예제 #1
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 #2
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 #3
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;
}
예제 #4
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 #6
0
void TerrainDetailMapFeatGLSL::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( "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( "layerTex" );
      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 = _getInDetailCoord( componentList );

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

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

   // New terrain

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


   Var *blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", detailIndex));
   if (!blendDepth)
   {
	   blendDepth = new Var;
	   blendDepth->setType("float");
	   blendDepth->setName(String::ToString("blendDepth%d", detailIndex));
	   blendDepth->uniform = true;
	   blendDepth->constSortPos = cspPrimitive;
   }

   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;

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

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

   if (!outColor)
   {
	   // create color var
	   outColor = new Var;
	   outColor->setType("float4");
	   outColor->setName("col");
       outColor->setStructName("OUT");
	   meta->addStatement(new GenOp("   @;\r\n", outColor));
   }

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

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

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

   // Issue happens somewhere here -----

   // Sample the normal map.
   //
   // We take two normal samples and lerp between them for
   // side projection layers... else a single sample.
   LangElement *texOp;

   // 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));

	   texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
		   normalMap, inDet, normalMap, inDet, inTex);
   }
   else
   {
	   meta->addStatement(new GenOp("   @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
		   detailColor, detailMap, inDet));

	   texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
   }

   // New terrain

   // 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( "   @ += @;\r\n", blendTotal, detailBlend ) );

   // If we had a parallax feature... then factor in the parallax
   // amount so that it fades out with the layer blending.
   if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
   {
      // Get the rest of our inputs.
      Var *normalMap = _getNormalMapTex();

      // Call the library function to do the rest.
      if (fd.features.hasFeature(MFT_IsDXTnm, detailIndex))
      {
         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
         inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
      }
      else
      {
         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
         inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
      }
   }

   // 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 ) );

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

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

   output = meta;
}
예제 #7
0
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.
   Var *outPosition = connectComp->getElement( RT_POSITION );
   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;
}
예제 #8
0
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->setStructName( "IN" );
      gbNormal->setType( "float3" );
      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("float4");
   unconditionedOut->setName("normal_depth");

   LangElement *outputDecl = new DecOp( unconditionedOut );

   // If we're doing prepass blending then we need 
   // to steal away the alpha channel before the 
   // conditioner stomps on it.
   Var *alphaVal = NULL;
   if ( fd.features[ MFT_IsTranslucentZWrite ] )
   {
      alphaVal = new Var( "outAlpha", "float" );
      meta->addStatement( new GenOp( "   @ = col.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
   }

   // If using interlaced normals, invert the normal
   if(fd.features[MFT_InterlacedPrePass])
   {
      // NOTE: Its safe to not call ShaderFeatureGLSL::addOutVpos() in the vertex
      // shader as for SM 3.0 nothing is needed there.
      Var *Vpos = (Var*) LangElement::find( "gl_Position" ); //Var *Vpos = ShaderFeatureGLSL::getInVpos( meta, componentList );

      Var *iGBNormal = new Var( "interlacedGBNormal", "float3" );
      meta->addStatement(new GenOp("   @ = (frac(@.y * 0.5) < 0.1 ? reflect(@, float3(0.0, -1.0, 0.0)) : @);\r\n", new DecOp(iGBNormal), Vpos, gbNormal, gbNormal));
      gbNormal = iGBNormal;
   }

   // NOTE: We renormalize the normal here as they
   // will not stay normalized during interpolation.
   meta->addStatement( new GenOp("   @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
   meta->addStatement( assignOutput( unconditionedOut ) );

   // If we have an alpha var then we're doing prepass lerp blending.
   if ( alphaVal )
   {
      Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
      meta->addStatement( new GenOp( "   @.ba = float2( 0, @ ); // MFT_IsTranslucentZWrite\r\n", outColor, alphaVal ) );
   }

   output = meta;
}
void TerrainDetailMapFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const U32 detailIndex = getProcessIndex();


   // If this is a prepass and we don't have a 
   // matching normal map... we have nothing to do.
   if (  fd.features.hasFeature( MFT_PrePassConditioner ) &&
         !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
      return;

   // 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", "vec3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // 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( "outDetCoord%d", detailIndex ) );
   outTex->setType( "vec4" );
   outTex->mapsToSampler = true;

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "vec4" );
   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;
}