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 | virtual Ogre::GpuProgramPtr generateFragmentShader(Perm permutation) |
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176 | { |
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177 | bool isAttenuated = permutation & MLight::MI_ATTENUATED; |
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178 | bool isSpecular = permutation & MLight::MI_SPECULAR; |
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179 | // bool isShadowed = perm&4; |
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180 | |
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181 | /// Create name |
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182 | String name=mBaseName+StringConverter::toString(permutation)+"_ps"; |
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183 | /// Create shader |
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184 | std::stringstream shader; |
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185 | shader << |
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186 | "uniform sampler2D tex0;\n" |
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187 | "uniform sampler2D tex1;\n" |
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188 | "varying vec2 texCoord;\n" |
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189 | "varying vec3 projCoord;\n" |
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190 | /// World view matrix to get object position in view space |
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191 | "uniform mat4 worldView;\n" |
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192 | /// Attributes of light |
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193 | "uniform vec3 lightDiffuseColor;\n" |
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194 | "uniform vec3 lightSpecularColor;\n" |
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195 | "uniform vec3 lightFalloff;\n" |
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196 | "void main()\n" |
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197 | "{\n" |
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198 | " vec4 a0 = texture2D(tex0, texCoord);\n" // Attribute 0: Diffuse color+shininess |
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199 | " vec4 a1 = texture2D(tex1, texCoord);\n" // Attribute 1: Normal+depth |
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200 | /// Attributes |
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201 | " vec3 colour = a0.rgb;\n" |
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202 | " float alpha = a0.a;\n" // Specularity |
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203 | " float distance = a1.w;\n" // Distance from viewer (w) |
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204 | " vec3 normal = a1.xyz;\n" |
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205 | /// Calculate position of texel in view space |
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206 | " vec3 position = projCoord*distance;\n" |
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207 | /// Extract position in view space from worldView matrix |
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208 | " vec3 lightPos = vec3(worldView[3][0],worldView[3][1],worldView[3][2]);\n" |
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209 | /// Calculate light direction and distance |
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210 | " vec3 lightVec = lightPos - position;\n" |
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211 | " float len_sq = dot(lightVec, lightVec);\n" |
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212 | " float len = sqrt(len_sq);\n" |
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213 | " vec3 lightDir = lightVec/len;\n" |
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214 | /// Calculate attenuation |
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215 | " float attenuation = dot(lightFalloff, vec3(1, len, len_sq));\n" |
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216 | /// Calculate diffuse colour |
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217 | " vec3 light_diffuse = max(0.0,dot(lightDir, normal)) * lightDiffuseColor;\n" |
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218 | /// Calculate specular component |
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219 | " vec3 viewDir = -normalize(position);\n" |
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220 | " vec3 h = normalize(viewDir + lightDir);\n" |
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221 | " vec3 light_specular = pow(dot(normal, h),32.0) * lightSpecularColor;\n" |
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222 | /// Calcalate total lighting for this fragment |
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223 | " vec3 total_light_contrib;\n" |
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224 | " total_light_contrib = light_diffuse;\n"; |
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225 | if(isSpecular) |
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226 | { |
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227 | shader<< |
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228 | " total_light_contrib += alpha * light_specular;\n"; |
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229 | } |
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230 | if(isAttenuated) |
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231 | { |
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232 | shader<< |
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233 | " gl_FragColor = vec4(total_light_contrib*colour/attenuation, 0);\n"; |
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234 | } |
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235 | else |
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236 | { |
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237 | shader<< |
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238 | " gl_FragColor = vec4(total_light_contrib*colour, 0);\n"; |
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239 | } |
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240 | shader<< |
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241 | "}\n"; |
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242 | |
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243 | /// Create shader object |
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244 | HighLevelGpuProgramPtr program = HighLevelGpuProgramManager::getSingleton().createProgram( |
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245 | name, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, |
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246 | "glsl", GPT_FRAGMENT_PROGRAM); |
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247 | program->setSource(shader.str()); |
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248 | /// Set up default parameters |
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249 | GpuProgramParametersSharedPtr params = program->getDefaultParameters(); |
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250 | |
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251 | params->setNamedAutoConstant("worldView", GpuProgramParameters::ACT_WORLDVIEW_MATRIX, 0); |
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252 | params->setNamedAutoConstant("lightDiffuseColor", GpuProgramParameters::ACT_CUSTOM, 1); |
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253 | if(isSpecular) |
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254 | params->setNamedAutoConstant("lightSpecularColor", GpuProgramParameters::ACT_CUSTOM, 2); |
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255 | if(isAttenuated) |
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256 | params->setNamedAutoConstant("lightFalloff", GpuProgramParameters::ACT_CUSTOM, 3); |
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257 | |
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258 | params->setNamedConstant("tex0", 0); |
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259 | params->setNamedConstant("tex1", 1); |
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260 | |
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261 | return HighLevelGpuProgramManager::getSingleton().getByName(program->getName()); |
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262 | } |
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263 | virtual Ogre::MaterialPtr generateTemplateMaterial(Perm permutation) |
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264 | { |
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265 | if(permutation & MLight::MI_QUAD) |
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266 | { |
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267 | return MaterialManager::getSingleton().getByName("DeferredShading/LightMaterialQuad"); |
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268 | } |
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269 | else |
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270 | { |
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271 | return MaterialManager::getSingleton().getByName("DeferredShading/LightMaterial"); |
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272 | } |
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273 | } |
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274 | protected: |
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275 | String mBaseName; |
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276 | }; |
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277 | |
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278 | |
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279 | LightMaterialGenerator::LightMaterialGenerator(const Ogre::String &language) |
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280 | { |
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281 | bitNames.push_back("Quad"); // MI_QUAD |
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282 | bitNames.push_back("Attenuated"); // MI_ATTENUATED |
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283 | bitNames.push_back("Specular"); // MI_SPECULAR |
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284 | |
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285 | vsMask = 0x00000001; |
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286 | fsMask = 0x00000006; |
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287 | matMask = 0x00000001; |
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288 | |
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289 | materialBaseName = "DeferredShading/LightMaterial/"; |
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290 | if(language=="hlsl") |
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291 | mImpl = new LightMaterialGeneratorHLSL("DeferredShading/LightMaterial/hlsl/"); |
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292 | else |
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293 | mImpl = new LightMaterialGeneratorGLSL("DeferredShading/LightMaterial/glsl/"); |
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294 | } |
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