shaderGenGLSL.cpp 6.0 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/GLSL/shaderGenGLSL.h"
  24. #include "shaderGen/GLSL/shaderCompGLSL.h"
  25. void ShaderGenPrinterGLSL::printShaderHeader( Stream& stream )
  26. {
  27. const char *header1 = "//*****************************************************************************\r\n";
  28. const char *header2 = "// Torque -- GLSL procedural shader\r\n";
  29. stream.write( dStrlen(header1), header1 );
  30. stream.write( dStrlen(header2), header2 );
  31. stream.write( dStrlen(header1), header1 );
  32. // Cheap HLSL compatibility.
  33. const char* header3 = "#include \"shaders/common/gl/hlslCompat.glsl\"\r\n";
  34. stream.write( dStrlen(header3), header3 );
  35. const char* header4 = "\r\n";
  36. stream.write( dStrlen(header4), header4 );
  37. }
  38. void ShaderGenPrinterGLSL::printMainComment( Stream& stream )
  39. {
  40. // Print out main function definition
  41. const char * header5 = "// Main \r\n";
  42. const char * line = "//-----------------------------------------------------------------------------\r\n";
  43. stream.write( dStrlen(line), line );
  44. stream.write( dStrlen(header5), header5 );
  45. stream.write( dStrlen(line), line );
  46. }
  47. void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
  48. {
  49. // We are render OpenGL upside down for use DX9 texture coords.
  50. // Must be the last vertex feature.
  51. const char *closer = " gl_Position.y *= -1;\r\n}\r\n";
  52. stream.write( dStrlen(closer), closer );
  53. }
  54. void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
  55. {
  56. // Nothing here
  57. }
  58. void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
  59. {
  60. const char *closer = " OUT_FragColor0 = col;\r\n}\r\n";
  61. stream.write( dStrlen(closer), closer );
  62. }
  63. void ShaderGenPrinterGLSL::printLine(Stream& stream, const String& line)
  64. {
  65. stream.write(line.length(), line.c_str());
  66. const char* end = "\r\n";
  67. stream.write(dStrlen(end), end);
  68. }
  69. const char* ShaderGenComponentFactoryGLSL::typeToString( GFXDeclType type )
  70. {
  71. switch ( type )
  72. {
  73. default:
  74. case GFXDeclType_Float:
  75. return "float";
  76. case GFXDeclType_Float2:
  77. return "vec2";
  78. case GFXDeclType_Float3:
  79. return "vec3";
  80. case GFXDeclType_Float4:
  81. case GFXDeclType_Color:
  82. return "vec4";
  83. }
  84. }
  85. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
  86. {
  87. AppVertConnectorGLSL *vertComp = new AppVertConnectorGLSL;
  88. // Loop thru the vertex format elements.
  89. for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
  90. {
  91. const GFXVertexElement &element = vertexFormat.getElement( i );
  92. Var *var = NULL;
  93. if ( element.isSemantic( GFXSemantic::POSITION ) )
  94. {
  95. var = vertComp->getElement( RT_POSITION );
  96. var->setName( "position" );
  97. }
  98. else if ( element.isSemantic( GFXSemantic::NORMAL ) )
  99. {
  100. var = vertComp->getElement( RT_NORMAL );
  101. var->setName( "normal" );
  102. }
  103. else if ( element.isSemantic( GFXSemantic::TANGENT ) )
  104. {
  105. var = vertComp->getElement( RT_TANGENT );
  106. var->setName( "T" );
  107. }
  108. else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
  109. {
  110. var = vertComp->getElement( RT_TANGENTW );
  111. var->setName( "tangentW" );
  112. }
  113. else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
  114. {
  115. var = vertComp->getElement( RT_BINORMAL );
  116. var->setName( "B" );
  117. }
  118. else if ( element.isSemantic( GFXSemantic::COLOR ) )
  119. {
  120. var = vertComp->getElement( RT_COLOR );
  121. var->setName( "diffuse" );
  122. }
  123. else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
  124. {
  125. var = vertComp->getElement( RT_TEXCOORD );
  126. if ( element.getSemanticIndex() == 0 )
  127. var->setName( "texCoord" );
  128. else
  129. var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
  130. }
  131. else
  132. {
  133. // Everything else is a texcoord!
  134. var = vertComp->getElement( RT_TEXCOORD );
  135. var->setName( "tc" + element.getSemantic() );
  136. }
  137. if ( !var )
  138. continue;
  139. var->setStructName( "IN" );
  140. var->setType( typeToString( element.getType() ) );
  141. }
  142. return vertComp;
  143. }
  144. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexPixelConnector()
  145. {
  146. VertPixelConnectorGLSL* comp = new VertPixelConnectorGLSL;
  147. return comp;
  148. }
  149. ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexParamsDef()
  150. {
  151. VertexParamsDefGLSL* comp = new VertexParamsDefGLSL;
  152. return comp;
  153. }
  154. ShaderComponent* ShaderGenComponentFactoryGLSL::createPixelParamsDef()
  155. {
  156. PixelParamsDefGLSL* comp = new PixelParamsDefGLSL;
  157. return comp;
  158. }