processedMaterial.cpp 16 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedMaterial.h"
  24. #include "materials/sceneData.h"
  25. #include "materials/materialParameters.h"
  26. #include "materials/matTextureTarget.h"
  27. #include "materials/materialFeatureTypes.h"
  28. #include "materials/materialManager.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "gfx/gfxPrimitiveBuffer.h"
  31. #include "gfx/sim/cubemapData.h"
  32. RenderPassData::RenderPassData()
  33. {
  34. reset();
  35. }
  36. void RenderPassData::reset()
  37. {
  38. for( U32 i = 0; i < Material::MAX_TEX_PER_PASS; ++ i )
  39. destructInPlace( &mTexSlot[ i ] );
  40. dMemset( &mTexSlot, 0, sizeof(mTexSlot) );
  41. dMemset( &mTexType, 0, sizeof(mTexType) );
  42. mCubeMap = NULL;
  43. mNumTex = mNumTexReg = mStageNum = 0;
  44. mGlow = false;
  45. mBlendOp = Material::None;
  46. mFeatureData.clear();
  47. for (U32 i = 0; i < STATE_MAX; i++)
  48. mRenderStates[i] = NULL;
  49. }
  50. String RenderPassData::describeSelf() const
  51. {
  52. String desc;
  53. // Now write all the textures.
  54. String texName;
  55. for ( U32 i=0; i < Material::MAX_TEX_PER_PASS; i++ )
  56. {
  57. if ( mTexType[i] == Material::TexTarget )
  58. texName = ( mTexSlot[i].texTarget ) ? mTexSlot[i].texTarget->getName() : "null_texTarget";
  59. else if ( mTexType[i] == Material::Cube && mCubeMap )
  60. texName = mCubeMap->getPath();
  61. else if ( mTexSlot[i].texObject )
  62. texName = mTexSlot[i].texObject->getPath();
  63. else
  64. continue;
  65. desc += String::ToString( "TexSlot %d: %d, %s\n", i, mTexType[i], texName.c_str() );
  66. }
  67. // Write out the first render state which is the
  68. // basis for all the other states and shoud be
  69. // enough to define the pass uniquely.
  70. desc += mRenderStates[0]->getDesc().describeSelf();
  71. return desc;
  72. }
  73. ProcessedMaterial::ProcessedMaterial()
  74. : mMaterial( NULL ),
  75. mCurrentParams( NULL ),
  76. mHasSetStageData( false ),
  77. mHasGlow( false ),
  78. mMaxStages( 0 ),
  79. mVertexFormat( NULL ),
  80. mUserObject( NULL )
  81. {
  82. VECTOR_SET_ASSOCIATION( mPasses );
  83. }
  84. ProcessedMaterial::~ProcessedMaterial()
  85. {
  86. for_each( mPasses.begin(), mPasses.end(), delete_pointer() );
  87. }
  88. void ProcessedMaterial::_setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc& desc )
  89. {
  90. switch( blendOp )
  91. {
  92. case Material::Add:
  93. {
  94. desc.blendSrc = GFXBlendOne;
  95. desc.blendDest = GFXBlendOne;
  96. break;
  97. }
  98. case Material::AddAlpha:
  99. {
  100. desc.blendSrc = GFXBlendSrcAlpha;
  101. desc.blendDest = GFXBlendOne;
  102. break;
  103. }
  104. case Material::Mul:
  105. {
  106. desc.blendSrc = GFXBlendDestColor;
  107. desc.blendDest = GFXBlendZero;
  108. break;
  109. }
  110. case Material::LerpAlpha:
  111. {
  112. desc.blendSrc = GFXBlendSrcAlpha;
  113. desc.blendDest = GFXBlendInvSrcAlpha;
  114. break;
  115. }
  116. default:
  117. {
  118. // default to LerpAlpha
  119. desc.blendSrc = GFXBlendSrcAlpha;
  120. desc.blendDest = GFXBlendInvSrcAlpha;
  121. break;
  122. }
  123. }
  124. }
  125. void ProcessedMaterial::setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer)
  126. {
  127. GFX->setVertexBuffer( *vertBuffer );
  128. GFX->setPrimitiveBuffer( *primBuffer );
  129. }
  130. bool ProcessedMaterial::stepInstance()
  131. {
  132. AssertFatal( false, "ProcessedMaterial::stepInstance() - This type of material doesn't support instancing!" );
  133. return false;
  134. }
  135. String ProcessedMaterial::_getTexturePath(const String& filename)
  136. {
  137. // if '/', then path is specified, use it.
  138. if( filename.find('/') != String::NPos )
  139. {
  140. return filename;
  141. }
  142. // otherwise, construct path
  143. return mMaterial->getPath() + filename;
  144. }
  145. GFXTexHandle ProcessedMaterial::_createTexture( const char* filename, GFXTextureProfile *profile)
  146. {
  147. return GFXTexHandle( _getTexturePath(filename), profile, avar("%s() - NA (line %d)", __FUNCTION__, __LINE__) );
  148. }
  149. void ProcessedMaterial::addStateBlockDesc(const GFXStateBlockDesc& sb)
  150. {
  151. mUserDefined = sb;
  152. }
  153. void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect)
  154. {
  155. // Translucency
  156. stateTranslucent.blendDefined = true;
  157. stateTranslucent.blendEnable = mMaterial->mTranslucentBlendOp != Material::None;
  158. _setBlendState(mMaterial->mTranslucentBlendOp, stateTranslucent);
  159. stateTranslucent.zDefined = true;
  160. stateTranslucent.zWriteEnable = mMaterial->mTranslucentZWrite;
  161. stateTranslucent.alphaDefined = true;
  162. stateTranslucent.alphaTestEnable = mMaterial->mAlphaTest;
  163. stateTranslucent.alphaTestRef = mMaterial->mAlphaRef;
  164. stateTranslucent.alphaTestFunc = GFXCmpGreaterEqual;
  165. stateTranslucent.samplersDefined = true;
  166. stateTranslucent.samplers[0].textureColorOp = GFXTOPModulate;
  167. stateTranslucent.samplers[0].alphaOp = GFXTOPModulate;
  168. stateTranslucent.samplers[0].alphaArg1 = GFXTATexture;
  169. stateTranslucent.samplers[0].alphaArg2 = GFXTADiffuse;
  170. // Glow
  171. stateGlow.zDefined = true;
  172. stateGlow.zWriteEnable = false;
  173. // Reflect
  174. stateReflect.cullDefined = true;
  175. stateReflect.cullMode = mMaterial->mDoubleSided ? GFXCullNone : GFXCullCW;
  176. }
  177. void ProcessedMaterial::_initRenderPassDataStateBlocks()
  178. {
  179. for (U32 pass = 0; pass < mPasses.size(); pass++)
  180. _initRenderStateStateBlocks( mPasses[pass] );
  181. }
  182. void ProcessedMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
  183. {
  184. if ( rpd->mBlendOp != Material::None )
  185. {
  186. result.blendDefined = true;
  187. result.blendEnable = true;
  188. _setBlendState( rpd->mBlendOp, result );
  189. }
  190. if (mMaterial->isDoubleSided())
  191. {
  192. result.cullDefined = true;
  193. result.cullMode = GFXCullNone;
  194. }
  195. if(mMaterial->mAlphaTest)
  196. {
  197. result.alphaDefined = true;
  198. result.alphaTestEnable = mMaterial->mAlphaTest;
  199. result.alphaTestRef = mMaterial->mAlphaRef;
  200. result.alphaTestFunc = GFXCmpGreaterEqual;
  201. }
  202. result.samplersDefined = true;
  203. NamedTexTarget *texTarget;
  204. U32 maxAnisotropy = 1;
  205. if ( mMaterial->mUseAnisotropic[ rpd->mStageNum ] )
  206. maxAnisotropy = MATMGR->getDefaultAnisotropy();
  207. for( U32 i=0; i < rpd->mNumTex; i++ )
  208. {
  209. U32 currTexFlag = rpd->mTexType[i];
  210. switch( currTexFlag )
  211. {
  212. default:
  213. {
  214. result.samplers[i].textureColorOp = GFXTOPModulate;
  215. result.samplers[i].addressModeU = GFXAddressWrap;
  216. result.samplers[i].addressModeV = GFXAddressWrap;
  217. if ( maxAnisotropy > 1 )
  218. {
  219. result.samplers[i].minFilter = GFXTextureFilterAnisotropic;
  220. result.samplers[i].magFilter = GFXTextureFilterAnisotropic;
  221. result.samplers[i].maxAnisotropy = maxAnisotropy;
  222. }
  223. else
  224. {
  225. result.samplers[i].minFilter = GFXTextureFilterLinear;
  226. result.samplers[i].magFilter = GFXTextureFilterLinear;
  227. }
  228. break;
  229. }
  230. case Material::Cube:
  231. case Material::SGCube:
  232. case Material::NormalizeCube:
  233. {
  234. result.samplers[i].addressModeU = GFXAddressClamp;
  235. result.samplers[i].addressModeV = GFXAddressClamp;
  236. result.samplers[i].addressModeW = GFXAddressClamp;
  237. break;
  238. }
  239. case Material::TexTarget:
  240. {
  241. texTarget = mPasses[0]->mTexSlot[i].texTarget;
  242. if ( texTarget )
  243. texTarget->setupSamplerState( &result.samplers[i] );
  244. break;
  245. }
  246. }
  247. }
  248. // The prepass will take care of writing to the
  249. // zbuffer, so we don't have to by default.
  250. // The prepass can't write to the backbuffer's zbuffer in OpenGL.
  251. if ( MATMGR->getPrePassEnabled() &&
  252. !GFX->getAdapterType() == OpenGL &&
  253. !mFeatures.hasFeature(MFT_ForwardShading))
  254. result.setZReadWrite( result.zEnable, false );
  255. result.addDesc(mUserDefined);
  256. }
  257. /// Creates the default state blocks for a list of render states
  258. void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
  259. {
  260. GFXStateBlockDesc stateTranslucent;
  261. GFXStateBlockDesc stateGlow;
  262. GFXStateBlockDesc stateReflect;
  263. GFXStateBlockDesc statePass;
  264. _initStateBlockTemplates( stateTranslucent, stateGlow, stateReflect );
  265. _initPassStateBlock( rpd, statePass );
  266. // Ok, we've got our templates set up, let's combine them together based on state and
  267. // create our state blocks.
  268. for (U32 i = 0; i < RenderPassData::STATE_MAX; i++)
  269. {
  270. GFXStateBlockDesc stateFinal;
  271. if (i & RenderPassData::STATE_REFLECT)
  272. stateFinal.addDesc(stateReflect);
  273. if (i & RenderPassData::STATE_TRANSLUCENT)
  274. stateFinal.addDesc(stateTranslucent);
  275. if (i & RenderPassData::STATE_GLOW)
  276. stateFinal.addDesc(stateGlow);
  277. stateFinal.addDesc(statePass);
  278. if (i & RenderPassData::STATE_WIREFRAME)
  279. stateFinal.fillMode = GFXFillWireframe;
  280. GFXStateBlockRef sb = GFX->createStateBlock(stateFinal);
  281. rpd->mRenderStates[i] = sb;
  282. }
  283. }
  284. U32 ProcessedMaterial::_getRenderStateIndex( const SceneRenderState *sceneState,
  285. const SceneData &sgData )
  286. {
  287. // Based on what the state of the world is, get our render state block
  288. U32 currState = 0;
  289. // NOTE: We should only use per-material or per-pass hints to
  290. // change the render state. This is importaint because we
  291. // only change the state blocks between material passes.
  292. //
  293. // For example sgData.visibility would be bad to use
  294. // in here without changing how RenderMeshMgr works.
  295. if ( sgData.binType == SceneData::GlowBin )
  296. currState |= RenderPassData::STATE_GLOW;
  297. if ( sceneState && sceneState->isReflectPass() )
  298. currState |= RenderPassData::STATE_REFLECT;
  299. if ( sgData.binType != SceneData::PrePassBin &&
  300. mMaterial->isTranslucent() )
  301. currState |= RenderPassData::STATE_TRANSLUCENT;
  302. if ( sgData.wireframe )
  303. currState |= RenderPassData::STATE_WIREFRAME;
  304. return currState;
  305. }
  306. void ProcessedMaterial::_setRenderState( const SceneRenderState *state,
  307. const SceneData& sgData,
  308. U32 pass )
  309. {
  310. // Make sure we have the pass
  311. if ( pass >= mPasses.size() )
  312. return;
  313. U32 currState = _getRenderStateIndex( state, sgData );
  314. GFX->setStateBlock(mPasses[pass]->mRenderStates[currState]);
  315. }
  316. void ProcessedMaterial::_setStageData()
  317. {
  318. // Only do this once
  319. if ( mHasSetStageData )
  320. return;
  321. mHasSetStageData = true;
  322. U32 i;
  323. // Load up all the textures for every possible stage
  324. for( i=0; i<Material::MAX_STAGES; i++ )
  325. {
  326. // DiffuseMap
  327. if( mMaterial->mDiffuseMapFilename[i].isNotEmpty() )
  328. {
  329. mStages[i].setTex( MFT_DiffuseMap, _createTexture( mMaterial->mDiffuseMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  330. if (!mStages[i].getTex( MFT_DiffuseMap ))
  331. {
  332. mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapFilename[i]).c_str(), i);
  333. // Load a debug texture to make it clear to the user
  334. // that the texture for this stage was missing.
  335. mStages[i].setTex( MFT_DiffuseMap, _createTexture( "core/art/missingTexture", &GFXDefaultStaticDiffuseProfile ) );
  336. }
  337. }
  338. // OverlayMap
  339. if( mMaterial->mOverlayMapFilename[i].isNotEmpty() )
  340. {
  341. mStages[i].setTex( MFT_OverlayMap, _createTexture( mMaterial->mOverlayMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  342. if(!mStages[i].getTex( MFT_OverlayMap ))
  343. mMaterial->logError("Failed to load overlay map %s for stage %i", _getTexturePath(mMaterial->mOverlayMapFilename[i]).c_str(), i);
  344. }
  345. // LightMap
  346. if( mMaterial->mLightMapFilename[i].isNotEmpty() )
  347. {
  348. mStages[i].setTex( MFT_LightMap, _createTexture( mMaterial->mLightMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  349. if(!mStages[i].getTex( MFT_LightMap ))
  350. mMaterial->logError("Failed to load light map %s for stage %i", _getTexturePath(mMaterial->mLightMapFilename[i]).c_str(), i);
  351. }
  352. // ToneMap
  353. if( mMaterial->mToneMapFilename[i].isNotEmpty() )
  354. {
  355. mStages[i].setTex( MFT_ToneMap, _createTexture( mMaterial->mToneMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  356. if(!mStages[i].getTex( MFT_ToneMap ))
  357. mMaterial->logError("Failed to load tone map %s for stage %i", _getTexturePath(mMaterial->mToneMapFilename[i]).c_str(), i);
  358. }
  359. // DetailMap
  360. if( mMaterial->mDetailMapFilename[i].isNotEmpty() )
  361. {
  362. mStages[i].setTex( MFT_DetailMap, _createTexture( mMaterial->mDetailMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  363. if(!mStages[i].getTex( MFT_DetailMap ))
  364. mMaterial->logError("Failed to load detail map %s for stage %i", _getTexturePath(mMaterial->mDetailMapFilename[i]).c_str(), i);
  365. }
  366. // NormalMap
  367. if( mMaterial->mNormalMapFilename[i].isNotEmpty() )
  368. {
  369. mStages[i].setTex( MFT_NormalMap, _createTexture( mMaterial->mNormalMapFilename[i], &GFXDefaultStaticNormalMapProfile ) );
  370. if(!mStages[i].getTex( MFT_NormalMap ))
  371. mMaterial->logError("Failed to load normal map %s for stage %i", _getTexturePath(mMaterial->mNormalMapFilename[i]).c_str(), i);
  372. }
  373. // Detail Normal Map
  374. if( mMaterial->mDetailNormalMapFilename[i].isNotEmpty() )
  375. {
  376. mStages[i].setTex( MFT_DetailNormalMap, _createTexture( mMaterial->mDetailNormalMapFilename[i], &GFXDefaultStaticNormalMapProfile ) );
  377. if(!mStages[i].getTex( MFT_DetailNormalMap ))
  378. mMaterial->logError("Failed to load normal map %s for stage %i", _getTexturePath(mMaterial->mDetailNormalMapFilename[i]).c_str(), i);
  379. }
  380. // SpecularMap
  381. if( mMaterial->mSpecularMapFilename[i].isNotEmpty() )
  382. {
  383. mStages[i].setTex( MFT_SpecularMap, _createTexture( mMaterial->mSpecularMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  384. if(!mStages[i].getTex( MFT_SpecularMap ))
  385. mMaterial->logError("Failed to load specular map %s for stage %i", _getTexturePath(mMaterial->mSpecularMapFilename[i]).c_str(), i);
  386. }
  387. // EnironmentMap
  388. if( mMaterial->mEnvMapFilename[i].isNotEmpty() )
  389. {
  390. mStages[i].setTex( MFT_EnvMap, _createTexture( mMaterial->mEnvMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  391. if(!mStages[i].getTex( MFT_EnvMap ))
  392. mMaterial->logError("Failed to load environment map %s for stage %i", _getTexturePath(mMaterial->mEnvMapFilename[i]).c_str(), i);
  393. }
  394. }
  395. mMaterial->mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mMaterial->mCubemapName ));
  396. if( !mMaterial->mCubemapData )
  397. mMaterial->mCubemapData = NULL;
  398. // If we have a cubemap put it on stage 0 (cubemaps only supported on stage 0)
  399. if( mMaterial->mCubemapData )
  400. {
  401. mMaterial->mCubemapData->createMap();
  402. mStages[0].setCubemap( mMaterial->mCubemapData->mCubemap );
  403. if ( !mStages[0].getCubemap() )
  404. mMaterial->logError("Failed to load cubemap");
  405. }
  406. }