDep(ShaderGen::smCommonShaderPath + String("/foliage.hlsl" ))
  2167. {
  2168. addDependency( &mDep );
  2169. }
  2170. void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2171. const MaterialFeatureData &fd )
  2172. {
  2173. // Get the input variables we need.
  2174. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  2175. if ( !inPosition )
  2176. inPosition = (Var*)LangElement::find( "position" );
  2177. Var *inColor = (Var*)LangElement::find( "diffuse" );
  2178. Var *inParams = (Var*)LangElement::find( "texCoord" );
  2179. MultiLine *meta = new MultiLine;
  2180. // Declare the normal and tangent variables since they do not exist
  2181. // in this vert type, but we do need to set them up for others.
  2182. Var *normal = (Var*)LangElement::find( "normal" );
  2183. AssertFatal( normal, "FoliageFeatureHLSL requires vert normal!" );
  2184. Var *tangent = new Var;
  2185. tangent->setType( "float3" );
  2186. tangent->setName( "T" );
  2187. LangElement *tangentDec = new DecOp( tangent );
  2188. meta->addStatement( new GenOp( " @;\n", tangentDec ) );
  2189. // We add a float foliageFade to the OUT structure.
  2190. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2191. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2192. fade->setName( "foliageFade" );
  2193. fade->setStructName( "OUT" );
  2194. fade->setType( "float" );
  2195. // grab the eye position
  2196. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  2197. if ( !eyePos )
  2198. {
  2199. eyePos = new Var( "eyePosWorld", "float3" );
  2200. eyePos->uniform = true;
  2201. eyePos->constSortPos = cspPass;
  2202. }
  2203. // All actual work is offloaded to this method.
  2204. meta->addStatement( new GenOp( " foliageProcessVert( @, @, @, @, @, @ );\r\n", inPosition, inColor, inParams, normal, tangent, eyePos ) );
  2205. // Assign to foliageFade. InColor.a was set to the correct value inside foliageProcessVert.
  2206. meta->addStatement( new GenOp( " @ = @.a;\r\n", fade, inColor ) );
  2207. output = meta;
  2208. }
  2209. void FoliageFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2210. const MaterialFeatureData &fd )
  2211. {
  2212. // Find / create IN.foliageFade
  2213. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2214. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2215. fade->setName( "foliageFade" );
  2216. fade->setStructName( "IN" );
  2217. fade->setType( "float" );
  2218. // Find / create visibility
  2219. Var *visibility = (Var*) LangElement::find( "visibility" );
  2220. if ( !visibility )
  2221. {
  2222. visibility = new Var();
  2223. visibility->setType( "float" );
  2224. visibility->setName( "visibility" );
  2225. visibility->uniform = true;
  2226. visibility->constSortPos = cspPotentialPrimitive;
  2227. }
  2228. MultiLine *meta = new MultiLine;
  2229. // Multiply foliageFade into visibility.
  2230. meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
  2231. output = meta;
  2232. }
  2233. void FoliageFeatureHLSL::determineFeature( Material *material, const GFXVertexFormat *vertexFormat, U32 stageNum, const FeatureType &type, const FeatureSet &features, MaterialFeatureData *outFeatureData )
  2234. {
  2235. // This isn't really necessary since the outFeatureData will be filtered after
  2236. // this call.
  2237. if ( features.hasFeature( MFT_Foliage ) )
  2238. outFeatureData->features.addFeature( type );
  2239. }
  2240. ShaderFeatureConstHandles* FoliageFeatureHLSL::createConstHandles( GFXShader *shader, SimObject *userObject )
  2241. {
  2242. GroundCover *gcover = dynamic_cast< GroundCover* >( userObject );
  2243. AssertFatal( gcover != NULL, "FoliageFeatureHLSL::createConstHandles - userObject was not valid!" );
  2244. GroundCoverShaderConstHandles *handles = new GroundCoverShaderConstHandles();
  2245. handles->mGroundCover = gcover;
  2246. handles->init( shader );
  2247. return handles;
  2248. }
  2249. void ParticleNormalFeatureHLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
  2250. {
  2251. MultiLine *meta = new MultiLine;
  2252. output = meta;
  2253. // Calculate normal and tangent values since we want to keep particle verts
  2254. // as light-weight as possible
  2255. Var *normal = (Var*) LangElement::find("normal");
  2256. if(normal == NULL)
  2257. {
  2258. normal = new Var;
  2259. normal->setType( "float3" );
  2260. normal->setName( "normal" );
  2261. // These values are not accidental. It is slightly adjusted from facing straight into the
  2262. // screen because there is a discontinuity at (0, 1, 0) for gbuffer encoding. Do not
  2263. // cause this value to be (0, -1, 0) or interlaced normals will be discontinuous.
  2264. // [11/23/2009 Pat]
  2265. meta->addStatement(new GenOp(" @ = float3(0.0, -0.97, 0.14);\r\n", new DecOp(normal)));
  2266. }
  2267. Var *T = (Var*) LangElement::find( "T" );
  2268. if(T == NULL)
  2269. {
  2270. T = new Var;
  2271. T->setType( "float3" );
  2272. T->setName( "T" );
  2273. meta->addStatement(new GenOp(" @ = float3(0.0, 0.0, -1.0);\r\n", new DecOp(T)));
  2274. }
  2275. }
  2276. //****************************************************************************
  2277. // ImposterVertFeatureHLSL
  2278. //****************************************************************************
  2279. ImposterVertFeatureHLSL::ImposterVertFeatureHLSL()
  2280. : mDep(ShaderGen::smCommonShaderPath + String("/imposter.hlsl" ))
  2281. {
  2282. addDependency( &mDep );
  2283. }
  2284. void ImposterVertFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2285. const MaterialFeatureData &fd )
  2286. {
  2287. MultiLine *meta = new MultiLine;
  2288. output = meta;
  2289. // Get the input vertex variables.
  2290. Var *inPosition = (Var*)LangElement::find( "position" );
  2291. Var *inMiscParams = (Var*)LangElement::find( "tcImposterParams" );
  2292. Var *inUpVec = (Var*)LangElement::find( "tcImposterUpVec" );
  2293. Var *inRightVec = (Var*)LangElement::find( "tcImposterRightVec" );
  2294. // Get the input shader constants.
  2295. Var *imposterLimits = new Var;
  2296. imposterLimits->setType( "float4" );
  2297. imposterLimits->setName( "imposterLimits" );
  2298. imposterLimits->uniform = true;
  2299. imposterLimits->constSortPos = cspPotentialPrimitive;
  2300. Var *imposterUVs = new Var;
  2301. imposterUVs->setType( "float4" );
  2302. imposterUVs->setName( "imposterUVs" );
  2303. imposterUVs->arraySize = 64; // See imposter.hlsl
  2304. imposterUVs->uniform = true;
  2305. imposterUVs->constSortPos = cspPotentialPrimitive;
  2306. Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
  2307. if ( !eyePos )
  2308. {
  2309. eyePos = new Var( "eyePosWorld", "float3" );
  2310. eyePos->uniform = true;
  2311. eyePos->constSortPos = cspPass;
  2312. }
  2313. // Declare the outputs from this feature.
  2314. Var *outInPosition = new Var;
  2315. outInPosition->setType( "float3" );
  2316. outInPosition->setName( "inPosition" );
  2317. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outInPosition ) ) );
  2318. Var *outTexCoord = new Var;
  2319. outTexCoord->setType( "float2" );
  2320. outTexCoord->setName( "texCoord" );
  2321. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outTexCoord ) ) );
  2322. Var *outWorldToTangent = new Var;
  2323. outWorldToTangent->setType( "float3x3" );
  2324. outWorldToTangent->setName( "worldToTangent" );
  2325. meta->addStatement( new GenOp( " @;\r\n", new DecOp( outWorldToTangent ) ) );
  2326. // Add imposterFade to the OUT structure.
  2327. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2328. Var *outFade = connectComp->getElement( RT_TEXCOORD );
  2329. outFade->setName( "imposterFade" );
  2330. outFade->setStructName( "OUT" );
  2331. outFade->setType( "float" );
  2332. // Assign OUT.imposterFade
  2333. meta->addStatement( new GenOp( " @ = @.y;\r\n", outFade, inMiscParams ) );
  2334. // All actual work is done in this method.
  2335. meta->addStatement( new GenOp( " imposter_v( @.xyz, @.w, @.x * length(@), normalize(@), normalize(@), @.y, @.x, @.z, @.w, @, @, @, @, @ );\r\n",
  2336. inPosition,
  2337. inPosition,
  2338. inMiscParams,
  2339. inRightVec,
  2340. inUpVec,
  2341. inRightVec,
  2342. imposterLimits,
  2343. imposterLimits,
  2344. imposterLimits,
  2345. imposterLimits,
  2346. eyePos,
  2347. imposterUVs,
  2348. outInPosition,
  2349. outTexCoord,
  2350. outWorldToTangent ) );
  2351. // Copy the position to wsPosition for use in shaders
  2352. // down stream instead of looking for objTrans.
  2353. Var *wsPosition = new Var;
  2354. wsPosition->setType( "float3" );
  2355. wsPosition->setName( "wsPosition" );
  2356. meta->addStatement( new GenOp( " @ = @.xyz;\r\n", new DecOp( wsPosition ), outInPosition ) );
  2357. // If we new viewToTangent... its the same as the
  2358. // world to tangent for an imposter.
  2359. Var *viewToTangent = new Var;
  2360. viewToTangent->setType( "float3x3" );
  2361. viewToTangent->setName( "viewToTangent" );
  2362. meta->addStatement( new GenOp( " @ = @;\r\n", new DecOp( viewToTangent ), outWorldToTangent ) );
  2363. }
  2364. void ImposterVertFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
  2365. const MaterialFeatureData &fd )
  2366. {
  2367. // Find / create IN.imposterFade
  2368. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  2369. Var *fade = connectComp->getElement( RT_TEXCOORD );
  2370. fade->setName( "imposterFade" );
  2371. fade->setStructName( "IN" );
  2372. fade->setType( "float" );
  2373. // Find / create visibility
  2374. Var *visibility = (Var*) LangElement::find( "visibility" );
  2375. if ( !visibility )
  2376. {
  2377. visibility = new Var();
  2378. visibility->setType( "float" );
  2379. visibility->setName( "visibility" );
  2380. visibility->uniform = true;
  2381. visibility->constSortPos = cspPotentialPrimitive;
  2382. }
  2383. MultiLine *meta = new MultiLine;
  2384. // Multiply foliageFade into visibility.
  2385. meta->addStatement( new GenOp( " @ *= @;\r\n", visibility, fade ) );
  2386. output = meta;
  2387. }
  2388. void ImposterVertFeatureHLSL::determineFeature( Material *material,
  2389. const GFXVertexFormat *vertexFormat,
  2390. U32 stageNum,
  2391. const FeatureType &type,
  2392. const FeatureSet &features,
  2393. MaterialFeatureData *outFeatureData )
  2394. {
  2395. if ( features.hasFeature( MFT_ImposterVert ) )
  2396. outFeatureData->features.addFeature( MFT_ImposterVert );
  2397. }
  2398. //****************************************************************************
  2399. // HardwareSkinningFeatureHLSL
  2400. //****************************************************************************
  2401. void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
  2402. const MaterialFeatureData &fd )
  2403. {
  2404. MultiLine *meta = new MultiLine;
  2405. Var *inPosition = (Var*)LangElement::find( "inPosition" );
  2406. Var *inNormal = (Var*)LangElement::find( "inNormal" );
  2407. if ( !inPosition )
  2408. inPosition = (Var*)LangElement::find( "position" );
  2409. if ( !inNormal )
  2410. inNormal = (Var*)LangElement::find( "normal" );
  2411. Var* posePos = new Var("posePos", "float3");
  2412. Var* poseNormal = new Var("poseNormal", "float3");
  2413. Var* poseMat = new Var("poseMat", "float4x3");
  2414. Var* poseRotMat = new Var("poseRotMat", "float3x3");
  2415. Var* nodeTransforms = (Var*)LangElement::find("nodeTransforms");
  2416. if (!nodeTransforms)
  2417. {
  2418. nodeTransforms = new Var("nodeTransforms", "float4x3");
  2419. nodeTransforms->uniform = true;
  2420. nodeTransforms->arraySize = TSShape::smMaxSkinBones;
  2421. nodeTransforms->constSortPos = cspPotentialPrimitive;
  2422. }
  2423. U32 numIndices = mVertexFormat->getNumBlendIndices();
  2424. meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( posePos ) ) );
  2425. meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( poseNormal ) ) );
  2426. meta->addStatement( new GenOp( " @;\r\n", new DecOp( poseMat ) ) );
  2427. meta->addStatement(new GenOp(" @;\r\n int i;\r\n", new DecOp(poseRotMat)));
  2428. for (U32 i=0; i<numIndices; i++)
  2429. {
  2430. // NOTE: To keep things simple, we assume all 4 bone indices are used in each element chunk.
  2431. LangElement* inIndices = (Var*)LangElement::find(String::ToString( "blendIndices%d", i ));
  2432. LangElement* inWeights = (Var*)LangElement::find(String::ToString( "blendWeight%d", i ));
  2433. AssertFatal(inIndices && inWeights, "Something went wrong here");
  2434. AssertFatal(poseMat && nodeTransforms && posePos && inPosition && inWeights && poseNormal && inNormal && poseRotMat, "Something went REALLY wrong here");
  2435. meta->addStatement( new GenOp( " for (i=0; i<4; i++) {\r\n" ) );
  2436. meta->addStatement( new GenOp( " int poseIdx = int(@[i]);\r\n", inIndices ) );
  2437. meta->addStatement( new GenOp( " float poseWeight = @[i];\r\n", inWeights) );
  2438. meta->addStatement( new GenOp( " @ = @[poseIdx];\r\n", poseMat, nodeTransforms) );
  2439. meta->addStatement( new GenOp( " @ = (float3x3)@;\r\n", poseRotMat, poseMat) );
  2440. meta->addStatement( new GenOp( " @ += (mul(float4(@, 1), @)).xyz * poseWeight;\r\n", posePos, inPosition, poseMat) );
  2441. meta->addStatement( new GenOp( " @ += (mul(@,@) * poseWeight);\r\n", poseNormal, inNormal, poseRotMat) );
  2442. meta->addStatement( new GenOp( " }\r\n" ) );
  2443. }
  2444. // Assign new position and normal
  2445. meta->addStatement( new GenOp( " @ = @;\r\n", inPosition, posePos ) );
  2446. meta->addStatement( new GenOp( " @ = normalize(@);\r\n", inNormal, poseNormal ) );
  2447. output = meta;
  2448. }
  2449. //****************************************************************************
  2450. // ReflectionProbeFeatHLSL
  2451. //****************************************************************************
  2452. ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
  2453. : mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl"))
  2454. {
  2455. addDependency(&mDep);
  2456. }
  2457. void ReflectionProbeFeatHLSL::processVert(Vector<ShaderComponent*>& componentList,
  2458. const MaterialFeatureData& fd)
  2459. {
  2460. MultiLine* meta = new MultiLine;
  2461. output = meta;
  2462. // Also output the worldToTanget transform which
  2463. // we use to create the world space normal.
  2464. getOutWorldToTangent(componentList, meta, fd);
  2465. }
  2466. void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
  2467. const MaterialFeatureData &fd)
  2468. {
  2469. // Skip out on realtime lighting if we don't have a normal
  2470. // or we're doing some sort of baked lighting.
  2471. //
  2472. // TODO: We can totally detect for this in the material
  2473. // feature setup... we should move it out of here!
  2474. //
  2475. if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
  2476. return;
  2477. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
  2478. MultiLine *meta = new MultiLine;
  2479. // Now the wsPosition and wsView.
  2480. Var *wsPosition = getInWsPosition(componentList);
  2481. Var *wsView = getWsView(wsPosition, meta);
  2482. //Reflection Probe WIP
  2483. U32 MAX_FORWARD_PROBES = 4;
  2484. Var *numProbes = new Var("numProbes", "float");
  2485. numProbes->uniform = true;
  2486. numProbes->constSortPos = cspPotentialPrimitive;
  2487. Var *cubeMips = new Var("cubeMips", "float");
  2488. cubeMips->uniform = true;
  2489. cubeMips->constSortPos = cspPotentialPrimitive;
  2490. Var *hasSkylight = new Var("hasSkylight", "float");
  2491. hasSkylight->uniform = true;
  2492. hasSkylight->constSortPos = cspPotentialPrimitive;
  2493. Var *inProbePosArray = new Var("inProbePosArray", "float4");
  2494. inProbePosArray->arraySize = MAX_FORWARD_PROBES;
  2495. inProbePosArray->uniform = true;
  2496. inProbePosArray->constSortPos = cspPotentialPrimitive;
  2497. Var *inRefPosArray = new Var("inRefPosArray", "float4");
  2498. inRefPosArray->arraySize = MAX_FORWARD_PROBES;
  2499. inRefPosArray->uniform = true;
  2500. inRefPosArray->constSortPos = cspPotentialPrimitive;
  2501. Var *bbMinArray = new Var("inProbeBoxMin", "float4");
  2502. bbMinArray->arraySize = MAX_FORWARD_PROBES;
  2503. bbMinArray->uniform = true;
  2504. bbMinArray->constSortPos = cspPotentialPrimitive;
  2505. Var *bbMaxArray = new Var("inProbeBoxMax", "float4");
  2506. bbMaxArray->arraySize = MAX_FORWARD_PROBES;
  2507. bbMaxArray->uniform = true;
  2508. bbMaxArray->constSortPos = cspPotentialPrimitive;
  2509. Var *probeConfigData = new Var("probeConfigData", "float4");
  2510. probeConfigData->arraySize = MAX_FORWARD_PROBES;
  2511. probeConfigData->uniform = true;
  2512. probeConfigData->constSortPos = cspPotentialPrimitive;
  2513. Var *worldToObjArray = new Var("worldToObjArray", "float4x4");
  2514. worldToObjArray->arraySize = MAX_FORWARD_PROBES;
  2515. worldToObjArray->uniform = true;
  2516. worldToObjArray->constSortPos = cspPotentialPrimitive;
  2517. Var *BRDFTexture = new Var("BRDFTexture", "SamplerState");
  2518. BRDFTexture->uniform = true;
  2519. BRDFTexture->sampler = true;
  2520. BRDFTexture->constNum = Var::getTexUnitNum(); // used as texture unit num here
  2521. Var *BRDFTextureTex = new Var("texture_BRDFTexture", "Texture2D");
  2522. BRDFTextureTex->uniform = true;
  2523. BRDFTextureTex->texture = true;
  2524. BRDFTextureTex->constNum = BRDFTexture->constNum;
  2525. Var *specularCubemapAR = new Var("specularCubemapAR", "SamplerState");
  2526. specularCubemapAR->uniform = true;
  2527. specularCubemapAR->sampler = true;
  2528. specularCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
  2529. Var *specularCubemapARTex = new Var("texture_specularCubemapAR", "TextureCubeArray");
  2530. specularCubemapARTex->uniform = true;
  2531. specularCubemapARTex->texture = true;
  2532. specularCubemapARTex->constNum = specularCubemapAR->constNum;
  2533. Var *irradianceCubemapAR = new Var("irradianceCubemapAR", "SamplerState");
  2534. irradianceCubemapAR->uniform = true;
  2535. irradianceCubemapAR->sampler = true;
  2536. irradianceCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
  2537. Var *irradianceCubemapARTex = new Var("texture_irradianceCubemapAR", "TextureCubeArray");
  2538. irradianceCubemapARTex->uniform = true;
  2539. irradianceCubemapARTex->texture = true;
  2540. irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;
  2541. Var *skylightSpecularMap = new Var("skylightSpecularMap", "SamplerState");
  2542. skylightSpecularMap->uniform = true;
  2543. skylightSpecularMap->sampler = true;
  2544. skylightSpecularMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  2545. Var *skylightSpecularMapTex = new Var("texture_skylightSpecularMap", "TextureCube");
  2546. skylightSpecularMapTex->uniform = true;
  2547. skylightSpecularMapTex->texture = true;
  2548. skylightSpecularMapTex->constNum = skylightSpecularMap->constNum;
  2549. Var *skylightIrradMap = new Var("skylightIrradMap", "SamplerState");
  2550. skylightIrradMap->uniform = true;
  2551. skylightIrradMap->sampler = true;
  2552. skylightIrradMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
  2553. Var *skylightIrradMapTex = new Var("texture_skylightIrradMap", "TextureCube");
  2554. skylightIrradMapTex->uniform = true;
  2555. skylightIrradMapTex->texture = true;
  2556. skylightIrradMapTex->constNum = skylightIrradMap->constNum;
  2557. Var *inTex = getInTexCoord("texCoord", "float2", componentList);
  2558. if (!inTex)
  2559. return;
  2560. Var *diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
  2561. Var *matinfo = (Var*)LangElement::find("PBRConfig");
  2562. if (!matinfo)
  2563. {
  2564. Var* metalness = (Var*)LangElement::find("metalness");
  2565. if (!metalness)
  2566. {
  2567. metalness = new Var("metalness", "float");
  2568. metalness->uniform = true;
  2569. metalness->constSortPos = cspPotentialPrimitive;
  2570. }
  2571. Var* smoothness = (Var*)LangElement::find("smoothness");
  2572. if (!smoothness)
  2573. {
  2574. smoothness = new Var("smoothness", "float");
  2575. smoothness->uniform = true;
  2576. smoothness->constSortPos = cspPotentialPrimitive;
  2577. }
  2578. matinfo = new Var("PBRConfig", "float4");
  2579. LangElement* colorDecl = new DecOp(matinfo);
  2580. meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
  2581. }
  2582. Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
  2583. Var* worldToTangent = getInWorldToTangent(componentList);
  2584. Var* wsNormal = (Var*)LangElement::find("wsNormal");
  2585. if (!wsNormal)
  2586. {
  2587. wsNormal = connectComp->getElement(RT_TEXCOORD);
  2588. wsNormal->setName("wsNormal");
  2589. wsNormal->setStructName("IN");
  2590. wsNormal->setType("float3");
  2591. // If we loaded the normal its our responsibility
  2592. // to normalize it... the interpolators won't.
  2593. //
  2594. // Note we cast to half here to get partial precision
  2595. // optimized code which is an acceptable loss of
  2596. // precision for normals and performs much better
  2597. // on older Geforce cards.
  2598. //
  2599. meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
  2600. }
  2601. //Reflection vec
  2602. Var* surface = new Var("surface", "Surface");
  2603. meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, wsNormal, matinfo,
  2604. inTex, wsPosition, wsEyePos, wsView));
  2605. String computeForwardProbes = String::String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
  2606. computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t");
  2607. computeForwardProbes += String::String("TORQUE_SAMPLERCUBE_MAKEARG(@), TORQUE_SAMPLERCUBE_MAKEARG(@), \r\n\t\t");
  2608. computeForwardProbes += String::String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
  2609. meta->addStatement(new GenOp(computeForwardProbes.c_str(), diffuseColor, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
  2610. hasSkylight, BRDFTexture,
  2611. skylightIrradMap, skylightSpecularMap,
  2612. irradianceCubemapAR, specularCubemapAR));
  2613. //meta->addStatement(new GenOp(" @.rgb = @.roughness.xxx;\r\n", albedo, surface));
  2614. output = meta;
  2615. }
  2616. ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFeatureData &fd)
  2617. {
  2618. Resources res;
  2619. res.numTex = 5;
  2620. res.numTexReg = 5;
  2621. return res;
  2622. }
  2623. void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
  2624. const MaterialFeatureData &stageFeatures,
  2625. RenderPassData &passData,
  2626. U32 &texIndex)
  2627. {
  2628. if (stageFeatures.features[MFT_ReflectionProbes])
  2629. {
  2630. passData.mSamplerNames[texIndex] = "BRDFTexture";
  2631. passData.mTexType[texIndex++] = Material::Standard;
  2632. // assuming here that it is a scenegraph cubemap
  2633. passData.mSamplerNames[texIndex] = "specularCubemapAR";
  2634. passData.mTexType[texIndex++] = Material::SGCube;
  2635. passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
  2636. passData.mTexType[texIndex++] = Material::SGCube;
  2637. passData.mSamplerNames[texIndex] = "skylightSpecularMap";
  2638. passData.mTexType[texIndex++] = Material::SGCube;
  2639. passData.mSamplerNames[texIndex] = "skylightIrradMap";
  2640. passData.mTexType[texIndex++] = Material::SGCube;
  2641. }
  2642. }