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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "materials/processedShaderMaterial.h"
- #include "core/util/safeDelete.h"
- #include "gfx/sim/cubemapData.h"
- #include "gfx/gfxShader.h"
- #include "gfx/genericConstBuffer.h"
- #include "gfx/gfxPrimitiveBuffer.h"
- #include "scene/sceneRenderState.h"
- #include "shaderGen/shaderFeature.h"
- #include "shaderGen/shaderGenVars.h"
- #include "shaderGen/featureMgr.h"
- #include "shaderGen/shaderGen.h"
- #include "materials/sceneData.h"
- #include "materials/materialFeatureTypes.h"
- #include "materials/materialManager.h"
- #include "materials/shaderMaterialParameters.h"
- #include "materials/matTextureTarget.h"
- #include "gfx/util/screenspace.h"
- #include "math/util/matrixSet.h"
- // We need to include customMaterialDefinition for ShaderConstHandles::init
- #include "materials/customMaterialDefinition.h"
- ///
- /// ShaderConstHandles
- ///
- void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
- {
- mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
- mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
- mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
- mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
- mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
- mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
- mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
- mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
- mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
- mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
- mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
- mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
- mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
- mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
- mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
- mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
- mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
- mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
- mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
- mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
- mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
- mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
- mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
- mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
- mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
- mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
- mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
- mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
- m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
- mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
- mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
- mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
- mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
- mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
- mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
- mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
- mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
- mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
- mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
- mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
- mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
- mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
- // MFT_ImposterVert
- mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
- mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
- for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
- mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
- // Clear any existing texture handles.
- dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
- if(mat)
- {
- for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
- mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
- }
- }
- ///
- /// ShaderRenderPassData
- ///
- void ShaderRenderPassData::reset()
- {
- Parent::reset();
- shader = NULL;
- for ( U32 i=0; i < featureShaderHandles.size(); i++ )
- delete featureShaderHandles[i];
- featureShaderHandles.clear();
- }
- String ShaderRenderPassData::describeSelf() const
- {
- // First write the shader identification.
- String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
- // Let the parent get the rest.
- desc += Parent::describeSelf();
- return desc;
- }
- ///
- /// ProcessedShaderMaterial
- ///
- ProcessedShaderMaterial::ProcessedShaderMaterial()
- : mDefaultParameters( NULL ),
- mInstancingState( NULL )
- {
- VECTOR_SET_ASSOCIATION( mShaderConstDesc );
- VECTOR_SET_ASSOCIATION( mParameterHandles );
- }
- ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
- : mDefaultParameters( NULL ),
- mInstancingState( NULL )
- {
- VECTOR_SET_ASSOCIATION( mShaderConstDesc );
- VECTOR_SET_ASSOCIATION( mParameterHandles );
- mMaterial = &mat;
- }
- ProcessedShaderMaterial::~ProcessedShaderMaterial()
- {
- SAFE_DELETE(mInstancingState);
- SAFE_DELETE(mDefaultParameters);
- for (U32 i = 0; i < mParameterHandles.size(); i++)
- SAFE_DELETE(mParameterHandles[i]);
- }
- //
- // Material init
- //
- bool ProcessedShaderMaterial::init( const FeatureSet &features,
- const GFXVertexFormat *vertexFormat,
- const MatFeaturesDelegate &featuresDelegate )
- {
- // Load our textures
- _setStageData();
- // Determine how many stages we use
- mMaxStages = getNumStages();
- mVertexFormat = vertexFormat;
- mFeatures.clear();
- mStateHint.clear();
- SAFE_DELETE(mInstancingState);
- for( U32 i=0; i<mMaxStages; i++ )
- {
- MaterialFeatureData fd;
- // Determine the features of this stage
- _determineFeatures( i, fd, features );
-
- // Let the delegate poke at the features.
- if ( featuresDelegate )
- featuresDelegate( this, i, fd, features );
- // Create the passes for this stage
- if ( fd.features.isNotEmpty() )
- if( !_createPasses( fd, i, features ) )
- return false;
- }
- _initRenderPassDataStateBlocks();
- _initMaterialParameters();
- mDefaultParameters = allocMaterialParameters();
- setMaterialParameters( mDefaultParameters, 0 );
- mStateHint.init( this );
- // Enable instancing if we have it.
- if ( mFeatures.hasFeature( MFT_UseInstancing ) )
- {
- mInstancingState = new InstancingState();
- mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
- }
- // Check for a RenderTexTargetBin assignment
- // *IMPORTANT NOTE*
- // This is a temporary solution for getting diffuse mapping working with tex targets for standard materials
- // It should be removed once this is done properly, at that time the sAllowTextureTargetAssignment should also be removed
- // from Material (it is necessary for catching shadow maps/post effect this shouldn't be applied to)
- if (Material::sAllowTextureTargetAssignment)
- if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr( 0, 1 ).equal("#"))
- {
- String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
- NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
- RenderPassData* rpd = getPass(0);
- if (rpd)
- {
- rpd->mTexSlot[0].texTarget = texTarget;
- rpd->mTexType[0] = Material::TexTarget;
- rpd->mSamplerNames[0] = "diffuseMap";
- }
- }
- return true;
- }
- U32 ProcessedShaderMaterial::getNumStages()
- {
- // Loops through all stages to determine how many
- // stages we actually use.
- //
- // The first stage is always active else we shouldn't be
- // creating the material to begin with.
- U32 numStages = 1;
- U32 i;
- for( i=1; i<Material::MAX_STAGES; i++ )
- {
- // Assume stage is inactive
- bool stageActive = false;
- // Cubemaps only on first stage
- if( i == 0 )
- {
- // If we have a cubemap the stage is active
- if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
- {
- numStages++;
- continue;
- }
- }
- // If we have a texture for the a feature the
- // stage is active.
- if ( mStages[i].hasValidTex() )
- stageActive = true;
- // If this stage has specular lighting, it's active
- if ( mMaterial->mPixelSpecular[i] )
- stageActive = true;
- // If this stage has diffuse color, it's active
- if ( mMaterial->mDiffuse[i].alpha > 0 &&
- mMaterial->mDiffuse[i] != ColorF::WHITE )
- stageActive = true;
- // If we have a Material that is vertex lit
- // then it may not have a texture
- if( mMaterial->mVertLit[i] )
- stageActive = true;
- // Increment the number of active stages
- numStages += stageActive;
- }
- return numStages;
- }
- void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
- MaterialFeatureData &fd,
- const FeatureSet &features )
- {
- PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
- const F32 shaderVersion = GFX->getPixelShaderVersion();
- AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
- bool lastStage = stageNum == (mMaxStages-1);
- // First we add all the features which the
- // material has defined.
- if ( mMaterial->isTranslucent() )
- {
- // Note: This is for decal blending into the prepass
- // for AL... it probably needs to be made clearer.
- if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
- mMaterial->mTranslucentZWrite )
- fd.features.addFeature( MFT_IsTranslucentZWrite );
- else
- {
- fd.features.addFeature( MFT_IsTranslucent );
- fd.features.addFeature( MFT_ForwardShading );
- }
- }
- // TODO: This sort of sucks... BL should somehow force this
- // feature on from the outside and not this way.
- if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
- fd.features.addFeature( MFT_ForwardShading );
- // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
- // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
- /*if ( mMaterial->isDoubleSided() )
- {
- fd.features.addFeature( MFT_InterlacedPrePass );
- }*/
- // Allow instancing if it was requested and the card supports
- // SM 3.0 or above.
- //
- // We also disable instancing for non-single pass materials
- // and glowing materials because its untested/unimplemented.
- //
- if ( features.hasFeature( MFT_UseInstancing ) &&
- mMaxStages == 1 &&
- !mMaterial->mGlow[0] &&
- !mMaterial->mDynamicCubemap &&
- shaderVersion >= 3.0f )
- fd.features.addFeature( MFT_UseInstancing );
- if ( mMaterial->mAlphaTest )
- fd.features.addFeature( MFT_AlphaTest );
- if ( mMaterial->mEmissive[stageNum] )
- fd.features.addFeature( MFT_IsEmissive );
- else
- fd.features.addFeature( MFT_RTLighting );
- if ( mMaterial->mAnimFlags[stageNum] )
- fd.features.addFeature( MFT_TexAnim );
- if ( mMaterial->mVertLit[stageNum] )
- fd.features.addFeature( MFT_VertLit );
-
- // cubemaps only available on stage 0 for now - bramage
- if ( stageNum < 1 &&
- ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
- mMaterial->mDynamicCubemap ) )
- fd.features.addFeature( MFT_CubeMap );
- fd.features.addFeature( MFT_Visibility );
- if ( lastStage &&
- ( !gClientSceneGraph->usePostEffectFog() ||
- fd.features.hasFeature( MFT_IsTranslucent ) ||
- fd.features.hasFeature( MFT_ForwardShading )) )
- fd.features.addFeature( MFT_Fog );
- if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
- fd.features.addFeature( MFT_MinnaertShading );
- if ( mMaterial->mSubSurface[stageNum] )
- fd.features.addFeature( MFT_SubSurface );
- if ( !mMaterial->mCellLayout[stageNum].isZero() )
- {
- fd.features.addFeature( MFT_DiffuseMapAtlas );
- if ( mMaterial->mNormalMapAtlas )
- fd.features.addFeature( MFT_NormalMapAtlas );
- }
- // Grab other features like normal maps, base texture, etc.
- FeatureSet mergeFeatures;
- mStages[stageNum].getFeatureSet( &mergeFeatures );
- fd.features.merge( mergeFeatures );
-
- if ( fd.features[ MFT_NormalMap ] )
- {
- if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
- !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
- fd.features.addFeature( MFT_IsDXTnm );
- }
- // Now for some more advanced features that we
- // cannot do on SM 2.0 and below.
- if ( shaderVersion > 2.0f )
- {
- if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
- fd.features[ MFT_NormalMap ] )
- fd.features.addFeature( MFT_Parallax );
- // If not parallax then allow per-pixel specular if
- // we have real time lighting enabled.
- else if ( fd.features[MFT_RTLighting] &&
- mMaterial->mPixelSpecular[stageNum] )
- fd.features.addFeature( MFT_PixSpecular );
- }
- // Without realtime lighting and on lower end
- // shader models disable the specular map.
- if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
- fd.features.removeFeature( MFT_SpecularMap );
- // If we have a specular map then make sure we
- // have per-pixel specular enabled.
- if( fd.features[ MFT_SpecularMap ] )
- {
- fd.features.addFeature( MFT_PixSpecular );
- // Check for an alpha channel on the specular map. If it has one (and it
- // has values less than 255) than the artist has put the gloss map into
- // the alpha channel.
- if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
- fd.features.addFeature( MFT_GlossMap );
- }
- if ( mMaterial->mAccuEnabled[stageNum] )
- {
- fd.features.addFeature( MFT_AccuMap );
- mHasAccumulation = true;
- }
- // we need both diffuse and normal maps + sm3 to have an accu map
- if( fd.features[ MFT_AccuMap ] &&
- ( !fd.features[ MFT_DiffuseMap ] ||
- !fd.features[ MFT_NormalMap ] ||
- GFX->getPixelShaderVersion() < 3.0f ) ) {
- AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
- fd.features.removeFeature( MFT_AccuMap );
- mHasAccumulation = false;
- }
- // if we still have the AccuMap feature, we add all accu constant features
- if ( fd.features[ MFT_AccuMap ] ) {
- // add the dependencies of the accu map
- fd.features.addFeature( MFT_AccuScale );
- fd.features.addFeature( MFT_AccuDirection );
- fd.features.addFeature( MFT_AccuStrength );
- fd.features.addFeature( MFT_AccuCoverage );
- fd.features.addFeature( MFT_AccuSpecular );
- // now remove some features that are not compatible with this
- fd.features.removeFeature( MFT_UseInstancing );
- }
- // Without a base texture use the diffuse color
- // feature to ensure some sort of output.
- if (!fd.features[MFT_DiffuseMap])
- {
- fd.features.addFeature( MFT_DiffuseColor );
- // No texture coords... no overlay.
- fd.features.removeFeature( MFT_OverlayMap );
- }
- // If we have a diffuse map and the alpha on the diffuse isn't
- // zero and the color isn't pure white then multiply the color.
- else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
- mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
- fd.features.addFeature( MFT_DiffuseColor );
- // If lightmaps or tonemaps are enabled or we
- // don't have a second UV set then we cannot
- // use the overlay texture.
- if ( fd.features[MFT_LightMap] ||
- fd.features[MFT_ToneMap] ||
- mVertexFormat->getTexCoordCount() < 2 )
- fd.features.removeFeature( MFT_OverlayMap );
- // If tonemaps are enabled don't use lightmap
- if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
- fd.features.removeFeature( MFT_LightMap );
- // Don't allow tonemaps if we don't have a second UV set
- if ( mVertexFormat->getTexCoordCount() < 2 )
- fd.features.removeFeature( MFT_ToneMap );
- // Always add the HDR output feature.
- //
- // It will be filtered out if it was disabled
- // for this material creation below.
- //
- // Also the shader code will evaluate to a nop
- // if HDR is not enabled in the scene.
- //
- fd.features.addFeature( MFT_HDROut );
- // If vertex color is enabled on the material's stage and
- // color is present in vertex format, add diffuse vertex
- // color feature.
-
- if ( mMaterial->mVertColor[ stageNum ] &&
- mVertexFormat->hasColor() )
- fd.features.addFeature( MFT_DiffuseVertColor );
- // Allow features to add themselves.
- for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
- {
- const FeatureInfo &info = FEATUREMGR->getAt( i );
- info.feature->determineFeature( mMaterial,
- mVertexFormat,
- stageNum,
- *info.type,
- features,
- &fd );
- }
- // Now disable any features that were
- // not part of the input feature handle.
- fd.features.filter( features );
- }
- bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
- {
- // Creates passes for the given stage
- ShaderRenderPassData passData;
- U32 texIndex = 0;
- for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
- {
- const FeatureInfo &info = FEATUREMGR->getAt( i );
- if ( !stageFeatures.features.hasFeature( *info.type ) )
- continue;
- U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
- // adds pass if blend op changes for feature
- _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
- // Add pass if num tex reg is going to be too high
- if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
- {
- if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
- return false;
- _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
- }
- passData.mNumTexReg += numTexReg;
- passData.mFeatureData.features.addFeature( *info.type );
- #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
- U32 oldTexNumber = texIndex;
- #endif
- info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
- #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
- if(oldTexNumber != texIndex)
- {
- for(int i = oldTexNumber; i < texIndex; i++)
- {
- AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
- }
- }
- #endif
- // Add pass if tex units are maxed out
- if( texIndex > GFX->getNumSamplers() )
- {
- if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
- return false;
- _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
- }
- }
- #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
- for(int i = 0; i < texIndex; i++)
- {
- AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
- }
- #endif
- const FeatureSet &passFeatures = passData.mFeatureData.codify();
- if ( passFeatures.isNotEmpty() )
- {
- mFeatures.merge( passFeatures );
- if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
- {
- mFeatures.clear();
- return false;
- }
- }
- return true;
- }
- void ProcessedShaderMaterial::_initMaterialParameters()
- {
- // Cleanup anything left first.
- SAFE_DELETE( mDefaultParameters );
- for ( U32 i = 0; i < mParameterHandles.size(); i++ )
- SAFE_DELETE( mParameterHandles[i] );
- // Gather the shaders as they all need to be
- // passed to the ShaderMaterialParameterHandles.
- Vector<GFXShader*> shaders;
- shaders.setSize( mPasses.size() );
- for ( U32 i = 0; i < mPasses.size(); i++ )
- shaders[i] = _getRPD(i)->shader;
- // Run through each shader and prepare its constants.
- for ( U32 i = 0; i < mPasses.size(); i++ )
- {
- const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
- Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
- for ( ; p != desc.end(); p++ )
- {
- // Add this to our list of shader constants
- GFXShaderConstDesc d(*p);
- mShaderConstDesc.push_back(d);
- ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
- mParameterHandles.push_back(smph);
- }
- }
- }
- bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
- U32 &texIndex,
- MaterialFeatureData &fd,
- U32 stageNum,
- const FeatureSet &features )
- {
- // Set number of textures, stage, glow, etc.
- rpd.mNumTex = texIndex;
- rpd.mStageNum = stageNum;
- rpd.mGlow |= mMaterial->mGlow[stageNum];
- // Copy over features
- rpd.mFeatureData.materialFeatures = fd.features;
- Vector<String> samplers;
- samplers.setSize(Material::MAX_TEX_PER_PASS);
- for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
- {
- samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
- }
- // Generate shader
- GFXShader::setLogging( true, true );
- rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
- if( !rpd.shader )
- return false;
- rpd.shaderHandles.init( rpd.shader );
- // If a pass glows, we glow
- if( rpd.mGlow )
- mHasGlow = true;
-
- ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
- mPasses.push_back( newPass );
- //initSamplerHandles
- ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
- AssertFatal(handles,"");
- for(int i = 0; i < rpd.mNumTex; i++)
- {
- if(rpd.mSamplerNames[i].isEmpty())
- {
- handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
- handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
- continue;
- }
- String samplerName = rpd.mSamplerNames[i];
- if( !samplerName.startsWith("$"))
- samplerName.insert(0, "$");
- GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
- handles->mTexHandlesSC[i] = handle;
- handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
-
- AssertFatal( handle,"");
- }
- // Give each active feature a chance to create specialized shader consts.
- for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
- {
- const FeatureInfo &info = FEATUREMGR->getAt( i );
- if ( !fd.features.hasFeature( *info.type ) )
- continue;
- ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
- if ( fh )
- newPass->featureShaderHandles.push_back( fh );
- }
- rpd.reset();
- texIndex = 0;
-
- return true;
- }
- void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
- ShaderRenderPassData &passData,
- U32 &texIndex,
- MaterialFeatureData &stageFeatures,
- U32 stageNum,
- const FeatureSet &features )
- {
- if( sf->getBlendOp() == Material::None )
- {
- return;
- }
- // set up the current blend operation for multi-pass materials
- if( mPasses.size() > 0)
- {
- // If passData.numTexReg is 0, this is a brand new pass, so set the
- // blend operation to the first feature.
- if( passData.mNumTexReg == 0 )
- {
- passData.mBlendOp = sf->getBlendOp();
- }
- else
- {
- // numTegReg is more than zero, if this feature
- // doesn't have the same blend operation, then
- // we need to create yet another pass
- if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
- {
- _addPass( passData, texIndex, stageFeatures, stageNum, features );
- passData.mBlendOp = sf->getBlendOp();
- }
- }
- }
- }
- //
- // Runtime / rendering
- //
- bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
- {
- PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
- // Make sure we have the pass
- if(pass >= mPasses.size())
- {
- // If we were rendering instanced data tell
- // the device to reset that vb stream.
- if ( mInstancingState )
- GFX->setVertexBuffer( NULL, 1 );
- return false;
- }
- _setRenderState( state, sgData, pass );
- // Set shaders
- ShaderRenderPassData* rpd = _getRPD(pass);
- if( rpd->shader )
- {
- GFX->setShader( rpd->shader );
- GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
- _setShaderConstants(state, sgData, pass);
- // If we're instancing then do the initial step to get
- // set the vb pointer to the const buffer.
- if ( mInstancingState )
- stepInstance();
- }
- else
- {
- GFX->setupGenericShaders();
- GFX->setShaderConstBuffer(NULL);
- }
- // Set our textures
- setTextureStages( state, sgData, pass );
- _setTextureTransforms(pass);
- return true;
- }
- void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
- {
- PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
- ShaderConstHandles *handles = _getShaderConstHandles(pass);
- AssertFatal(handles,"");
- // Set all of the textures we need to render the give pass.
- #ifdef TORQUE_DEBUG
- AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
- #endif
- RenderPassData *rpd = mPasses[pass];
- GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
- NamedTexTarget *texTarget;
- GFXTextureObject *texObject;
- for( U32 i=0; i<rpd->mNumTex; i++ )
- {
- U32 currTexFlag = rpd->mTexType[i];
- if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
- {
- switch( currTexFlag )
- {
- // If the flag is unset then assume its just
- // a regular texture to set... nothing special.
- case 0:
- default:
- GFX->setTexture(i, rpd->mTexSlot[i].texObject);
- break;
- case Material::NormalizeCube:
- GFX->setCubeTexture(i, Material::GetNormalizeCube());
- break;
- case Material::Lightmap:
- GFX->setTexture( i, sgData.lightmap );
- break;
- case Material::ToneMapTex:
- shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
- GFX->setTexture(i, rpd->mTexSlot[i].texObject);
- break;
- case Material::Cube:
- GFX->setCubeTexture( i, rpd->mCubeMap );
- break;
- case Material::SGCube:
- GFX->setCubeTexture( i, sgData.cubemap );
- break;
- case Material::BackBuff:
- GFX->setTexture( i, sgData.backBuffTex );
- break;
- case Material::AccuMap:
- if ( sgData.accuTex )
- GFX->setTexture( i, sgData.accuTex );
- else
- GFX->setTexture( i, GFXTexHandle::ZERO );
- break;
-
- case Material::TexTarget:
- {
- texTarget = rpd->mTexSlot[i].texTarget;
- if ( !texTarget )
- {
- GFX->setTexture( i, NULL );
- break;
- }
-
- texObject = texTarget->getTexture();
- // If no texture is available then map the default 2x2
- // black texture to it. This at least will ensure that
- // we get consistant behavior across GPUs and platforms.
- if ( !texObject )
- texObject = GFXTexHandle::ZERO;
- if ( handles->mRTParamsSC[i]->isValid() && texObject )
- {
- const Point3I &targetSz = texObject->getSize();
- const RectI &targetVp = texTarget->getViewport();
- Point4F rtParams;
- ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
- shaderConsts->set(handles->mRTParamsSC[i], rtParams);
- }
- GFX->setTexture( i, texObject );
- break;
- }
- }
- }
- }
- }
- void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
- {
- PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
- ShaderConstHandles* handles = _getShaderConstHandles(pass);
- if (handles->mTexMatSC->isValid())
- {
- MatrixF texMat( true );
- mMaterial->updateTimeBasedParams();
- F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
- // handle scroll anim type
- if( mMaterial->mAnimFlags[pass] & Material::Scroll )
- {
- if( mMaterial->mAnimFlags[pass] & Material::Wave )
- {
- Point3F scrollOffset;
- scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
- scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
- scrollOffset.z = 1.0;
- texMat.setColumn( 3, scrollOffset );
- }
- else
- {
- Point3F offset( mMaterial->mScrollOffset[pass].x,
- mMaterial->mScrollOffset[pass].y,
- 1.0 );
- texMat.setColumn( 3, offset );
- }
- }
- // handle rotation
- if( mMaterial->mAnimFlags[pass] & Material::Rotate )
- {
- if( mMaterial->mAnimFlags[pass] & Material::Wave )
- {
- F32 rotPos = waveOffset * M_2PI;
- texMat.set( EulerF( 0.0, 0.0, rotPos ) );
- texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
- MatrixF test( true );
- test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
- mMaterial->mRotPivotOffset[pass].y,
- 0.0 ) );
- texMat.mul( test );
- }
- else
- {
- texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
- texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
- MatrixF test( true );
- test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
- mMaterial->mRotPivotOffset[pass].y,
- 0.0 ) );
- texMat.mul( test );
- }
- }
- // Handle scale + wave offset
- if( mMaterial->mAnimFlags[pass] & Material::Scale &&
- mMaterial->mAnimFlags[pass] & Material::Wave )
- {
- F32 wOffset = fabs( waveOffset );
- texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
- MatrixF temp( true );
- temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
- temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
- temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
- temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
- texMat.mul( temp );
- }
- // handle sequence
- if( mMaterial->mAnimFlags[pass] & Material::Sequence )
- {
- U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
- F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
- if ( mMaterial->mAnimFlags[pass] & Material::Scale )
- texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
- Point3F texOffset = texMat.getPosition();
- texOffset.x += offset;
- texMat.setPosition( texOffset );
- }
- GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
- shaderConsts->setSafe(handles->mTexMatSC, texMat);
- }
- }
- //--------------------------------------------------------------------------
- // Get wave offset for texture animations using a wave transform
- //--------------------------------------------------------------------------
- F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
- {
- switch( mMaterial->mWaveType[stage] )
- {
- case Material::Sin:
- {
- return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
- break;
- }
- case Material::Triangle:
- {
- F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
- if( frac > 0.0 && frac <= 0.25 )
- {
- return mMaterial->mWaveAmp[stage] * frac * 4.0;
- }
- if( frac > 0.25 && frac <= 0.5 )
- {
- return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
- }
- if( frac > 0.5 && frac <= 0.75 )
- {
- return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
- }
- if( frac > 0.75 && frac <= 1.0 )
- {
- return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
- }
- break;
- }
- case Material::Square:
- {
- F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
- if( frac > 0.0 && frac <= 0.5 )
- {
- return 0.0;
- }
- else
- {
- return mMaterial->mWaveAmp[stage];
- }
- break;
- }
- }
- return 0.0;
- }
- void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
- {
- PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
- GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
- ShaderConstHandles* handles = _getShaderConstHandles(pass);
- U32 stageNum = getStageFromPass(pass);
- // First we do all the constants which are not
- // controlled via the material... we have to
- // set these all the time as they could change.
- if ( handles->mFogDataSC->isValid() )
- {
- Point3F fogData;
- fogData.x = sgData.fogDensity;
- fogData.y = sgData.fogDensityOffset;
- fogData.z = sgData.fogHeightFalloff;
- shaderConsts->set( handles->mFogDataSC, fogData );
- }
- shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
- if( handles->mOneOverFarplane->isValid() )
- {
- const F32 &invfp = 1.0f / state->getFarPlane();
- Point4F oneOverFP(invfp, invfp, invfp, invfp);
- shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
- }
- shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
- // If the shader constants have not been lost then
- // they contain the content from a previous render pass.
- //
- // In this case we can skip updating the material constants
- // which do not change frame to frame.
- //
- // NOTE: This assumes we're not animating material parameters
- // in a way that doesn't cause a shader reload... this isn't
- // being done now, but it could change in the future.
- //
- if ( !shaderConsts->wasLost() )
- return;
- shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
- shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
- shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
- shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
- shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
- if ( handles->mSubSurfaceParamsSC->isValid() )
- {
- Point4F subSurfParams;
- dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
- subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
- shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
- }
- if ( handles->mRTSizeSC->isValid() )
- {
- const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
- Point2F pixelShaderConstantData;
- pixelShaderConstantData.x = resolution.x;
- pixelShaderConstantData.y = resolution.y;
- shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
- }
- if ( handles->mOneOverRTSizeSC->isValid() )
- {
- const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
- Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
- shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
- }
- // set detail scale
- shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
- shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
- // MFT_ImposterVert
- if ( handles->mImposterUVs->isValid() )
- {
- U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
- AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
- shaderConsts->set( handles->mImposterUVs, imposterUVs );
- }
- shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
- // Diffuse
- shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
- shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
- if(handles->mDiffuseAtlasParamsSC)
- {
- Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
- 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
- mMaterial->mCellSize[stageNum], // tile size in pixels
- getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
- shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
- }
- if(handles->mBumpAtlasParamsSC)
- {
- Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
- 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
- mMaterial->mCellSize[stageNum], // tile size in pixels
- getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
- shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
- }
- if(handles->mDiffuseAtlasTileSC)
- {
- // Sanity check the wrap flags
- //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
- Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
- mMaterial->mCellIndex[stageNum].y,
- 0.0f, 0.0f ); // TODO: Wrap mode flags?
- shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
- }
- if(handles->mBumpAtlasTileSC)
- {
- // Sanity check the wrap flags
- //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
- Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
- mMaterial->mCellIndex[stageNum].y,
- 0.0f, 0.0f ); // TODO: Wrap mode flags?
- shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
- }
-
- if( handles->mAccuScaleSC->isValid() )
- shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
- if( handles->mAccuDirectionSC->isValid() )
- shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
- if( handles->mAccuStrengthSC->isValid() )
- shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
- if( handles->mAccuCoverageSC->isValid() )
- shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
- if( handles->mAccuSpecularSC->isValid() )
- shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
- }
- bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
- {
- // Only support cubemap on the first stage
- if( mPasses[pass]->mStageNum > 0 )
- return false;
- if( mPasses[pass]->mCubeMap )
- return true;
- return false;
- }
- void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
- {
- PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
- GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
- ShaderConstHandles* handles = _getShaderConstHandles(pass);
- // The MatrixSet will lazily generate a matrix under the
- // various 'get' methods, so inline the test for a valid
- // shader constant handle to avoid that work when we can.
- if ( handles->mModelViewProjSC->isValid() )
- shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
- if ( handles->mObjTransSC->isValid() )
- shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
- if ( handles->mWorldToObjSC->isValid() )
- shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
- if ( handles->mWorldToCameraSC->isValid() )
- shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
- if ( handles->mWorldViewOnlySC->isValid() )
- shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
- if ( handles->mViewToObjSC->isValid() )
- shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
- if ( handles->mViewProjSC->isValid() )
- shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
- if ( handles->mCubeTransSC->isValid() &&
- ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
- {
- // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
- shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
- }
- if ( handles->m_vEyeSC->isValid() )
- shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
- }
- void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
- {
- PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
- GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
- ShaderConstHandles* handles = _getShaderConstHandles(pass);
- // Set cubemap stuff here (it's convenient!)
- const Point3F &eyePosWorld = state->getCameraPosition();
- if ( handles->mCubeEyePosSC->isValid() )
- {
- if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
- {
- Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
- shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
- }
- }
- shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
- shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
- if ( handles->mEyePosSC->isValid() )
- {
- MatrixF tempMat( *sgData.objTrans );
- tempMat.inverse();
- Point3F eyepos;
- tempMat.mulP( eyePosWorld, &eyepos );
- shaderConsts->set(handles->mEyePosSC, eyepos);
- }
- shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
- ShaderRenderPassData *rpd = _getRPD( pass );
- for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
- rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
- LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
- }
- void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
- {
- PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
- // If we're not instanced then just call the parent.
- if ( !mInstancingState )
- {
- Parent::setBuffers( vertBuffer, primBuffer );
- return;
- }
- PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
- const S32 instCount = mInstancingState->getCount();
- AssertFatal( instCount > 0,
- "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
- // Nothing special here.
- GFX->setPrimitiveBuffer( *primBuffer );
- // Set the first stream the the normal VB and set the
- // correct frequency for the number of instances to render.
- GFX->setVertexBuffer( *vertBuffer, 0, instCount );
- // Get a volatile VB and fill it with the vertex data.
- const GFXVertexFormat *instFormat = mInstancingState->getFormat();
- GFXVertexBufferDataHandle instVB;
- instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
- U8 *dest = instVB.lock();
- if(!dest) return;
- dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
- instVB.unlock();
- // Set the instance vb for streaming.
- GFX->setVertexBuffer( instVB, 1, 1 );
- // Finally set the vertex format which defines
- // both of the streams.
- GFX->setVertexFormat( mInstancingState->getDeclFormat() );
- // Done... reset the count.
- mInstancingState->resetStep();
- }
- bool ProcessedShaderMaterial::stepInstance()
- {
- PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
- AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
- return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
- }
- MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
- {
- ShaderMaterialParameters* smp = new ShaderMaterialParameters();
- Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
- buffers.setSize(mPasses.size());
- for (U32 i = 0; i < mPasses.size(); i++)
- buffers[i] = _getRPD(i)->shader->allocConstBuffer();
- // smp now owns these buffers.
- smp->setBuffers(mShaderConstDesc, buffers);
- return smp;
- }
- MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
- {
- // Search our list
- for (U32 i = 0; i < mParameterHandles.size(); i++)
- {
- if (mParameterHandles[i]->getName().equal(name))
- return mParameterHandles[i];
- }
-
- // If we didn't find it, we have to add it to support shader reloading.
- Vector<GFXShader*> shaders;
- shaders.setSize(mPasses.size());
- for (U32 i = 0; i < mPasses.size(); i++)
- shaders[i] = _getRPD(i)->shader;
- ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
- mParameterHandles.push_back(smph);
- return smph;
- }
- /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
- GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
- {
- if (mCurrentParams && pass < mPasses.size())
- {
- return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
- }
- return NULL;
- }
- ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
- {
- if (pass < mPasses.size())
- {
- return &_getRPD(pass)->shaderHandles;
- }
- return NULL;
- }
- void ProcessedShaderMaterial::dumpMaterialInfo()
- {
- for ( U32 i = 0; i < getNumPasses(); i++ )
- {
- const ShaderRenderPassData *passData = _getRPD( i );
- if ( passData == NULL )
- continue;
- const GFXShader *shader = passData->shader;
- if ( shader == NULL )
- Con::printf( " [%i] [NULL shader]", i );
- else
- Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
- }
- }
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