Torque3D Documentation / _generateds / paraboloidHLSL.cpp

paraboloidHLSL.cpp

Engine/source/shaderGen/HLSL/paraboloidHLSL.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 "platform/platform.h"
 25#include "shaderGen/HLSL/paraboloidHLSL.h"
 26
 27#include "lighting/lightInfo.h"
 28#include "materials/sceneData.h"
 29#include "materials/materialFeatureTypes.h"
 30#include "materials/materialFeatureData.h"
 31#include "gfx/gfxShader.h"
 32
 33
 34void ParaboloidVertTransformHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
 35                                                const MaterialFeatureData &fd )
 36{
 37   MultiLine *meta = new MultiLine;
 38
 39   // First check for an input position from a previous feature
 40   // then look for the default vertex position.
 41   Var *inPosition = (Var*)LangElement::find( "inPosition" );
 42   if ( !inPosition )
 43      inPosition = (Var*)LangElement::find( "position" );
 44
 45   const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
 46
 47   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
 48
 49   // Grab connector out position.
 50   RegisterType type = RT_SVPOSITION;
 51
 52   Var *outPosition = connectComp->getElement(type);
 53   outPosition->setName("hpos");
 54   outPosition->setStructName("OUT");
 55
 56   // Get the atlas scale.
 57   Var *atlasScale = new Var;
 58   atlasScale->setType( "float2" );
 59   atlasScale->setName( "atlasScale" );
 60   atlasScale->uniform = true;
 61   atlasScale->constSortPos = cspPass;  
 62
 63   // Transform into camera space
 64   Var *worldViewOnly = getWorldView( componentList, fd.features[MFT_UseInstancing], meta );
 65
 66   // So what we're doing here is transforming into camera space, and
 67   // then directly manipulate into shadowmap space.
 68   //
 69   // http://www.gamedev.net/reference/articles/article2308.asp
 70
 71   // Swizzle z and y post-transform
 72   meta->addStatement( new GenOp( "   @ = mul(@, float4(@.xyz,1)).xzyw;\r\n", outPosition, worldViewOnly, inPosition ) );
 73   meta->addStatement( new GenOp( "   float L = length(@.xyz);\r\n", outPosition ) ); 
 74
 75   if ( isSinglePass )
 76   {
 77      // Flip the z in the back case
 78      Var *outIsBack = connectComp->getElement( RT_TEXCOORD );
 79      outIsBack->setType( "float" );
 80      outIsBack->setName( "isBack" );
 81      outIsBack->setStructName( "OUT" );
 82
 83      meta->addStatement( new GenOp( "   bool isBack = @.z < 0.0;\r\n", outPosition ) ); 
 84      meta->addStatement( new GenOp( "   @ = isBack ? -1.0 : 1.0;\r\n", outIsBack ) ); 
 85      meta->addStatement( new GenOp( "   if ( isBack ) @.z = -@.z;\r\n", outPosition, outPosition ) );
 86   }
 87
 88   meta->addStatement( new GenOp( "   @ /= L;\r\n", outPosition ) ); 
 89   meta->addStatement( new GenOp( "   @.z = @.z + 1.0;\r\n", outPosition, outPosition ) ); 
 90   meta->addStatement( new GenOp( "   @.xy /= @.z;\r\n", outPosition, outPosition ) ); 
 91
 92   // Get the light parameters.
 93   Var *lightParams = new Var;
 94   lightParams->setType( "float4" );
 95   lightParams->setName( "lightParams" );
 96   lightParams->uniform = true;
 97   lightParams->constSortPos = cspPass;  
 98
 99   // TODO: If we change other shadow shaders to write out
100   // linear depth, than fix this as well!
101   //
102   // (L - zNear)/(lightParams.x - zNear);
103   //
104   meta->addStatement( new GenOp( "   @.z = L / @.x;\r\n", outPosition, lightParams ) ); 
105   meta->addStatement( new GenOp( "   @.w = 1.0;\r\n", outPosition ) ); 
106
107   // Pass unmodified to pixel shader to allow it to clip properly.
108   Var *outPosXY = connectComp->getElement( RT_TEXCOORD );
109   outPosXY->setType( "float2" );
110   outPosXY->setName( "posXY" );
111   outPosXY->setStructName( "OUT" );
112   meta->addStatement( new GenOp( "   @ = @.xy;\r\n", outPosXY, outPosition ) ); 
113
114   // Scale and offset so it shows up in the atlas properly.
115   meta->addStatement( new GenOp( "   @.xy *= @.xy;\r\n", outPosition, atlasScale ) ); 
116
117   if ( isSinglePass )
118      meta->addStatement( new GenOp( "   @.x += isBack ? 0.5 : -0.5;\r\n", outPosition ) );
119   else
120   {
121      Var *atlasOffset = new Var;
122      atlasOffset->setType( "float2" );
123      atlasOffset->setName( "atlasXOffset" );
124      atlasOffset->uniform = true;
125      atlasOffset->constSortPos = cspPass;  
126
127      meta->addStatement( new GenOp( "   @.xy += @;\r\n", outPosition, atlasOffset ) );
128   }
129
130   output = meta;
131}
132
133void ParaboloidVertTransformHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
134                                                const MaterialFeatureData &fd )
135{      
136   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
137
138   MultiLine *meta = new MultiLine;
139
140   const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
141   if ( isSinglePass )
142   {
143      // Cull things on the back side of the map.
144      Var *isBack = connectComp->getElement( RT_TEXCOORD );
145      isBack->setName( "isBack" );
146      isBack->setStructName( "IN" );
147      isBack->setType( "float" );
148      meta->addStatement( new GenOp( "   clip( abs( @ ) - 0.999 );\r\n", isBack ) );
149   }
150
151   // Cull pixels outside of the valid paraboloid.
152   Var *posXY = connectComp->getElement( RT_TEXCOORD );
153   posXY->setName( "posXY" );
154   posXY->setStructName( "IN" );
155   posXY->setType( "float2" );
156   meta->addStatement( new GenOp( "   clip( 1.0 - abs(@.x) );\r\n", posXY ) );
157
158   output = meta;
159}
160
161ShaderFeature::Resources ParaboloidVertTransformHLSL::getResources( const MaterialFeatureData &fd )
162{
163   Resources temp;
164   temp.numTexReg = 2;
165   return temp; 
166}
167