Torque3D Documentation / _generateds / customFeatureHLSL.cpp

customFeatureHLSL.cpp

Engine/source/shaderGen/HLSL/customFeatureHLSL.cpp

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  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "customFeatureHLSL.h"
 25#include "shaderGen/shaderFeature.h"
 26#include "shaderGen/shaderOp.h"
 27#include "shaderGen/featureMgr.h"
 28//#include "materials/materialFeatureTypes.h"
 29//#include "gfx/gfxDevice.h"
 30//#include "materials/processedMaterial.h"
 31
 32//****************************************************************************
 33// Accu Texture
 34//****************************************************************************
 35void CustomFeatureHLSL::processVert(Vector<ShaderComponent*>& componentList,
 36   const MaterialFeatureData& fd)
 37{
 38   /*MultiLine *meta = new MultiLine;
 39   getOutTexCoord(   "texCoord",
 40   "float2",
 41   false,
 42   meta,
 43   componentList );
 44
 45   getOutObjToTangentSpace( componentList, meta, fd );
 46
 47   output = meta;*/
 48
 49   meta = new MultiLine;
 50
 51   mFeatureData = fd;
 52   mComponentList = componentList;
 53
 54   mOutputState = VertexOutput;
 55
 56   if (mOwner->isMethod("processVertHLSL"))
 57      Con::executef(mOwner, "processVertHLSL");
 58
 59   output = meta;
 60}
 61
 62void CustomFeatureHLSL::processPix(Vector<ShaderComponent*>& componentList,
 63   const MaterialFeatureData& fd)
 64{
 65   meta = new MultiLine;
 66
 67   mFeatureData = fd;
 68   mComponentList = componentList;
 69
 70   mOutputState = PixelOutput;
 71
 72   /*MultiLine *meta = new MultiLine;
 73
 74   output = meta;
 75
 76   // OUT.col
 77   Var *color = (Var*) LangElement::find( "col1" );
 78   if (!color)
 79   {
 80   output = new GenOp("   //NULL COLOR!");
 81   return;
 82   }
 83
 84   // accu map
 85   Var *accuMap = new Var;
 86   accuMap->setType("SamplerState");
 87
 88   accuMap->setName( "accuMap" );
 89   accuMap->uniform = true;
 90   accuMap->sampler = true;
 91   accuMap->constNum = Var::getTexUnitNum();     // used as texture unit num here
 92
 93   // accuColor var
 94   Var *accuColor = new Var;
 95   accuColor->setType( "float4" );
 96   accuColor->setName( "accuColor" );
 97   LangElement *colorAccuDecl = new DecOp( accuColor );
 98
 99   // plc (placement)
100   Var *accuPlc = new Var;
101   accuPlc->setType( "float4" );
102   accuPlc->setName( "plc" );
103   LangElement *plcAccu = new DecOp( accuPlc );
104
105   // accu constants
106   Var *accuScale = (Var*)LangElement::find( "accuScale" );
107   if ( !accuScale )
108   {
109   accuScale = new Var;
110   accuScale->setType( "float" );
111   accuScale->setName( "accuScale" );
112   accuScale->uniform = true;
113   accuScale->sampler = false;
114   accuScale->constSortPos = cspPotentialPrimitive;
115   }
116   Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
117   if ( !accuDirection )
118   {
119   accuDirection = new Var;
120   accuDirection->setType( "float" );
121   accuDirection->setName( "accuDirection" );
122   accuDirection->uniform = true;
123   accuDirection->sampler = false;
124   accuDirection->constSortPos = cspPotentialPrimitive;
125   }
126   Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
127   if ( !accuStrength )
128   {
129   accuStrength = new Var;
130   accuStrength->setType( "float" );
131   accuStrength->setName( "accuStrength" );
132   accuStrength->uniform = true;
133   accuStrength->sampler = false;
134   accuStrength->constSortPos = cspPotentialPrimitive;
135   }
136   Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
137   if ( !accuCoverage )
138   {
139   accuCoverage = new Var;
140   accuCoverage->setType( "float" );
141   accuCoverage->setName( "accuCoverage" );
142   accuCoverage->uniform = true;
143   accuCoverage->sampler = false;
144   accuCoverage->constSortPos = cspPotentialPrimitive;
145   }
146   Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
147   if ( !accuSpecular )
148   {
149   accuSpecular = new Var;
150   accuSpecular->setType( "float" );
151   accuSpecular->setName( "accuSpecular" );
152   accuSpecular->uniform = true;
153   accuSpecular->sampler = false;
154   accuSpecular->constSortPos = cspPotentialPrimitive;
155   }
156
157   Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
158   Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
159   Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
160   if( bumpNorm == NULL )
161   {
162   bumpNorm = (Var *)LangElement::find( "bumpNormal" );
163   if (!bumpNorm)
164   return;
165   }
166
167   // get the accu pixel color
168
169   Var *accuMapTex = new Var;
170   accuMapTex->setType("Texture2D");
171   accuMapTex->setName("accuMapTex");
172   accuMapTex->uniform = true;
173   accuMapTex->texture = true;
174   accuMapTex->constNum = accuMap->constNum;
175   meta->addStatement(new GenOp("   @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
176
177   // scale up normals
178   meta->addStatement( new GenOp( "   @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
179
180   // assign direction
181   meta->addStatement( new GenOp( "   @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
182
183   // saturate based on strength
184   meta->addStatement( new GenOp( "   @ = saturate( dot( @.xyz, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
185
186   // add coverage
187   meta->addStatement( new GenOp( "   @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
188
189   // clamp to a sensible value
190   meta->addStatement( new GenOp( "   @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
191
192   // light
193   Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
194   if(lightColor != NULL)
195   meta->addStatement( new GenOp( "   @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
196
197   // lerp with current pixel - use the accu alpha as well
198   meta->addStatement( new GenOp( "   @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
199
200   // the result should always be opaque
201   meta->addStatement( new GenOp( "   @.a = 1.0;\r\n", color ) );*/
202   if (mOwner->isMethod("processPixelHLSL"))
203      Con::executef(mOwner, "processPixelHLSL");
204
205   output = meta;
206}
207
208void CustomFeatureHLSL::setTexData(Material::StageData& stageDat,
209   const MaterialFeatureData& fd,
210   RenderPassData& passData,
211   U32& texIndex)
212{
213   //GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
214   //if ( tex )
215   //{
216   //passData.mSamplerNames[ texIndex ] = "AccuMap";
217   //passData.mTexType[ texIndex++ ] = Material::AccuMap;
218   //}
219
220   if (mOwner->isMethod("setTextureData"))
221      Con::executef(mOwner, "setTextureData");
222}
223
224void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue, U32 arraySize)
225{
226   //do the var/arg fetching here
227   Var* newVar = (Var*)LangElement::find(name.c_str());
228   if (!newVar)
229   {
230      VarHolder newVarHolder(name, type, "");
231      newVarHolder.arraySize = arraySize;
232      newVarHolder.sampler = false;
233      newVarHolder.uniform = true;
234      newVarHolder.constSortPos = cspPotentialPrimitive;
235
236      mVars.push_back(newVarHolder);
237
238      mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
239   }
240}
241
242void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
243{
244   //do the var/arg fetching here
245   Var* newVar = (Var*)LangElement::find(name.c_str());
246   if (!newVar)
247   {
248      //As far as I know, it's always SamplerState regardless of the texture's type
249      VarHolder newVarHolder(name, "SamplerState", "");
250      newVarHolder.arraySize = arraySize;
251      newVarHolder.sampler = true;
252      newVarHolder.uniform = true;
253      newVarHolder.constNum = Var::getTexUnitNum();     // used as texture unit num here
254
255      mVars.push_back(newVarHolder);
256
257      mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
258   }
259}
260
261void CustomFeatureHLSL::addTexture(String name, String type, String samplerState, U32 arraySize)
262{
263   //do the var/arg fetching here
264   Var* newVar = (Var*)LangElement::find(name.c_str());
265   if (!newVar)
266   {
267      //go find our sampler state var
268      U32 constNum = 0;
269
270      Var* samplerStateVar = (Var*)LangElement::find(samplerState.c_str());
271      if (!samplerStateVar)
272      {
273         //check our holder vars
274         bool foundHolder = false;
275         for (U32 v = 0; v < mVars.size(); v++)
276         {
277            if (mVars[v].varName == samplerState)
278            {
279               constNum = mVars[v].constNum;
280               foundHolder = true;
281               break;
282            }
283         }
284
285         if (!foundHolder)
286         {
287            Con::errorf("CustomShaderFeature::addTexture: Unable to find texture's sampler state!");
288            return;
289         }
290      }
291      else
292      {
293         constNum = samplerStateVar->constNum;
294      }
295
296      VarHolder newVarHolder(name, type, "");
297      newVarHolder.arraySize = arraySize;
298      newVarHolder.texture = true;
299      newVarHolder.uniform = true;
300      newVarHolder.constNum = constNum;     // used as texture unit num here
301
302      mVars.push_back(newVarHolder);
303
304      mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
305   }
306}
307
308void CustomFeatureHLSL::addVariable(String name, String type, String defaultValue)
309{
310   //do the var/arg fetching here
311   Var* newVar = (Var*)LangElement::find(name.c_str());
312   if (!newVar)
313   {
314      if (!defaultValue.isEmpty())
315      {
316         char declareStatement[128];
317         dSprintf(declareStatement, 128, "   @ = %s;\n", defaultValue.c_str());
318
319         newVar = new Var(name, type);
320         LangElement* newVarDecl = new DecOp(newVar);
321         meta->addStatement(new GenOp(declareStatement, newVarDecl));
322      }
323      else
324      {
325         VarHolder newVarHolder(name, type, defaultValue);
326
327         mVars.push_back(newVarHolder);
328      }
329   }
330}
331
332void CustomFeatureHLSL::addConnector(String name, String type, String elementName)
333{
334   // grab connector texcoord register
335   ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
336
337   //Get element
338   S32 element = -1;
339
340   if (elementName == String("RT_POSITION"))
341      element = RT_POSITION;
342   else if (elementName == String("RT_NORMAL"))
343      element = RT_NORMAL;
344   else if (elementName == String("RT_BINORMAL"))
345      element = RT_BINORMAL;
346   else if (elementName == String("RT_TANGENT"))
347      element = RT_TANGENT;
348   else if (elementName == String("RT_TANGENTW"))
349      element = RT_TANGENTW;
350   else if (elementName == String("RT_COLOR"))
351      element = RT_COLOR;
352   else if (elementName == String("RT_TEXCOORD"))
353      element = RT_TEXCOORD;
354   else if (elementName == String("RT_VPOS"))
355      element = RT_VPOS;
356   else if (elementName == String("RT_SVPOSITION"))
357      element = RT_SVPOSITION;
358   else if (elementName == String("RT_BLENDINDICES"))
359      element = RT_BLENDINDICES;
360   else if (elementName == String("RT_BLENDWEIGHT"))
361      element = RT_BLENDWEIGHT;
362
363   if (element == -1)
364   {
365      Con::errorf("CustomShaderFeatureHLSL::addConnector - Invalid element type %s", elementName.c_str());
366      return;
367   }
368
369   VarHolder newVarHolder(name, type, "");
370
371   newVarHolder.elementId = element;
372
373   if (mOutputState == VertexOutput)
374      newVarHolder.structName = "OUT";
375   else if (mOutputState == PixelOutput)
376      newVarHolder.structName = "IN";
377
378   mVars.push_back(newVarHolder);
379}
380
381void CustomFeatureHLSL::addVertTexCoord(String name)
382{
383   VarHolder newVarHolder(name, "", "");
384   newVarHolder.texCoord = true;
385
386   mVars.push_back(newVarHolder);
387}
388
389void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValueRef * argv)
390{
391   //do the var/arg fetching here
392   Vector<Var*> varList;
393   bool declarationStatement = false;
394
395   for (U32 i = 0; i < argc; i++)
396   {
397      String varName = argv[i].getStringValue();
398      Var* newVar = (Var*)LangElement::find(varName.c_str());
399      if (!newVar)
400      {
401         //ok, check our existing var holders, see if we just haven't utilized it yet
402         for (U32 v = 0; v < mVars.size(); v++)
403         {
404            if (mVars[v].varName == varName)
405            {
406               if (!mVars[v].texCoord)
407               {
408                  if (mVars[v].elementId != -1)
409                  {
410                     ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
411                     Var* newDeclVar = connectComp->getElement((RegisterType)mVars[v].elementId);
412                     newDeclVar->setName(mVars[v].varName);
413                     newDeclVar->setStructName(mVars[v].structName);
414                     newDeclVar->setType(mVars[v].type);
415
416                     newVar = newDeclVar;
417                  }
418                  else
419                  {
420                     Var* newDeclVar = new Var(mVars[v].varName, mVars[v].type);
421
422                     newDeclVar->arraySize = mVars[v].arraySize;
423                     newDeclVar->uniform = mVars[v].uniform;
424                     newDeclVar->sampler = mVars[v].sampler;
425                     newDeclVar->texture = mVars[v].texture;
426                     newDeclVar->constNum = mVars[v].constNum;
427                     newDeclVar->constSortPos = mVars[v].constSortPos;
428
429                     if (!newDeclVar->uniform)
430                     {
431                        LangElement* newVarDecl = new DecOp(newDeclVar);
432                        newVar = (Var*)newVarDecl;
433
434                        declarationStatement = true;
435                     }
436                     else
437                     {
438                        newVar = newDeclVar;
439                     }
440                  }
441               }
442               else
443               {
444                  newVar = getVertTexCoord(mVars[v].varName);
445               }
446
447               mVars.erase(v);
448               break;
449            }
450         }
451
452         if (!newVar)
453         {
454            //couldn't find that variable, bail out
455            Con::errorf("CustomShaderFeature::writeLine: unable to find variable %s, meaning it was not declared before being used!", argv[i].getStringValue());
456            return;
457         }
458      }
459
460      varList.push_back(newVar);
461   }
462
463   //not happy about it, but do a trampoline here to pass along the args
464
465   switch (varList.size())
466   {
467      case 0:
468         meta->addStatement(new GenOp(format + "\n"));
469         break;
470      case 1:
471         meta->addStatement(new GenOp(format + "\n", varList[0]));
472         break;
473      case 2:
474         meta->addStatement(new GenOp(format + "\n", varList[0], varList[1]));
475         break;
476      case 3:
477         meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2]));
478         break;
479      case 4:
480         meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3]));
481         break;
482      case 5:
483         meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3], varList[4]));
484         break;
485   }
486}
487
488bool CustomFeatureHLSL::hasFeature(String name)
489{
490   for (U32 i = 0; i < mFeatureData.materialFeatures.getCount(); i++)
491   {
492      String featureName = mFeatureData.materialFeatures.getAt(i).getName();
493      if (name == featureName)
494         return true;
495   }
496
497   return false;
498}
499