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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 "shaderGen/HLSL/depthHLSL.h"
- #include "materials/materialFeatureTypes.h"
- #include "materials/materialFeatureData.h"
- #include "terrain/terrFeatureTypes.h"
- void EyeSpaceDepthOutHLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- output = meta;
- // grab output
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- Var *outWSEyeVec = connectComp->getElement( RT_TEXCOORD );
- outWSEyeVec->setName( "wsEyeVec" );
- outWSEyeVec->setStructName( "OUT" );
- // grab incoming vert position
- Var *wsPosition = new Var( "depthPos", "float3" );
- getWsPosition( componentList, fd.features[MFT_UseInstancing], meta, new DecOp( wsPosition ) );
- Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
- if( !eyePos )
- {
- eyePos = new Var;
- eyePos->setType("float3");
- eyePos->setName("eyePosWorld");
- eyePos->uniform = true;
- eyePos->constSortPos = cspPass;
- }
- meta->addStatement( new GenOp( " @ = float4( @.xyz - @, 1 );\r\n", outWSEyeVec, wsPosition, eyePos ) );
- }
- void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- // grab connector position
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- Var *wsEyeVec = connectComp->getElement( RT_TEXCOORD );
- wsEyeVec->setName( "wsEyeVec" );
- wsEyeVec->setStructName( "IN" );
- wsEyeVec->setType( "float4" );
- wsEyeVec->uniform = false;
- // get shader constants
- Var *vEye = new Var;
- vEye->setType("float3");
- vEye->setName("vEye");
- vEye->uniform = true;
- vEye->constSortPos = cspPass;
- // Expose the depth to the depth format feature
- Var *depthOut = new Var;
- depthOut->setType("float");
- depthOut->setName(getOutputVarName());
- LangElement *depthOutDecl = new DecOp( depthOut );
- meta->addStatement( new GenOp( "#ifndef CUBE_SHADOW_MAP\r\n" ) );
- if (fd.features.hasFeature(MFT_TerrainBaseMap))
- meta->addStatement(new GenOp(" @ =min(0.9999, dot(@, (@.xyz / @.w)));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));
- else
- meta->addStatement(new GenOp(" @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));
- meta->addStatement( new GenOp( "#else\r\n" ) );
- Var *farDist = (Var*)Var::find( "oneOverFarplane" );
- if ( !farDist )
- {
- farDist = new Var;
- farDist->setType("float4");
- farDist->setName("oneOverFarplane");
- farDist->uniform = true;
- farDist->constSortPos = cspPass;
- }
- meta->addStatement( new GenOp( " @ = length( @.xyz / @.w ) * @.x;\r\n", depthOutDecl, wsEyeVec, wsEyeVec, farDist ) );
- meta->addStatement( new GenOp( "#endif\r\n" ) );
- // If there isn't an output conditioner for the pre-pass, than just write
- // out the depth to rgba and return.
- if( !fd.features[MFT_DeferredConditioner] )
- meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@.rrr,1)", depthOut ), Material::None ) ) );
-
- output = meta;
- }
- ShaderFeature::Resources EyeSpaceDepthOutHLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources temp;
- // Passing from VS->PS:
- // - world space position (wsPos)
- temp.numTexReg = 1;
- return temp;
- }
- void DepthOutHLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- // Grab the output vert.
- Var *outPosition = (Var*)LangElement::find( "hpos" );
- // Grab our output depth.
- Var *outDepth = connectComp->getElement( RT_TEXCOORD );
- outDepth->setName( "depth" );
- outDepth->setStructName( "OUT" );
- outDepth->setType( "float" );
- output = new GenOp( " @ = @.z / @.w;\r\n", outDepth, outPosition, outPosition );
- }
- void DepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- // grab connector position
- Var *depthVar = connectComp->getElement( RT_TEXCOORD );
- depthVar->setName( "depth" );
- depthVar->setStructName( "IN" );
- depthVar->setType( "float" );
- depthVar->uniform = false;
- /*
- // Expose the depth to the depth format feature
- Var *depthOut = new Var;
- depthOut->setType("float");
- depthOut->setName(getOutputVarName());
- */
- LangElement *depthOut = new GenOp( "float4( @, 0, 0, 1 )", depthVar );
- output = new GenOp( " @;\r\n", assignColor( depthOut, Material::None ) );
- }
- ShaderFeature::Resources DepthOutHLSL::getResources( const MaterialFeatureData &fd )
- {
- // We pass the depth to the pixel shader.
- Resources temp;
- temp.numTexReg = 1;
- return temp;
- }
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