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/gfxPrimitiveBuffer.h"
  28. #include "scene/sceneRenderState.h"
  29. #include "shaderGen/shaderFeature.h"
  30. #include "shaderGen/shaderGenVars.h"
  31. #include "shaderGen/featureMgr.h"
  32. #include "shaderGen/shaderGen.h"
  33. #include "materials/sceneData.h"
  34. #include "materials/materialFeatureTypes.h"
  35. #include "materials/materialManager.h"
  36. #include "materials/shaderMaterialParameters.h"
  37. #include "materials/matTextureTarget.h"
  38. #include "gfx/util/screenspace.h"
  39. #include "math/util/matrixSet.h"
  40. #include "renderInstance/renderProbeMgr.h"
  41. #include "ts/tsRenderState.h"
  42. // We need to include customMaterialDefinition for ShaderConstHandles::init
  43. #include "materials/customMaterialDefinition.h"
  44. #include "gui/controls/guiTreeViewCtrl.h"
  45. #include "ts/tsShape.h"
  46. ///
  47. /// ShaderConstHandles
  48. ///
  49. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
  50. {
  51. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  52. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  53. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  54. mORMConfigSC = shader->getShaderConstHandle(ShaderGenVars::ormConfig);
  55. mRoughnessSC = shader->getShaderConstHandle(ShaderGenVars::roughness);
  56. mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
  57. mGlowMulSC = shader->getShaderConstHandle(ShaderGenVars::glowMul);
  58. mAccuScaleSC = shader->getShaderConstHandle("$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. mDampnessSC = shader->getShaderConstHandle(ShaderGenVars::dampness);
  90. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  91. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  92. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  93. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  94. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  95. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  96. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  97. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  98. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  99. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  100. // MFT_ImposterVert
  101. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  102. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  103. for (S32 i = 0; i < GFX_TEXTURE_STAGE_COUNT; ++i)
  104. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  105. // MFT_HardwareSkinning
  106. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  107. mIsCapturingSC = shader->getShaderConstHandle(ShaderGenVars::isCapturing);
  108. // Clear any existing texture handles.
  109. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  110. if(mat)
  111. {
  112. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  113. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  114. }
  115. // Deferred Shading
  116. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  117. }
  118. ///
  119. /// ShaderRenderPassData
  120. ///
  121. void ShaderRenderPassData::reset()
  122. {
  123. Parent::reset();
  124. shader = NULL;
  125. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  126. delete featureShaderHandles[i];
  127. featureShaderHandles.clear();
  128. }
  129. String ShaderRenderPassData::describeSelf() const
  130. {
  131. // First write the shader identification.
  132. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  133. // Let the parent get the rest.
  134. desc += Parent::describeSelf();
  135. return desc;
  136. }
  137. ///
  138. /// ProcessedShaderMaterial
  139. ///
  140. ProcessedShaderMaterial::ProcessedShaderMaterial()
  141. : mDefaultParameters( NULL ),
  142. mInstancingState( NULL )
  143. {
  144. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  145. VECTOR_SET_ASSOCIATION( mParameterHandles );
  146. }
  147. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  148. : mDefaultParameters( NULL ),
  149. mInstancingState( NULL )
  150. {
  151. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  152. VECTOR_SET_ASSOCIATION( mParameterHandles );
  153. mMaterial = &mat;
  154. }
  155. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  156. {
  157. SAFE_DELETE(mInstancingState);
  158. SAFE_DELETE(mDefaultParameters);
  159. for (U32 i = 0; i < mParameterHandles.size(); i++)
  160. SAFE_DELETE(mParameterHandles[i]);
  161. }
  162. //
  163. // Material init
  164. //
  165. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  166. const GFXVertexFormat *vertexFormat,
  167. const MatFeaturesDelegate &featuresDelegate )
  168. {
  169. // Load our textures
  170. _setStageData();
  171. // Determine how many stages we use
  172. mMaxStages = getNumStages();
  173. mVertexFormat = vertexFormat;
  174. mFeatures.clear();
  175. mStateHint.clear();
  176. SAFE_DELETE(mInstancingState);
  177. for( U32 i=0; i<mMaxStages; i++ )
  178. {
  179. MaterialFeatureData fd;
  180. // Determine the features of this stage
  181. _determineFeatures( i, fd, features );
  182. // Let the delegate poke at the features.
  183. if ( featuresDelegate )
  184. featuresDelegate( this, i, fd, features );
  185. // Create the passes for this stage
  186. if ( fd.features.isNotEmpty() )
  187. if( !_createPasses( fd, i, features ) )
  188. return false;
  189. }
  190. _initRenderPassDataStateBlocks();
  191. _initMaterialParameters();
  192. mDefaultParameters = allocMaterialParameters();
  193. setMaterialParameters( mDefaultParameters, 0 );
  194. mStateHint.init( this );
  195. // Enable instancing if we have it.
  196. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  197. {
  198. mInstancingState = new InstancingState();
  199. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  200. }
  201. if (mMaterial && mMaterial->mDiffuseMapName[0] != StringTable->EmptyString() && String(mMaterial->mDiffuseMapName[0]).startsWith("#"))
  202. {
  203. String texTargetBufferName = String(mMaterial->mDiffuseMapName[0]).substr(1, (U32)strlen(mMaterial->mDiffuseMapName[0]) - 1);
  204. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  205. RenderPassData* rpd = getPass(0);
  206. if (rpd)
  207. {
  208. rpd->mTexSlot[0].texTarget = texTarget;
  209. rpd->mTexType[0] = Material::TexTarget;
  210. rpd->mSamplerNames[0] = "diffuseMap";
  211. }
  212. }
  213. return true;
  214. }
  215. U32 ProcessedShaderMaterial::getNumStages()
  216. {
  217. // Loops through all stages to determine how many
  218. // stages we actually use.
  219. //
  220. // The first stage is always active else we shouldn't be
  221. // creating the material to begin with.
  222. U32 numStages = 1;
  223. U32 i;
  224. for( i=1; i<Material::MAX_STAGES; i++ )
  225. {
  226. // Assume stage is inactive
  227. bool stageActive = false;
  228. // Cubemaps only on first stage
  229. if( i == 0 )
  230. {
  231. // If we have a cubemap the stage is active
  232. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  233. {
  234. numStages++;
  235. continue;
  236. }
  237. }
  238. // If we have a texture for the a feature the
  239. // stage is active.
  240. if ( mStages[i].hasValidTex() )
  241. stageActive = true;
  242. // If this stage has diffuse color, it's active
  243. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  244. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  245. stageActive = true;
  246. // If we have a Material that is vertex lit
  247. // then it may not have a texture
  248. if( mMaterial->mVertLit[i] )
  249. stageActive = true;
  250. // Increment the number of active stages
  251. numStages += stageActive;
  252. }
  253. return numStages;
  254. }
  255. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  256. MaterialFeatureData &fd,
  257. const FeatureSet &features )
  258. {
  259. if (GFX->getAdapterType() == NullDevice) return;
  260. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  261. const F32 shaderVersion = GFX->getPixelShaderVersion();
  262. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  263. bool lastStage = stageNum == (mMaxStages-1);
  264. // First we add all the features which the
  265. // material has defined.
  266. if (mMaterial->mInvertRoughness[stageNum])
  267. fd.features.addFeature(MFT_InvertRoughness);
  268. if ( mMaterial->isTranslucent() )
  269. {
  270. // Note: This is for decal blending into the deferred
  271. // for AL... it probably needs to be made clearer.
  272. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  273. mMaterial->mTranslucentZWrite )
  274. fd.features.addFeature( MFT_IsTranslucentZWrite );
  275. else
  276. {
  277. fd.features.addFeature( MFT_IsTranslucent );
  278. fd.features.addFeature( MFT_ForwardShading );
  279. }
  280. }
  281. // TODO: This sort of sucks... BL should somehow force this
  282. // feature on from the outside and not this way.
  283. if (String::compare(LIGHTMGR->getId(), "BLM") == 0)
  284. {
  285. fd.features.addFeature(MFT_ForwardShading);
  286. if (!mMaterial->mDynamicCubemap)
  287. fd.features.addFeature(MFT_ReflectionProbes);
  288. }
  289. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  290. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  291. /*if ( mMaterial->isDoubleSided() )
  292. {
  293. fd.features.addFeature( MFT_InterlacedDeferred );
  294. }*/
  295. // Allow instancing if it was requested and the card supports
  296. // SM 3.0 or above.
  297. //
  298. // We also disable instancing for non-single pass materials
  299. // and glowing materials because its untested/unimplemented.
  300. //
  301. if ( features.hasFeature( MFT_UseInstancing ) &&
  302. mMaxStages == 1 &&
  303. !mMaterial->mGlow[0] &&
  304. shaderVersion >= 3.0f )
  305. fd.features.addFeature( MFT_UseInstancing );
  306. if ( mMaterial->mAlphaTest )
  307. fd.features.addFeature( MFT_AlphaTest );
  308. if (mMaterial->isTranslucent())
  309. {
  310. fd.features.addFeature(MFT_RTLighting);
  311. if (!mMaterial->mDynamicCubemap)
  312. fd.features.addFeature(MFT_ReflectionProbes);
  313. }
  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 ) /*&& !features.hasFeature(MFT_ReflectionProbes) */ )
  322. {
  323. fd.features.addFeature( MFT_CubeMap );
  324. }
  325. fd.features.addFeature( MFT_Visibility );
  326. if ( lastStage &&
  327. ( !gClientSceneGraph->usePostEffectFog() ||
  328. fd.features.hasFeature( MFT_IsTranslucent ) ||
  329. fd.features.hasFeature( MFT_ForwardShading )) )
  330. fd.features.addFeature( MFT_Fog );
  331. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  332. fd.features.addFeature( MFT_MinnaertShading );
  333. if ( mMaterial->mSubSurface[stageNum] )
  334. fd.features.addFeature( MFT_SubSurface );
  335. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  336. {
  337. fd.features.addFeature( MFT_DiffuseMapAtlas );
  338. if ( mMaterial->mNormalMapAtlas )
  339. fd.features.addFeature( MFT_NormalMapAtlas );
  340. }
  341. if (!fd.features.hasFeature(MFT_ForwardShading))
  342. {
  343. fd.features.removeFeature(MFT_DebugViz);
  344. }
  345. // Grab other features like normal maps, base texture, etc.
  346. FeatureSet mergeFeatures;
  347. mStages[stageNum].getFeatureSet( &mergeFeatures );
  348. fd.features.merge( mergeFeatures );
  349. if ( fd.features[ MFT_NormalMap ] )
  350. {
  351. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  352. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  353. fd.features.addFeature( MFT_IsBC3nm );
  354. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  355. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  356. fd.features.addFeature( MFT_IsBC5nm );
  357. }
  358. // Now for some more advanced features that we
  359. // cannot do on SM 2.0 and below.
  360. if ( shaderVersion > 2.0f )
  361. {
  362. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  363. fd.features[ MFT_NormalMap ] )
  364. fd.features.addFeature( MFT_Parallax );
  365. }
  366. // Deferred Shading : PBR Config
  367. if (mStages[stageNum].getTex(MFT_OrmMap))
  368. {
  369. fd.features.addFeature(MFT_OrmMap);
  370. }
  371. else
  372. fd.features.addFeature(MFT_ORMConfigVars);
  373. // Deferred Shading : Material Info Flags
  374. fd.features.addFeature(MFT_MatInfoFlags);
  375. if (features.hasFeature(MFT_isBackground))
  376. {
  377. fd.features.addFeature(MFT_isBackground);
  378. }
  379. if (features.hasFeature(MFT_SkyBox))
  380. {
  381. fd.features.addFeature(MFT_StaticCubemap);
  382. fd.features.addFeature(MFT_CubeMap);
  383. fd.features.addFeature(MFT_SkyBox);
  384. fd.features.removeFeature(MFT_ReflectionProbes);
  385. fd.features.removeFeature(MFT_ORMConfigVars);
  386. fd.features.removeFeature(MFT_MatInfoFlags);
  387. }
  388. if ( mMaterial->mAccuEnabled[stageNum] )
  389. {
  390. mHasAccumulation = true;
  391. }
  392. // we need both diffuse and normal maps + sm3 to have an accu map
  393. if( fd.features[ MFT_AccuMap ] &&
  394. ( !fd.features[ MFT_DiffuseMap ] ||
  395. !fd.features[ MFT_NormalMap ] ||
  396. GFX->getPixelShaderVersion() < 3.0f ) ) {
  397. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  398. fd.features.removeFeature( MFT_AccuMap );
  399. mHasAccumulation = false;
  400. }
  401. // Without a base texture use the diffuse color
  402. // feature to ensure some sort of output.
  403. if (!fd.features[MFT_DiffuseMap])
  404. {
  405. fd.features.addFeature( MFT_DiffuseColor );
  406. // No texture coords... no overlay.
  407. fd.features.removeFeature( MFT_OverlayMap );
  408. }
  409. // If we have a diffuse map and the alpha on the diffuse isn't
  410. // zero and the color isn't pure white then multiply the color.
  411. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  412. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  413. fd.features.addFeature( MFT_DiffuseColor );
  414. // If lightmaps or tonemaps are enabled or we
  415. // don't have a second UV set then we cannot
  416. // use the overlay texture.
  417. if ( fd.features[MFT_LightMap] ||
  418. fd.features[MFT_ToneMap] ||
  419. mVertexFormat->getTexCoordCount() < 2 )
  420. fd.features.removeFeature( MFT_OverlayMap );
  421. // If tonemaps are enabled don't use lightmap
  422. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  423. fd.features.removeFeature( MFT_LightMap );
  424. // Don't allow tonemaps if we don't have a second UV set
  425. if ( mVertexFormat->getTexCoordCount() < 2 )
  426. fd.features.removeFeature( MFT_ToneMap );
  427. // Always add the HDR output feature.
  428. //
  429. // It will be filtered out if it was disabled
  430. // for this material creation below.
  431. //
  432. // Also the shader code will evaluate to a nop
  433. // if HDR is not enabled in the scene.
  434. //
  435. fd.features.addFeature( MFT_HDROut );
  436. fd.features.addFeature(MFT_DebugViz);
  437. // If vertex color is enabled on the material's stage and
  438. // color is present in vertex format, add diffuse vertex
  439. // color feature.
  440. if ( mMaterial->mVertColor[ stageNum ] &&
  441. mVertexFormat->hasColor() )
  442. fd.features.addFeature( MFT_DiffuseVertColor );
  443. // Allow features to add themselves.
  444. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  445. {
  446. const FeatureInfo &info = FEATUREMGR->getAt( i );
  447. info.feature->determineFeature( mMaterial,
  448. mVertexFormat,
  449. stageNum,
  450. *info.type,
  451. features,
  452. &fd );
  453. }
  454. // Need to add the Hardware Skinning feature if its used
  455. if ( features.hasFeature( MFT_HardwareSkinning ) )
  456. {
  457. fd.features.addFeature( MFT_HardwareSkinning );
  458. }
  459. // Now disable any features that were
  460. // not part of the input feature handle.
  461. fd.features.filter( features );
  462. }
  463. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  464. {
  465. // Creates passes for the given stage
  466. ShaderRenderPassData passData;
  467. U32 texIndex = 0;
  468. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  469. {
  470. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  471. if ( !stageFeatures.features.hasFeature( *info.type ) )
  472. continue;
  473. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  474. // adds pass if blend op changes for feature
  475. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  476. // Add pass if num tex reg is going to be too high
  477. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  478. {
  479. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  480. return false;
  481. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  482. }
  483. passData.mNumTexReg += numTexReg;
  484. passData.mFeatureData.features.addFeature( *info.type );
  485. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  486. U32 oldTexNumber = texIndex;
  487. #endif
  488. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  489. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  490. if(oldTexNumber != texIndex)
  491. {
  492. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  493. {
  494. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  495. }
  496. }
  497. #endif
  498. // Add pass if tex units are maxed out
  499. if( texIndex > GFX->getNumSamplers() )
  500. {
  501. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  502. return false;
  503. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  504. }
  505. }
  506. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  507. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  508. {
  509. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  510. }
  511. #endif
  512. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  513. if ( passFeatures.isNotEmpty() )
  514. {
  515. mFeatures.merge( passFeatures );
  516. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  517. {
  518. mFeatures.clear();
  519. return false;
  520. }
  521. }
  522. return true;
  523. }
  524. void ProcessedShaderMaterial::_initMaterialParameters()
  525. {
  526. // Cleanup anything left first.
  527. SAFE_DELETE( mDefaultParameters );
  528. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  529. SAFE_DELETE( mParameterHandles[i] );
  530. // Gather the shaders as they all need to be
  531. // passed to the ShaderMaterialParameterHandles.
  532. Vector<GFXShader*> shaders;
  533. shaders.setSize( mPasses.size() );
  534. for ( U32 i = 0; i < mPasses.size(); i++ )
  535. shaders[i] = _getRPD(i)->shader;
  536. // Run through each shader and prepare its constants.
  537. for ( U32 i = 0; i < mPasses.size(); i++ )
  538. {
  539. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  540. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  541. for ( ; p != desc.end(); p++ )
  542. {
  543. // Add this to our list of shader constants
  544. GFXShaderConstDesc d(*p);
  545. mShaderConstDesc.push_back(d);
  546. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  547. mParameterHandles.push_back(smph);
  548. }
  549. }
  550. }
  551. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  552. U32 &texIndex,
  553. MaterialFeatureData &fd,
  554. U32 stageNum,
  555. const FeatureSet &features )
  556. {
  557. // Set number of textures, stage, glow, etc.
  558. rpd.mNumTex = texIndex;
  559. rpd.mStageNum = stageNum;
  560. rpd.mGlow |= mMaterial->mGlow[stageNum];
  561. // Copy over features
  562. rpd.mFeatureData.materialFeatures = fd.features;
  563. Vector<String> samplers;
  564. samplers.setSize(Material::MAX_TEX_PER_PASS);
  565. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  566. {
  567. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  568. }
  569. // Generate shader
  570. GFXShader::setLogging( true, true );
  571. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  572. if( !rpd.shader )
  573. return false;
  574. rpd.shaderHandles.init( rpd.shader );
  575. // If a pass glows, we glow
  576. if( rpd.mGlow )
  577. mHasGlow = true;
  578. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  579. mPasses.push_back( newPass );
  580. //initSamplerHandles
  581. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  582. AssertFatal(handles,"");
  583. for(int i = 0; i < rpd.mNumTex; i++)
  584. {
  585. if(rpd.mSamplerNames[i].isEmpty())
  586. {
  587. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  588. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  589. continue;
  590. }
  591. String samplerName = rpd.mSamplerNames[i];
  592. if( !samplerName.startsWith("$"))
  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. shaderConsts->setSafe(handles->mDampnessSC, MATMGR->getDampnessClamped());
  920. shaderConsts->setSafe(handles->mIsCapturingSC, (S32)state->isCapturing());
  921. // If the shader constants have not been lost then
  922. // they contain the content from a previous render pass.
  923. //
  924. // In this case we can skip updating the material constants
  925. // which do not change frame to frame.
  926. //
  927. // NOTE: This assumes we're not animating material parameters
  928. // in a way that doesn't cause a shader reload... this isn't
  929. // being done now, but it could change in the future.
  930. //
  931. if ( !shaderConsts->wasLost() )
  932. return;
  933. shaderConsts->setSafe(handles->mRoughnessSC, mMaterial->mRoughness[stageNum]);
  934. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  935. shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
  936. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  937. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  938. if ( handles->mSubSurfaceParamsSC->isValid() )
  939. {
  940. Point4F subSurfParams;
  941. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  942. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  943. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  944. }
  945. if ( handles->mRTSizeSC->isValid() )
  946. {
  947. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  948. Point2F pixelShaderConstantData;
  949. pixelShaderConstantData.x = resolution.x;
  950. pixelShaderConstantData.y = resolution.y;
  951. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  952. }
  953. if ( handles->mOneOverRTSizeSC->isValid() )
  954. {
  955. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  956. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  957. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  958. }
  959. // set detail scale
  960. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  961. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  962. // MFT_ImposterVert
  963. if ( handles->mImposterUVs->isValid() )
  964. {
  965. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  966. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  967. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  968. }
  969. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  970. // Diffuse
  971. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  972. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  973. if(handles->mDiffuseAtlasParamsSC)
  974. {
  975. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  976. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  977. mMaterial->mCellSize[stageNum], // tile size in pixels
  978. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  979. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  980. }
  981. if(handles->mBumpAtlasParamsSC)
  982. {
  983. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  984. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  985. mMaterial->mCellSize[stageNum], // tile size in pixels
  986. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  987. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  988. }
  989. if(handles->mDiffuseAtlasTileSC)
  990. {
  991. // Sanity check the wrap flags
  992. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  993. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  994. mMaterial->mCellIndex[stageNum].y,
  995. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  996. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  997. }
  998. if(handles->mBumpAtlasTileSC)
  999. {
  1000. // Sanity check the wrap flags
  1001. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1002. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1003. mMaterial->mCellIndex[stageNum].y,
  1004. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1005. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1006. }
  1007. // Deferred Shading: Determine Material Info Flags
  1008. S32 matInfoFlags =
  1009. (mMaterial->mReceiveShadows[stageNum] ? 1 : 0) | //ReceiveShadows
  1010. (mMaterial->mSubSurface[stageNum] ? 1 << 2 : 0)| //subsurface
  1011. (mMaterial->mIgnoreLighting[stageNum] ? 1 << 3 : 0); //IgnoreLighting
  1012. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1013. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1014. if( handles->mAccuScaleSC->isValid() )
  1015. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1016. if( handles->mAccuDirectionSC->isValid() )
  1017. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1018. if( handles->mAccuStrengthSC->isValid() )
  1019. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1020. if( handles->mAccuCoverageSC->isValid() )
  1021. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1022. if( handles->mAccuSpecularSC->isValid() )
  1023. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1024. }
  1025. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1026. {
  1027. // Only support cubemap on the first stage
  1028. if( mPasses[pass]->mStageNum > 0 )
  1029. return false;
  1030. if( mPasses[pass]->mCubeMap )
  1031. return true;
  1032. return false;
  1033. }
  1034. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1035. {
  1036. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1037. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1038. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1039. // The MatrixSet will lazily generate a matrix under the
  1040. // various 'get' methods, so inline the test for a valid
  1041. // shader constant handle to avoid that work when we can.
  1042. if ( handles->mModelViewProjSC->isValid() )
  1043. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1044. if ( handles->mObjTransSC->isValid() )
  1045. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1046. if ( handles->mWorldToObjSC->isValid() )
  1047. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1048. if ( handles->mWorldToCameraSC->isValid() )
  1049. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1050. if (handles->mCameraToWorldSC->isValid())
  1051. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1052. if ( handles->mWorldViewOnlySC->isValid() )
  1053. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1054. if ( handles->mViewToObjSC->isValid() )
  1055. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1056. if ( handles->mViewProjSC->isValid() )
  1057. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1058. if ( handles->mCubeTransSC->isValid() &&
  1059. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1060. {
  1061. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1062. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1063. }
  1064. if ( handles->m_vEyeSC->isValid() )
  1065. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1066. }
  1067. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1068. {
  1069. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1070. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1071. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1072. if ( handles->mNodeTransforms->isValid() )
  1073. {
  1074. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1075. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1076. }
  1077. }
  1078. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1079. {
  1080. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1081. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1082. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1083. for (U32 i = 0; i < shaderData.size(); i++)
  1084. {
  1085. //roll through and try setting our data!
  1086. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1087. {
  1088. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1089. {
  1090. if (handles->mCustomHandles[h].handle->isValid())
  1091. {
  1092. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1093. if (type == CustomShaderBindingData::Float)
  1094. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1095. else if (type == CustomShaderBindingData::Float2)
  1096. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1097. else if (type == CustomShaderBindingData::Float3)
  1098. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1099. else if (type == CustomShaderBindingData::Float4)
  1100. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1101. break;
  1102. }
  1103. }
  1104. }
  1105. }
  1106. }
  1107. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1108. {
  1109. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1110. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1111. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1112. // Set cubemap stuff here (it's convenient!)
  1113. const Point3F &eyePosWorld = state->getCameraPosition();
  1114. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1115. {
  1116. if (handles->mCubeEyePosSC->isValid())
  1117. {
  1118. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1119. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1120. }
  1121. }
  1122. if (sgData.cubemap)
  1123. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1124. else
  1125. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1126. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1127. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1128. if ( handles->mEyePosSC->isValid() )
  1129. {
  1130. MatrixF tempMat( *sgData.objTrans );
  1131. tempMat.inverse();
  1132. Point3F eyepos;
  1133. tempMat.mulP( eyePosWorld, &eyepos );
  1134. shaderConsts->set(handles->mEyePosSC, eyepos);
  1135. }
  1136. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1137. ShaderRenderPassData *rpd = _getRPD(pass);
  1138. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1139. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1140. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1141. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1142. }
  1143. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1144. {
  1145. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1146. // If we're not instanced then just call the parent.
  1147. if ( !mInstancingState )
  1148. {
  1149. Parent::setBuffers( vertBuffer, primBuffer );
  1150. return;
  1151. }
  1152. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1153. const S32 instCount = mInstancingState->getCount();
  1154. AssertFatal( instCount > 0,
  1155. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1156. // Nothing special here.
  1157. GFX->setPrimitiveBuffer( *primBuffer );
  1158. // Set the first stream the the normal VB and set the
  1159. // correct frequency for the number of instances to render.
  1160. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1161. // Get a volatile VB and fill it with the vertex data.
  1162. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1163. GFXVertexBufferDataHandle instVB;
  1164. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1165. U8 *dest = instVB.lock();
  1166. if(!dest) return;
  1167. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1168. instVB.unlock();
  1169. // Set the instance vb for streaming.
  1170. GFX->setVertexBuffer( instVB, 1, 1 );
  1171. // Finally set the vertex format which defines
  1172. // both of the streams.
  1173. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1174. // Done... reset the count.
  1175. mInstancingState->resetStep();
  1176. }
  1177. bool ProcessedShaderMaterial::stepInstance()
  1178. {
  1179. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1180. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1181. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1182. }
  1183. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1184. {
  1185. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1186. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1187. buffers.setSize(mPasses.size());
  1188. for (U32 i = 0; i < mPasses.size(); i++)
  1189. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1190. // smp now owns these buffers.
  1191. smp->setBuffers(mShaderConstDesc, buffers);
  1192. return smp;
  1193. }
  1194. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1195. {
  1196. // Search our list
  1197. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1198. {
  1199. if (mParameterHandles[i]->getName().equal(name))
  1200. return mParameterHandles[i];
  1201. }
  1202. // If we didn't find it, we have to add it to support shader reloading.
  1203. Vector<GFXShader*> shaders;
  1204. shaders.setSize(mPasses.size());
  1205. for (U32 i = 0; i < mPasses.size(); i++)
  1206. shaders[i] = _getRPD(i)->shader;
  1207. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1208. mParameterHandles.push_back(smph);
  1209. return smph;
  1210. }
  1211. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1212. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1213. {
  1214. if (mCurrentParams && pass < mPasses.size())
  1215. {
  1216. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1217. }
  1218. return NULL;
  1219. }
  1220. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1221. {
  1222. if (pass < mPasses.size())
  1223. {
  1224. return &_getRPD(pass)->shaderHandles;
  1225. }
  1226. return NULL;
  1227. }
  1228. void ProcessedShaderMaterial::dumpMaterialInfo()
  1229. {
  1230. for ( U32 i = 0; i < getNumPasses(); i++ )
  1231. {
  1232. const ShaderRenderPassData *passData = _getRPD( i );
  1233. if ( passData == NULL )
  1234. continue;
  1235. const GFXShader *shader = passData->shader;
  1236. if ( shader == NULL )
  1237. Con::printf( " [%i] [NULL shader]", i );
  1238. else
  1239. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1240. }
  1241. }
  1242. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1243. {
  1244. for (U32 i = 0; i < getNumPasses(); i++)
  1245. {
  1246. const ShaderRenderPassData* passData = _getRPD(i);
  1247. if (passData == NULL)
  1248. continue;
  1249. char passStr[64];
  1250. dSprintf(passStr, 64, "Pass Number: %i", i);
  1251. U32 passItem = tree->insertItem(item, passStr);
  1252. const GFXShader * shader = passData->shader;
  1253. if (shader == NULL)
  1254. tree->insertItem(passItem, "[NULL shader]");
  1255. else
  1256. tree->insertItem(passItem, shader->describeSelf().c_str());
  1257. }
  1258. }