processedShaderMaterial.cpp 52 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/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. #include "renderInstance/renderProbeMgr.h"
  42. #include "ts/tsRenderState.h"
  43. // We need to include customMaterialDefinition for ShaderConstHandles::init
  44. #include "materials/customMaterialDefinition.h"
  45. #include "gui/controls/guiTreeViewCtrl.h"
  46. #include "ts/tsShape.h"
  47. ///
  48. /// ShaderConstHandles
  49. ///
  50. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
  51. {
  52. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  53. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  54. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  55. mORMConfigSC = shader->getShaderConstHandle(ShaderGenVars::ormConfig);
  56. mRoughnessSC = shader->getShaderConstHandle(ShaderGenVars::roughness);
  57. mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
  58. mGlowMulSC = shader->getShaderConstHandle(ShaderGenVars::glowMul);
  59. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  60. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  61. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  62. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  63. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  64. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  65. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  66. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  67. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  68. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  69. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  70. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  71. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  72. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  73. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  74. mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
  75. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  76. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  77. mInvCameraTransSC = shader->getShaderConstHandle(ShaderGenVars::invCameraTrans);
  78. mCameraToScreenSC = shader->getShaderConstHandle(ShaderGenVars::cameraToScreen);
  79. mScreenToCameraSC = shader->getShaderConstHandle(ShaderGenVars::screenToCamera);
  80. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  81. mCubeMipsSC = shader->getShaderConstHandle(ShaderGenVars::cubeMips);
  82. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  83. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  84. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  85. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  86. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  87. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  88. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  89. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  90. mDampnessSC = shader->getShaderConstHandle(ShaderGenVars::dampness);
  91. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  92. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  93. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  94. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  95. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  96. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  97. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  98. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  99. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  100. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  101. // MFT_ImposterVert
  102. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  103. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  104. for (S32 i = 0; i < GFX_TEXTURE_STAGE_COUNT; ++i)
  105. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  106. // MFT_HardwareSkinning
  107. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  108. // Clear any existing texture handles.
  109. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  110. if(mat)
  111. {
  112. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  113. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  114. }
  115. // Deferred Shading
  116. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  117. }
  118. ///
  119. /// ShaderRenderPassData
  120. ///
  121. void ShaderRenderPassData::reset()
  122. {
  123. Parent::reset();
  124. shader = NULL;
  125. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  126. delete featureShaderHandles[i];
  127. featureShaderHandles.clear();
  128. }
  129. String ShaderRenderPassData::describeSelf() const
  130. {
  131. // First write the shader identification.
  132. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  133. // Let the parent get the rest.
  134. desc += Parent::describeSelf();
  135. return desc;
  136. }
  137. ///
  138. /// ProcessedShaderMaterial
  139. ///
  140. ProcessedShaderMaterial::ProcessedShaderMaterial()
  141. : mDefaultParameters( NULL ),
  142. mInstancingState( NULL )
  143. {
  144. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  145. VECTOR_SET_ASSOCIATION( mParameterHandles );
  146. }
  147. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  148. : mDefaultParameters( NULL ),
  149. mInstancingState( NULL )
  150. {
  151. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  152. VECTOR_SET_ASSOCIATION( mParameterHandles );
  153. mMaterial = &mat;
  154. }
  155. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  156. {
  157. SAFE_DELETE(mInstancingState);
  158. SAFE_DELETE(mDefaultParameters);
  159. for (U32 i = 0; i < mParameterHandles.size(); i++)
  160. SAFE_DELETE(mParameterHandles[i]);
  161. }
  162. //
  163. // Material init
  164. //
  165. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  166. const GFXVertexFormat *vertexFormat,
  167. const MatFeaturesDelegate &featuresDelegate )
  168. {
  169. // Load our textures
  170. _setStageData();
  171. // Determine how many stages we use
  172. mMaxStages = getNumStages();
  173. mVertexFormat = vertexFormat;
  174. mFeatures.clear();
  175. mStateHint.clear();
  176. SAFE_DELETE(mInstancingState);
  177. for( U32 i=0; i<mMaxStages; i++ )
  178. {
  179. MaterialFeatureData fd;
  180. // Determine the features of this stage
  181. _determineFeatures( i, fd, features );
  182. // Let the delegate poke at the features.
  183. if ( featuresDelegate )
  184. featuresDelegate( this, i, fd, features );
  185. // Create the passes for this stage
  186. if ( fd.features.isNotEmpty() )
  187. if( !_createPasses( fd, i, features ) )
  188. return false;
  189. }
  190. _initRenderPassDataStateBlocks();
  191. _initMaterialParameters();
  192. mDefaultParameters = allocMaterialParameters();
  193. setMaterialParameters( mDefaultParameters, 0 );
  194. mStateHint.init( this );
  195. // Enable instancing if we have it.
  196. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  197. {
  198. mInstancingState = new InstancingState();
  199. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  200. }
  201. if (mMaterial && mMaterial->mDiffuseMapName[0] != StringTable->EmptyString() && String(mMaterial->mDiffuseMapName[0]).startsWith("#"))
  202. {
  203. String texTargetBufferName = String(mMaterial->mDiffuseMapName[0]).substr(1, (U32)strlen(mMaterial->mDiffuseMapName[0]) - 1);
  204. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  205. RenderPassData* rpd = getPass(0);
  206. if (rpd)
  207. {
  208. rpd->mTexSlot[0].texTarget = texTarget;
  209. rpd->mTexType[0] = Material::TexTarget;
  210. rpd->mSamplerNames[0] = "diffuseMap";
  211. }
  212. }
  213. return true;
  214. }
  215. U32 ProcessedShaderMaterial::getNumStages()
  216. {
  217. // Loops through all stages to determine how many
  218. // stages we actually use.
  219. //
  220. // The first stage is always active else we shouldn't be
  221. // creating the material to begin with.
  222. U32 numStages = 1;
  223. U32 i;
  224. for( i=1; i<Material::MAX_STAGES; i++ )
  225. {
  226. // Assume stage is inactive
  227. bool stageActive = false;
  228. // Cubemaps only on first stage
  229. if( i == 0 )
  230. {
  231. // If we have a cubemap the stage is active
  232. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  233. {
  234. numStages++;
  235. continue;
  236. }
  237. }
  238. // If we have a texture for the a feature the
  239. // stage is active.
  240. if ( mStages[i].hasValidTex() )
  241. stageActive = true;
  242. // If this stage has diffuse color, it's active
  243. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  244. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  245. stageActive = true;
  246. // If we have a Material that is vertex lit
  247. // then it may not have a texture
  248. if( mMaterial->mVertLit[i] )
  249. stageActive = true;
  250. // Increment the number of active stages
  251. numStages += stageActive;
  252. }
  253. return numStages;
  254. }
  255. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  256. MaterialFeatureData &fd,
  257. const FeatureSet &features )
  258. {
  259. if (GFX->getAdapterType() == NullDevice) return;
  260. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  261. const F32 shaderVersion = GFX->getPixelShaderVersion();
  262. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  263. bool lastStage = stageNum == (mMaxStages-1);
  264. // First we add all the features which the
  265. // material has defined.
  266. if (mMaterial->mInvertRoughness[stageNum])
  267. fd.features.addFeature(MFT_InvertRoughness);
  268. if ( mMaterial->isTranslucent() )
  269. {
  270. // Note: This is for decal blending into the deferred
  271. // for AL... it probably needs to be made clearer.
  272. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  273. mMaterial->mTranslucentZWrite )
  274. fd.features.addFeature( MFT_IsTranslucentZWrite );
  275. else
  276. {
  277. fd.features.addFeature( MFT_IsTranslucent );
  278. fd.features.addFeature( MFT_ForwardShading );
  279. }
  280. }
  281. // TODO: This sort of sucks... BL should somehow force this
  282. // feature on from the outside and not this way.
  283. if (String::compare(LIGHTMGR->getId(), "BLM") == 0)
  284. {
  285. fd.features.addFeature(MFT_ForwardShading);
  286. fd.features.addFeature(MFT_ReflectionProbes);
  287. }
  288. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  289. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  290. /*if ( mMaterial->isDoubleSided() )
  291. {
  292. fd.features.addFeature( MFT_InterlacedDeferred );
  293. }*/
  294. // Allow instancing if it was requested and the card supports
  295. // SM 3.0 or above.
  296. //
  297. // We also disable instancing for non-single pass materials
  298. // and glowing materials because its untested/unimplemented.
  299. //
  300. if ( features.hasFeature( MFT_UseInstancing ) &&
  301. mMaxStages == 1 &&
  302. !mMaterial->mGlow[0] &&
  303. shaderVersion >= 3.0f )
  304. fd.features.addFeature( MFT_UseInstancing );
  305. if ( mMaterial->mAlphaTest )
  306. fd.features.addFeature( MFT_AlphaTest );
  307. if (mMaterial->isTranslucent())
  308. {
  309. fd.features.addFeature(MFT_RTLighting);
  310. fd.features.addFeature(MFT_ReflectionProbes);
  311. }
  312. if ( mMaterial->mAnimFlags[stageNum] )
  313. fd.features.addFeature( MFT_TexAnim );
  314. if ( mMaterial->mVertLit[stageNum] )
  315. fd.features.addFeature( MFT_VertLit );
  316. // cubemaps only available on stage 0 for now - bramage
  317. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  318. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  319. mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
  320. {
  321. fd.features.addFeature( MFT_CubeMap );
  322. }
  323. fd.features.addFeature( MFT_Visibility );
  324. if ( lastStage &&
  325. ( !gClientSceneGraph->usePostEffectFog() ||
  326. fd.features.hasFeature( MFT_IsTranslucent ) ||
  327. fd.features.hasFeature( MFT_ForwardShading )) )
  328. fd.features.addFeature( MFT_Fog );
  329. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  330. fd.features.addFeature( MFT_MinnaertShading );
  331. if ( mMaterial->mSubSurface[stageNum] )
  332. fd.features.addFeature( MFT_SubSurface );
  333. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  334. {
  335. fd.features.addFeature( MFT_DiffuseMapAtlas );
  336. if ( mMaterial->mNormalMapAtlas )
  337. fd.features.addFeature( MFT_NormalMapAtlas );
  338. }
  339. if (!fd.features.hasFeature(MFT_ForwardShading))
  340. {
  341. fd.features.removeFeature(MFT_DebugViz);
  342. }
  343. // Grab other features like normal maps, base texture, etc.
  344. FeatureSet mergeFeatures;
  345. mStages[stageNum].getFeatureSet( &mergeFeatures );
  346. fd.features.merge( mergeFeatures );
  347. if ( fd.features[ MFT_NormalMap ] )
  348. {
  349. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  350. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  351. fd.features.addFeature( MFT_IsBC3nm );
  352. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  353. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  354. fd.features.addFeature( MFT_IsBC5nm );
  355. }
  356. // Now for some more advanced features that we
  357. // cannot do on SM 2.0 and below.
  358. if ( shaderVersion > 2.0f )
  359. {
  360. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  361. fd.features[ MFT_NormalMap ] )
  362. fd.features.addFeature( MFT_Parallax );
  363. }
  364. // Deferred Shading : PBR Config
  365. if (mStages[stageNum].getTex(MFT_OrmMap))
  366. {
  367. fd.features.addFeature(MFT_OrmMap);
  368. }
  369. else
  370. fd.features.addFeature(MFT_ORMConfigVars);
  371. // Deferred Shading : Material Info Flags
  372. fd.features.addFeature(MFT_MatInfoFlags);
  373. if (features.hasFeature(MFT_isBackground))
  374. {
  375. fd.features.addFeature(MFT_isBackground);
  376. }
  377. if (features.hasFeature(MFT_SkyBox))
  378. {
  379. fd.features.addFeature(MFT_StaticCubemap);
  380. fd.features.addFeature(MFT_CubeMap);
  381. fd.features.addFeature(MFT_SkyBox);
  382. fd.features.removeFeature(MFT_ReflectionProbes);
  383. fd.features.removeFeature(MFT_ORMConfigVars);
  384. fd.features.removeFeature(MFT_MatInfoFlags);
  385. }
  386. if ( mMaterial->mAccuEnabled[stageNum] )
  387. {
  388. mHasAccumulation = true;
  389. }
  390. // we need both diffuse and normal maps + sm3 to have an accu map
  391. if( fd.features[ MFT_AccuMap ] &&
  392. ( !fd.features[ MFT_DiffuseMap ] ||
  393. !fd.features[ MFT_NormalMap ] ||
  394. GFX->getPixelShaderVersion() < 3.0f ) ) {
  395. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  396. fd.features.removeFeature( MFT_AccuMap );
  397. mHasAccumulation = false;
  398. }
  399. // Without a base texture use the diffuse color
  400. // feature to ensure some sort of output.
  401. if (!fd.features[MFT_DiffuseMap])
  402. {
  403. fd.features.addFeature( MFT_DiffuseColor );
  404. // No texture coords... no overlay.
  405. fd.features.removeFeature( MFT_OverlayMap );
  406. }
  407. // If we have a diffuse map and the alpha on the diffuse isn't
  408. // zero and the color isn't pure white then multiply the color.
  409. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  410. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  411. fd.features.addFeature( MFT_DiffuseColor );
  412. // If lightmaps or tonemaps are enabled or we
  413. // don't have a second UV set then we cannot
  414. // use the overlay texture.
  415. if ( fd.features[MFT_LightMap] ||
  416. fd.features[MFT_ToneMap] ||
  417. mVertexFormat->getTexCoordCount() < 2 )
  418. fd.features.removeFeature( MFT_OverlayMap );
  419. // If tonemaps are enabled don't use lightmap
  420. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  421. fd.features.removeFeature( MFT_LightMap );
  422. // Don't allow tonemaps if we don't have a second UV set
  423. if ( mVertexFormat->getTexCoordCount() < 2 )
  424. fd.features.removeFeature( MFT_ToneMap );
  425. // Always add the HDR output feature.
  426. //
  427. // It will be filtered out if it was disabled
  428. // for this material creation below.
  429. //
  430. // Also the shader code will evaluate to a nop
  431. // if HDR is not enabled in the scene.
  432. //
  433. fd.features.addFeature( MFT_HDROut );
  434. fd.features.addFeature(MFT_DebugViz);
  435. // If vertex color is enabled on the material's stage and
  436. // color is present in vertex format, add diffuse vertex
  437. // color feature.
  438. if ( mMaterial->mVertColor[ stageNum ] &&
  439. mVertexFormat->hasColor() )
  440. fd.features.addFeature( MFT_DiffuseVertColor );
  441. // Allow features to add themselves.
  442. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  443. {
  444. const FeatureInfo &info = FEATUREMGR->getAt( i );
  445. info.feature->determineFeature( mMaterial,
  446. mVertexFormat,
  447. stageNum,
  448. *info.type,
  449. features,
  450. &fd );
  451. }
  452. // Need to add the Hardware Skinning feature if its used
  453. if ( features.hasFeature( MFT_HardwareSkinning ) )
  454. {
  455. fd.features.addFeature( MFT_HardwareSkinning );
  456. }
  457. // Now disable any features that were
  458. // not part of the input feature handle.
  459. fd.features.filter( features );
  460. }
  461. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  462. {
  463. // Creates passes for the given stage
  464. ShaderRenderPassData passData;
  465. U32 texIndex = 0;
  466. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  467. {
  468. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  469. if ( !stageFeatures.features.hasFeature( *info.type ) )
  470. continue;
  471. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  472. // adds pass if blend op changes for feature
  473. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  474. // Add pass if num tex reg is going to be too high
  475. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  476. {
  477. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  478. return false;
  479. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  480. }
  481. passData.mNumTexReg += numTexReg;
  482. passData.mFeatureData.features.addFeature( *info.type );
  483. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  484. U32 oldTexNumber = texIndex;
  485. #endif
  486. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  487. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  488. if(oldTexNumber != texIndex)
  489. {
  490. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  491. {
  492. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  493. }
  494. }
  495. #endif
  496. // Add pass if tex units are maxed out
  497. if( texIndex > GFX->getNumSamplers() )
  498. {
  499. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  500. return false;
  501. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  502. }
  503. }
  504. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  505. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  506. {
  507. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  508. }
  509. #endif
  510. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  511. if ( passFeatures.isNotEmpty() )
  512. {
  513. mFeatures.merge( passFeatures );
  514. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  515. {
  516. mFeatures.clear();
  517. return false;
  518. }
  519. }
  520. return true;
  521. }
  522. void ProcessedShaderMaterial::_initMaterialParameters()
  523. {
  524. // Cleanup anything left first.
  525. SAFE_DELETE( mDefaultParameters );
  526. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  527. SAFE_DELETE( mParameterHandles[i] );
  528. // Gather the shaders as they all need to be
  529. // passed to the ShaderMaterialParameterHandles.
  530. Vector<GFXShader*> shaders;
  531. shaders.setSize( mPasses.size() );
  532. for ( U32 i = 0; i < mPasses.size(); i++ )
  533. shaders[i] = _getRPD(i)->shader;
  534. // Run through each shader and prepare its constants.
  535. for ( U32 i = 0; i < mPasses.size(); i++ )
  536. {
  537. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  538. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  539. for ( ; p != desc.end(); p++ )
  540. {
  541. // Add this to our list of shader constants
  542. GFXShaderConstDesc d(*p);
  543. mShaderConstDesc.push_back(d);
  544. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  545. mParameterHandles.push_back(smph);
  546. }
  547. }
  548. }
  549. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  550. U32 &texIndex,
  551. MaterialFeatureData &fd,
  552. U32 stageNum,
  553. const FeatureSet &features )
  554. {
  555. // Set number of textures, stage, glow, etc.
  556. rpd.mNumTex = texIndex;
  557. rpd.mStageNum = stageNum;
  558. rpd.mGlow |= mMaterial->mGlow[stageNum];
  559. // Copy over features
  560. rpd.mFeatureData.materialFeatures = fd.features;
  561. Vector<String> samplers;
  562. samplers.setSize(Material::MAX_TEX_PER_PASS);
  563. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  564. {
  565. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  566. }
  567. // Generate shader
  568. GFXShader::setLogging( true, true );
  569. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  570. if( !rpd.shader )
  571. return false;
  572. rpd.shaderHandles.init( rpd.shader );
  573. // If a pass glows, we glow
  574. if( rpd.mGlow )
  575. mHasGlow = true;
  576. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  577. mPasses.push_back( newPass );
  578. //initSamplerHandles
  579. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  580. AssertFatal(handles,"");
  581. for(int i = 0; i < rpd.mNumTex; i++)
  582. {
  583. if(rpd.mSamplerNames[i].isEmpty())
  584. {
  585. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  586. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  587. continue;
  588. }
  589. String samplerName = rpd.mSamplerNames[i];
  590. if( !samplerName.startsWith("$"))
  591. samplerName.insert(0, "$");
  592. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  593. handles->mTexHandlesSC[i] = handle;
  594. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  595. AssertFatal( handle,"");
  596. }
  597. // Give each active feature a chance to create specialized shader consts.
  598. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  599. {
  600. const FeatureInfo &info = FEATUREMGR->getAt( i );
  601. if ( !fd.features.hasFeature( *info.type ) )
  602. continue;
  603. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  604. if ( fh )
  605. newPass->featureShaderHandles.push_back( fh );
  606. }
  607. rpd.reset();
  608. texIndex = 0;
  609. return true;
  610. }
  611. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  612. ShaderRenderPassData &passData,
  613. U32 &texIndex,
  614. MaterialFeatureData &stageFeatures,
  615. U32 stageNum,
  616. const FeatureSet &features )
  617. {
  618. if( sf->getBlendOp() == Material::None )
  619. {
  620. return;
  621. }
  622. // set up the current blend operation for multi-pass materials
  623. if( mPasses.size() > 0)
  624. {
  625. // If passData.numTexReg is 0, this is a brand new pass, so set the
  626. // blend operation to the first feature.
  627. if( passData.mNumTexReg == 0 )
  628. {
  629. passData.mBlendOp = sf->getBlendOp();
  630. }
  631. else
  632. {
  633. // numTegReg is more than zero, if this feature
  634. // doesn't have the same blend operation, then
  635. // we need to create yet another pass
  636. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  637. {
  638. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  639. passData.mBlendOp = sf->getBlendOp();
  640. }
  641. }
  642. }
  643. }
  644. //
  645. // Runtime / rendering
  646. //
  647. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  648. {
  649. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  650. // Make sure we have the pass
  651. if(pass >= mPasses.size())
  652. {
  653. // If we were rendering instanced data tell
  654. // the device to reset that vb stream.
  655. if ( mInstancingState )
  656. GFX->setVertexBuffer( NULL, 1 );
  657. return false;
  658. }
  659. _setRenderState( state, sgData, pass );
  660. // Set shaders
  661. ShaderRenderPassData* rpd = _getRPD(pass);
  662. if( rpd->shader )
  663. {
  664. GFX->setShader( rpd->shader );
  665. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  666. _setShaderConstants(state, sgData, pass);
  667. // If we're instancing then do the initial step to get
  668. // set the vb pointer to the const buffer.
  669. if ( mInstancingState )
  670. stepInstance();
  671. }
  672. else
  673. {
  674. GFX->setupGenericShaders();
  675. GFX->setShaderConstBuffer(NULL);
  676. }
  677. // Set our textures
  678. setTextureStages( state, sgData, pass );
  679. _setTextureTransforms(pass);
  680. return true;
  681. }
  682. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  683. {
  684. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  685. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  686. AssertFatal(handles,"");
  687. // Set all of the textures we need to render the give pass.
  688. #ifdef TORQUE_DEBUG
  689. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  690. #endif
  691. RenderPassData *rpd = mPasses[pass];
  692. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  693. NamedTexTarget *texTarget;
  694. GFXTextureObject *texObject;
  695. for( U32 i=0; i<rpd->mNumTex; i++ )
  696. {
  697. U32 currTexFlag = rpd->mTexType[i];
  698. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  699. {
  700. switch( currTexFlag )
  701. {
  702. // If the flag is unset then assume its just
  703. // a regular texture to set... nothing special.
  704. case 0:
  705. default:
  706. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  707. break;
  708. case Material::NormalizeCube:
  709. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  710. break;
  711. case Material::Lightmap:
  712. GFX->setTexture( i, sgData.lightmap );
  713. break;
  714. case Material::ToneMapTex:
  715. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  716. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  717. break;
  718. case Material::Cube:
  719. GFX->setCubeTexture( i, rpd->mCubeMap );
  720. break;
  721. case Material::SGCube:
  722. GFX->setCubeTexture( i, sgData.cubemap );
  723. break;
  724. case Material::BackBuff:
  725. GFX->setTexture( i, sgData.backBuffTex );
  726. break;
  727. case Material::AccuMap:
  728. if ( sgData.accuTex )
  729. GFX->setTexture( i, sgData.accuTex );
  730. else
  731. GFX->setTexture( i, GFXTexHandle::ZERO );
  732. break;
  733. case Material::TexTarget:
  734. {
  735. texTarget = rpd->mTexSlot[i].texTarget;
  736. if ( !texTarget )
  737. {
  738. GFX->setTexture( i, NULL );
  739. break;
  740. }
  741. texObject = texTarget->getTexture();
  742. // If no texture is available then map the default 2x2
  743. // black texture to it. This at least will ensure that
  744. // we get consistant behavior across GPUs and platforms.
  745. if ( !texObject )
  746. texObject = GFXTexHandle::ZERO;
  747. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  748. {
  749. const Point3I &targetSz = texObject->getSize();
  750. const RectI &targetVp = texTarget->getViewport();
  751. Point4F rtParams;
  752. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  753. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  754. }
  755. GFX->setTexture( i, texObject );
  756. break;
  757. }
  758. }
  759. }
  760. }
  761. }
  762. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  763. {
  764. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  765. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  766. if (handles->mTexMatSC->isValid())
  767. {
  768. MatrixF texMat( true );
  769. mMaterial->updateTimeBasedParams();
  770. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  771. // handle scroll anim type
  772. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  773. {
  774. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  775. {
  776. Point3F scrollOffset;
  777. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  778. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  779. scrollOffset.z = 1.0;
  780. texMat.setColumn( 3, scrollOffset );
  781. }
  782. else
  783. {
  784. Point3F offset( mMaterial->mScrollOffset[pass].x,
  785. mMaterial->mScrollOffset[pass].y,
  786. 1.0 );
  787. texMat.setColumn( 3, offset );
  788. }
  789. }
  790. // handle rotation
  791. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  792. {
  793. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  794. {
  795. F32 rotPos = waveOffset * M_2PI;
  796. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  797. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  798. MatrixF test( true );
  799. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  800. mMaterial->mRotPivotOffset[pass].y,
  801. 0.0 ) );
  802. texMat.mul( test );
  803. }
  804. else
  805. {
  806. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  807. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  808. MatrixF test( true );
  809. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  810. mMaterial->mRotPivotOffset[pass].y,
  811. 0.0 ) );
  812. texMat.mul( test );
  813. }
  814. }
  815. // Handle scale + wave offset
  816. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  817. mMaterial->mAnimFlags[pass] & Material::Wave )
  818. {
  819. F32 wOffset = fabs( waveOffset );
  820. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  821. MatrixF temp( true );
  822. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  823. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  824. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  825. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  826. texMat.mul( temp );
  827. }
  828. // handle sequence
  829. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  830. {
  831. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  832. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  833. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  834. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  835. Point3F texOffset = texMat.getPosition();
  836. texOffset.x += offset;
  837. texMat.setPosition( texOffset );
  838. }
  839. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  840. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  841. }
  842. }
  843. //--------------------------------------------------------------------------
  844. // Get wave offset for texture animations using a wave transform
  845. //--------------------------------------------------------------------------
  846. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  847. {
  848. switch( mMaterial->mWaveType[stage] )
  849. {
  850. case Material::Sin:
  851. {
  852. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  853. break;
  854. }
  855. case Material::Triangle:
  856. {
  857. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  858. if( frac > 0.0 && frac <= 0.25 )
  859. {
  860. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  861. }
  862. if( frac > 0.25 && frac <= 0.5 )
  863. {
  864. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  865. }
  866. if( frac > 0.5 && frac <= 0.75 )
  867. {
  868. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  869. }
  870. if( frac > 0.75 && frac <= 1.0 )
  871. {
  872. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  873. }
  874. break;
  875. }
  876. case Material::Square:
  877. {
  878. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  879. if( frac > 0.0 && frac <= 0.5 )
  880. {
  881. return 0.0;
  882. }
  883. else
  884. {
  885. return mMaterial->mWaveAmp[stage];
  886. }
  887. break;
  888. }
  889. }
  890. return 0.0;
  891. }
  892. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  893. {
  894. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  895. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  896. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  897. U32 stageNum = getStageFromPass(pass);
  898. // First we do all the constants which are not
  899. // controlled via the material... we have to
  900. // set these all the time as they could change.
  901. if ( handles->mFogDataSC->isValid() )
  902. {
  903. Point3F fogData;
  904. fogData.x = sgData.fogDensity;
  905. fogData.y = sgData.fogDensityOffset;
  906. fogData.z = sgData.fogHeightFalloff;
  907. shaderConsts->set( handles->mFogDataSC, fogData );
  908. }
  909. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  910. if( handles->mOneOverFarplane->isValid() )
  911. {
  912. const F32 &invfp = 1.0f / state->getFarPlane();
  913. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  914. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  915. }
  916. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  917. shaderConsts->setSafe(handles->mDampnessSC, MATMGR->getDampnessClamped());
  918. // If the shader constants have not been lost then
  919. // they contain the content from a previous render pass.
  920. //
  921. // In this case we can skip updating the material constants
  922. // which do not change frame to frame.
  923. //
  924. // NOTE: This assumes we're not animating material parameters
  925. // in a way that doesn't cause a shader reload... this isn't
  926. // being done now, but it could change in the future.
  927. //
  928. if ( !shaderConsts->wasLost() )
  929. return;
  930. shaderConsts->setSafe(handles->mRoughnessSC, mMaterial->mRoughness[stageNum]);
  931. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  932. shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
  933. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  934. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  935. if ( handles->mSubSurfaceParamsSC->isValid() )
  936. {
  937. Point4F subSurfParams;
  938. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  939. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  940. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  941. }
  942. if ( handles->mRTSizeSC->isValid() )
  943. {
  944. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  945. Point2F pixelShaderConstantData;
  946. pixelShaderConstantData.x = resolution.x;
  947. pixelShaderConstantData.y = resolution.y;
  948. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  949. }
  950. if ( handles->mOneOverRTSizeSC->isValid() )
  951. {
  952. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  953. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  954. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  955. }
  956. // set detail scale
  957. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  958. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  959. // MFT_ImposterVert
  960. if ( handles->mImposterUVs->isValid() )
  961. {
  962. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  963. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  964. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  965. }
  966. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  967. // Diffuse
  968. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  969. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  970. if(handles->mDiffuseAtlasParamsSC)
  971. {
  972. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  973. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  974. mMaterial->mCellSize[stageNum], // tile size in pixels
  975. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  976. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  977. }
  978. if(handles->mBumpAtlasParamsSC)
  979. {
  980. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  981. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  982. mMaterial->mCellSize[stageNum], // tile size in pixels
  983. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  984. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  985. }
  986. if(handles->mDiffuseAtlasTileSC)
  987. {
  988. // Sanity check the wrap flags
  989. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  990. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  991. mMaterial->mCellIndex[stageNum].y,
  992. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  993. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  994. }
  995. if(handles->mBumpAtlasTileSC)
  996. {
  997. // Sanity check the wrap flags
  998. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  999. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1000. mMaterial->mCellIndex[stageNum].y,
  1001. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1002. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1003. }
  1004. // Deferred Shading: Determine Material Info Flags
  1005. S32 matInfoFlags =
  1006. (mMaterial->mReceiveShadows[stageNum] ? 1 : 0) | //ReceiveShadows
  1007. (mMaterial->mSubSurface[stageNum] ? 1 << 2 : 0)| //subsurface
  1008. (mMaterial->mIgnoreLighting[stageNum] ? 1 << 3 : 0); //IgnoreLighting
  1009. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1010. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1011. if( handles->mAccuScaleSC->isValid() )
  1012. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1013. if( handles->mAccuDirectionSC->isValid() )
  1014. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1015. if( handles->mAccuStrengthSC->isValid() )
  1016. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1017. if( handles->mAccuCoverageSC->isValid() )
  1018. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1019. if( handles->mAccuSpecularSC->isValid() )
  1020. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1021. }
  1022. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1023. {
  1024. // Only support cubemap on the first stage
  1025. if( mPasses[pass]->mStageNum > 0 )
  1026. return false;
  1027. if( mPasses[pass]->mCubeMap )
  1028. return true;
  1029. return false;
  1030. }
  1031. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1032. {
  1033. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1034. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1035. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1036. // The MatrixSet will lazily generate a matrix under the
  1037. // various 'get' methods, so inline the test for a valid
  1038. // shader constant handle to avoid that work when we can.
  1039. if ( handles->mModelViewProjSC->isValid() )
  1040. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1041. if ( handles->mObjTransSC->isValid() )
  1042. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1043. if ( handles->mWorldToObjSC->isValid() )
  1044. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1045. if ( handles->mWorldToCameraSC->isValid() )
  1046. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1047. if (handles->mCameraToWorldSC->isValid())
  1048. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1049. if ( handles->mWorldViewOnlySC->isValid() )
  1050. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1051. if ( handles->mViewToObjSC->isValid() )
  1052. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1053. if ( handles->mViewProjSC->isValid() )
  1054. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1055. if ( handles->mCubeTransSC->isValid() &&
  1056. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1057. {
  1058. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1059. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1060. }
  1061. if ( handles->m_vEyeSC->isValid() )
  1062. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1063. }
  1064. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1065. {
  1066. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1067. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1068. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1069. if ( handles->mNodeTransforms->isValid() )
  1070. {
  1071. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1072. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1073. }
  1074. }
  1075. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1076. {
  1077. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1078. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1079. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1080. for (U32 i = 0; i < shaderData.size(); i++)
  1081. {
  1082. //roll through and try setting our data!
  1083. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1084. {
  1085. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1086. {
  1087. if (handles->mCustomHandles[h].handle->isValid())
  1088. {
  1089. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1090. if (type == CustomShaderBindingData::Float)
  1091. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1092. else if (type == CustomShaderBindingData::Float2)
  1093. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1094. else if (type == CustomShaderBindingData::Float3)
  1095. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1096. else if (type == CustomShaderBindingData::Float4)
  1097. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1098. break;
  1099. }
  1100. }
  1101. }
  1102. }
  1103. }
  1104. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1105. {
  1106. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1107. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1108. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1109. // Set cubemap stuff here (it's convenient!)
  1110. const Point3F &eyePosWorld = state->getCameraPosition();
  1111. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1112. {
  1113. if (handles->mCubeEyePosSC->isValid())
  1114. {
  1115. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1116. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1117. }
  1118. }
  1119. if (sgData.cubemap)
  1120. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1121. else
  1122. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1123. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1124. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1125. if ( handles->mEyePosSC->isValid() )
  1126. {
  1127. MatrixF tempMat( *sgData.objTrans );
  1128. tempMat.inverse();
  1129. Point3F eyepos;
  1130. tempMat.mulP( eyePosWorld, &eyepos );
  1131. shaderConsts->set(handles->mEyePosSC, eyepos);
  1132. }
  1133. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1134. ShaderRenderPassData *rpd = _getRPD(pass);
  1135. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1136. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1137. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1138. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1139. }
  1140. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1141. {
  1142. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1143. // If we're not instanced then just call the parent.
  1144. if ( !mInstancingState )
  1145. {
  1146. Parent::setBuffers( vertBuffer, primBuffer );
  1147. return;
  1148. }
  1149. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1150. const S32 instCount = mInstancingState->getCount();
  1151. AssertFatal( instCount > 0,
  1152. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1153. // Nothing special here.
  1154. GFX->setPrimitiveBuffer( *primBuffer );
  1155. // Set the first stream the the normal VB and set the
  1156. // correct frequency for the number of instances to render.
  1157. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1158. // Get a volatile VB and fill it with the vertex data.
  1159. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1160. GFXVertexBufferDataHandle instVB;
  1161. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1162. U8 *dest = instVB.lock();
  1163. if(!dest) return;
  1164. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1165. instVB.unlock();
  1166. // Set the instance vb for streaming.
  1167. GFX->setVertexBuffer( instVB, 1, 1 );
  1168. // Finally set the vertex format which defines
  1169. // both of the streams.
  1170. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1171. // Done... reset the count.
  1172. mInstancingState->resetStep();
  1173. }
  1174. bool ProcessedShaderMaterial::stepInstance()
  1175. {
  1176. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1177. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1178. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1179. }
  1180. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1181. {
  1182. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1183. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1184. buffers.setSize(mPasses.size());
  1185. for (U32 i = 0; i < mPasses.size(); i++)
  1186. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1187. // smp now owns these buffers.
  1188. smp->setBuffers(mShaderConstDesc, buffers);
  1189. return smp;
  1190. }
  1191. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1192. {
  1193. // Search our list
  1194. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1195. {
  1196. if (mParameterHandles[i]->getName().equal(name))
  1197. return mParameterHandles[i];
  1198. }
  1199. // If we didn't find it, we have to add it to support shader reloading.
  1200. Vector<GFXShader*> shaders;
  1201. shaders.setSize(mPasses.size());
  1202. for (U32 i = 0; i < mPasses.size(); i++)
  1203. shaders[i] = _getRPD(i)->shader;
  1204. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1205. mParameterHandles.push_back(smph);
  1206. return smph;
  1207. }
  1208. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1209. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1210. {
  1211. if (mCurrentParams && pass < mPasses.size())
  1212. {
  1213. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1214. }
  1215. return NULL;
  1216. }
  1217. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1218. {
  1219. if (pass < mPasses.size())
  1220. {
  1221. return &_getRPD(pass)->shaderHandles;
  1222. }
  1223. return NULL;
  1224. }
  1225. void ProcessedShaderMaterial::dumpMaterialInfo()
  1226. {
  1227. for ( U32 i = 0; i < getNumPasses(); i++ )
  1228. {
  1229. const ShaderRenderPassData *passData = _getRPD( i );
  1230. if ( passData == NULL )
  1231. continue;
  1232. const GFXShader *shader = passData->shader;
  1233. if ( shader == NULL )
  1234. Con::printf( " [%i] [NULL shader]", i );
  1235. else
  1236. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1237. }
  1238. }
  1239. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1240. {
  1241. for (U32 i = 0; i < getNumPasses(); i++)
  1242. {
  1243. const ShaderRenderPassData* passData = _getRPD(i);
  1244. if (passData == NULL)
  1245. continue;
  1246. char passStr[64];
  1247. dSprintf(passStr, 64, "Pass Number: %i", i);
  1248. U32 passItem = tree->insertItem(item, passStr);
  1249. const GFXShader * shader = passData->shader;
  1250. if (shader == NULL)
  1251. tree->insertItem(passItem, "[NULL shader]");
  1252. else
  1253. tree->insertItem(passItem, shader->describeSelf().c_str());
  1254. }
  1255. }