processedShaderMaterial.cpp 50 KB

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