| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183 | //-----------------------------------------------------------------------------// 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/advancedLightBufferConditioner.h"#include "shaderGen/shaderOp.h"#include "gfx/gfxDevice.h"#include "core/util/safeDelete.h"AdvancedLightBufferConditioner::~AdvancedLightBufferConditioner(){}Var *AdvancedLightBufferConditioner::_conditionOutput( Var *unconditionedOutput, MultiLine *meta ){   Var *conditionedOutput = new Var;   if(GFX->getAdapterType() == OpenGL)      conditionedOutput->setType("vec4");   else      conditionedOutput->setType("float4");   DecOp *outputDecl = new DecOp(conditionedOutput);   if(mColorFormat == RGB)   {      conditionedOutput->setName("rgbLightInfoOut");      // If this is a 16 bit integer format, scale up/down the values. All other      // formats just write out the full 0..1      if(getBufferFormat() == GFXFormatR16G16B16A16)         meta->addStatement( new GenOp( "   @ = max(4.0, (float4(lightColor, specular) * NL_att + float4(bufferSample.rgb, 0.0)) / 4.0);\r\n", outputDecl ) );      else         meta->addStatement( new GenOp( "   @ = float4(lightColor, 0) * NL_att + float4(bufferSample.rgb, specular);\r\n", outputDecl ) );   }   else   {      // Input u'v' assumed to be scaled      conditionedOutput->setName("luvLightInfoOut");      meta->addStatement( new GenOp( "   @ = float4( lerp(bufferSample.xy, lightColor.xy, saturate(NL_att / bufferSample.z) * 0.5),\r\n", outputDecl ) );      meta->addStatement( new GenOp( "               bufferSample.z + NL_att, bufferSample.w + saturate(specular * NL_att) );\r\n" ) );   }   return conditionedOutput;}Var *AdvancedLightBufferConditioner::_unconditionInput( Var *conditionedInput, MultiLine *meta ){   if(mColorFormat == RGB)   {      if(getBufferFormat() == GFXFormatR16G16B16A16)         meta->addStatement( new GenOp( "   lightColor = @.rgb * 4.0;\r\n", conditionedInput ) );      else         meta->addStatement( new GenOp( "   lightColor = @.rgb;\r\n", conditionedInput ) );      meta->addStatement( new GenOp( "   NL_att = dot(@.rgb, float3(0.3576, 0.7152, 0.1192));\r\n", conditionedInput ) );   }   else   {      meta->addStatement( new GenOp( "   // TODO: This clamps HDR values.\r\n" ) );      meta->addStatement( new GenOp( "   NL_att = @.b;\r\n", conditionedInput ) );      meta->addStatement( new GenOp( "   lightColor = DecodeLuv(float3(saturate(NL_att), @.rg * 0.62));\r\n", conditionedInput ) );   }   meta->addStatement( new GenOp( "   specular = @.a;\r\n", conditionedInput ) );   return NULL;}Var *AdvancedLightBufferConditioner::printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta ){   Var *methodVar = new Var;   methodVar->setName(methodName);   DecOp *methodDecl = new DecOp(methodVar);   Var *lightColor = new Var;   lightColor->setName("lightColor");   DecOp *lightColorDecl = new DecOp(lightColor);   Var *NLAtt = new Var;   NLAtt->setName("NL_att");   DecOp *NLAttDecl = new DecOp(NLAtt);   Var *specular = new Var;   specular->setName("specular");   DecOp *specularDecl = new DecOp(specular);   Var *bufferSample = new Var;   bufferSample->setName("bufferSample");   DecOp *bufferSampleDecl = new DecOp(bufferSample);   const bool isCondition = ( methodType == ConditionerFeature::ConditionMethod );   if(GFX->getAdapterType() == OpenGL)   {      methodVar->setType(avar("%s", isCondition ? "vec4" : "void"));      lightColor->setType(avar("%s vec3", isCondition ? "in" : "out"));      NLAtt->setType(avar("%s float", isCondition ? "in" : "out"));      specular->setType(avar("%s float", isCondition ? "in" : "out"));      bufferSample->setType("in vec4");   }   else   {      methodVar->setType(avar("inline %s", isCondition ? "float4" : "void"));      lightColor->setType(avar("%s float3", isCondition ? "in" : "out"));      NLAtt->setType(avar("%s float", isCondition ? "in" : "out"));      specular->setType(avar("%s float", isCondition ? "in" : "out"));      bufferSample->setType("in float4");   }   // If this is LUV, print methods to convert RGB<->LUV as needed   if(mColorFormat == LUV)   {      if(!isCondition)      {         meta->addStatement( new GenOp( "float3 DecodeLuv(float3 Luv)\r\n{\r\n" ) );         meta->addStatement( new GenOp( "   float2 xy = float2(9.0f, 4.0f) * Luv.yz / (dot(Luv.yz, float2(6.0f, -16.0f)) + 12.0f);\r\n" ) );         meta->addStatement( new GenOp( "   float Ld = Luv.x;\r\n" ) );         meta->addStatement( new GenOp( "   float3 XYZ = float3(xy.x, Ld, 1.0f - xy.x - xy.y);\r\n" ) );         meta->addStatement( new GenOp( "   XYZ.xz = XYZ.xz * Ld / xy.y;\r\n" ) );         meta->addStatement( new GenOp( "   const float3x3 XYZ2RGB =\r\n" ) );         meta->addStatement( new GenOp( "   {\r\n" ) );         meta->addStatement( new GenOp( "      2.5651f,    -1.1665f,   -0.3986f,\r\n" ) );         meta->addStatement( new GenOp( "      -1.0217f,   1.9777f,    0.0439f,\r\n" ) );         meta->addStatement( new GenOp( "      0.0753f,    -0.2543f,   1.1892f\r\n" ) );         meta->addStatement( new GenOp( "   };\r\n" ) );         meta->addStatement( new GenOp( "   return tMul(XYZ2RGB, XYZ);\r\n" ) );         meta->addStatement( new GenOp( "}\r\n\r\n" ) );      }      else      {         // Shouldn't need this      }   }   // Method header and opening bracket   if(isCondition)   {      // All parameters are input parameters, and the return value is float4.      // If this is an LUV buffer format, than the previous pixel value is needed      // for interpolation.      meta->addStatement( new GenOp( "@(@, @, @, @)\r\n", methodDecl, lightColorDecl, NLAttDecl, specularDecl, bufferSampleDecl ) );   }   else   {      // Sample as input, parameters as output. Void return.      meta->addStatement( new GenOp( "@(@, @, @, @)\r\n", methodDecl, bufferSampleDecl, lightColorDecl, NLAttDecl, specularDecl ) );   }   meta->addStatement( new GenOp( "{\r\n" ) );   // We don't use this way of passing var's around, so this should cause a crash   // if something uses this improperly   return ( isCondition ? NULL : bufferSample );}void AdvancedLightBufferConditioner::printMethodFooter( ConditionerFeature::MethodType methodType, Var *retVar, Stream &stream, MultiLine *meta ){   // Return and closing bracket   if(methodType == ConditionerFeature::ConditionMethod)      meta->addStatement( new GenOp( "\r\n   return @;\r\n", retVar ) );   // Uncondition will assign output parameters    meta->addStatement( new GenOp( "}\r\n" ) );}
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