deferredShadingFeaturesGLSL.cpp 6.9 KB

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