ad5cd7b16a
match the genesis editor version 1.3.1.921.
978 lines
26 KiB
C++
978 lines
26 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "ShaderJoint.h"
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#include "shadercompiler/Utility/ShaderCompilerUtil.h"
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#include "shadercompiler/ShaderCompilerSetting.h"
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#include "shadercompiler/Compilers/MojoShaderTool.h"
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#include "shadercompiler/ShadercompilerConfig.h"
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#ifdef _WIN32
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#include "Cg/cg.h"
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#endif
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namespace ShaderProgramCompiler
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{
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const char g_sSimpleLight[] = "float4 simplelight(TEMPLATE_OUT sin, float3 viewDir, float lightAtten)\n"
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"{\n"
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"float4 diffuseColor = float4(0.0,0.0,0.0,0.0);\n"
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"float4 specularColor = float4(0.0,0.0,0.0,0.0);\n"
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"float4 c = float4(0,0,0,1);\n"
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"SimpleBlinnPhong(sin.Normal,viewDir,1.0,diffuseColor,specularColor);\n"
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"c = diffuseColor * sin.Diffuse;\n"
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"return c;\n"
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"}\n";
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ShaderJoint::ShaderJoint()
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{
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}
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ShaderJoint::~ShaderJoint()
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{
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}
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void ShaderJoint::Generate(CommonShaderSetting* pCommon, ShadingTemplateSetting* pSegment, const Util::String& renderState, const Util::String& source)
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{
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m_sJointedSource += source;
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IndexT firstStructIndex = m_sJointedSource.FindStringIndex("struct",0);
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Util::String templateOutPutStr = "\n struct TEMPLATE_OUT\n ";
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templateOutPutStr += "{\n";
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templateOutPutStr += "\tfloat3 Emission;\n";
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templateOutPutStr += "\tfloat4 Diffuse;\n";
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templateOutPutStr += "\tfloat3 Normal;\n";
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templateOutPutStr += "\tfloat Alpha;\n";
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templateOutPutStr += "\tfloat4 Specular;\n";
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templateOutPutStr += "\tfloat Shininess;\n";
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if (pSegment->IsEnableDirLightMap())
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{
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templateOutPutStr += "\tfloat3x3 TangentToWorld;";
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}
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if (pSegment->IsEnableVertexLight())
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{
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templateOutPutStr += "\tfloat3 VertexLightDiffuse;\n";
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templateOutPutStr += "\tfloat3 VertexLightSpecular;\n";
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}
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templateOutPutStr += "};\n";
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if (firstStructIndex == InvalidIndex)
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{
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SYS_EXCEPT(Exceptions::ShaderException,
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STRING_FORMAT("Shading Segment must define a struct INPUT!\n", ""),
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GET_FUNCTION_NAME()
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);
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return;
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}
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m_sJointedSource = m_sJointedSource.InsertRange(firstStructIndex-1, templateOutPutStr);
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if (pCommon->HasEntry(CommonShaderSetting::Vertex))
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{
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Util::String vsOutPutStr = "\n struct VS_OUTPUT\n ";
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vsOutPutStr += "{\n";
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vsOutPutStr += " float4 Position : POSITION;\n";
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vsOutPutStr += " float2 Uv : TEXCOORD0;\n";
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vsOutPutStr += " float3 Normal : TEXCOORD1;\n";
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vsOutPutStr += " float4 Tangent : TEXCOORD2;\n";
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vsOutPutStr += " float3 ViewDir : TEXCOORD3;\n";
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vsOutPutStr += " float4 ClipSpacePos : TEXCOORD4;\n";
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vsOutPutStr += " float3 CameraSpacePos : TEXCOORD5;\n";
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vsOutPutStr += " float4 Color : TEXCOORD6;\n";
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vsOutPutStr += " float4 ExternUvs : TEXCOORD7;\n";
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vsOutPutStr += "#if LIGHTMAP_ON\n";
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vsOutPutStr += "float2 LightmapUV : TEXCOORD8;\n";
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vsOutPutStr += "#endif\n";
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vsOutPutStr += "};\n";
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m_sJointedSource = m_sJointedSource.InsertRange(firstStructIndex-1, vsOutPutStr);
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}
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MojoShaderTool::Instance()->MojoJointParse(this, m_sJointedSource, pCommon->GetEntryName(CommonShaderSetting::Template));
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_ParseVsOutput(pCommon, pSegment);
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_GenerateForwardPass(pCommon, pSegment);
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_GenerateDepthPass(pCommon, pSegment, renderState);
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if ( ShaderCompilerConfig::shaderCompileType == ShaderCompilerConfig::D3D9_SHADER_COMPILER )
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{
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_GenerateShadowPass(pCommon, pSegment, renderState);
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}
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}
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void ShaderJoint::_ParseVsOutput(const CommonShaderSetting* pCommon, const ShadingTemplateSetting* pSegment)
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{
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#ifdef _WIN32
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static Util::String includeContent;
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if (includeContent.IsEmpty())
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{
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ShaderUtil::ReadText("sys:common.wjh", includeContent);
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}
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Util::String testCode = "#define D3D9\n" + includeContent + m_sJointedSource + g_sSimpleLight;
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testCode += "float4 psMain (" + m_CustomFunc.paramInputType + " p) : COLOR\n";
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testCode += "{\n";
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testCode += "TEMPLATE_OUT o;\n";
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testCode += pCommon->GetEntryName(CommonShaderSetting::Template) + "(p, o);\n";
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testCode += "float4 color = float4(0,0,0,0);\n";
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testCode += "color = simplelight(o, float3(0,1,0), 1) + float4(o.Emission, 0.0);\n";
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testCode += "return color;\n";
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testCode += "}\n";
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CGcontext ctx = cgCreateContext();
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CGprogram pProgram = cgCreateProgram( ctx, CG_SOURCE, testCode.AsCharPtr(), CG_PROFILE_PS_3_0, "psMain", NULL );
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CGerror cgError = cgGetError();
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if (cgError != CG_NO_ERROR)
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{
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const char* pLastList = cgGetLastListing(ctx);
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SYS_EXCEPT(Exceptions::ShaderException,
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STRING_FORMAT("Compile Shader Error : %s \n.", pLastList),
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GET_FUNCTION_NAME()
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);
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}
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Util::Array<Util::String> inputName;
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CGparameter param = cgGetFirstLeafParameter (pProgram, CG_PROGRAM);
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while (param != NULL)
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{
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CGbool bRef = cgIsParameterReferenced(param);
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const char* pName = cgGetParameterName (param);
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if (bRef)
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{
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CGenum dir = cgGetParameterDirection (param);
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if (dir == CG_IN)
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{
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inputName.Append(pName);
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}
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}
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param = cgGetNextLeafParameter (param);
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}
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SizeT nCount = inputName.Size();
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for (IndexT i = 0; i < nCount; ++i)
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{
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const Util::String& name = inputName[i];
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if (ShaderUtil::HaveStringAtEnd(name, "_Normal"))
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{
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m_CustomFunc.vsOutput.bNormal = true;
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}
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if (ShaderUtil::HaveStringAtEnd(name, "_Tangent"))
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{
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m_CustomFunc.vsOutput.bTangent = true;
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}
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if (ShaderUtil::HaveStringAtEnd(name, "_ClipSpacePos") )
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{
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m_CustomFunc.vsOutput.bClipSpacePos = true;
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}
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if (ShaderUtil::HaveStringAtEnd(name, "_CameraSpacePos") )
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{
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m_CustomFunc.vsOutput.bCameraSpacePos = true;
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}
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if (ShaderUtil::HaveStringAtEnd(name, "_Color"))
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{
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m_CustomFunc.vsOutput.bColor = true;
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}
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if (ShaderUtil::HaveStringAtEnd(name, "_UV2") || ShaderUtil::HaveStringAtEnd(name, "_UV3"))
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{
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m_CustomFunc.vsOutput.bExternUvs = true;
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}
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if (ShaderUtil::HaveStringAtEnd(name, "_ViewDir"))
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{
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m_CustomFunc.vsOutput.bViewDir = true;
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}
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}
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cgDestroyProgram(pProgram);
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cgDestroyContext(ctx);
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#endif
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}
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void ShaderJoint::_GenerateForwardPass(const CommonShaderSetting* pCommon, const ShadingTemplateSetting* pSegment)
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{
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Util::String vsSeg;
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Util::String code = m_sJointedSource;
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if (!pCommon->HasEntry(CommonShaderSetting::Vertex))
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{
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_CreateVsOutput(pSegment, vsSeg, Forward);
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vsSeg += "};\n";
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code += vsSeg;
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_CreateVsSegment(pCommon, pSegment, Forward, code);
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code += " return o;\n";
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code += "}\n";
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}
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_CreatePsSegment(pCommon, pSegment, Forward, code);
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code += "float4 diffuseColor = float4(0.0,0.0,0.0,0.0);\n";
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code += "float4 specularColor = float4(0.0,0.0,0.0,0.0);\n";
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code += "float percentLit = 1.0f;\n";
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if (pSegment->IsCastShadow() && !pSegment->IsEnalbeAlphaBlend())
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{
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code += "#if defined(SHADOW_ON) && defined(D3D9)\n";
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code += "float2 hPos = IN.ClipSpacePos.xy/IN.ClipSpacePos.w;\n";
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code += "float lit = tex2D(g_LightLitMap,getUVfromscreenspace(hPos)).r;\n";
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code += "percentLit = lit;\n";
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code += "#endif\n";
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}
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Util::String tmpStr = pSegment->GetLightingType();
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//<2F><><EFBFBD><EFBFBD>ƴ<EFBFBD><C6B4>
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{
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if(tmpStr == "default")
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{
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if (pSegment->IsEnableVertexLight())
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{
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code += "float4 color = float4(o.VertexLightDiffuse, 1.0f) * o.Diffuse + float4(o.VertexLightSpecular, 1.0f) * o.Specular;\n";
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}
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else
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{
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code += "float3 viewDir = float3(0,0,1);\n";
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code += "#if defined(LIGHTING_ON)\n";
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code += "viewDir = IN.ViewDir;\n";
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code += "#endif\n";
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code += "LightingBlinnPhong(o.Normal,viewDir,o.Shininess,diffuseColor,specularColor,percentLit);\n";
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code += "float4 color = diffuseColor * o.Diffuse + specularColor * o.Specular;\n";
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}
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}
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else
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{
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if (!pSegment->IsEnableVertexLight())
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{
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code += "float4 color = float4(0,0,0,0);\n";
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code += "float3 viewDir = float3(0,0,1);\n";
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code += "#if defined(LIGHTING_ON)\n";
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code += "viewDir = IN.ViewDir;\n";
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code += "#endif\n";
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code += "color = " + pSegment->GetLightingType() + "( o , viewDir, percentLit );\n";
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}
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else
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{
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code += "float4 color = float4(o.VertexLightDiffuse, 1.0f) * o.Diffuse + float4(o.VertexLightSpecular, 1.0f) * o.Specular;\n";
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}
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}
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}
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// lightmap support
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// support direction lightmap
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if(pSegment->IsEnableDirLightMap())
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{
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// xy for scale, zw for offset
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code += "#if LIGHTMAP_ON\n";
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code += "float4 lightmapColor_Dir = tex2D(g_Lightmap, IN.LightmapUV);\n";
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code += "float4 lightmapScale_Dir = tex2D(g_Lightmap2, IN.LightmapUV);\n";
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code += "if (g_UseLM.r > 1.5f)\n";
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code += "{\n";
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code += "lightmapColor_Dir.xyz = DecodeLightmap(lightmapColor_Dir);\n";
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code += "lightmapScale_Dir.xyz = DecodeLightmap(lightmapScale_Dir);\n";
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code += "Forward_Shading_DirLightmap(lightmapColor_Dir.xyz,lightmapScale_Dir.xyz, o.TangentToWorld, o.Normal, IN.ViewDir, o.Shininess, specularColor, percentLit );\n";
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code += "color.xyz = o.Diffuse.xyz * lightmapColor_Dir.xyz;\n";
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code += "color.xyz += o.Specular.xyz * specularColor.xyz;\n";
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code += "}\n";
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code += "#endif\n";
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}
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else if (pSegment->IsEnableLightMap())
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{
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code += "#if LIGHTMAP_ON\n";
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code += "float4 lightmapColor = tex2D(g_Lightmap, IN.LightmapUV);\n";
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code += "color.xyz = o.Diffuse.xyz * DecodeLightmap(lightmapColor)*g_UseLM.r*percentLit;\n";
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code += "#endif\n";
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}
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// add emission
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code += "color.xyz += o.Emission.rgb;\n";
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//fog support
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{
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if (pSegment->IsEnableFog())
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{
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code += "#if FOG_ON\n";
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code += "color = ComputeHeightFog (IN.CameraSpacePos,IN.ViewDir,color);\n";
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code += "#endif\n";
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}
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}
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code += "color.a = o.Alpha;\n";
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code += "return color;\n";
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code += "}\n";
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_GenerateFinalCode(pCommon, pSegment, Forward, code);
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}
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void ShaderJoint::_GenerateDepthPass(const CommonShaderSetting* pCommon, const ShadingTemplateSetting* pSegment, const Util::String& renderState)
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{
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Util::String result;
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_ReGenRenderState(pSegment, renderState, Depth, result);
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m_PassRenderState.Add(Depth, result);
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Util::String vsSeg;
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Util::String code = m_sJointedSource;
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if (!pCommon->HasEntry(CommonShaderSetting::Vertex))
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{
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_CreateVsOutput(pSegment, vsSeg, Depth);
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vsSeg += "};\n";
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code += vsSeg;
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_CreateVsSegment(pCommon, pSegment, Depth, code);
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code += " return o;\n";
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code += "}\n";
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}
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_CreatePsSegment(pCommon, pSegment, Depth, code);
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if (pSegment->IsEnalbeAlphaBlend())
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{
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code += " clip(-1);\n";
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}
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code += " float4 color = -IN.CameraSpacePos.z / g_CameraParam.y;\n";//g_CameraPos.w
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code += " color.b = 0.5f;\n";
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code += " color.a = 1.0f;\n";
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code += "#ifdef GLES \n";
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code += "color = packFloatToVec4i(color.r);\n";
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code += "#endif \n";
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code += " return color;\n";
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code += "}\n";
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_GenerateFinalCode(pCommon, pSegment, Depth, code);
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}
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void ShaderJoint::_GenerateShadowPass(const CommonShaderSetting* pCommon, const ShadingTemplateSetting* pSegment, const Util::String& renderState)
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{
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Util::String result;
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_ReGenRenderState(pSegment, renderState, Shadow, result);
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m_PassRenderState.Add(Shadow, result);
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Util::String vsSeg;
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Util::String code = m_sJointedSource;
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if (!pCommon->HasEntry(CommonShaderSetting::Vertex))
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{
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_CreateVsOutput(pSegment, vsSeg, Shadow);
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vsSeg += "};\n";
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code += vsSeg;
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_CreateVsSegment(pCommon, pSegment, Shadow, code);
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code += " return o;\n";
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code += "}\n";
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}
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_CreatePsSegment(pCommon, pSegment, Shadow, code);
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if (pSegment->IsEnalbeAlphaBlend() || !pSegment->IsGenShadow())
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{
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code += " clip(-1);\n";
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}
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code += " float2 color;\n";
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code += " color.r = (-IN.CameraSpacePos.z - g_CameraParam.x) / (g_CameraParam.y - g_CameraParam.x); \n";//g_CameraPos.w
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//depth bias
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code += " float bias = g_ShadowMapSize.z * max(abs(ddx(color.r)), abs(ddy(color.r)));";
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code += " color.r += bias + 0.00002f;";
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//
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code += " color.g = color.r*color.r;\n";
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code += " return float4(color,0.0,1.0);\n";
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code += "}\n";
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_GenerateFinalCode(pCommon, pSegment, Shadow, code);
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}
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void ShaderJoint::_CreateVsOutput(const ShadingTemplateSetting* pSegment, Util::String& code, PassType type)
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{
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code += "struct VS_OUTPUT {\n";
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code += " float4 Position : POSITION;\n";
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code += " float2 Uv : TEXCOORD0;\n";
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IndexT nTexCoord = 1;
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Util::String texCoord;
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if (m_CustomFunc.vsOutput.bNormal)
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{
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texCoord.Clear();
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texCoord.Format("TEXCOORD%d;", nTexCoord);
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if (pSegment->IsEnableDirLightMap())
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{
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code += " float3 Normal : " + texCoord + "\n";
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}
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else
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{
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code += "#if defined(LIGHTING_ON)\n";
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code += " float3 Normal : " + texCoord + "\n";
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code += "#endif\n";
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}
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nTexCoord++;
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}
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if (m_CustomFunc.vsOutput.bTangent)
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{
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texCoord.Clear();
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texCoord.Format("TEXCOORD%d;", nTexCoord);
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code += " float4 Tangent : " + texCoord + "\n";
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nTexCoord++;
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}
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if (type == Forward)
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{
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if (m_CustomFunc.vsOutput.bViewDir)
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{
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texCoord.Clear();
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texCoord.Format("TEXCOORD%d;", nTexCoord);
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code += " float3 ViewDir : " + texCoord +"\n";
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nTexCoord++;
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}
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else
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{
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texCoord.Clear();
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texCoord.Format("TEXCOORD%d;", nTexCoord);
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if (pSegment->IsEnableDirLightMap())
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||
{
|
||
code += " float3 ViewDir : " + texCoord +"\n";
|
||
}
|
||
else
|
||
{
|
||
code += "#if defined(LIGHTING_ON) || defined(FOG_ON)\n";
|
||
code += " float3 ViewDir : " + texCoord +"\n";
|
||
code += "#endif\n";
|
||
}
|
||
|
||
nTexCoord++;
|
||
}
|
||
|
||
if (m_CustomFunc.vsOutput.bClipSpacePos)
|
||
{
|
||
texCoord.Clear();
|
||
texCoord.Format("TEXCOORD%d;", nTexCoord);
|
||
code += " float4 ClipSpacePos : " + texCoord +"\n";
|
||
nTexCoord++;
|
||
}
|
||
else
|
||
{
|
||
texCoord.Clear();
|
||
texCoord.Format("TEXCOORD%d;", nTexCoord);
|
||
code += "#if SHADOW_ON \n";
|
||
code += " float4 ClipSpacePos : " + texCoord +"\n";
|
||
code += "#endif\n";
|
||
nTexCoord++;
|
||
}
|
||
|
||
if (m_CustomFunc.vsOutput.bCameraSpacePos)
|
||
{
|
||
texCoord.Clear();
|
||
texCoord.Format("TEXCOORD%d;", nTexCoord);
|
||
code += " float3 CameraSpacePos : " + texCoord +"\n";
|
||
nTexCoord++;
|
||
}
|
||
else
|
||
{
|
||
texCoord.Clear();
|
||
texCoord.Format("TEXCOORD%d;", nTexCoord);
|
||
code += "#if FOG_ON \n";
|
||
code += " float3 CameraSpacePos : " + texCoord +"\n";
|
||
code += "#endif\n";
|
||
nTexCoord++;
|
||
}
|
||
}
|
||
|
||
if (type == Depth || type == Shadow)
|
||
{
|
||
texCoord.Clear();
|
||
texCoord.Format("TEXCOORD%d;", nTexCoord);
|
||
code += " float3 CameraSpacePos : " + texCoord +"\n";
|
||
nTexCoord++;
|
||
}
|
||
|
||
if (m_CustomFunc.vsOutput.bColor)
|
||
{
|
||
texCoord.Clear();
|
||
texCoord.Format("TEXCOORD%d;", nTexCoord);
|
||
code += " float4 Color : " + texCoord + "\n";
|
||
nTexCoord++;
|
||
}
|
||
|
||
if (m_CustomFunc.vsOutput.bExternUvs)
|
||
{
|
||
texCoord.Clear();
|
||
texCoord.Format("TEXCOORD%d;", nTexCoord);
|
||
code += " float4 ExternUvs : " + texCoord + "\n";
|
||
nTexCoord++;
|
||
}
|
||
|
||
code += "#if LIGHTMAP_ON\n";
|
||
texCoord.Clear();
|
||
texCoord.Format("TEXCOORD%d;", nTexCoord);
|
||
code += " float2 LightmapUV : " + texCoord + "\n";
|
||
code += "#endif\n";
|
||
|
||
}
|
||
|
||
void ShaderJoint::_CreateVsSegment(const CommonShaderSetting* pCommon, const ShadingTemplateSetting* pSegment, const ShaderJoint::PassType& type, Util::String& code)
|
||
{
|
||
code += "VS_OUTPUT vsMain (VS_INPUT v) {\n";
|
||
code += " VS_OUTPUT o;\n";
|
||
code += "o.Position = mul( g_ModelViewProj , float4(v.vertex,1.0f) );\n";
|
||
|
||
if (m_CustomFunc.vsOutput.bNormal)
|
||
{
|
||
if (pSegment->IsEnableDirLightMap())
|
||
{
|
||
code += "o.Normal = v.normal;\n";
|
||
}
|
||
else
|
||
{
|
||
code += "#if defined(LIGHTING_ON)\n";
|
||
code += "o.Normal = v.normal;\n";
|
||
code += "#endif\n";
|
||
}
|
||
}
|
||
|
||
if (type == Forward)
|
||
{
|
||
if (pSegment->IsEnableDirLightMap())
|
||
{
|
||
code += "o.ViewDir = g_CameraPos.xyz - mul( g_Model ,float4(v.vertex,1.0f) ).xyz;\n";
|
||
}
|
||
else
|
||
{
|
||
code += "#if defined(LIGHTING_ON) || defined(FOG_ON)\n";
|
||
code += "o.ViewDir = g_CameraPos.xyz - mul( g_Model ,float4(v.vertex,1.0f) ).xyz;\n";
|
||
code += "#endif\n";
|
||
}
|
||
|
||
|
||
|
||
if (m_CustomFunc.vsOutput.bClipSpacePos)
|
||
{
|
||
code += "o.ClipSpacePos = o.Position;\n";
|
||
}
|
||
else
|
||
{
|
||
code += "#if defined(SHADOW_ON) && defined(D3D9)\n";
|
||
code += "o.ClipSpacePos = o.Position;\n";
|
||
code += "#endif\n";
|
||
}
|
||
|
||
if (m_CustomFunc.vsOutput.bCameraSpacePos)
|
||
{
|
||
code += "o.CameraSpacePos = mul( g_ModelView , float4(v.vertex,1.0f) ).xyz;\n";
|
||
}
|
||
else
|
||
{
|
||
code += "#if FOG_ON\n";
|
||
code += "o.CameraSpacePos = mul( g_ModelView , float4(v.vertex,1.0f) ).xyz;\n";
|
||
code += "#endif\n";
|
||
}
|
||
|
||
}
|
||
|
||
code += "o.Uv = v.texcoord;\n";
|
||
|
||
if (type == Depth || type == Shadow)
|
||
{
|
||
code += "float4 viewpos = mul( g_ModelView , float4(v.vertex,1.0f) );\n";
|
||
code += "o.CameraSpacePos = viewpos.xyz;\n";
|
||
}
|
||
|
||
if (m_CustomFunc.vsOutput.bColor)
|
||
{
|
||
code += "o.Color = v.color;\n";
|
||
}
|
||
|
||
|
||
if (pSegment->IsLightMapUseFirstUV())
|
||
{
|
||
code += "#if LIGHTMAP_ON\n";
|
||
code += "o.LightmapUV.xy = v.texcoord.xy * g_LMTexParam.xy + g_LMTexParam.zw;;\n";
|
||
code += "#endif\n";
|
||
}
|
||
else
|
||
{
|
||
code += "#if LIGHTMAP_ON\n";
|
||
code += "o.LightmapUV.xy = v.texcoord1.xy * g_LMTexParam.xy + g_LMTexParam.zw;;\n";
|
||
code += "#endif\n";
|
||
}
|
||
|
||
|
||
if (m_CustomFunc.vsOutput.bExternUvs)
|
||
{
|
||
code += "o.ExternUvs.xy = v.texcoord1.xy;\n";
|
||
}
|
||
|
||
if (m_CustomFunc.vsOutput.bTangent)
|
||
{
|
||
code += "o.Tangent = v.tangent;\n";
|
||
}
|
||
}
|
||
|
||
void ShaderJoint::_CreatePsSegment(const CommonShaderSetting* pCommon, const ShadingTemplateSetting* pSegment, const ShaderJoint::PassType& type, Util::String& code)
|
||
{
|
||
if (pSegment->IsEnalbeAlphaTest())
|
||
{
|
||
code += "float " + pSegment->GetAlphaTestValue() + ";\n";
|
||
}
|
||
|
||
SizeT nCount = m_CustomFunc.funcInputParams.Size();
|
||
|
||
for (IndexT i = 0; i < nCount; ++i)
|
||
{
|
||
if (ShaderUtil::HaveStringAtEnd(m_CustomFunc.funcInputParams[i].identifier, "_UV"))
|
||
{
|
||
Util::String texOffestScale;
|
||
texOffestScale.Clear();
|
||
texOffestScale.Format("float4 %s_OffsetScale;\n", m_CustomFunc.funcInputParams[i].identifier.AsCharPtr());
|
||
code += texOffestScale;
|
||
}
|
||
}
|
||
|
||
if (type == Forward)
|
||
{
|
||
code += "float4 psMain (VS_OUTPUT IN) : COLOR {\n";
|
||
}
|
||
else
|
||
{
|
||
code += "float4 psMain (VS_OUTPUT IN) : COLOR {\n";
|
||
}
|
||
|
||
|
||
code += " INPUT templateParam;\n";
|
||
|
||
code += " " + m_CustomFunc.paramOutputType + " o;\n";
|
||
|
||
{
|
||
Util::String tmp;
|
||
for (IndexT i = 0; i < nCount; ++i)
|
||
{
|
||
const FunctionParameter& fp = m_CustomFunc.funcInputParams[i];
|
||
const Util::String& identifier = fp.identifier;
|
||
|
||
if (ShaderUtil::HaveStringAtEnd(identifier, "_UV"))
|
||
{
|
||
tmp.Clear();
|
||
tmp.Format("templateParam.%s = IN.Uv * %s_OffsetScale.zw + %s_OffsetScale.xy;\n", identifier.AsCharPtr(),
|
||
identifier.AsCharPtr(), identifier.AsCharPtr());
|
||
code += tmp;
|
||
}
|
||
else if (ShaderUtil::HaveStringAtEnd(identifier, "_UV2"))
|
||
{
|
||
tmp.Clear();
|
||
if (m_CustomFunc.vsOutput.bExternUvs)
|
||
{
|
||
tmp.Format("templateParam.%s = IN.ExternUvs.xy;\n", identifier.AsCharPtr());
|
||
}
|
||
else
|
||
{
|
||
Util::String sTemp = fp.userTypeName + "(1)";
|
||
tmp.Format("templateParam.%s = %s;\n", identifier.AsCharPtr(), sTemp.AsCharPtr());
|
||
}
|
||
code += tmp;
|
||
}
|
||
else if (ShaderUtil::HaveStringAtEnd(identifier, "_UV3"))
|
||
{
|
||
tmp.Clear();
|
||
if (m_CustomFunc.vsOutput.bExternUvs && type == Forward)
|
||
{
|
||
tmp.Format("templateParam.%s = IN.ExternUvs.zw;\n", identifier.AsCharPtr());
|
||
}
|
||
else
|
||
{
|
||
Util::String sTemp = fp.userTypeName + "(1)";
|
||
tmp.Format("templateParam.%s = %s;\n", identifier.AsCharPtr(), sTemp.AsCharPtr());
|
||
}
|
||
|
||
code += tmp;
|
||
}
|
||
else if (ShaderUtil::HaveStringAtEnd(identifier, "_Normal"))
|
||
{
|
||
tmp.Clear();
|
||
if (m_CustomFunc.vsOutput.bNormal && type == Forward)
|
||
{
|
||
tmp.Format("templateParam.%s = IN.Normal;\n", identifier.AsCharPtr());
|
||
|
||
if (pSegment->IsEnableDirLightMap())
|
||
{
|
||
code += tmp;
|
||
}
|
||
else
|
||
{
|
||
code += "#if defined(LIGHTING_ON)\n";
|
||
code += tmp;
|
||
code += "#endif\n";
|
||
}
|
||
}
|
||
else
|
||
{
|
||
Util::String sTemp = fp.userTypeName + "(1)";
|
||
tmp.Format("templateParam.%s = %s;\n", identifier.AsCharPtr(), sTemp.AsCharPtr());
|
||
code += tmp;
|
||
}
|
||
|
||
}
|
||
else if (ShaderUtil::HaveStringAtEnd(identifier, "_Tangent"))
|
||
{
|
||
tmp.Clear();
|
||
if (m_CustomFunc.vsOutput.bTangent && type == Forward)
|
||
{
|
||
tmp.Format("templateParam.%s = IN.Tangent;\n", identifier.AsCharPtr());
|
||
}
|
||
else
|
||
{
|
||
Util::String sTemp = fp.userTypeName + "(1)";
|
||
tmp.Format("templateParam.%s = %s;\n", identifier.AsCharPtr(), sTemp.AsCharPtr());
|
||
}
|
||
code += tmp;
|
||
}
|
||
else if (ShaderUtil::HaveStringAtEnd(identifier, "_Color"))
|
||
{
|
||
tmp.Clear();
|
||
if (m_CustomFunc.vsOutput.bColor && type == Forward)
|
||
{
|
||
tmp.Format("templateParam.%s = IN.Color;\n", identifier.AsCharPtr());
|
||
}
|
||
else
|
||
{
|
||
Util::String sTemp = fp.userTypeName + "(1)";
|
||
tmp.Format("templateParam.%s = %s;\n", identifier.AsCharPtr(), sTemp.AsCharPtr());
|
||
}
|
||
code += tmp;
|
||
}
|
||
else if (ShaderUtil::HaveStringAtEnd(identifier, "_CameraSpacePos"))
|
||
{
|
||
tmp.Clear();
|
||
if (m_CustomFunc.vsOutput.bCameraSpacePos && type == Forward)
|
||
{
|
||
tmp.Format("templateParam.%s = IN.CameraSpacePos;\n", identifier.AsCharPtr());
|
||
}
|
||
else
|
||
{
|
||
Util::String sTemp = fp.userTypeName + "(1)";
|
||
tmp.Format("templateParam.%s = %s;\n", identifier.AsCharPtr(), sTemp.AsCharPtr());
|
||
}
|
||
code += tmp;
|
||
}
|
||
else if (ShaderUtil::HaveStringAtEnd(identifier, "_ClipSpacePos") )
|
||
{
|
||
tmp.Clear();
|
||
if (m_CustomFunc.vsOutput.bClipSpacePos && type == Forward)
|
||
{
|
||
tmp.Format("templateParam.%s = IN.ClipSpacePos;\n", identifier.AsCharPtr());
|
||
}
|
||
else
|
||
{
|
||
Util::String sTemp = fp.userTypeName + "(1)";
|
||
tmp.Format("templateParam.%s = %s;\n", identifier.AsCharPtr(), sTemp.AsCharPtr());
|
||
}
|
||
code += tmp;
|
||
}
|
||
else if (ShaderUtil::HaveStringAtEnd(identifier, "_ViewDir"))
|
||
{
|
||
tmp.Clear();
|
||
if (m_CustomFunc.vsOutput.bViewDir && type == Forward)
|
||
{
|
||
tmp.Format("templateParam.%s = IN.ViewDir;\n", identifier.AsCharPtr());
|
||
}
|
||
else
|
||
{
|
||
Util::String sTemp = fp.userTypeName + "(1)";
|
||
tmp.Format("templateParam.%s = %s;\n", identifier.AsCharPtr(), sTemp.AsCharPtr());
|
||
}
|
||
code += tmp;
|
||
}
|
||
}
|
||
|
||
code += "o.Emission.rgb = float3(0.0f,0.0f,0.0f);";
|
||
|
||
if (pSegment->IsEnableVertexLight())
|
||
{
|
||
code += "o.VertexLightDiffuse = IN.Tangent.xyz;\n";
|
||
code += "o.VertexLightSpecular = IN.Normal.xyz;\n";
|
||
}
|
||
|
||
code += pCommon->GetEntryName(CommonShaderSetting::Template) + "(templateParam, o);\n";
|
||
|
||
}
|
||
|
||
if (pSegment->IsEnalbeAlphaTest())
|
||
{
|
||
code += " clip (o.Alpha - " + pSegment->GetAlphaTestValue() + ");\n";
|
||
code += " o.Alpha = 1.0f;\n";
|
||
}
|
||
}
|
||
|
||
void ShaderJoint::_GenerateFinalCode(const CommonShaderSetting* pCommon, const ShadingTemplateSetting* pSegment, const ShaderJoint::PassType& passType, Util::String& code)
|
||
{
|
||
Util::String vsCode;
|
||
|
||
if (!pCommon->HasEntry(CommonShaderSetting::Vertex))
|
||
{
|
||
vsCode += "struct VS_INPUT\n";
|
||
vsCode += "{\n";
|
||
vsCode += "\tfloat3 vertex : POSITION;\n";
|
||
vsCode += "\tfloat3 normal : NORMAL;\n";
|
||
vsCode += "\tfloat2 texcoord : TEXCOORD0;\n";
|
||
// support lightmap
|
||
{
|
||
vsCode += "#if LIGHTMAP_ON\n";
|
||
vsCode += "\tfloat2 texcoord1 : TEXCOORD1;\n";
|
||
vsCode += "#endif\n";
|
||
}
|
||
vsCode += "\tfloat4 tangent : TANGENT;\n";
|
||
vsCode += "\tfloat4 color : COLOR0;\n";
|
||
vsCode += "};\n";
|
||
}
|
||
|
||
code = vsCode + code;
|
||
|
||
Util::String vertEntry, pixelEntry;
|
||
if (!pCommon->HasEntry(CommonShaderSetting::Vertex))
|
||
{
|
||
vertEntry = "vsMain";
|
||
}
|
||
|
||
pixelEntry = "psMain";
|
||
|
||
ShaderJoint::PassInfo info;
|
||
info.vertEntry = vertEntry;
|
||
info.pixelEntry = pixelEntry;
|
||
info.source = code;
|
||
|
||
m_PassInfos.Add(passType, info);
|
||
}
|
||
|
||
void ShaderJoint::_ReGenRenderState(const ShadingTemplateSetting* pSegment, const Util::String& renderState, const ShaderJoint::PassType& type, Util::String& result)
|
||
{
|
||
Util::String passTypeName;
|
||
Util::String passRenderState;
|
||
Util::String matType = "true";
|
||
|
||
if (type == ShaderJoint::Depth)
|
||
{
|
||
passTypeName = "DepthPass";
|
||
passRenderState += "cullMode \"Back\"\n";
|
||
passRenderState += "ZTest On\n";
|
||
passRenderState += "ZWrite On\n";
|
||
passRenderState += "blendMode Off\n";
|
||
passRenderState += "alphatest Off\n";
|
||
}
|
||
else if (type == ShaderJoint::Shadow)
|
||
{
|
||
Util::String cullMode;
|
||
|
||
IndexT pos = renderState.FindStringIndex("cullMode");
|
||
|
||
if (pos == InvalidIndex)
|
||
{
|
||
SYS_EXCEPT(Exceptions::ShaderException,
|
||
STRING_FORMAT("No cullmode defined in the RenderState!\n.", ""),
|
||
GET_FUNCTION_NAME()
|
||
);
|
||
}
|
||
|
||
IndexT nCR = renderState.FindCharIndex('\n', pos);
|
||
|
||
cullMode = renderState.ExtractRange(pos, nCR - pos + 1);
|
||
|
||
passTypeName = "ShadowMap";
|
||
passRenderState += cullMode;
|
||
passRenderState += "\n";
|
||
|
||
if (pSegment->IsGenShadow())
|
||
{
|
||
passRenderState += "ZTest On\n";
|
||
passRenderState += "ZWrite On\n";
|
||
passRenderState += "ColorMask \"RGBA\"\n";
|
||
}
|
||
else
|
||
{
|
||
passRenderState += "ZTest Off\n";
|
||
passRenderState += "ZWrite Off\n";
|
||
passRenderState += "ColorMask \"A\"\n";
|
||
}
|
||
|
||
passRenderState += "blendMode Off\n";
|
||
passRenderState += "alphatest Off\n";
|
||
}
|
||
|
||
result += "}\n";
|
||
result += "MaterialType \"" + matType + "\"\n";
|
||
result += "Pass\t \"" + passTypeName +"\"\t {\n";
|
||
result += "RenderState\n{\n";
|
||
result += passRenderState;
|
||
result += "\t}\n";
|
||
}
|
||
|
||
} |