processedShaderMaterial.cpp 49 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/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. // We need to include customMaterialDefinition for ShaderConstHandles::init
  42. #include "materials/customMaterialDefinition.h"
  43. ///
  44. /// ShaderConstHandles
  45. ///
  46. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  47. {
  48. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  49. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  50. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  51. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  52. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  53. mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
  54. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  55. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  56. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  57. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  58. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  59. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  60. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  61. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  62. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  63. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  64. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  65. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  66. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  67. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  68. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  69. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  70. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  71. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  72. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  73. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  74. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  75. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  76. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  77. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  78. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  79. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  80. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  81. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  82. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  83. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  84. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  85. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  86. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  87. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  88. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  89. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  90. // MFT_ImposterVert
  91. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  92. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  93. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  94. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  95. // Clear any existing texture handles.
  96. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  97. if(mat)
  98. {
  99. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  100. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  101. }
  102. }
  103. ///
  104. /// ShaderRenderPassData
  105. ///
  106. void ShaderRenderPassData::reset()
  107. {
  108. Parent::reset();
  109. shader = NULL;
  110. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  111. delete featureShaderHandles[i];
  112. featureShaderHandles.clear();
  113. }
  114. String ShaderRenderPassData::describeSelf() const
  115. {
  116. // First write the shader identification.
  117. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  118. // Let the parent get the rest.
  119. desc += Parent::describeSelf();
  120. return desc;
  121. }
  122. ///
  123. /// ProcessedShaderMaterial
  124. ///
  125. ProcessedShaderMaterial::ProcessedShaderMaterial()
  126. : mDefaultParameters( NULL ),
  127. mInstancingState( NULL )
  128. {
  129. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  130. VECTOR_SET_ASSOCIATION( mParameterHandles );
  131. }
  132. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  133. : mDefaultParameters( NULL ),
  134. mInstancingState( NULL )
  135. {
  136. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  137. VECTOR_SET_ASSOCIATION( mParameterHandles );
  138. mMaterial = &mat;
  139. }
  140. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  141. {
  142. SAFE_DELETE(mInstancingState);
  143. SAFE_DELETE(mDefaultParameters);
  144. for (U32 i = 0; i < mParameterHandles.size(); i++)
  145. SAFE_DELETE(mParameterHandles[i]);
  146. }
  147. //
  148. // Material init
  149. //
  150. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  151. const GFXVertexFormat *vertexFormat,
  152. const MatFeaturesDelegate &featuresDelegate )
  153. {
  154. // Load our textures
  155. _setStageData();
  156. // Determine how many stages we use
  157. mMaxStages = getNumStages();
  158. mVertexFormat = vertexFormat;
  159. mFeatures.clear();
  160. mStateHint.clear();
  161. SAFE_DELETE(mInstancingState);
  162. for( U32 i=0; i<mMaxStages; i++ )
  163. {
  164. MaterialFeatureData fd;
  165. // Determine the features of this stage
  166. _determineFeatures( i, fd, features );
  167. // Let the delegate poke at the features.
  168. if ( featuresDelegate )
  169. featuresDelegate( this, i, fd, features );
  170. // Create the passes for this stage
  171. if ( fd.features.isNotEmpty() )
  172. if( !_createPasses( fd, i, features ) )
  173. return false;
  174. }
  175. _initRenderPassDataStateBlocks();
  176. _initMaterialParameters();
  177. mDefaultParameters = allocMaterialParameters();
  178. setMaterialParameters( mDefaultParameters, 0 );
  179. mStateHint.init( this );
  180. // Enable instancing if we have it.
  181. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  182. {
  183. mInstancingState = new InstancingState();
  184. mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
  185. }
  186. // Check for a RenderTexTargetBin assignment
  187. // *IMPORTANT NOTE*
  188. // This is a temporary solution for getting diffuse mapping working with tex targets for standard materials
  189. // It should be removed once this is done properly, at that time the sAllowTextureTargetAssignment should also be removed
  190. // from Material (it is necessary for catching shadow maps/post effect this shouldn't be applied to)
  191. if (Material::sAllowTextureTargetAssignment)
  192. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr( 0, 1 ).equal("#"))
  193. {
  194. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  195. NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
  196. RenderPassData* rpd = getPass(0);
  197. if (rpd)
  198. {
  199. rpd->mTexSlot[0].texTarget = texTarget;
  200. rpd->mTexType[0] = Material::TexTarget;
  201. rpd->mSamplerNames[0] = "diffuseMap";
  202. }
  203. }
  204. return true;
  205. }
  206. U32 ProcessedShaderMaterial::getNumStages()
  207. {
  208. // Loops through all stages to determine how many
  209. // stages we actually use.
  210. //
  211. // The first stage is always active else we shouldn't be
  212. // creating the material to begin with.
  213. U32 numStages = 1;
  214. U32 i;
  215. for( i=1; i<Material::MAX_STAGES; i++ )
  216. {
  217. // Assume stage is inactive
  218. bool stageActive = false;
  219. // Cubemaps only on first stage
  220. if( i == 0 )
  221. {
  222. // If we have a cubemap the stage is active
  223. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  224. {
  225. numStages++;
  226. continue;
  227. }
  228. }
  229. // If we have a texture for the a feature the
  230. // stage is active.
  231. if ( mStages[i].hasValidTex() )
  232. stageActive = true;
  233. // If this stage has specular lighting, it's active
  234. if ( mMaterial->mPixelSpecular[i] )
  235. stageActive = true;
  236. // If this stage has diffuse color, it's active
  237. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  238. mMaterial->mDiffuse[i] != ColorF::WHITE )
  239. stageActive = true;
  240. // If we have a Material that is vertex lit
  241. // then it may not have a texture
  242. if( mMaterial->mVertLit[i] )
  243. stageActive = true;
  244. // Increment the number of active stages
  245. numStages += stageActive;
  246. }
  247. return numStages;
  248. }
  249. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  250. MaterialFeatureData &fd,
  251. const FeatureSet &features )
  252. {
  253. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  254. const F32 shaderVersion = GFX->getPixelShaderVersion();
  255. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  256. bool lastStage = stageNum == (mMaxStages-1);
  257. // First we add all the features which the
  258. // material has defined.
  259. if ( mMaterial->isTranslucent() )
  260. {
  261. // Note: This is for decal blending into the prepass
  262. // for AL... it probably needs to be made clearer.
  263. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  264. mMaterial->mTranslucentZWrite )
  265. fd.features.addFeature( MFT_IsTranslucentZWrite );
  266. else
  267. {
  268. fd.features.addFeature( MFT_IsTranslucent );
  269. fd.features.addFeature( MFT_ForwardShading );
  270. }
  271. }
  272. // TODO: This sort of sucks... BL should somehow force this
  273. // feature on from the outside and not this way.
  274. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  275. fd.features.addFeature( MFT_ForwardShading );
  276. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  277. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  278. /*if ( mMaterial->isDoubleSided() )
  279. {
  280. fd.features.addFeature( MFT_InterlacedPrePass );
  281. }*/
  282. // Allow instancing if it was requested and the card supports
  283. // SM 3.0 or above.
  284. //
  285. // We also disable instancing for non-single pass materials
  286. // and glowing materials because its untested/unimplemented.
  287. //
  288. if ( features.hasFeature( MFT_UseInstancing ) &&
  289. mMaxStages == 1 &&
  290. !mMaterial->mGlow[0] &&
  291. !mMaterial->mDynamicCubemap &&
  292. shaderVersion >= 3.0f )
  293. fd.features.addFeature( MFT_UseInstancing );
  294. if ( mMaterial->mAlphaTest )
  295. fd.features.addFeature( MFT_AlphaTest );
  296. if ( mMaterial->mEmissive[stageNum] )
  297. fd.features.addFeature( MFT_IsEmissive );
  298. else
  299. fd.features.addFeature( MFT_RTLighting );
  300. if ( mMaterial->mAnimFlags[stageNum] )
  301. fd.features.addFeature( MFT_TexAnim );
  302. if ( mMaterial->mVertLit[stageNum] )
  303. fd.features.addFeature( MFT_VertLit );
  304. // cubemaps only available on stage 0 for now - bramage
  305. if ( stageNum < 1 &&
  306. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  307. mMaterial->mDynamicCubemap ) )
  308. fd.features.addFeature( MFT_CubeMap );
  309. fd.features.addFeature( MFT_Visibility );
  310. if ( lastStage &&
  311. ( !gClientSceneGraph->usePostEffectFog() ||
  312. fd.features.hasFeature( MFT_IsTranslucent ) ||
  313. fd.features.hasFeature( MFT_ForwardShading )) )
  314. fd.features.addFeature( MFT_Fog );
  315. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  316. fd.features.addFeature( MFT_MinnaertShading );
  317. if ( mMaterial->mSubSurface[stageNum] )
  318. fd.features.addFeature( MFT_SubSurface );
  319. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  320. {
  321. fd.features.addFeature( MFT_DiffuseMapAtlas );
  322. if ( mMaterial->mNormalMapAtlas )
  323. fd.features.addFeature( MFT_NormalMapAtlas );
  324. }
  325. // Grab other features like normal maps, base texture, etc.
  326. FeatureSet mergeFeatures;
  327. mStages[stageNum].getFeatureSet( &mergeFeatures );
  328. fd.features.merge( mergeFeatures );
  329. if ( fd.features[ MFT_NormalMap ] )
  330. {
  331. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  332. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  333. fd.features.addFeature( MFT_IsDXTnm );
  334. }
  335. // Now for some more advanced features that we
  336. // cannot do on SM 2.0 and below.
  337. if ( shaderVersion > 2.0f )
  338. {
  339. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  340. fd.features[ MFT_NormalMap ] )
  341. fd.features.addFeature( MFT_Parallax );
  342. // If not parallax then allow per-pixel specular if
  343. // we have real time lighting enabled.
  344. else if ( fd.features[MFT_RTLighting] &&
  345. mMaterial->mPixelSpecular[stageNum] )
  346. fd.features.addFeature( MFT_PixSpecular );
  347. }
  348. // Without realtime lighting and on lower end
  349. // shader models disable the specular map.
  350. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  351. fd.features.removeFeature( MFT_SpecularMap );
  352. // If we have a specular map then make sure we
  353. // have per-pixel specular enabled.
  354. if( fd.features[ MFT_SpecularMap ] )
  355. {
  356. fd.features.addFeature( MFT_PixSpecular );
  357. // Check for an alpha channel on the specular map. If it has one (and it
  358. // has values less than 255) than the artist has put the gloss map into
  359. // the alpha channel.
  360. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  361. fd.features.addFeature( MFT_GlossMap );
  362. }
  363. if ( mMaterial->mAccuEnabled[stageNum] )
  364. {
  365. fd.features.addFeature( MFT_AccuMap );
  366. mHasAccumulation = true;
  367. }
  368. // we need both diffuse and normal maps + sm3 to have an accu map
  369. if( fd.features[ MFT_AccuMap ] &&
  370. ( !fd.features[ MFT_DiffuseMap ] ||
  371. !fd.features[ MFT_NormalMap ] ||
  372. GFX->getPixelShaderVersion() < 3.0f ) ) {
  373. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  374. fd.features.removeFeature( MFT_AccuMap );
  375. mHasAccumulation = false;
  376. }
  377. // if we still have the AccuMap feature, we add all accu constant features
  378. if ( fd.features[ MFT_AccuMap ] ) {
  379. // add the dependencies of the accu map
  380. fd.features.addFeature( MFT_AccuScale );
  381. fd.features.addFeature( MFT_AccuDirection );
  382. fd.features.addFeature( MFT_AccuStrength );
  383. fd.features.addFeature( MFT_AccuCoverage );
  384. fd.features.addFeature( MFT_AccuSpecular );
  385. // now remove some features that are not compatible with this
  386. fd.features.removeFeature( MFT_UseInstancing );
  387. }
  388. // Without a base texture use the diffuse color
  389. // feature to ensure some sort of output.
  390. if (!fd.features[MFT_DiffuseMap])
  391. {
  392. fd.features.addFeature( MFT_DiffuseColor );
  393. // No texture coords... no overlay.
  394. fd.features.removeFeature( MFT_OverlayMap );
  395. }
  396. // If we have a diffuse map and the alpha on the diffuse isn't
  397. // zero and the color isn't pure white then multiply the color.
  398. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  399. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  400. fd.features.addFeature( MFT_DiffuseColor );
  401. // If lightmaps or tonemaps are enabled or we
  402. // don't have a second UV set then we cannot
  403. // use the overlay texture.
  404. if ( fd.features[MFT_LightMap] ||
  405. fd.features[MFT_ToneMap] ||
  406. mVertexFormat->getTexCoordCount() < 2 )
  407. fd.features.removeFeature( MFT_OverlayMap );
  408. // If tonemaps are enabled don't use lightmap
  409. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  410. fd.features.removeFeature( MFT_LightMap );
  411. // Don't allow tonemaps if we don't have a second UV set
  412. if ( mVertexFormat->getTexCoordCount() < 2 )
  413. fd.features.removeFeature( MFT_ToneMap );
  414. // Always add the HDR output feature.
  415. //
  416. // It will be filtered out if it was disabled
  417. // for this material creation below.
  418. //
  419. // Also the shader code will evaluate to a nop
  420. // if HDR is not enabled in the scene.
  421. //
  422. fd.features.addFeature( MFT_HDROut );
  423. // If vertex color is enabled on the material's stage and
  424. // color is present in vertex format, add diffuse vertex
  425. // color feature.
  426. if ( mMaterial->mVertColor[ stageNum ] &&
  427. mVertexFormat->hasColor() )
  428. fd.features.addFeature( MFT_DiffuseVertColor );
  429. // Allow features to add themselves.
  430. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  431. {
  432. const FeatureInfo &info = FEATUREMGR->getAt( i );
  433. info.feature->determineFeature( mMaterial,
  434. mVertexFormat,
  435. stageNum,
  436. *info.type,
  437. features,
  438. &fd );
  439. }
  440. // Now disable any features that were
  441. // not part of the input feature handle.
  442. fd.features.filter( features );
  443. }
  444. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  445. {
  446. // Creates passes for the given stage
  447. ShaderRenderPassData passData;
  448. U32 texIndex = 0;
  449. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  450. {
  451. const FeatureInfo &info = FEATUREMGR->getAt( i );
  452. if ( !stageFeatures.features.hasFeature( *info.type ) )
  453. continue;
  454. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  455. // adds pass if blend op changes for feature
  456. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  457. // Add pass if num tex reg is going to be too high
  458. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  459. {
  460. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  461. return false;
  462. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  463. }
  464. passData.mNumTexReg += numTexReg;
  465. passData.mFeatureData.features.addFeature( *info.type );
  466. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  467. U32 oldTexNumber = texIndex;
  468. #endif
  469. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  470. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  471. if(oldTexNumber != texIndex)
  472. {
  473. for(int i = oldTexNumber; i < texIndex; i++)
  474. {
  475. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  476. }
  477. }
  478. #endif
  479. // Add pass if tex units are maxed out
  480. if( texIndex > GFX->getNumSamplers() )
  481. {
  482. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  483. return false;
  484. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  485. }
  486. }
  487. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  488. for(int i = 0; i < texIndex; i++)
  489. {
  490. AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
  491. }
  492. #endif
  493. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  494. if ( passFeatures.isNotEmpty() )
  495. {
  496. mFeatures.merge( passFeatures );
  497. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  498. {
  499. mFeatures.clear();
  500. return false;
  501. }
  502. }
  503. return true;
  504. }
  505. void ProcessedShaderMaterial::_initMaterialParameters()
  506. {
  507. // Cleanup anything left first.
  508. SAFE_DELETE( mDefaultParameters );
  509. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  510. SAFE_DELETE( mParameterHandles[i] );
  511. // Gather the shaders as they all need to be
  512. // passed to the ShaderMaterialParameterHandles.
  513. Vector<GFXShader*> shaders;
  514. shaders.setSize( mPasses.size() );
  515. for ( U32 i = 0; i < mPasses.size(); i++ )
  516. shaders[i] = _getRPD(i)->shader;
  517. // Run through each shader and prepare its constants.
  518. for ( U32 i = 0; i < mPasses.size(); i++ )
  519. {
  520. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  521. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  522. for ( ; p != desc.end(); p++ )
  523. {
  524. // Add this to our list of shader constants
  525. GFXShaderConstDesc d(*p);
  526. mShaderConstDesc.push_back(d);
  527. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  528. mParameterHandles.push_back(smph);
  529. }
  530. }
  531. }
  532. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  533. U32 &texIndex,
  534. MaterialFeatureData &fd,
  535. U32 stageNum,
  536. const FeatureSet &features )
  537. {
  538. // Set number of textures, stage, glow, etc.
  539. rpd.mNumTex = texIndex;
  540. rpd.mStageNum = stageNum;
  541. rpd.mGlow |= mMaterial->mGlow[stageNum];
  542. // Copy over features
  543. rpd.mFeatureData.materialFeatures = fd.features;
  544. Vector<String> samplers;
  545. samplers.setSize(Material::MAX_TEX_PER_PASS);
  546. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  547. {
  548. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  549. }
  550. // Generate shader
  551. GFXShader::setLogging( true, true );
  552. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  553. if( !rpd.shader )
  554. return false;
  555. rpd.shaderHandles.init( rpd.shader );
  556. // If a pass glows, we glow
  557. if( rpd.mGlow )
  558. mHasGlow = true;
  559. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  560. mPasses.push_back( newPass );
  561. //initSamplerHandles
  562. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  563. AssertFatal(handles,"");
  564. for(int i = 0; i < rpd.mNumTex; i++)
  565. {
  566. if(rpd.mSamplerNames[i].isEmpty())
  567. {
  568. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  569. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  570. continue;
  571. }
  572. String samplerName = rpd.mSamplerNames[i];
  573. if( !samplerName.startsWith("$"))
  574. samplerName.insert(0, "$");
  575. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  576. handles->mTexHandlesSC[i] = handle;
  577. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  578. AssertFatal( handle,"");
  579. }
  580. // Give each active feature a chance to create specialized shader consts.
  581. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  582. {
  583. const FeatureInfo &info = FEATUREMGR->getAt( i );
  584. if ( !fd.features.hasFeature( *info.type ) )
  585. continue;
  586. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  587. if ( fh )
  588. newPass->featureShaderHandles.push_back( fh );
  589. }
  590. rpd.reset();
  591. texIndex = 0;
  592. return true;
  593. }
  594. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  595. ShaderRenderPassData &passData,
  596. U32 &texIndex,
  597. MaterialFeatureData &stageFeatures,
  598. U32 stageNum,
  599. const FeatureSet &features )
  600. {
  601. if( sf->getBlendOp() == Material::None )
  602. {
  603. return;
  604. }
  605. // set up the current blend operation for multi-pass materials
  606. if( mPasses.size() > 0)
  607. {
  608. // If passData.numTexReg is 0, this is a brand new pass, so set the
  609. // blend operation to the first feature.
  610. if( passData.mNumTexReg == 0 )
  611. {
  612. passData.mBlendOp = sf->getBlendOp();
  613. }
  614. else
  615. {
  616. // numTegReg is more than zero, if this feature
  617. // doesn't have the same blend operation, then
  618. // we need to create yet another pass
  619. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  620. {
  621. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  622. passData.mBlendOp = sf->getBlendOp();
  623. }
  624. }
  625. }
  626. }
  627. //
  628. // Runtime / rendering
  629. //
  630. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  631. {
  632. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  633. // Make sure we have the pass
  634. if(pass >= mPasses.size())
  635. {
  636. // If we were rendering instanced data tell
  637. // the device to reset that vb stream.
  638. if ( mInstancingState )
  639. GFX->setVertexBuffer( NULL, 1 );
  640. return false;
  641. }
  642. _setRenderState( state, sgData, pass );
  643. // Set shaders
  644. ShaderRenderPassData* rpd = _getRPD(pass);
  645. if( rpd->shader )
  646. {
  647. GFX->setShader( rpd->shader );
  648. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  649. _setShaderConstants(state, sgData, pass);
  650. // If we're instancing then do the initial step to get
  651. // set the vb pointer to the const buffer.
  652. if ( mInstancingState )
  653. stepInstance();
  654. }
  655. else
  656. {
  657. GFX->setupGenericShaders();
  658. GFX->setShaderConstBuffer(NULL);
  659. }
  660. // Set our textures
  661. setTextureStages( state, sgData, pass );
  662. _setTextureTransforms(pass);
  663. return true;
  664. }
  665. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  666. {
  667. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  668. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  669. AssertFatal(handles,"");
  670. // Set all of the textures we need to render the give pass.
  671. #ifdef TORQUE_DEBUG
  672. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  673. #endif
  674. RenderPassData *rpd = mPasses[pass];
  675. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  676. NamedTexTarget *texTarget;
  677. GFXTextureObject *texObject;
  678. for( U32 i=0; i<rpd->mNumTex; i++ )
  679. {
  680. U32 currTexFlag = rpd->mTexType[i];
  681. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  682. {
  683. switch( currTexFlag )
  684. {
  685. // If the flag is unset then assume its just
  686. // a regular texture to set... nothing special.
  687. case 0:
  688. default:
  689. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  690. break;
  691. case Material::NormalizeCube:
  692. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  693. break;
  694. case Material::Lightmap:
  695. GFX->setTexture( i, sgData.lightmap );
  696. break;
  697. case Material::ToneMapTex:
  698. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  699. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  700. break;
  701. case Material::Cube:
  702. GFX->setCubeTexture( i, rpd->mCubeMap );
  703. break;
  704. case Material::SGCube:
  705. GFX->setCubeTexture( i, sgData.cubemap );
  706. break;
  707. case Material::BackBuff:
  708. GFX->setTexture( i, sgData.backBuffTex );
  709. break;
  710. case Material::AccuMap:
  711. if ( sgData.accuTex )
  712. GFX->setTexture( i, sgData.accuTex );
  713. else
  714. GFX->setTexture( i, GFXTexHandle::ZERO );
  715. break;
  716. case Material::TexTarget:
  717. {
  718. texTarget = rpd->mTexSlot[i].texTarget;
  719. if ( !texTarget )
  720. {
  721. GFX->setTexture( i, NULL );
  722. break;
  723. }
  724. texObject = texTarget->getTexture();
  725. // If no texture is available then map the default 2x2
  726. // black texture to it. This at least will ensure that
  727. // we get consistant behavior across GPUs and platforms.
  728. if ( !texObject )
  729. texObject = GFXTexHandle::ZERO;
  730. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  731. {
  732. const Point3I &targetSz = texObject->getSize();
  733. const RectI &targetVp = texTarget->getViewport();
  734. Point4F rtParams;
  735. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  736. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  737. }
  738. GFX->setTexture( i, texObject );
  739. break;
  740. }
  741. }
  742. }
  743. }
  744. }
  745. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  746. {
  747. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  748. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  749. if (handles->mTexMatSC->isValid())
  750. {
  751. MatrixF texMat( true );
  752. mMaterial->updateTimeBasedParams();
  753. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  754. // handle scroll anim type
  755. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  756. {
  757. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  758. {
  759. Point3F scrollOffset;
  760. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  761. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  762. scrollOffset.z = 1.0;
  763. texMat.setColumn( 3, scrollOffset );
  764. }
  765. else
  766. {
  767. Point3F offset( mMaterial->mScrollOffset[pass].x,
  768. mMaterial->mScrollOffset[pass].y,
  769. 1.0 );
  770. texMat.setColumn( 3, offset );
  771. }
  772. }
  773. // handle rotation
  774. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  775. {
  776. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  777. {
  778. F32 rotPos = waveOffset * M_2PI;
  779. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  780. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  781. MatrixF test( true );
  782. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  783. mMaterial->mRotPivotOffset[pass].y,
  784. 0.0 ) );
  785. texMat.mul( test );
  786. }
  787. else
  788. {
  789. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  790. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  791. MatrixF test( true );
  792. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  793. mMaterial->mRotPivotOffset[pass].y,
  794. 0.0 ) );
  795. texMat.mul( test );
  796. }
  797. }
  798. // Handle scale + wave offset
  799. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  800. mMaterial->mAnimFlags[pass] & Material::Wave )
  801. {
  802. F32 wOffset = fabs( waveOffset );
  803. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  804. MatrixF temp( true );
  805. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  806. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  807. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  808. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  809. texMat.mul( temp );
  810. }
  811. // handle sequence
  812. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  813. {
  814. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  815. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  816. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  817. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  818. Point3F texOffset = texMat.getPosition();
  819. texOffset.x += offset;
  820. texMat.setPosition( texOffset );
  821. }
  822. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  823. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  824. }
  825. }
  826. //--------------------------------------------------------------------------
  827. // Get wave offset for texture animations using a wave transform
  828. //--------------------------------------------------------------------------
  829. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  830. {
  831. switch( mMaterial->mWaveType[stage] )
  832. {
  833. case Material::Sin:
  834. {
  835. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  836. break;
  837. }
  838. case Material::Triangle:
  839. {
  840. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  841. if( frac > 0.0 && frac <= 0.25 )
  842. {
  843. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  844. }
  845. if( frac > 0.25 && frac <= 0.5 )
  846. {
  847. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  848. }
  849. if( frac > 0.5 && frac <= 0.75 )
  850. {
  851. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  852. }
  853. if( frac > 0.75 && frac <= 1.0 )
  854. {
  855. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  856. }
  857. break;
  858. }
  859. case Material::Square:
  860. {
  861. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  862. if( frac > 0.0 && frac <= 0.5 )
  863. {
  864. return 0.0;
  865. }
  866. else
  867. {
  868. return mMaterial->mWaveAmp[stage];
  869. }
  870. break;
  871. }
  872. }
  873. return 0.0;
  874. }
  875. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  876. {
  877. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  878. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  879. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  880. U32 stageNum = getStageFromPass(pass);
  881. // First we do all the constants which are not
  882. // controlled via the material... we have to
  883. // set these all the time as they could change.
  884. if ( handles->mFogDataSC->isValid() )
  885. {
  886. Point3F fogData;
  887. fogData.x = sgData.fogDensity;
  888. fogData.y = sgData.fogDensityOffset;
  889. fogData.z = sgData.fogHeightFalloff;
  890. shaderConsts->set( handles->mFogDataSC, fogData );
  891. }
  892. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  893. if( handles->mOneOverFarplane->isValid() )
  894. {
  895. const F32 &invfp = 1.0f / state->getFarPlane();
  896. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  897. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  898. }
  899. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  900. // If the shader constants have not been lost then
  901. // they contain the content from a previous render pass.
  902. //
  903. // In this case we can skip updating the material constants
  904. // which do not change frame to frame.
  905. //
  906. // NOTE: This assumes we're not animating material parameters
  907. // in a way that doesn't cause a shader reload... this isn't
  908. // being done now, but it could change in the future.
  909. //
  910. if ( !shaderConsts->wasLost() )
  911. return;
  912. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  913. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  914. shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
  915. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  916. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  917. if ( handles->mSubSurfaceParamsSC->isValid() )
  918. {
  919. Point4F subSurfParams;
  920. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  921. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  922. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  923. }
  924. if ( handles->mRTSizeSC->isValid() )
  925. {
  926. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  927. Point2F pixelShaderConstantData;
  928. pixelShaderConstantData.x = resolution.x;
  929. pixelShaderConstantData.y = resolution.y;
  930. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  931. }
  932. if ( handles->mOneOverRTSizeSC->isValid() )
  933. {
  934. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  935. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  936. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  937. }
  938. // set detail scale
  939. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  940. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  941. // MFT_ImposterVert
  942. if ( handles->mImposterUVs->isValid() )
  943. {
  944. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  945. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  946. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  947. }
  948. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  949. // Diffuse
  950. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  951. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  952. if(handles->mDiffuseAtlasParamsSC)
  953. {
  954. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  955. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  956. mMaterial->mCellSize[stageNum], // tile size in pixels
  957. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  958. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  959. }
  960. if(handles->mBumpAtlasParamsSC)
  961. {
  962. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  963. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  964. mMaterial->mCellSize[stageNum], // tile size in pixels
  965. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  966. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  967. }
  968. if(handles->mDiffuseAtlasTileSC)
  969. {
  970. // Sanity check the wrap flags
  971. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  972. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  973. mMaterial->mCellIndex[stageNum].y,
  974. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  975. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  976. }
  977. if(handles->mBumpAtlasTileSC)
  978. {
  979. // Sanity check the wrap flags
  980. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  981. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  982. mMaterial->mCellIndex[stageNum].y,
  983. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  984. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  985. }
  986. if( handles->mAccuScaleSC->isValid() )
  987. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  988. if( handles->mAccuDirectionSC->isValid() )
  989. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  990. if( handles->mAccuStrengthSC->isValid() )
  991. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  992. if( handles->mAccuCoverageSC->isValid() )
  993. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  994. if( handles->mAccuSpecularSC->isValid() )
  995. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  996. }
  997. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  998. {
  999. // Only support cubemap on the first stage
  1000. if( mPasses[pass]->mStageNum > 0 )
  1001. return false;
  1002. if( mPasses[pass]->mCubeMap )
  1003. return true;
  1004. return false;
  1005. }
  1006. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1007. {
  1008. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1009. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1010. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1011. // The MatrixSet will lazily generate a matrix under the
  1012. // various 'get' methods, so inline the test for a valid
  1013. // shader constant handle to avoid that work when we can.
  1014. if ( handles->mModelViewProjSC->isValid() )
  1015. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1016. if ( handles->mObjTransSC->isValid() )
  1017. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1018. if ( handles->mWorldToObjSC->isValid() )
  1019. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1020. if ( handles->mWorldToCameraSC->isValid() )
  1021. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1022. if ( handles->mWorldViewOnlySC->isValid() )
  1023. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1024. if ( handles->mViewToObjSC->isValid() )
  1025. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1026. if ( handles->mViewProjSC->isValid() )
  1027. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1028. if ( handles->mCubeTransSC->isValid() &&
  1029. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1030. {
  1031. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1032. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1033. }
  1034. if ( handles->m_vEyeSC->isValid() )
  1035. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1036. }
  1037. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1038. {
  1039. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  1040. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1041. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1042. // Set cubemap stuff here (it's convenient!)
  1043. const Point3F &eyePosWorld = state->getCameraPosition();
  1044. if ( handles->mCubeEyePosSC->isValid() )
  1045. {
  1046. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1047. {
  1048. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1049. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1050. }
  1051. }
  1052. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1053. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1054. if ( handles->mEyePosSC->isValid() )
  1055. {
  1056. MatrixF tempMat( *sgData.objTrans );
  1057. tempMat.inverse();
  1058. Point3F eyepos;
  1059. tempMat.mulP( eyePosWorld, &eyepos );
  1060. shaderConsts->set(handles->mEyePosSC, eyepos);
  1061. }
  1062. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1063. ShaderRenderPassData *rpd = _getRPD( pass );
  1064. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  1065. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  1066. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  1067. }
  1068. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1069. {
  1070. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1071. // If we're not instanced then just call the parent.
  1072. if ( !mInstancingState )
  1073. {
  1074. Parent::setBuffers( vertBuffer, primBuffer );
  1075. return;
  1076. }
  1077. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1078. const S32 instCount = mInstancingState->getCount();
  1079. AssertFatal( instCount > 0,
  1080. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1081. // Nothing special here.
  1082. GFX->setPrimitiveBuffer( *primBuffer );
  1083. // Set the first stream the the normal VB and set the
  1084. // correct frequency for the number of instances to render.
  1085. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1086. // Get a volatile VB and fill it with the vertex data.
  1087. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1088. GFXVertexBufferDataHandle instVB;
  1089. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1090. U8 *dest = instVB.lock();
  1091. if(!dest) return;
  1092. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1093. instVB.unlock();
  1094. // Set the instance vb for streaming.
  1095. GFX->setVertexBuffer( instVB, 1, 1 );
  1096. // Finally set the vertex format which defines
  1097. // both of the streams.
  1098. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1099. // Done... reset the count.
  1100. mInstancingState->resetStep();
  1101. }
  1102. bool ProcessedShaderMaterial::stepInstance()
  1103. {
  1104. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1105. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1106. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1107. }
  1108. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1109. {
  1110. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1111. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1112. buffers.setSize(mPasses.size());
  1113. for (U32 i = 0; i < mPasses.size(); i++)
  1114. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1115. // smp now owns these buffers.
  1116. smp->setBuffers(mShaderConstDesc, buffers);
  1117. return smp;
  1118. }
  1119. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1120. {
  1121. // Search our list
  1122. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1123. {
  1124. if (mParameterHandles[i]->getName().equal(name))
  1125. return mParameterHandles[i];
  1126. }
  1127. // If we didn't find it, we have to add it to support shader reloading.
  1128. Vector<GFXShader*> shaders;
  1129. shaders.setSize(mPasses.size());
  1130. for (U32 i = 0; i < mPasses.size(); i++)
  1131. shaders[i] = _getRPD(i)->shader;
  1132. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1133. mParameterHandles.push_back(smph);
  1134. return smph;
  1135. }
  1136. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1137. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1138. {
  1139. if (mCurrentParams && pass < mPasses.size())
  1140. {
  1141. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1142. }
  1143. return NULL;
  1144. }
  1145. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1146. {
  1147. if (pass < mPasses.size())
  1148. {
  1149. return &_getRPD(pass)->shaderHandles;
  1150. }
  1151. return NULL;
  1152. }
  1153. void ProcessedShaderMaterial::dumpMaterialInfo()
  1154. {
  1155. for ( U32 i = 0; i < getNumPasses(); i++ )
  1156. {
  1157. const ShaderRenderPassData *passData = _getRPD( i );
  1158. if ( passData == NULL )
  1159. continue;
  1160. const GFXShader *shader = passData->shader;
  1161. if ( shader == NULL )
  1162. Con::printf( " [%i] [NULL shader]", i );
  1163. else
  1164. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1165. }
  1166. }