Пример #1
0
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;
}
Пример #2
0
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;
}
Пример #3
0
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;
}
Пример #4
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;
}
Пример #5
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;
}
Пример #6
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;
}