processedMaterial.cpp 16 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/processedMaterial.h"
  24. #include "materials/sceneData.h"
  25. #include "materials/materialParameters.h"
  26. #include "materials/matTextureTarget.h"
  27. #include "materials/materialFeatureTypes.h"
  28. #include "materials/materialManager.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "gfx/gfxPrimitiveBuffer.h"
  31. #include "gfx/gfxTextureManager.h"
  32. #include "gfx/sim/cubemapData.h"
  33. RenderPassData::RenderPassData()
  34. {
  35. reset();
  36. }
  37. void RenderPassData::reset()
  38. {
  39. for( U32 i = 0; i < Material::MAX_TEX_PER_PASS; ++ i )
  40. {
  41. destructInPlace( &mTexSlot[ i ] );
  42. mSamplerNames[ i ].clear();
  43. }
  44. dMemset( &mTexSlot, 0, sizeof(mTexSlot) );
  45. dMemset( &mTexType, 0, sizeof(mTexType) );
  46. mCubeMap = NULL;
  47. mNumTex = mNumTexReg = mStageNum = 0;
  48. mGlow = false;
  49. mBlendOp = Material::None;
  50. mFeatureData.clear();
  51. for (U32 i = 0; i < STATE_MAX; i++)
  52. mRenderStates[i] = NULL;
  53. }
  54. String RenderPassData::describeSelf() const
  55. {
  56. String desc;
  57. // Now write all the textures.
  58. String texName;
  59. for ( U32 i=0; i < Material::MAX_TEX_PER_PASS; i++ )
  60. {
  61. if ( mTexType[i] == Material::TexTarget )
  62. texName = ( mTexSlot[i].texTarget ) ? mTexSlot[i].texTarget->getName() : "null_texTarget";
  63. else if ( mTexType[i] == Material::Cube && mCubeMap )
  64. texName = mCubeMap->getPath();
  65. else if ( mTexSlot[i].texObject )
  66. texName = mTexSlot[i].texObject->getPath();
  67. else
  68. continue;
  69. desc += String::ToString( "TexSlot %d: %d, %s\n", i, mTexType[i], texName.c_str() );
  70. }
  71. // Write out the first render state which is the
  72. // basis for all the other states and shoud be
  73. // enough to define the pass uniquely.
  74. desc += mRenderStates[0]->getDesc().describeSelf();
  75. return desc;
  76. }
  77. ProcessedMaterial::ProcessedMaterial()
  78. : mMaterial( NULL ),
  79. mCurrentParams( NULL ),
  80. mHasSetStageData( false ),
  81. mHasGlow( false ),
  82. mHasAccumulation( false ),
  83. mMaxStages( 0 ),
  84. mVertexFormat( NULL ),
  85. mUserObject( NULL )
  86. {
  87. VECTOR_SET_ASSOCIATION( mPasses );
  88. }
  89. ProcessedMaterial::~ProcessedMaterial()
  90. {
  91. for_each( mPasses.begin(), mPasses.end(), delete_pointer() );
  92. }
  93. void ProcessedMaterial::_setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc& desc )
  94. {
  95. switch( blendOp )
  96. {
  97. case Material::Add:
  98. {
  99. desc.blendSrc = GFXBlendOne;
  100. desc.blendDest = GFXBlendOne;
  101. break;
  102. }
  103. case Material::AddAlpha:
  104. {
  105. desc.blendSrc = GFXBlendSrcAlpha;
  106. desc.blendDest = GFXBlendOne;
  107. break;
  108. }
  109. case Material::Mul:
  110. {
  111. desc.blendSrc = GFXBlendDestColor;
  112. desc.blendDest = GFXBlendZero;
  113. break;
  114. }
  115. case Material::LerpAlpha:
  116. {
  117. desc.blendSrc = GFXBlendSrcAlpha;
  118. desc.blendDest = GFXBlendInvSrcAlpha;
  119. break;
  120. }
  121. default:
  122. {
  123. // default to LerpAlpha
  124. desc.blendSrc = GFXBlendSrcAlpha;
  125. desc.blendDest = GFXBlendInvSrcAlpha;
  126. break;
  127. }
  128. }
  129. }
  130. void ProcessedMaterial::setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer)
  131. {
  132. GFX->setVertexBuffer( *vertBuffer );
  133. GFX->setPrimitiveBuffer( *primBuffer );
  134. }
  135. bool ProcessedMaterial::stepInstance()
  136. {
  137. AssertFatal( false, "ProcessedMaterial::stepInstance() - This type of material doesn't support instancing!" );
  138. return false;
  139. }
  140. String ProcessedMaterial::_getTexturePath(const String& filename)
  141. {
  142. // if '/', then path is specified, use it.
  143. if( filename.find('/') != String::NPos )
  144. {
  145. return filename;
  146. }
  147. // otherwise, construct path
  148. return mMaterial->getPath() + filename;
  149. }
  150. GFXTexHandle ProcessedMaterial::_createTexture( const char* filename, GFXTextureProfile *profile)
  151. {
  152. return GFXTexHandle( _getTexturePath(filename), profile, avar("%s() - NA (line %d)", __FUNCTION__, __LINE__) );
  153. }
  154. void ProcessedMaterial::addStateBlockDesc(const GFXStateBlockDesc& sb)
  155. {
  156. mUserDefined = sb;
  157. }
  158. void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect)
  159. {
  160. // Translucency
  161. stateTranslucent.blendDefined = true;
  162. stateTranslucent.blendEnable = mMaterial->mTranslucentBlendOp != Material::None;
  163. _setBlendState(mMaterial->mTranslucentBlendOp, stateTranslucent);
  164. stateTranslucent.zDefined = true;
  165. stateTranslucent.zWriteEnable = mMaterial->mTranslucentZWrite;
  166. stateTranslucent.alphaDefined = true;
  167. stateTranslucent.alphaTestEnable = mMaterial->mAlphaTest;
  168. stateTranslucent.alphaTestRef = mMaterial->mAlphaRef;
  169. stateTranslucent.alphaTestFunc = GFXCmpGreaterEqual;
  170. stateTranslucent.samplersDefined = true;
  171. stateTranslucent.samplers[0].textureColorOp = GFXTOPModulate;
  172. stateTranslucent.samplers[0].alphaOp = GFXTOPModulate;
  173. stateTranslucent.samplers[0].alphaArg1 = GFXTATexture;
  174. stateTranslucent.samplers[0].alphaArg2 = GFXTADiffuse;
  175. // Glow
  176. stateGlow.zDefined = true;
  177. stateGlow.zWriteEnable = false;
  178. // Reflect
  179. stateReflect.cullDefined = true;
  180. stateReflect.cullMode = mMaterial->mDoubleSided ? GFXCullNone : GFXCullCW;
  181. }
  182. void ProcessedMaterial::_initRenderPassDataStateBlocks()
  183. {
  184. for (U32 pass = 0; pass < mPasses.size(); pass++)
  185. _initRenderStateStateBlocks( mPasses[pass] );
  186. }
  187. void ProcessedMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
  188. {
  189. if ( rpd->mBlendOp != Material::None )
  190. {
  191. result.blendDefined = true;
  192. result.blendEnable = true;
  193. _setBlendState( rpd->mBlendOp, result );
  194. }
  195. if (mMaterial && mMaterial->isDoubleSided())
  196. {
  197. result.cullDefined = true;
  198. result.cullMode = GFXCullNone;
  199. }
  200. if(mMaterial && mMaterial->mAlphaTest)
  201. {
  202. result.alphaDefined = true;
  203. result.alphaTestEnable = mMaterial->mAlphaTest;
  204. result.alphaTestRef = mMaterial->mAlphaRef;
  205. result.alphaTestFunc = GFXCmpGreaterEqual;
  206. }
  207. result.samplersDefined = true;
  208. NamedTexTarget *texTarget;
  209. U32 maxAnisotropy = 1;
  210. if (mMaterial && mMaterial->mUseAnisotropic[ rpd->mStageNum ] )
  211. maxAnisotropy = MATMGR->getDefaultAnisotropy();
  212. for( U32 i=0; i < rpd->mNumTex; i++ )
  213. {
  214. U32 currTexFlag = rpd->mTexType[i];
  215. switch( currTexFlag )
  216. {
  217. default:
  218. {
  219. result.samplers[i].textureColorOp = GFXTOPModulate;
  220. result.samplers[i].addressModeU = GFXAddressWrap;
  221. result.samplers[i].addressModeV = GFXAddressWrap;
  222. if ( maxAnisotropy > 1 )
  223. {
  224. result.samplers[i].minFilter = GFXTextureFilterAnisotropic;
  225. result.samplers[i].magFilter = GFXTextureFilterAnisotropic;
  226. result.samplers[i].maxAnisotropy = maxAnisotropy;
  227. }
  228. else
  229. {
  230. result.samplers[i].minFilter = GFXTextureFilterLinear;
  231. result.samplers[i].magFilter = GFXTextureFilterLinear;
  232. }
  233. break;
  234. }
  235. case Material::Cube:
  236. case Material::SGCube:
  237. case Material::NormalizeCube:
  238. {
  239. result.samplers[i].addressModeU = GFXAddressClamp;
  240. result.samplers[i].addressModeV = GFXAddressClamp;
  241. result.samplers[i].addressModeW = GFXAddressClamp;
  242. break;
  243. }
  244. case Material::TexTarget:
  245. {
  246. texTarget = mPasses[0]->mTexSlot[i].texTarget;
  247. if ( texTarget )
  248. texTarget->setupSamplerState( &result.samplers[i] );
  249. break;
  250. }
  251. }
  252. }
  253. // The prepass will take care of writing to the
  254. // zbuffer, so we don't have to by default.
  255. if ( MATMGR->getPrePassEnabled() &&
  256. !mFeatures.hasFeature(MFT_ForwardShading))
  257. result.setZReadWrite( result.zEnable, false );
  258. result.addDesc(mUserDefined);
  259. }
  260. /// Creates the default state blocks for a list of render states
  261. void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
  262. {
  263. GFXStateBlockDesc stateTranslucent;
  264. GFXStateBlockDesc stateGlow;
  265. GFXStateBlockDesc stateReflect;
  266. GFXStateBlockDesc statePass;
  267. _initStateBlockTemplates( stateTranslucent, stateGlow, stateReflect );
  268. _initPassStateBlock( rpd, statePass );
  269. // Ok, we've got our templates set up, let's combine them together based on state and
  270. // create our state blocks.
  271. for (U32 i = 0; i < RenderPassData::STATE_MAX; i++)
  272. {
  273. GFXStateBlockDesc stateFinal;
  274. if (i & RenderPassData::STATE_REFLECT)
  275. stateFinal.addDesc(stateReflect);
  276. if (i & RenderPassData::STATE_TRANSLUCENT)
  277. stateFinal.addDesc(stateTranslucent);
  278. if (i & RenderPassData::STATE_GLOW)
  279. stateFinal.addDesc(stateGlow);
  280. stateFinal.addDesc(statePass);
  281. if (i & RenderPassData::STATE_WIREFRAME)
  282. stateFinal.fillMode = GFXFillWireframe;
  283. GFXStateBlockRef sb = GFX->createStateBlock(stateFinal);
  284. rpd->mRenderStates[i] = sb;
  285. }
  286. }
  287. U32 ProcessedMaterial::_getRenderStateIndex( const SceneRenderState *sceneState,
  288. const SceneData &sgData )
  289. {
  290. // Based on what the state of the world is, get our render state block
  291. U32 currState = 0;
  292. // NOTE: We should only use per-material or per-pass hints to
  293. // change the render state. This is importaint because we
  294. // only change the state blocks between material passes.
  295. //
  296. // For example sgData.visibility would be bad to use
  297. // in here without changing how RenderMeshMgr works.
  298. if ( sgData.binType == SceneData::GlowBin )
  299. currState |= RenderPassData::STATE_GLOW;
  300. if ( sceneState && sceneState->isReflectPass() )
  301. currState |= RenderPassData::STATE_REFLECT;
  302. if ( sgData.binType != SceneData::PrePassBin &&
  303. mMaterial->isTranslucent() )
  304. currState |= RenderPassData::STATE_TRANSLUCENT;
  305. if ( sgData.wireframe )
  306. currState |= RenderPassData::STATE_WIREFRAME;
  307. return currState;
  308. }
  309. void ProcessedMaterial::_setRenderState( const SceneRenderState *state,
  310. const SceneData& sgData,
  311. U32 pass )
  312. {
  313. // Make sure we have the pass
  314. if ( pass >= mPasses.size() )
  315. return;
  316. U32 currState = _getRenderStateIndex( state, sgData );
  317. GFX->setStateBlock(mPasses[pass]->mRenderStates[currState]);
  318. }
  319. void ProcessedMaterial::_setStageData()
  320. {
  321. // Only do this once
  322. if ( mHasSetStageData )
  323. return;
  324. mHasSetStageData = true;
  325. U32 i;
  326. // Load up all the textures for every possible stage
  327. for( i=0; i<Material::MAX_STAGES; i++ )
  328. {
  329. // DiffuseMap
  330. if( mMaterial->mDiffuseMapFilename[i].isNotEmpty() )
  331. {
  332. mStages[i].setTex( MFT_DiffuseMap, _createTexture( mMaterial->mDiffuseMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  333. if (!mStages[i].getTex( MFT_DiffuseMap ))
  334. {
  335. mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapFilename[i]).c_str(), i);
  336. // Load a debug texture to make it clear to the user
  337. // that the texture for this stage was missing.
  338. mStages[i].setTex( MFT_DiffuseMap, _createTexture( GFXTextureManager::getMissingTexturePath().c_str(), &GFXDefaultStaticDiffuseProfile ) );
  339. }
  340. }
  341. // OverlayMap
  342. if( mMaterial->mOverlayMapFilename[i].isNotEmpty() )
  343. {
  344. mStages[i].setTex( MFT_OverlayMap, _createTexture( mMaterial->mOverlayMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  345. if(!mStages[i].getTex( MFT_OverlayMap ))
  346. mMaterial->logError("Failed to load overlay map %s for stage %i", _getTexturePath(mMaterial->mOverlayMapFilename[i]).c_str(), i);
  347. }
  348. // LightMap
  349. if( mMaterial->mLightMapFilename[i].isNotEmpty() )
  350. {
  351. mStages[i].setTex( MFT_LightMap, _createTexture( mMaterial->mLightMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  352. if(!mStages[i].getTex( MFT_LightMap ))
  353. mMaterial->logError("Failed to load light map %s for stage %i", _getTexturePath(mMaterial->mLightMapFilename[i]).c_str(), i);
  354. }
  355. // ToneMap
  356. if( mMaterial->mToneMapFilename[i].isNotEmpty() )
  357. {
  358. mStages[i].setTex( MFT_ToneMap, _createTexture( mMaterial->mToneMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  359. if(!mStages[i].getTex( MFT_ToneMap ))
  360. mMaterial->logError("Failed to load tone map %s for stage %i", _getTexturePath(mMaterial->mToneMapFilename[i]).c_str(), i);
  361. }
  362. // DetailMap
  363. if( mMaterial->mDetailMapFilename[i].isNotEmpty() )
  364. {
  365. mStages[i].setTex( MFT_DetailMap, _createTexture( mMaterial->mDetailMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  366. if(!mStages[i].getTex( MFT_DetailMap ))
  367. mMaterial->logError("Failed to load detail map %s for stage %i", _getTexturePath(mMaterial->mDetailMapFilename[i]).c_str(), i);
  368. }
  369. // NormalMap
  370. if( mMaterial->mNormalMapFilename[i].isNotEmpty() )
  371. {
  372. mStages[i].setTex( MFT_NormalMap, _createTexture( mMaterial->mNormalMapFilename[i], &GFXDefaultStaticNormalMapProfile ) );
  373. if(!mStages[i].getTex( MFT_NormalMap ))
  374. mMaterial->logError("Failed to load normal map %s for stage %i", _getTexturePath(mMaterial->mNormalMapFilename[i]).c_str(), i);
  375. }
  376. // Detail Normal Map
  377. if( mMaterial->mDetailNormalMapFilename[i].isNotEmpty() )
  378. {
  379. mStages[i].setTex( MFT_DetailNormalMap, _createTexture( mMaterial->mDetailNormalMapFilename[i], &GFXDefaultStaticNormalMapProfile ) );
  380. if(!mStages[i].getTex( MFT_DetailNormalMap ))
  381. mMaterial->logError("Failed to load normal map %s for stage %i", _getTexturePath(mMaterial->mDetailNormalMapFilename[i]).c_str(), i);
  382. }
  383. // SpecularMap
  384. if( mMaterial->mSpecularMapFilename[i].isNotEmpty() )
  385. {
  386. mStages[i].setTex( MFT_SpecularMap, _createTexture( mMaterial->mSpecularMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  387. if(!mStages[i].getTex( MFT_SpecularMap ))
  388. mMaterial->logError("Failed to load specular map %s for stage %i", _getTexturePath(mMaterial->mSpecularMapFilename[i]).c_str(), i);
  389. }
  390. // EnironmentMap
  391. if( mMaterial->mEnvMapFilename[i].isNotEmpty() )
  392. {
  393. mStages[i].setTex( MFT_EnvMap, _createTexture( mMaterial->mEnvMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
  394. if(!mStages[i].getTex( MFT_EnvMap ))
  395. mMaterial->logError("Failed to load environment map %s for stage %i", _getTexturePath(mMaterial->mEnvMapFilename[i]).c_str(), i);
  396. }
  397. }
  398. mMaterial->mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mMaterial->mCubemapName ));
  399. if( !mMaterial->mCubemapData )
  400. mMaterial->mCubemapData = NULL;
  401. // If we have a cubemap put it on stage 0 (cubemaps only supported on stage 0)
  402. if( mMaterial->mCubemapData )
  403. {
  404. mMaterial->mCubemapData->createMap();
  405. mStages[0].setCubemap( mMaterial->mCubemapData->mCubemap );
  406. if ( !mStages[0].getCubemap() )
  407. mMaterial->logError("Failed to load cubemap");
  408. }
  409. }