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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 "shaderGen/HLSL/accuFeatureHLSL.h"
- #include "shaderGen/shaderFeature.h"
- #include "shaderGen/shaderOp.h"
- #include "shaderGen/featureMgr.h"
- #include "materials/materialFeatureTypes.h"
- #include "gfx/gfxDevice.h"
- #include "materials/processedMaterial.h"
- //****************************************************************************
- // Accu Texture
- //****************************************************************************
- void AccuTexFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- getOutTexCoord( "texCoord",
- "float2",
- false,
- meta,
- componentList );
-
- getOutObjToTangentSpace( componentList, meta, fd );
- addOutAccuVec( componentList, meta );
- output = meta;
- }
- void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- output = meta;
- // OUT.col
- Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
- if (!color)
- {
- output = new GenOp(" //NULL COLOR!");
- return;
- }
- // accu map
- Var *accuMap = new Var;
- accuMap->setType("SamplerState");
- accuMap->setName( "accuMap" );
- accuMap->uniform = true;
- accuMap->sampler = true;
- accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
- // accuColor var
- Var *accuColor = new Var;
- accuColor->setType( "float4" );
- accuColor->setName( "accuColor" );
- LangElement *colorAccuDecl = new DecOp( accuColor );
- // plc (placement)
- Var *accuPlc = new Var;
- accuPlc->setType( "float4" );
- accuPlc->setName( "plc" );
- LangElement *plcAccu = new DecOp( accuPlc );
- // accu constants
- Var *accuScale = (Var*)LangElement::find( "accuScale" );
- if ( !accuScale )
- {
- accuScale = new Var;
- accuScale->setType( "float" );
- accuScale->setName( "accuScale" );
- accuScale->uniform = true;
- accuScale->sampler = false;
- accuScale->constSortPos = cspPotentialPrimitive;
- }
- Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
- if ( !accuDirection )
- {
- accuDirection = new Var;
- accuDirection->setType( "float" );
- accuDirection->setName( "accuDirection" );
- accuDirection->uniform = true;
- accuDirection->sampler = false;
- accuDirection->constSortPos = cspPotentialPrimitive;
- }
- Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
- if ( !accuStrength )
- {
- accuStrength = new Var;
- accuStrength->setType( "float" );
- accuStrength->setName( "accuStrength" );
- accuStrength->uniform = true;
- accuStrength->sampler = false;
- accuStrength->constSortPos = cspPotentialPrimitive;
- }
- Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
- if ( !accuCoverage )
- {
- accuCoverage = new Var;
- accuCoverage->setType( "float" );
- accuCoverage->setName( "accuCoverage" );
- accuCoverage->uniform = true;
- accuCoverage->sampler = false;
- accuCoverage->constSortPos = cspPotentialPrimitive;
- }
- Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
- if ( !accuSpecular )
- {
- accuSpecular = new Var;
- accuSpecular->setType( "float" );
- accuSpecular->setName( "accuSpecular" );
- accuSpecular->uniform = true;
- accuSpecular->sampler = false;
- accuSpecular->constSortPos = cspPotentialPrimitive;
- }
- Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
- Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
- Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
- if( bumpNorm == NULL )
- {
- bumpNorm = (Var *)LangElement::find( "bumpNormal" );
- if (!bumpNorm)
- return;
- }
- // get the accu pixel color
- Var *accuMapTex = new Var;
- accuMapTex->setType("Texture2D");
- accuMapTex->setName("accuMapTex");
- accuMapTex->uniform = true;
- accuMapTex->texture = true;
- accuMapTex->constNum = accuMap->constNum;
- meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
- // scale up normals
- meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
- // assign direction
- meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
- // saturate based on strength
- meta->addStatement( new GenOp( " @ = saturate( dot( @.xyz, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
- // add coverage
- meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
- // clamp to a sensible value
- meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
- // light
- Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
- if(lightColor != NULL)
- meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
- // lerp with current pixel - use the accu alpha as well
- meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
- // the result should always be opaque
- meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );
- }
- void AccuTexFeatHLSL::setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex )
- {
- //GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
- //if ( tex )
- //{
- passData.mSamplerNames[ texIndex ] = "AccuMap";
- passData.mTexType[ texIndex++ ] = Material::AccuMap;
- //}
- }
- void AccuTexFeatHLSL::getAccuVec( MultiLine *meta, LangElement *accuVec )
- {
- // Get the transform to world space.
- Var *objTrans = (Var*)LangElement::find( "objTrans" );
- if ( !objTrans )
- {
- objTrans = new Var;
- objTrans->setType( "float4x4" );
- objTrans->setName( "objTrans" );
- objTrans->uniform = true;
- objTrans->constSortPos = cspPrimitive;
- }
- // accu obj trans
- Var *aobjTrans = new Var;
- aobjTrans->setType( "float4x4" );
- aobjTrans->setName( "accuObjTrans" );
- LangElement *accuObjTransDecl = new DecOp( aobjTrans );
- Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
- Var *tav = new Var;
- tav->setType( "float4" );
- tav->setName( "tAccuVec" );
- LangElement *tavDecl = new DecOp( tav );
- meta->addStatement( new GenOp( " @ = float4(0,0,1,0);\r\n", tavDecl ) );
- meta->addStatement( new GenOp( " @ = transpose(@);\r\n", accuObjTransDecl, objTrans ) );
- meta->addStatement( new GenOp( " @ = mul(@, @);\r\n", tav, aobjTrans, tav ) );
- meta->addStatement( new GenOp( " @.xyz = mul(@, @.xyz);\r\n", tav, outObjToTangentSpace, tav ) );
- meta->addStatement( new GenOp( " @.y *= -1;\r\n", tav ) );
- meta->addStatement( new GenOp( " @ = @.xyz;\r\n", accuVec, tav ) );
- }
- Var* AccuTexFeatHLSL::addOutAccuVec( Vector<ShaderComponent*> &componentList, MultiLine *meta )
- {
- Var *outAccuVec = (Var*)LangElement::find( "accuVec" );
- if ( !outAccuVec )
- {
- // Setup the connector.
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- outAccuVec = connectComp->getElement( RT_TEXCOORD );
- outAccuVec->setName( "accuVec" );
- outAccuVec->setStructName( "OUT" );
- outAccuVec->setType( "float3" );
- getAccuVec( meta, outAccuVec );
- }
- return outAccuVec;
- }
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