OgreShaderExNormalMapLighting.h
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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2013 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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*/
#ifndef _ShaderExNormalMapLighting_
#define _ShaderExNormalMapLighting_
#include "OgreShaderPrerequisites.h"
#ifdef RTSHADER_SYSTEM_BUILD_EXT_SHADERS
#include "OgreShaderParameter.h"
#include "OgreShaderSubRenderState.h"
#include "OgreVector4.h"
#include "OgreLight.h"
#include "OgreCommon.h"
namespace Ogre {
namespace RTShader {
#define SGX_LIB_NORMALMAPLIGHTING "SGXLib_NormalMapLighting"
#define SGX_FUNC_CONSTRUCT_TBNMATRIX "SGX_ConstructTBNMatrix"
#define SGX_FUNC_TRANSFORMNORMAL "SGX_TransformNormal"
#define SGX_FUNC_TRANSFORMPOSITION "SGX_TransformPosition"
#define SGX_FUNC_FETCHNORMAL "SGX_FetchNormal"
#define SGX_FUNC_LIGHT_DIRECTIONAL_DIFFUSE "SGX_Light_Directional_Diffuse"
#define SGX_FUNC_LIGHT_DIRECTIONAL_DIFFUSESPECULAR "SGX_Light_Directional_DiffuseSpecular"
#define SGX_FUNC_LIGHT_POINT_DIFFUSE "SGX_Light_Point_Diffuse"
#define SGX_FUNC_LIGHT_POINT_DIFFUSESPECULAR "SGX_Light_Point_DiffuseSpecular"
#define SGX_FUNC_LIGHT_SPOT_DIFFUSE "SGX_Light_Spot_Diffuse"
#define SGX_FUNC_LIGHT_SPOT_DIFFUSESPECULAR "SGX_Light_Spot_DiffuseSpecular"
class _OgreRTSSExport NormalMapLighting : public SubRenderState
{
// Interface.
public:
NormalMapLighting();
virtual const String& getType() const;
virtual int getExecutionOrder() const;
virtual void updateGpuProgramsParams(Renderable* rend, Pass* pass, const AutoParamDataSource* source, const LightList* pLightList);
virtual void copyFrom(const SubRenderState& rhs);
virtual bool preAddToRenderState(const RenderState* renderState, Pass* srcPass, Pass* dstPass);
void setTexCoordIndex(unsigned int index) { mVSTexCoordSetIndex = index;}
unsigned int getTexCoordIndex() const { return mVSTexCoordSetIndex; }
// Type of this render state.
static String Type;
// Normal map space definition.
enum NormalMapSpace
{
NMS_TANGENT, // Normal map contains normal data in tangent space.
// This is the default normal mapping behavior and it requires that the
// target mesh will have valid tangents within its vertex data.
NMS_OBJECT // Normal map contains normal data in object local space.
// This normal mapping technique has the advantages of better visualization results,
// lack of artifacts that comes from texture mirroring usage, it doesn't requires tangent
// and it also saves some instruction in the vertex shader stage.
// The main drawback of using this kind of normal map is that the target object must be static
// in terms of local space rotations and translations.
};
void setNormalMapSpace(NormalMapSpace normalMapSpace) { mNormalMapSpace = normalMapSpace; }
NormalMapSpace getNormalMapSpace() const { return mNormalMapSpace; }
void setNormalMapTextureName(const String& textureName) { mNormalMapTextureName = textureName; }
const String& getNormalMapTextureName() const { return mNormalMapTextureName; }
void setNormalMapFiltering(const FilterOptions minFilter, const FilterOptions magFilter, const FilterOptions mipFilter)
{ mNormalMapMinFilter = minFilter; mNormalMapMagFilter = magFilter; mNormalMapMipFilter = mipFilter; }
void getNormalMapFiltering(FilterOptions& minFilter, FilterOptions& magFilter, FilterOptions& mipFilter) const
{ minFilter = mNormalMapMinFilter; magFilter = mNormalMapMagFilter ; mipFilter = mNormalMapMipFilter; }
void setNormalMapAnisotropy(unsigned int anisotropy) { mNormalMapAnisotropy = anisotropy; }
unsigned int getNormalMapAnisotropy() const { return mNormalMapAnisotropy; }
void setNormalMapMipBias(Real mipBias) { mNormalMapMipBias = mipBias; }
Real getNormalMapMipBias() const { return mNormalMapMipBias; }
// Protected types:
protected:
// Per light parameters.
struct _OgreRTSSExport LightParams
{
// Light type.
Light::LightTypes mType;
// Light position.
UniformParameterPtr mPosition;
// Vertex shader output vertex position to light position direction (texture space).
ParameterPtr mVSOutToLightDir;
// Pixel shader input vertex position to light position direction (texture space).
ParameterPtr mPSInToLightDir;
// Light direction.
UniformParameterPtr mDirection;
// Vertex shader output light direction (texture space).
ParameterPtr mVSOutDirection;
// Pixel shader input light direction (texture space).
ParameterPtr mPSInDirection;
// Attenuation parameters.
UniformParameterPtr mAttenuatParams;
// Spot light parameters.
UniformParameterPtr mSpotParams;
// Diffuse colour.
UniformParameterPtr mDiffuseColour;
// Specular colour.
UniformParameterPtr mSpecularColour;
};
typedef vector<LightParams>::type LightParamsList;
typedef LightParamsList::iterator LightParamsIterator;
typedef LightParamsList::const_iterator LightParamsConstIterator;
// Protected methods
protected:
void setTrackVertexColourType(TrackVertexColourType type) { mTrackVertexColourType = type; }
TrackVertexColourType getTrackVertexColourType() const { return mTrackVertexColourType; }
void setLightCount(const int lightCount[3]);
void getLightCount(int lightCount[3]) const;
void setSpecularEnable(bool enable) { mSpecularEnable = enable; }
bool getSpecularEnable() const { return mSpecularEnable; }
virtual bool resolveParameters(ProgramSet* programSet);
bool resolveGlobalParameters(ProgramSet* programSet);
bool resolvePerLightParameters(ProgramSet* programSet);
virtual bool resolveDependencies(ProgramSet* programSet);
virtual bool addFunctionInvocations(ProgramSet* programSet);
bool addVSInvocation(Function* vsMain, const int groupOrder, int& internalCounter);
bool addVSIlluminationInvocation(LightParams* curLightParams, Function* vsMain, const int groupOrder, int& internalCounter);
bool addPSNormalFetchInvocation(Function* psMain, const int groupOrder, int& internalCounter);
bool addPSGlobalIlluminationInvocation(Function* psMain, const int groupOrder, int& internalCounter);
bool addPSIlluminationInvocation(LightParams* curLightParams, Function* psMain, const int groupOrder, int& internalCounter);
bool addPSFinalAssignmentInvocation(Function* psMain, const int groupOrder, int& internalCounter);
// Attributes.
protected:
// The normal map texture name.
String mNormalMapTextureName;
// Track per vertex colour type.
TrackVertexColourType mTrackVertexColourType;
// Specular component enabled/disabled.
bool mSpecularEnable;
// Light list.
LightParamsList mLightParamsList;
// Normal map texture sampler index.
unsigned short mNormalMapSamplerIndex;
// Vertex shader input texture coordinate set index.
unsigned int mVSTexCoordSetIndex;
// The normal map min filter.
FilterOptions mNormalMapMinFilter;
// The normal map mag filter.
FilterOptions mNormalMapMagFilter;
// The normal map mip filter.
FilterOptions mNormalMapMipFilter;
// The normal map max anisotropy value.
unsigned int mNormalMapAnisotropy;
// The normal map mip map bias.
Real mNormalMapMipBias;
// The normal map space.
NormalMapSpace mNormalMapSpace;
// World matrix parameter.
UniformParameterPtr mWorldMatrix;
// World matrix inverse rotation matrix parameter.
UniformParameterPtr mWorldInvRotMatrix;
// Camera position in world space parameter.
UniformParameterPtr mCamPosWorldSpace;
// Vertex shader input position parameter.
ParameterPtr mVSInPosition;
// Vertex shader world position parameter.
ParameterPtr mVSWorldPosition;
// Vertex shader output view vector (position in camera space) parameter.
ParameterPtr mVSOutView;
// Pixel shader input view position (position in camera space) parameter.
ParameterPtr mPSInView;
// Vertex shader input normal.
ParameterPtr mVSInNormal;
// Vertex shader input tangent.
ParameterPtr mVSInTangent;
// Vertex shader local TNB matrix.
ParameterPtr mVSTBNMatrix;
// Vertex shader local light direction.
ParameterPtr mVSLocalDir;
// Normal map texture sampler parameter.
UniformParameterPtr mNormalMapSampler;
// Pixel shader normal parameter.
ParameterPtr mPSNormal;
// Vertex shader input texture coordinates.
ParameterPtr mVSInTexcoord;
// Vertex shader output texture coordinates.
ParameterPtr mVSOutTexcoord;
// Pixel shader input texture coordinates.
ParameterPtr mPSInTexcoord;
// Pixel shader temporary diffuse calculation parameter.
ParameterPtr mPSTempDiffuseColour;
// Pixel shader temporary specular calculation parameter.
ParameterPtr mPSTempSpecularColour;
// Pixel shader input/local diffuse parameter.
ParameterPtr mPSDiffuse;
// Pixel shader input/local specular parameter.
ParameterPtr mPSSpecular;
// Pixel shader output diffuse parameter.
ParameterPtr mPSOutDiffuse;
// Pixel shader output specular parameter.
ParameterPtr mPSOutSpecular;
// Derived scene colour parameter.
UniformParameterPtr mDerivedSceneColour;
// Ambient light colour parameter.
UniformParameterPtr mLightAmbientColour;
// Derived ambient light colour parameter.
UniformParameterPtr mDerivedAmbientLightColour;
// Surface ambient colour parameter.
UniformParameterPtr mSurfaceAmbientColour;
// Surface diffuse colour parameter.
UniformParameterPtr mSurfaceDiffuseColour;
// Surface specular colour parameter.
UniformParameterPtr mSurfaceSpecularColour;
// Surface emissive colour parameter.
UniformParameterPtr mSurfaceEmissiveColour;
// Surface shininess parameter.
UniformParameterPtr mSurfaceShininess;
// Shared blank light.
static Light msBlankLight;
};
class _OgreRTSSExport NormalMapLightingFactory : public SubRenderStateFactory
{
public:
virtual const String& getType() const;
virtual SubRenderState* createInstance(ScriptCompiler* compiler, PropertyAbstractNode* prop, Pass* pass, SGScriptTranslator* translator);
virtual void writeInstance(MaterialSerializer* ser, SubRenderState* subRenderState, Pass* srcPass, Pass* dstPass);
protected:
virtual SubRenderState* createInstanceImpl();
};
}
}
#endif
#endif
OgreVector4.h
Ogre::RTShader::UniformParameterPtr
SharedPtr< UniformParameter > UniformParameterPtr
Definition: OgreShaderParameter.h:568
Ogre::LightList
HashedVector< Light * > LightList
Definition: OgreCommon.h:541
Ogre::vector::type
std::vector< T, A > type
Definition: OgrePrerequisites.h:494
Ogre::Real
float Real
Software floating point type.
Definition: OgrePrerequisites.h:70
OgreShaderParameter.h
OgreShaderPrerequisites.h
Ogre::RTShader::ParameterPtr
SharedPtr< Parameter > ParameterPtr
Definition: OgreShaderParameter.h:369
OgreCommon.h
Ogre::TrackVertexColourType
int TrackVertexColourType
An enumeration describing which material properties should track the vertex colours.
Definition: OgreCommon.h:276
Ogre::String
_StringBase String
Definition: OgrePrerequisites.h:439
OgreShaderSubRenderState.h
_OgreRTSSExport
#define _OgreRTSSExport
Definition: OgreShaderPrerequisites.h:108
Ogre::FilterOptions
FilterOptions
Filtering options for textures / mipmaps.
Definition: OgreCommon.h:100
Ogre
Definition: OgreAndroidLogListener.h:34
Ogre::Light::LightTypes
LightTypes
Defines the type of light.
Definition: OgreLight.h:82
OgreLight.h

Copyright © 2012 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.