depthGLSL.cpp
Engine/source/shaderGen/GLSL/depthGLSL.cpp
Detailed Description
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 "platform/platform.h" 25#include "shaderGen/GLSL/depthGLSL.h" 26 27#include "materials/materialFeatureTypes.h" 28#include "materials/materialFeatureData.h" 29#include "terrain/terrFeatureTypes.h" 30 31void EyeSpaceDepthOutGLSL::processVert( Vector<ShaderComponent*> &componentList, 32 const MaterialFeatureData &fd ) 33{ 34 MultiLine *meta = new MultiLine; 35 output = meta; 36 37 // grab output 38 ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] ); 39 Var *outWSEyeVec = connectComp->getElement( RT_TEXCOORD ); 40 outWSEyeVec->setName( "wsEyeVec" ); 41 outWSEyeVec->setStructName( "OUT" ); 42 43 // grab incoming vert position 44 Var *wsPosition = new Var( "depthPos", "float3" ); 45 getWsPosition( componentList, fd.features[MFT_UseInstancing], meta, new DecOp( wsPosition ) ); 46 47 Var *eyePos = (Var*)LangElement::find( "eyePosWorld" ); 48 if( !eyePos ) 49 { 50 eyePos = new Var; 51 eyePos->setType("float3"); 52 eyePos->setName("eyePosWorld"); 53 eyePos->uniform = true; 54 eyePos->constSortPos = cspPass; 55 } 56 57 meta->addStatement( new GenOp( " @ = float4( @.xyz - @, 1 );\r\n", outWSEyeVec, wsPosition, eyePos ) ); 58} 59 60void EyeSpaceDepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList, 61 const MaterialFeatureData &fd ) 62{ 63 MultiLine *meta = new MultiLine; 64 65 // grab connector position 66 ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] ); 67 Var *wsEyeVec = connectComp->getElement( RT_TEXCOORD ); 68 wsEyeVec->setName( "wsEyeVec" ); 69 wsEyeVec->setStructName( "IN" ); 70 wsEyeVec->setType( "float4" ); 71 wsEyeVec->uniform = false; 72 73 // get shader constants 74 Var *vEye = new Var; 75 vEye->setType("float3"); 76 vEye->setName("vEye"); 77 vEye->uniform = true; 78 vEye->constSortPos = cspPass; 79 80 // Expose the depth to the depth format feature 81 Var *depthOut = new Var; 82 depthOut->setType("float"); 83 depthOut->setName(getOutputVarName()); 84 85 LangElement *depthOutDecl = new DecOp( depthOut ); 86 87 meta->addStatement( new GenOp( "#ifndef CUBE_SHADOW_MAP\r\n" ) ); 88 89 if (fd.features.hasFeature(MFT_TerrainBaseMap)) 90 meta->addStatement(new GenOp(" @ =min(0.9999, dot(@, (@.xyz / @.w)));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec)); 91 else 92 meta->addStatement(new GenOp(" @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec)); 93 94 meta->addStatement( new GenOp( "#else\r\n" ) ); 95 96 Var *farDist = (Var*)Var::find( "oneOverFarplane" ); 97 if ( !farDist ) 98 { 99 farDist = new Var; 100 farDist->setType("float4"); 101 farDist->setName("oneOverFarplane"); 102 farDist->uniform = true; 103 farDist->constSortPos = cspPass; 104 } 105 106 meta->addStatement( new GenOp( " @ = length( @.xyz / @.w ) * @.x;\r\n", depthOutDecl, wsEyeVec, wsEyeVec, farDist ) ); 107 meta->addStatement( new GenOp( "#endif\r\n" ) ); 108 109 // If there isn't an output conditioner for the pre-pass, than just write 110 // out the depth to rgba and return. 111 if( !fd.features[MFT_DeferredConditioner] ) 112 meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(float3(@),1)", depthOut ), Material::None ) ) ); 113 114 output = meta; 115} 116 117ShaderFeature::Resources EyeSpaceDepthOutGLSL::getResources( const MaterialFeatureData &fd ) 118{ 119 Resources temp; 120 121 // Passing from VS->PS: 122 // - world space position (wsPos) 123 temp.numTexReg = 1; 124 125 return temp; 126} 127 128 129void DepthOutGLSL::processVert( Vector<ShaderComponent*> &componentList, 130 const MaterialFeatureData &fd ) 131{ 132 ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] ); 133 134 // Grab the output vert. 135 Var *outPosition = (Var*)LangElement::find( "gl_Position" ); //hpos 136 137 // Grab our output depth. 138 Var *outDepth = connectComp->getElement( RT_TEXCOORD ); 139 outDepth->setName( "depth" ); 140 outDepth->setStructName( "OUT" ); 141 outDepth->setType( "float" ); 142 143 output = new GenOp( " @ = @.z / @.w;\r\n", outDepth, outPosition, outPosition ); 144} 145 146void DepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList, 147 const MaterialFeatureData &fd ) 148{ 149 ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] ); 150 151 // grab connector position 152 Var *depthVar = connectComp->getElement( RT_TEXCOORD ); 153 depthVar->setName( "depth" ); 154 depthVar->setStructName( "IN" ); 155 depthVar->setType( "float" ); 156 depthVar->uniform = false; 157 158 /* 159 // Expose the depth to the depth format feature 160 Var *depthOut = new Var; 161 depthOut->setType("float"); 162 depthOut->setName(getOutputVarName()); 163 */ 164 165 LangElement *depthOut = new GenOp( "float4( @, 0, 0, 1 )", depthVar ); 166 167 output = new GenOp( " @;\r\n", assignColor( depthOut, Material::None ) ); 168} 169 170ShaderFeature::Resources DepthOutGLSL::getResources( const MaterialFeatureData &fd ) 171{ 172 // We pass the depth to the pixel shader. 173 Resources temp; 174 temp.numTexReg = 1; 175 176 return temp; 177} 178