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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
- //****************************************************************************
- // Specular Map -> Blue of Material Buffer ( greyscaled )
- // Gloss Map (Alpha Channel of Specular Map) -> Alpha ( Spec Power ) of Material Info Buffer.
- void DeferredSpecMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // Get the texture coord.
- Var *texCoord = getInTexCoord( "texCoord", "float2", componentList );
- // search for color var
- Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
- MultiLine * meta = new MultiLine;
- if ( !material )
- {
- // create color var
- material = new Var;
- material->setType( "fragout" );
- material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
- material->setStructName( "OUT" );
- }
- // create texture var
- Var *specularMap = new Var;
- specularMap->setType( "SamplerState" );
- specularMap->setName( "specularMap" );
- specularMap->uniform = true;
- specularMap->sampler = true;
- specularMap->constNum = Var::getTexUnitNum();
- Var* specularMapTex = new Var;
- specularMapTex->setName("specularMapTex");
- specularMapTex->setType("Texture2D");
- specularMapTex->uniform = true;
- specularMapTex->texture = true;
- specularMapTex->constNum = specularMap->constNum;
- LangElement *texOp = new GenOp(" @.Sample(@, @)", specularMapTex, specularMap, texCoord);
-
- Var *specularColor = (Var*)LangElement::find("specularColor");
- if (!specularColor) specularColor = new Var("specularColor", "float4");
- 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");
- meta->addStatement(new GenOp(" @ = @.r;\r\n", new DecOp(smoothness), texOp));
- meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(metalness), texOp));
- if (fd.features[MFT_InvertSmoothness])
- meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
- meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(specularColor), texOp));
- meta->addStatement(new GenOp(" @.bga = float3(@,@.g,@);\r\n", material, smoothness, specularColor, metalness));
- output = meta;
- }
- ShaderFeature::Resources DeferredSpecMapHLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- res.numTex = 1;
- res.numTexReg = 1;
- return res;
- }
- void DeferredSpecMapHLSL::setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex )
- {
- GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
- if ( tex )
- {
- passData.mTexType[ texIndex ] = Material::Standard;
- passData.mSamplerNames[ texIndex ] = "specularMap";
- passData.mTexSlot[ texIndex++ ].texObject = tex;
- }
- }
- void DeferredSpecMapHLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- getOutTexCoord( "texCoord",
- "float2",
- fd.features[MFT_TexAnim],
- meta,
- componentList );
- output = meta;
- }
- // Material Info Flags -> Red ( Flags ) of Material Info Buffer.
- void DeferredMatInfoFlagsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // search for material var
- Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
- if ( !material )
- {
- // create material var
- material = new Var;
- material->setType( "fragout" );
- material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
- material->setStructName( "OUT" );
- }
- Var *matInfoFlags = new Var;
- matInfoFlags->setType( "float" );
- matInfoFlags->setName( "matInfoFlags" );
- matInfoFlags->uniform = true;
- matInfoFlags->constSortPos = cspPotentialPrimitive;
- output = new GenOp( " @.r = @;\r\n", material, matInfoFlags );
- }
- // Spec Strength -> Blue Channel of Material Info Buffer.
- // Spec Power -> Alpha Channel ( of Material Info Buffer.
- void DeferredSpecVarsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // search for material var
- Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
- if ( !material )
- {
- // create material var
- material = new Var;
- material->setType( "fragout" );
- material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
- material->setStructName( "OUT" );
- }
- Var *metalness = new Var("metalness", "float");
- metalness->uniform = true;
- metalness->constSortPos = cspPotentialPrimitive;
- Var *smoothness = new Var("smoothness", "float");
- smoothness->uniform = true;
- smoothness->constSortPos = cspPotentialPrimitive;
- MultiLine * meta = new MultiLine;
- //matinfo.g slot reserved for AO later
- meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
- meta->addStatement(new GenOp(" @.b = @;\r\n", material, smoothness));
- if (fd.features[MFT_InvertSmoothness])
- meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
- meta->addStatement(new GenOp(" @.a = @;\r\n", material, metalness));
- output = meta;
- }
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