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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "lighting/advanced/hlsl/deferredShadingFeaturesHLSL.h"
- #include "lighting/advanced/advancedLightBinManager.h"
- #include "shaderGen/langElement.h"
- #include "shaderGen/shaderOp.h"
- #include "shaderGen/conditionerFeature.h"
- #include "renderInstance/renderDeferredMgr.h"
- #include "materials/processedMaterial.h"
- #include "materials/materialFeatureTypes.h"
- //****************************************************************************
- // Deferred Shading Features
- //****************************************************************************
- U32 PBRConfigMapHLSL::getOutputTargets(const MaterialFeatureData& fd) const
- {
- return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
- }
- void PBRConfigMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // Get the texture coord.
- Var *texCoord = getInTexCoord( "texCoord", "float2", componentList );
- MultiLine* meta = new MultiLine;
- Var* pbrConfig;
- if (fd.features[MFT_isDeferred])
- {
- pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
- if (!pbrConfig)
- {
- // create material var
- pbrConfig = new Var;
- pbrConfig->setType("fragout");
- pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
- pbrConfig->setStructName("OUT");
- }
- }
- else
- {
- pbrConfig = (Var*)LangElement::find("PBRConfig");
- if (!pbrConfig)
- {
- pbrConfig = new Var("PBRConfig", "float4");
- meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
- }
- }
- // create texture var
- Var * pbrConfigMap = new Var;
- pbrConfigMap->setType( "SamplerState" );
- pbrConfigMap->setName( "PBRConfigMap" );
- pbrConfigMap->uniform = true;
- pbrConfigMap->sampler = true;
- pbrConfigMap->constNum = Var::getTexUnitNum();
- Var* pbrConfigMapTex = new Var;
- pbrConfigMapTex->setName("PBRConfigMapTex");
- pbrConfigMapTex->setType("Texture2D");
- pbrConfigMapTex->uniform = true;
- pbrConfigMapTex->texture = true;
- pbrConfigMapTex->constNum = pbrConfigMap->constNum;
- LangElement *texOp = new GenOp("@.Sample(@, @)", pbrConfigMapTex, pbrConfigMap, texCoord);
-
- Var *metalness = (Var*)LangElement::find("metalness");
- if (!metalness) metalness = new Var("metalness", "float");
- Var *smoothness = (Var*)LangElement::find("smoothness");
- if (!smoothness) smoothness = new Var("smoothness", "float");
- Var* ao = (Var*)LangElement::find("ao");
- if (!ao) ao = new Var("ao", "float");
- meta->addStatement(new GenOp(" @.bga = @.rgb;\r\n", pbrConfig, texOp));
- meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(smoothness), pbrConfig));
- if (fd.features[MFT_InvertSmoothness])
- {
- meta->addStatement(new GenOp(" @.b = [email protected];\r\n", pbrConfig, pbrConfig));
- meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
- }
- meta->addStatement(new GenOp(" @ = @.g;\r\n", new DecOp(ao), pbrConfig));
- meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(metalness), pbrConfig));
- if (fd.features[MFT_GlowMap])
- {
- Var* glowMul = new Var("glowMul", "float");
- glowMul->uniform = true;
- glowMul->constSortPos = cspPotentialPrimitive;
- ShaderFeature::OutputTarget inTarg = ShaderFeature::DefaultTarget;
- ShaderFeature::OutputTarget outTarg = ShaderFeature::DefaultTarget;
- if (fd.features[MFT_isDeferred])
- {
- inTarg = ShaderFeature::RenderTarget1;
- outTarg = ShaderFeature::RenderTarget3;
- }
- Var* diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(inTarg));
- Var* emissionColor = (Var*)LangElement::find(getOutputTargetVarName(outTarg));
- meta->addStatement(new GenOp(" @.rgb += @.rgb*float3(@,@,@)*@.aaa;\r\n", emissionColor, diffuseColor, glowMul, glowMul, glowMul, texOp));
- }
- output = meta;
- }
- ShaderFeature::Resources PBRConfigMapHLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- res.numTex = 1;
- res.numTexReg = 1;
- return res;
- }
- void PBRConfigMapHLSL::setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex )
- {
- GFXTextureObject *tex = stageDat.getTex(MFT_PBRConfigMap);
- if ( tex )
- {
- passData.mTexType[ texIndex ] = Material::Standard;
- passData.mSamplerNames[ texIndex ] = "PBRConfigMap";
- passData.mTexSlot[ texIndex++ ].texObject = tex;
- }
- }
- void PBRConfigMapHLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- getOutTexCoord( "texCoord",
- "float2",
- fd.features[MFT_TexAnim],
- meta,
- componentList );
- output = meta;
- }
- U32 MatInfoFlagsHLSL::getOutputTargets(const MaterialFeatureData& fd) const
- {
- return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
- }
- // Material Info Flags -> Red ( Flags ) of Material Info Buffer.
- void MatInfoFlagsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // search for material var
- Var* pbrConfig;
- if (fd.features[MFT_isDeferred])
- {
- pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
- if (!pbrConfig)
- {
- // create material var
- pbrConfig = new Var;
- pbrConfig->setType("fragout");
- pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
- pbrConfig->setStructName("OUT");
- }
- }
- else
- {
- pbrConfig = (Var*)LangElement::find("PBRConfig");
- if (!pbrConfig) pbrConfig = new Var("PBRConfig", "float4");
- }
- Var *matInfoFlags = new Var;
- matInfoFlags->setType( "float" );
- matInfoFlags->setName( "matInfoFlags" );
- matInfoFlags->uniform = true;
- matInfoFlags->constSortPos = cspPotentialPrimitive;
- output = new GenOp( " @.r = @;\r\n", pbrConfig, matInfoFlags );
- }
- U32 PBRConfigVarsHLSL::getOutputTargets(const MaterialFeatureData& fd) const
- {
- return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
- }
- void PBRConfigVarsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- MultiLine* meta = new MultiLine;
- Var* pbrConfig;
- if (fd.features[MFT_isDeferred])
- {
- pbrConfig = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
- if (!pbrConfig)
- {
- // create material var
- pbrConfig = new Var;
- pbrConfig->setType("fragout");
- pbrConfig->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
- pbrConfig->setStructName("OUT");
- }
- }
- else
- {
- pbrConfig = (Var*)LangElement::find("PBRConfig");
- if (!pbrConfig) pbrConfig = new Var("PBRConfig", "float4");
- meta->addStatement(new GenOp(" @;\r\n", new DecOp(pbrConfig)));
- }
- Var *metalness = new Var("metalness", "float");
- metalness->uniform = true;
- metalness->constSortPos = cspPotentialPrimitive;
- Var *smoothness = new Var("smoothness", "float");
- smoothness->uniform = true;
- smoothness->constSortPos = cspPotentialPrimitive;
- //matinfo.g slot reserved for AO later
- meta->addStatement(new GenOp(" @.g = 1.0;\r\n", pbrConfig));
- meta->addStatement(new GenOp(" @.b = @;\r\n", pbrConfig, smoothness));
- if (fd.features[MFT_InvertSmoothness])
- meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
- meta->addStatement(new GenOp(" @.a = @;\r\n", pbrConfig, metalness));
- output = meta;
- }
- //deferred emissive
- void DeferredEmissiveHLSL::processPix(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
- {
- //for now emission just uses the diffuse color, we could plug in a separate texture for emission at some stage
- Var *diffuseTargetVar = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
- if (!diffuseTargetVar)
- return; //oh dear something is not right, maybe we should just write 0's instead
- // search for scene color target var
- Var *sceneColorVar = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
- if (!sceneColorVar)
- {
- // create scene color target var
- sceneColorVar = new Var;
- sceneColorVar->setType("fragout");
- sceneColorVar->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
- sceneColorVar->setStructName("OUT");
- }
- output = new GenOp("@ = float4(@.rgb,0);", sceneColorVar, diffuseTargetVar);
- }
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