processedShaderMaterial.cpp 53 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. #include "renderInstance/renderProbeMgr.h"
  42. #include "ts/tsRenderState.h"
  43. // We need to include customMaterialDefinition for ShaderConstHandles::init
  44. #include "materials/customMaterialDefinition.h"
  45. #include "gui/controls/guiTreeViewCtrl.h"
  46. #include "ts/tsShape.h"
  47. ///
  48. /// ShaderConstHandles
  49. ///
  50. void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
  51. {
  52. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  53. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  54. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  55. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  56. mSmoothnessSC = shader->getShaderConstHandle(ShaderGenVars::smoothness);
  57. mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
  58. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  59. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  60. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  61. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  62. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  63. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  64. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  65. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  66. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  67. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  68. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  69. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  70. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  71. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  72. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  73. mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
  74. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  75. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  76. mInvCameraTransSC = shader->getShaderConstHandle(ShaderGenVars::invCameraTrans);
  77. mCameraToScreenSC = shader->getShaderConstHandle(ShaderGenVars::cameraToScreen);
  78. mScreenToCameraSC = shader->getShaderConstHandle(ShaderGenVars::screenToCamera);
  79. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  80. mCubeMipsSC = shader->getShaderConstHandle(ShaderGenVars::cubeMips);
  81. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  82. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  83. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  84. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  85. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  86. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  87. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  88. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  89. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  90. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  91. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  92. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  93. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  94. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  95. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  96. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  97. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  98. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  99. // MFT_ImposterVert
  100. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  101. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  102. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  103. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  104. // MFT_HardwareSkinning
  105. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  106. // Clear any existing texture handles.
  107. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  108. if(mat)
  109. {
  110. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  111. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  112. }
  113. // Deferred Shading
  114. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  115. //custom features
  116. for (U32 f = 0; f < customFeatureData.size(); ++f)
  117. {
  118. for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
  119. {
  120. customHandleData newSC;
  121. newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
  122. newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
  123. mCustomHandles.push_back(newSC);
  124. }
  125. }
  126. }
  127. ///
  128. /// ShaderRenderPassData
  129. ///
  130. void ShaderRenderPassData::reset()
  131. {
  132. Parent::reset();
  133. shader = NULL;
  134. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  135. delete featureShaderHandles[i];
  136. featureShaderHandles.clear();
  137. }
  138. String ShaderRenderPassData::describeSelf() const
  139. {
  140. // First write the shader identification.
  141. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  142. // Let the parent get the rest.
  143. desc += Parent::describeSelf();
  144. return desc;
  145. }
  146. ///
  147. /// ProcessedShaderMaterial
  148. ///
  149. ProcessedShaderMaterial::ProcessedShaderMaterial()
  150. : mDefaultParameters( NULL ),
  151. mInstancingState( NULL )
  152. {
  153. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  154. VECTOR_SET_ASSOCIATION( mParameterHandles );
  155. }
  156. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  157. : mDefaultParameters( NULL ),
  158. mInstancingState( NULL )
  159. {
  160. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  161. VECTOR_SET_ASSOCIATION( mParameterHandles );
  162. mMaterial = &mat;
  163. }
  164. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  165. {
  166. SAFE_DELETE(mInstancingState);
  167. SAFE_DELETE(mDefaultParameters);
  168. for (U32 i = 0; i < mParameterHandles.size(); i++)
  169. SAFE_DELETE(mParameterHandles[i]);
  170. }
  171. //
  172. // Material init
  173. //
  174. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  175. const GFXVertexFormat *vertexFormat,
  176. const MatFeaturesDelegate &featuresDelegate )
  177. {
  178. // Load our textures
  179. _setStageData();
  180. // Determine how many stages we use
  181. mMaxStages = getNumStages();
  182. mVertexFormat = vertexFormat;
  183. mFeatures.clear();
  184. mStateHint.clear();
  185. SAFE_DELETE(mInstancingState);
  186. for( U32 i=0; i<mMaxStages; i++ )
  187. {
  188. MaterialFeatureData fd;
  189. // Determine the features of this stage
  190. _determineFeatures( i, fd, features );
  191. // Let the delegate poke at the features.
  192. if ( featuresDelegate )
  193. featuresDelegate( this, i, fd, features );
  194. // Create the passes for this stage
  195. if ( fd.features.isNotEmpty() )
  196. if( !_createPasses( fd, i, features ) )
  197. return false;
  198. }
  199. _initRenderPassDataStateBlocks();
  200. _initMaterialParameters();
  201. mDefaultParameters = allocMaterialParameters();
  202. setMaterialParameters( mDefaultParameters, 0 );
  203. mStateHint.init( this );
  204. // Enable instancing if we have it.
  205. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  206. {
  207. mInstancingState = new InstancingState();
  208. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  209. }
  210. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
  211. {
  212. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  213. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  214. RenderPassData* rpd = getPass(0);
  215. if (rpd)
  216. {
  217. rpd->mTexSlot[0].texTarget = texTarget;
  218. rpd->mTexType[0] = Material::TexTarget;
  219. rpd->mSamplerNames[0] = "diffuseMap";
  220. }
  221. }
  222. return true;
  223. }
  224. U32 ProcessedShaderMaterial::getNumStages()
  225. {
  226. // Loops through all stages to determine how many
  227. // stages we actually use.
  228. //
  229. // The first stage is always active else we shouldn't be
  230. // creating the material to begin with.
  231. U32 numStages = 1;
  232. U32 i;
  233. for( i=1; i<Material::MAX_STAGES; i++ )
  234. {
  235. // Assume stage is inactive
  236. bool stageActive = false;
  237. // Cubemaps only on first stage
  238. if( i == 0 )
  239. {
  240. // If we have a cubemap the stage is active
  241. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  242. {
  243. numStages++;
  244. continue;
  245. }
  246. }
  247. // If we have a texture for the a feature the
  248. // stage is active.
  249. if ( mStages[i].hasValidTex() )
  250. stageActive = true;
  251. // If this stage has diffuse color, it's active
  252. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  253. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  254. stageActive = true;
  255. // If we have a Material that is vertex lit
  256. // then it may not have a texture
  257. if( mMaterial->mVertLit[i] )
  258. stageActive = true;
  259. // Increment the number of active stages
  260. numStages += stageActive;
  261. }
  262. return numStages;
  263. }
  264. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  265. MaterialFeatureData &fd,
  266. const FeatureSet &features )
  267. {
  268. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  269. const F32 shaderVersion = GFX->getPixelShaderVersion();
  270. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  271. bool lastStage = stageNum == (mMaxStages-1);
  272. // First we add all the features which the
  273. // material has defined.
  274. if (mMaterial->mInvertSmoothness[stageNum])
  275. fd.features.addFeature(MFT_InvertSmoothness);
  276. if ( mMaterial->isTranslucent() )
  277. {
  278. // Note: This is for decal blending into the deferred
  279. // for AL... it probably needs to be made clearer.
  280. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  281. mMaterial->mTranslucentZWrite )
  282. fd.features.addFeature( MFT_IsTranslucentZWrite );
  283. else
  284. {
  285. fd.features.addFeature( MFT_IsTranslucent );
  286. fd.features.addFeature( MFT_ForwardShading );
  287. }
  288. }
  289. // TODO: This sort of sucks... BL should somehow force this
  290. // feature on from the outside and not this way.
  291. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  292. fd.features.addFeature( MFT_ForwardShading );
  293. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  294. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  295. /*if ( mMaterial->isDoubleSided() )
  296. {
  297. fd.features.addFeature( MFT_InterlacedDeferred );
  298. }*/
  299. // Allow instancing if it was requested and the card supports
  300. // SM 3.0 or above.
  301. //
  302. // We also disable instancing for non-single pass materials
  303. // and glowing materials because its untested/unimplemented.
  304. //
  305. if ( features.hasFeature( MFT_UseInstancing ) &&
  306. mMaxStages == 1 &&
  307. !mMaterial->mGlow[0] &&
  308. shaderVersion >= 3.0f )
  309. fd.features.addFeature( MFT_UseInstancing );
  310. if ( mMaterial->mAlphaTest )
  311. fd.features.addFeature( MFT_AlphaTest );
  312. if (mMaterial->mEmissive[stageNum])
  313. {
  314. fd.features.addFeature(MFT_IsEmissive);
  315. }
  316. else
  317. {
  318. fd.features.addFeature(MFT_RTLighting);
  319. if (mMaterial->isTranslucent())
  320. fd.features.addFeature(MFT_ReflectionProbes);
  321. }
  322. if ( mMaterial->mAnimFlags[stageNum] )
  323. fd.features.addFeature( MFT_TexAnim );
  324. if ( mMaterial->mVertLit[stageNum] )
  325. fd.features.addFeature( MFT_VertLit );
  326. // cubemaps only available on stage 0 for now - bramage
  327. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  328. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  329. mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
  330. {
  331. fd.features.addFeature( MFT_CubeMap );
  332. }
  333. if (features.hasFeature(MFT_SkyBox))
  334. {
  335. fd.features.addFeature(MFT_StaticCubemap);
  336. fd.features.addFeature(MFT_CubeMap);
  337. fd.features.addFeature(MFT_SkyBox);
  338. fd.features.removeFeature(MFT_ReflectionProbes);
  339. }
  340. fd.features.addFeature( MFT_Visibility );
  341. if ( lastStage &&
  342. ( !gClientSceneGraph->usePostEffectFog() ||
  343. fd.features.hasFeature( MFT_IsTranslucent ) ||
  344. fd.features.hasFeature( MFT_ForwardShading )) )
  345. fd.features.addFeature( MFT_Fog );
  346. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  347. fd.features.addFeature( MFT_MinnaertShading );
  348. if ( mMaterial->mSubSurface[stageNum] )
  349. fd.features.addFeature( MFT_SubSurface );
  350. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  351. {
  352. fd.features.addFeature( MFT_DiffuseMapAtlas );
  353. if ( mMaterial->mNormalMapAtlas )
  354. fd.features.addFeature( MFT_NormalMapAtlas );
  355. }
  356. if (!fd.features.hasFeature(MFT_ForwardShading))
  357. {
  358. fd.features.removeFeature(MFT_DebugViz);
  359. }
  360. // Grab other features like normal maps, base texture, etc.
  361. FeatureSet mergeFeatures;
  362. mStages[stageNum].getFeatureSet( &mergeFeatures );
  363. fd.features.merge( mergeFeatures );
  364. if ( fd.features[ MFT_NormalMap ] )
  365. {
  366. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  367. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  368. fd.features.addFeature( MFT_IsBC3nm );
  369. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  370. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  371. fd.features.addFeature( MFT_IsBC5nm );
  372. }
  373. // Now for some more advanced features that we
  374. // cannot do on SM 2.0 and below.
  375. if ( shaderVersion > 2.0f )
  376. {
  377. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  378. fd.features[ MFT_NormalMap ] )
  379. fd.features.addFeature( MFT_Parallax );
  380. }
  381. // Without realtime lighting and on lower end
  382. // shader models disable the specular map.
  383. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  384. fd.features.removeFeature( MFT_SpecularMap );
  385. // If we have a specular map then make sure we
  386. // have per-pixel specular enabled.
  387. if( fd.features[ MFT_SpecularMap ] )
  388. {
  389. // Check for an alpha channel on the specular map. If it has one (and it
  390. // has values less than 255) than the artist has put the gloss map into
  391. // the alpha channel.
  392. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  393. fd.features.addFeature( MFT_GlossMap );
  394. }
  395. if ( mMaterial->mAccuEnabled[stageNum] )
  396. {
  397. mHasAccumulation = true;
  398. }
  399. // we need both diffuse and normal maps + sm3 to have an accu map
  400. if( fd.features[ MFT_AccuMap ] &&
  401. ( !fd.features[ MFT_DiffuseMap ] ||
  402. !fd.features[ MFT_NormalMap ] ||
  403. GFX->getPixelShaderVersion() < 3.0f ) ) {
  404. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  405. fd.features.removeFeature( MFT_AccuMap );
  406. mHasAccumulation = false;
  407. }
  408. // Without a base texture use the diffuse color
  409. // feature to ensure some sort of output.
  410. if (!fd.features[MFT_DiffuseMap])
  411. {
  412. fd.features.addFeature( MFT_DiffuseColor );
  413. // No texture coords... no overlay.
  414. fd.features.removeFeature( MFT_OverlayMap );
  415. }
  416. // If we have a diffuse map and the alpha on the diffuse isn't
  417. // zero and the color isn't pure white then multiply the color.
  418. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  419. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  420. fd.features.addFeature( MFT_DiffuseColor );
  421. // If lightmaps or tonemaps are enabled or we
  422. // don't have a second UV set then we cannot
  423. // use the overlay texture.
  424. if ( fd.features[MFT_LightMap] ||
  425. fd.features[MFT_ToneMap] ||
  426. mVertexFormat->getTexCoordCount() < 2 )
  427. fd.features.removeFeature( MFT_OverlayMap );
  428. // If tonemaps are enabled don't use lightmap
  429. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  430. fd.features.removeFeature( MFT_LightMap );
  431. // Don't allow tonemaps if we don't have a second UV set
  432. if ( mVertexFormat->getTexCoordCount() < 2 )
  433. fd.features.removeFeature( MFT_ToneMap );
  434. // Always add the HDR output feature.
  435. //
  436. // It will be filtered out if it was disabled
  437. // for this material creation below.
  438. //
  439. // Also the shader code will evaluate to a nop
  440. // if HDR is not enabled in the scene.
  441. //
  442. fd.features.addFeature( MFT_HDROut );
  443. fd.features.addFeature(MFT_DebugViz);
  444. // If vertex color is enabled on the material's stage and
  445. // color is present in vertex format, add diffuse vertex
  446. // color feature.
  447. if ( mMaterial->mVertColor[ stageNum ] &&
  448. mVertexFormat->hasColor() )
  449. fd.features.addFeature( MFT_DiffuseVertColor );
  450. // Allow features to add themselves.
  451. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  452. {
  453. const FeatureInfo &info = FEATUREMGR->getAt( i );
  454. info.feature->determineFeature( mMaterial,
  455. mVertexFormat,
  456. stageNum,
  457. *info.type,
  458. features,
  459. &fd );
  460. }
  461. // Need to add the Hardware Skinning feature if its used
  462. if ( features.hasFeature( MFT_HardwareSkinning ) )
  463. {
  464. fd.features.addFeature( MFT_HardwareSkinning );
  465. }
  466. // Now disable any features that were
  467. // not part of the input feature handle.
  468. fd.features.filter( features );
  469. }
  470. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  471. {
  472. // Creates passes for the given stage
  473. ShaderRenderPassData passData;
  474. U32 texIndex = 0;
  475. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  476. {
  477. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  478. if ( !stageFeatures.features.hasFeature( *info.type ) )
  479. continue;
  480. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  481. // adds pass if blend op changes for feature
  482. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  483. // Add pass if num tex reg is going to be too high
  484. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  485. {
  486. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  487. return false;
  488. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  489. }
  490. passData.mNumTexReg += numTexReg;
  491. passData.mFeatureData.features.addFeature( *info.type );
  492. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  493. U32 oldTexNumber = texIndex;
  494. #endif
  495. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  496. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  497. if(oldTexNumber != texIndex)
  498. {
  499. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  500. {
  501. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  502. }
  503. }
  504. #endif
  505. // Add pass if tex units are maxed out
  506. if( texIndex > GFX->getNumSamplers() )
  507. {
  508. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  509. return false;
  510. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  511. }
  512. }
  513. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  514. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  515. {
  516. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  517. }
  518. #endif
  519. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  520. if ( passFeatures.isNotEmpty() )
  521. {
  522. mFeatures.merge( passFeatures );
  523. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  524. {
  525. mFeatures.clear();
  526. return false;
  527. }
  528. }
  529. return true;
  530. }
  531. void ProcessedShaderMaterial::_initMaterialParameters()
  532. {
  533. // Cleanup anything left first.
  534. SAFE_DELETE( mDefaultParameters );
  535. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  536. SAFE_DELETE( mParameterHandles[i] );
  537. // Gather the shaders as they all need to be
  538. // passed to the ShaderMaterialParameterHandles.
  539. Vector<GFXShader*> shaders;
  540. shaders.setSize( mPasses.size() );
  541. for ( U32 i = 0; i < mPasses.size(); i++ )
  542. shaders[i] = _getRPD(i)->shader;
  543. // Run through each shader and prepare its constants.
  544. for ( U32 i = 0; i < mPasses.size(); i++ )
  545. {
  546. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  547. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  548. for ( ; p != desc.end(); p++ )
  549. {
  550. // Add this to our list of shader constants
  551. GFXShaderConstDesc d(*p);
  552. mShaderConstDesc.push_back(d);
  553. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  554. mParameterHandles.push_back(smph);
  555. }
  556. }
  557. }
  558. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  559. U32 &texIndex,
  560. MaterialFeatureData &fd,
  561. U32 stageNum,
  562. const FeatureSet &features )
  563. {
  564. // Set number of textures, stage, glow, etc.
  565. rpd.mNumTex = texIndex;
  566. rpd.mStageNum = stageNum;
  567. rpd.mGlow |= mMaterial->mGlow[stageNum];
  568. // Copy over features
  569. rpd.mFeatureData.materialFeatures = fd.features;
  570. Vector<String> samplers;
  571. samplers.setSize(Material::MAX_TEX_PER_PASS);
  572. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  573. {
  574. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  575. }
  576. // Generate shader
  577. GFXShader::setLogging( true, true );
  578. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
  579. if( !rpd.shader )
  580. return false;
  581. rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
  582. // If a pass glows, we glow
  583. if( rpd.mGlow )
  584. mHasGlow = true;
  585. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  586. mPasses.push_back( newPass );
  587. //initSamplerHandles
  588. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  589. AssertFatal(handles,"");
  590. for(int i = 0; i < rpd.mNumTex; i++)
  591. {
  592. if(rpd.mSamplerNames[i].isEmpty())
  593. {
  594. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  595. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  596. continue;
  597. }
  598. String samplerName = rpd.mSamplerNames[i];
  599. if( !samplerName.startsWith("$"))
  600. samplerName.insert(0, "$");
  601. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  602. handles->mTexHandlesSC[i] = handle;
  603. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  604. AssertFatal( handle,"");
  605. }
  606. // Give each active feature a chance to create specialized shader consts.
  607. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  608. {
  609. const FeatureInfo &info = FEATUREMGR->getAt( i );
  610. if ( !fd.features.hasFeature( *info.type ) )
  611. continue;
  612. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  613. if ( fh )
  614. newPass->featureShaderHandles.push_back( fh );
  615. }
  616. rpd.reset();
  617. texIndex = 0;
  618. return true;
  619. }
  620. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  621. ShaderRenderPassData &passData,
  622. U32 &texIndex,
  623. MaterialFeatureData &stageFeatures,
  624. U32 stageNum,
  625. const FeatureSet &features )
  626. {
  627. if( sf->getBlendOp() == Material::None )
  628. {
  629. return;
  630. }
  631. // set up the current blend operation for multi-pass materials
  632. if( mPasses.size() > 0)
  633. {
  634. // If passData.numTexReg is 0, this is a brand new pass, so set the
  635. // blend operation to the first feature.
  636. if( passData.mNumTexReg == 0 )
  637. {
  638. passData.mBlendOp = sf->getBlendOp();
  639. }
  640. else
  641. {
  642. // numTegReg is more than zero, if this feature
  643. // doesn't have the same blend operation, then
  644. // we need to create yet another pass
  645. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  646. {
  647. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  648. passData.mBlendOp = sf->getBlendOp();
  649. }
  650. }
  651. }
  652. }
  653. //
  654. // Runtime / rendering
  655. //
  656. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  657. {
  658. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  659. // Make sure we have the pass
  660. if(pass >= mPasses.size())
  661. {
  662. // If we were rendering instanced data tell
  663. // the device to reset that vb stream.
  664. if ( mInstancingState )
  665. GFX->setVertexBuffer( NULL, 1 );
  666. return false;
  667. }
  668. _setRenderState( state, sgData, pass );
  669. // Set shaders
  670. ShaderRenderPassData* rpd = _getRPD(pass);
  671. if( rpd->shader )
  672. {
  673. GFX->setShader( rpd->shader );
  674. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  675. _setShaderConstants(state, sgData, pass);
  676. // If we're instancing then do the initial step to get
  677. // set the vb pointer to the const buffer.
  678. if ( mInstancingState )
  679. stepInstance();
  680. }
  681. else
  682. {
  683. GFX->setupGenericShaders();
  684. GFX->setShaderConstBuffer(NULL);
  685. }
  686. // Set our textures
  687. setTextureStages( state, sgData, pass );
  688. _setTextureTransforms(pass);
  689. return true;
  690. }
  691. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  692. {
  693. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  694. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  695. AssertFatal(handles,"");
  696. // Set all of the textures we need to render the give pass.
  697. #ifdef TORQUE_DEBUG
  698. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  699. #endif
  700. RenderPassData *rpd = mPasses[pass];
  701. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  702. NamedTexTarget *texTarget;
  703. GFXTextureObject *texObject;
  704. for( U32 i=0; i<rpd->mNumTex; i++ )
  705. {
  706. U32 currTexFlag = rpd->mTexType[i];
  707. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  708. {
  709. switch( currTexFlag )
  710. {
  711. // If the flag is unset then assume its just
  712. // a regular texture to set... nothing special.
  713. case 0:
  714. default:
  715. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  716. break;
  717. case Material::NormalizeCube:
  718. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  719. break;
  720. case Material::Lightmap:
  721. GFX->setTexture( i, sgData.lightmap );
  722. break;
  723. case Material::ToneMapTex:
  724. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  725. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  726. break;
  727. case Material::Cube:
  728. GFX->setCubeTexture( i, rpd->mCubeMap );
  729. break;
  730. case Material::SGCube:
  731. GFX->setCubeTexture( i, sgData.cubemap );
  732. break;
  733. case Material::BackBuff:
  734. GFX->setTexture( i, sgData.backBuffTex );
  735. break;
  736. case Material::AccuMap:
  737. if ( sgData.accuTex )
  738. GFX->setTexture( i, sgData.accuTex );
  739. else
  740. GFX->setTexture( i, GFXTexHandle::ZERO );
  741. break;
  742. case Material::TexTarget:
  743. {
  744. texTarget = rpd->mTexSlot[i].texTarget;
  745. if ( !texTarget )
  746. {
  747. GFX->setTexture( i, NULL );
  748. break;
  749. }
  750. texObject = texTarget->getTexture();
  751. // If no texture is available then map the default 2x2
  752. // black texture to it. This at least will ensure that
  753. // we get consistant behavior across GPUs and platforms.
  754. if ( !texObject )
  755. texObject = GFXTexHandle::ZERO;
  756. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  757. {
  758. const Point3I &targetSz = texObject->getSize();
  759. const RectI &targetVp = texTarget->getViewport();
  760. Point4F rtParams;
  761. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  762. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  763. }
  764. GFX->setTexture( i, texObject );
  765. break;
  766. }
  767. }
  768. }
  769. }
  770. }
  771. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  772. {
  773. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  774. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  775. if (handles->mTexMatSC->isValid())
  776. {
  777. MatrixF texMat( true );
  778. mMaterial->updateTimeBasedParams();
  779. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  780. // handle scroll anim type
  781. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  782. {
  783. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  784. {
  785. Point3F scrollOffset;
  786. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  787. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  788. scrollOffset.z = 1.0;
  789. texMat.setColumn( 3, scrollOffset );
  790. }
  791. else
  792. {
  793. Point3F offset( mMaterial->mScrollOffset[pass].x,
  794. mMaterial->mScrollOffset[pass].y,
  795. 1.0 );
  796. texMat.setColumn( 3, offset );
  797. }
  798. }
  799. // handle rotation
  800. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  801. {
  802. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  803. {
  804. F32 rotPos = waveOffset * M_2PI;
  805. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  806. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  807. MatrixF test( true );
  808. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  809. mMaterial->mRotPivotOffset[pass].y,
  810. 0.0 ) );
  811. texMat.mul( test );
  812. }
  813. else
  814. {
  815. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  816. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  817. MatrixF test( true );
  818. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  819. mMaterial->mRotPivotOffset[pass].y,
  820. 0.0 ) );
  821. texMat.mul( test );
  822. }
  823. }
  824. // Handle scale + wave offset
  825. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  826. mMaterial->mAnimFlags[pass] & Material::Wave )
  827. {
  828. F32 wOffset = fabs( waveOffset );
  829. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  830. MatrixF temp( true );
  831. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  832. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  833. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  834. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  835. texMat.mul( temp );
  836. }
  837. // handle sequence
  838. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  839. {
  840. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  841. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  842. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  843. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  844. Point3F texOffset = texMat.getPosition();
  845. texOffset.x += offset;
  846. texMat.setPosition( texOffset );
  847. }
  848. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  849. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  850. }
  851. }
  852. //--------------------------------------------------------------------------
  853. // Get wave offset for texture animations using a wave transform
  854. //--------------------------------------------------------------------------
  855. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  856. {
  857. switch( mMaterial->mWaveType[stage] )
  858. {
  859. case Material::Sin:
  860. {
  861. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  862. break;
  863. }
  864. case Material::Triangle:
  865. {
  866. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  867. if( frac > 0.0 && frac <= 0.25 )
  868. {
  869. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  870. }
  871. if( frac > 0.25 && frac <= 0.5 )
  872. {
  873. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  874. }
  875. if( frac > 0.5 && frac <= 0.75 )
  876. {
  877. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  878. }
  879. if( frac > 0.75 && frac <= 1.0 )
  880. {
  881. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  882. }
  883. break;
  884. }
  885. case Material::Square:
  886. {
  887. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  888. if( frac > 0.0 && frac <= 0.5 )
  889. {
  890. return 0.0;
  891. }
  892. else
  893. {
  894. return mMaterial->mWaveAmp[stage];
  895. }
  896. break;
  897. }
  898. }
  899. return 0.0;
  900. }
  901. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  902. {
  903. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  904. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  905. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  906. U32 stageNum = getStageFromPass(pass);
  907. // First we do all the constants which are not
  908. // controlled via the material... we have to
  909. // set these all the time as they could change.
  910. if ( handles->mFogDataSC->isValid() )
  911. {
  912. Point3F fogData;
  913. fogData.x = sgData.fogDensity;
  914. fogData.y = sgData.fogDensityOffset;
  915. fogData.z = sgData.fogHeightFalloff;
  916. shaderConsts->set( handles->mFogDataSC, fogData );
  917. }
  918. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  919. if( handles->mOneOverFarplane->isValid() )
  920. {
  921. const F32 &invfp = 1.0f / state->getFarPlane();
  922. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  923. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  924. }
  925. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  926. // If the shader constants have not been lost then
  927. // they contain the content from a previous render pass.
  928. //
  929. // In this case we can skip updating the material constants
  930. // which do not change frame to frame.
  931. //
  932. // NOTE: This assumes we're not animating material parameters
  933. // in a way that doesn't cause a shader reload... this isn't
  934. // being done now, but it could change in the future.
  935. //
  936. if ( !shaderConsts->wasLost() )
  937. return;
  938. shaderConsts->setSafe(handles->mSmoothnessSC, mMaterial->mSmoothness[stageNum]);
  939. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  940. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  941. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  942. if ( handles->mSubSurfaceParamsSC->isValid() )
  943. {
  944. Point4F subSurfParams;
  945. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  946. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  947. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  948. }
  949. if ( handles->mRTSizeSC->isValid() )
  950. {
  951. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  952. Point2F pixelShaderConstantData;
  953. pixelShaderConstantData.x = resolution.x;
  954. pixelShaderConstantData.y = resolution.y;
  955. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  956. }
  957. if ( handles->mOneOverRTSizeSC->isValid() )
  958. {
  959. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  960. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  961. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  962. }
  963. // set detail scale
  964. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  965. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  966. // MFT_ImposterVert
  967. if ( handles->mImposterUVs->isValid() )
  968. {
  969. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  970. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  971. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  972. }
  973. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  974. // Diffuse
  975. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  976. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  977. if(handles->mDiffuseAtlasParamsSC)
  978. {
  979. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  980. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  981. mMaterial->mCellSize[stageNum], // tile size in pixels
  982. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  983. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  984. }
  985. if(handles->mBumpAtlasParamsSC)
  986. {
  987. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  988. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  989. mMaterial->mCellSize[stageNum], // tile size in pixels
  990. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  991. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  992. }
  993. if(handles->mDiffuseAtlasTileSC)
  994. {
  995. // Sanity check the wrap flags
  996. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  997. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  998. mMaterial->mCellIndex[stageNum].y,
  999. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1000. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  1001. }
  1002. if(handles->mBumpAtlasTileSC)
  1003. {
  1004. // Sanity check the wrap flags
  1005. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1006. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1007. mMaterial->mCellIndex[stageNum].y,
  1008. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1009. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1010. }
  1011. // Deferred Shading: Determine Material Info Flags
  1012. S32 matInfoFlags =
  1013. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  1014. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  1015. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1016. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1017. if( handles->mAccuScaleSC->isValid() )
  1018. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1019. if( handles->mAccuDirectionSC->isValid() )
  1020. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1021. if( handles->mAccuStrengthSC->isValid() )
  1022. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1023. if( handles->mAccuCoverageSC->isValid() )
  1024. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1025. if( handles->mAccuSpecularSC->isValid() )
  1026. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1027. }
  1028. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1029. {
  1030. // Only support cubemap on the first stage
  1031. if( mPasses[pass]->mStageNum > 0 )
  1032. return false;
  1033. if( mPasses[pass]->mCubeMap )
  1034. return true;
  1035. return false;
  1036. }
  1037. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1038. {
  1039. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1040. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1041. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1042. // The MatrixSet will lazily generate a matrix under the
  1043. // various 'get' methods, so inline the test for a valid
  1044. // shader constant handle to avoid that work when we can.
  1045. if ( handles->mModelViewProjSC->isValid() )
  1046. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1047. if ( handles->mObjTransSC->isValid() )
  1048. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1049. if ( handles->mWorldToObjSC->isValid() )
  1050. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1051. if ( handles->mWorldToCameraSC->isValid() )
  1052. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1053. if (handles->mCameraToWorldSC->isValid())
  1054. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1055. if ( handles->mWorldViewOnlySC->isValid() )
  1056. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1057. if ( handles->mViewToObjSC->isValid() )
  1058. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1059. if ( handles->mViewProjSC->isValid() )
  1060. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1061. if ( handles->mCubeTransSC->isValid() &&
  1062. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1063. {
  1064. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1065. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1066. }
  1067. if ( handles->m_vEyeSC->isValid() )
  1068. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1069. }
  1070. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1071. {
  1072. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1073. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1074. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1075. if ( handles->mNodeTransforms->isValid() )
  1076. {
  1077. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1078. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1079. }
  1080. }
  1081. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1082. {
  1083. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1084. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1085. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1086. for (U32 i = 0; i < shaderData.size(); i++)
  1087. {
  1088. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1089. {
  1090. StringTableEntry handleName = shaderData[i].getHandleName();
  1091. bool tmp = true;
  1092. }
  1093. //roll through and try setting our data!
  1094. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1095. {
  1096. StringTableEntry handleName = shaderData[i].getHandleName();
  1097. StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
  1098. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1099. {
  1100. if (handles->mCustomHandles[h].handle->isValid())
  1101. {
  1102. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1103. if (type == CustomShaderBindingData::Float)
  1104. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1105. else if (type == CustomShaderBindingData::Float2)
  1106. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1107. else if (type == CustomShaderBindingData::Float3)
  1108. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1109. else if (type == CustomShaderBindingData::Float4)
  1110. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1111. break;
  1112. }
  1113. }
  1114. }
  1115. }
  1116. }
  1117. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1118. {
  1119. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1120. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1121. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1122. // Set cubemap stuff here (it's convenient!)
  1123. const Point3F &eyePosWorld = state->getCameraPosition();
  1124. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1125. {
  1126. if (handles->mCubeEyePosSC->isValid())
  1127. {
  1128. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1129. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1130. }
  1131. }
  1132. if (sgData.cubemap)
  1133. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1134. else
  1135. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1136. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1137. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1138. if ( handles->mEyePosSC->isValid() )
  1139. {
  1140. MatrixF tempMat( *sgData.objTrans );
  1141. tempMat.inverse();
  1142. Point3F eyepos;
  1143. tempMat.mulP( eyePosWorld, &eyepos );
  1144. shaderConsts->set(handles->mEyePosSC, eyepos);
  1145. }
  1146. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1147. ShaderRenderPassData *rpd = _getRPD(pass);
  1148. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1149. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1150. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1151. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1152. }
  1153. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1154. {
  1155. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1156. // If we're not instanced then just call the parent.
  1157. if ( !mInstancingState )
  1158. {
  1159. Parent::setBuffers( vertBuffer, primBuffer );
  1160. return;
  1161. }
  1162. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1163. const S32 instCount = mInstancingState->getCount();
  1164. AssertFatal( instCount > 0,
  1165. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1166. // Nothing special here.
  1167. GFX->setPrimitiveBuffer( *primBuffer );
  1168. // Set the first stream the the normal VB and set the
  1169. // correct frequency for the number of instances to render.
  1170. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1171. // Get a volatile VB and fill it with the vertex data.
  1172. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1173. GFXVertexBufferDataHandle instVB;
  1174. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1175. U8 *dest = instVB.lock();
  1176. if(!dest) return;
  1177. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1178. instVB.unlock();
  1179. // Set the instance vb for streaming.
  1180. GFX->setVertexBuffer( instVB, 1, 1 );
  1181. // Finally set the vertex format which defines
  1182. // both of the streams.
  1183. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1184. // Done... reset the count.
  1185. mInstancingState->resetStep();
  1186. }
  1187. bool ProcessedShaderMaterial::stepInstance()
  1188. {
  1189. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1190. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1191. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1192. }
  1193. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1194. {
  1195. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1196. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1197. buffers.setSize(mPasses.size());
  1198. for (U32 i = 0; i < mPasses.size(); i++)
  1199. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1200. // smp now owns these buffers.
  1201. smp->setBuffers(mShaderConstDesc, buffers);
  1202. return smp;
  1203. }
  1204. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1205. {
  1206. // Search our list
  1207. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1208. {
  1209. if (mParameterHandles[i]->getName().equal(name))
  1210. return mParameterHandles[i];
  1211. }
  1212. // If we didn't find it, we have to add it to support shader reloading.
  1213. Vector<GFXShader*> shaders;
  1214. shaders.setSize(mPasses.size());
  1215. for (U32 i = 0; i < mPasses.size(); i++)
  1216. shaders[i] = _getRPD(i)->shader;
  1217. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1218. mParameterHandles.push_back(smph);
  1219. return smph;
  1220. }
  1221. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1222. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1223. {
  1224. if (mCurrentParams && pass < mPasses.size())
  1225. {
  1226. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1227. }
  1228. return NULL;
  1229. }
  1230. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1231. {
  1232. if (pass < mPasses.size())
  1233. {
  1234. return &_getRPD(pass)->shaderHandles;
  1235. }
  1236. return NULL;
  1237. }
  1238. void ProcessedShaderMaterial::dumpMaterialInfo()
  1239. {
  1240. for ( U32 i = 0; i < getNumPasses(); i++ )
  1241. {
  1242. const ShaderRenderPassData *passData = _getRPD( i );
  1243. if ( passData == NULL )
  1244. continue;
  1245. const GFXShader *shader = passData->shader;
  1246. if ( shader == NULL )
  1247. Con::printf( " [%i] [NULL shader]", i );
  1248. else
  1249. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1250. }
  1251. }
  1252. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1253. {
  1254. for (U32 i = 0; i < getNumPasses(); i++)
  1255. {
  1256. const ShaderRenderPassData* passData = _getRPD(i);
  1257. if (passData == NULL)
  1258. continue;
  1259. char passStr[64];
  1260. dSprintf(passStr, 64, "Pass Number: %i", i);
  1261. U32 passItem = tree->insertItem(item, passStr);
  1262. const GFXShader * shader = passData->shader;
  1263. if (shader == NULL)
  1264. tree->insertItem(passItem, "[NULL shader]");
  1265. else
  1266. tree->insertItem(passItem, shader->describeSelf().c_str());
  1267. }
  1268. }