processedShaderMaterial.cpp 53 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. #include "renderInstance/renderProbeMgr.h"
  42. #include "ts/tsRenderState.h"
  43. // We need to include customMaterialDefinition for ShaderConstHandles::init
  44. #include "materials/customMaterialDefinition.h"
  45. #include "gui/controls/guiTreeViewCtrl.h"
  46. #include "ts/tsShape.h"
  47. ///
  48. /// ShaderConstHandles
  49. ///
  50. void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
  51. {
  52. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  53. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  54. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  55. mPBRConfigSC = shader->getShaderConstHandle(ShaderGenVars::pbrConfig);
  56. mSmoothnessSC = shader->getShaderConstHandle(ShaderGenVars::smoothness);
  57. mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
  58. mGlowMulSC = shader->getShaderConstHandle(ShaderGenVars::glowMul);
  59. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  60. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  61. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  62. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  63. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  64. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  65. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  66. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  67. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  68. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  69. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  70. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  71. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  72. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  73. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  74. mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
  75. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  76. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  77. mInvCameraTransSC = shader->getShaderConstHandle(ShaderGenVars::invCameraTrans);
  78. mCameraToScreenSC = shader->getShaderConstHandle(ShaderGenVars::cameraToScreen);
  79. mScreenToCameraSC = shader->getShaderConstHandle(ShaderGenVars::screenToCamera);
  80. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  81. mCubeMipsSC = shader->getShaderConstHandle(ShaderGenVars::cubeMips);
  82. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  83. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  84. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  85. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  86. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  87. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  88. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  89. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  90. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  91. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  92. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  93. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  94. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  95. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  96. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  97. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  98. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  99. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  100. // MFT_ImposterVert
  101. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  102. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  103. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  104. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  105. // MFT_HardwareSkinning
  106. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  107. // Clear any existing texture handles.
  108. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  109. if(mat)
  110. {
  111. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  112. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  113. }
  114. // Deferred Shading
  115. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  116. //custom features
  117. for (U32 f = 0; f < customFeatureData.size(); ++f)
  118. {
  119. for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
  120. {
  121. customHandleData newSC;
  122. newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
  123. newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
  124. mCustomHandles.push_back(newSC);
  125. }
  126. }
  127. }
  128. ///
  129. /// ShaderRenderPassData
  130. ///
  131. void ShaderRenderPassData::reset()
  132. {
  133. Parent::reset();
  134. shader = NULL;
  135. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  136. delete featureShaderHandles[i];
  137. featureShaderHandles.clear();
  138. }
  139. String ShaderRenderPassData::describeSelf() const
  140. {
  141. // First write the shader identification.
  142. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  143. // Let the parent get the rest.
  144. desc += Parent::describeSelf();
  145. return desc;
  146. }
  147. ///
  148. /// ProcessedShaderMaterial
  149. ///
  150. ProcessedShaderMaterial::ProcessedShaderMaterial()
  151. : mDefaultParameters( NULL ),
  152. mInstancingState( NULL )
  153. {
  154. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  155. VECTOR_SET_ASSOCIATION( mParameterHandles );
  156. }
  157. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  158. : mDefaultParameters( NULL ),
  159. mInstancingState( NULL )
  160. {
  161. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  162. VECTOR_SET_ASSOCIATION( mParameterHandles );
  163. mMaterial = &mat;
  164. }
  165. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  166. {
  167. SAFE_DELETE(mInstancingState);
  168. SAFE_DELETE(mDefaultParameters);
  169. for (U32 i = 0; i < mParameterHandles.size(); i++)
  170. SAFE_DELETE(mParameterHandles[i]);
  171. }
  172. //
  173. // Material init
  174. //
  175. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  176. const GFXVertexFormat *vertexFormat,
  177. const MatFeaturesDelegate &featuresDelegate )
  178. {
  179. // Load our textures
  180. _setStageData();
  181. // Determine how many stages we use
  182. mMaxStages = getNumStages();
  183. mVertexFormat = vertexFormat;
  184. mFeatures.clear();
  185. mStateHint.clear();
  186. SAFE_DELETE(mInstancingState);
  187. for( U32 i=0; i<mMaxStages; i++ )
  188. {
  189. MaterialFeatureData fd;
  190. // Determine the features of this stage
  191. _determineFeatures( i, fd, features );
  192. // Let the delegate poke at the features.
  193. if ( featuresDelegate )
  194. featuresDelegate( this, i, fd, features );
  195. // Create the passes for this stage
  196. if ( fd.features.isNotEmpty() )
  197. if( !_createPasses( fd, i, features ) )
  198. return false;
  199. }
  200. _initRenderPassDataStateBlocks();
  201. _initMaterialParameters();
  202. mDefaultParameters = allocMaterialParameters();
  203. setMaterialParameters( mDefaultParameters, 0 );
  204. mStateHint.init( this );
  205. // Enable instancing if we have it.
  206. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  207. {
  208. mInstancingState = new InstancingState();
  209. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  210. }
  211. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
  212. {
  213. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  214. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  215. RenderPassData* rpd = getPass(0);
  216. if (rpd)
  217. {
  218. rpd->mTexSlot[0].texTarget = texTarget;
  219. rpd->mTexType[0] = Material::TexTarget;
  220. rpd->mSamplerNames[0] = "diffuseMap";
  221. }
  222. }
  223. return true;
  224. }
  225. U32 ProcessedShaderMaterial::getNumStages()
  226. {
  227. // Loops through all stages to determine how many
  228. // stages we actually use.
  229. //
  230. // The first stage is always active else we shouldn't be
  231. // creating the material to begin with.
  232. U32 numStages = 1;
  233. U32 i;
  234. for( i=1; i<Material::MAX_STAGES; i++ )
  235. {
  236. // Assume stage is inactive
  237. bool stageActive = false;
  238. // Cubemaps only on first stage
  239. if( i == 0 )
  240. {
  241. // If we have a cubemap the stage is active
  242. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  243. {
  244. numStages++;
  245. continue;
  246. }
  247. }
  248. // If we have a texture for the a feature the
  249. // stage is active.
  250. if ( mStages[i].hasValidTex() )
  251. stageActive = true;
  252. // If this stage has diffuse color, it's active
  253. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  254. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  255. stageActive = true;
  256. // If we have a Material that is vertex lit
  257. // then it may not have a texture
  258. if( mMaterial->mVertLit[i] )
  259. stageActive = true;
  260. // Increment the number of active stages
  261. numStages += stageActive;
  262. }
  263. return numStages;
  264. }
  265. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  266. MaterialFeatureData &fd,
  267. const FeatureSet &features )
  268. {
  269. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  270. const F32 shaderVersion = GFX->getPixelShaderVersion();
  271. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  272. bool lastStage = stageNum == (mMaxStages-1);
  273. // First we add all the features which the
  274. // material has defined.
  275. if (mMaterial->mInvertSmoothness[stageNum])
  276. fd.features.addFeature(MFT_InvertSmoothness);
  277. if ( mMaterial->isTranslucent() )
  278. {
  279. // Note: This is for decal blending into the deferred
  280. // for AL... it probably needs to be made clearer.
  281. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  282. mMaterial->mTranslucentZWrite )
  283. fd.features.addFeature( MFT_IsTranslucentZWrite );
  284. else
  285. {
  286. fd.features.addFeature( MFT_IsTranslucent );
  287. fd.features.addFeature( MFT_ForwardShading );
  288. }
  289. }
  290. // TODO: This sort of sucks... BL should somehow force this
  291. // feature on from the outside and not this way.
  292. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  293. fd.features.addFeature( MFT_ForwardShading );
  294. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  295. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  296. /*if ( mMaterial->isDoubleSided() )
  297. {
  298. fd.features.addFeature( MFT_InterlacedDeferred );
  299. }*/
  300. // Allow instancing if it was requested and the card supports
  301. // SM 3.0 or above.
  302. //
  303. // We also disable instancing for non-single pass materials
  304. // and glowing materials because its untested/unimplemented.
  305. //
  306. if ( features.hasFeature( MFT_UseInstancing ) &&
  307. mMaxStages == 1 &&
  308. !mMaterial->mGlow[0] &&
  309. shaderVersion >= 3.0f )
  310. fd.features.addFeature( MFT_UseInstancing );
  311. if ( mMaterial->mAlphaTest )
  312. fd.features.addFeature( MFT_AlphaTest );
  313. if (mMaterial->mEmissive[stageNum])
  314. {
  315. fd.features.addFeature(MFT_IsEmissive);
  316. }
  317. else
  318. {
  319. fd.features.addFeature(MFT_RTLighting);
  320. if (mMaterial->isTranslucent())
  321. fd.features.addFeature(MFT_ReflectionProbes);
  322. }
  323. if ( mMaterial->mAnimFlags[stageNum] )
  324. fd.features.addFeature( MFT_TexAnim );
  325. if ( mMaterial->mVertLit[stageNum] )
  326. fd.features.addFeature( MFT_VertLit );
  327. // cubemaps only available on stage 0 for now - bramage
  328. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  329. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  330. mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
  331. {
  332. fd.features.addFeature( MFT_CubeMap );
  333. }
  334. fd.features.addFeature( MFT_Visibility );
  335. if ( lastStage &&
  336. ( !gClientSceneGraph->usePostEffectFog() ||
  337. fd.features.hasFeature( MFT_IsTranslucent ) ||
  338. fd.features.hasFeature( MFT_ForwardShading )) )
  339. fd.features.addFeature( MFT_Fog );
  340. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  341. fd.features.addFeature( MFT_MinnaertShading );
  342. if ( mMaterial->mSubSurface[stageNum] )
  343. fd.features.addFeature( MFT_SubSurface );
  344. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  345. {
  346. fd.features.addFeature( MFT_DiffuseMapAtlas );
  347. if ( mMaterial->mNormalMapAtlas )
  348. fd.features.addFeature( MFT_NormalMapAtlas );
  349. }
  350. if (!fd.features.hasFeature(MFT_ForwardShading))
  351. {
  352. fd.features.removeFeature(MFT_DebugViz);
  353. }
  354. // Grab other features like normal maps, base texture, etc.
  355. FeatureSet mergeFeatures;
  356. mStages[stageNum].getFeatureSet( &mergeFeatures );
  357. fd.features.merge( mergeFeatures );
  358. if ( fd.features[ MFT_NormalMap ] )
  359. {
  360. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  361. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  362. fd.features.addFeature( MFT_IsBC3nm );
  363. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  364. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  365. fd.features.addFeature( MFT_IsBC5nm );
  366. }
  367. // Now for some more advanced features that we
  368. // cannot do on SM 2.0 and below.
  369. if ( shaderVersion > 2.0f )
  370. {
  371. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  372. fd.features[ MFT_NormalMap ] )
  373. fd.features.addFeature( MFT_Parallax );
  374. }
  375. // Deferred Shading : PBR Config
  376. if (mStages[stageNum].getTex(MFT_PBRConfigMap))
  377. {
  378. fd.features.addFeature(MFT_PBRConfigMap);
  379. }
  380. else
  381. fd.features.addFeature(MFT_PBRConfigVars);
  382. // Deferred Shading : Material Info Flags
  383. fd.features.addFeature(MFT_MatInfoFlags);
  384. if (features.hasFeature(MFT_SkyBox))
  385. {
  386. fd.features.addFeature(MFT_StaticCubemap);
  387. fd.features.addFeature(MFT_CubeMap);
  388. fd.features.addFeature(MFT_SkyBox);
  389. fd.features.removeFeature(MFT_ReflectionProbes);
  390. fd.features.removeFeature(MFT_PBRConfigVars);
  391. fd.features.removeFeature(MFT_MatInfoFlags);
  392. }
  393. if ( mMaterial->mAccuEnabled[stageNum] )
  394. {
  395. mHasAccumulation = true;
  396. }
  397. // we need both diffuse and normal maps + sm3 to have an accu map
  398. if( fd.features[ MFT_AccuMap ] &&
  399. ( !fd.features[ MFT_DiffuseMap ] ||
  400. !fd.features[ MFT_NormalMap ] ||
  401. GFX->getPixelShaderVersion() < 3.0f ) ) {
  402. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  403. fd.features.removeFeature( MFT_AccuMap );
  404. mHasAccumulation = false;
  405. }
  406. // Without a base texture use the diffuse color
  407. // feature to ensure some sort of output.
  408. if (!fd.features[MFT_DiffuseMap])
  409. {
  410. fd.features.addFeature( MFT_DiffuseColor );
  411. // No texture coords... no overlay.
  412. fd.features.removeFeature( MFT_OverlayMap );
  413. }
  414. // If we have a diffuse map and the alpha on the diffuse isn't
  415. // zero and the color isn't pure white then multiply the color.
  416. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  417. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  418. fd.features.addFeature( MFT_DiffuseColor );
  419. // If lightmaps or tonemaps are enabled or we
  420. // don't have a second UV set then we cannot
  421. // use the overlay texture.
  422. if ( fd.features[MFT_LightMap] ||
  423. fd.features[MFT_ToneMap] ||
  424. mVertexFormat->getTexCoordCount() < 2 )
  425. fd.features.removeFeature( MFT_OverlayMap );
  426. // If tonemaps are enabled don't use lightmap
  427. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  428. fd.features.removeFeature( MFT_LightMap );
  429. // Don't allow tonemaps if we don't have a second UV set
  430. if ( mVertexFormat->getTexCoordCount() < 2 )
  431. fd.features.removeFeature( MFT_ToneMap );
  432. // Always add the HDR output feature.
  433. //
  434. // It will be filtered out if it was disabled
  435. // for this material creation below.
  436. //
  437. // Also the shader code will evaluate to a nop
  438. // if HDR is not enabled in the scene.
  439. //
  440. fd.features.addFeature( MFT_HDROut );
  441. fd.features.addFeature(MFT_DebugViz);
  442. // If vertex color is enabled on the material's stage and
  443. // color is present in vertex format, add diffuse vertex
  444. // color feature.
  445. if ( mMaterial->mVertColor[ stageNum ] &&
  446. mVertexFormat->hasColor() )
  447. fd.features.addFeature( MFT_DiffuseVertColor );
  448. // Allow features to add themselves.
  449. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  450. {
  451. const FeatureInfo &info = FEATUREMGR->getAt( i );
  452. info.feature->determineFeature( mMaterial,
  453. mVertexFormat,
  454. stageNum,
  455. *info.type,
  456. features,
  457. &fd );
  458. }
  459. // Need to add the Hardware Skinning feature if its used
  460. if ( features.hasFeature( MFT_HardwareSkinning ) )
  461. {
  462. fd.features.addFeature( MFT_HardwareSkinning );
  463. }
  464. // Now disable any features that were
  465. // not part of the input feature handle.
  466. fd.features.filter( features );
  467. }
  468. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  469. {
  470. // Creates passes for the given stage
  471. ShaderRenderPassData passData;
  472. U32 texIndex = 0;
  473. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  474. {
  475. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  476. if ( !stageFeatures.features.hasFeature( *info.type ) )
  477. continue;
  478. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  479. // adds pass if blend op changes for feature
  480. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  481. // Add pass if num tex reg is going to be too high
  482. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  483. {
  484. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  485. return false;
  486. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  487. }
  488. passData.mNumTexReg += numTexReg;
  489. passData.mFeatureData.features.addFeature( *info.type );
  490. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  491. U32 oldTexNumber = texIndex;
  492. #endif
  493. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  494. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  495. if(oldTexNumber != texIndex)
  496. {
  497. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  498. {
  499. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  500. }
  501. }
  502. #endif
  503. // Add pass if tex units are maxed out
  504. if( texIndex > GFX->getNumSamplers() )
  505. {
  506. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  507. return false;
  508. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  509. }
  510. }
  511. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  512. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  513. {
  514. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  515. }
  516. #endif
  517. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  518. if ( passFeatures.isNotEmpty() )
  519. {
  520. mFeatures.merge( passFeatures );
  521. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  522. {
  523. mFeatures.clear();
  524. return false;
  525. }
  526. }
  527. return true;
  528. }
  529. void ProcessedShaderMaterial::_initMaterialParameters()
  530. {
  531. // Cleanup anything left first.
  532. SAFE_DELETE( mDefaultParameters );
  533. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  534. SAFE_DELETE( mParameterHandles[i] );
  535. // Gather the shaders as they all need to be
  536. // passed to the ShaderMaterialParameterHandles.
  537. Vector<GFXShader*> shaders;
  538. shaders.setSize( mPasses.size() );
  539. for ( U32 i = 0; i < mPasses.size(); i++ )
  540. shaders[i] = _getRPD(i)->shader;
  541. // Run through each shader and prepare its constants.
  542. for ( U32 i = 0; i < mPasses.size(); i++ )
  543. {
  544. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  545. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  546. for ( ; p != desc.end(); p++ )
  547. {
  548. // Add this to our list of shader constants
  549. GFXShaderConstDesc d(*p);
  550. mShaderConstDesc.push_back(d);
  551. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  552. mParameterHandles.push_back(smph);
  553. }
  554. }
  555. }
  556. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  557. U32 &texIndex,
  558. MaterialFeatureData &fd,
  559. U32 stageNum,
  560. const FeatureSet &features )
  561. {
  562. // Set number of textures, stage, glow, etc.
  563. rpd.mNumTex = texIndex;
  564. rpd.mStageNum = stageNum;
  565. rpd.mGlow |= mMaterial->mGlow[stageNum];
  566. // Copy over features
  567. rpd.mFeatureData.materialFeatures = fd.features;
  568. Vector<String> samplers;
  569. samplers.setSize(Material::MAX_TEX_PER_PASS);
  570. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  571. {
  572. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  573. }
  574. // Generate shader
  575. GFXShader::setLogging( true, true );
  576. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
  577. if( !rpd.shader )
  578. return false;
  579. rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
  580. // If a pass glows, we glow
  581. if( rpd.mGlow )
  582. mHasGlow = true;
  583. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  584. mPasses.push_back( newPass );
  585. //initSamplerHandles
  586. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  587. AssertFatal(handles,"");
  588. for(int i = 0; i < rpd.mNumTex; i++)
  589. {
  590. if(rpd.mSamplerNames[i].isEmpty())
  591. {
  592. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  593. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  594. continue;
  595. }
  596. String samplerName = rpd.mSamplerNames[i];
  597. if( !samplerName.startsWith("$"))
  598. samplerName.insert(0, "$");
  599. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  600. handles->mTexHandlesSC[i] = handle;
  601. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  602. AssertFatal( handle,"");
  603. }
  604. // Give each active feature a chance to create specialized shader consts.
  605. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  606. {
  607. const FeatureInfo &info = FEATUREMGR->getAt( i );
  608. if ( !fd.features.hasFeature( *info.type ) )
  609. continue;
  610. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  611. if ( fh )
  612. newPass->featureShaderHandles.push_back( fh );
  613. }
  614. rpd.reset();
  615. texIndex = 0;
  616. return true;
  617. }
  618. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  619. ShaderRenderPassData &passData,
  620. U32 &texIndex,
  621. MaterialFeatureData &stageFeatures,
  622. U32 stageNum,
  623. const FeatureSet &features )
  624. {
  625. if( sf->getBlendOp() == Material::None )
  626. {
  627. return;
  628. }
  629. // set up the current blend operation for multi-pass materials
  630. if( mPasses.size() > 0)
  631. {
  632. // If passData.numTexReg is 0, this is a brand new pass, so set the
  633. // blend operation to the first feature.
  634. if( passData.mNumTexReg == 0 )
  635. {
  636. passData.mBlendOp = sf->getBlendOp();
  637. }
  638. else
  639. {
  640. // numTegReg is more than zero, if this feature
  641. // doesn't have the same blend operation, then
  642. // we need to create yet another pass
  643. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  644. {
  645. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  646. passData.mBlendOp = sf->getBlendOp();
  647. }
  648. }
  649. }
  650. }
  651. //
  652. // Runtime / rendering
  653. //
  654. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  655. {
  656. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  657. // Make sure we have the pass
  658. if(pass >= mPasses.size())
  659. {
  660. // If we were rendering instanced data tell
  661. // the device to reset that vb stream.
  662. if ( mInstancingState )
  663. GFX->setVertexBuffer( NULL, 1 );
  664. return false;
  665. }
  666. _setRenderState( state, sgData, pass );
  667. // Set shaders
  668. ShaderRenderPassData* rpd = _getRPD(pass);
  669. if( rpd->shader )
  670. {
  671. GFX->setShader( rpd->shader );
  672. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  673. _setShaderConstants(state, sgData, pass);
  674. // If we're instancing then do the initial step to get
  675. // set the vb pointer to the const buffer.
  676. if ( mInstancingState )
  677. stepInstance();
  678. }
  679. else
  680. {
  681. GFX->setupGenericShaders();
  682. GFX->setShaderConstBuffer(NULL);
  683. }
  684. // Set our textures
  685. setTextureStages( state, sgData, pass );
  686. _setTextureTransforms(pass);
  687. return true;
  688. }
  689. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  690. {
  691. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  692. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  693. AssertFatal(handles,"");
  694. // Set all of the textures we need to render the give pass.
  695. #ifdef TORQUE_DEBUG
  696. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  697. #endif
  698. RenderPassData *rpd = mPasses[pass];
  699. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  700. NamedTexTarget *texTarget;
  701. GFXTextureObject *texObject;
  702. for( U32 i=0; i<rpd->mNumTex; i++ )
  703. {
  704. U32 currTexFlag = rpd->mTexType[i];
  705. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  706. {
  707. switch( currTexFlag )
  708. {
  709. // If the flag is unset then assume its just
  710. // a regular texture to set... nothing special.
  711. case 0:
  712. default:
  713. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  714. break;
  715. case Material::NormalizeCube:
  716. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  717. break;
  718. case Material::Lightmap:
  719. GFX->setTexture( i, sgData.lightmap );
  720. break;
  721. case Material::ToneMapTex:
  722. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  723. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  724. break;
  725. case Material::Cube:
  726. GFX->setCubeTexture( i, rpd->mCubeMap );
  727. break;
  728. case Material::SGCube:
  729. GFX->setCubeTexture( i, sgData.cubemap );
  730. break;
  731. case Material::BackBuff:
  732. GFX->setTexture( i, sgData.backBuffTex );
  733. break;
  734. case Material::AccuMap:
  735. if ( sgData.accuTex )
  736. GFX->setTexture( i, sgData.accuTex );
  737. else
  738. GFX->setTexture( i, GFXTexHandle::ZERO );
  739. break;
  740. case Material::TexTarget:
  741. {
  742. texTarget = rpd->mTexSlot[i].texTarget;
  743. if ( !texTarget )
  744. {
  745. GFX->setTexture( i, NULL );
  746. break;
  747. }
  748. texObject = texTarget->getTexture();
  749. // If no texture is available then map the default 2x2
  750. // black texture to it. This at least will ensure that
  751. // we get consistant behavior across GPUs and platforms.
  752. if ( !texObject )
  753. texObject = GFXTexHandle::ZERO;
  754. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  755. {
  756. const Point3I &targetSz = texObject->getSize();
  757. const RectI &targetVp = texTarget->getViewport();
  758. Point4F rtParams;
  759. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  760. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  761. }
  762. GFX->setTexture( i, texObject );
  763. break;
  764. }
  765. }
  766. }
  767. }
  768. }
  769. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  770. {
  771. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  772. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  773. if (handles->mTexMatSC->isValid())
  774. {
  775. MatrixF texMat( true );
  776. mMaterial->updateTimeBasedParams();
  777. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  778. // handle scroll anim type
  779. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  780. {
  781. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  782. {
  783. Point3F scrollOffset;
  784. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  785. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  786. scrollOffset.z = 1.0;
  787. texMat.setColumn( 3, scrollOffset );
  788. }
  789. else
  790. {
  791. Point3F offset( mMaterial->mScrollOffset[pass].x,
  792. mMaterial->mScrollOffset[pass].y,
  793. 1.0 );
  794. texMat.setColumn( 3, offset );
  795. }
  796. }
  797. // handle rotation
  798. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  799. {
  800. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  801. {
  802. F32 rotPos = waveOffset * M_2PI;
  803. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  804. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  805. MatrixF test( true );
  806. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  807. mMaterial->mRotPivotOffset[pass].y,
  808. 0.0 ) );
  809. texMat.mul( test );
  810. }
  811. else
  812. {
  813. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  814. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  815. MatrixF test( true );
  816. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  817. mMaterial->mRotPivotOffset[pass].y,
  818. 0.0 ) );
  819. texMat.mul( test );
  820. }
  821. }
  822. // Handle scale + wave offset
  823. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  824. mMaterial->mAnimFlags[pass] & Material::Wave )
  825. {
  826. F32 wOffset = fabs( waveOffset );
  827. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  828. MatrixF temp( true );
  829. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  830. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  831. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  832. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  833. texMat.mul( temp );
  834. }
  835. // handle sequence
  836. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  837. {
  838. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  839. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  840. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  841. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  842. Point3F texOffset = texMat.getPosition();
  843. texOffset.x += offset;
  844. texMat.setPosition( texOffset );
  845. }
  846. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  847. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  848. }
  849. }
  850. //--------------------------------------------------------------------------
  851. // Get wave offset for texture animations using a wave transform
  852. //--------------------------------------------------------------------------
  853. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  854. {
  855. switch( mMaterial->mWaveType[stage] )
  856. {
  857. case Material::Sin:
  858. {
  859. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  860. break;
  861. }
  862. case Material::Triangle:
  863. {
  864. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  865. if( frac > 0.0 && frac <= 0.25 )
  866. {
  867. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  868. }
  869. if( frac > 0.25 && frac <= 0.5 )
  870. {
  871. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  872. }
  873. if( frac > 0.5 && frac <= 0.75 )
  874. {
  875. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  876. }
  877. if( frac > 0.75 && frac <= 1.0 )
  878. {
  879. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  880. }
  881. break;
  882. }
  883. case Material::Square:
  884. {
  885. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  886. if( frac > 0.0 && frac <= 0.5 )
  887. {
  888. return 0.0;
  889. }
  890. else
  891. {
  892. return mMaterial->mWaveAmp[stage];
  893. }
  894. break;
  895. }
  896. }
  897. return 0.0;
  898. }
  899. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  900. {
  901. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  902. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  903. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  904. U32 stageNum = getStageFromPass(pass);
  905. // First we do all the constants which are not
  906. // controlled via the material... we have to
  907. // set these all the time as they could change.
  908. if ( handles->mFogDataSC->isValid() )
  909. {
  910. Point3F fogData;
  911. fogData.x = sgData.fogDensity;
  912. fogData.y = sgData.fogDensityOffset;
  913. fogData.z = sgData.fogHeightFalloff;
  914. shaderConsts->set( handles->mFogDataSC, fogData );
  915. }
  916. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  917. if( handles->mOneOverFarplane->isValid() )
  918. {
  919. const F32 &invfp = 1.0f / state->getFarPlane();
  920. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  921. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  922. }
  923. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  924. // If the shader constants have not been lost then
  925. // they contain the content from a previous render pass.
  926. //
  927. // In this case we can skip updating the material constants
  928. // which do not change frame to frame.
  929. //
  930. // NOTE: This assumes we're not animating material parameters
  931. // in a way that doesn't cause a shader reload... this isn't
  932. // being done now, but it could change in the future.
  933. //
  934. if ( !shaderConsts->wasLost() )
  935. return;
  936. shaderConsts->setSafe(handles->mSmoothnessSC, mMaterial->mSmoothness[stageNum]);
  937. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  938. shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
  939. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  940. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  941. if ( handles->mSubSurfaceParamsSC->isValid() )
  942. {
  943. Point4F subSurfParams;
  944. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  945. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  946. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  947. }
  948. if ( handles->mRTSizeSC->isValid() )
  949. {
  950. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  951. Point2F pixelShaderConstantData;
  952. pixelShaderConstantData.x = resolution.x;
  953. pixelShaderConstantData.y = resolution.y;
  954. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  955. }
  956. if ( handles->mOneOverRTSizeSC->isValid() )
  957. {
  958. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  959. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  960. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  961. }
  962. // set detail scale
  963. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  964. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  965. // MFT_ImposterVert
  966. if ( handles->mImposterUVs->isValid() )
  967. {
  968. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  969. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  970. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  971. }
  972. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  973. // Diffuse
  974. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  975. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  976. if(handles->mDiffuseAtlasParamsSC)
  977. {
  978. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  979. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  980. mMaterial->mCellSize[stageNum], // tile size in pixels
  981. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  982. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  983. }
  984. if(handles->mBumpAtlasParamsSC)
  985. {
  986. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  987. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  988. mMaterial->mCellSize[stageNum], // tile size in pixels
  989. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  990. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  991. }
  992. if(handles->mDiffuseAtlasTileSC)
  993. {
  994. // Sanity check the wrap flags
  995. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  996. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  997. mMaterial->mCellIndex[stageNum].y,
  998. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  999. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  1000. }
  1001. if(handles->mBumpAtlasTileSC)
  1002. {
  1003. // Sanity check the wrap flags
  1004. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1005. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1006. mMaterial->mCellIndex[stageNum].y,
  1007. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1008. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1009. }
  1010. // Deferred Shading: Determine Material Info Flags
  1011. S32 matInfoFlags =
  1012. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  1013. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  1014. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1015. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1016. if( handles->mAccuScaleSC->isValid() )
  1017. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1018. if( handles->mAccuDirectionSC->isValid() )
  1019. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1020. if( handles->mAccuStrengthSC->isValid() )
  1021. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1022. if( handles->mAccuCoverageSC->isValid() )
  1023. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1024. if( handles->mAccuSpecularSC->isValid() )
  1025. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1026. }
  1027. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1028. {
  1029. // Only support cubemap on the first stage
  1030. if( mPasses[pass]->mStageNum > 0 )
  1031. return false;
  1032. if( mPasses[pass]->mCubeMap )
  1033. return true;
  1034. return false;
  1035. }
  1036. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1037. {
  1038. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1039. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1040. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1041. // The MatrixSet will lazily generate a matrix under the
  1042. // various 'get' methods, so inline the test for a valid
  1043. // shader constant handle to avoid that work when we can.
  1044. if ( handles->mModelViewProjSC->isValid() )
  1045. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1046. if ( handles->mObjTransSC->isValid() )
  1047. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1048. if ( handles->mWorldToObjSC->isValid() )
  1049. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1050. if ( handles->mWorldToCameraSC->isValid() )
  1051. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1052. if (handles->mCameraToWorldSC->isValid())
  1053. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1054. if ( handles->mWorldViewOnlySC->isValid() )
  1055. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1056. if ( handles->mViewToObjSC->isValid() )
  1057. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1058. if ( handles->mViewProjSC->isValid() )
  1059. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1060. if ( handles->mCubeTransSC->isValid() &&
  1061. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1062. {
  1063. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1064. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1065. }
  1066. if ( handles->m_vEyeSC->isValid() )
  1067. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1068. }
  1069. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1070. {
  1071. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1072. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1073. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1074. if ( handles->mNodeTransforms->isValid() )
  1075. {
  1076. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1077. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1078. }
  1079. }
  1080. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1081. {
  1082. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1083. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1084. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1085. for (U32 i = 0; i < shaderData.size(); i++)
  1086. {
  1087. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1088. {
  1089. StringTableEntry handleName = shaderData[i].getHandleName();
  1090. bool tmp = true;
  1091. }
  1092. //roll through and try setting our data!
  1093. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1094. {
  1095. StringTableEntry handleName = shaderData[i].getHandleName();
  1096. StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
  1097. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1098. {
  1099. if (handles->mCustomHandles[h].handle->isValid())
  1100. {
  1101. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1102. if (type == CustomShaderBindingData::Float)
  1103. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1104. else if (type == CustomShaderBindingData::Float2)
  1105. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1106. else if (type == CustomShaderBindingData::Float3)
  1107. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1108. else if (type == CustomShaderBindingData::Float4)
  1109. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1110. break;
  1111. }
  1112. }
  1113. }
  1114. }
  1115. }
  1116. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1117. {
  1118. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1119. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1120. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1121. // Set cubemap stuff here (it's convenient!)
  1122. const Point3F &eyePosWorld = state->getCameraPosition();
  1123. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1124. {
  1125. if (handles->mCubeEyePosSC->isValid())
  1126. {
  1127. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1128. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1129. }
  1130. }
  1131. if (sgData.cubemap)
  1132. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1133. else
  1134. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1135. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1136. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1137. if ( handles->mEyePosSC->isValid() )
  1138. {
  1139. MatrixF tempMat( *sgData.objTrans );
  1140. tempMat.inverse();
  1141. Point3F eyepos;
  1142. tempMat.mulP( eyePosWorld, &eyepos );
  1143. shaderConsts->set(handles->mEyePosSC, eyepos);
  1144. }
  1145. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1146. ShaderRenderPassData *rpd = _getRPD(pass);
  1147. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1148. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1149. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1150. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1151. }
  1152. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1153. {
  1154. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1155. // If we're not instanced then just call the parent.
  1156. if ( !mInstancingState )
  1157. {
  1158. Parent::setBuffers( vertBuffer, primBuffer );
  1159. return;
  1160. }
  1161. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1162. const S32 instCount = mInstancingState->getCount();
  1163. AssertFatal( instCount > 0,
  1164. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1165. // Nothing special here.
  1166. GFX->setPrimitiveBuffer( *primBuffer );
  1167. // Set the first stream the the normal VB and set the
  1168. // correct frequency for the number of instances to render.
  1169. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1170. // Get a volatile VB and fill it with the vertex data.
  1171. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1172. GFXVertexBufferDataHandle instVB;
  1173. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1174. U8 *dest = instVB.lock();
  1175. if(!dest) return;
  1176. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1177. instVB.unlock();
  1178. // Set the instance vb for streaming.
  1179. GFX->setVertexBuffer( instVB, 1, 1 );
  1180. // Finally set the vertex format which defines
  1181. // both of the streams.
  1182. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1183. // Done... reset the count.
  1184. mInstancingState->resetStep();
  1185. }
  1186. bool ProcessedShaderMaterial::stepInstance()
  1187. {
  1188. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1189. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1190. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1191. }
  1192. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1193. {
  1194. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1195. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1196. buffers.setSize(mPasses.size());
  1197. for (U32 i = 0; i < mPasses.size(); i++)
  1198. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1199. // smp now owns these buffers.
  1200. smp->setBuffers(mShaderConstDesc, buffers);
  1201. return smp;
  1202. }
  1203. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1204. {
  1205. // Search our list
  1206. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1207. {
  1208. if (mParameterHandles[i]->getName().equal(name))
  1209. return mParameterHandles[i];
  1210. }
  1211. // If we didn't find it, we have to add it to support shader reloading.
  1212. Vector<GFXShader*> shaders;
  1213. shaders.setSize(mPasses.size());
  1214. for (U32 i = 0; i < mPasses.size(); i++)
  1215. shaders[i] = _getRPD(i)->shader;
  1216. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1217. mParameterHandles.push_back(smph);
  1218. return smph;
  1219. }
  1220. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1221. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1222. {
  1223. if (mCurrentParams && pass < mPasses.size())
  1224. {
  1225. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1226. }
  1227. return NULL;
  1228. }
  1229. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1230. {
  1231. if (pass < mPasses.size())
  1232. {
  1233. return &_getRPD(pass)->shaderHandles;
  1234. }
  1235. return NULL;
  1236. }
  1237. void ProcessedShaderMaterial::dumpMaterialInfo()
  1238. {
  1239. for ( U32 i = 0; i < getNumPasses(); i++ )
  1240. {
  1241. const ShaderRenderPassData *passData = _getRPD( i );
  1242. if ( passData == NULL )
  1243. continue;
  1244. const GFXShader *shader = passData->shader;
  1245. if ( shader == NULL )
  1246. Con::printf( " [%i] [NULL shader]", i );
  1247. else
  1248. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1249. }
  1250. }
  1251. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1252. {
  1253. for (U32 i = 0; i < getNumPasses(); i++)
  1254. {
  1255. const ShaderRenderPassData* passData = _getRPD(i);
  1256. if (passData == NULL)
  1257. continue;
  1258. char passStr[64];
  1259. dSprintf(passStr, 64, "Pass Number: %i", i);
  1260. U32 passItem = tree->insertItem(item, passStr);
  1261. const GFXShader * shader = passData->shader;
  1262. if (shader == NULL)
  1263. tree->insertItem(passItem, "[NULL shader]");
  1264. else
  1265. tree->insertItem(passItem, shader->describeSelf().c_str());
  1266. }
  1267. }