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