1 | /******************************************************************************
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2 | Copyright (c) W.J. van der Laan
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3 |
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4 | Permission is hereby granted, free of charge, to any person obtaining a copy of
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5 | this software and associated documentation files (the "Software"), to deal in
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6 | the Software without restriction, including without limitation the rights to use,
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7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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8 | Software, and to permit persons to whom the Software is furnished to do so, subject
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9 | to the following conditions:
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10 |
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11 | The above copyright notice and this permission notice shall be included in all copies
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12 | or substantial portions of the Software.
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13 |
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14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
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19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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20 | ******************************************************************************/
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21 |
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22 | #include "LightMaterialGenerator.h"
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23 |
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24 | #include "OgreStringConverter.h"
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25 | #include "OgreException.h"
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26 | #include "OgreMaterialManager.h"
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27 |
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28 | #include "OgrePass.h"
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29 | #include "OgreTechnique.h"
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30 |
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31 | #include "OgreHighLevelGpuProgram.h"
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32 | #include "OgreHighLevelGpuProgramManager.h"
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33 |
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34 | #include "MLight.h"
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35 |
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36 | using namespace Ogre;
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37 |
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38 | class LightMaterialGeneratorHLSL: public MaterialGenerator::Impl
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39 | {
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40 | public:
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41 | LightMaterialGeneratorHLSL(const String &baseName):
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42 | mBaseName(baseName)
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43 | {}
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44 | typedef MaterialGenerator::Perm Perm;
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45 |
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46 | virtual Ogre::GpuProgramPtr generateVertexShader(Perm permutation)
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47 | {
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48 | if(permutation & MLight::MI_QUAD)
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49 | {
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50 | return HighLevelGpuProgramManager::getSingleton().getByName("DeferredShading/post/hlsl/vs");
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51 | }
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52 | else
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53 | {
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54 | return HighLevelGpuProgramManager::getSingleton().getByName("DeferredShading/post/hlsl/LightMaterial_vs");
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55 | }
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56 | }
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57 | virtual Ogre::GpuProgramPtr generateFragmentShader(Perm permutation)
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58 | {
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59 | bool isAttenuated = permutation & MLight::MI_ATTENUATED;
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60 | bool isSpecular = permutation & MLight::MI_SPECULAR;
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61 | // bool isShadowed = perm&4;
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62 |
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63 | /// Create name
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64 | String name=mBaseName+StringConverter::toString(permutation)+"_ps";
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65 | /// Create shader
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66 | std::stringstream shader;
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67 | shader <<
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68 | "sampler Tex0: register(s0);\n"
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69 | "sampler Tex1: register(s1);\n"
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70 | "float4x4 worldView;\n"
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71 | // Attributes of light
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72 | "float4 lightDiffuseColor;\n"
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73 | "float4 lightSpecularColor;\n"
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74 | "float4 lightFalloff;\n"
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75 | "float4 main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1) : COLOR\n"
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76 | "{\n"
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77 | " float4 a0 = tex2D(Tex0, texCoord); \n"// Attribute 0: Diffuse color+shininess
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78 | " float4 a1 = tex2D(Tex1, texCoord); \n"// Attribute 1: Normal+depth
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79 | // Attributes
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80 | " float3 colour = a0.rgb;\n"
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81 | " float alpha = a0.a;" // Specularity
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82 | " float distance = a1.w;" // Distance from viewer (w)
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83 | " float3 normal = a1.xyz;\n"
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84 | // Calculate position of texel in view space
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85 | " float3 position = projCoord*distance;\n"
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86 | // Extract position in view space from worldView matrix
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87 | " float3 lightPos = float3(worldView[0][3],worldView[1][3],worldView[2][3]);\n"
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88 | // Calculate light direction and distance
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89 | " float3 lightVec = lightPos - position;\n"
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90 | " float len_sq = dot(lightVec, lightVec);\n"
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91 | " float len = sqrt(len_sq);\n"
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92 | " float3 lightDir = lightVec/len;\n"
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93 | /// Calculate attenuation
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94 | " float attenuation = dot(lightFalloff, float3(1, len, len_sq));\n"
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95 | /// Calculate diffuse colour
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96 | " float3 light_diffuse = max(0,dot(lightDir, normal)) * lightDiffuseColor;\n"
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97 | /// Calculate specular component
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98 | " float3 viewDir = -normalize(position);\n"
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99 | " float3 h = normalize(viewDir + lightDir);\n"
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100 | " float3 light_specular = pow(dot(normal, h),32) * lightSpecularColor;\n"
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101 | // Accumulate total lighting for this fragment
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102 | " float3 total_light_contrib;\n"
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103 | " total_light_contrib = light_diffuse;\n";
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104 | if(isSpecular)
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105 | {
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106 | /// Calculate specular contribution
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107 | shader <<
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108 | " total_light_contrib += alpha * light_specular;\n";
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109 | }
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110 | if(isAttenuated)
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111 | {
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112 | shader <<
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113 | " return float4(total_light_contrib*colour/attenuation, 0);\n";
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114 | }
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115 | else
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116 | {
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117 | shader <<
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118 | " return float4(total_light_contrib*colour, 0);\n";
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119 | }
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120 | shader <<
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121 | "}\n";
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122 |
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123 | /// Create shader object
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124 | HighLevelGpuProgramPtr program = HighLevelGpuProgramManager::getSingleton().createProgram(
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125 | name, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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126 | "hlsl", GPT_FRAGMENT_PROGRAM);
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127 | program->setSource(shader.str());
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128 | program->setParameter("target","ps_2_0");
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129 | program->setParameter("entry_point","main");
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130 | /// Set up default parameters
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131 | GpuProgramParametersSharedPtr params = program->getDefaultParameters();
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132 | params->setNamedAutoConstant("worldView", GpuProgramParameters::ACT_WORLDVIEW_MATRIX, 0);
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133 | params->setNamedAutoConstant("lightDiffuseColor", GpuProgramParameters::ACT_CUSTOM, 1);
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134 | if(isSpecular)
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135 | params->setNamedAutoConstant("lightSpecularColor", GpuProgramParameters::ACT_CUSTOM, 2);
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136 | if(isAttenuated)
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137 | params->setNamedAutoConstant("lightFalloff", GpuProgramParameters::ACT_CUSTOM, 3);
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138 |
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139 | return HighLevelGpuProgramManager::getSingleton().getByName(program->getName());
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140 | }
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141 | virtual Ogre::MaterialPtr generateTemplateMaterial(Perm permutation)
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142 | {
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143 | if(permutation & MLight::MI_QUAD)
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144 | {
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145 | return MaterialManager::getSingleton().getByName("DeferredShading/LightMaterialQuad");
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146 | }
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147 | else
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148 | {
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149 | return MaterialManager::getSingleton().getByName("DeferredShading/LightMaterial");
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150 | }
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151 | }
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152 | protected:
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153 | String mBaseName;
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154 | };
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155 |
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156 | class LightMaterialGeneratorGLSL: public MaterialGenerator::Impl
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157 | {
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158 | public:
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159 | LightMaterialGeneratorGLSL(const String &baseName):
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160 | mBaseName(baseName)
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161 | {}
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162 | typedef MaterialGenerator::Perm Perm;
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163 |
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164 | virtual Ogre::GpuProgramPtr generateVertexShader(Perm permutation)
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165 | {
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166 | if(permutation & MLight::MI_QUAD)
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167 | {
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168 | return HighLevelGpuProgramManager::getSingleton().getByName("DeferredShading/post/glsl/vs");
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169 | }
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170 | else
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171 | {
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172 | return HighLevelGpuProgramManager::getSingleton().getByName("DeferredShading/post/glsl/LightMaterial_vs");
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173 | }
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174 | }
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175 | /// This hack is needed for GLSL, don't ask me why
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176 | void setNamedAutoConstant(const GpuProgramParametersSharedPtr ¶ms,
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177 | const String &name, GpuProgramParameters::AutoConstantType acType, size_t extraInfo)
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178 | {
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179 | size_t index = params->getParamIndex(name);
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180 | params->setAutoConstant(index, acType, extraInfo);
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181 | size_t constantIndex = params->addConstantDefinition(
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182 | name, index, 0, GpuProgramParameters::ET_REAL);
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183 | // update constant definition auto settings
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184 | // since an autoconstant was just added, its the last one in the container
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185 | size_t autoIndex = params->getAutoConstantCount() - 1;
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186 | // setup autoState which will allocate the proper amount of storage required by constant entries
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187 | params->setConstantDefinitionAutoState(constantIndex, true, autoIndex);
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188 | }
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189 | void setNamedIntConstant(const GpuProgramParametersSharedPtr ¶ms,
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190 | const String &name, int x)
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191 | {
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192 | int intBuffer[4];
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193 | intBuffer[0] = x;
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194 | params->setConstant(params->getParamIndex(name), intBuffer, 1);
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195 | }
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196 | virtual Ogre::GpuProgramPtr generateFragmentShader(Perm permutation)
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197 | {
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198 | bool isAttenuated = permutation & MLight::MI_ATTENUATED;
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199 | bool isSpecular = permutation & MLight::MI_SPECULAR;
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200 | // bool isShadowed = perm&4;
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201 |
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202 | /// Create name
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203 | String name=mBaseName+StringConverter::toString(permutation)+"_ps";
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204 | /// Create shader
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205 | std::stringstream shader;
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206 | shader <<
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207 | "uniform sampler2D tex0;\n"
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208 | "uniform sampler2D tex1;\n"
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209 | "varying vec2 texCoord;\n"
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210 | "varying vec3 projCoord;\n"
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211 | /// World view matrix to get object position in view space
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212 | "uniform mat4 worldView;\n"
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213 | /// Attributes of light
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214 | "uniform vec3 lightDiffuseColor;\n"
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215 | "uniform vec3 lightSpecularColor;\n"
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216 | "uniform vec3 lightFalloff;\n"
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217 | "void main()\n"
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218 | "{\n"
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219 | " vec4 a0 = texture2D(tex0, texCoord);\n" // Attribute 0: Diffuse color+shininess
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220 | " vec4 a1 = texture2D(tex1, texCoord);\n" // Attribute 1: Normal+depth
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221 | /// Attributes
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222 | " vec3 colour = a0.rgb;\n"
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223 | " float alpha = a0.a;\n" // Specularity
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224 | " float distance = a1.w;\n" // Distance from viewer (w)
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225 | " vec3 normal = a1.xyz;\n"
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226 | /// Calculate position of texel in view space
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227 | " vec3 position = projCoord*distance;\n"
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228 | /// Extract position in view space from worldView matrix
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229 | " vec3 lightPos = vec3(worldView[3][0],worldView[3][1],worldView[3][2]);\n"
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230 | /// Calculate light direction and distance
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231 | " vec3 lightVec = lightPos - position;\n"
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232 | " float len_sq = dot(lightVec, lightVec);\n"
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233 | " float len = sqrt(len_sq);\n"
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234 | " vec3 lightDir = lightVec/len;\n"
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235 | /// Calculate attenuation
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236 | " float attenuation = dot(lightFalloff, vec3(1, len, len_sq));\n"
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237 | /// Calculate diffuse colour
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238 | " vec3 light_diffuse = max(0.0,dot(lightDir, normal)) * lightDiffuseColor;\n"
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239 | /// Calculate specular component
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240 | " vec3 viewDir = -normalize(position);\n"
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241 | " vec3 h = normalize(viewDir + lightDir);\n"
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242 | " vec3 light_specular = pow(dot(normal, h),32.0) * lightSpecularColor;\n"
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243 | /// Calcalate total lighting for this fragment
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244 | " vec3 total_light_contrib;\n"
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245 | " total_light_contrib = light_diffuse;\n";
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246 | if(isSpecular)
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247 | {
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248 | shader<<
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249 | " total_light_contrib += alpha * light_specular;\n";
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250 | }
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251 | if(isAttenuated)
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252 | {
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253 | shader<<
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254 | " gl_FragColor = vec4(total_light_contrib*colour/attenuation, 0);\n";
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255 | }
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256 | else
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257 | {
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258 | shader<<
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259 | " gl_FragColor = vec4(total_light_contrib*colour, 0);\n";
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260 | }
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261 | shader<<
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262 | "}\n";
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263 |
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264 | /// Create shader object
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265 | HighLevelGpuProgramPtr program = HighLevelGpuProgramManager::getSingleton().createProgram(
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266 | name, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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267 | "glsl", GPT_FRAGMENT_PROGRAM);
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268 | program->setSource(shader.str());
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269 | /// Set up default parameters
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270 | GpuProgramParametersSharedPtr params = program->getDefaultParameters();
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271 |
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272 | setNamedAutoConstant(params, "worldView", GpuProgramParameters::ACT_WORLDVIEW_MATRIX, 0);
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273 | setNamedAutoConstant(params, "lightDiffuseColor", GpuProgramParameters::ACT_CUSTOM, 1);
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274 | if(isSpecular)
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275 | setNamedAutoConstant(params, "lightSpecularColor", GpuProgramParameters::ACT_CUSTOM, 2);
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276 | if(isAttenuated)
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277 | setNamedAutoConstant(params, "lightFalloff", GpuProgramParameters::ACT_CUSTOM, 3);
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278 |
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279 | setNamedIntConstant(params, "tex0", 0);
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280 | setNamedIntConstant(params, "tex1", 1);
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281 | //params->setNamedConstant("tex0", 0);
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282 | //params->setNamedConstant("tex1", 1);
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283 |
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284 | return HighLevelGpuProgramManager::getSingleton().getByName(program->getName());
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285 | }
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286 | virtual Ogre::MaterialPtr generateTemplateMaterial(Perm permutation)
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287 | {
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288 | if(permutation & MLight::MI_QUAD)
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289 | {
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290 | return MaterialManager::getSingleton().getByName("DeferredShading/LightMaterialQuad");
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291 | }
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292 | else
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293 | {
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294 | return MaterialManager::getSingleton().getByName("DeferredShading/LightMaterial");
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295 | }
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296 | }
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297 | protected:
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298 | String mBaseName;
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299 | };
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300 |
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301 |
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302 | LightMaterialGenerator::LightMaterialGenerator(const Ogre::String &language)
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303 | {
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304 | bitNames.push_back("Quad"); // MI_QUAD
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305 | bitNames.push_back("Attenuated"); // MI_ATTENUATED
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306 | bitNames.push_back("Specular"); // MI_SPECULAR
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307 |
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308 | vsMask = 0x00000001;
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309 | fsMask = 0x00000006;
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310 | matMask = 0x00000001;
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311 |
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312 | materialBaseName = "DeferredShading/LightMaterial/";
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313 | if(language=="hlsl")
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314 | mImpl = new LightMaterialGeneratorHLSL("DeferredShading/LightMaterial/hlsl/");
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315 | else
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316 | mImpl = new LightMaterialGeneratorGLSL("DeferredShading/LightMaterial/glsl/");
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317 | }
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