axmol/extensions/Effekseer/EffekseerMaterialCompiler/HLSLGenerator/ShaderGenerator.cpp

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#include "ShaderGenerator.h"
#include "../Common/ShaderGeneratorCommon.h"
#include "../../Effekseer/Effekseer/Material/Effekseer.MaterialCompiler.h"
#ifdef _WIN32
#undef max
#undef min
#endif
namespace Effekseer
{
namespace DirectX
{
namespace HLSL
{
static const char* material_light_vs = R"(
float3 GetLightDirection() {
return float3(0,0,0);
}
float3 GetLightColor() {
return float3(0,0,0);
}
float3 GetLightAmbientColor() {
return float3(0,0,0);
}
)";
static const char* material_light_ps = R"(
float3 GetLightDirection() {
return lightDirection.xyz;
}
float3 GetLightColor() {
return lightColor.xyz;
}
float3 GetLightAmbientColor() {
return lightAmbientColor.xyz;
}
)";
inline std::string GetMaterialCommonDefine(ShaderGeneratorTarget type)
{
std::stringstream ss;
ss << R"(
#define MOD fmod
#define FRAC frac
#define LERP lerp
)";
if (type == ShaderGeneratorTarget::DirectX11 || type == ShaderGeneratorTarget::DirectX12)
{
ss << R"(
#define C_LINEAR linear
#define C_CENTROID centroid
)";
}
else
{
ss << R"(
#define C_LINEAR
#define C_CENTROID
)";
}
if (type == ShaderGeneratorTarget::DirectX9)
{
ss << R"(
#define POSITION0 POSITION
#define SV_POSITION POSITION
#define SV_Target COLOR
)";
}
if (type == ShaderGeneratorTarget::PSSL)
{
ss << R"(
#define SV_POSITION S_POSITION
#define cbuffer ConstantBuffer
#define SV_Target S_TARGET_OUTPUT
#define SampleLevel SampleLOD
#define SV_InstanceID S_INSTANCE_ID
)";
}
return ss.str();
}
static char* material_common_vs_functions = R"(
float2 GetUV(float2 uv)
{
uv.y = mUVInversed.x + mUVInversed.y * uv.y;
return uv;
}
float2 GetUVBack(float2 uv)
{
uv.y = mUVInversed.z + mUVInversed.w * uv.y;
return uv;
}
// Dummy
float CalcDepthFade(float2 screenUV, float meshZ, float softParticleParam) { return 1.0f; }
)";
static char* material_sprite_vs_pre_simple = R"(
struct VS_Input
{
float3 Pos : POSITION0;
float4 Color : NORMAL0;
float2 UV : TEXCOORD0;
};
struct VS_Output
{
float4 Position : SV_POSITION;
C_LINEAR C_CENTROID float4 VColor : COLOR;
C_LINEAR C_CENTROID float2 UV1 : TEXCOORD0;
C_LINEAR C_CENTROID float2 UV2 : TEXCOORD1;
float3 WorldP : TEXCOORD2;
float3 WorldN : TEXCOORD3;
float3 WorldT : TEXCOORD4;
float3 WorldB : TEXCOORD5;
float4 PosP : TEXCOORD6;
//float2 ScreenUV : TEXCOORD6;
};
cbuffer VSConstantBuffer : register(b0) {
float4x4 mCamera : register(c0);
float4x4 mProj : register(c4);
float4 mUVInversed : register(c8);
float4 predefined_uniform : register(c9);
float4 cameraPosition : register(c10);
)";
static char* material_sprite_vs_pre = R"(
struct VS_Input
{
float3 Pos : POSITION0;
float4 Color : NORMAL0;
float4 Normal : NORMAL1;
float4 Tangent : NORMAL2;
float2 UV1 : TEXCOORD0;
float2 UV2 : TEXCOORD1;
//$C_IN1$
//$C_IN2$
};
struct VS_Output
{
float4 Position : SV_POSITION;
C_LINEAR C_CENTROID float4 VColor : COLOR;
C_LINEAR C_CENTROID float2 UV1 : TEXCOORD0;
C_LINEAR C_CENTROID float2 UV2 : TEXCOORD1;
float3 WorldP : TEXCOORD2;
float3 WorldN : TEXCOORD3;
float3 WorldT : TEXCOORD4;
float3 WorldB : TEXCOORD5;
float4 PosP : TEXCOORD6;
//float2 ScreenUV : TEXCOORD6;
//$C_OUT1$
//$C_OUT2$
};
cbuffer VSConstantBuffer : register(b0) {
float4x4 mCamera : register(c0);
float4x4 mProj : register(c4);
float4 mUVInversed : register(c8);
float4 predefined_uniform : register(c9);
float4 cameraPosition : register(c10);
)";
static char* material_sprite_vs_suf1_simple = R"(
VS_Output main( const VS_Input Input )
{
VS_Output Output = (VS_Output)0;
float4 worldPos = { Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0 };
float3 worldNormal = float3(0.0, 0.0, 0.0);
float3 worldBinormal = float3(0.0, 0.0, 0.0);
float3 worldTangent = float3(0.0, 0.0, 0.0);
float3 objectScale = float3(1.0, 1.0, 1.0);
// UV
float uv1 = Input.UV;
float uv2 = Input.UV;
//uv1.y = mUVInversed.x + mUVInversed.y * uv1.y;
//uv2.y = mUVInversed.x + mUVInversed.y * uv2.y;
// NBT
Output.WorldN = worldNormal;
Output.WorldB = worldBinormal;
Output.WorldT = worldTangent;
float3 pixelNormalDir = worldNormal;
float4 vcolor = Input.Color;
// Dummy
float2 screenUV = float2(0.0, 0.0);
float meshZ = 0.0f;
)";
static char* material_sprite_vs_suf1 = R"(
VS_Output main( const VS_Input Input )
{
VS_Output Output = (VS_Output)0;
float3 worldPos = Input.Pos;
float3 worldNormal = (Input.Normal - float3(0.5, 0.5, 0.5)) * 2.0;
float3 worldTangent = (Input.Tangent - float3(0.5, 0.5, 0.5)) * 2.0;
float3 worldBinormal = cross(worldNormal, worldTangent);
float3 objectScale = float3(1.0, 1.0, 1.0);
// UV
float2 uv1 = Input.UV1;
float2 uv2 = Input.UV2;
//uv1.y = mUVInversed.x + mUVInversed.y * uv1.y;
//uv2.y = mUVInversed.x + mUVInversed.y * uv2.y;
// NBT
Output.WorldN = worldNormal;
Output.WorldB = worldBinormal;
Output.WorldT = worldTangent;
float3 pixelNormalDir = worldNormal;
float4 vcolor = Input.Color;
// Dummy
float2 screenUV = float2(0.0, 0.0);
float meshZ = 0.0f;
)";
static char* material_sprite_vs_suf2 = R"(
worldPos = worldPos + worldPositionOffset;
float4 cameraPos = mul(mCamera, float4(worldPos, 1.0));
cameraPos = cameraPos / cameraPos.w;
Output.Position = mul(mProj, cameraPos);
Output.WorldP = worldPos;
Output.VColor = Input.Color;
Output.UV1 = uv1;
Output.UV2 = uv2;
Output.PosP = Output.Position;
//Output.ScreenUV = Output.Position.xy / Output.Position.w;
//Output.ScreenUV.xy = float2(Output.ScreenUV.x + 1.0, 1.0 - Output.ScreenUV.y) * 0.5;
return Output;
}
)";
inline std::string GetModelVS_Pre(ShaderGeneratorTarget type)
{
std::stringstream ss;
ss << R"(
struct VS_Input
{
float3 Pos : POSITION0;
float3 Normal : NORMAL0;
float3 Binormal : NORMAL1;
float3 Tangent : NORMAL2;
float2 UV : TEXCOORD0;
float4 Color : NORMAL3;
)";
if (type == ShaderGeneratorTarget::DirectX9)
{
ss << R"(
float Index : BLENDINDICES0;
)";
}
else
{
ss << R"(
uint Index : SV_InstanceID;
)";
}
ss << R"(
};
struct VS_Output
{
float4 Position : SV_POSITION;
C_LINEAR C_CENTROID float4 VColor : COLOR;
C_LINEAR C_CENTROID float2 UV1 : TEXCOORD0;
C_LINEAR C_CENTROID float2 UV2 : TEXCOORD1;
float3 WorldP : TEXCOORD2;
float3 WorldN : TEXCOORD3;
float3 WorldT : TEXCOORD4;
float3 WorldB : TEXCOORD5;
float4 PosP : TEXCOORD6;
//float2 ScreenUV : TEXCOORD6;
//$C_OUT1$
//$C_OUT2$
};
cbuffer VSConstantBuffer : register(b0) {
)";
if (type == ShaderGeneratorTarget::DirectX9)
{
ss << R"(
float4x4 mCameraProj : register( c0 );
float4x4 mModel[10] : register( c4 );
float4 fUV[10] : register( c44 );
float4 fModelColor[10] : register( c54 );
float4 mUVInversed : register(c64);
float4 predefined_uniform : register(c65);
float4 cameraPosition : register(c66);
)";
}
else
{
ss << R"(
float4x4 mCameraProj : register( c0 );
float4x4 mModel[40] : register( c4 );
float4 fUV[40] : register( c164 );
float4 fModelColor[40] : register( c204 );
float4 mUVInversed : register(c244);
float4 predefined_uniform : register(c245);
float4 cameraPosition : register(c246);
)";
}
ss << R"(
// custom1
// custom2
)";
return ss.str();
}
static char* model_vs_suf1 = R"(
VS_Output main( const VS_Input Input )
{
float4x4 matModel = mModel[Input.Index];
float4 uv = fUV[Input.Index];
float4 modelColor = fModelColor[Input.Index] * Input.Color;
VS_Output Output = (VS_Output)0;
float4 localPosition = { Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0 };
float3x3 matRotModel = (float3x3)matModel;
float3 worldPos = mul( matModel, localPosition ).xyz;
float3 worldNormal = normalize( mul( matRotModel, Input.Normal ) );
float3 worldBinormal = normalize( mul( matRotModel, Input.Binormal ) );
float3 worldTangent = normalize( mul( matRotModel, Input.Tangent ) );
float3 objectScale = float3(1.0, 1.0, 1.0);
// Calculate ObjectScale
objectScale.x = length(mul(matRotModel, float3(1.0, 0.0, 0.0)));
objectScale.y = length(mul(matRotModel, float3(0.0, 1.0, 0.0)));
objectScale.z = length(mul(matRotModel, float3(0.0, 0.0, 1.0)));
float2 uv1;
uv1.x = Input.UV.x * uv.z + uv.x;
uv1.y = Input.UV.y * uv.w + uv.y;
float2 uv2 = Input.UV;
//uv1.y = mUVInversed.x + mUVInversed.y * uv1.y;
//uv2.y = mUVInversed.x + mUVInversed.y * uv2.y;
float3 pixelNormalDir = worldNormal;
float4 vcolor = modelColor;
// Dummy
float2 screenUV = float2(0.0, 0.0);
float meshZ = 0.0f;
)";
static char* model_vs_suf2 = R"(
worldPos = worldPos + worldPositionOffset;
Output.Position = mul( mCameraProj, float4(worldPos, 1.0) );
Output.WorldP = worldPos;
Output.WorldN = worldNormal;
Output.WorldB = worldBinormal;
Output.WorldT = worldTangent;
Output.VColor = modelColor;
Output.UV1 = uv1;
Output.UV2 = uv2;
Output.PosP = Output.Position;
//Output.ScreenUV = Output.Position.xy / Output.Position.w;
//Output.ScreenUV.xy = float2(Output.ScreenUV.x + 1.0, 1.0 - Output.ScreenUV.y) * 0.5;
return Output;
}
)";
inline std::string GetMaterialPS_Pre(ShaderGeneratorTarget type)
{
std::stringstream ss;
ss << R"(
struct PS_Input
{
)";
if (type != ShaderGeneratorTarget::DirectX9)
{
ss << R"(
float4 Position : SV_POSITION;
)";
}
ss << R"(
C_LINEAR C_CENTROID float4 VColor : COLOR;
C_LINEAR C_CENTROID float2 UV1 : TEXCOORD0;
C_LINEAR C_CENTROID float2 UV2 : TEXCOORD1;
float3 WorldP : TEXCOORD2;
float3 WorldN : TEXCOORD3;
float3 WorldT : TEXCOORD4;
float3 WorldB : TEXCOORD5;
float4 PosP : TEXCOORD6;
//float2 ScreenUV : TEXCOORD6;
//$C_PIN1$
//$C_PIN2$
};
)";
if (type == ShaderGeneratorTarget::DirectX9 || type == ShaderGeneratorTarget::DirectX11 || type == ShaderGeneratorTarget::PSSL)
{
ss << R"(
cbuffer PSConstantBuffer : register(b0) {
)";
}
else
{
ss << R"(
cbuffer PSConstantBuffer : register(b1) {
)";
}
return ss.str();
}
inline std::string GetMaterialPS_Suf1(ShaderGeneratorTarget type)
{
std::stringstream ss;
ss << R"(
float2 GetUV(float2 uv)
{
uv.y = mUVInversedBack.x + mUVInversedBack.y * uv.y;
return uv;
}
float2 GetUVBack(float2 uv)
{
uv.y = mUVInversedBack.z + mUVInversedBack.w * uv.y;
return uv;
}
float CalcDepthFade(float2 screenUV, float meshZ, float softParticleParam)
{
)";
if (type == ShaderGeneratorTarget::DirectX9)
{
ss << R"(
float backgroundZ = tex2D(efk_depth_sampler, GetUVBack(screenUV)).x;
)";
}
else
{
ss << R"(
float backgroundZ = efk_depth_texture.Sample(efk_depth_sampler, GetUVBack(screenUV)).x;
)";
}
ss << R"(
float distance = softParticleParam * predefined_uniform.y;
float2 rescale = reconstructionParam1.xy;
float4 params = reconstructionParam2;
float2 zs = float2(backgroundZ * rescale.x + rescale.y, meshZ);
float2 depth = (zs * params.w - params.y) / (params.x - zs * params.z);
float dir = sign(depth.x);
depth *= dir;
return min(max((depth.x - depth.y) / distance, 0.0), 1.0);
}
#ifdef _MATERIAL_LIT_
#define lightScale 3.14
float calcD_GGX(float roughness, float dotNH)
{
float alpha = roughness*roughness;
float alphaSqr = alpha*alpha;
float pi = 3.14159;
float denom = dotNH * dotNH *(alphaSqr-1.0) + 1.0;
return (alpha / denom) * (alpha / denom) / pi;
}
float calcF(float F0, float dotLH)
{
float dotLH5 = pow(1.0-dotLH,5.0);
return F0 + (1.0-F0)*(dotLH5);
}
float calcG_Schlick(float roughness, float dotNV, float dotNL)
{
// UE4
float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
// float k = roughness * roughness / 2.0;
float gV = dotNV*(1.0 - k) + k;
float gL = dotNL*(1.0 - k) + k;
return 1.0 / (gV * gL);
}
float calcLightingGGX(float3 N, float3 V, float3 L, float roughness, float F0)
{
float3 H = normalize(V+L);
float dotNL = saturate( dot(N,L) );
float dotLH = saturate( dot(L,H) );
float dotNH = saturate( dot(N,H) ) - 0.001;
float dotNV = saturate( dot(N,V) ) + 0.001;
float D = calcD_GGX(roughness, dotNH);
float F = calcF(F0, dotLH);
float G = calcG_Schlick(roughness, dotNV, dotNL);
return dotNL * D * F * G / 4.0;
}
float3 calcDirectionalLightDiffuseColor(float3 diffuseColor, float3 normal, float3 lightDir, float ao)
{
float3 color = float3(0.0,0.0,0.0);
float NoL = dot(normal,lightDir);
color.xyz = lightColor.xyz * lightScale * max(NoL,0.0) * ao / 3.14;
color.xyz = color.xyz * diffuseColor.xyz;
return color;
}
#endif
float4 main( const PS_Input Input ) : SV_Target
{
float2 uv1 = Input.UV1;
float2 uv2 = Input.UV2;
float3 worldPos = Input.WorldP;
float3 worldNormal = Input.WorldN;
float3 worldBinormal = Input.WorldB;
float3 worldTangent = Input.WorldT;
float3 objectScale = float3(1.0, 1.0, 1.0);
float3 pixelNormalDir = worldNormal;
float4 vcolor = Input.VColor;
float2 screenUV = Input.PosP.xy / Input.PosP.w;
float meshZ = Input.PosP.z / Input.PosP.w;
screenUV.xy = float2(screenUV.x + 1.0, 1.0 - screenUV.y) * 0.5;
)";
return ss.str();
}
static char* g_material_ps_suf2_unlit = R"(
float4 Output = float4(emissive, opacity);
if(opacityMask <= 0.0f) discard;
if(opacity <= 0.0) discard;
return ConvertToScreen(Output);
}
)";
static char* g_material_ps_suf2_lit = R"(
float3 viewDir = normalize(cameraPosition.xyz - worldPos);
float3 diffuse = calcDirectionalLightDiffuseColor(baseColor, pixelNormalDir, lightDirection.xyz, ambientOcclusion);
float3 specular = lightColor.xyz * lightScale * calcLightingGGX(pixelNormalDir, viewDir, lightDirection.xyz, roughness, 0.9);
float4 Output = float4(metallic * specular + (1.0 - metallic) * diffuse + baseColor * lightAmbientColor.xyz * ambientOcclusion, opacity);
Output.xyz = Output.xyz + emissive.xyz;
if(opacityMask <= 0.0) discard;
if(opacity <= 0.0) discard;
return ConvertToScreen(Output);
}
)";
inline std::string GetMaterialPS_Suf2_Refraction(ShaderGeneratorTarget type)
{
std::stringstream ss;
ss << R"(
float airRefraction = 1.0;
float3 dir = mul((float3x3)cameraMat, pixelNormalDir);
dir.y = -dir.y;
float2 distortUV = dir.xy * (refraction - airRefraction);
distortUV += screenUV;
distortUV = GetUVBack(distortUV);
)";
if (type == ShaderGeneratorTarget::DirectX9)
{
ss << R"(
float4 bg = tex2D(efk_background_sampler, distortUV);
)";
}
else
{
ss << R"(
float4 bg = efk_background_texture.Sample(efk_background_sampler, distortUV);
)";
}
ss << R"(
float4 Output = bg;
if(opacityMask <= 0.0) discard;
if(opacity <= 0.0) discard;
return Output;
}
)";
return ss.str();
}
} // namespace HLSL
std::string ShaderGenerator::Replace(std::string target, std::string from_, std::string to_)
{
std::string::size_type Pos(target.find(from_));
while (Pos != std::string::npos)
{
target.replace(Pos, from_.length(), to_);
Pos = target.find(from_, Pos + to_.length());
}
return target;
}
std::string ShaderGenerator::GetType(int32_t i)
{
if (i == 1)
return "float";
if (i == 2)
return "float2";
if (i == 3)
return "float3";
if (i == 4)
return "float4";
if (i == 16)
return "float4x4";
assert(0);
return "";
}
std::string ShaderGenerator::GetElement(int32_t i)
{
if (i == 1)
return ".x";
if (i == 2)
return ".xy";
if (i == 3)
return ".xyz";
if (i == 4)
return ".xyzw";
assert(0);
return "";
}
void ShaderGenerator::ExportUniform(std::ostringstream& maincode, int32_t type, const char* name, int32_t registerId)
{
maincode << GetType(type) << " " << name << " : register(c" << registerId << ");" << std::endl;
}
void ShaderGenerator::ExportTexture(std::ostringstream& maincode, const char* name, int32_t registerId)
{
maincode << "Texture2D " << name << "_texture : register(t" << registerId << ");" << std::endl;
if (target_ == ShaderGeneratorTarget::DirectX9)
{
maincode << "sampler2D " << name << "_sampler : register(s" << registerId << ");" << std::endl;
}
else
{
maincode << "SamplerState " << name << "_sampler : register(s" << registerId << ");" << std::endl;
}
}
int32_t ShaderGenerator::ExportHeader(std::ostringstream& maincode, MaterialFile* materialFile, int stage, bool isSprite, int instanceCount)
{
auto cind = 0;
maincode << common_define_;
// gradient
bool hasGradient = false;
bool hasNoise = false;
for (const auto& type : materialFile->RequiredMethods)
{
if (type == MaterialFile::RequiredPredefinedMethodType::Gradient)
{
hasGradient = true;
}
else if (type == MaterialFile::RequiredPredefinedMethodType::Noise)
{
hasNoise = true;
}
}
if (hasGradient)
{
maincode << Effekseer::Shader::GetGradientFunctions();
}
if (hasNoise)
{
maincode << Effekseer::Shader::GetNoiseFunctions();
}
for (const auto& gradient : materialFile->FixedGradients)
{
maincode << Effekseer::Shader::GetFixedGradient(gradient.Name.c_str(), gradient.Data);
}
if (stage == 0)
{
if (isSprite)
{
if (materialFile->GetIsSimpleVertex())
{
maincode << sprite_vs_pre_simple_;
}
else
{
maincode << sprite_vs_pre_;
}
cind = 11;
}
else
{
maincode << model_vs_pre_;
cind = 7 + instanceCount * 6;
}
}
else
{
maincode << ps_pre_;
cind = 2;
}
return cind;
}
void ShaderGenerator::ExportMain(std::ostringstream& maincode,
MaterialFile* materialFile,
int stage,
bool isSprite,
MaterialShaderType shaderType,
const std::string& baseCode)
{
if (stage == 0)
{
if (isSprite)
{
if (materialFile->GetIsSimpleVertex())
{
maincode << sprite_vs_suf1_simple_;
}
else
{
maincode << sprite_vs_suf1_;
}
}
else
{
maincode << model_vs_suf1_;
}
if (materialFile->GetCustomData1Count() > 0)
{
if (isSprite)
{
maincode << GetType(materialFile->GetCustomData1Count()) + " customData1 = Input.CustomData1;\n";
}
else
{
maincode << GetType(materialFile->GetCustomData1Count()) + " customData1 = customData1_[Input.Index];\n";
}
maincode << "Output.CustomData1 = customData1" + GetElement(materialFile->GetCustomData1Count()) + ";\n";
}
if (materialFile->GetCustomData2Count() > 0)
{
if (isSprite)
{
maincode << GetType(materialFile->GetCustomData2Count()) + " customData2 = Input.CustomData2;\n";
}
else
{
maincode << GetType(materialFile->GetCustomData2Count()) + " customData2 = customData2_[Input.Index];\n";
}
maincode << "Output.CustomData2 = customData2" + GetElement(materialFile->GetCustomData2Count()) + ";\n";
}
}
else
{
maincode << ps_suf1_;
if (materialFile->GetCustomData1Count() > 0)
{
maincode << GetType(materialFile->GetCustomData1Count()) + " customData1 = Input.CustomData1;\n";
}
if (materialFile->GetCustomData2Count() > 0)
{
maincode << GetType(materialFile->GetCustomData2Count()) + " customData2 = Input.CustomData2;\n";
}
}
maincode << baseCode;
if (stage == 0)
{
if (isSprite)
{
maincode << sprite_vs_suf2_;
}
else
{
maincode << model_vs_suf2_;
}
}
else
{
if (shaderType == MaterialShaderType::Refraction || shaderType == MaterialShaderType::RefractionModel)
{
maincode << ps_suf2_refraction_;
}
else
{
if (materialFile->GetShadingModel() == Effekseer::ShadingModelType::Lit)
{
maincode << ps_suf2_lit_;
}
else if (materialFile->GetShadingModel() == Effekseer::ShadingModelType::Unlit)
{
maincode << ps_suf2_unlit_;
}
else
{
assert(0);
}
}
}
}
ShaderGenerator::ShaderGenerator(
ShaderGeneratorTarget target)
: common_define_(HLSL::GetMaterialCommonDefine(target).c_str())
, common_vs_define_(HLSL::material_common_vs_functions)
, sprite_vs_pre_(HLSL::material_sprite_vs_pre)
, sprite_vs_pre_simple_(HLSL::material_sprite_vs_pre_simple)
, model_vs_pre_(HLSL::GetModelVS_Pre(target).c_str())
, sprite_vs_suf1_(HLSL::material_sprite_vs_suf1)
, sprite_vs_suf1_simple_(HLSL::material_sprite_vs_suf1_simple)
, model_vs_suf1_(HLSL::model_vs_suf1)
, sprite_vs_suf2_(HLSL::material_sprite_vs_suf2)
, model_vs_suf2_(HLSL::model_vs_suf2)
, ps_pre_(HLSL::GetMaterialPS_Pre(target).c_str())
, ps_suf1_(HLSL::GetMaterialPS_Suf1(target).c_str())
, ps_suf2_lit_(HLSL::g_material_ps_suf2_lit)
, ps_suf2_unlit_(HLSL::g_material_ps_suf2_unlit)
, ps_suf2_refraction_(HLSL::GetMaterialPS_Suf2_Refraction(target).c_str())
, target_(target)
{
}
ShaderData ShaderGenerator::GenerateShader(MaterialFile* materialFile,
MaterialShaderType shaderType,
int32_t maximumUniformCount,
int32_t maximumTextureCount,
int32_t pixelShaderTextureSlotOffset,
int32_t instanceCount)
{
ShaderData shaderData;
bool isSprite = shaderType == MaterialShaderType::Standard || shaderType == MaterialShaderType::Refraction;
bool isRefrection = materialFile->GetHasRefraction() &&
(shaderType == MaterialShaderType::Refraction || shaderType == MaterialShaderType::RefractionModel);
for (int stage = 0; stage < 2; stage++)
{
std::ostringstream maincode;
auto cind = ExportHeader(maincode, materialFile, stage, isSprite, instanceCount);
if (stage == 1)
{
ExportUniform(maincode, 4, "mUVInversedBack", 0);
ExportUniform(maincode, 4, "predefined_uniform", 1);
ExportUniform(maincode, 4, "cameraPosition", cind + 0);
ExportUniform(maincode, 4, "reconstructionParam1", cind + 1);
ExportUniform(maincode, 4, "reconstructionParam2", cind + 2);
cind += 3;
}
if (stage == 1)
{
ExportUniform(maincode, 4, "lightDirection", cind);
cind++;
ExportUniform(maincode, 4, "lightColor", cind);
cind++;
ExportUniform(maincode, 4, "lightAmbientColor", cind);
cind++;
}
if (materialFile->GetShadingModel() == ::Effekseer::ShadingModelType::Lit && stage == 1)
{
maincode << "#define _MATERIAL_LIT_ 1" << std::endl;
}
else if (materialFile->GetShadingModel() == ::Effekseer::ShadingModelType::Unlit)
{
}
if (isRefrection && stage == 1)
{
ExportUniform(maincode, 16, "cameraMat", cind);
cind += 4;
}
if (!isSprite && stage == 0)
{
if (materialFile->GetCustomData1Count() > 0)
{
maincode << "float4 customData1_[" << instanceCount << "]"
<< " : register(c" << cind << ");" << std::endl;
cind += instanceCount;
}
if (materialFile->GetCustomData2Count() > 0)
{
maincode << "float4 customData2_[" << instanceCount << "]"
<< " : register(c" << cind << ");" << std::endl;
cind += instanceCount;
}
}
int32_t actualUniformCount = std::min(maximumUniformCount, materialFile->GetUniformCount());
for (int32_t i = 0; i < actualUniformCount; i++)
{
ExportUniform(maincode, 4, materialFile->GetUniformName(i), cind);
cind++;
}
for (size_t i = 0; i < materialFile->Gradients.size(); i++)
{
// TODO : remove a magic number
for (size_t j = 0; j < 13; j++)
{
ExportUniform(maincode, 4, (materialFile->Gradients[i].Name + "_" + std::to_string(j)).c_str(), cind);
cind++;
}
}
// finish constant buffer
maincode << "};" << std::endl;
for (int32_t i = actualUniformCount; i < materialFile->GetUniformCount(); i++)
{
maincode << "const " << GetType(4) << " " << materialFile->GetUniformName(i) << " = float4(0,0,0,0);" << std::endl;
}
int32_t textureSlotOffset = 0;
if (stage == 1)
{
textureSlotOffset = pixelShaderTextureSlotOffset;
}
int32_t actualTextureCount = std::min(maximumTextureCount, materialFile->GetTextureCount());
for (int32_t i = 0; i < actualTextureCount; i++)
{
ExportTexture(maincode, materialFile->GetTextureName(i), i + textureSlotOffset);
}
textureSlotOffset += actualTextureCount;
// background
ExportTexture(maincode, "efk_background", 0 + textureSlotOffset);
// depth
ExportTexture(maincode, "efk_depth", 1 + textureSlotOffset);
if (std::find(materialFile->RequiredMethods.begin(), materialFile->RequiredMethods.end(), MaterialFile::RequiredPredefinedMethodType::Light) != materialFile->RequiredMethods.end())
{
if (stage == 0)
{
maincode << HLSL::material_light_vs;
}
else
{
maincode << HLSL::material_light_ps;
}
}
auto baseCode = std::string(materialFile->GetGenericCode());
baseCode = Replace(baseCode, "$F1$", "float");
baseCode = Replace(baseCode, "$F2$", "float2");
baseCode = Replace(baseCode, "$F3$", "float3");
baseCode = Replace(baseCode, "$F4$", "float4");
baseCode = Replace(baseCode, "$TIME$", "predefined_uniform.x");
baseCode = Replace(baseCode, "$EFFECTSCALE$", "predefined_uniform.y");
baseCode = Replace(baseCode, "$LOCALTIME$", "predefined_uniform.w");
baseCode = Replace(baseCode, "$UV$", "uv");
baseCode = Replace(baseCode, "$MOD", "fmod");
// replace textures
for (int32_t i = 0; i < actualTextureCount; i++)
{
std::string prefix;
std::string suffix;
if (materialFile->GetTextureColorType(i) == Effekseer::TextureColorType::Color)
{
prefix = "ConvertFromSRGBTexture(";
suffix = ")";
}
std::string keyP = "$TEX_P" + std::to_string(materialFile->GetTextureIndex(i)) + "$";
std::string keyS = "$TEX_S" + std::to_string(materialFile->GetTextureIndex(i)) + "$";
if (target_ == ShaderGeneratorTarget::DirectX9)
{
if (stage == 0)
{
baseCode = Replace(baseCode, keyP, prefix + std::string("tex2Dlod(") + materialFile->GetTextureName(i) + "_sampler,float4(GetUV(");
baseCode = Replace(baseCode, keyS, "),0,1))" + suffix);
}
else
{
baseCode = Replace(baseCode, keyP, prefix + std::string("tex2D(") + materialFile->GetTextureName(i) + "_sampler,GetUV(");
baseCode = Replace(baseCode, keyS, "))" + suffix);
}
}
else
{
if (stage == 0)
{
baseCode = Replace(baseCode,
keyP,
prefix + std::string(materialFile->GetTextureName(i)) + "_texture.SampleLevel(" +
materialFile->GetTextureName(i) + "_sampler,GetUV(");
baseCode = Replace(baseCode, keyS, "),0)" + suffix);
}
else
{
baseCode = Replace(baseCode,
keyP,
prefix + std::string(materialFile->GetTextureName(i)) + "_texture.Sample(" + materialFile->GetTextureName(i) +
"_sampler,GetUV(");
baseCode = Replace(baseCode, keyS, "))" + suffix);
}
}
}
// invalid texture
for (int32_t i = actualTextureCount; i < materialFile->GetTextureCount(); i++)
{
auto textureIndex = materialFile->GetTextureIndex(i);
auto textureName = std::string(materialFile->GetTextureName(i));
std::string keyP = "$TEX_P" + std::to_string(textureIndex) + "$";
std::string keyS = "$TEX_S" + std::to_string(textureIndex) + "$";
baseCode = Replace(baseCode, keyP, "float4(");
baseCode = Replace(baseCode, keyS, ",0.0,1.0)");
}
maincode << Effekseer::Shader::GetLinearGammaFunctions();
if (stage == 0)
{
maincode << common_vs_define_;
}
ExportMain(maincode, materialFile, stage, isSprite, shaderType, baseCode);
if (stage == 0)
{
shaderData.CodeVS = maincode.str();
}
else
{
shaderData.CodePS = maincode.str();
}
}
// custom data
int32_t inputSlot = 2;
int32_t outputSlot = 7;
if (materialFile->GetCustomData1Count() > 0)
{
if (isSprite)
{
shaderData.CodeVS =
Replace(shaderData.CodeVS,
"//$C_IN1$",
GetType(materialFile->GetCustomData1Count()) + " CustomData1 : TEXCOORD" + std::to_string(inputSlot) + ";");
}
shaderData.CodeVS =
Replace(shaderData.CodeVS,
"//$C_OUT1$",
GetType(materialFile->GetCustomData1Count()) + " CustomData1 : TEXCOORD" + std::to_string(outputSlot) + ";");
shaderData.CodePS =
Replace(shaderData.CodePS,
"//$C_PIN1$",
GetType(materialFile->GetCustomData1Count()) + " CustomData1 : TEXCOORD" + std::to_string(outputSlot) + ";");
inputSlot++;
outputSlot++;
}
if (materialFile->GetCustomData2Count() > 0)
{
if (isSprite)
{
shaderData.CodeVS =
Replace(shaderData.CodeVS,
"//$C_IN2$",
GetType(materialFile->GetCustomData2Count()) + " CustomData2 : TEXCOORD" + std::to_string(inputSlot) + ";");
}
shaderData.CodeVS =
Replace(shaderData.CodeVS,
"//$C_OUT2$",
GetType(materialFile->GetCustomData2Count()) + " CustomData2 : TEXCOORD" + std::to_string(outputSlot) + ";");
shaderData.CodePS =
Replace(shaderData.CodePS,
"//$C_PIN2$",
GetType(materialFile->GetCustomData2Count()) + " CustomData2 : TEXCOORD" + std::to_string(outputSlot) + ";");
}
return shaderData;
}
} // namespace DirectX
} // namespace Effekseer