renderDeferredMgr.cpp 42 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 "renderInstance/renderDeferredMgr.h"
  24. #include "gfx/gfxTransformSaver.h"
  25. #include "materials/sceneData.h"
  26. #include "materials/materialManager.h"
  27. #include "materials/materialFeatureTypes.h"
  28. #include "core/util/safeDelete.h"
  29. #include "shaderGen/featureMgr.h"
  30. #include "shaderGen/HLSL/depthHLSL.h"
  31. #include "shaderGen/GLSL/depthGLSL.h"
  32. #include "shaderGen/conditionerFeature.h"
  33. #include "shaderGen/shaderGenVars.h"
  34. #include "scene/sceneRenderState.h"
  35. #include "gfx/gfxStringEnumTranslate.h"
  36. #include "gfx/gfxDebugEvent.h"
  37. #include "gfx/gfxCardProfile.h"
  38. #include "materials/customMaterialDefinition.h"
  39. #include "lighting/advanced/advancedLightManager.h"
  40. #include "lighting/advanced/advancedLightBinManager.h"
  41. #include "terrain/terrCell.h"
  42. #include "renderInstance/renderTerrainMgr.h"
  43. #include "terrain/terrCellMaterial.h"
  44. #include "math/mathUtils.h"
  45. #include "math/util/matrixSet.h"
  46. #include "gfx/gfxTextureManager.h"
  47. #include "gfx/primBuilder.h"
  48. #include "gfx/gfxDrawUtil.h"
  49. #include "materials/shaderData.h"
  50. #include "gfx/sim/cubemapData.h"
  51. const MatInstanceHookType DeferredMatInstanceHook::Type( "Deferred" );
  52. const String RenderDeferredMgr::BufferName("deferred");
  53. const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
  54. const String RenderDeferredMgr::ColorBufferName("color");
  55. const String RenderDeferredMgr::MatInfoBufferName("matinfo");
  56. const String RenderDeferredMgr::DiffuseLightBufferName("diffuseLighting");
  57. const String RenderDeferredMgr::SpecularLightBufferName("specularLighting");
  58. IMPLEMENT_CONOBJECT(RenderDeferredMgr);
  59. ConsoleDocClass( RenderDeferredMgr,
  60. "@brief The render bin which performs a z+normals deferred used in Advanced Lighting.\n\n"
  61. "This render bin is used in Advanced Lighting to gather all opaque mesh render instances "
  62. "and render them to the g-buffer for use in lighting the scene and doing effects.\n\n"
  63. "PostEffect and other shaders can access the output of this bin by using the #deferred "
  64. "texture target name. See the edge anti-aliasing post effect for an example.\n\n"
  65. "@see game/core/scripts/client/postFx/edgeAA.cs\n"
  66. "@ingroup RenderBin\n" );
  67. RenderDeferredMgr::RenderSignal& RenderDeferredMgr::getRenderSignal()
  68. {
  69. static RenderSignal theSignal;
  70. return theSignal;
  71. }
  72. RenderDeferredMgr::RenderDeferredMgr( bool gatherDepth,
  73. GFXFormat format )
  74. : Parent( RIT_Deferred,
  75. 0.01f,
  76. 0.01f,
  77. format,
  78. Point2I( Parent::DefaultTargetSize, Parent::DefaultTargetSize),
  79. gatherDepth ? Parent::DefaultTargetChainLength : 0 ),
  80. mDeferredMatInstance( NULL )
  81. {
  82. notifyType( RenderPassManager::RIT_Decal );
  83. notifyType( RenderPassManager::RIT_DecalRoad );
  84. notifyType( RenderPassManager::RIT_Mesh );
  85. notifyType( RenderPassManager::RIT_Terrain );
  86. notifyType( RenderPassManager::RIT_Object );
  87. notifyType( RenderPassManager::RIT_Probes );
  88. // We want a full-resolution buffer
  89. mTargetSizeType = RenderTexTargetBinManager::WindowSize;
  90. if(getTargetChainLength() > 0)
  91. GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" );
  92. mNamedTarget.registerWithName( BufferName );
  93. mColorTarget.registerWithName( ColorBufferName );
  94. mMatInfoTarget.registerWithName( MatInfoBufferName );
  95. mDiffuseLightTarget.registerWithName( DiffuseLightBufferName );
  96. mSpecularLightTarget.registerWithName(SpecularLightBufferName);
  97. mClearGBufferShader = NULL;
  98. _registerFeatures();
  99. }
  100. RenderDeferredMgr::~RenderDeferredMgr()
  101. {
  102. GFXShader::removeGlobalMacro( "TORQUE_LINEAR_DEPTH" );
  103. mColorTarget.release();
  104. mMatInfoTarget.release();
  105. mDiffuseLightTarget.release();
  106. mSpecularLightTarget.release();
  107. _unregisterFeatures();
  108. SAFE_DELETE( mDeferredMatInstance );
  109. }
  110. void RenderDeferredMgr::_registerFeatures()
  111. {
  112. ConditionerFeature *cond = new LinearEyeDepthConditioner( getTargetFormat() );
  113. FEATUREMGR->registerFeature( MFT_DeferredConditioner, cond );
  114. mNamedTarget.setConditioner( cond );
  115. }
  116. void RenderDeferredMgr::_unregisterFeatures()
  117. {
  118. mNamedTarget.setConditioner( NULL );
  119. FEATUREMGR->unregisterFeature(MFT_DeferredConditioner);
  120. }
  121. bool RenderDeferredMgr::setTargetSize(const Point2I &newTargetSize)
  122. {
  123. bool ret = Parent::setTargetSize( newTargetSize );
  124. mNamedTarget.setViewport( GFX->getViewport() );
  125. mColorTarget.setViewport( GFX->getViewport() );
  126. mMatInfoTarget.setViewport( GFX->getViewport() );
  127. mDiffuseLightTarget.setViewport( GFX->getViewport() );
  128. mSpecularLightTarget.setViewport(GFX->getViewport());
  129. return ret;
  130. }
  131. bool RenderDeferredMgr::_updateTargets()
  132. {
  133. PROFILE_SCOPE(RenderDeferredMgr_updateTargets);
  134. bool ret = Parent::_updateTargets();
  135. // check for an output conditioner, and update it's format
  136. ConditionerFeature *outputConditioner = dynamic_cast<ConditionerFeature *>(FEATUREMGR->getByType(MFT_DeferredConditioner));
  137. if( outputConditioner && outputConditioner->setBufferFormat(mTargetFormat) )
  138. {
  139. // reload materials, the conditioner needs to alter the generated shaders
  140. }
  141. // TODO: these formats should be passed in and not hard-coded
  142. const GFXFormat colorFormat = GFXFormatR8G8B8A8_SRGB;
  143. const GFXFormat matInfoFormat = GFXFormatR8G8B8A8;
  144. // andrewmac: Deferred Shading Color Buffer
  145. if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
  146. {
  147. mColorTarget.release();
  148. mColorTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
  149. &GFXRenderTargetSRGBProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
  150. 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
  151. mColorTarget.setTexture(mColorTex);
  152. for (U32 i = 0; i < mTargetChainLength; i++)
  153. mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mColorTarget.getTexture());
  154. }
  155. // andrewmac: Deferred Shading Material Info Buffer
  156. if (mMatInfoTex.getFormat() != matInfoFormat || mMatInfoTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
  157. {
  158. mMatInfoTarget.release();
  159. mMatInfoTex.set(mTargetSize.x, mTargetSize.y, matInfoFormat,
  160. &GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
  161. 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
  162. mMatInfoTarget.setTexture(mMatInfoTex);
  163. for (U32 i = 0; i < mTargetChainLength; i++)
  164. mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
  165. }
  166. if (mDiffuseLightTex.getFormat() != GFXFormatR16G16B16A16F || mDiffuseLightTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
  167. {
  168. mDiffuseLightTarget.release();
  169. mDiffuseLightTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
  170. &GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
  171. 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
  172. mDiffuseLightTarget.setTexture(mDiffuseLightTex);
  173. for (U32 i = 0; i < mTargetChainLength; i++)
  174. mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, mDiffuseLightTarget.getTexture());
  175. }
  176. if (mSpecularLightTex.getFormat() != GFXFormatR16G16B16A16F || mSpecularLightTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
  177. {
  178. mSpecularLightTarget.release();
  179. mSpecularLightTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
  180. &GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
  181. 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
  182. mSpecularLightTarget.setTexture(mSpecularLightTex);
  183. for (U32 i = 0; i < mTargetChainLength; i++)
  184. mTargetChain[i]->attachTexture(GFXTextureTarget::Color4, mSpecularLightTarget.getTexture());
  185. }
  186. GFX->finalizeReset();
  187. _initShaders();
  188. return ret;
  189. }
  190. void RenderDeferredMgr::_createDeferredMaterial()
  191. {
  192. SAFE_DELETE(mDeferredMatInstance);
  193. const GFXVertexFormat *vertexFormat = getGFXVertexFormat<GFXVertexPNTTB>();
  194. MatInstance* deferredMat = static_cast<MatInstance*>(MATMGR->createMatInstance("AL_DefaultDeferredMaterial", vertexFormat));
  195. AssertFatal( deferredMat, "TODO: Handle this better." );
  196. mDeferredMatInstance = new DeferredMatInstance(deferredMat, this);
  197. mDeferredMatInstance->init( MATMGR->getDefaultFeatures(), vertexFormat);
  198. delete deferredMat;
  199. }
  200. void RenderDeferredMgr::setDeferredMaterial( DeferredMatInstance *mat )
  201. {
  202. SAFE_DELETE(mDeferredMatInstance);
  203. mDeferredMatInstance = mat;
  204. }
  205. void RenderDeferredMgr::addElement( RenderInst *inst )
  206. {
  207. PROFILE_SCOPE( RenderDeferredMgr_addElement )
  208. // Skip out if this bin is disabled.
  209. if ( gClientSceneGraph->getCurrentRenderState() &&
  210. gClientSceneGraph->getCurrentRenderState()->disableAdvancedLightingBins() )
  211. return;
  212. // First what type of render instance is it?
  213. const bool isDecalMeshInst = ((inst->type == RenderPassManager::RIT_Decal)||(inst->type == RenderPassManager::RIT_DecalRoad));
  214. const bool isMeshInst = inst->type == RenderPassManager::RIT_Mesh;
  215. const bool isTerrainInst = inst->type == RenderPassManager::RIT_Terrain;
  216. const bool isProbeInst = inst->type == RenderPassManager::RIT_Probes;
  217. // Get the material if its a mesh.
  218. BaseMatInstance* matInst = NULL;
  219. if ( isMeshInst || isDecalMeshInst )
  220. matInst = static_cast<MeshRenderInst*>(inst)->matInst;
  221. if (matInst)
  222. {
  223. // If its a custom material and it refracts... skip it.
  224. if (matInst->isCustomMaterial() &&
  225. static_cast<CustomMaterial*>(matInst->getMaterial())->mRefract)
  226. return;
  227. // Make sure we got a deferred material.
  228. matInst = getDeferredMaterial(matInst);
  229. if (!matInst || !matInst->isValid())
  230. return;
  231. }
  232. // We're gonna add it to the bin... get the right element list.
  233. Vector< MainSortElem > *elementList;
  234. if ( isMeshInst || isDecalMeshInst )
  235. elementList = &mElementList;
  236. else if ( isTerrainInst )
  237. elementList = &mTerrainElementList;
  238. else if (isProbeInst)
  239. elementList = &mProbeElementList;
  240. else
  241. elementList = &mObjectElementList;
  242. elementList->increment();
  243. MainSortElem &elem = elementList->last();
  244. elem.inst = inst;
  245. // Store the original key... we might need it.
  246. U32 originalKey = elem.key;
  247. // Sort front-to-back first to get the most fillrate savings.
  248. const F32 invSortDistSq = F32_MAX - inst->sortDistSq;
  249. elem.key = *((U32*)&invSortDistSq);
  250. // Next sort by pre-pass material if its a mesh... use the original sort key.
  251. if (isMeshInst && matInst)
  252. elem.key2 = matInst->getStateHint();
  253. else
  254. elem.key2 = originalKey;
  255. }
  256. void RenderDeferredMgr::sort()
  257. {
  258. PROFILE_SCOPE( RenderDeferredMgr_sort );
  259. Parent::sort();
  260. dQsort( mTerrainElementList.address(), mTerrainElementList.size(), sizeof(MainSortElem), cmpKeyFunc);
  261. dQsort( mObjectElementList.address(), mObjectElementList.size(), sizeof(MainSortElem), cmpKeyFunc);
  262. }
  263. void RenderDeferredMgr::clear()
  264. {
  265. Parent::clear();
  266. mProbeElementList.clear();
  267. mTerrainElementList.clear();
  268. mObjectElementList.clear();
  269. }
  270. void RenderDeferredMgr::render( SceneRenderState *state )
  271. {
  272. PROFILE_SCOPE(RenderDeferredMgr_render);
  273. // Take a look at the SceneRenderState and see if we should skip drawing the pre-pass
  274. if ( state->disableAdvancedLightingBins() )
  275. return;
  276. // NOTE: We don't early out here when the element list is
  277. // zero because we need the deferred to be cleared.
  278. // Automagically save & restore our viewport and transforms.
  279. GFXTransformSaver saver;
  280. GFXDEBUGEVENT_SCOPE( RenderDeferredMgr_Render, ColorI::RED );
  281. // Tell the superclass we're about to render
  282. const bool isRenderingToTarget = _onPreRender(state);
  283. // Clear z-buffer and g-buffer.
  284. GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
  285. GFX->clearColorAttachment(0, LinearColorF::ONE);
  286. GFX->clearColorAttachment(1, LinearColorF::ZERO);
  287. GFX->clearColorAttachment(2, LinearColorF::ZERO);
  288. GFX->clearColorAttachment(3, LinearColorF::ZERO);
  289. // Restore transforms
  290. MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
  291. matrixSet.restoreSceneViewProjection();
  292. const MatrixF worldViewXfm = GFX->getWorldMatrix();
  293. // Setup the default deferred material for object instances.
  294. if ( !mDeferredMatInstance )
  295. _createDeferredMaterial();
  296. if ( mDeferredMatInstance )
  297. {
  298. matrixSet.setWorld(MatrixF::Identity);
  299. mDeferredMatInstance->setTransforms(matrixSet, state);
  300. }
  301. // Signal start of pre-pass
  302. getRenderSignal().trigger( state, this, true );
  303. // First do a loop and render all the terrain... these are
  304. // usually the big blockers in a scene and will save us fillrate
  305. // on the smaller meshes and objects.
  306. // The terrain doesn't need any scene graph data
  307. // in the the deferred... so just clear it.
  308. SceneData sgData;
  309. sgData.init( state, SceneData::DeferredBin );
  310. Vector< MainSortElem >::const_iterator itr = mTerrainElementList.begin();
  311. for ( ; itr != mTerrainElementList.end(); itr++ )
  312. {
  313. TerrainRenderInst *ri = static_cast<TerrainRenderInst*>( itr->inst );
  314. TerrainCellMaterial *mat = ri->cellMat->getDeferredMat();
  315. GFX->setPrimitiveBuffer( ri->primBuff );
  316. GFX->setVertexBuffer( ri->vertBuff );
  317. mat->setTransformAndEye( *ri->objectToWorldXfm,
  318. worldViewXfm,
  319. GFX->getProjectionMatrix(),
  320. state->getFarPlane() );
  321. while ( mat->setupPass( state, sgData ) )
  322. GFX->drawPrimitive( ri->prim );
  323. }
  324. // init loop data
  325. GFXTextureObject *lastLM = NULL;
  326. GFXCubemap *lastCubemap = NULL;
  327. GFXTextureObject *lastReflectTex = NULL;
  328. GFXTextureObject *lastAccuTex = NULL;
  329. // Next render all the meshes.
  330. itr = mElementList.begin();
  331. for ( ; itr != mElementList.end(); )
  332. {
  333. MeshRenderInst *ri = static_cast<MeshRenderInst*>( itr->inst );
  334. // Get the deferred material.
  335. BaseMatInstance *mat = getDeferredMaterial( ri->matInst );
  336. // Set up SG data proper like and flag it
  337. // as a pre-pass render
  338. setupSGData( ri, sgData );
  339. Vector< MainSortElem >::const_iterator meshItr, endOfBatchItr = itr;
  340. while ( mat->setupPass( state, sgData ) )
  341. {
  342. meshItr = itr;
  343. for ( ; meshItr != mElementList.end(); meshItr++ )
  344. {
  345. MeshRenderInst *passRI = static_cast<MeshRenderInst*>( meshItr->inst );
  346. // Check to see if we need to break this batch.
  347. //
  348. // NOTE: We're comparing the non-deferred materials
  349. // here so we don't incur the cost of looking up the
  350. // deferred hook on each inst.
  351. //
  352. if ( newPassNeeded( ri, passRI ) )
  353. break;
  354. // Set up SG data for this instance.
  355. setupSGData( passRI, sgData );
  356. mat->setSceneInfo(state, sgData);
  357. matrixSet.setWorld(*passRI->objectToWorld);
  358. matrixSet.setView(*passRI->worldToCamera);
  359. matrixSet.setProjection(*passRI->projection);
  360. mat->setTransforms(matrixSet, state);
  361. // Setup HW skinning transforms if applicable
  362. if (mat->usesHardwareSkinning())
  363. {
  364. mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
  365. }
  366. // If we're instanced then don't render yet.
  367. if ( mat->isInstanced() )
  368. {
  369. // Let the material increment the instance buffer, but
  370. // break the batch if it runs out of room for more.
  371. if ( !mat->stepInstance() )
  372. {
  373. meshItr++;
  374. break;
  375. }
  376. continue;
  377. }
  378. bool dirty = false;
  379. // set the lightmaps if different
  380. if( passRI->lightmap && passRI->lightmap != lastLM )
  381. {
  382. sgData.lightmap = passRI->lightmap;
  383. lastLM = passRI->lightmap;
  384. dirty = true;
  385. }
  386. // set the cubemap if different.
  387. if ( passRI->cubemap != lastCubemap )
  388. {
  389. sgData.cubemap = passRI->cubemap;
  390. lastCubemap = passRI->cubemap;
  391. dirty = true;
  392. }
  393. if ( passRI->reflectTex != lastReflectTex )
  394. {
  395. sgData.reflectTex = passRI->reflectTex;
  396. lastReflectTex = passRI->reflectTex;
  397. dirty = true;
  398. }
  399. // Update accumulation texture if it changed.
  400. // Note: accumulation texture can be NULL, and must be updated.
  401. if (passRI->accuTex != lastAccuTex)
  402. {
  403. sgData.accuTex = passRI->accuTex;
  404. lastAccuTex = passRI->accuTex;
  405. dirty = true;
  406. }
  407. if ( dirty )
  408. mat->setTextureStages( state, sgData );
  409. // Setup the vertex and index buffers.
  410. mat->setBuffers( passRI->vertBuff, passRI->primBuff );
  411. // Render this sucker.
  412. if ( passRI->prim )
  413. GFX->drawPrimitive( *passRI->prim );
  414. else
  415. GFX->drawPrimitive( passRI->primBuffIndex );
  416. }
  417. // Draw the instanced batch.
  418. if ( mat->isInstanced() )
  419. {
  420. // Sets the buffers including the instancing stream.
  421. mat->setBuffers( ri->vertBuff, ri->primBuff );
  422. if ( ri->prim )
  423. GFX->drawPrimitive( *ri->prim );
  424. else
  425. GFX->drawPrimitive( ri->primBuffIndex );
  426. }
  427. endOfBatchItr = meshItr;
  428. } // while( mat->setupPass(state, sgData) )
  429. // Force the increment if none happened, otherwise go to end of batch.
  430. itr = ( itr == endOfBatchItr ) ? itr + 1 : endOfBatchItr;
  431. }
  432. // The final loop is for object render instances.
  433. itr = mObjectElementList.begin();
  434. for ( ; itr != mObjectElementList.end(); itr++ )
  435. {
  436. ObjectRenderInst *ri = static_cast<ObjectRenderInst*>( itr->inst );
  437. if ( ri->renderDelegate )
  438. ri->renderDelegate( ri, state, mDeferredMatInstance );
  439. }
  440. // Signal end of pre-pass
  441. getRenderSignal().trigger( state, this, false );
  442. if(isRenderingToTarget)
  443. _onPostRender();
  444. }
  445. const GFXStateBlockDesc & RenderDeferredMgr::getOpaqueStenciWriteDesc( bool lightmappedGeometry /*= true*/ )
  446. {
  447. static bool sbInit = false;
  448. static GFXStateBlockDesc sOpaqueStaticLitStencilWriteDesc;
  449. static GFXStateBlockDesc sOpaqueDynamicLitStencilWriteDesc;
  450. if(!sbInit)
  451. {
  452. sbInit = true;
  453. // Build the static opaque stencil write/test state block descriptions
  454. sOpaqueStaticLitStencilWriteDesc.stencilDefined = true;
  455. sOpaqueStaticLitStencilWriteDesc.stencilEnable = true;
  456. sOpaqueStaticLitStencilWriteDesc.stencilWriteMask = 0x03;
  457. sOpaqueStaticLitStencilWriteDesc.stencilMask = 0x03;
  458. sOpaqueStaticLitStencilWriteDesc.stencilRef = RenderDeferredMgr::OpaqueStaticLitMask;
  459. sOpaqueStaticLitStencilWriteDesc.stencilPassOp = GFXStencilOpReplace;
  460. sOpaqueStaticLitStencilWriteDesc.stencilFailOp = GFXStencilOpKeep;
  461. sOpaqueStaticLitStencilWriteDesc.stencilZFailOp = GFXStencilOpKeep;
  462. sOpaqueStaticLitStencilWriteDesc.stencilFunc = GFXCmpAlways;
  463. // Same only dynamic
  464. sOpaqueDynamicLitStencilWriteDesc = sOpaqueStaticLitStencilWriteDesc;
  465. sOpaqueDynamicLitStencilWriteDesc.stencilRef = RenderDeferredMgr::OpaqueDynamicLitMask;
  466. }
  467. return (lightmappedGeometry ? sOpaqueStaticLitStencilWriteDesc : sOpaqueDynamicLitStencilWriteDesc);
  468. }
  469. const GFXStateBlockDesc & RenderDeferredMgr::getOpaqueStencilTestDesc()
  470. {
  471. static bool sbInit = false;
  472. static GFXStateBlockDesc sOpaqueStencilTestDesc;
  473. if(!sbInit)
  474. {
  475. // Build opaque test
  476. sbInit = true;
  477. sOpaqueStencilTestDesc.stencilDefined = true;
  478. sOpaqueStencilTestDesc.stencilEnable = true;
  479. sOpaqueStencilTestDesc.stencilWriteMask = 0xFE;
  480. sOpaqueStencilTestDesc.stencilMask = 0x03;
  481. sOpaqueStencilTestDesc.stencilRef = 0;
  482. sOpaqueStencilTestDesc.stencilPassOp = GFXStencilOpKeep;
  483. sOpaqueStencilTestDesc.stencilFailOp = GFXStencilOpKeep;
  484. sOpaqueStencilTestDesc.stencilZFailOp = GFXStencilOpKeep;
  485. sOpaqueStencilTestDesc.stencilFunc = GFXCmpLess;
  486. }
  487. return sOpaqueStencilTestDesc;
  488. }
  489. //------------------------------------------------------------------------------
  490. //------------------------------------------------------------------------------
  491. ProcessedDeferredMaterial::ProcessedDeferredMaterial( Material& mat, const RenderDeferredMgr *deferredMgr )
  492. : Parent(mat), mDeferredMgr(deferredMgr)
  493. {
  494. }
  495. void ProcessedDeferredMaterial::_determineFeatures( U32 stageNum,
  496. MaterialFeatureData &fd,
  497. const FeatureSet &features )
  498. {
  499. Parent::_determineFeatures( stageNum, fd, features );
  500. // Find this for use down below...
  501. bool bEnableMRTLightmap = false;
  502. AdvancedLightBinManager *lightBin;
  503. if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
  504. bEnableMRTLightmap = lightBin->MRTLightmapsDuringDeferred();
  505. // If this material has a lightmap or tonemap (texture or baked vertex color),
  506. // it must be static. Otherwise it is dynamic.
  507. mIsLightmappedGeometry = ( fd.features.hasFeature( MFT_ToneMap ) ||
  508. fd.features.hasFeature( MFT_LightMap ) ||
  509. fd.features.hasFeature( MFT_VertLit ) ||
  510. ( bEnableMRTLightmap && (fd.features.hasFeature( MFT_IsTranslucent ) ||
  511. fd.features.hasFeature( MFT_ForwardShading ) ||
  512. fd.features.hasFeature( MFT_IsTranslucentZWrite) ) ) );
  513. // Integrate proper opaque stencil write state
  514. mUserDefined.addDesc( mDeferredMgr->getOpaqueStenciWriteDesc( mIsLightmappedGeometry ) );
  515. FeatureSet newFeatures;
  516. // These are always on for deferred.
  517. newFeatures.addFeature( MFT_EyeSpaceDepthOut );
  518. newFeatures.addFeature( MFT_DeferredConditioner );
  519. #ifndef TORQUE_DEDICATED
  520. //tag all materials running through deferred as deferred
  521. newFeatures.addFeature(MFT_isDeferred);
  522. // Deferred Shading : Diffuse
  523. if (mStages[stageNum].getTex( MFT_DiffuseMap ))
  524. {
  525. newFeatures.addFeature(MFT_DiffuseMap);
  526. }
  527. newFeatures.addFeature( MFT_DiffuseColor );
  528. if (mMaterial->mInvertSmoothness[stageNum])
  529. newFeatures.addFeature(MFT_InvertSmoothness);
  530. // Deferred Shading : Specular
  531. if( mStages[stageNum].getTex( MFT_SpecularMap ) )
  532. {
  533. newFeatures.addFeature( MFT_DeferredSpecMap );
  534. }
  535. else
  536. newFeatures.addFeature( MFT_DeferredSpecVars );
  537. // Deferred Shading : Material Info Flags
  538. newFeatures.addFeature( MFT_DeferredMatInfoFlags );
  539. for ( U32 i=0; i < fd.features.getCount(); i++ )
  540. {
  541. const FeatureType &type = fd.features.getAt( i );
  542. // Turn on the diffuse texture only if we
  543. // have alpha test.
  544. if ( type == MFT_AlphaTest )
  545. {
  546. newFeatures.addFeature( MFT_AlphaTest );
  547. newFeatures.addFeature( MFT_DiffuseMap );
  548. }
  549. else if ( type == MFT_IsTranslucentZWrite )
  550. {
  551. newFeatures.addFeature( MFT_IsTranslucentZWrite );
  552. newFeatures.addFeature( MFT_DiffuseMap );
  553. }
  554. // Always allow these.
  555. else if ( type == MFT_IsBC3nm ||
  556. type == MFT_IsBC5nm ||
  557. type == MFT_TexAnim ||
  558. type == MFT_NormalMap ||
  559. type == MFT_DetailNormalMap ||
  560. type == MFT_AlphaTest ||
  561. type == MFT_Parallax ||
  562. type == MFT_InterlacedDeferred ||
  563. type == MFT_Visibility ||
  564. type == MFT_UseInstancing ||
  565. type == MFT_DiffuseVertColor ||
  566. type == MFT_DetailMap ||
  567. type == MFT_DiffuseMapAtlas)
  568. newFeatures.addFeature( type );
  569. // Add any transform features.
  570. else if ( type.getGroup() == MFG_PreTransform ||
  571. type.getGroup() == MFG_Transform ||
  572. type.getGroup() == MFG_PostTransform )
  573. newFeatures.addFeature( type );
  574. }
  575. if (mMaterial->mAccuEnabled[stageNum])
  576. {
  577. newFeatures.addFeature(MFT_AccuMap);
  578. mHasAccumulation = true;
  579. }
  580. // we need both diffuse and normal maps + sm3 to have an accu map
  581. if (newFeatures[MFT_AccuMap] &&
  582. (!newFeatures[MFT_DiffuseMap] ||
  583. !newFeatures[MFT_NormalMap] ||
  584. GFX->getPixelShaderVersion() < 3.0f)) {
  585. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  586. newFeatures.removeFeature(MFT_AccuMap);
  587. mHasAccumulation = false;
  588. }
  589. // if we still have the AccuMap feature, we add all accu constant features
  590. if (newFeatures[MFT_AccuMap]) {
  591. // add the dependencies of the accu map
  592. newFeatures.addFeature(MFT_AccuScale);
  593. newFeatures.addFeature(MFT_AccuDirection);
  594. newFeatures.addFeature(MFT_AccuStrength);
  595. newFeatures.addFeature(MFT_AccuCoverage);
  596. newFeatures.addFeature(MFT_AccuSpecular);
  597. // now remove some features that are not compatible with this
  598. newFeatures.removeFeature(MFT_UseInstancing);
  599. }
  600. // If there is lightmapped geometry support, add the MRT light buffer features
  601. if(bEnableMRTLightmap)
  602. {
  603. // If this material has a lightmap, pass it through, and flag it to
  604. // send it's output to RenderTarget3
  605. if( fd.features.hasFeature( MFT_ToneMap ) )
  606. {
  607. newFeatures.addFeature( MFT_ToneMap );
  608. newFeatures.addFeature( MFT_LightbufferMRT );
  609. }
  610. else if( fd.features.hasFeature( MFT_LightMap ) )
  611. {
  612. newFeatures.addFeature( MFT_LightMap );
  613. newFeatures.addFeature( MFT_LightbufferMRT );
  614. }
  615. else if( fd.features.hasFeature( MFT_VertLit ) )
  616. {
  617. // Flag un-tone-map if necesasary
  618. if( fd.features.hasFeature( MFT_DiffuseMap ) )
  619. newFeatures.addFeature( MFT_VertLitTone );
  620. newFeatures.addFeature( MFT_VertLit );
  621. newFeatures.addFeature( MFT_LightbufferMRT );
  622. }
  623. else
  624. {
  625. // If this object isn't lightmapped, add a zero-output feature to it
  626. newFeatures.addFeature( MFT_RenderTarget3_Zero );
  627. }
  628. }
  629. // cubemaps only available on stage 0 for now - bramage
  630. if ( stageNum < 1 &&
  631. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  632. mMaterial->mDynamicCubemap ) )
  633. {
  634. if (!mMaterial->mDynamicCubemap)
  635. fd.features.addFeature(MFT_StaticCubemap);
  636. newFeatures.addFeature( MFT_CubeMap );
  637. }
  638. if (mMaterial->mVertLit[stageNum])
  639. newFeatures.addFeature(MFT_VertLit);
  640. if (mMaterial->mMinnaertConstant[stageNum] > 0.0f)
  641. newFeatures.addFeature(MFT_MinnaertShading);
  642. if (mMaterial->mSubSurface[stageNum])
  643. newFeatures.addFeature(MFT_SubSurface);
  644. #endif
  645. // Set the new features.
  646. fd.features = newFeatures;
  647. }
  648. U32 ProcessedDeferredMaterial::getNumStages()
  649. {
  650. // Loops through all stages to determine how many
  651. // stages we actually use.
  652. //
  653. // The first stage is always active else we shouldn't be
  654. // creating the material to begin with.
  655. U32 numStages = 1;
  656. U32 i;
  657. for( i=1; i<Material::MAX_STAGES; i++ )
  658. {
  659. // Assume stage is inactive
  660. bool stageActive = false;
  661. // Cubemaps only on first stage
  662. if( i == 0 )
  663. {
  664. // If we have a cubemap the stage is active
  665. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  666. {
  667. numStages++;
  668. continue;
  669. }
  670. }
  671. // If we have a texture for the a feature the
  672. // stage is active.
  673. if ( mStages[i].hasValidTex() )
  674. stageActive = true;
  675. // If this stage has specular lighting, it's active
  676. if ( mMaterial->mPixelSpecular[i] )
  677. stageActive = true;
  678. // If this stage has diffuse color, it's active
  679. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  680. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  681. stageActive = true;
  682. // If we have a Material that is vertex lit
  683. // then it may not have a texture
  684. if( mMaterial->mVertLit[i] )
  685. stageActive = true;
  686. // Increment the number of active stages
  687. numStages += stageActive;
  688. }
  689. return numStages;
  690. }
  691. void ProcessedDeferredMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
  692. {
  693. GFXStateBlockDesc deferredStateBlock = desc;
  694. // Adjust color writes if this is a pure z-fill pass
  695. const bool pixelOutEnabled = mDeferredMgr->getTargetChainLength() > 0;
  696. if ( !pixelOutEnabled )
  697. {
  698. deferredStateBlock.colorWriteDefined = true;
  699. deferredStateBlock.colorWriteRed = pixelOutEnabled;
  700. deferredStateBlock.colorWriteGreen = pixelOutEnabled;
  701. deferredStateBlock.colorWriteBlue = pixelOutEnabled;
  702. deferredStateBlock.colorWriteAlpha = pixelOutEnabled;
  703. }
  704. // Never allow the alpha test state when rendering
  705. // the deferred as we use the alpha channel for the
  706. // depth information... MFT_AlphaTest will handle it.
  707. deferredStateBlock.alphaDefined = true;
  708. deferredStateBlock.alphaTestEnable = false;
  709. // If we're translucent then we're doing deferred blending
  710. // which never writes to the depth channels.
  711. const bool isTranslucent = getMaterial()->isTranslucent();
  712. if ( isTranslucent )
  713. {
  714. deferredStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
  715. deferredStateBlock.setColorWrites(false, false, false, true);
  716. }
  717. // Enable z reads, but only enable zwrites if we're not translucent.
  718. deferredStateBlock.setZReadWrite( true, isTranslucent ? false : true );
  719. // Pass to parent
  720. Parent::addStateBlockDesc(deferredStateBlock);
  721. }
  722. DeferredMatInstance::DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *deferredMgr)
  723. : Parent(*root->getMaterial()), mDeferredMgr(deferredMgr)
  724. {
  725. mFeatureList = root->getRequestedFeatures();
  726. mVertexFormat = root->getVertexFormat();
  727. mUserObject = root->getUserObject();
  728. }
  729. DeferredMatInstance::~DeferredMatInstance()
  730. {
  731. }
  732. ProcessedMaterial* DeferredMatInstance::getShaderMaterial()
  733. {
  734. return new ProcessedDeferredMaterial(*mMaterial, mDeferredMgr);
  735. }
  736. bool DeferredMatInstance::init( const FeatureSet &features,
  737. const GFXVertexFormat *vertexFormat )
  738. {
  739. bool vaild = Parent::init(features, vertexFormat);
  740. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
  741. {
  742. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  743. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  744. RenderPassData* rpd = getPass(0);
  745. if (rpd)
  746. {
  747. rpd->mTexSlot[0].texTarget = texTarget;
  748. rpd->mTexType[0] = Material::TexTarget;
  749. rpd->mSamplerNames[0] = "diffuseMap";
  750. }
  751. }
  752. return vaild;
  753. }
  754. DeferredMatInstanceHook::DeferredMatInstanceHook( MatInstance *baseMatInst,
  755. const RenderDeferredMgr *deferredMgr )
  756. : mHookedDeferredMatInst(NULL), mDeferredManager(deferredMgr)
  757. {
  758. // If the material is a custom material then
  759. // hope that using DefaultDeferredMaterial gives
  760. // them a good deferred.
  761. if ( baseMatInst->isCustomMaterial() )
  762. {
  763. MatInstance* dummyInst = static_cast<MatInstance*>( MATMGR->createMatInstance( "AL_DefaultDeferredMaterial", baseMatInst->getVertexFormat() ) );
  764. mHookedDeferredMatInst = new DeferredMatInstance( dummyInst, deferredMgr );
  765. mHookedDeferredMatInst->init( dummyInst->getRequestedFeatures(), baseMatInst->getVertexFormat());
  766. delete dummyInst;
  767. return;
  768. }
  769. // Create the deferred material instance.
  770. mHookedDeferredMatInst = new DeferredMatInstance(baseMatInst, deferredMgr);
  771. mHookedDeferredMatInst->getFeaturesDelegate() = baseMatInst->getFeaturesDelegate();
  772. // Get the features, but remove the instancing feature if the
  773. // original material didn't end up using it.
  774. FeatureSet features = baseMatInst->getRequestedFeatures();
  775. if ( !baseMatInst->isInstanced() )
  776. features.removeFeature( MFT_UseInstancing );
  777. // Initialize the material.
  778. mHookedDeferredMatInst->init(features, baseMatInst->getVertexFormat());
  779. }
  780. DeferredMatInstanceHook::~DeferredMatInstanceHook()
  781. {
  782. SAFE_DELETE(mHookedDeferredMatInst);
  783. }
  784. //------------------------------------------------------------------------------
  785. //------------------------------------------------------------------------------
  786. void LinearEyeDepthConditioner::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  787. {
  788. // find depth
  789. ShaderFeature *depthFeat = FEATUREMGR->getByType( MFT_EyeSpaceDepthOut );
  790. AssertFatal( depthFeat != NULL, "No eye space depth feature found!" );
  791. Var *depth = (Var*) LangElement::find(depthFeat->getOutputVarName());
  792. AssertFatal( depth, "Something went bad with ShaderGen. The depth should be already generated by the EyeSpaceDepthOut feature." );
  793. MultiLine *meta = new MultiLine;
  794. meta->addStatement( assignOutput( depth ) );
  795. output = meta;
  796. }
  797. Var *LinearEyeDepthConditioner::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
  798. {
  799. Var *retVar = NULL;
  800. String fracMethodName = (GFX->getAdapterType() == OpenGL) ? "fract" : "frac";
  801. switch(getBufferFormat())
  802. {
  803. case GFXFormatR8G8B8A8:
  804. retVar = new Var;
  805. retVar->setType("float4");
  806. retVar->setName("_ppDepth");
  807. meta->addStatement( new GenOp( " // depth conditioner: packing to rgba\r\n" ) );
  808. meta->addStatement( new GenOp(
  809. avar( " @ = %s(@ * (255.0/256) * float4(1, 255, 255 * 255, 255 * 255 * 255));\r\n", fracMethodName.c_str() ),
  810. new DecOp(retVar), unconditionedOutput ) );
  811. break;
  812. default:
  813. retVar = unconditionedOutput;
  814. meta->addStatement( new GenOp( " // depth conditioner: no conditioning\r\n" ) );
  815. break;
  816. }
  817. AssertFatal( retVar != NULL, avar( "Cannot condition output to buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );
  818. return retVar;
  819. }
  820. Var *LinearEyeDepthConditioner::_unconditionInput( Var *conditionedInput, MultiLine *meta )
  821. {
  822. String float4Typename = (GFX->getAdapterType() == OpenGL) ? "vec4" : "float4";
  823. Var *retVar = conditionedInput;
  824. if(getBufferFormat() != GFXFormat_COUNT)
  825. {
  826. retVar = new Var;
  827. retVar->setType(float4Typename.c_str());
  828. retVar->setName("_ppDepth");
  829. meta->addStatement( new GenOp( avar( " @ = %s(0, 0, 1, 1);\r\n", float4Typename.c_str() ), new DecOp(retVar) ) );
  830. switch(getBufferFormat())
  831. {
  832. case GFXFormatR32F:
  833. case GFXFormatR16F:
  834. meta->addStatement( new GenOp( " // depth conditioner: float texture\r\n" ) );
  835. meta->addStatement( new GenOp( " @.w = @.r;\r\n", retVar, conditionedInput ) );
  836. break;
  837. case GFXFormatR8G8B8A8:
  838. meta->addStatement( new GenOp( " // depth conditioner: unpacking from rgba\r\n" ) );
  839. meta->addStatement( new GenOp(
  840. avar( " @.w = dot(@ * (256.0/255), %s(1, 1 / 255, 1 / (255 * 255), 1 / (255 * 255 * 255)));\r\n", float4Typename.c_str() )
  841. , retVar, conditionedInput ) );
  842. break;
  843. default:
  844. AssertFatal(false, "LinearEyeDepthConditioner::_unconditionInput - Unrecognized buffer format");
  845. }
  846. }
  847. return retVar;
  848. }
  849. Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta )
  850. {
  851. const bool isCondition = ( methodType == ConditionerFeature::ConditionMethod );
  852. Var *retVal = NULL;
  853. // The uncondition method inputs are changed
  854. if( isCondition )
  855. retVal = Parent::printMethodHeader( methodType, methodName, stream, meta );
  856. else
  857. {
  858. Var *methodVar = new Var;
  859. methodVar->setName(methodName);
  860. if (GFX->getAdapterType() == OpenGL)
  861. methodVar->setType("vec4");
  862. else
  863. methodVar->setType("inline float4");
  864. DecOp *methodDecl = new DecOp(methodVar);
  865. Var *deferredSampler = new Var;
  866. deferredSampler->setName("deferredSamplerVar");
  867. deferredSampler->setType("sampler2D");
  868. DecOp *deferredSamplerDecl = NULL;
  869. Var *deferredTex = NULL;
  870. DecOp *deferredTexDecl = NULL;
  871. if (GFX->getAdapterType() == Direct3D11)
  872. {
  873. deferredSampler->setType("SamplerState");
  874. deferredTex = new Var;
  875. deferredTex->setName("deferredTexVar");
  876. deferredTex->setType("Texture2D");
  877. deferredTexDecl = new DecOp(deferredTex);
  878. }
  879. deferredSamplerDecl = new DecOp(deferredSampler);
  880. Var *screenUV = new Var;
  881. screenUV->setName("screenUVVar");
  882. if (GFX->getAdapterType() == OpenGL)
  883. screenUV->setType("vec2");
  884. else
  885. screenUV->setType("float2");
  886. DecOp *screenUVDecl = new DecOp(screenUV);
  887. Var *bufferSample = new Var;
  888. bufferSample->setName("bufferSample");
  889. if (GFX->getAdapterType() == OpenGL)
  890. bufferSample->setType("vec4");
  891. else
  892. bufferSample->setType("float4");
  893. DecOp *bufferSampleDecl = new DecOp(bufferSample);
  894. if (deferredTex)
  895. meta->addStatement(new GenOp("@(@, @, @)\r\n", methodDecl, deferredSamplerDecl, deferredTexDecl, screenUVDecl));
  896. else
  897. meta->addStatement(new GenOp("@(@, @)\r\n", methodDecl, deferredSamplerDecl, screenUVDecl));
  898. meta->addStatement(new GenOp("{\r\n"));
  899. meta->addStatement(new GenOp(" // Sampler g-buffer\r\n"));
  900. // The linear depth target has no mipmaps, so use tex2dlod when
  901. // possible so that the shader compiler can optimize.
  902. if (GFX->getAdapterType() == OpenGL)
  903. meta->addStatement(new GenOp("@ = texture2DLod(@, @, 0); \r\n", bufferSampleDecl, deferredSampler, screenUV));
  904. else
  905. {
  906. if (deferredTex)
  907. meta->addStatement(new GenOp("@ = @.SampleLevel(@, @, 0);\r\n", bufferSampleDecl, deferredTex, deferredSampler, screenUV));
  908. else
  909. meta->addStatement(new GenOp("@ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, deferredSampler, screenUV));
  910. }
  911. // We don't use this way of passing var's around, so this should cause a crash
  912. // if something uses this improperly
  913. retVal = bufferSample;
  914. }
  915. return retVal;
  916. }
  917. void RenderDeferredMgr::_initShaders()
  918. {
  919. if ( mClearGBufferShader ) return;
  920. // Find ShaderData
  921. ShaderData *shaderData;
  922. mClearGBufferShader = Sim::findObject( "ClearGBufferShader", shaderData ) ? shaderData->getShader() : NULL;
  923. if ( !mClearGBufferShader )
  924. Con::errorf( "RenderDeferredMgr::_initShaders - could not find ClearGBufferShader" );
  925. // Create StateBlocks
  926. GFXStateBlockDesc desc;
  927. desc.setCullMode( GFXCullNone );
  928. desc.setBlend( false );
  929. desc.setZReadWrite( false, false );
  930. desc.samplersDefined = true;
  931. for (int i = 0; i < TEXTURE_STAGE_COUNT; i++)
  932. {
  933. desc.samplers[i].addressModeU = GFXAddressWrap;
  934. desc.samplers[i].addressModeV = GFXAddressWrap;
  935. desc.samplers[i].addressModeW = GFXAddressWrap;
  936. desc.samplers[i].magFilter = GFXTextureFilterLinear;
  937. desc.samplers[i].minFilter = GFXTextureFilterLinear;
  938. desc.samplers[i].mipFilter = GFXTextureFilterLinear;
  939. desc.samplers[i].textureColorOp = GFXTOPModulate;
  940. }
  941. mStateblock = GFX->createStateBlock( desc );
  942. // Set up shader constants.
  943. mShaderConsts = mClearGBufferShader->allocConstBuffer();
  944. }
  945. void RenderDeferredMgr::clearBuffers()
  946. {
  947. // Clear z-buffer.
  948. GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
  949. if ( !mClearGBufferShader )
  950. return;
  951. GFXTransformSaver saver;
  952. // Clear the g-buffer.
  953. RectI box(-1, -1, 3, 3);
  954. GFX->setWorldMatrix( MatrixF::Identity );
  955. GFX->setViewMatrix( MatrixF::Identity );
  956. GFX->setProjectionMatrix( MatrixF::Identity );
  957. GFX->setShader(mClearGBufferShader);
  958. GFX->setStateBlock(mStateblock);
  959. Point2F nw(-0.5,-0.5);
  960. Point2F ne(0.5,-0.5);
  961. GFXVertexBufferHandle<GFXVertexPC> verts(GFX, 4, GFXBufferTypeVolatile);
  962. verts.lock();
  963. F32 ulOffset = 0.5f - GFX->getFillConventionOffset();
  964. Point2F upperLeft(-1.0, -1.0);
  965. Point2F lowerRight(1.0, 1.0);
  966. verts[0].point.set( upperLeft.x+nw.x+ulOffset, upperLeft.y+nw.y+ulOffset, 0.0f );
  967. verts[1].point.set( lowerRight.x+ne.x, upperLeft.y+ne.y+ulOffset, 0.0f );
  968. verts[2].point.set( upperLeft.x-ne.x+ulOffset, lowerRight.y-ne.y, 0.0f );
  969. verts[3].point.set( lowerRight.x-nw.x, lowerRight.y-nw.y, 0.0f );
  970. verts.unlock();
  971. GFX->setVertexBuffer( verts );
  972. GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
  973. GFX->setShader(NULL);
  974. }