shaderGenHLSL.cpp 7.2 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/shaderGenHLSL.h"
  24. #include "shaderGen/HLSL/shaderCompHLSL.h"
  25. #include "shaderGen/featureMgr.h"
  26. void ShaderGenPrinterHLSL::printShaderHeader(Stream& stream)
  27. {
  28. const char *header1 = "//*****************************************************************************\r\n";
  29. const char *header2 = "// Torque -- HLSL procedural shader\r\n";
  30. stream.write( dStrlen(header1), header1 );
  31. stream.write( dStrlen(header2), header2 );
  32. stream.write( dStrlen(header1), header1 );
  33. const char* header3 = "\r\n";
  34. stream.write( dStrlen(header3), header3 );
  35. }
  36. void ShaderGenPrinterHLSL::printMainComment(Stream& stream)
  37. {
  38. const char * header5 = "// Main\r\n";
  39. const char * line = "//-----------------------------------------------------------------------------\r\n";
  40. stream.write( dStrlen(line), line );
  41. stream.write( dStrlen(header5), header5 );
  42. stream.write( dStrlen(line), line );
  43. }
  44. void ShaderGenPrinterHLSL::printVertexShaderCloser(Stream& stream)
  45. {
  46. const char *closer = " return OUT;\r\n}\r\n";
  47. stream.write( dStrlen(closer), closer );
  48. }
  49. void ShaderGenPrinterHLSL::printPixelShaderOutputStruct(Stream& stream, const MaterialFeatureData &featureData)
  50. {
  51. // Determine the number of output targets we need
  52. U32 numMRTs = 0;
  53. for( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  54. {
  55. const FeatureInfo &info = FEATUREMGR->getAt( i );
  56. if ( featureData.features.hasFeature( *info.type ) )
  57. numMRTs |= info.feature->getOutputTargets( featureData );
  58. }
  59. WRITESTR("struct Fragout\r\n");
  60. WRITESTR("{\r\n");
  61. WRITESTR(" float4 col : SV_Target0;\r\n");
  62. for (U32 i = 1; i < 4; i++)
  63. {
  64. if (numMRTs & 1 << i)
  65. WRITESTR(avar(" float4 col%d : SV_Target%d;\r\n", i, i));
  66. }
  67. WRITESTR("};\r\n");
  68. WRITESTR("\r\n");
  69. WRITESTR("\r\n");
  70. }
  71. void ShaderGenPrinterHLSL::printPixelShaderCloser(Stream& stream)
  72. {
  73. WRITESTR( "\r\n return OUT;\r\n}\r\n" );
  74. }
  75. void ShaderGenPrinterHLSL::printLine(Stream& stream, const String& line)
  76. {
  77. stream.write(line.length(), line.c_str());
  78. const char* end = "\r\n";
  79. stream.write(dStrlen(end), end);
  80. }
  81. const char* ShaderGenComponentFactoryHLSL::typeToString( GFXDeclType type )
  82. {
  83. switch ( type )
  84. {
  85. default:
  86. case GFXDeclType_Float:
  87. return "float";
  88. case GFXDeclType_Float2:
  89. return "float2";
  90. case GFXDeclType_Float3:
  91. return "float3";
  92. case GFXDeclType_Float4:
  93. case GFXDeclType_Color:
  94. return "float4";
  95. case GFXDeclType_UByte4:
  96. return "uint4";
  97. }
  98. }
  99. ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
  100. {
  101. ShaderConnectorHLSL *vertComp = new ShaderConnectorHLSL;
  102. vertComp->setName( "VertData" );
  103. // Loop thru the vertex format elements.
  104. for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
  105. {
  106. const GFXVertexElement &element = vertexFormat.getElement( i );
  107. Var *var = NULL;
  108. if ( element.isSemantic( GFXSemantic::POSITION ) )
  109. {
  110. var = vertComp->getElement( RT_POSITION );
  111. var->setName( "position" );
  112. }
  113. else if ( element.isSemantic( GFXSemantic::NORMAL ) )
  114. {
  115. var = vertComp->getElement( RT_NORMAL );
  116. var->setName( "normal" );
  117. }
  118. else if ( element.isSemantic( GFXSemantic::TANGENT ) )
  119. {
  120. var = vertComp->getElement( RT_TANGENT );
  121. var->setName( "T" );
  122. }
  123. else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
  124. {
  125. var = vertComp->getIndexedElement(element.getSemanticIndex(), RT_TEXCOORD);
  126. var->setName("tangentW");
  127. }
  128. else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
  129. {
  130. var = vertComp->getElement( RT_BINORMAL );
  131. var->setName( "B" );
  132. }
  133. else if ( element.isSemantic( GFXSemantic::COLOR ) )
  134. {
  135. var = vertComp->getElement( RT_COLOR );
  136. var->setName( "diffuse" );
  137. }
  138. else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
  139. {
  140. var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD );
  141. if ( element.getSemanticIndex() == 0 )
  142. var->setName( "texCoord" );
  143. else
  144. var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
  145. }
  146. else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
  147. {
  148. var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDINDICES );
  149. var->setName( String::ToString( "blendIndices%d", element.getSemanticIndex() ) );
  150. }
  151. else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) )
  152. {
  153. var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDWEIGHT );
  154. var->setName( String::ToString( "blendWeight%d", element.getSemanticIndex() ) );
  155. }
  156. else if ( element.isSemantic( GFXSemantic::PADDING ) )
  157. {
  158. var = NULL;
  159. //var = vertComp->getIndexedElement( vertComp->getCurTexElem() + element.getSemanticIndex(), RT_TEXCOORD );
  160. //var->setName( String::ToString( "pad%d", element.getSemanticIndex() + 1 ) );
  161. }
  162. else
  163. {
  164. // Everything else is a texcoord!
  165. var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD );
  166. var->setName( "tc" + element.getSemantic() );
  167. }
  168. if ( !var )
  169. continue;
  170. var->setStructName( "IN" );
  171. var->setType( typeToString( element.getType() ) );
  172. }
  173. return vertComp;
  174. }
  175. ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexPixelConnector()
  176. {
  177. ShaderComponent* comp = new ShaderConnectorHLSL;
  178. ((ShaderConnector*)comp)->setName("ConnectData");
  179. return comp;
  180. }
  181. ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexParamsDef()
  182. {
  183. ShaderComponent* comp = new VertexParamsDefHLSL;
  184. return comp;
  185. }
  186. ShaderComponent* ShaderGenComponentFactoryHLSL::createPixelParamsDef()
  187. {
  188. ShaderComponent* comp = new PixelParamsDefHLSL;
  189. return comp;
  190. }