processedCustomMaterial.cpp 18 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/processedCustomMaterial.h"
  24. #include "gfx/sim/cubemapData.h"
  25. #include "materials/sceneData.h"
  26. #include "shaderGen/shaderGenVars.h"
  27. #include "scene/sceneRenderState.h"
  28. #include "materials/customMaterialDefinition.h"
  29. #include "materials/shaderData.h"
  30. #include "materials/materialManager.h"
  31. #include "materials/matTextureTarget.h"
  32. #include "materials/materialFeatureTypes.h"
  33. #include "materials/materialParameters.h"
  34. #include "gfx/sim/gfxStateBlockData.h"
  35. #include "core/util/safeDelete.h"
  36. #include "gfx/genericConstBuffer.h"
  37. #include "console/simFieldDictionary.h"
  38. #include "console/propertyParsing.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "scene/reflectionManager.h"
  41. ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
  42. {
  43. mMaterial = &mat;
  44. AssertFatal(dynamic_cast<CustomMaterial*>(mMaterial), "Incompatible Material type!");
  45. mCustomMaterial = static_cast<CustomMaterial*>(mMaterial);
  46. mHasSetStageData = false;
  47. mHasGlow = false;
  48. mHasAccumulation = false;
  49. mMaxStages = 0;
  50. mMaxTex = 0;
  51. }
  52. ProcessedCustomMaterial::~ProcessedCustomMaterial()
  53. {
  54. }
  55. void ProcessedCustomMaterial::_setStageData()
  56. {
  57. // Only do this once
  58. if ( mHasSetStageData )
  59. return;
  60. mHasSetStageData = true;
  61. ShaderRenderPassData* rpd = _getRPD(0);
  62. mConditionerMacros.clear();
  63. // Loop through all the possible textures, set the right flags, and load them if needed
  64. for(U32 i=0; i<CustomMaterial::MAX_TEX_PER_PASS; i++ )
  65. {
  66. rpd->mTexType[i] = Material::NoTexture; // Set none as the default in case none of the cases below catch it.
  67. String filename = mCustomMaterial->mTexFilename[i];
  68. if(filename.isEmpty())
  69. continue;
  70. if(filename.equal(String("$dynamiclight"), String::NoCase))
  71. {
  72. rpd->mTexType[i] = Material::DynamicLight;
  73. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  74. mMaxTex = i+1;
  75. continue;
  76. }
  77. if(filename.equal(String("$dynamiclightmask"), String::NoCase))
  78. {
  79. rpd->mTexType[i] = Material::DynamicLightMask;
  80. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  81. mMaxTex = i+1;
  82. continue;
  83. }
  84. if(filename.equal(String("$lightmap"), String::NoCase))
  85. {
  86. rpd->mTexType[i] = Material::Lightmap;
  87. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  88. mMaxTex = i+1;
  89. continue;
  90. }
  91. if(filename.equal(String("$cubemap"), String::NoCase))
  92. {
  93. if( mCustomMaterial->mCubemapData )
  94. {
  95. rpd->mTexType[i] = Material::Cube;
  96. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  97. mMaxTex = i+1;
  98. }
  99. else
  100. {
  101. mCustomMaterial->logError( "Could not find CubemapData - %s", mCustomMaterial->mCubemapName.c_str());
  102. }
  103. continue;
  104. }
  105. if(filename.equal(String("$dynamicCubemap"), String::NoCase))
  106. {
  107. rpd->mTexType[i] = Material::SGCube;
  108. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  109. mMaxTex = i+1;
  110. continue;
  111. }
  112. if(filename.equal(String("$backbuff"), String::NoCase))
  113. {
  114. rpd->mTexType[i] = Material::BackBuff;
  115. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  116. mMaxTex = i+1;
  117. continue;
  118. }
  119. if(filename.equal(String("$reflectbuff"), String::NoCase))
  120. {
  121. rpd->mTexType[i] = Material::ReflectBuff;
  122. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  123. mMaxTex = i+1;
  124. continue;
  125. }
  126. if(filename.equal(String("$miscbuff"), String::NoCase))
  127. {
  128. rpd->mTexType[i] = Material::Misc;
  129. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  130. mMaxTex = i+1;
  131. continue;
  132. }
  133. // Check for a RenderTexTargetBin assignment
  134. if (filename.substr( 0, 1 ).equal("#"))
  135. {
  136. String texTargetBufferName = filename.substr(1, filename.length() - 1);
  137. NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
  138. rpd->mTexSlot[i].texTarget = texTarget;
  139. // Get the conditioner macros.
  140. if ( texTarget )
  141. texTarget->getShaderMacros( &mConditionerMacros );
  142. rpd->mTexType[i] = Material::TexTarget;
  143. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  144. mMaxTex = i+1;
  145. continue;
  146. }
  147. rpd->mTexSlot[i].texObject = _createTexture( filename, &GFXDefaultStaticDiffuseProfile );
  148. if ( !rpd->mTexSlot[i].texObject )
  149. {
  150. mMaterial->logError("Failed to load texture %s", _getTexturePath(filename).c_str());
  151. continue;
  152. }
  153. rpd->mTexType[i] = Material::Standard;
  154. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  155. mMaxTex = i+1;
  156. }
  157. // We only get one cubemap
  158. if( mCustomMaterial->mCubemapData )
  159. {
  160. mCustomMaterial->mCubemapData->createMap();
  161. rpd->mCubeMap = mMaterial->mCubemapData->mCubemap; // BTRTODO ?
  162. if ( !rpd->mCubeMap )
  163. mMaterial->logError("Failed to load cubemap");
  164. }
  165. // If this has a output target defined, it may be writing
  166. // to a tex target bin with a conditioner, so search for
  167. // one and add its macros.
  168. if ( mCustomMaterial->mOutputTarget.isNotEmpty() )
  169. {
  170. NamedTexTarget *texTarget = NamedTexTarget::find( mCustomMaterial->mOutputTarget );
  171. if ( texTarget )
  172. texTarget->getShaderMacros( &mConditionerMacros );
  173. }
  174. // Copy the glow state over.
  175. mHasGlow = mCustomMaterial->mGlow[0];
  176. }
  177. bool ProcessedCustomMaterial::init( const FeatureSet &features,
  178. const GFXVertexFormat *vertexFormat,
  179. const MatFeaturesDelegate &featuresDelegate )
  180. {
  181. // If we don't have a shader data... we have nothing to do.
  182. if ( !mCustomMaterial->mShaderData )
  183. return true;
  184. // Custom materials only do one pass at the moment... so
  185. // add one for the stage data to fill in.
  186. ShaderRenderPassData *rpd = new ShaderRenderPassData();
  187. mPasses.push_back( rpd );
  188. _setStageData();
  189. _initPassStateBlocks();
  190. mStateHint.clear();
  191. // Note: We don't use the vertex format in a custom
  192. // material at all right now.
  193. //
  194. // Maybe we can add some required semantics and
  195. // validate that the format fits the shader?
  196. // Build a composite list of shader macros from
  197. // the conditioner and the user defined lists.
  198. Vector<GFXShaderMacro> macros;
  199. macros.merge( mConditionerMacros );
  200. macros.merge( mUserMacros );
  201. // Ask the shader data to give us a shader instance.
  202. rpd->shader = mCustomMaterial->mShaderData->getShader( macros );
  203. if ( !rpd->shader )
  204. {
  205. delete rpd;
  206. mPasses.clear();
  207. return false;
  208. }
  209. rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
  210. _initMaterialParameters();
  211. mDefaultParameters = allocMaterialParameters();
  212. setMaterialParameters( mDefaultParameters, 0 );
  213. mStateHint.init( this );
  214. for(int i = 0; i < mMaxTex; i++)
  215. {
  216. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  217. AssertFatal(handles,"");
  218. if(rpd->mSamplerNames[i].isEmpty())
  219. continue;
  220. String samplerName = rpd->mSamplerNames[i].startsWith("$") ? rpd->mSamplerNames[i] : String("$") + rpd->mSamplerNames[i];
  221. GFXShaderConstHandle *handle = rpd->shader->getShaderConstHandle( samplerName );
  222. AssertFatal(handle,"");
  223. handles->mTexHandlesSC[i] = handle;
  224. }
  225. return true;
  226. }
  227. void ProcessedCustomMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
  228. {
  229. Parent::_initPassStateBlock( rpd, result );
  230. if (mCustomMaterial->getStateBlockData())
  231. result.addDesc(mCustomMaterial->getStateBlockData()->getState());
  232. }
  233. void ProcessedCustomMaterial::_initPassStateBlocks()
  234. {
  235. AssertFatal(mHasSetStageData, "State data must be set before initializing state block!");
  236. ShaderRenderPassData* rpd = _getRPD(0);
  237. _initRenderStateStateBlocks( rpd );
  238. }
  239. bool ProcessedCustomMaterial::_hasCubemap(U32 pass)
  240. {
  241. // If the material doesn't have a cubemap, we don't
  242. if( mMaterial->mCubemapData ) return true;
  243. else return false;
  244. }
  245. bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneData& sgData, U32 pass )
  246. {
  247. PROFILE_SCOPE( ProcessedCustomMaterial_SetupPass );
  248. // Make sure we have a pass.
  249. if ( pass >= mPasses.size() )
  250. return false;
  251. ShaderRenderPassData* rpd = _getRPD( pass );
  252. U32 currState = _getRenderStateIndex( state, sgData );
  253. GFX->setStateBlock(rpd->mRenderStates[currState]);
  254. // activate shader
  255. if ( rpd->shader )
  256. GFX->setShader( rpd->shader );
  257. else
  258. GFX->setupGenericShaders();
  259. // Set our textures
  260. setTextureStages( state, sgData, pass );
  261. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  262. GFX->setShaderConstBuffer(shaderConsts);
  263. // Set our shader constants.
  264. _setTextureTransforms(pass);
  265. _setShaderConstants(state, sgData, pass);
  266. LightManager* lm = state ? LIGHTMGR : NULL;
  267. if (lm)
  268. lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
  269. shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
  270. return true;
  271. }
  272. void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  273. {
  274. LightManager* lm = state ? LIGHTMGR : NULL;
  275. ShaderRenderPassData* rpd = _getRPD(pass);
  276. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  277. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  278. const NamedTexTarget *texTarget;
  279. GFXTextureObject *texObject;
  280. for( U32 i=0; i<mMaxTex; i++ )
  281. {
  282. U32 currTexFlag = rpd->mTexType[i];
  283. if ( !lm || !lm->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles ) )
  284. {
  285. GFXShaderConstHandle* handle = handles->mTexHandlesSC[i];
  286. if ( !handle->isValid() )
  287. continue;
  288. S32 samplerRegister = handle->getSamplerRegister();
  289. switch( currTexFlag )
  290. {
  291. case 0:
  292. default:
  293. break;
  294. case Material::Mask:
  295. case Material::Standard:
  296. case Material::Bump:
  297. case Material::Detail:
  298. {
  299. GFX->setTexture( samplerRegister, rpd->mTexSlot[i].texObject );
  300. break;
  301. }
  302. case Material::Lightmap:
  303. {
  304. GFX->setTexture( samplerRegister, sgData.lightmap );
  305. break;
  306. }
  307. case Material::Cube:
  308. {
  309. GFX->setCubeTexture( samplerRegister, rpd->mCubeMap );
  310. break;
  311. }
  312. case Material::SGCube:
  313. {
  314. GFX->setCubeTexture( samplerRegister, sgData.cubemap );
  315. break;
  316. }
  317. case Material::BackBuff:
  318. {
  319. GFX->setTexture( samplerRegister, sgData.backBuffTex );
  320. //if ( sgData.reflectTex )
  321. // GFX->setTexture( samplerRegister, sgData.reflectTex );
  322. //else
  323. //{
  324. // GFXTextureObject *refractTex = REFLECTMGR->getRefractTex( true );
  325. // GFX->setTexture( samplerRegister, refractTex );
  326. //}
  327. break;
  328. }
  329. case Material::ReflectBuff:
  330. {
  331. GFX->setTexture( samplerRegister, sgData.reflectTex );
  332. break;
  333. }
  334. case Material::Misc:
  335. {
  336. GFX->setTexture( samplerRegister, sgData.miscTex );
  337. break;
  338. }
  339. case Material::TexTarget:
  340. {
  341. texTarget = rpd->mTexSlot[i].texTarget;
  342. if ( !texTarget )
  343. {
  344. GFX->setTexture( samplerRegister, NULL );
  345. break;
  346. }
  347. texObject = texTarget->getTexture();
  348. // If no texture is available then map the default 2x2
  349. // black texture to it. This at least will ensure that
  350. // we get consistant behavior across GPUs and platforms.
  351. if ( !texObject )
  352. texObject = GFXTexHandle::ZERO;
  353. if ( handles->mRTParamsSC[samplerRegister]->isValid() && texObject )
  354. {
  355. const Point3I &targetSz = texObject->getSize();
  356. const RectI &targetVp = texTarget->getViewport();
  357. Point4F rtParams;
  358. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  359. shaderConsts->set(handles->mRTParamsSC[samplerRegister], rtParams);
  360. }
  361. GFX->setTexture( samplerRegister, texObject );
  362. break;
  363. }
  364. }
  365. }
  366. }
  367. }
  368. template <typename T>
  369. void ProcessedCustomMaterial::setMaterialParameter(MaterialParameters* param,
  370. MaterialParameterHandle* handle,
  371. const String& value)
  372. {
  373. T typedValue;
  374. if (PropertyInfo::default_scan(value, typedValue))
  375. {
  376. param->set(handle, typedValue);
  377. } else {
  378. Con::errorf("Error setting %s, parse error: %s", handle->getName().c_str(), value.c_str());
  379. }
  380. }
  381. void ProcessedCustomMaterial::setMatrixParameter(MaterialParameters* param,
  382. MaterialParameterHandle* handle,
  383. const String& value, GFXShaderConstType matrixType)
  384. {
  385. MatrixF result(true);
  386. F32* m = result;
  387. switch (matrixType)
  388. {
  389. case GFXSCT_Float2x2 :
  390. dSscanf(value.c_str(),"%g %g %g %g",
  391. m[result.idx(0,0)], m[result.idx(0,1)],
  392. m[result.idx(1,0)], m[result.idx(1,1)]);
  393. break;
  394. case GFXSCT_Float3x3 :
  395. dSscanf(value.c_str(),"%g %g %g %g %g %g %g %g %g",
  396. m[result.idx(0,0)], m[result.idx(0,1)], m[result.idx(0,2)],
  397. m[result.idx(1,0)], m[result.idx(1,1)], m[result.idx(1,2)],
  398. m[result.idx(2,0)], m[result.idx(2,1)], m[result.idx(2,2)]);
  399. break;
  400. default:
  401. AssertFatal(false, "Invalid type!");
  402. break;
  403. }
  404. }
  405. // BTRTODO: Support arrays!?
  406. MaterialParameters* ProcessedCustomMaterial::allocMaterialParameters()
  407. {
  408. MaterialParameters* ret = Parent::allocMaterialParameters();
  409. // See if any of the dynamic fields match up with shader constants we have.
  410. SimFieldDictionary* fields = mMaterial->getFieldDictionary();
  411. if (!fields || fields->getNumFields() == 0)
  412. return ret;
  413. const Vector<GFXShaderConstDesc>& consts = ret->getShaderConstDesc();
  414. for (U32 i = 0; i < consts.size(); i++)
  415. {
  416. // strip the dollar sign from the front.
  417. String stripped(consts[i].name);
  418. stripped.erase(0, 1);
  419. SimFieldDictionary::Entry* field = fields->findDynamicField(stripped);
  420. if (field)
  421. {
  422. MaterialParameterHandle* handle = getMaterialParameterHandle(consts[i].name);
  423. switch (consts[i].constType)
  424. {
  425. case GFXSCT_Float :
  426. setMaterialParameter<F32>(ret, handle, field->value);
  427. break;
  428. case GFXSCT_Float2:
  429. setMaterialParameter<Point2F>(ret, handle, field->value);
  430. break;
  431. case GFXSCT_Float3:
  432. setMaterialParameter<Point3F>(ret, handle, field->value);
  433. break;
  434. case GFXSCT_Float4:
  435. setMaterialParameter<Point4F>(ret, handle, field->value);
  436. break;
  437. case GFXSCT_Float2x2:
  438. case GFXSCT_Float3x3:
  439. setMatrixParameter(ret, handle, field->value, consts[i].constType);
  440. break;
  441. case GFXSCT_Float4x4:
  442. setMaterialParameter<MatrixF>(ret, handle, field->value);
  443. break;
  444. case GFXSCT_Int:
  445. setMaterialParameter<S32>(ret, handle, field->value);
  446. break;
  447. case GFXSCT_Int2:
  448. setMaterialParameter<Point2I>(ret, handle, field->value);
  449. break;
  450. case GFXSCT_Int3:
  451. setMaterialParameter<Point3I>(ret, handle, field->value);
  452. break;
  453. case GFXSCT_Int4:
  454. setMaterialParameter<Point4I>(ret, handle, field->value);
  455. break;
  456. // Do we want to ignore these?
  457. case GFXSCT_Sampler:
  458. case GFXSCT_SamplerCube:
  459. default:
  460. break;
  461. }
  462. }
  463. }
  464. return ret;
  465. }