processedShaderMaterial.cpp 47 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. // We need to include customMaterialDefinition for ShaderConstHandles::init
  42. #include "materials/customMaterialDefinition.h"
  43. ///
  44. /// ShaderConstHandles
  45. ///
  46. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  47. {
  48. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  49. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  50. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  51. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  52. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  53. mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
  54. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  55. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  56. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  57. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  58. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  59. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  60. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  61. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  62. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  63. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  64. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  65. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  66. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  67. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  68. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  69. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  70. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  71. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  72. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  73. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  74. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  75. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  76. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  77. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  78. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  79. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  80. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  81. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  82. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  83. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  84. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  85. // MFT_ImposterVert
  86. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  87. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  88. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  89. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  90. // Clear any existing texture handles.
  91. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  92. if(mat)
  93. {
  94. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  95. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  96. }
  97. }
  98. ///
  99. /// ShaderRenderPassData
  100. ///
  101. void ShaderRenderPassData::reset()
  102. {
  103. Parent::reset();
  104. shader = NULL;
  105. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  106. delete featureShaderHandles[i];
  107. featureShaderHandles.clear();
  108. }
  109. String ShaderRenderPassData::describeSelf() const
  110. {
  111. // First write the shader identification.
  112. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  113. // Let the parent get the rest.
  114. desc += Parent::describeSelf();
  115. return desc;
  116. }
  117. ///
  118. /// ProcessedShaderMaterial
  119. ///
  120. ProcessedShaderMaterial::ProcessedShaderMaterial()
  121. : mDefaultParameters( NULL ),
  122. mInstancingState( NULL )
  123. {
  124. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  125. VECTOR_SET_ASSOCIATION( mParameterHandles );
  126. }
  127. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  128. : mDefaultParameters( NULL ),
  129. mInstancingState( NULL )
  130. {
  131. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  132. VECTOR_SET_ASSOCIATION( mParameterHandles );
  133. mMaterial = &mat;
  134. }
  135. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  136. {
  137. SAFE_DELETE(mInstancingState);
  138. SAFE_DELETE(mDefaultParameters);
  139. for (U32 i = 0; i < mParameterHandles.size(); i++)
  140. SAFE_DELETE(mParameterHandles[i]);
  141. }
  142. //
  143. // Material init
  144. //
  145. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  146. const GFXVertexFormat *vertexFormat,
  147. const MatFeaturesDelegate &featuresDelegate )
  148. {
  149. // Load our textures
  150. _setStageData();
  151. // Determine how many stages we use
  152. mMaxStages = getNumStages();
  153. mVertexFormat = vertexFormat;
  154. mFeatures.clear();
  155. mStateHint.clear();
  156. SAFE_DELETE(mInstancingState);
  157. for( U32 i=0; i<mMaxStages; i++ )
  158. {
  159. MaterialFeatureData fd;
  160. // Determine the features of this stage
  161. _determineFeatures( i, fd, features );
  162. // Let the delegate poke at the features.
  163. if ( featuresDelegate )
  164. featuresDelegate( this, i, fd, features );
  165. // Create the passes for this stage
  166. if ( fd.features.isNotEmpty() )
  167. if( !_createPasses( fd, i, features ) )
  168. return false;
  169. }
  170. _initRenderPassDataStateBlocks();
  171. _initMaterialParameters();
  172. mDefaultParameters = allocMaterialParameters();
  173. setMaterialParameters( mDefaultParameters, 0 );
  174. mStateHint.init( this );
  175. // Enable instancing if we have it.
  176. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  177. {
  178. mInstancingState = new InstancingState();
  179. mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
  180. }
  181. // Check for a RenderTexTargetBin assignment
  182. // *IMPORTANT NOTE*
  183. // This is a temporary solution for getting diffuse mapping working with tex targets for standard materials
  184. // It should be removed once this is done properly, at that time the sAllowTextureTargetAssignment should also be removed
  185. // from Material (it is necessary for catching shadow maps/post effect this shouldn't be applied to)
  186. if (Material::sAllowTextureTargetAssignment)
  187. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr( 0, 1 ).equal("#"))
  188. {
  189. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  190. NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
  191. RenderPassData* rpd = getPass(0);
  192. if (rpd)
  193. {
  194. rpd->mTexSlot[0].texTarget = texTarget;
  195. rpd->mTexType[0] = Material::TexTarget;
  196. rpd->mSamplerNames[0] = "diffuseMap";
  197. }
  198. }
  199. return true;
  200. }
  201. U32 ProcessedShaderMaterial::getNumStages()
  202. {
  203. // Loops through all stages to determine how many
  204. // stages we actually use.
  205. //
  206. // The first stage is always active else we shouldn't be
  207. // creating the material to begin with.
  208. U32 numStages = 1;
  209. U32 i;
  210. for( i=1; i<Material::MAX_STAGES; i++ )
  211. {
  212. // Assume stage is inactive
  213. bool stageActive = false;
  214. // Cubemaps only on first stage
  215. if( i == 0 )
  216. {
  217. // If we have a cubemap the stage is active
  218. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  219. {
  220. numStages++;
  221. continue;
  222. }
  223. }
  224. // If we have a texture for the a feature the
  225. // stage is active.
  226. if ( mStages[i].hasValidTex() )
  227. stageActive = true;
  228. // If this stage has specular lighting, it's active
  229. if ( mMaterial->mPixelSpecular[i] )
  230. stageActive = true;
  231. // If this stage has diffuse color, it's active
  232. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  233. mMaterial->mDiffuse[i] != ColorF::WHITE )
  234. stageActive = true;
  235. // If we have a Material that is vertex lit
  236. // then it may not have a texture
  237. if( mMaterial->mVertLit[i] )
  238. stageActive = true;
  239. // Increment the number of active stages
  240. numStages += stageActive;
  241. }
  242. return numStages;
  243. }
  244. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  245. MaterialFeatureData &fd,
  246. const FeatureSet &features )
  247. {
  248. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  249. const F32 shaderVersion = GFX->getPixelShaderVersion();
  250. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  251. bool lastStage = stageNum == (mMaxStages-1);
  252. // First we add all the features which the
  253. // material has defined.
  254. if ( mMaterial->isTranslucent() )
  255. {
  256. // Note: This is for decal blending into the prepass
  257. // for AL... it probably needs to be made clearer.
  258. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  259. mMaterial->mTranslucentZWrite )
  260. fd.features.addFeature( MFT_IsTranslucentZWrite );
  261. else
  262. {
  263. fd.features.addFeature( MFT_IsTranslucent );
  264. fd.features.addFeature( MFT_ForwardShading );
  265. }
  266. }
  267. // TODO: This sort of sucks... BL should somehow force this
  268. // feature on from the outside and not this way.
  269. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  270. fd.features.addFeature( MFT_ForwardShading );
  271. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  272. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  273. /*if ( mMaterial->isDoubleSided() )
  274. {
  275. fd.features.addFeature( MFT_InterlacedPrePass );
  276. }*/
  277. // Allow instancing if it was requested and the card supports
  278. // SM 3.0 or above.
  279. //
  280. // We also disable instancing for non-single pass materials
  281. // and glowing materials because its untested/unimplemented.
  282. //
  283. if ( features.hasFeature( MFT_UseInstancing ) &&
  284. mMaxStages == 1 &&
  285. !mMaterial->mGlow[0] &&
  286. !mMaterial->mDynamicCubemap &&
  287. shaderVersion >= 3.0f )
  288. fd.features.addFeature( MFT_UseInstancing );
  289. if ( mMaterial->mAlphaTest )
  290. fd.features.addFeature( MFT_AlphaTest );
  291. if ( mMaterial->mEmissive[stageNum] )
  292. fd.features.addFeature( MFT_IsEmissive );
  293. else
  294. fd.features.addFeature( MFT_RTLighting );
  295. if ( mMaterial->mAnimFlags[stageNum] )
  296. fd.features.addFeature( MFT_TexAnim );
  297. if ( mMaterial->mVertLit[stageNum] )
  298. fd.features.addFeature( MFT_VertLit );
  299. // cubemaps only available on stage 0 for now - bramage
  300. if ( stageNum < 1 &&
  301. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  302. mMaterial->mDynamicCubemap ) )
  303. fd.features.addFeature( MFT_CubeMap );
  304. fd.features.addFeature( MFT_Visibility );
  305. if ( lastStage &&
  306. ( !gClientSceneGraph->usePostEffectFog() ||
  307. fd.features.hasFeature( MFT_IsTranslucent ) ||
  308. fd.features.hasFeature( MFT_ForwardShading )) )
  309. fd.features.addFeature( MFT_Fog );
  310. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  311. fd.features.addFeature( MFT_MinnaertShading );
  312. if ( mMaterial->mSubSurface[stageNum] )
  313. fd.features.addFeature( MFT_SubSurface );
  314. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  315. {
  316. fd.features.addFeature( MFT_DiffuseMapAtlas );
  317. if ( mMaterial->mNormalMapAtlas )
  318. fd.features.addFeature( MFT_NormalMapAtlas );
  319. }
  320. // Grab other features like normal maps, base texture, etc.
  321. FeatureSet mergeFeatures;
  322. mStages[stageNum].getFeatureSet( &mergeFeatures );
  323. fd.features.merge( mergeFeatures );
  324. if ( fd.features[ MFT_NormalMap ] )
  325. {
  326. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  327. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  328. fd.features.addFeature( MFT_IsDXTnm );
  329. }
  330. // Now for some more advanced features that we
  331. // cannot do on SM 2.0 and below.
  332. if ( shaderVersion > 2.0f )
  333. {
  334. // Only allow parallax if we have a normal map and
  335. // we're not using DXTnm compression.
  336. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  337. fd.features[ MFT_NormalMap ] &&
  338. !fd.features[ MFT_IsDXTnm ] )
  339. fd.features.addFeature( MFT_Parallax );
  340. // If not parallax then allow per-pixel specular if
  341. // we have real time lighting enabled.
  342. else if ( fd.features[MFT_RTLighting] &&
  343. mMaterial->mPixelSpecular[stageNum] )
  344. fd.features.addFeature( MFT_PixSpecular );
  345. }
  346. // Without realtime lighting and on lower end
  347. // shader models disable the specular map.
  348. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  349. fd.features.removeFeature( MFT_SpecularMap );
  350. // If we have a specular map then make sure we
  351. // have per-pixel specular enabled.
  352. if( fd.features[ MFT_SpecularMap ] )
  353. {
  354. fd.features.addFeature( MFT_PixSpecular );
  355. // Check for an alpha channel on the specular map. If it has one (and it
  356. // has values less than 255) than the artist has put the gloss map into
  357. // the alpha channel.
  358. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  359. fd.features.addFeature( MFT_GlossMap );
  360. }
  361. // Without a base texture use the diffuse color
  362. // feature to ensure some sort of output.
  363. if (!fd.features[MFT_DiffuseMap])
  364. {
  365. fd.features.addFeature( MFT_DiffuseColor );
  366. // No texture coords... no overlay.
  367. fd.features.removeFeature( MFT_OverlayMap );
  368. }
  369. // If we have a diffuse map and the alpha on the diffuse isn't
  370. // zero and the color isn't pure white then multiply the color.
  371. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  372. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  373. fd.features.addFeature( MFT_DiffuseColor );
  374. // If lightmaps or tonemaps are enabled or we
  375. // don't have a second UV set then we cannot
  376. // use the overlay texture.
  377. if ( fd.features[MFT_LightMap] ||
  378. fd.features[MFT_ToneMap] ||
  379. mVertexFormat->getTexCoordCount() < 2 )
  380. fd.features.removeFeature( MFT_OverlayMap );
  381. // If tonemaps are enabled don't use lightmap
  382. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  383. fd.features.removeFeature( MFT_LightMap );
  384. // Don't allow tonemaps if we don't have a second UV set
  385. if ( mVertexFormat->getTexCoordCount() < 2 )
  386. fd.features.removeFeature( MFT_ToneMap );
  387. // Always add the HDR output feature.
  388. //
  389. // It will be filtered out if it was disabled
  390. // for this material creation below.
  391. //
  392. // Also the shader code will evaluate to a nop
  393. // if HDR is not enabled in the scene.
  394. //
  395. fd.features.addFeature( MFT_HDROut );
  396. // If vertex color is enabled on the material's stage and
  397. // color is present in vertex format, add diffuse vertex
  398. // color feature.
  399. if ( mMaterial->mVertColor[ stageNum ] &&
  400. mVertexFormat->hasColor() )
  401. fd.features.addFeature( MFT_DiffuseVertColor );
  402. // Allow features to add themselves.
  403. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  404. {
  405. const FeatureInfo &info = FEATUREMGR->getAt( i );
  406. info.feature->determineFeature( mMaterial,
  407. mVertexFormat,
  408. stageNum,
  409. *info.type,
  410. features,
  411. &fd );
  412. }
  413. // Now disable any features that were
  414. // not part of the input feature handle.
  415. fd.features.filter( features );
  416. }
  417. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  418. {
  419. // Creates passes for the given stage
  420. ShaderRenderPassData passData;
  421. U32 texIndex = 0;
  422. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  423. {
  424. const FeatureInfo &info = FEATUREMGR->getAt( i );
  425. if ( !stageFeatures.features.hasFeature( *info.type ) )
  426. continue;
  427. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  428. // adds pass if blend op changes for feature
  429. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  430. // Add pass if num tex reg is going to be too high
  431. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  432. {
  433. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  434. return false;
  435. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  436. }
  437. passData.mNumTexReg += numTexReg;
  438. passData.mFeatureData.features.addFeature( *info.type );
  439. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  440. U32 oldTexNumber = texIndex;
  441. #endif
  442. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  443. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  444. if(oldTexNumber != texIndex)
  445. {
  446. for(int i = oldTexNumber; i < texIndex; i++)
  447. {
  448. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  449. }
  450. }
  451. #endif
  452. // Add pass if tex units are maxed out
  453. if( texIndex > GFX->getNumSamplers() )
  454. {
  455. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  456. return false;
  457. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  458. }
  459. }
  460. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  461. for(int i = 0; i < texIndex; i++)
  462. {
  463. AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
  464. }
  465. #endif
  466. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  467. if ( passFeatures.isNotEmpty() )
  468. {
  469. mFeatures.merge( passFeatures );
  470. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  471. {
  472. mFeatures.clear();
  473. return false;
  474. }
  475. }
  476. return true;
  477. }
  478. void ProcessedShaderMaterial::_initMaterialParameters()
  479. {
  480. // Cleanup anything left first.
  481. SAFE_DELETE( mDefaultParameters );
  482. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  483. SAFE_DELETE( mParameterHandles[i] );
  484. // Gather the shaders as they all need to be
  485. // passed to the ShaderMaterialParameterHandles.
  486. Vector<GFXShader*> shaders;
  487. shaders.setSize( mPasses.size() );
  488. for ( U32 i = 0; i < mPasses.size(); i++ )
  489. shaders[i] = _getRPD(i)->shader;
  490. // Run through each shader and prepare its constants.
  491. for ( U32 i = 0; i < mPasses.size(); i++ )
  492. {
  493. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  494. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  495. for ( ; p != desc.end(); p++ )
  496. {
  497. // Add this to our list of shader constants
  498. GFXShaderConstDesc d(*p);
  499. mShaderConstDesc.push_back(d);
  500. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  501. mParameterHandles.push_back(smph);
  502. }
  503. }
  504. }
  505. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  506. U32 &texIndex,
  507. MaterialFeatureData &fd,
  508. U32 stageNum,
  509. const FeatureSet &features )
  510. {
  511. // Set number of textures, stage, glow, etc.
  512. rpd.mNumTex = texIndex;
  513. rpd.mStageNum = stageNum;
  514. rpd.mGlow |= mMaterial->mGlow[stageNum];
  515. // Copy over features
  516. rpd.mFeatureData.materialFeatures = fd.features;
  517. Vector<String> samplers;
  518. samplers.setSize(Material::MAX_TEX_PER_PASS);
  519. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  520. {
  521. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  522. }
  523. // Generate shader
  524. GFXShader::setLogging( true, true );
  525. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  526. if( !rpd.shader )
  527. return false;
  528. rpd.shaderHandles.init( rpd.shader );
  529. // If a pass glows, we glow
  530. if( rpd.mGlow )
  531. mHasGlow = true;
  532. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  533. mPasses.push_back( newPass );
  534. //initSamplerHandles
  535. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  536. AssertFatal(handles,"");
  537. for(int i = 0; i < rpd.mNumTex; i++)
  538. {
  539. if(rpd.mSamplerNames[i].isEmpty())
  540. {
  541. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  542. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  543. continue;
  544. }
  545. String samplerName = rpd.mSamplerNames[i];
  546. if( !samplerName.startsWith("$"))
  547. samplerName.insert(0, "$");
  548. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  549. handles->mTexHandlesSC[i] = handle;
  550. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  551. AssertFatal( handle,"");
  552. }
  553. // Give each active feature a chance to create specialized shader consts.
  554. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  555. {
  556. const FeatureInfo &info = FEATUREMGR->getAt( i );
  557. if ( !fd.features.hasFeature( *info.type ) )
  558. continue;
  559. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  560. if ( fh )
  561. newPass->featureShaderHandles.push_back( fh );
  562. }
  563. rpd.reset();
  564. texIndex = 0;
  565. return true;
  566. }
  567. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  568. ShaderRenderPassData &passData,
  569. U32 &texIndex,
  570. MaterialFeatureData &stageFeatures,
  571. U32 stageNum,
  572. const FeatureSet &features )
  573. {
  574. if( sf->getBlendOp() == Material::None )
  575. {
  576. return;
  577. }
  578. // set up the current blend operation for multi-pass materials
  579. if( mPasses.size() > 0)
  580. {
  581. // If passData.numTexReg is 0, this is a brand new pass, so set the
  582. // blend operation to the first feature.
  583. if( passData.mNumTexReg == 0 )
  584. {
  585. passData.mBlendOp = sf->getBlendOp();
  586. }
  587. else
  588. {
  589. // numTegReg is more than zero, if this feature
  590. // doesn't have the same blend operation, then
  591. // we need to create yet another pass
  592. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  593. {
  594. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  595. passData.mBlendOp = sf->getBlendOp();
  596. }
  597. }
  598. }
  599. }
  600. //
  601. // Runtime / rendering
  602. //
  603. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  604. {
  605. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  606. // Make sure we have the pass
  607. if(pass >= mPasses.size())
  608. {
  609. // If we were rendering instanced data tell
  610. // the device to reset that vb stream.
  611. if ( mInstancingState )
  612. GFX->setVertexBuffer( NULL, 1 );
  613. return false;
  614. }
  615. _setRenderState( state, sgData, pass );
  616. // Set shaders
  617. ShaderRenderPassData* rpd = _getRPD(pass);
  618. if( rpd->shader )
  619. {
  620. GFX->setShader( rpd->shader );
  621. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  622. _setShaderConstants(state, sgData, pass);
  623. // If we're instancing then do the initial step to get
  624. // set the vb pointer to the const buffer.
  625. if ( mInstancingState )
  626. stepInstance();
  627. }
  628. else
  629. {
  630. GFX->disableShaders();
  631. GFX->setShaderConstBuffer(NULL);
  632. }
  633. // Set our textures
  634. setTextureStages( state, sgData, pass );
  635. _setTextureTransforms(pass);
  636. return true;
  637. }
  638. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  639. {
  640. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  641. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  642. AssertFatal(handles,"");
  643. // Set all of the textures we need to render the give pass.
  644. #ifdef TORQUE_DEBUG
  645. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  646. #endif
  647. RenderPassData *rpd = mPasses[pass];
  648. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  649. NamedTexTarget *texTarget;
  650. GFXTextureObject *texObject;
  651. for( U32 i=0; i<rpd->mNumTex; i++ )
  652. {
  653. U32 currTexFlag = rpd->mTexType[i];
  654. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  655. {
  656. switch( currTexFlag )
  657. {
  658. // If the flag is unset then assume its just
  659. // a regular texture to set... nothing special.
  660. case 0:
  661. default:
  662. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  663. break;
  664. case Material::NormalizeCube:
  665. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  666. break;
  667. case Material::Lightmap:
  668. GFX->setTexture( i, sgData.lightmap );
  669. break;
  670. case Material::ToneMapTex:
  671. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  672. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  673. break;
  674. case Material::Cube:
  675. GFX->setCubeTexture( i, rpd->mCubeMap );
  676. break;
  677. case Material::SGCube:
  678. GFX->setCubeTexture( i, sgData.cubemap );
  679. break;
  680. case Material::BackBuff:
  681. GFX->setTexture( i, sgData.backBuffTex );
  682. break;
  683. case Material::TexTarget:
  684. {
  685. texTarget = rpd->mTexSlot[i].texTarget;
  686. if ( !texTarget )
  687. {
  688. GFX->setTexture( i, NULL );
  689. break;
  690. }
  691. texObject = texTarget->getTexture();
  692. // If no texture is available then map the default 2x2
  693. // black texture to it. This at least will ensure that
  694. // we get consistant behavior across GPUs and platforms.
  695. if ( !texObject )
  696. texObject = GFXTexHandle::ZERO;
  697. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  698. {
  699. const Point3I &targetSz = texObject->getSize();
  700. const RectI &targetVp = texTarget->getViewport();
  701. Point4F rtParams;
  702. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  703. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  704. }
  705. GFX->setTexture( i, texObject );
  706. break;
  707. }
  708. }
  709. }
  710. }
  711. }
  712. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  713. {
  714. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  715. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  716. if (handles->mTexMatSC->isValid())
  717. {
  718. MatrixF texMat( true );
  719. mMaterial->updateTimeBasedParams();
  720. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  721. // handle scroll anim type
  722. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  723. {
  724. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  725. {
  726. Point3F scrollOffset;
  727. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  728. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  729. scrollOffset.z = 1.0;
  730. texMat.setColumn( 3, scrollOffset );
  731. }
  732. else
  733. {
  734. Point3F offset( mMaterial->mScrollOffset[pass].x,
  735. mMaterial->mScrollOffset[pass].y,
  736. 1.0 );
  737. texMat.setColumn( 3, offset );
  738. }
  739. }
  740. // handle rotation
  741. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  742. {
  743. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  744. {
  745. F32 rotPos = waveOffset * M_2PI;
  746. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  747. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  748. MatrixF test( true );
  749. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  750. mMaterial->mRotPivotOffset[pass].y,
  751. 0.0 ) );
  752. texMat.mul( test );
  753. }
  754. else
  755. {
  756. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  757. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  758. MatrixF test( true );
  759. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  760. mMaterial->mRotPivotOffset[pass].y,
  761. 0.0 ) );
  762. texMat.mul( test );
  763. }
  764. }
  765. // Handle scale + wave offset
  766. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  767. mMaterial->mAnimFlags[pass] & Material::Wave )
  768. {
  769. F32 wOffset = fabs( waveOffset );
  770. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  771. MatrixF temp( true );
  772. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  773. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  774. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  775. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  776. texMat.mul( temp );
  777. }
  778. // handle sequence
  779. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  780. {
  781. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  782. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  783. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  784. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  785. Point3F texOffset = texMat.getPosition();
  786. texOffset.x += offset;
  787. texMat.setPosition( texOffset );
  788. }
  789. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  790. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  791. }
  792. }
  793. //--------------------------------------------------------------------------
  794. // Get wave offset for texture animations using a wave transform
  795. //--------------------------------------------------------------------------
  796. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  797. {
  798. switch( mMaterial->mWaveType[stage] )
  799. {
  800. case Material::Sin:
  801. {
  802. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  803. break;
  804. }
  805. case Material::Triangle:
  806. {
  807. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  808. if( frac > 0.0 && frac <= 0.25 )
  809. {
  810. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  811. }
  812. if( frac > 0.25 && frac <= 0.5 )
  813. {
  814. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  815. }
  816. if( frac > 0.5 && frac <= 0.75 )
  817. {
  818. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  819. }
  820. if( frac > 0.75 && frac <= 1.0 )
  821. {
  822. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  823. }
  824. break;
  825. }
  826. case Material::Square:
  827. {
  828. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  829. if( frac > 0.0 && frac <= 0.5 )
  830. {
  831. return 0.0;
  832. }
  833. else
  834. {
  835. return mMaterial->mWaveAmp[stage];
  836. }
  837. break;
  838. }
  839. }
  840. return 0.0;
  841. }
  842. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  843. {
  844. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  845. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  846. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  847. U32 stageNum = getStageFromPass(pass);
  848. // First we do all the constants which are not
  849. // controlled via the material... we have to
  850. // set these all the time as they could change.
  851. if ( handles->mFogDataSC->isValid() )
  852. {
  853. Point3F fogData;
  854. fogData.x = sgData.fogDensity;
  855. fogData.y = sgData.fogDensityOffset;
  856. fogData.z = sgData.fogHeightFalloff;
  857. shaderConsts->set( handles->mFogDataSC, fogData );
  858. }
  859. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  860. if( handles->mOneOverFarplane->isValid() )
  861. {
  862. const F32 &invfp = 1.0f / state->getFarPlane();
  863. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  864. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  865. }
  866. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  867. // If the shader constants have not been lost then
  868. // they contain the content from a previous render pass.
  869. //
  870. // In this case we can skip updating the material constants
  871. // which do not change frame to frame.
  872. //
  873. // NOTE: This assumes we're not animating material parameters
  874. // in a way that doesn't cause a shader reload... this isn't
  875. // being done now, but it could change in the future.
  876. //
  877. if ( !shaderConsts->wasLost() )
  878. return;
  879. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  880. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  881. shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
  882. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  883. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  884. if ( handles->mSubSurfaceParamsSC->isValid() )
  885. {
  886. Point4F subSurfParams;
  887. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  888. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  889. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  890. }
  891. if ( handles->mRTSizeSC->isValid() )
  892. {
  893. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  894. Point2F pixelShaderConstantData;
  895. pixelShaderConstantData.x = resolution.x;
  896. pixelShaderConstantData.y = resolution.y;
  897. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  898. }
  899. if ( handles->mOneOverRTSizeSC->isValid() )
  900. {
  901. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  902. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  903. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  904. }
  905. // set detail scale
  906. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  907. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  908. // MFT_ImposterVert
  909. if ( handles->mImposterUVs->isValid() )
  910. {
  911. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  912. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  913. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  914. }
  915. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  916. // Diffuse
  917. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  918. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  919. if(handles->mDiffuseAtlasParamsSC)
  920. {
  921. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  922. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  923. mMaterial->mCellSize[stageNum], // tile size in pixels
  924. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  925. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  926. }
  927. if(handles->mBumpAtlasParamsSC)
  928. {
  929. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  930. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  931. mMaterial->mCellSize[stageNum], // tile size in pixels
  932. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  933. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  934. }
  935. if(handles->mDiffuseAtlasTileSC)
  936. {
  937. // Sanity check the wrap flags
  938. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  939. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  940. mMaterial->mCellIndex[stageNum].y,
  941. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  942. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  943. }
  944. if(handles->mBumpAtlasTileSC)
  945. {
  946. // Sanity check the wrap flags
  947. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  948. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  949. mMaterial->mCellIndex[stageNum].y,
  950. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  951. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  952. }
  953. }
  954. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  955. {
  956. // Only support cubemap on the first stage
  957. if( mPasses[pass]->mStageNum > 0 )
  958. return false;
  959. if( mPasses[pass]->mCubeMap )
  960. return true;
  961. return false;
  962. }
  963. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  964. {
  965. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  966. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  967. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  968. // The MatrixSet will lazily generate a matrix under the
  969. // various 'get' methods, so inline the test for a valid
  970. // shader constant handle to avoid that work when we can.
  971. if ( handles->mModelViewProjSC->isValid() )
  972. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  973. if ( handles->mObjTransSC->isValid() )
  974. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  975. if ( handles->mWorldToObjSC->isValid() )
  976. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  977. if ( handles->mWorldToCameraSC->isValid() )
  978. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  979. if ( handles->mWorldViewOnlySC->isValid() )
  980. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  981. if ( handles->mViewToObjSC->isValid() )
  982. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  983. if ( handles->mViewProjSC->isValid() )
  984. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  985. if ( handles->mCubeTransSC->isValid() &&
  986. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  987. {
  988. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  989. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  990. }
  991. if ( handles->m_vEyeSC->isValid() )
  992. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  993. }
  994. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  995. {
  996. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  997. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  998. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  999. // Set cubemap stuff here (it's convenient!)
  1000. const Point3F &eyePosWorld = state->getCameraPosition();
  1001. if ( handles->mCubeEyePosSC->isValid() )
  1002. {
  1003. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1004. {
  1005. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1006. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1007. }
  1008. }
  1009. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1010. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1011. if ( handles->mEyePosSC->isValid() )
  1012. {
  1013. MatrixF tempMat( *sgData.objTrans );
  1014. tempMat.inverse();
  1015. Point3F eyepos;
  1016. tempMat.mulP( eyePosWorld, &eyepos );
  1017. shaderConsts->set(handles->mEyePosSC, eyepos);
  1018. }
  1019. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1020. ShaderRenderPassData *rpd = _getRPD( pass );
  1021. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  1022. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  1023. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  1024. }
  1025. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1026. {
  1027. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1028. // If we're not instanced then just call the parent.
  1029. if ( !mInstancingState )
  1030. {
  1031. Parent::setBuffers( vertBuffer, primBuffer );
  1032. return;
  1033. }
  1034. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1035. const S32 instCount = mInstancingState->getCount();
  1036. AssertFatal( instCount > 0,
  1037. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1038. // Nothing special here.
  1039. GFX->setPrimitiveBuffer( *primBuffer );
  1040. // Set the first stream the the normal VB and set the
  1041. // correct frequency for the number of instances to render.
  1042. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1043. // Get a volatile VB and fill it with the vertex data.
  1044. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1045. GFXVertexBufferDataHandle instVB;
  1046. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1047. U8 *dest = instVB.lock();
  1048. if(!dest) return;
  1049. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1050. instVB.unlock();
  1051. // Set the instance vb for streaming.
  1052. GFX->setVertexBuffer( instVB, 1, 1 );
  1053. // Finally set the vertex format which defines
  1054. // both of the streams.
  1055. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1056. // Done... reset the count.
  1057. mInstancingState->resetStep();
  1058. }
  1059. bool ProcessedShaderMaterial::stepInstance()
  1060. {
  1061. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1062. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1063. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1064. }
  1065. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1066. {
  1067. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1068. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1069. buffers.setSize(mPasses.size());
  1070. for (U32 i = 0; i < mPasses.size(); i++)
  1071. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1072. // smp now owns these buffers.
  1073. smp->setBuffers(mShaderConstDesc, buffers);
  1074. return smp;
  1075. }
  1076. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1077. {
  1078. // Search our list
  1079. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1080. {
  1081. if (mParameterHandles[i]->getName().equal(name))
  1082. return mParameterHandles[i];
  1083. }
  1084. // If we didn't find it, we have to add it to support shader reloading.
  1085. Vector<GFXShader*> shaders;
  1086. shaders.setSize(mPasses.size());
  1087. for (U32 i = 0; i < mPasses.size(); i++)
  1088. shaders[i] = _getRPD(i)->shader;
  1089. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1090. mParameterHandles.push_back(smph);
  1091. return smph;
  1092. }
  1093. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1094. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1095. {
  1096. if (mCurrentParams && pass < mPasses.size())
  1097. {
  1098. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1099. }
  1100. return NULL;
  1101. }
  1102. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1103. {
  1104. if (pass < mPasses.size())
  1105. {
  1106. return &_getRPD(pass)->shaderHandles;
  1107. }
  1108. return NULL;
  1109. }
  1110. void ProcessedShaderMaterial::dumpMaterialInfo()
  1111. {
  1112. for ( U32 i = 0; i < getNumPasses(); i++ )
  1113. {
  1114. const ShaderRenderPassData *passData = _getRPD( i );
  1115. if ( passData == NULL )
  1116. continue;
  1117. const GFXShader *shader = passData->shader;
  1118. if ( shader == NULL )
  1119. Con::printf( " [%i] [NULL shader]", i );
  1120. else
  1121. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1122. }
  1123. }