processedShaderMaterial.cpp 49 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. #include "ts/tsShape.h"
  44. ///
  45. /// ShaderConstHandles
  46. ///
  47. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  48. {
  49. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  50. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  51. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  52. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  53. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  54. mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
  55. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  56. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  57. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  58. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  59. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  60. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  61. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  62. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  63. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  64. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  65. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  66. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  67. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  68. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  69. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  70. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  71. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  72. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  73. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  74. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  75. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  76. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  77. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  78. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  79. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  80. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  81. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  82. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  83. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  84. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  85. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  86. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  87. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  88. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  89. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  90. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  91. // MFT_ImposterVert
  92. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  93. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  94. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  95. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  96. // MFT_HardwareSkinning
  97. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  98. // Clear any existing texture handles.
  99. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  100. if(mat)
  101. {
  102. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  103. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  104. }
  105. // Deferred Shading
  106. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  107. }
  108. ///
  109. /// ShaderRenderPassData
  110. ///
  111. void ShaderRenderPassData::reset()
  112. {
  113. Parent::reset();
  114. shader = NULL;
  115. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  116. delete featureShaderHandles[i];
  117. featureShaderHandles.clear();
  118. }
  119. String ShaderRenderPassData::describeSelf() const
  120. {
  121. // First write the shader identification.
  122. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  123. // Let the parent get the rest.
  124. desc += Parent::describeSelf();
  125. return desc;
  126. }
  127. ///
  128. /// ProcessedShaderMaterial
  129. ///
  130. ProcessedShaderMaterial::ProcessedShaderMaterial()
  131. : mDefaultParameters( NULL ),
  132. mInstancingState( NULL )
  133. {
  134. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  135. VECTOR_SET_ASSOCIATION( mParameterHandles );
  136. }
  137. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  138. : mDefaultParameters( NULL ),
  139. mInstancingState( NULL )
  140. {
  141. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  142. VECTOR_SET_ASSOCIATION( mParameterHandles );
  143. mMaterial = &mat;
  144. }
  145. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  146. {
  147. SAFE_DELETE(mInstancingState);
  148. SAFE_DELETE(mDefaultParameters);
  149. for (U32 i = 0; i < mParameterHandles.size(); i++)
  150. SAFE_DELETE(mParameterHandles[i]);
  151. }
  152. //
  153. // Material init
  154. //
  155. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  156. const GFXVertexFormat *vertexFormat,
  157. const MatFeaturesDelegate &featuresDelegate )
  158. {
  159. // Load our textures
  160. _setStageData();
  161. // Determine how many stages we use
  162. mMaxStages = getNumStages();
  163. mVertexFormat = vertexFormat;
  164. mFeatures.clear();
  165. mStateHint.clear();
  166. SAFE_DELETE(mInstancingState);
  167. for( U32 i=0; i<mMaxStages; i++ )
  168. {
  169. MaterialFeatureData fd;
  170. // Determine the features of this stage
  171. _determineFeatures( i, fd, features );
  172. // Let the delegate poke at the features.
  173. if ( featuresDelegate )
  174. featuresDelegate( this, i, fd, features );
  175. // Create the passes for this stage
  176. if ( fd.features.isNotEmpty() )
  177. if( !_createPasses( fd, i, features ) )
  178. return false;
  179. }
  180. _initRenderPassDataStateBlocks();
  181. _initMaterialParameters();
  182. mDefaultParameters = allocMaterialParameters();
  183. setMaterialParameters( mDefaultParameters, 0 );
  184. mStateHint.init( this );
  185. // Enable instancing if we have it.
  186. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  187. {
  188. mInstancingState = new InstancingState();
  189. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  190. }
  191. return true;
  192. }
  193. U32 ProcessedShaderMaterial::getNumStages()
  194. {
  195. // Loops through all stages to determine how many
  196. // stages we actually use.
  197. //
  198. // The first stage is always active else we shouldn't be
  199. // creating the material to begin with.
  200. U32 numStages = 1;
  201. U32 i;
  202. for( i=1; i<Material::MAX_STAGES; i++ )
  203. {
  204. // Assume stage is inactive
  205. bool stageActive = false;
  206. // Cubemaps only on first stage
  207. if( i == 0 )
  208. {
  209. // If we have a cubemap the stage is active
  210. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  211. {
  212. numStages++;
  213. continue;
  214. }
  215. }
  216. // If we have a texture for the a feature the
  217. // stage is active.
  218. if ( mStages[i].hasValidTex() )
  219. stageActive = true;
  220. // If this stage has specular lighting, it's active
  221. if ( mMaterial->mPixelSpecular[i] )
  222. stageActive = true;
  223. // If this stage has diffuse color, it's active
  224. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  225. mMaterial->mDiffuse[i] != ColorF::WHITE )
  226. stageActive = true;
  227. // If we have a Material that is vertex lit
  228. // then it may not have a texture
  229. if( mMaterial->mVertLit[i] )
  230. stageActive = true;
  231. // Increment the number of active stages
  232. numStages += stageActive;
  233. }
  234. return numStages;
  235. }
  236. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  237. MaterialFeatureData &fd,
  238. const FeatureSet &features )
  239. {
  240. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  241. const F32 shaderVersion = GFX->getPixelShaderVersion();
  242. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  243. bool lastStage = stageNum == (mMaxStages-1);
  244. // First we add all the features which the
  245. // material has defined.
  246. if ( mMaterial->isTranslucent() )
  247. {
  248. // Note: This is for decal blending into the prepass
  249. // for AL... it probably needs to be made clearer.
  250. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  251. mMaterial->mTranslucentZWrite )
  252. fd.features.addFeature( MFT_IsTranslucentZWrite );
  253. else
  254. {
  255. fd.features.addFeature( MFT_IsTranslucent );
  256. fd.features.addFeature( MFT_ForwardShading );
  257. }
  258. }
  259. // TODO: This sort of sucks... BL should somehow force this
  260. // feature on from the outside and not this way.
  261. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  262. fd.features.addFeature( MFT_ForwardShading );
  263. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  264. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  265. /*if ( mMaterial->isDoubleSided() )
  266. {
  267. fd.features.addFeature( MFT_InterlacedPrePass );
  268. }*/
  269. // Allow instancing if it was requested and the card supports
  270. // SM 3.0 or above.
  271. //
  272. // We also disable instancing for non-single pass materials
  273. // and glowing materials because its untested/unimplemented.
  274. //
  275. if ( features.hasFeature( MFT_UseInstancing ) &&
  276. mMaxStages == 1 &&
  277. !mMaterial->mGlow[0] &&
  278. !mMaterial->mDynamicCubemap &&
  279. shaderVersion >= 3.0f )
  280. fd.features.addFeature( MFT_UseInstancing );
  281. if ( mMaterial->mAlphaTest )
  282. fd.features.addFeature( MFT_AlphaTest );
  283. if ( mMaterial->mEmissive[stageNum] )
  284. fd.features.addFeature( MFT_IsEmissive );
  285. else
  286. fd.features.addFeature( MFT_RTLighting );
  287. if ( mMaterial->mAnimFlags[stageNum] )
  288. fd.features.addFeature( MFT_TexAnim );
  289. if ( mMaterial->mVertLit[stageNum] )
  290. fd.features.addFeature( MFT_VertLit );
  291. // cubemaps only available on stage 0 for now - bramage
  292. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  293. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  294. mMaterial->mDynamicCubemap ) )
  295. {
  296. fd.features.addFeature( MFT_CubeMap );
  297. }
  298. if (features.hasFeature(MFT_SkyBox))
  299. {
  300. fd.features.addFeature(MFT_CubeMap);
  301. fd.features.addFeature(MFT_SkyBox);
  302. }
  303. fd.features.addFeature( MFT_Visibility );
  304. if ( lastStage &&
  305. ( !gClientSceneGraph->usePostEffectFog() ||
  306. fd.features.hasFeature( MFT_IsTranslucent ) ||
  307. fd.features.hasFeature( MFT_ForwardShading )) )
  308. fd.features.addFeature( MFT_Fog );
  309. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  310. fd.features.addFeature( MFT_MinnaertShading );
  311. if ( mMaterial->mSubSurface[stageNum] )
  312. fd.features.addFeature( MFT_SubSurface );
  313. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  314. {
  315. fd.features.addFeature( MFT_DiffuseMapAtlas );
  316. if ( mMaterial->mNormalMapAtlas )
  317. fd.features.addFeature( MFT_NormalMapAtlas );
  318. }
  319. // Grab other features like normal maps, base texture, etc.
  320. FeatureSet mergeFeatures;
  321. mStages[stageNum].getFeatureSet( &mergeFeatures );
  322. fd.features.merge( mergeFeatures );
  323. if ( fd.features[ MFT_NormalMap ] )
  324. {
  325. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  326. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  327. fd.features.addFeature( MFT_IsDXTnm );
  328. }
  329. // Now for some more advanced features that we
  330. // cannot do on SM 2.0 and below.
  331. if ( shaderVersion > 2.0f )
  332. {
  333. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  334. fd.features[ MFT_NormalMap ] )
  335. fd.features.addFeature( MFT_Parallax );
  336. // If not parallax then allow per-pixel specular if
  337. // we have real time lighting enabled.
  338. else if ( fd.features[MFT_RTLighting] &&
  339. mMaterial->mPixelSpecular[stageNum] )
  340. fd.features.addFeature( MFT_PixSpecular );
  341. }
  342. // Without realtime lighting and on lower end
  343. // shader models disable the specular map.
  344. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  345. fd.features.removeFeature( MFT_SpecularMap );
  346. // If we have a specular map then make sure we
  347. // have per-pixel specular enabled.
  348. if( fd.features[ MFT_SpecularMap ] )
  349. {
  350. fd.features.addFeature( MFT_PixSpecular );
  351. // Check for an alpha channel on the specular map. If it has one (and it
  352. // has values less than 255) than the artist has put the gloss map into
  353. // the alpha channel.
  354. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  355. fd.features.addFeature( MFT_GlossMap );
  356. }
  357. if ( mMaterial->mAccuEnabled[stageNum] )
  358. {
  359. mHasAccumulation = true;
  360. }
  361. // we need both diffuse and normal maps + sm3 to have an accu map
  362. if( fd.features[ MFT_AccuMap ] &&
  363. ( !fd.features[ MFT_DiffuseMap ] ||
  364. !fd.features[ MFT_NormalMap ] ||
  365. GFX->getPixelShaderVersion() < 3.0f ) ) {
  366. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  367. fd.features.removeFeature( MFT_AccuMap );
  368. mHasAccumulation = false;
  369. }
  370. // Without a base texture use the diffuse color
  371. // feature to ensure some sort of output.
  372. if (!fd.features[MFT_DiffuseMap])
  373. {
  374. fd.features.addFeature( MFT_DiffuseColor );
  375. // No texture coords... no overlay.
  376. fd.features.removeFeature( MFT_OverlayMap );
  377. }
  378. // If we have a diffuse map and the alpha on the diffuse isn't
  379. // zero and the color isn't pure white then multiply the color.
  380. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  381. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  382. fd.features.addFeature( MFT_DiffuseColor );
  383. // If lightmaps or tonemaps are enabled or we
  384. // don't have a second UV set then we cannot
  385. // use the overlay texture.
  386. if ( fd.features[MFT_LightMap] ||
  387. fd.features[MFT_ToneMap] ||
  388. mVertexFormat->getTexCoordCount() < 2 )
  389. fd.features.removeFeature( MFT_OverlayMap );
  390. // If tonemaps are enabled don't use lightmap
  391. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  392. fd.features.removeFeature( MFT_LightMap );
  393. // Don't allow tonemaps if we don't have a second UV set
  394. if ( mVertexFormat->getTexCoordCount() < 2 )
  395. fd.features.removeFeature( MFT_ToneMap );
  396. // Always add the HDR output feature.
  397. //
  398. // It will be filtered out if it was disabled
  399. // for this material creation below.
  400. //
  401. // Also the shader code will evaluate to a nop
  402. // if HDR is not enabled in the scene.
  403. //
  404. fd.features.addFeature( MFT_HDROut );
  405. // If vertex color is enabled on the material's stage and
  406. // color is present in vertex format, add diffuse vertex
  407. // color feature.
  408. if ( mMaterial->mVertColor[ stageNum ] &&
  409. mVertexFormat->hasColor() )
  410. fd.features.addFeature( MFT_DiffuseVertColor );
  411. // Allow features to add themselves.
  412. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  413. {
  414. const FeatureInfo &info = FEATUREMGR->getAt( i );
  415. info.feature->determineFeature( mMaterial,
  416. mVertexFormat,
  417. stageNum,
  418. *info.type,
  419. features,
  420. &fd );
  421. }
  422. // Need to add the Hardware Skinning feature if its used
  423. if ( features.hasFeature( MFT_HardwareSkinning ) )
  424. {
  425. fd.features.addFeature( MFT_HardwareSkinning );
  426. }
  427. // Now disable any features that were
  428. // not part of the input feature handle.
  429. fd.features.filter( features );
  430. }
  431. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  432. {
  433. // Creates passes for the given stage
  434. ShaderRenderPassData passData;
  435. U32 texIndex = 0;
  436. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  437. {
  438. const FeatureInfo &info = FEATUREMGR->getAt( i );
  439. if ( !stageFeatures.features.hasFeature( *info.type ) )
  440. continue;
  441. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  442. // adds pass if blend op changes for feature
  443. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  444. // Add pass if num tex reg is going to be too high
  445. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  446. {
  447. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  448. return false;
  449. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  450. }
  451. passData.mNumTexReg += numTexReg;
  452. passData.mFeatureData.features.addFeature( *info.type );
  453. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  454. U32 oldTexNumber = texIndex;
  455. #endif
  456. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  457. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  458. if(oldTexNumber != texIndex)
  459. {
  460. for(int i = oldTexNumber; i < texIndex; i++)
  461. {
  462. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  463. }
  464. }
  465. #endif
  466. // Add pass if tex units are maxed out
  467. if( texIndex > GFX->getNumSamplers() )
  468. {
  469. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  470. return false;
  471. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  472. }
  473. }
  474. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  475. for(int i = 0; i < texIndex; i++)
  476. {
  477. AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
  478. }
  479. #endif
  480. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  481. if ( passFeatures.isNotEmpty() )
  482. {
  483. mFeatures.merge( passFeatures );
  484. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  485. {
  486. mFeatures.clear();
  487. return false;
  488. }
  489. }
  490. return true;
  491. }
  492. void ProcessedShaderMaterial::_initMaterialParameters()
  493. {
  494. // Cleanup anything left first.
  495. SAFE_DELETE( mDefaultParameters );
  496. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  497. SAFE_DELETE( mParameterHandles[i] );
  498. // Gather the shaders as they all need to be
  499. // passed to the ShaderMaterialParameterHandles.
  500. Vector<GFXShader*> shaders;
  501. shaders.setSize( mPasses.size() );
  502. for ( U32 i = 0; i < mPasses.size(); i++ )
  503. shaders[i] = _getRPD(i)->shader;
  504. // Run through each shader and prepare its constants.
  505. for ( U32 i = 0; i < mPasses.size(); i++ )
  506. {
  507. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  508. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  509. for ( ; p != desc.end(); p++ )
  510. {
  511. // Add this to our list of shader constants
  512. GFXShaderConstDesc d(*p);
  513. mShaderConstDesc.push_back(d);
  514. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  515. mParameterHandles.push_back(smph);
  516. }
  517. }
  518. }
  519. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  520. U32 &texIndex,
  521. MaterialFeatureData &fd,
  522. U32 stageNum,
  523. const FeatureSet &features )
  524. {
  525. // Set number of textures, stage, glow, etc.
  526. rpd.mNumTex = texIndex;
  527. rpd.mStageNum = stageNum;
  528. rpd.mGlow |= mMaterial->mGlow[stageNum];
  529. // Copy over features
  530. rpd.mFeatureData.materialFeatures = fd.features;
  531. Vector<String> samplers;
  532. samplers.setSize(Material::MAX_TEX_PER_PASS);
  533. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  534. {
  535. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  536. }
  537. // Generate shader
  538. GFXShader::setLogging( true, true );
  539. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  540. if( !rpd.shader )
  541. return false;
  542. rpd.shaderHandles.init( rpd.shader );
  543. // If a pass glows, we glow
  544. if( rpd.mGlow )
  545. mHasGlow = true;
  546. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  547. mPasses.push_back( newPass );
  548. //initSamplerHandles
  549. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  550. AssertFatal(handles,"");
  551. for(int i = 0; i < rpd.mNumTex; i++)
  552. {
  553. if(rpd.mSamplerNames[i].isEmpty())
  554. {
  555. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  556. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  557. continue;
  558. }
  559. String samplerName = rpd.mSamplerNames[i];
  560. if( !samplerName.startsWith("$"))
  561. samplerName.insert(0, "$");
  562. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  563. handles->mTexHandlesSC[i] = handle;
  564. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  565. AssertFatal( handle,"");
  566. }
  567. // Give each active feature a chance to create specialized shader consts.
  568. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  569. {
  570. const FeatureInfo &info = FEATUREMGR->getAt( i );
  571. if ( !fd.features.hasFeature( *info.type ) )
  572. continue;
  573. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  574. if ( fh )
  575. newPass->featureShaderHandles.push_back( fh );
  576. }
  577. rpd.reset();
  578. texIndex = 0;
  579. return true;
  580. }
  581. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  582. ShaderRenderPassData &passData,
  583. U32 &texIndex,
  584. MaterialFeatureData &stageFeatures,
  585. U32 stageNum,
  586. const FeatureSet &features )
  587. {
  588. if( sf->getBlendOp() == Material::None )
  589. {
  590. return;
  591. }
  592. // set up the current blend operation for multi-pass materials
  593. if( mPasses.size() > 0)
  594. {
  595. // If passData.numTexReg is 0, this is a brand new pass, so set the
  596. // blend operation to the first feature.
  597. if( passData.mNumTexReg == 0 )
  598. {
  599. passData.mBlendOp = sf->getBlendOp();
  600. }
  601. else
  602. {
  603. // numTegReg is more than zero, if this feature
  604. // doesn't have the same blend operation, then
  605. // we need to create yet another pass
  606. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  607. {
  608. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  609. passData.mBlendOp = sf->getBlendOp();
  610. }
  611. }
  612. }
  613. }
  614. //
  615. // Runtime / rendering
  616. //
  617. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  618. {
  619. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  620. // Make sure we have the pass
  621. if(pass >= mPasses.size())
  622. {
  623. // If we were rendering instanced data tell
  624. // the device to reset that vb stream.
  625. if ( mInstancingState )
  626. GFX->setVertexBuffer( NULL, 1 );
  627. return false;
  628. }
  629. _setRenderState( state, sgData, pass );
  630. // Set shaders
  631. ShaderRenderPassData* rpd = _getRPD(pass);
  632. if( rpd->shader )
  633. {
  634. GFX->setShader( rpd->shader );
  635. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  636. _setShaderConstants(state, sgData, pass);
  637. // If we're instancing then do the initial step to get
  638. // set the vb pointer to the const buffer.
  639. if ( mInstancingState )
  640. stepInstance();
  641. }
  642. else
  643. {
  644. GFX->setupGenericShaders();
  645. GFX->setShaderConstBuffer(NULL);
  646. }
  647. // Set our textures
  648. setTextureStages( state, sgData, pass );
  649. _setTextureTransforms(pass);
  650. return true;
  651. }
  652. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  653. {
  654. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  655. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  656. AssertFatal(handles,"");
  657. // Set all of the textures we need to render the give pass.
  658. #ifdef TORQUE_DEBUG
  659. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  660. #endif
  661. RenderPassData *rpd = mPasses[pass];
  662. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  663. NamedTexTarget *texTarget;
  664. GFXTextureObject *texObject;
  665. for( U32 i=0; i<rpd->mNumTex; i++ )
  666. {
  667. U32 currTexFlag = rpd->mTexType[i];
  668. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  669. {
  670. switch( currTexFlag )
  671. {
  672. // If the flag is unset then assume its just
  673. // a regular texture to set... nothing special.
  674. case 0:
  675. default:
  676. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  677. break;
  678. case Material::NormalizeCube:
  679. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  680. break;
  681. case Material::Lightmap:
  682. GFX->setTexture( i, sgData.lightmap );
  683. break;
  684. case Material::ToneMapTex:
  685. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  686. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  687. break;
  688. case Material::Cube:
  689. GFX->setCubeTexture( i, rpd->mCubeMap );
  690. break;
  691. case Material::SGCube:
  692. GFX->setCubeTexture( i, sgData.cubemap );
  693. break;
  694. case Material::BackBuff:
  695. GFX->setTexture( i, sgData.backBuffTex );
  696. break;
  697. case Material::AccuMap:
  698. if ( sgData.accuTex )
  699. GFX->setTexture( i, sgData.accuTex );
  700. else
  701. GFX->setTexture( i, GFXTexHandle::ZERO );
  702. break;
  703. case Material::TexTarget:
  704. {
  705. texTarget = rpd->mTexSlot[i].texTarget;
  706. if ( !texTarget )
  707. {
  708. GFX->setTexture( i, NULL );
  709. break;
  710. }
  711. texObject = texTarget->getTexture();
  712. // If no texture is available then map the default 2x2
  713. // black texture to it. This at least will ensure that
  714. // we get consistant behavior across GPUs and platforms.
  715. if ( !texObject )
  716. texObject = GFXTexHandle::ZERO;
  717. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  718. {
  719. const Point3I &targetSz = texObject->getSize();
  720. const RectI &targetVp = texTarget->getViewport();
  721. Point4F rtParams;
  722. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  723. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  724. }
  725. GFX->setTexture( i, texObject );
  726. break;
  727. }
  728. }
  729. }
  730. }
  731. }
  732. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  733. {
  734. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  735. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  736. if (handles->mTexMatSC->isValid())
  737. {
  738. MatrixF texMat( true );
  739. mMaterial->updateTimeBasedParams();
  740. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  741. // handle scroll anim type
  742. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  743. {
  744. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  745. {
  746. Point3F scrollOffset;
  747. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  748. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  749. scrollOffset.z = 1.0;
  750. texMat.setColumn( 3, scrollOffset );
  751. }
  752. else
  753. {
  754. Point3F offset( mMaterial->mScrollOffset[pass].x,
  755. mMaterial->mScrollOffset[pass].y,
  756. 1.0 );
  757. texMat.setColumn( 3, offset );
  758. }
  759. }
  760. // handle rotation
  761. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  762. {
  763. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  764. {
  765. F32 rotPos = waveOffset * M_2PI;
  766. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  767. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  768. MatrixF test( true );
  769. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  770. mMaterial->mRotPivotOffset[pass].y,
  771. 0.0 ) );
  772. texMat.mul( test );
  773. }
  774. else
  775. {
  776. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  777. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  778. MatrixF test( true );
  779. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  780. mMaterial->mRotPivotOffset[pass].y,
  781. 0.0 ) );
  782. texMat.mul( test );
  783. }
  784. }
  785. // Handle scale + wave offset
  786. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  787. mMaterial->mAnimFlags[pass] & Material::Wave )
  788. {
  789. F32 wOffset = fabs( waveOffset );
  790. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  791. MatrixF temp( true );
  792. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  793. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  794. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  795. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  796. texMat.mul( temp );
  797. }
  798. // handle sequence
  799. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  800. {
  801. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  802. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  803. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  804. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  805. Point3F texOffset = texMat.getPosition();
  806. texOffset.x += offset;
  807. texMat.setPosition( texOffset );
  808. }
  809. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  810. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  811. }
  812. }
  813. //--------------------------------------------------------------------------
  814. // Get wave offset for texture animations using a wave transform
  815. //--------------------------------------------------------------------------
  816. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  817. {
  818. switch( mMaterial->mWaveType[stage] )
  819. {
  820. case Material::Sin:
  821. {
  822. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  823. break;
  824. }
  825. case Material::Triangle:
  826. {
  827. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  828. if( frac > 0.0 && frac <= 0.25 )
  829. {
  830. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  831. }
  832. if( frac > 0.25 && frac <= 0.5 )
  833. {
  834. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  835. }
  836. if( frac > 0.5 && frac <= 0.75 )
  837. {
  838. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  839. }
  840. if( frac > 0.75 && frac <= 1.0 )
  841. {
  842. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  843. }
  844. break;
  845. }
  846. case Material::Square:
  847. {
  848. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  849. if( frac > 0.0 && frac <= 0.5 )
  850. {
  851. return 0.0;
  852. }
  853. else
  854. {
  855. return mMaterial->mWaveAmp[stage];
  856. }
  857. break;
  858. }
  859. }
  860. return 0.0;
  861. }
  862. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  863. {
  864. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  865. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  866. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  867. U32 stageNum = getStageFromPass(pass);
  868. // First we do all the constants which are not
  869. // controlled via the material... we have to
  870. // set these all the time as they could change.
  871. if ( handles->mFogDataSC->isValid() )
  872. {
  873. Point3F fogData;
  874. fogData.x = sgData.fogDensity;
  875. fogData.y = sgData.fogDensityOffset;
  876. fogData.z = sgData.fogHeightFalloff;
  877. shaderConsts->set( handles->mFogDataSC, fogData );
  878. }
  879. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  880. if( handles->mOneOverFarplane->isValid() )
  881. {
  882. const F32 &invfp = 1.0f / state->getFarPlane();
  883. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  884. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  885. }
  886. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  887. // If the shader constants have not been lost then
  888. // they contain the content from a previous render pass.
  889. //
  890. // In this case we can skip updating the material constants
  891. // which do not change frame to frame.
  892. //
  893. // NOTE: This assumes we're not animating material parameters
  894. // in a way that doesn't cause a shader reload... this isn't
  895. // being done now, but it could change in the future.
  896. //
  897. if ( !shaderConsts->wasLost() )
  898. return;
  899. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  900. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  901. shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
  902. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  903. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  904. if ( handles->mSubSurfaceParamsSC->isValid() )
  905. {
  906. Point4F subSurfParams;
  907. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  908. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  909. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  910. }
  911. if ( handles->mRTSizeSC->isValid() )
  912. {
  913. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  914. Point2F pixelShaderConstantData;
  915. pixelShaderConstantData.x = resolution.x;
  916. pixelShaderConstantData.y = resolution.y;
  917. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  918. }
  919. if ( handles->mOneOverRTSizeSC->isValid() )
  920. {
  921. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  922. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  923. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  924. }
  925. // set detail scale
  926. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  927. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  928. // MFT_ImposterVert
  929. if ( handles->mImposterUVs->isValid() )
  930. {
  931. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  932. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  933. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  934. }
  935. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  936. // Diffuse
  937. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  938. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  939. if(handles->mDiffuseAtlasParamsSC)
  940. {
  941. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  942. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  943. mMaterial->mCellSize[stageNum], // tile size in pixels
  944. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  945. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  946. }
  947. if(handles->mBumpAtlasParamsSC)
  948. {
  949. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  950. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  951. mMaterial->mCellSize[stageNum], // tile size in pixels
  952. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  953. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  954. }
  955. if(handles->mDiffuseAtlasTileSC)
  956. {
  957. // Sanity check the wrap flags
  958. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  959. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  960. mMaterial->mCellIndex[stageNum].y,
  961. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  962. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  963. }
  964. if(handles->mBumpAtlasTileSC)
  965. {
  966. // Sanity check the wrap flags
  967. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  968. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  969. mMaterial->mCellIndex[stageNum].y,
  970. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  971. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  972. }
  973. // Deferred Shading: Determine Material Info Flags
  974. S32 matInfoFlags =
  975. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  976. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  977. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  978. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  979. if( handles->mAccuScaleSC->isValid() )
  980. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  981. if( handles->mAccuDirectionSC->isValid() )
  982. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  983. if( handles->mAccuStrengthSC->isValid() )
  984. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  985. if( handles->mAccuCoverageSC->isValid() )
  986. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  987. if( handles->mAccuSpecularSC->isValid() )
  988. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  989. }
  990. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  991. {
  992. // Only support cubemap on the first stage
  993. if( mPasses[pass]->mStageNum > 0 )
  994. return false;
  995. if( mPasses[pass]->mCubeMap )
  996. return true;
  997. return false;
  998. }
  999. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1000. {
  1001. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1002. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1003. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1004. // The MatrixSet will lazily generate a matrix under the
  1005. // various 'get' methods, so inline the test for a valid
  1006. // shader constant handle to avoid that work when we can.
  1007. if ( handles->mModelViewProjSC->isValid() )
  1008. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1009. if ( handles->mObjTransSC->isValid() )
  1010. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1011. if ( handles->mWorldToObjSC->isValid() )
  1012. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1013. if ( handles->mWorldToCameraSC->isValid() )
  1014. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1015. if ( handles->mWorldViewOnlySC->isValid() )
  1016. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1017. if ( handles->mViewToObjSC->isValid() )
  1018. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1019. if ( handles->mViewProjSC->isValid() )
  1020. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1021. if ( handles->mCubeTransSC->isValid() &&
  1022. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1023. {
  1024. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1025. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1026. }
  1027. if ( handles->m_vEyeSC->isValid() )
  1028. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1029. }
  1030. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1031. {
  1032. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1033. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1034. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1035. if ( handles->mNodeTransforms->isValid() )
  1036. {
  1037. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1038. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1039. }
  1040. }
  1041. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1042. {
  1043. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  1044. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1045. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1046. // Set cubemap stuff here (it's convenient!)
  1047. const Point3F &eyePosWorld = state->getCameraPosition();
  1048. if ( handles->mCubeEyePosSC->isValid() )
  1049. {
  1050. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1051. {
  1052. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1053. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1054. }
  1055. }
  1056. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1057. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1058. if ( handles->mEyePosSC->isValid() )
  1059. {
  1060. MatrixF tempMat( *sgData.objTrans );
  1061. tempMat.inverse();
  1062. Point3F eyepos;
  1063. tempMat.mulP( eyePosWorld, &eyepos );
  1064. shaderConsts->set(handles->mEyePosSC, eyepos);
  1065. }
  1066. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1067. ShaderRenderPassData *rpd = _getRPD( pass );
  1068. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  1069. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  1070. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  1071. }
  1072. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1073. {
  1074. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1075. // If we're not instanced then just call the parent.
  1076. if ( !mInstancingState )
  1077. {
  1078. Parent::setBuffers( vertBuffer, primBuffer );
  1079. return;
  1080. }
  1081. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1082. const S32 instCount = mInstancingState->getCount();
  1083. AssertFatal( instCount > 0,
  1084. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1085. // Nothing special here.
  1086. GFX->setPrimitiveBuffer( *primBuffer );
  1087. // Set the first stream the the normal VB and set the
  1088. // correct frequency for the number of instances to render.
  1089. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1090. // Get a volatile VB and fill it with the vertex data.
  1091. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1092. GFXVertexBufferDataHandle instVB;
  1093. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1094. U8 *dest = instVB.lock();
  1095. if(!dest) return;
  1096. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1097. instVB.unlock();
  1098. // Set the instance vb for streaming.
  1099. GFX->setVertexBuffer( instVB, 1, 1 );
  1100. // Finally set the vertex format which defines
  1101. // both of the streams.
  1102. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1103. // Done... reset the count.
  1104. mInstancingState->resetStep();
  1105. }
  1106. bool ProcessedShaderMaterial::stepInstance()
  1107. {
  1108. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1109. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1110. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1111. }
  1112. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1113. {
  1114. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1115. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1116. buffers.setSize(mPasses.size());
  1117. for (U32 i = 0; i < mPasses.size(); i++)
  1118. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1119. // smp now owns these buffers.
  1120. smp->setBuffers(mShaderConstDesc, buffers);
  1121. return smp;
  1122. }
  1123. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1124. {
  1125. // Search our list
  1126. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1127. {
  1128. if (mParameterHandles[i]->getName().equal(name))
  1129. return mParameterHandles[i];
  1130. }
  1131. // If we didn't find it, we have to add it to support shader reloading.
  1132. Vector<GFXShader*> shaders;
  1133. shaders.setSize(mPasses.size());
  1134. for (U32 i = 0; i < mPasses.size(); i++)
  1135. shaders[i] = _getRPD(i)->shader;
  1136. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1137. mParameterHandles.push_back(smph);
  1138. return smph;
  1139. }
  1140. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1141. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1142. {
  1143. if (mCurrentParams && pass < mPasses.size())
  1144. {
  1145. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1146. }
  1147. return NULL;
  1148. }
  1149. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1150. {
  1151. if (pass < mPasses.size())
  1152. {
  1153. return &_getRPD(pass)->shaderHandles;
  1154. }
  1155. return NULL;
  1156. }
  1157. void ProcessedShaderMaterial::dumpMaterialInfo()
  1158. {
  1159. for ( U32 i = 0; i < getNumPasses(); i++ )
  1160. {
  1161. const ShaderRenderPassData *passData = _getRPD( i );
  1162. if ( passData == NULL )
  1163. continue;
  1164. const GFXShader *shader = passData->shader;
  1165. if ( shader == NULL )
  1166. Con::printf( " [%i] [NULL shader]", i );
  1167. else
  1168. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1169. }
  1170. }