[5] | 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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