bumpHLSL.cpp 16 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/bumpHLSL.h"
  24. #include "shaderGen/shaderOp.h"
  25. #include "gfx/gfxDevice.h"
  26. #include "materials/matInstance.h"
  27. #include "materials/processedMaterial.h"
  28. #include "materials/materialFeatureTypes.h"
  29. #include "shaderGen/shaderGenVars.h"
  30. void BumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  31. const MaterialFeatureData &fd )
  32. {
  33. MultiLine *meta = new MultiLine;
  34. output = meta;
  35. const bool useTexAnim = fd.features[MFT_TexAnim];
  36. // Output the texture coord.
  37. getOutTexCoord( "texCoord",
  38. "float2",
  39. true,
  40. useTexAnim,
  41. meta,
  42. componentList );
  43. if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
  44. addOutDetailTexCoord( componentList,
  45. meta,
  46. useTexAnim );
  47. // Also output the worldToTanget transform which
  48. // we use to create the world space normal.
  49. getOutWorldToTangent( componentList, meta, fd );
  50. }
  51. void BumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  52. const MaterialFeatureData &fd )
  53. {
  54. MultiLine *meta = new MultiLine;
  55. output = meta;
  56. // Get the texture coord.
  57. Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
  58. // Sample the bumpmap.
  59. Var *bumpMap = getNormalMapTex();
  60. LangElement *texOp = NULL;
  61. // Handle atlased textures
  62. // http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
  63. if(fd.features[MFT_NormalMapAtlas])
  64. {
  65. // This is a big block of code, so put a comment in the shader code
  66. meta->addStatement( new GenOp( " // Atlased texture coordinate calculation (see BumpFeat*LSL for details)\r\n") );
  67. Var *atlasedTex = new Var;
  68. atlasedTex->setName("atlasedBumpCoord");
  69. atlasedTex->setType( "float2" );
  70. LangElement *atDecl = new DecOp( atlasedTex );
  71. // Parameters of the texture atlas
  72. Var *atParams = new Var;
  73. atParams->setType( "float4" );
  74. atParams->setName("bumpAtlasParams");
  75. atParams->uniform = true;
  76. atParams->constSortPos = cspPotentialPrimitive;
  77. // Parameters of the texture (tile) this object is using in the atlas
  78. Var *tileParams = new Var;
  79. tileParams->setType( "float4" );
  80. tileParams->setName("bumpAtlasTileParams");
  81. tileParams->uniform = true;
  82. tileParams->constSortPos = cspPotentialPrimitive;
  83. const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
  84. if(is_sm3)
  85. {
  86. // Figure out the mip level
  87. meta->addStatement( new GenOp( " float2 _dx_bump = ddx(@ * @.z);\r\n", texCoord, atParams ) );
  88. meta->addStatement( new GenOp( " float2 _dy_bump = ddy(@ * @.z);\r\n", texCoord, atParams ) );
  89. meta->addStatement( new GenOp( " float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n" ) );
  90. meta->addStatement( new GenOp( " mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams ) );
  91. // And the size of the mip level
  92. meta->addStatement( new GenOp( " float mipPixSz_bump = pow(2.0, @.w - mipLod_bump);\r\n", atParams ) );
  93. meta->addStatement( new GenOp( " float2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams ) );
  94. }
  95. else
  96. {
  97. meta->addStatement(new GenOp(" float2 mipSz = float2(1.0, 1.0);\r\n"));
  98. }
  99. // Tiling mode
  100. if( true ) // Wrap
  101. meta->addStatement( new GenOp( " @ = frac(@);\r\n", atDecl, texCoord ) );
  102. else // Clamp
  103. meta->addStatement( new GenOp( " @ = saturate(@);\r\n", atDecl, texCoord ) );
  104. // Finally scale/offset, and correct for filtering
  105. meta->addStatement( new GenOp( " @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n",
  106. atlasedTex, atlasedTex, atParams, atParams, tileParams ) );
  107. // Add a newline
  108. meta->addStatement( new GenOp( "\r\n" ) );
  109. if(is_sm3)
  110. {
  111. texOp = new GenOp( "tex2Dlod(@, float4(@, 0.0, mipLod_bump))", bumpMap, texCoord );
  112. }
  113. else
  114. {
  115. texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
  116. }
  117. }
  118. else
  119. {
  120. texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
  121. }
  122. Var *bumpNorm = new Var( "bumpNormal", "float4" );
  123. meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) );
  124. // If we have a detail normal map we add the xy coords of
  125. // it to the base normal map. This gives us the effect we
  126. // want with few instructions and minial artifacts.
  127. if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
  128. {
  129. bumpMap = new Var;
  130. bumpMap->setType( "sampler2D" );
  131. bumpMap->setName( "detailBumpMap" );
  132. bumpMap->uniform = true;
  133. bumpMap->sampler = true;
  134. bumpMap->constNum = Var::getTexUnitNum();
  135. texCoord = getInTexCoord( "detCoord", "float2", true, componentList );
  136. texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
  137. Var *detailBump = new Var;
  138. detailBump->setName( "detailBump" );
  139. detailBump->setType( "float4" );
  140. meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
  141. Var *detailBumpScale = new Var;
  142. detailBumpScale->setType( "float" );
  143. detailBumpScale->setName( "detailBumpStrength" );
  144. detailBumpScale->uniform = true;
  145. detailBumpScale->constSortPos = cspPass;
  146. meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
  147. }
  148. // We transform it into world space by reversing the
  149. // multiplication by the worldToTanget transform.
  150. Var *wsNormal = new Var( "wsNormal", "float3" );
  151. Var *worldToTanget = getInWorldToTangent( componentList );
  152. meta->addStatement( new GenOp( " @ = normalize( mul( @.xyz, @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) );
  153. }
  154. ShaderFeature::Resources BumpFeatHLSL::getResources( const MaterialFeatureData &fd )
  155. {
  156. Resources res;
  157. // If we have no parallax then we bring on the normal tex.
  158. if ( !fd.features[MFT_Parallax] )
  159. res.numTex = 1;
  160. // Only the parallax or diffuse map will add texture
  161. // coords other than us.
  162. if ( !fd.features[MFT_Parallax] &&
  163. !fd.features[MFT_DiffuseMap] &&
  164. !fd.features[MFT_OverlayMap] &&
  165. !fd.features[MFT_DetailMap] )
  166. res.numTexReg++;
  167. // We pass the world to tanget space transform.
  168. res.numTexReg += 3;
  169. // Do we have detail normal mapping?
  170. if ( fd.features[MFT_DetailNormalMap] )
  171. {
  172. res.numTex++;
  173. if ( !fd.features[MFT_DetailMap] )
  174. res.numTexReg++;
  175. }
  176. return res;
  177. }
  178. void BumpFeatHLSL::setTexData( Material::StageData &stageDat,
  179. const MaterialFeatureData &fd,
  180. RenderPassData &passData,
  181. U32 &texIndex )
  182. {
  183. // If we had a parallax feature then it takes
  184. // care of hooking up the normal map texture.
  185. if ( fd.features[MFT_Parallax] )
  186. return;
  187. if ( fd.features[MFT_NormalMap] )
  188. {
  189. passData.mTexType[ texIndex ] = Material::Bump;
  190. passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
  191. }
  192. if ( fd.features[ MFT_DetailNormalMap ] )
  193. {
  194. passData.mTexType[ texIndex ] = Material::DetailBump;
  195. passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
  196. }
  197. }
  198. ParallaxFeatHLSL::ParallaxFeatHLSL()
  199. : mIncludeDep( "shaders/common/torque.hlsl" )
  200. {
  201. addDependency( &mIncludeDep );
  202. }
  203. Var* ParallaxFeatHLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
  204. {
  205. Var *theVar = (Var*)LangElement::find( name );
  206. if ( !theVar )
  207. {
  208. theVar = new Var;
  209. theVar->setType( type );
  210. theVar->setName( name );
  211. theVar->uniform = true;
  212. theVar->constSortPos = csp;
  213. }
  214. return theVar;
  215. }
  216. void ParallaxFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  217. const MaterialFeatureData &fd )
  218. {
  219. AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
  220. "ParallaxFeatHLSL::processVert - We don't support SM 1.x!" );
  221. MultiLine *meta = new MultiLine;
  222. // Add the texture coords.
  223. getOutTexCoord( "texCoord",
  224. "float2",
  225. true,
  226. fd.features[MFT_TexAnim],
  227. meta,
  228. componentList );
  229. // Grab the input position.
  230. Var *inPos = (Var*)LangElement::find( "inPosition" );
  231. if ( !inPos )
  232. inPos = (Var*)LangElement::find( "position" );
  233. // Get the object space eye position and the
  234. // object to tangent space transform.
  235. Var *eyePos = _getUniformVar( "eyePos", "float3", cspPrimitive );
  236. Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
  237. // Now send the negative view vector in tangent space to the pixel shader.
  238. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  239. Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
  240. outNegViewTS->setName( "outNegViewTS" );
  241. outNegViewTS->setStructName( "OUT" );
  242. outNegViewTS->setType( "float3" );
  243. meta->addStatement( new GenOp( " @ = mul( @, float3( @.xyz - @ ) );\r\n",
  244. outNegViewTS, objToTangentSpace, inPos, eyePos ) );
  245. // TODO: I'm at a loss at why i need to flip the binormal/y coord
  246. // to get a good view vector for parallax. Lighting works properly
  247. // with the TS matrix as is... but parallax does not.
  248. //
  249. // Someone figure this out!
  250. //
  251. meta->addStatement( new GenOp( " @.y = [email protected];\r\n", outNegViewTS, outNegViewTS ) );
  252. // If we have texture anim matrix the tangent
  253. // space view vector may need to be rotated.
  254. Var *texMat = (Var*)LangElement::find( "texMat" );
  255. if ( texMat )
  256. {
  257. meta->addStatement( new GenOp( " @ = mul(@, float4(@,0)).xyz;\r\n",
  258. outNegViewTS, texMat, outNegViewTS ) );
  259. }
  260. output = meta;
  261. }
  262. void ParallaxFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  263. const MaterialFeatureData &fd )
  264. {
  265. AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
  266. "ParallaxFeatHLSL::processPix - We don't support SM 1.x!" );
  267. MultiLine *meta = new MultiLine;
  268. // Order matters... get this first!
  269. Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
  270. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  271. // We need the negative tangent space view vector
  272. // as in parallax mapping we step towards the camera.
  273. Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
  274. if ( !negViewTS )
  275. {
  276. Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
  277. if ( !inNegViewTS )
  278. {
  279. inNegViewTS = connectComp->getElement( RT_TEXCOORD );
  280. inNegViewTS->setName( "outNegViewTS" );
  281. inNegViewTS->setStructName( "IN" );
  282. inNegViewTS->setType( "float3" );
  283. }
  284. negViewTS = new Var( "negViewTS", "float3" );
  285. meta->addStatement( new GenOp( " @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
  286. }
  287. // Get the rest of our inputs.
  288. Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float", cspPotentialPrimitive );
  289. Var *normalMap = getNormalMapTex();
  290. // Call the library function to do the rest.
  291. meta->addStatement( new GenOp( " @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
  292. texCoord, normalMap, texCoord, negViewTS, parallaxInfo ) );
  293. // TODO: Fix second UV maybe?
  294. output = meta;
  295. }
  296. ShaderFeature::Resources ParallaxFeatHLSL::getResources( const MaterialFeatureData &fd )
  297. {
  298. AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
  299. "ParallaxFeatHLSL::getResources - We don't support SM 1.x!" );
  300. Resources res;
  301. // We add the outViewTS to the outputstructure.
  302. res.numTexReg = 1;
  303. // If this isn't a prepass then we will be
  304. // creating the normal map here.
  305. if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
  306. res.numTex = 1;
  307. return res;
  308. }
  309. void ParallaxFeatHLSL::setTexData( Material::StageData &stageDat,
  310. const MaterialFeatureData &fd,
  311. RenderPassData &passData,
  312. U32 &texIndex )
  313. {
  314. AssertFatal( GFX->getPixelShaderVersion() >= 2.0,
  315. "ParallaxFeatHLSL::setTexData - We don't support SM 1.x!" );
  316. GFXTextureObject *tex = stageDat.getTex( MFT_NormalMap );
  317. if ( tex )
  318. {
  319. passData.mTexType[ texIndex ] = Material::Bump;
  320. passData.mTexSlot[ texIndex++ ].texObject = tex;
  321. }
  322. }
  323. void NormalsOutFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
  324. const MaterialFeatureData &fd )
  325. {
  326. // If we have normal maps then we can count
  327. // on it to generate the world space normal.
  328. if ( fd.features[MFT_NormalMap] )
  329. return;
  330. MultiLine *meta = new MultiLine;
  331. output = meta;
  332. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  333. Var *outNormal = connectComp->getElement( RT_TEXCOORD );
  334. outNormal->setName( "wsNormal" );
  335. outNormal->setStructName( "OUT" );
  336. outNormal->setType( "float3" );
  337. outNormal->mapsToSampler = false;
  338. // Find the incoming vertex normal.
  339. Var *inNormal = (Var*)LangElement::find( "normal" );
  340. if ( inNormal )
  341. {
  342. // Transform the normal to world space.
  343. Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
  344. meta->addStatement( new GenOp( " @ = mul( @, normalize( @ ) );\r\n", outNormal, objTrans, inNormal ) );
  345. }
  346. else
  347. {
  348. // If we don't have a vertex normal... just pass the
  349. // camera facing normal to the pixel shader.
  350. meta->addStatement( new GenOp( " @ = float3( 0.0, 0.0, 1.0 );\r\n", outNormal ) );
  351. }
  352. }
  353. void NormalsOutFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
  354. const MaterialFeatureData &fd )
  355. {
  356. MultiLine *meta = new MultiLine;
  357. output = meta;
  358. Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
  359. if ( !wsNormal )
  360. {
  361. ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
  362. wsNormal = connectComp->getElement( RT_TEXCOORD );
  363. wsNormal->setName( "wsNormal" );
  364. wsNormal->setStructName( "IN" );
  365. wsNormal->setType( "float3" );
  366. // If we loaded the normal its our resposibility
  367. // to normalize it... the interpolators won't.
  368. //
  369. // Note we cast to half here to get partial precision
  370. // optimized code which is an acceptable loss of
  371. // precision for normals and performs much better
  372. // on older Geforce cards.
  373. //
  374. meta->addStatement( new GenOp( " @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );
  375. }
  376. LangElement *normalOut;
  377. Var *outColor = (Var*)LangElement::find( "col" );
  378. if ( outColor && !fd.features[MFT_AlphaTest] )
  379. normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, @.a )", wsNormal, outColor );
  380. else
  381. normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, 1 )", wsNormal );
  382. meta->addStatement( new GenOp( " @;\r\n",
  383. assignColor( normalOut, Material::None ) ) );
  384. }