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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/paraboloidHLSL.h"
- #include "lighting/lightInfo.h"
- #include "materials/sceneData.h"
- #include "materials/materialFeatureTypes.h"
- #include "materials/materialFeatureData.h"
- #include "gfx/gfxShader.h"
- void ParaboloidVertTransformHLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- MultiLine *meta = new MultiLine;
- // First check for an input position from a previous feature
- // then look for the default vertex position.
- Var *inPosition = (Var*)LangElement::find( "inPosition" );
- if ( !inPosition )
- inPosition = (Var*)LangElement::find( "position" );
- const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- // Grab connector out position.
- RegisterType type = RT_SVPOSITION;
- Var *outPosition = connectComp->getElement(type);
- outPosition->setName("hpos");
- outPosition->setStructName("OUT");
- // Get the atlas scale.
- Var *atlasScale = new Var;
- atlasScale->setType( "float2" );
- atlasScale->setName( "atlasScale" );
- atlasScale->uniform = true;
- atlasScale->constSortPos = cspPass;
- // Transform into camera space
- Var *worldViewOnly = getWorldView( componentList, fd.features[MFT_UseInstancing], meta );
- // So what we're doing here is transforming into camera space, and
- // then directly manipulate into shadowmap space.
- //
- // http://www.gamedev.net/reference/articles/article2308.asp
- // Swizzle z and y post-transform
- meta->addStatement( new GenOp( " @ = mul(@, float4(@.xyz,1)).xzyw;\r\n", outPosition, worldViewOnly, inPosition ) );
- meta->addStatement( new GenOp( " float L = length(@.xyz);\r\n", outPosition ) );
- if ( isSinglePass )
- {
- // Flip the z in the back case
- Var *outIsBack = connectComp->getElement( RT_TEXCOORD );
- outIsBack->setType( "float" );
- outIsBack->setName( "isBack" );
- outIsBack->setStructName( "OUT" );
- meta->addStatement( new GenOp( " bool isBack = @.z < 0.0;\r\n", outPosition ) );
- meta->addStatement( new GenOp( " @ = isBack ? -1.0 : 1.0;\r\n", outIsBack ) );
- meta->addStatement( new GenOp( " if ( isBack ) @.z = [email protected];\r\n", outPosition, outPosition ) );
- }
- meta->addStatement( new GenOp( " @ /= L;\r\n", outPosition ) );
- meta->addStatement( new GenOp( " @.z = @.z + 1.0;\r\n", outPosition, outPosition ) );
- meta->addStatement( new GenOp( " @.xy /= @.z;\r\n", outPosition, outPosition ) );
- // Get the light parameters.
- Var *lightParams = new Var;
- lightParams->setType( "float4" );
- lightParams->setName( "lightParams" );
- lightParams->uniform = true;
- lightParams->constSortPos = cspPass;
- // TODO: If we change other shadow shaders to write out
- // linear depth, than fix this as well!
- //
- // (L - zNear)/(lightParams.x - zNear);
- //
- meta->addStatement( new GenOp( " @.z = L / @.x;\r\n", outPosition, lightParams ) );
- meta->addStatement( new GenOp( " @.w = 1.0;\r\n", outPosition ) );
- // Pass unmodified to pixel shader to allow it to clip properly.
- Var *outPosXY = connectComp->getElement( RT_TEXCOORD );
- outPosXY->setType( "float2" );
- outPosXY->setName( "posXY" );
- outPosXY->setStructName( "OUT" );
- meta->addStatement( new GenOp( " @ = @.xy;\r\n", outPosXY, outPosition ) );
- // Scale and offset so it shows up in the atlas properly.
- meta->addStatement( new GenOp( " @.xy *= @.xy;\r\n", outPosition, atlasScale ) );
- if ( isSinglePass )
- meta->addStatement( new GenOp( " @.x += isBack ? 0.5 : -0.5;\r\n", outPosition ) );
- else
- {
- Var *atlasOffset = new Var;
- atlasOffset->setType( "float2" );
- atlasOffset->setName( "atlasXOffset" );
- atlasOffset->uniform = true;
- atlasOffset->constSortPos = cspPass;
- meta->addStatement( new GenOp( " @.xy += @;\r\n", outPosition, atlasOffset ) );
- }
- output = meta;
- }
- void ParaboloidVertTransformHLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- MultiLine *meta = new MultiLine;
- const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
- if ( isSinglePass )
- {
- // Cull things on the back side of the map.
- Var *isBack = connectComp->getElement( RT_TEXCOORD );
- isBack->setName( "isBack" );
- isBack->setStructName( "IN" );
- isBack->setType( "float" );
- meta->addStatement( new GenOp( " clip( abs( @ ) - 0.999 );\r\n", isBack ) );
- }
- // Cull pixels outside of the valid paraboloid.
- Var *posXY = connectComp->getElement( RT_TEXCOORD );
- posXY->setName( "posXY" );
- posXY->setStructName( "IN" );
- posXY->setType( "float2" );
- meta->addStatement( new GenOp( " clip( 1.0 - abs(@.x) );\r\n", posXY ) );
- output = meta;
- }
- ShaderFeature::Resources ParaboloidVertTransformHLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources temp;
- temp.numTexReg = 2;
- return temp;
- }
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