processedShaderMaterial.cpp 48 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. // We need to include customMaterialDefinition for ShaderConstHandles::init
  42. #include "materials/customMaterialDefinition.h"
  43. ///
  44. /// ShaderConstHandles
  45. ///
  46. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  47. {
  48. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  49. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  50. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  51. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  52. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  53. mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
  54. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  55. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  56. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  57. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  58. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  59. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  60. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  61. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  62. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  63. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  64. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  65. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  66. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  67. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  68. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  69. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  70. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  71. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  72. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  73. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  74. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  75. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  76. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  77. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  78. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  79. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  80. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  81. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  82. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  83. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  84. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  85. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  86. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  87. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  88. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  89. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  90. // MFT_ImposterVert
  91. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  92. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  93. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  94. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  95. // Clear any existing texture handles.
  96. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  97. if(mat)
  98. {
  99. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  100. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  101. }
  102. // Deferred Shading
  103. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  104. }
  105. ///
  106. /// ShaderRenderPassData
  107. ///
  108. void ShaderRenderPassData::reset()
  109. {
  110. Parent::reset();
  111. shader = NULL;
  112. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  113. delete featureShaderHandles[i];
  114. featureShaderHandles.clear();
  115. }
  116. String ShaderRenderPassData::describeSelf() const
  117. {
  118. // First write the shader identification.
  119. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  120. // Let the parent get the rest.
  121. desc += Parent::describeSelf();
  122. return desc;
  123. }
  124. ///
  125. /// ProcessedShaderMaterial
  126. ///
  127. ProcessedShaderMaterial::ProcessedShaderMaterial()
  128. : mDefaultParameters( NULL ),
  129. mInstancingState( NULL )
  130. {
  131. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  132. VECTOR_SET_ASSOCIATION( mParameterHandles );
  133. }
  134. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  135. : mDefaultParameters( NULL ),
  136. mInstancingState( NULL )
  137. {
  138. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  139. VECTOR_SET_ASSOCIATION( mParameterHandles );
  140. mMaterial = &mat;
  141. }
  142. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  143. {
  144. SAFE_DELETE(mInstancingState);
  145. SAFE_DELETE(mDefaultParameters);
  146. for (U32 i = 0; i < mParameterHandles.size(); i++)
  147. SAFE_DELETE(mParameterHandles[i]);
  148. }
  149. //
  150. // Material init
  151. //
  152. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  153. const GFXVertexFormat *vertexFormat,
  154. const MatFeaturesDelegate &featuresDelegate )
  155. {
  156. // Load our textures
  157. _setStageData();
  158. // Determine how many stages we use
  159. mMaxStages = getNumStages();
  160. mVertexFormat = vertexFormat;
  161. mFeatures.clear();
  162. mStateHint.clear();
  163. SAFE_DELETE(mInstancingState);
  164. for( U32 i=0; i<mMaxStages; i++ )
  165. {
  166. MaterialFeatureData fd;
  167. // Determine the features of this stage
  168. _determineFeatures( i, fd, features );
  169. // Let the delegate poke at the features.
  170. if ( featuresDelegate )
  171. featuresDelegate( this, i, fd, features );
  172. // Create the passes for this stage
  173. if ( fd.features.isNotEmpty() )
  174. if( !_createPasses( fd, i, features ) )
  175. return false;
  176. }
  177. _initRenderPassDataStateBlocks();
  178. _initMaterialParameters();
  179. mDefaultParameters = allocMaterialParameters();
  180. setMaterialParameters( mDefaultParameters, 0 );
  181. mStateHint.init( this );
  182. // Enable instancing if we have it.
  183. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  184. {
  185. mInstancingState = new InstancingState();
  186. mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
  187. }
  188. return true;
  189. }
  190. U32 ProcessedShaderMaterial::getNumStages()
  191. {
  192. // Loops through all stages to determine how many
  193. // stages we actually use.
  194. //
  195. // The first stage is always active else we shouldn't be
  196. // creating the material to begin with.
  197. U32 numStages = 1;
  198. U32 i;
  199. for( i=1; i<Material::MAX_STAGES; i++ )
  200. {
  201. // Assume stage is inactive
  202. bool stageActive = false;
  203. // Cubemaps only on first stage
  204. if( i == 0 )
  205. {
  206. // If we have a cubemap the stage is active
  207. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  208. {
  209. numStages++;
  210. continue;
  211. }
  212. }
  213. // If we have a texture for the a feature the
  214. // stage is active.
  215. if ( mStages[i].hasValidTex() )
  216. stageActive = true;
  217. // If this stage has specular lighting, it's active
  218. if ( mMaterial->mPixelSpecular[i] )
  219. stageActive = true;
  220. // If this stage has diffuse color, it's active
  221. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  222. mMaterial->mDiffuse[i] != ColorF::WHITE )
  223. stageActive = true;
  224. // If we have a Material that is vertex lit
  225. // then it may not have a texture
  226. if( mMaterial->mVertLit[i] )
  227. stageActive = true;
  228. // Increment the number of active stages
  229. numStages += stageActive;
  230. }
  231. return numStages;
  232. }
  233. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  234. MaterialFeatureData &fd,
  235. const FeatureSet &features )
  236. {
  237. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  238. const F32 shaderVersion = GFX->getPixelShaderVersion();
  239. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  240. bool lastStage = stageNum == (mMaxStages-1);
  241. // First we add all the features which the
  242. // material has defined.
  243. if ( mMaterial->isTranslucent() )
  244. {
  245. // Note: This is for decal blending into the prepass
  246. // for AL... it probably needs to be made clearer.
  247. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  248. mMaterial->mTranslucentZWrite )
  249. fd.features.addFeature( MFT_IsTranslucentZWrite );
  250. else
  251. {
  252. fd.features.addFeature( MFT_IsTranslucent );
  253. fd.features.addFeature( MFT_ForwardShading );
  254. }
  255. }
  256. // TODO: This sort of sucks... BL should somehow force this
  257. // feature on from the outside and not this way.
  258. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  259. fd.features.addFeature( MFT_ForwardShading );
  260. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  261. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  262. /*if ( mMaterial->isDoubleSided() )
  263. {
  264. fd.features.addFeature( MFT_InterlacedPrePass );
  265. }*/
  266. // Allow instancing if it was requested and the card supports
  267. // SM 3.0 or above.
  268. //
  269. // We also disable instancing for non-single pass materials
  270. // and glowing materials because its untested/unimplemented.
  271. //
  272. if ( features.hasFeature( MFT_UseInstancing ) &&
  273. mMaxStages == 1 &&
  274. !mMaterial->mGlow[0] &&
  275. !mMaterial->mDynamicCubemap &&
  276. shaderVersion >= 3.0f )
  277. fd.features.addFeature( MFT_UseInstancing );
  278. if ( mMaterial->mAlphaTest )
  279. fd.features.addFeature( MFT_AlphaTest );
  280. if ( mMaterial->mEmissive[stageNum] )
  281. fd.features.addFeature( MFT_IsEmissive );
  282. else
  283. fd.features.addFeature( MFT_RTLighting );
  284. if ( mMaterial->mAnimFlags[stageNum] )
  285. fd.features.addFeature( MFT_TexAnim );
  286. if ( mMaterial->mVertLit[stageNum] )
  287. fd.features.addFeature( MFT_VertLit );
  288. // cubemaps only available on stage 0 for now - bramage
  289. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  290. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  291. mMaterial->mDynamicCubemap ) )
  292. {
  293. fd.features.addFeature( MFT_CubeMap );
  294. }
  295. if (features.hasFeature(MFT_SkyBox))
  296. {
  297. fd.features.addFeature(MFT_CubeMap);
  298. fd.features.addFeature(MFT_SkyBox);
  299. }
  300. fd.features.addFeature( MFT_Visibility );
  301. if ( lastStage &&
  302. ( !gClientSceneGraph->usePostEffectFog() ||
  303. fd.features.hasFeature( MFT_IsTranslucent ) ||
  304. fd.features.hasFeature( MFT_ForwardShading )) )
  305. fd.features.addFeature( MFT_Fog );
  306. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  307. fd.features.addFeature( MFT_MinnaertShading );
  308. if ( mMaterial->mSubSurface[stageNum] )
  309. fd.features.addFeature( MFT_SubSurface );
  310. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  311. {
  312. fd.features.addFeature( MFT_DiffuseMapAtlas );
  313. if ( mMaterial->mNormalMapAtlas )
  314. fd.features.addFeature( MFT_NormalMapAtlas );
  315. }
  316. // Grab other features like normal maps, base texture, etc.
  317. FeatureSet mergeFeatures;
  318. mStages[stageNum].getFeatureSet( &mergeFeatures );
  319. fd.features.merge( mergeFeatures );
  320. if ( fd.features[ MFT_NormalMap ] )
  321. {
  322. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  323. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  324. fd.features.addFeature( MFT_IsDXTnm );
  325. }
  326. // Now for some more advanced features that we
  327. // cannot do on SM 2.0 and below.
  328. if ( shaderVersion > 2.0f )
  329. {
  330. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  331. fd.features[ MFT_NormalMap ] )
  332. fd.features.addFeature( MFT_Parallax );
  333. // If not parallax then allow per-pixel specular if
  334. // we have real time lighting enabled.
  335. else if ( fd.features[MFT_RTLighting] &&
  336. mMaterial->mPixelSpecular[stageNum] )
  337. fd.features.addFeature( MFT_PixSpecular );
  338. }
  339. // Without realtime lighting and on lower end
  340. // shader models disable the specular map.
  341. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  342. fd.features.removeFeature( MFT_SpecularMap );
  343. // If we have a specular map then make sure we
  344. // have per-pixel specular enabled.
  345. if( fd.features[ MFT_SpecularMap ] )
  346. {
  347. fd.features.addFeature( MFT_PixSpecular );
  348. // Check for an alpha channel on the specular map. If it has one (and it
  349. // has values less than 255) than the artist has put the gloss map into
  350. // the alpha channel.
  351. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  352. fd.features.addFeature( MFT_GlossMap );
  353. }
  354. if ( mMaterial->mAccuEnabled[stageNum] )
  355. {
  356. mHasAccumulation = true;
  357. }
  358. // we need both diffuse and normal maps + sm3 to have an accu map
  359. if( fd.features[ MFT_AccuMap ] &&
  360. ( !fd.features[ MFT_DiffuseMap ] ||
  361. !fd.features[ MFT_NormalMap ] ||
  362. GFX->getPixelShaderVersion() < 3.0f ) ) {
  363. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  364. fd.features.removeFeature( MFT_AccuMap );
  365. mHasAccumulation = false;
  366. }
  367. // Without a base texture use the diffuse color
  368. // feature to ensure some sort of output.
  369. if (!fd.features[MFT_DiffuseMap])
  370. {
  371. fd.features.addFeature( MFT_DiffuseColor );
  372. // No texture coords... no overlay.
  373. fd.features.removeFeature( MFT_OverlayMap );
  374. }
  375. // If we have a diffuse map and the alpha on the diffuse isn't
  376. // zero and the color isn't pure white then multiply the color.
  377. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  378. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  379. fd.features.addFeature( MFT_DiffuseColor );
  380. // If lightmaps or tonemaps are enabled or we
  381. // don't have a second UV set then we cannot
  382. // use the overlay texture.
  383. if ( fd.features[MFT_LightMap] ||
  384. fd.features[MFT_ToneMap] ||
  385. mVertexFormat->getTexCoordCount() < 2 )
  386. fd.features.removeFeature( MFT_OverlayMap );
  387. // If tonemaps are enabled don't use lightmap
  388. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  389. fd.features.removeFeature( MFT_LightMap );
  390. // Don't allow tonemaps if we don't have a second UV set
  391. if ( mVertexFormat->getTexCoordCount() < 2 )
  392. fd.features.removeFeature( MFT_ToneMap );
  393. // Always add the HDR output feature.
  394. //
  395. // It will be filtered out if it was disabled
  396. // for this material creation below.
  397. //
  398. // Also the shader code will evaluate to a nop
  399. // if HDR is not enabled in the scene.
  400. //
  401. fd.features.addFeature( MFT_HDROut );
  402. // If vertex color is enabled on the material's stage and
  403. // color is present in vertex format, add diffuse vertex
  404. // color feature.
  405. if ( mMaterial->mVertColor[ stageNum ] &&
  406. mVertexFormat->hasColor() )
  407. fd.features.addFeature( MFT_DiffuseVertColor );
  408. // Allow features to add themselves.
  409. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  410. {
  411. const FeatureInfo &info = FEATUREMGR->getAt( i );
  412. info.feature->determineFeature( mMaterial,
  413. mVertexFormat,
  414. stageNum,
  415. *info.type,
  416. features,
  417. &fd );
  418. }
  419. // Now disable any features that were
  420. // not part of the input feature handle.
  421. fd.features.filter( features );
  422. }
  423. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  424. {
  425. // Creates passes for the given stage
  426. ShaderRenderPassData passData;
  427. U32 texIndex = 0;
  428. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  429. {
  430. const FeatureInfo &info = FEATUREMGR->getAt( i );
  431. if ( !stageFeatures.features.hasFeature( *info.type ) )
  432. continue;
  433. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  434. // adds pass if blend op changes for feature
  435. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  436. // Add pass if num tex reg is going to be too high
  437. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  438. {
  439. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  440. return false;
  441. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  442. }
  443. passData.mNumTexReg += numTexReg;
  444. passData.mFeatureData.features.addFeature( *info.type );
  445. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  446. U32 oldTexNumber = texIndex;
  447. #endif
  448. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  449. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  450. if(oldTexNumber != texIndex)
  451. {
  452. for(int i = oldTexNumber; i < texIndex; i++)
  453. {
  454. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  455. }
  456. }
  457. #endif
  458. // Add pass if tex units are maxed out
  459. if( texIndex > GFX->getNumSamplers() )
  460. {
  461. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  462. return false;
  463. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  464. }
  465. }
  466. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  467. for(int i = 0; i < texIndex; i++)
  468. {
  469. AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
  470. }
  471. #endif
  472. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  473. if ( passFeatures.isNotEmpty() )
  474. {
  475. mFeatures.merge( passFeatures );
  476. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  477. {
  478. mFeatures.clear();
  479. return false;
  480. }
  481. }
  482. return true;
  483. }
  484. void ProcessedShaderMaterial::_initMaterialParameters()
  485. {
  486. // Cleanup anything left first.
  487. SAFE_DELETE( mDefaultParameters );
  488. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  489. SAFE_DELETE( mParameterHandles[i] );
  490. // Gather the shaders as they all need to be
  491. // passed to the ShaderMaterialParameterHandles.
  492. Vector<GFXShader*> shaders;
  493. shaders.setSize( mPasses.size() );
  494. for ( U32 i = 0; i < mPasses.size(); i++ )
  495. shaders[i] = _getRPD(i)->shader;
  496. // Run through each shader and prepare its constants.
  497. for ( U32 i = 0; i < mPasses.size(); i++ )
  498. {
  499. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  500. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  501. for ( ; p != desc.end(); p++ )
  502. {
  503. // Add this to our list of shader constants
  504. GFXShaderConstDesc d(*p);
  505. mShaderConstDesc.push_back(d);
  506. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  507. mParameterHandles.push_back(smph);
  508. }
  509. }
  510. }
  511. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  512. U32 &texIndex,
  513. MaterialFeatureData &fd,
  514. U32 stageNum,
  515. const FeatureSet &features )
  516. {
  517. // Set number of textures, stage, glow, etc.
  518. rpd.mNumTex = texIndex;
  519. rpd.mStageNum = stageNum;
  520. rpd.mGlow |= mMaterial->mGlow[stageNum];
  521. // Copy over features
  522. rpd.mFeatureData.materialFeatures = fd.features;
  523. Vector<String> samplers;
  524. samplers.setSize(Material::MAX_TEX_PER_PASS);
  525. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  526. {
  527. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  528. }
  529. // Generate shader
  530. GFXShader::setLogging( true, true );
  531. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  532. if( !rpd.shader )
  533. return false;
  534. rpd.shaderHandles.init( rpd.shader );
  535. // If a pass glows, we glow
  536. if( rpd.mGlow )
  537. mHasGlow = true;
  538. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  539. mPasses.push_back( newPass );
  540. //initSamplerHandles
  541. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  542. AssertFatal(handles,"");
  543. for(int i = 0; i < rpd.mNumTex; i++)
  544. {
  545. if(rpd.mSamplerNames[i].isEmpty())
  546. {
  547. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  548. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  549. continue;
  550. }
  551. String samplerName = rpd.mSamplerNames[i];
  552. if( !samplerName.startsWith("$"))
  553. samplerName.insert(0, "$");
  554. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  555. handles->mTexHandlesSC[i] = handle;
  556. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  557. AssertFatal( handle,"");
  558. }
  559. // Give each active feature a chance to create specialized shader consts.
  560. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  561. {
  562. const FeatureInfo &info = FEATUREMGR->getAt( i );
  563. if ( !fd.features.hasFeature( *info.type ) )
  564. continue;
  565. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  566. if ( fh )
  567. newPass->featureShaderHandles.push_back( fh );
  568. }
  569. rpd.reset();
  570. texIndex = 0;
  571. return true;
  572. }
  573. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  574. ShaderRenderPassData &passData,
  575. U32 &texIndex,
  576. MaterialFeatureData &stageFeatures,
  577. U32 stageNum,
  578. const FeatureSet &features )
  579. {
  580. if( sf->getBlendOp() == Material::None )
  581. {
  582. return;
  583. }
  584. // set up the current blend operation for multi-pass materials
  585. if( mPasses.size() > 0)
  586. {
  587. // If passData.numTexReg is 0, this is a brand new pass, so set the
  588. // blend operation to the first feature.
  589. if( passData.mNumTexReg == 0 )
  590. {
  591. passData.mBlendOp = sf->getBlendOp();
  592. }
  593. else
  594. {
  595. // numTegReg is more than zero, if this feature
  596. // doesn't have the same blend operation, then
  597. // we need to create yet another pass
  598. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  599. {
  600. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  601. passData.mBlendOp = sf->getBlendOp();
  602. }
  603. }
  604. }
  605. }
  606. //
  607. // Runtime / rendering
  608. //
  609. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  610. {
  611. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  612. // Make sure we have the pass
  613. if(pass >= mPasses.size())
  614. {
  615. // If we were rendering instanced data tell
  616. // the device to reset that vb stream.
  617. if ( mInstancingState )
  618. GFX->setVertexBuffer( NULL, 1 );
  619. return false;
  620. }
  621. _setRenderState( state, sgData, pass );
  622. // Set shaders
  623. ShaderRenderPassData* rpd = _getRPD(pass);
  624. if( rpd->shader )
  625. {
  626. GFX->setShader( rpd->shader );
  627. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  628. _setShaderConstants(state, sgData, pass);
  629. // If we're instancing then do the initial step to get
  630. // set the vb pointer to the const buffer.
  631. if ( mInstancingState )
  632. stepInstance();
  633. }
  634. else
  635. {
  636. GFX->setupGenericShaders();
  637. GFX->setShaderConstBuffer(NULL);
  638. }
  639. // Set our textures
  640. setTextureStages( state, sgData, pass );
  641. _setTextureTransforms(pass);
  642. return true;
  643. }
  644. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  645. {
  646. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  647. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  648. AssertFatal(handles,"");
  649. // Set all of the textures we need to render the give pass.
  650. #ifdef TORQUE_DEBUG
  651. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  652. #endif
  653. RenderPassData *rpd = mPasses[pass];
  654. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  655. NamedTexTarget *texTarget;
  656. GFXTextureObject *texObject;
  657. for( U32 i=0; i<rpd->mNumTex; i++ )
  658. {
  659. U32 currTexFlag = rpd->mTexType[i];
  660. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  661. {
  662. switch( currTexFlag )
  663. {
  664. // If the flag is unset then assume its just
  665. // a regular texture to set... nothing special.
  666. case 0:
  667. default:
  668. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  669. break;
  670. case Material::NormalizeCube:
  671. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  672. break;
  673. case Material::Lightmap:
  674. GFX->setTexture( i, sgData.lightmap );
  675. break;
  676. case Material::ToneMapTex:
  677. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  678. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  679. break;
  680. case Material::Cube:
  681. GFX->setCubeTexture( i, rpd->mCubeMap );
  682. break;
  683. case Material::SGCube:
  684. GFX->setCubeTexture( i, sgData.cubemap );
  685. break;
  686. case Material::BackBuff:
  687. GFX->setTexture( i, sgData.backBuffTex );
  688. break;
  689. case Material::AccuMap:
  690. if ( sgData.accuTex )
  691. GFX->setTexture( i, sgData.accuTex );
  692. else
  693. GFX->setTexture( i, GFXTexHandle::ZERO );
  694. break;
  695. case Material::TexTarget:
  696. {
  697. texTarget = rpd->mTexSlot[i].texTarget;
  698. if ( !texTarget )
  699. {
  700. GFX->setTexture( i, NULL );
  701. break;
  702. }
  703. texObject = texTarget->getTexture();
  704. // If no texture is available then map the default 2x2
  705. // black texture to it. This at least will ensure that
  706. // we get consistant behavior across GPUs and platforms.
  707. if ( !texObject )
  708. texObject = GFXTexHandle::ZERO;
  709. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  710. {
  711. const Point3I &targetSz = texObject->getSize();
  712. const RectI &targetVp = texTarget->getViewport();
  713. Point4F rtParams;
  714. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  715. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  716. }
  717. GFX->setTexture( i, texObject );
  718. break;
  719. }
  720. }
  721. }
  722. }
  723. }
  724. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  725. {
  726. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  727. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  728. if (handles->mTexMatSC->isValid())
  729. {
  730. MatrixF texMat( true );
  731. mMaterial->updateTimeBasedParams();
  732. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  733. // handle scroll anim type
  734. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  735. {
  736. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  737. {
  738. Point3F scrollOffset;
  739. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  740. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  741. scrollOffset.z = 1.0;
  742. texMat.setColumn( 3, scrollOffset );
  743. }
  744. else
  745. {
  746. Point3F offset( mMaterial->mScrollOffset[pass].x,
  747. mMaterial->mScrollOffset[pass].y,
  748. 1.0 );
  749. texMat.setColumn( 3, offset );
  750. }
  751. }
  752. // handle rotation
  753. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  754. {
  755. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  756. {
  757. F32 rotPos = waveOffset * M_2PI;
  758. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  759. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  760. MatrixF test( true );
  761. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  762. mMaterial->mRotPivotOffset[pass].y,
  763. 0.0 ) );
  764. texMat.mul( test );
  765. }
  766. else
  767. {
  768. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  769. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  770. MatrixF test( true );
  771. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  772. mMaterial->mRotPivotOffset[pass].y,
  773. 0.0 ) );
  774. texMat.mul( test );
  775. }
  776. }
  777. // Handle scale + wave offset
  778. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  779. mMaterial->mAnimFlags[pass] & Material::Wave )
  780. {
  781. F32 wOffset = fabs( waveOffset );
  782. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  783. MatrixF temp( true );
  784. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  785. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  786. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  787. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  788. texMat.mul( temp );
  789. }
  790. // handle sequence
  791. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  792. {
  793. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  794. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  795. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  796. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  797. Point3F texOffset = texMat.getPosition();
  798. texOffset.x += offset;
  799. texMat.setPosition( texOffset );
  800. }
  801. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  802. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  803. }
  804. }
  805. //--------------------------------------------------------------------------
  806. // Get wave offset for texture animations using a wave transform
  807. //--------------------------------------------------------------------------
  808. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  809. {
  810. switch( mMaterial->mWaveType[stage] )
  811. {
  812. case Material::Sin:
  813. {
  814. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  815. break;
  816. }
  817. case Material::Triangle:
  818. {
  819. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  820. if( frac > 0.0 && frac <= 0.25 )
  821. {
  822. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  823. }
  824. if( frac > 0.25 && frac <= 0.5 )
  825. {
  826. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  827. }
  828. if( frac > 0.5 && frac <= 0.75 )
  829. {
  830. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  831. }
  832. if( frac > 0.75 && frac <= 1.0 )
  833. {
  834. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  835. }
  836. break;
  837. }
  838. case Material::Square:
  839. {
  840. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  841. if( frac > 0.0 && frac <= 0.5 )
  842. {
  843. return 0.0;
  844. }
  845. else
  846. {
  847. return mMaterial->mWaveAmp[stage];
  848. }
  849. break;
  850. }
  851. }
  852. return 0.0;
  853. }
  854. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  855. {
  856. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  857. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  858. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  859. U32 stageNum = getStageFromPass(pass);
  860. // First we do all the constants which are not
  861. // controlled via the material... we have to
  862. // set these all the time as they could change.
  863. if ( handles->mFogDataSC->isValid() )
  864. {
  865. Point3F fogData;
  866. fogData.x = sgData.fogDensity;
  867. fogData.y = sgData.fogDensityOffset;
  868. fogData.z = sgData.fogHeightFalloff;
  869. shaderConsts->set( handles->mFogDataSC, fogData );
  870. }
  871. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  872. if( handles->mOneOverFarplane->isValid() )
  873. {
  874. const F32 &invfp = 1.0f / state->getFarPlane();
  875. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  876. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  877. }
  878. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  879. // If the shader constants have not been lost then
  880. // they contain the content from a previous render pass.
  881. //
  882. // In this case we can skip updating the material constants
  883. // which do not change frame to frame.
  884. //
  885. // NOTE: This assumes we're not animating material parameters
  886. // in a way that doesn't cause a shader reload... this isn't
  887. // being done now, but it could change in the future.
  888. //
  889. if ( !shaderConsts->wasLost() )
  890. return;
  891. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  892. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  893. shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
  894. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  895. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  896. if ( handles->mSubSurfaceParamsSC->isValid() )
  897. {
  898. Point4F subSurfParams;
  899. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  900. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  901. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  902. }
  903. if ( handles->mRTSizeSC->isValid() )
  904. {
  905. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  906. Point2F pixelShaderConstantData;
  907. pixelShaderConstantData.x = resolution.x;
  908. pixelShaderConstantData.y = resolution.y;
  909. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  910. }
  911. if ( handles->mOneOverRTSizeSC->isValid() )
  912. {
  913. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  914. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  915. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  916. }
  917. // set detail scale
  918. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  919. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  920. // MFT_ImposterVert
  921. if ( handles->mImposterUVs->isValid() )
  922. {
  923. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  924. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  925. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  926. }
  927. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  928. // Diffuse
  929. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  930. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  931. if(handles->mDiffuseAtlasParamsSC)
  932. {
  933. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  934. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  935. mMaterial->mCellSize[stageNum], // tile size in pixels
  936. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  937. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  938. }
  939. if(handles->mBumpAtlasParamsSC)
  940. {
  941. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  942. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  943. mMaterial->mCellSize[stageNum], // tile size in pixels
  944. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  945. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  946. }
  947. if(handles->mDiffuseAtlasTileSC)
  948. {
  949. // Sanity check the wrap flags
  950. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  951. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  952. mMaterial->mCellIndex[stageNum].y,
  953. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  954. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  955. }
  956. if(handles->mBumpAtlasTileSC)
  957. {
  958. // Sanity check the wrap flags
  959. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  960. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  961. mMaterial->mCellIndex[stageNum].y,
  962. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  963. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  964. }
  965. // Deferred Shading: Determine Material Info Flags
  966. S32 matInfoFlags =
  967. (mMaterial->mEmissive[stageNum] ? 1 : 0);
  968. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  969. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  970. if( handles->mAccuScaleSC->isValid() )
  971. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  972. if( handles->mAccuDirectionSC->isValid() )
  973. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  974. if( handles->mAccuStrengthSC->isValid() )
  975. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  976. if( handles->mAccuCoverageSC->isValid() )
  977. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  978. if( handles->mAccuSpecularSC->isValid() )
  979. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  980. }
  981. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  982. {
  983. // Only support cubemap on the first stage
  984. if( mPasses[pass]->mStageNum > 0 )
  985. return false;
  986. if( mPasses[pass]->mCubeMap )
  987. return true;
  988. return false;
  989. }
  990. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  991. {
  992. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  993. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  994. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  995. // The MatrixSet will lazily generate a matrix under the
  996. // various 'get' methods, so inline the test for a valid
  997. // shader constant handle to avoid that work when we can.
  998. if ( handles->mModelViewProjSC->isValid() )
  999. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1000. if ( handles->mObjTransSC->isValid() )
  1001. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1002. if ( handles->mWorldToObjSC->isValid() )
  1003. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1004. if ( handles->mWorldToCameraSC->isValid() )
  1005. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1006. if ( handles->mWorldViewOnlySC->isValid() )
  1007. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1008. if ( handles->mViewToObjSC->isValid() )
  1009. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1010. if ( handles->mViewProjSC->isValid() )
  1011. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1012. if ( handles->mCubeTransSC->isValid() &&
  1013. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1014. {
  1015. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1016. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1017. }
  1018. if ( handles->m_vEyeSC->isValid() )
  1019. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1020. }
  1021. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1022. {
  1023. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  1024. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1025. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1026. // Set cubemap stuff here (it's convenient!)
  1027. const Point3F &eyePosWorld = state->getCameraPosition();
  1028. if ( handles->mCubeEyePosSC->isValid() )
  1029. {
  1030. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1031. {
  1032. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1033. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1034. }
  1035. }
  1036. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1037. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1038. if ( handles->mEyePosSC->isValid() )
  1039. {
  1040. MatrixF tempMat( *sgData.objTrans );
  1041. tempMat.inverse();
  1042. Point3F eyepos;
  1043. tempMat.mulP( eyePosWorld, &eyepos );
  1044. shaderConsts->set(handles->mEyePosSC, eyepos);
  1045. }
  1046. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1047. ShaderRenderPassData *rpd = _getRPD( pass );
  1048. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  1049. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  1050. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  1051. }
  1052. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1053. {
  1054. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1055. // If we're not instanced then just call the parent.
  1056. if ( !mInstancingState )
  1057. {
  1058. Parent::setBuffers( vertBuffer, primBuffer );
  1059. return;
  1060. }
  1061. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1062. const S32 instCount = mInstancingState->getCount();
  1063. AssertFatal( instCount > 0,
  1064. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1065. // Nothing special here.
  1066. GFX->setPrimitiveBuffer( *primBuffer );
  1067. // Set the first stream the the normal VB and set the
  1068. // correct frequency for the number of instances to render.
  1069. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1070. // Get a volatile VB and fill it with the vertex data.
  1071. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1072. GFXVertexBufferDataHandle instVB;
  1073. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1074. U8 *dest = instVB.lock();
  1075. if(!dest) return;
  1076. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1077. instVB.unlock();
  1078. // Set the instance vb for streaming.
  1079. GFX->setVertexBuffer( instVB, 1, 1 );
  1080. // Finally set the vertex format which defines
  1081. // both of the streams.
  1082. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1083. // Done... reset the count.
  1084. mInstancingState->resetStep();
  1085. }
  1086. bool ProcessedShaderMaterial::stepInstance()
  1087. {
  1088. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1089. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1090. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1091. }
  1092. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1093. {
  1094. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1095. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1096. buffers.setSize(mPasses.size());
  1097. for (U32 i = 0; i < mPasses.size(); i++)
  1098. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1099. // smp now owns these buffers.
  1100. smp->setBuffers(mShaderConstDesc, buffers);
  1101. return smp;
  1102. }
  1103. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1104. {
  1105. // Search our list
  1106. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1107. {
  1108. if (mParameterHandles[i]->getName().equal(name))
  1109. return mParameterHandles[i];
  1110. }
  1111. // If we didn't find it, we have to add it to support shader reloading.
  1112. Vector<GFXShader*> shaders;
  1113. shaders.setSize(mPasses.size());
  1114. for (U32 i = 0; i < mPasses.size(); i++)
  1115. shaders[i] = _getRPD(i)->shader;
  1116. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1117. mParameterHandles.push_back(smph);
  1118. return smph;
  1119. }
  1120. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1121. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1122. {
  1123. if (mCurrentParams && pass < mPasses.size())
  1124. {
  1125. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1126. }
  1127. return NULL;
  1128. }
  1129. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1130. {
  1131. if (pass < mPasses.size())
  1132. {
  1133. return &_getRPD(pass)->shaderHandles;
  1134. }
  1135. return NULL;
  1136. }
  1137. void ProcessedShaderMaterial::dumpMaterialInfo()
  1138. {
  1139. for ( U32 i = 0; i < getNumPasses(); i++ )
  1140. {
  1141. const ShaderRenderPassData *passData = _getRPD( i );
  1142. if ( passData == NULL )
  1143. continue;
  1144. const GFXShader *shader = passData->shader;
  1145. if ( shader == NULL )
  1146. Con::printf( " [%i] [NULL shader]", i );
  1147. else
  1148. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1149. }
  1150. }