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