void TerrainParallaxMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                            const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if ( !negViewTS )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setType( "vec3" );
      }

      negViewTS = new Var( "negViewTS", "vec3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the rest of our inputs.
   Var *detailInfo = _getDetailIdStrengthParallax();
   Var *normalMap = _getNormalMapTex();
   Var *texCoord = _getInDetailCoord( componentList );

   // Call the library function to do the rest.
   meta->addStatement( new GenOp( "   @.xy += parallaxOffset( @, @.xy, @, @.z );\r\n", 
      texCoord, normalMap, texCoord, negViewTS, detailInfo ) );

   output = meta;
}
예제 #2
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void NormalsOutFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList, 
												 const MaterialFeatureData &fd )
{
   // If we have normal maps then we can count
   // on it to generate the world space normal.
   if ( fd.features[MFT_NormalMap] )
      return;
	
   MultiLine *meta = new MultiLine;
   output = meta;
	
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
	
   Var *outNormal = connectComp->getElement( RT_TEXCOORD );
   outNormal->setName( "wsNormal" );
   outNormal->setStructName( "OUT" );
   outNormal->setType( "vec3" );
   outNormal->mapsToSampler = false;
	
   // Find the incoming vertex normal.
   Var *inNormal = (Var*)LangElement::find( "normal" );   
   if ( inNormal )
   {
      // Transform the normal to world space.
      Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
      meta->addStatement( new GenOp( "   @ = tMul( @, normalize( vec4(@, 0.0) ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
   }
   else
   {
      // If we don't have a vertex normal... just pass the
      // camera facing normal to the pixel shader.
      meta->addStatement( new GenOp( "   @ = float3( 0.0, 0.0, 1.0 );\r\n", outNormal ) );
   }
}
void TerrainParallaxMapFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   if ( LangElement::find( "outNegViewTS" ) )
      return;

   MultiLine *meta = new MultiLine;

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position and the
   // object to tangent transform.
   Var *eyePos = _getUniformVar( "eyePos", "vec3" , cspPotentialPrimitive );
   Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta,fd  );

   // Now send the negative view vector in tangent space to the pixel shader.
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
   outNegViewTS->setName( "outNegViewTS" );
   outNegViewTS->setType( "vec3" );
   meta->addStatement( new GenOp( "   @ =  @ * vec3( @ - @.xyz );\r\n", 
      outNegViewTS, objToTangentSpace, eyePos, inPos ) );

   output = meta;
}
예제 #4
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void TerrainLightMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   // grab connector texcoord register
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   if ( !inTex )
      return;

   // Get the lightmap texture.
   Var *lightMap = new Var;
   lightMap->setType( "sampler2D" );
   lightMap->setName( "lightMapTex" );
   lightMap->uniform = true;
   lightMap->sampler = true;
   lightMap->constNum = Var::getTexUnitNum();

   MultiLine *meta = new MultiLine;

   // Find or create the lightMask value which is read by
   // RTLighting to mask out the lights.
   //
   // The first light is always the sunlight so we apply
   // the shadow mask to only the first channel.
   //
   Var *lightMask = (Var*)LangElement::find( "lightMask" );
   if ( !lightMask )
   {
      lightMask = new Var( "lightMask", "vec4" );
      meta->addStatement( new GenOp( "   @ = vec4(1);\r\n", new DecOp( lightMask ) ) );
   }

   meta->addStatement( new GenOp( "   @[0] = tex2D( @, @.xy ).r;\r\n", lightMask, lightMap, inTex ) );
   output = meta;
}
예제 #5
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void TerrainBaseMapFeatGLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   // grab connector texcoord register
   Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );

   // We do nothing more if this is a prepass.
   if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
      return;

   // create texture var
   Var *diffuseMap = new Var;
   diffuseMap->setType( "sampler2D" );
   diffuseMap->setName( "baseTexMap" );
   diffuseMap->uniform = true;
   diffuseMap->sampler = true;
   diffuseMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   MultiLine *meta = new MultiLine;

   Var *baseColor = new Var;
   baseColor->setType( "vec4" );
   baseColor->setName( "baseColor" );
   meta->addStatement( new GenOp( "   @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
   meta->addStatement( new GenOp( "   @;\r\n", assignColor( baseColor, Material::Mul ) ) );

   output = meta;
}
예제 #6
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void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   Var *color = NULL;
   Var *normal = NULL;
   if (fd.features[MFT_DeferredTerrainDetailMap])
   {
       color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
       normal = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
   }
   else
       color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );

   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !color || !blendTotal )
      return;
   
   MultiLine *meta = new MultiLine;

   meta->addStatement( new GenOp( "   clip( @ - 0.0001 );\r\n", blendTotal ) );
   meta->addStatement( new GenOp( "   @.a = @;\r\n", color, blendTotal ) );

   if (normal)
	   meta->addStatement(new GenOp("   @.a = @;\r\n", normal, blendTotal));

   output = meta;
}
예제 #7
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void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
   const MaterialFeatureData &fd)
{
   // search for material var
   Var *material;
   OutputTarget targ = RenderTarget1;
   if (fd.features[MFT_isDeferred])
   {
      targ = RenderTarget2;
   }
   material = (Var*)LangElement::find(getOutputTargetVarName(targ));

   MultiLine * meta = new MultiLine;
   if (!material)
   {
      // create color var
      material = new Var;
      material->setType("fragout");
      material->setName(getOutputTargetVarName(targ));
      material->setStructName("OUT");
   }

   meta->addStatement(new GenOp("   @ = float4(0.0,0.0,0.0,0.0001);\r\n", material));

   output = meta;
}
예제 #8
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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;
}
예제 #9
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void TerrainBaseMapFeatGLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   // grab connector texcoord register
   Var *texCoord = getInTexCoord( "texCoord", "vec3", true, componentList );

   // create texture var
   Var *diffuseMap = new Var;
   diffuseMap->setType( "sampler2D" );
   diffuseMap->setName( "baseTexMap" );
   diffuseMap->uniform = true;
   diffuseMap->sampler = true;
   diffuseMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   MultiLine *meta = new MultiLine;

   Var *baseColor = new Var;
   baseColor->setType( "vec4" );
   baseColor->setName( "baseColor" );
   meta->addStatement( new GenOp( "   @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
   meta->addStatement(new GenOp("   @ = toLinear(@);\r\n", baseColor, baseColor));

  ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;

   if(fd.features.hasFeature(MFT_isDeferred))
   {
      target= ShaderFeature::RenderTarget1;
   }
   meta->addStatement( new GenOp( "   @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );

   output = meta;
}
예제 #10
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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 ) );
}
예제 #11
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void DeferredPixelSpecularHLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
   {
      Parent::processPix( componentList, fd );
      return;
   }

   MultiLine *meta = new MultiLine;

   Var *specular = new Var;
   specular->setType( "float" );
   specular->setName( "specular" );
   LangElement * specDecl = new DecOp( specular );

   Var *specCol = (Var*)LangElement::find( "specularColor" );
   if(specCol == NULL)
   {
      specCol = new Var;
      specCol->setType( "float4" );
      specCol->setName( "specularColor" );
      specCol->uniform = true;
      specCol->constSortPos = cspPotentialPrimitive;
   }

   Var *specPow = new Var;
   specPow->setType( "float" );
   specPow->setName( "specularPower" );

   // If the gloss map flag is set, than the specular power is in the alpha
   // channel of the specular map
   if( fd.features[ MFT_GlossMap ] )
      meta->addStatement( new GenOp( "   @ = @.a * 255;\r\n", new DecOp( specPow ), specCol ) );
   else
   {
      specPow->uniform = true;
      specPow->constSortPos = cspPotentialPrimitive;
   }

   Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
   Var *d_specular = (Var*)LangElement::find( "d_specular" );
   Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );

   AssertFatal( lightInfoSamp && d_specular && d_NL_Att,
      "DeferredPixelSpecularHLSL::processPix - Something hosed the deferred features!" );

   // (a^m)^n = a^(m*n)
   meta->addStatement( new GenOp( "   @ = pow( @, ceil(@ / AL_ConstantSpecularPower)) * @;\r\n", 
      specDecl, d_specular, specPow, d_NL_Att ) );

   LangElement *specMul = new GenOp( "float4( @.rgb, 0 ) * @", specCol, specular );
   LangElement *final = specMul;

   // We we have a normal map then mask the specular 
   if( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] )
   {
      Var *bumpSample = (Var*)LangElement::find( "bumpSample" );
      final = new GenOp( "@ * @.a", final, bumpSample );
예제 #12
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void TerrainMacroMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   AssertFatal( inTex, "The texture coord is missing!" );

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position.
   Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find( "macroDist" );
   if ( !dist )
   {
      dist = new Var;
      dist->setType( "float" );
      dist->setName( "macroDist" );  

      meta->addStatement( new GenOp( "   @ = distance( @.xyz, @ );\r\n", 
                                       new DecOp( dist ), inPos, eyePos ) );
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
   outTex->setStructName( "OUT" );
   outTex->setType( "float4" );
   outTex->mapsToSampler = true;

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "float4" );
   detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // Setup the detail coord.
   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   

   output = meta;
}
예제 #13
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void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList, 
											  const MaterialFeatureData &fd )
{
   AssertFatal( GFX->getPixelShaderVersion() >= 2.0, 
      "ParallaxFeatGLSL::processVert - We don't support SM 1.x!" );
	
   MultiLine *meta = new MultiLine;
	
   // Add the texture coords.
   getOutTexCoord(   "texCoord", 
                     "vec2", 
						true, 
						fd.features[MFT_TexAnim], 
						meta, 
						componentList );
	
   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );
	
   // Get the object space eye position and the 
   // object to tangent space transform.
   Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPrimitive );
   Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
	
   // Now send the negative view vector in tangent space to the pixel shader.
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
   outNegViewTS->setName( "outNegViewTS" );
   outNegViewTS->setStructName( "OUT" );
   outNegViewTS->setType( "vec3" );
   meta->addStatement( new GenOp( "   @ = tMul( @, float3( @.xyz - @ ) );\r\n", 
      outNegViewTS, objToTangentSpace, inPos, eyePos ) );

   // TODO: I'm at a loss at why i need to flip the binormal/y coord
   // to get a good view vector for parallax. Lighting works properly
   // with the TS matrix as is... but parallax does not.
   //
   // Someone figure this out!
   //
   meta->addStatement( new GenOp( "   @.y = [email protected];\r\n", outNegViewTS, outNegViewTS ) );  

   // If we have texture anim matrix the tangent
   // space view vector may need to be rotated.
   Var *texMat = (Var*)LangElement::find( "texMat" );
   if ( texMat )
   {
      meta->addStatement( new GenOp( "   @ = tMul(@, float4(@,0)).xyz;\r\n",
         outNegViewTS, texMat, outNegViewTS ) );
   }
	
   output = meta;
}
예제 #14
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void ParallaxFeatGLSL::processPix(  Vector<ShaderComponent*> &componentList, 
											 const MaterialFeatureData &fd )
{
   AssertFatal( GFX->getPixelShaderVersion() >= 2.0, 
      "ParallaxFeatGLSL::processPix - We don't support SM 1.x!" );
	
   MultiLine *meta = new MultiLine;
	
   // Order matters... get this first!
   Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
	
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
	
   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if ( !negViewTS )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "vec3" );
      }
		
      negViewTS = new Var( "negViewTS", "vec3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }
	
   // Get the rest of our inputs.
   Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float", cspPotentialPrimitive );
   Var *normalMap = getNormalMapTex();
	
   // Call the library function to do the rest.
   if (fd.features.hasFeature(MFT_IsDXTnm, getProcessIndex()))
   {
      meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @.xy, @, @ );\r\n",
      texCoord, normalMap, texCoord, negViewTS, parallaxInfo));
   }
   else
   {
      meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
      texCoord, normalMap, texCoord, negViewTS, parallaxInfo));
   }
   
   // TODO: Fix second UV maybe?
	
   output = meta;
}
예제 #15
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/*
 * Primordial root object creation and initialization function.  A pointer
 * to this function is passed to the object manager constructor.
 */
void GraphicsInitialize (RefList* root) {
    Picture* pict = new Picture;
    FullGraphic dfault;
	    
    InitPPaint();
    root->Append(new RefList(pict));

    dfault.FillBg(true);
    dfault.SetColors(pblack, pwhite);
    dfault.SetPattern(psolid);
    dfault.SetBrush(psingle);
    dfault.SetFont(pstdfont);

    Line* line = new Line (0, 0, 75, 75, &dfault);
    MultiLine* multiline = new MultiLine (x, y, 6, &dfault);
    BSpline* spline = new BSpline (x, y, 6, &dfault);
    Rect* rect = new Rect (0, 0, 100, 100, &dfault);
    FillRect* frect = new FillRect (0, 0, 100, 100, &dfault);
    Circle* circle = new Circle (0, 0, 50, &dfault);
    FillCircle* fcircle = new FillCircle (0, 0, 50, &dfault);
    Polygon* poly = new Polygon (x, y, 6, &dfault);
    FillPolygon* fpoly = new FillPolygon (x, y, 6, &dfault);
    ClosedBSpline* cspline = new ClosedBSpline (x, y, 6, &dfault);
    FillBSpline* fspline = new FillBSpline (x, y, 6, &dfault);
    Label* label = new Label ("Type 'q' to quit this program.", &dfault);
    Stencil* stencil = new Stencil(new Bitmap(iv_bits, iv_width, iv_height));
    RasterRect* raster = new RasterRect(CreateRaster());

    line->Translate(0, 300);
    multiline->Translate(100, 300);
    spline->Translate(250, 300);
    rect->Translate(100, 150);
    frect->Translate(100, 0);
    circle->Scale(1.0, 0.6);
    circle->Translate(0, 150);
    fcircle->Scale(1.0, 0.6);
    poly->Translate(250, 150);
    fpoly->Translate(250, 0);
    cspline->Translate(400, 150);
    fspline->Translate(400, 0);
    label->Translate(350, 175);
    stencil->Translate(400, 300);
    raster->Scale(5, 5);
    raster->Translate(350, 350);

    pict->Append(line, multiline, spline, rect);
    pict->Append(frect, circle, fcircle, poly);
    pict->Append(fpoly, cspline, fspline, label);
    pict->Append(stencil, raster);
}
예제 #16
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void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   Var *color = (Var*) LangElement::find( "col" );
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !color || !blendTotal )
      return;
   
   MultiLine *meta = new MultiLine;

   meta->addStatement( new GenOp( "   clip( @ - 0.0001 );\r\n", blendTotal ) );
   meta->addStatement( new GenOp( "   @.a = @;\r\n", color, blendTotal ) );

   output = meta;
}
예제 #17
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LangElement *ConditionerFeature::assignOutput( Var *unconditionedOutput, ShaderFeature::OutputTarget outputTarget /* = ShaderFeature::DefaultTarget*/ )
{
    LangElement *assign;
    MultiLine *meta = new MultiLine;

    meta->addStatement( new GenOp( avar( "\r\n\r\n   // output buffer format: %s\r\n", GFXStringTextureFormat[getBufferFormat()] ) ) );

    // condition the output
    Var *conditionedOutput = _conditionOutput( unconditionedOutput, meta );

    // search for color var
    Var *color = (Var*) LangElement::find( getOutputTargetVarName(outputTarget) );

    if ( !color )
    {
        // create color var
        color = new Var;

        if(GFX->getAdapterType() == OpenGL)
        {
            color->setName( getOutputTargetVarName(outputTarget) );
            color->setType( "vec4" );
            DecOp* colDecl = new DecOp(color);

            assign = new GenOp( "@ = vec4(@)", colDecl, conditionedOutput );
        }
        else
        {
            color->setType( "fragout" );
            color->setName( getOutputTargetVarName(outputTarget) );
            color->setStructName( "OUT" );

            assign = new GenOp( "@ = @", color, conditionedOutput );
        }
    }
    else
    {
        if (GFX->getAdapterType() == OpenGL)
            assign = new GenOp( "@ = vec4(@)", color, conditionedOutput);
        else
            assign = new GenOp( "@ = @", color, conditionedOutput );
    }

    meta->addStatement( new GenOp( "   @;\r\n", assign ) );

    return meta;
}
예제 #18
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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->mapsToSampler = false;
   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_PrePassConditioner] )
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( new GenOp( "float4(@.rrr,1)", depthOut ), Material::None ) ) );
   
   output = meta;
}
예제 #19
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void ConditionerFeature::_printMethod( MethodType methodType, const String &methodName, Stream &stream )
{
    MultiLine *meta = new MultiLine;

    printHeaderComment( methodType, methodName, stream, meta );
    Var *paramVar = printMethodHeader( methodType, methodName, stream, meta );
    Var *unconditionedInput = NULL;
    if( methodType == UnconditionMethod )
        unconditionedInput = _unconditionInput( paramVar, meta );
    else
        unconditionedInput = _conditionOutput( paramVar, meta );

    printMethodFooter( methodType, unconditionedInput, stream, meta );
    printFooterComment( methodType, methodName, stream, meta );

    meta->print(stream);
}
예제 #20
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void BumpFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                 const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;

   // Get the texture coord.
   Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );

   // Sample the bumpmap.
   Var *bumpMap = getNormalMapTex();
   LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
   Var *bumpNorm = new Var( "bumpNormal", "float4" );
   meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) );

   // We transform it into world space by reversing the 
   // multiplication by the worldToTanget transform.
   Var *wsNormal = new Var( "wsNormal", "float3" );
   Var *worldToTanget = getInWorldToTangent( componentList );
   meta->addStatement( new GenOp( "   @ = normalize( mul( @.xyz, @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) );

   // TODO: Restore this!
   /*
   // Check to see if we're rendering world space normals.
   if ( fd.materialFeatures[MFT_NormalsOut]  )
   {
      Var *inNormal = getInTexCoord( "normal", "float3", false, componentList );

      LangElement *normalOut;
      Var *outColor = (Var*)LangElement::find( "col" );
      if ( outColor )
         normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, @.a )", inNormal, outColor );
      else
         normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, 1 )", inNormal );

      meta->addStatement( new GenOp( "   @; // MFT_NormalsOut\r\n", 
         assignColor( normalOut, Material::None ) ) );
         
      output = meta;
      return;
   }
   */

   output = meta;
}
예제 #21
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void GBufferConditionerGLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   // If we have a normal map then that feature will
   // take care of passing gbNormal to the pixel shader.
   if ( fd.features[MFT_NormalMap] )
      return;

   MultiLine *meta = new MultiLine;
   output = meta;

   // grab incoming vert normal
   Var *inNormal = (Var*) LangElement::find( "normal" );
   AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );

   // grab output for gbuffer normal
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outNormal = connectComp->getElement( RT_TEXCOORD );
   outNormal->setName( "gbNormal" );
   outNormal->setStructName( "OUT" );
   outNormal->setType( "float3" );

   if( !fd.features[MFT_ParticleNormal] )
   {
      // Kick out the view-space normal

      // TODO: Total hack because Conditioner is directly derived
      // from ShaderFeature and not from ShaderFeatureGLSL.
      NamedFeatureGLSL dummy( String::EmptyString );
      dummy.mInstancingFormat = mInstancingFormat;
      Var *worldViewOnly = dummy.getWorldView( componentList, fd.features[MFT_UseInstancing], meta );

      meta->addStatement(  new GenOp("   @ = tMul(@, float4( normalize(@), 0.0 ) ).xyz;\r\n", 
                              outNormal, worldViewOnly, inNormal ) );
   }
   else
   {
      // Assume the particle normal generator has already put this in view space
      // and normalized it
      meta->addStatement( new GenOp( "   @ = @;\r\n", outNormal, inNormal ) );
   }
}
예제 #22
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void GBufferConditionerGLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{     
   // sanity
   AssertFatal( fd.features[MFT_EyeSpaceDepthOut], "No depth-out feature enabled! Bad news!" );

   MultiLine *meta = new MultiLine;

   // grab connector normal
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *gbNormal = (Var*) LangElement::find( "gbNormal" );
   if( !gbNormal )
   {
      gbNormal = connectComp->getElement( RT_TEXCOORD );
      gbNormal->setName( "gbNormal" );
      gbNormal->setType( "vec3" );
      gbNormal->mapsToSampler = false;
      gbNormal->uniform = false;
   }

   // find depth
   ShaderFeature *depthFeat = FEATUREMGR->getByType( MFT_EyeSpaceDepthOut );
   AssertFatal( depthFeat != NULL, "No eye space depth feature found!" );

   Var *depth = (Var*) LangElement::find(depthFeat->getOutputVarName());
   AssertFatal( depth, "Something went bad with ShaderGen. The depth should be already generated by the EyeSpaceDepthOut feature." );


   Var *unconditionedOut = new Var;
   unconditionedOut->setType("vec4");
   unconditionedOut->setName("normal_depth");

   LangElement *outputDecl = new DecOp( unconditionedOut );

   // NOTE: We renormalize the normal here as they
   // will not stay normalized during interpolation.
   meta->addStatement( new GenOp("   @ = @;", outputDecl, new GenOp( "vec4(normalize(@), @)", gbNormal, depth ) ) );
   meta->addStatement( assignOutput( unconditionedOut ) );

   output = meta;
}
예제 #23
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void NormalsOutFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
												const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;
   output = meta;
	
   Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
   if ( !wsNormal )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      wsNormal = connectComp->getElement( RT_TEXCOORD );
      wsNormal->setName( "wsNormal" );
      wsNormal->setStructName( "IN" );
      wsNormal->setType( "vec3" );
		
      // If we loaded the normal its our resposibility
      // to normalize it... the interpolators won't.
      //
      // Note we cast to half here to get partial precision
      // optimized code which is an acceptable loss of
      // precision for normals and performs much better
      // on older Geforce cards.
      //
      meta->addStatement( new GenOp( "   @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );      
   }
	
   LangElement *normalOut;
   Var *outColor = (Var*)LangElement::find( "col" );
   if ( outColor && !fd.features[MFT_AlphaTest] )
      normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, @.a )", wsNormal, outColor );
   else
      normalOut = new GenOp( "float4( ( -@ + 1 ) * 0.5, 1 )", wsNormal );
	
   meta->addStatement( new GenOp( "   @;\r\n", 
											assignColor( normalOut, Material::None ) ) );
}
예제 #24
0
void BumpFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                 const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;
	output = meta;

   // Get the texture coord.
   Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );

   // Sample the bumpmap.
   Var *bumpMap = getNormalMapTex();
	LangElement *texOp = NULL;
	
	//Handle atlased textures
   // http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47
	if(fd.features[MFT_NormalMapAtlas])
   {
		// This is a big block of code, so put a comment in the shader code
      meta->addStatement( new GenOp( "   // Atlased texture coordinate calculation (see BumpFeat*LSL for details)\r\n") );
		
      Var *atlasedTex = new Var;
      atlasedTex->setName("atlasedBumpCoord");
      atlasedTex->setType( "vec2" );
      LangElement *atDecl = new DecOp(atlasedTex);
		
      // Parameters of the texture atlas
      Var *atParams  = new Var;
      atParams->setType( "float4" );
      atParams->setName("bumpAtlasParams");
      atParams->uniform = true;
      atParams->constSortPos = cspPotentialPrimitive;
		
      // Parameters of the texture (tile) this object is using in the atlas
      Var *tileParams  = new Var;
      tileParams->setType( "float4" );
      tileParams->setName("bumpAtlasTileParams");
      tileParams->uniform = true;
      tileParams->constSortPos = cspPotentialPrimitive;
		
		const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
		if(is_sm3)
      {
         // Figure out the mip level
         meta->addStatement( new GenOp( "   float2 _dx_bump = ddx(@ * @.z);\r\n", texCoord, atParams ) );
         meta->addStatement( new GenOp( "   float2 _dy_bump = ddy(@ * @.z);\r\n", texCoord, atParams ) );
         meta->addStatement( new GenOp( "   float mipLod_bump = 0.5 * log2(max(dot(_dx_bump, _dx_bump), dot(_dy_bump, _dy_bump)));\r\n"));
         meta->addStatement( new GenOp( "   mipLod_bump = clamp(mipLod_bump, 0.0, @.w);\r\n", atParams));
			
         // And the size of the mip level
         meta->addStatement(new GenOp("   float mipPixSz_bump = pow(2.0, @.w - mipLod_bump);\r\n", atParams));
         meta->addStatement( new GenOp( "   float2 mipSz_bump = mipPixSz_bump / @.xy;\r\n", atParams ) );
      }
      else
      {
         meta->addStatement(new GenOp("   float2 mipSz = float2(1.0, 1.0);\r\n"));
      }
		
		// Tiling mode
      if( true ) // Wrap
         meta->addStatement( new GenOp( "   @ = frac(@);\r\n", atDecl, texCoord ) );
      else       // Clamp
         meta->addStatement(new GenOp("   @ = saturate(@);\r\n", atDecl, texCoord));
		
      // Finally scale/offset, and correct for filtering
      meta->addStatement( new GenOp( "   @ = @ * ((mipSz_bump * @.xy - 1.0) / mipSz_bump) + 0.5 / mipSz_bump + @.xy * @.xy;\r\n", 
											  atlasedTex, atlasedTex, atParams, atParams, tileParams));
		
      // Add a newline
      meta->addStatement(new GenOp( "\r\n"));
		
      if(is_sm3)
		{
         texOp = new GenOp( "tex2Dlod(@, float4(@, 0.0, mipLod_bump))", bumpMap, texCoord );
		}
		else
		{
         texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
		}
	}
	else
	{
      texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
	}
		
   Var *bumpNorm = new Var( "bumpNormal", "float4" );
   meta->addStatement( expandNormalMap( texOp, new DecOp( bumpNorm ), bumpNorm, fd ) );

	// If we have a detail normal map we add the xy coords of
   // it to the base normal map.  This gives us the effect we
   // want with few instructions and minial artifacts.
   if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
   {
      bumpMap = new Var;
      bumpMap->setType( "sampler2D" );
      bumpMap->setName( "detailBumpMap" );
      bumpMap->uniform = true;
      bumpMap->sampler = true;
      bumpMap->constNum = Var::getTexUnitNum();
		
      texCoord = getInTexCoord( "detCoord", "vec2", true, componentList );
      texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
		
      Var *detailBump = new Var;
      detailBump->setName( "detailBump" );
      detailBump->setType( "float4" );
      meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
		
      Var *detailBumpScale = new Var;
      detailBumpScale->setType( "float" );
      detailBumpScale->setName( "detailBumpStrength" );
      detailBumpScale->uniform = true;
      detailBumpScale->constSortPos = cspPass;
      meta->addStatement( new GenOp( "   @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
   }
	
   // We transform it into world space by reversing the 
   // multiplication by the worldToTanget transform.
   Var *wsNormal = new Var( "wsNormal", "vec3" );
   Var *worldToTanget = getInWorldToTangent( componentList );
   meta->addStatement( new GenOp( "   @ = normalize( tMul( @.xyz, @ ) );\r\n", new DecOp( wsNormal ), bumpNorm, worldToTanget ) );
}
예제 #25
0
void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{

   MultiLine *meta = new MultiLine;

   Var *viewToTangent = getInViewToTangent( componentList );

   // This var is read from GBufferConditionerHLSL and 
   // used in the prepass output.
   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
   if ( !gbNormal )
   {
      gbNormal = new Var;
      gbNormal->setName( "gbNormal" );
      gbNormal->setType( "float3" );
      meta->addStatement( new GenOp( "   @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
   }

   const S32 normalIndex = getProcessIndex();

   Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
   AssertFatal( detailBlend, "The detail blend is missing!" );

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Get the normal map texture.
   Var *normalMap = _getNormalMapTex();

   /// Get the texture coord.
   Var *inDet = _getInDetailCoord( componentList );
   Var *inTex = getVertTexCoord( "texCoord" );

   // Sample the normal map.
   //
   // We take two normal samples and lerp between them for
   // side projection layers... else a single sample.
   LangElement *texOp;
   if (mIsDirect3D11)
   {
      String name(String::ToString("normalMapTex%d", getProcessIndex()));
      Var *normalMapTex = (Var*)LangElement::find(name);
      if (!normalMapTex)
      {
         normalMapTex = new Var;
         normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
         normalMapTex->setType("Texture2D");
         normalMapTex->uniform = true;
         normalMapTex->texture = true;
         normalMapTex->constNum = normalMap->constNum;
      }
      if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
      {
         texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
            normalMapTex, normalMap, inDet, normalMapTex, normalMap, inDet, inTex);
      }
      else
         texOp = new GenOp("@.Sample(@, @.xy)", normalMapTex, normalMap, inDet);

   }

   else
   {
      if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
      {
         texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
            normalMap, inDet, normalMap, inDet, inTex);
      }
      else
         texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
   }

   // create bump normal
   Var *bumpNorm = new Var;
   bumpNorm->setName( "bumpNormal" );
   bumpNorm->setType( "float4" );

   LangElement *bumpNormDecl = new DecOp( bumpNorm );
   meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );

   // Normalize is done later... 
   // Note: The reverse mul order is intentional. Affine matrix.
   meta->addStatement( new GenOp( "      @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n", 
      gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );

   // End the conditional block.
   meta->addStatement( new GenOp( "   }\r\n" ) );

   // If this is the last normal map then we 
   // can test to see the total blend value
   // to see if we should clip the result.
   //if ( fd.features.getNextFeatureIndex( MFT_TerrainNormalMap, normalIndex ) == -1 )
      //meta->addStatement( new GenOp( "   clip( @ - 0.0001f );\r\n", blendTotal ) );

   output = meta;
}
예제 #26
0
void TerrainMacroMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();
   Var *inTex = getVertTexCoord( "texCoord" );
   
   MultiLine *meta = new MultiLine;

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if (  !negViewTS &&
         fd.features.hasFeature( MFT_TerrainParallaxMap ) )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "float3" );
      }

      negViewTS = new Var( "negViewTS", "float3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the layer samples.
   Var *layerSample = (Var*)LangElement::find( "layerSample" );
   if ( !layerSample )
   {
      layerSample = new Var;
      layerSample->setType( "float4" );
      layerSample->setName( "layerSample" );

      // Get the layer texture var
      Var *layerTex = new Var;
      layerTex->setType( "sampler2D" );
      layerTex->setName( "macrolayerTex" );
      layerTex->uniform = true;
      layerTex->sampler = true;
      layerTex->constNum = Var::getTexUnitNum();

      // Read the layer texture to get the samples.
      if (mIsDirect3D11)
      {
         layerTex->setType("SamplerState");
         Var *layerTexObj = new Var;
         layerTexObj->setType("Texture2D");
         layerTexObj->setName("macroLayerTexObj");
         layerTexObj->uniform = true;
         layerTexObj->texture = true;
         layerTexObj->constNum = layerTex->constNum;
         meta->addStatement(new GenOp("   @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
            new DecOp(layerSample), layerTexObj, layerTex, inTex));
      }
      else
         meta->addStatement(new GenOp("   @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
            new DecOp(layerSample), layerTex, inTex));
   }

   Var *layerSize = (Var*)LangElement::find( "layerSize" );
   if ( !layerSize )
   {
      layerSize = new Var;
      layerSize->setType( "float" );
      layerSize->setName( "layerSize" );
      layerSize->uniform = true;
      layerSize->constSortPos = cspPass;
   }

   // Grab the incoming detail coord.
   Var *inDet = _getInMacroCoord( componentList );

   // Get the detail id.
   Var *detailInfo = _getMacroIdStrengthParallax();

   // Create the detail blend var.
   Var *detailBlend = new Var;
   detailBlend->setType( "float" );
   detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );

   // Calculate the blend for this detail texture.
   meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );

   // Get a var and accumulate the blend amount.
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !blendTotal )
   {
      blendTotal = new Var;
      blendTotal->setName( "blendTotal" );
      blendTotal->setType( "float" );
      meta->addStatement( new GenOp( "   @ = 0;\r\n", new DecOp( blendTotal ) ) );
   }

   // Add to the blend total.
   meta->addStatement(new GenOp("   @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));

   Var *detailColor = (Var*)LangElement::find( "macroColor" ); 
   if ( !detailColor )
   {
      detailColor = new Var;
      detailColor->setType( "float4" );
      detailColor->setName( "macroColor" );
      meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
   }

   // Get the detail texture.
   Var *detailMap = new Var;
   detailMap->setType( "sampler2D" );
   detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
   detailMap->uniform = true;
   detailMap->sampler = true;
   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   //Create texture object for directx 11
   Var *detailTex = NULL;
   if (mIsDirect3D11)
   {
      detailMap->setType("SamplerState");
      detailTex = new Var;
      detailTex->setName(String::ToString("macroMapTex%d", detailIndex));
      detailTex->setType("Texture2D");
      detailTex->uniform = true;
      detailTex->texture = true;
      detailTex->constNum = detailMap->constNum;

   }

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //
   if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
   {
      if (mIsDirect3D11)
      {
         meta->addStatement(new GenOp("      @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
            detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
      }
      else
         meta->addStatement(new GenOp("      @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailMap, inDet, detailMap, inDet, inTex));
   }
   else
   {
      if (mIsDirect3D11)
         meta->addStatement(new GenOp("      @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailTex, detailMap, inDet));
      else
         meta->addStatement(new GenOp("      @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailMap, inDet));
   }

   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
                                    detailColor, detailInfo, inDet ) );

   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;

   if(fd.features.hasFeature(MFT_DeferredTerrainMacroMap))
      target= ShaderFeature::RenderTarget1;

   Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );

   meta->addStatement(new GenOp("      @ += @ * @;\r\n",
                                    outColor, detailColor, detailBlend));

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}
예제 #27
0
void TerrainDetailMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   AssertFatal( inTex, "The texture coord is missing!" );

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position.
   Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // If we have parallax mapping then make sure we've sent
   // the negative view vector to the pixel shader.
   if (  fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
         !LangElement::find( "outNegViewTS" ) )
   {
      // Get the object to tangent transform which
      // will consume 3 output registers.
      Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );

      // Now use a single output register to send the negative
      // view vector in tangent space to the pixel shader.
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
      outNegViewTS->setName( "outNegViewTS" );
      outNegViewTS->setStructName( "OUT" );
      outNegViewTS->setType( "float3" );
      meta->addStatement( new GenOp( "   @ = mul( @, float3( @ - @.xyz ) );\r\n", 
         outNegViewTS, objToTangentSpace, eyePos, inPos ) );
   }

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find( "dist" );
   if ( !dist )
   {
      dist = new Var;
      dist->setType( "float" );
      dist->setName( "dist" );  

      meta->addStatement( new GenOp( "   @ = distance( @.xyz, @ );\r\n", 
                                       new DecOp( dist ), inPos, eyePos ) );
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
   outTex->setStructName( "OUT" );
   outTex->setType( "float4" );
   outTex->mapsToSampler = true;

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "float4" );
   detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // Setup the detail coord.
   //
   // NOTE: You see here we scale the texture coord by 'xyx'
   // to generate the detail coord.  This y is here because
   // its scale is flipped to correct for the non negative y
   // in texCoord.
   //
   // See TerrainBaseMapFeatHLSL::processVert().
   //
   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   

   output = meta;
}
예제 #28
0
void TerrainBaseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;
   output = meta;

   // Generate the incoming texture var.
   Var *inTex;
   {
      Var *inPos = (Var*)LangElement::find( "inPosition" );
      if ( !inPos )
         inPos = (Var*)LangElement::find( "position" );

      inTex = new Var( "texCoord", "float3" );

      Var *oneOverTerrainSize = _getUniformVar( "oneOverTerrainSize", "float", cspPass );

      // NOTE: The y coord here should be negative to have
      // the texture maps not end up flipped which also caused
      // normal and parallax mapping to be incorrect.
      //
      // This mistake early in development means that the layer
      // id bilinear blend depends on it being that way.
      //
      // So instead i fixed this by flipping the base and detail
      // coord y scale to compensate when rendering.
      //
      meta->addStatement( new GenOp( "   @ = @.xyz * float3( @, @, -@ );\r\n", 
         new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
   }

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   // Pass the texture coord to the pixel shader.
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( "outTexCoord" );
   outTex->setStructName( "OUT" );
   outTex->setType( "float3" );
   outTex->mapsToSampler = true;
   meta->addStatement( new GenOp( "   @.xy = @.xy;\r\n", outTex, inTex ) );

   // If this shader has a side projected layer then we 
   // pass the dot product between the +Y and the normal
   // thru outTexCoord.z for use in blending the textures.
   if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
   {
      Var *inNormal = (Var*)LangElement::find( "normal" );
      meta->addStatement( 
         new GenOp( "   @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n", 
            outTex, inNormal, inNormal ) );
   }
   else
      meta->addStatement( new GenOp( "   @.z = 0;\r\n", outTex ) );

   // HACK: This is sort of lazy... we generate the tanget
   // vector here so that we're sure it exists in the parallax
   // and normal features which will expect "T" to exist.
   //
   // If this shader doesn't use it the shader compiler will
   // optimize away this code.
   //
   Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
   Var *inTanget = new Var( "T", "float3" );
   Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
   meta->addStatement( new GenOp( "   @ = normalize( float3( @, 0, @ ) );\r\n", 
      new DecOp( inTanget ), squareSize, inTangentZ ) );
}
void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
                                             const MaterialFeatureData &fd )
{
   // Skip deferred features, and use forward shading instead
   if ( fd.features[MFT_ForwardShading] )
   {
      Parent::processPix( componentList, fd );
      return;
   }

   MultiLine *meta = new MultiLine;

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *ssPos = connectComp->getElement( RT_TEXCOORD );
   ssPos->setName( "screenspacePos" );
   ssPos->setStructName( "IN" );
   ssPos->setType( "vec4" );

   Var *uvScene = new Var;
   uvScene->setType( "vec2" );
   uvScene->setName( "uvScene" );
   LangElement *uvSceneDecl = new DecOp( uvScene );

   String rtParamName = String::ToString( "rtParams%s", "lightInfoBuffer" );
   Var *rtParams = (Var*) LangElement::find( rtParamName );
   if( !rtParams )
   {
      rtParams = new Var;
      rtParams->setType( "vec4" );
      rtParams->setName( rtParamName );
      rtParams->uniform = true;
      rtParams->constSortPos = cspPass;
   }

   meta->addStatement( new GenOp( "   @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
   meta->addStatement( new GenOp( "   @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
   meta->addStatement( new GenOp( "   @.y = 1.0 - @.y;\r\n", uvScene, uvScene ) ); // flip the y axis 
   meta->addStatement( new GenOp( "   @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size

   Var *lightInfoSamp = new Var;
   lightInfoSamp->setType( "vec4" );
   lightInfoSamp->setName( "lightInfoSample" );

   // create texture var
   Var *lightInfoBuffer = new Var;
   lightInfoBuffer->setType( "sampler2D" );
   lightInfoBuffer->setName( "lightInfoBuffer" );
   lightInfoBuffer->uniform = true;
   lightInfoBuffer->sampler = true;
   lightInfoBuffer->constNum = Var::getTexUnitNum();     // used as texture unit num here

   // Declare the RTLighting variables in this feature, they will either be assigned
   // in this feature, or in the tonemap/lightmap feature
   Var *d_lightcolor = new Var( "d_lightcolor", "vec3" );
   meta->addStatement( new GenOp( "   @;\r\n", new DecOp( d_lightcolor ) ) );

   Var *d_NL_Att = new Var( "d_NL_Att", "float" );
   meta->addStatement( new GenOp( "   @;\r\n", new DecOp( d_NL_Att ) ) );

   Var *d_specular = new Var( "d_specular", "float" );
   meta->addStatement( new GenOp( "   @;\r\n", new DecOp( d_specular ) ) );
   

   // Perform the uncondition here.
   String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
   meta->addStatement( new GenOp( avar( "   %s(tex2D(@, @), @, @, @);\r\n", 
      unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular ) );

   // If this has an interlaced pre-pass, do averaging here
   if( fd.features[MFT_InterlacedPrePass] )
   {
      Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
      if( !oneOverTargetSize )
      {
         oneOverTargetSize = new Var;
         oneOverTargetSize->setType( "vec2" );
         oneOverTargetSize->setName( "oneOverTargetSize" );
         oneOverTargetSize->uniform = true;
         oneOverTargetSize->constSortPos = cspPass;
      }

      meta->addStatement( new GenOp( "   float id_NL_Att, id_specular;\r\n   float3 id_lightcolor;\r\n" ) );
      meta->addStatement( new GenOp( avar( "   %s(tex2D(@, @ + float2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n", 
         unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, oneOverTargetSize ) );

      meta->addStatement( new GenOp("   @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
      meta->addStatement( new GenOp("   @ = lerp(@, id_NL_Att, 0.5);\r\n", d_NL_Att, d_NL_Att ) );
      meta->addStatement( new GenOp("   @ = lerp(@, id_specular, 0.5);\r\n", d_specular, d_specular ) );
   }

   // This is kind of weak sauce
   if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( new GenOp( "float4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );

   output = meta;
}
예제 #30
0
void TerrainMacroMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const U32 detailIndex = getProcessIndex();
   Var *inTex = getVertTexCoord( "texCoord" );
   
   MultiLine *meta = new MultiLine;

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if (  !negViewTS &&
         fd.features.hasFeature( MFT_TerrainParallaxMap ) )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "vec3" );
      }

      negViewTS = new Var( "negViewTS", "vec3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the layer samples.
   Var *layerSample = (Var*)LangElement::find( "layerSample" );
   if ( !layerSample )
   {
      layerSample = new Var;
      layerSample->setType( "vec4" );
      layerSample->setName( "layerSample" );

      // Get the layer texture var
      Var *layerTex = new Var;
      layerTex->setType( "sampler2D" );
      layerTex->setName( "macrolayerTex" );
      layerTex->uniform = true;
      layerTex->sampler = true;
      layerTex->constNum = Var::getTexUnitNum();

      // Read the layer texture to get the samples.
      meta->addStatement( new GenOp( "   @ = round( tex2D( @, @.xy ) * 255.0f );\r\n", 
                                       new DecOp( layerSample ), layerTex, inTex ) );
   }

   Var *layerSize = (Var*)LangElement::find( "layerSize" );
   if ( !layerSize )
   {
      layerSize = new Var;
      layerSize->setType( "float" );
      layerSize->setName( "layerSize" );
      layerSize->uniform = true;
      layerSize->constSortPos = cspPass;
   }

   // Grab the incoming detail coord.
   Var *inDet = _getInMacroCoord( componentList );

   // Get the detail id.
   Var *detailInfo = _getMacroIdStrengthParallax();

   // Create the detail blend var.
   Var *detailBlend = new Var;
   detailBlend->setType( "float" );
   detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );

   // Calculate the blend for this detail texture.
   meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );

   // Get a var and accumulate the blend amount.
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !blendTotal )
   {
      blendTotal = new Var;
      //blendTotal->setName( "blendTotal" );
      blendTotal->setName( "blendTotal" );
      blendTotal->setType( "float" );
      meta->addStatement( new GenOp( "   @ = 0;\r\n", new DecOp( blendTotal ) ) );
   }

   // Add to the blend total.
   meta->addStatement( new GenOp( "   @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );

   // If this is a prepass then we skip color.
   if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
   {
      // Check to see if we have a gbuffer normal.
      Var *gbNormal = (Var*)LangElement::find( "gbNormal" );

      // If we have a gbuffer normal and we don't have a
      // normal map feature then we need to lerp in a 
      // default normal else the normals below this layer
      // will show thru.
      if (  gbNormal && 
            !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
      {
         Var *viewToTangent = getInViewToTangent( componentList );

         meta->addStatement( new GenOp( "   @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n", 
            gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
      }

      output = meta;
      return;
   }

   Var *detailColor = (Var*)LangElement::find( "macroColor" ); 
   if ( !detailColor )
   {
      detailColor = new Var;
      detailColor->setType( "vec4" );
      detailColor->setName( "macroColor" );
      meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
   }

   // Get the detail texture.
   Var *detailMap = new Var;
   detailMap->setType( "sampler2D" );
   detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
   detailMap->uniform = true;
   detailMap->sampler = true;
   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //
   if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
   {
      meta->addStatement( new GenOp( "      @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n", 
                                                detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
   }
   else
   {
      meta->addStatement( new GenOp( "      @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n", 
                                       detailColor, detailMap, inDet ) );
   }

   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
                                    detailColor, detailInfo, inDet ) );

   Var *baseColor = (Var*)LangElement::find( "baseColor" );
   Var *outColor = (Var*)LangElement::find( "col" );

   meta->addStatement( new GenOp( "      @ = lerp( @, @ + @, @ );\r\n",
                                    outColor, outColor, outColor, detailColor, detailBlend ) );
   //outColor, outColor, baseColor, detailColor, detailBlend ) );

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}