processedShaderMaterial.cpp 52 KB

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