processedShaderMaterial.cpp 53 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. #include "renderInstance/renderProbeMgr.h"
  42. #include "ts/tsRenderState.h"
  43. // We need to include customMaterialDefinition for ShaderConstHandles::init
  44. #include "materials/customMaterialDefinition.h"
  45. #include "gui/controls/guiTreeViewCtrl.h"
  46. #include "ts/tsShape.h"
  47. ///
  48. /// ShaderConstHandles
  49. ///
  50. void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
  51. {
  52. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  53. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  54. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  55. mPBRConfigSC = shader->getShaderConstHandle(ShaderGenVars::pbrConfig);
  56. mSmoothnessSC = shader->getShaderConstHandle(ShaderGenVars::smoothness);
  57. mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
  58. mGlowMulSC = shader->getShaderConstHandle(ShaderGenVars::glowMul);
  59. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  60. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  61. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  62. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  63. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  64. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  65. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  66. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  67. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  68. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  69. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  70. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  71. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  72. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  73. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  74. mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
  75. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  76. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  77. mInvCameraTransSC = shader->getShaderConstHandle(ShaderGenVars::invCameraTrans);
  78. mCameraToScreenSC = shader->getShaderConstHandle(ShaderGenVars::cameraToScreen);
  79. mScreenToCameraSC = shader->getShaderConstHandle(ShaderGenVars::screenToCamera);
  80. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  81. mCubeMipsSC = shader->getShaderConstHandle(ShaderGenVars::cubeMips);
  82. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  83. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  84. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  85. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  86. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  87. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  88. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  89. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  90. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  91. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  92. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  93. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  94. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  95. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  96. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  97. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  98. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  99. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  100. // MFT_ImposterVert
  101. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  102. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  103. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  104. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  105. // MFT_HardwareSkinning
  106. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  107. // Clear any existing texture handles.
  108. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  109. if(mat)
  110. {
  111. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  112. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  113. }
  114. // Deferred Shading
  115. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  116. //custom features
  117. for (U32 f = 0; f < customFeatureData.size(); ++f)
  118. {
  119. for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
  120. {
  121. customHandleData newSC;
  122. newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
  123. newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
  124. mCustomHandles.push_back(newSC);
  125. }
  126. }
  127. }
  128. ///
  129. /// ShaderRenderPassData
  130. ///
  131. void ShaderRenderPassData::reset()
  132. {
  133. Parent::reset();
  134. shader = NULL;
  135. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  136. delete featureShaderHandles[i];
  137. featureShaderHandles.clear();
  138. }
  139. String ShaderRenderPassData::describeSelf() const
  140. {
  141. // First write the shader identification.
  142. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  143. // Let the parent get the rest.
  144. desc += Parent::describeSelf();
  145. return desc;
  146. }
  147. ///
  148. /// ProcessedShaderMaterial
  149. ///
  150. ProcessedShaderMaterial::ProcessedShaderMaterial()
  151. : mDefaultParameters( NULL ),
  152. mInstancingState( NULL )
  153. {
  154. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  155. VECTOR_SET_ASSOCIATION( mParameterHandles );
  156. }
  157. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  158. : mDefaultParameters( NULL ),
  159. mInstancingState( NULL )
  160. {
  161. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  162. VECTOR_SET_ASSOCIATION( mParameterHandles );
  163. mMaterial = &mat;
  164. }
  165. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  166. {
  167. SAFE_DELETE(mInstancingState);
  168. SAFE_DELETE(mDefaultParameters);
  169. for (U32 i = 0; i < mParameterHandles.size(); i++)
  170. SAFE_DELETE(mParameterHandles[i]);
  171. }
  172. //
  173. // Material init
  174. //
  175. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  176. const GFXVertexFormat *vertexFormat,
  177. const MatFeaturesDelegate &featuresDelegate )
  178. {
  179. // Load our textures
  180. _setStageData();
  181. // Determine how many stages we use
  182. mMaxStages = getNumStages();
  183. mVertexFormat = vertexFormat;
  184. mFeatures.clear();
  185. mStateHint.clear();
  186. SAFE_DELETE(mInstancingState);
  187. for( U32 i=0; i<mMaxStages; i++ )
  188. {
  189. MaterialFeatureData fd;
  190. // Determine the features of this stage
  191. _determineFeatures( i, fd, features );
  192. // Let the delegate poke at the features.
  193. if ( featuresDelegate )
  194. featuresDelegate( this, i, fd, features );
  195. // Create the passes for this stage
  196. if ( fd.features.isNotEmpty() )
  197. if( !_createPasses( fd, i, features ) )
  198. return false;
  199. }
  200. _initRenderPassDataStateBlocks();
  201. _initMaterialParameters();
  202. mDefaultParameters = allocMaterialParameters();
  203. setMaterialParameters( mDefaultParameters, 0 );
  204. mStateHint.init( this );
  205. // Enable instancing if we have it.
  206. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  207. {
  208. mInstancingState = new InstancingState();
  209. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  210. }
  211. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
  212. {
  213. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  214. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  215. RenderPassData* rpd = getPass(0);
  216. if (rpd)
  217. {
  218. rpd->mTexSlot[0].texTarget = texTarget;
  219. rpd->mTexType[0] = Material::TexTarget;
  220. rpd->mSamplerNames[0] = "diffuseMap";
  221. }
  222. }
  223. return true;
  224. }
  225. U32 ProcessedShaderMaterial::getNumStages()
  226. {
  227. // Loops through all stages to determine how many
  228. // stages we actually use.
  229. //
  230. // The first stage is always active else we shouldn't be
  231. // creating the material to begin with.
  232. U32 numStages = 1;
  233. U32 i;
  234. for( i=1; i<Material::MAX_STAGES; i++ )
  235. {
  236. // Assume stage is inactive
  237. bool stageActive = false;
  238. // Cubemaps only on first stage
  239. if( i == 0 )
  240. {
  241. // If we have a cubemap the stage is active
  242. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  243. {
  244. numStages++;
  245. continue;
  246. }
  247. }
  248. // If we have a texture for the a feature the
  249. // stage is active.
  250. if ( mStages[i].hasValidTex() )
  251. stageActive = true;
  252. // If this stage has diffuse color, it's active
  253. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  254. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  255. stageActive = true;
  256. // If we have a Material that is vertex lit
  257. // then it may not have a texture
  258. if( mMaterial->mVertLit[i] )
  259. stageActive = true;
  260. // Increment the number of active stages
  261. numStages += stageActive;
  262. }
  263. return numStages;
  264. }
  265. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  266. MaterialFeatureData &fd,
  267. const FeatureSet &features )
  268. {
  269. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  270. const F32 shaderVersion = GFX->getPixelShaderVersion();
  271. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  272. bool lastStage = stageNum == (mMaxStages-1);
  273. // First we add all the features which the
  274. // material has defined.
  275. if (mMaterial->mInvertSmoothness[stageNum])
  276. fd.features.addFeature(MFT_InvertSmoothness);
  277. if ( mMaterial->isTranslucent() )
  278. {
  279. // Note: This is for decal blending into the deferred
  280. // for AL... it probably needs to be made clearer.
  281. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  282. mMaterial->mTranslucentZWrite )
  283. fd.features.addFeature( MFT_IsTranslucentZWrite );
  284. else
  285. {
  286. fd.features.addFeature( MFT_IsTranslucent );
  287. fd.features.addFeature( MFT_ForwardShading );
  288. }
  289. }
  290. // TODO: This sort of sucks... BL should somehow force this
  291. // feature on from the outside and not this way.
  292. if (dStrcmp(LIGHTMGR->getId(), "BLM") == 0)
  293. {
  294. fd.features.addFeature(MFT_ForwardShading);
  295. fd.features.addFeature(MFT_ReflectionProbes);
  296. }
  297. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  298. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  299. /*if ( mMaterial->isDoubleSided() )
  300. {
  301. fd.features.addFeature( MFT_InterlacedDeferred );
  302. }*/
  303. // Allow instancing if it was requested and the card supports
  304. // SM 3.0 or above.
  305. //
  306. // We also disable instancing for non-single pass materials
  307. // and glowing materials because its untested/unimplemented.
  308. //
  309. if ( features.hasFeature( MFT_UseInstancing ) &&
  310. mMaxStages == 1 &&
  311. !mMaterial->mGlow[0] &&
  312. shaderVersion >= 3.0f )
  313. fd.features.addFeature( MFT_UseInstancing );
  314. if ( mMaterial->mAlphaTest )
  315. fd.features.addFeature( MFT_AlphaTest );
  316. if (mMaterial->mEmissive[stageNum])
  317. {
  318. fd.features.addFeature(MFT_IsEmissive);
  319. }
  320. else
  321. {
  322. fd.features.addFeature(MFT_RTLighting);
  323. if (mMaterial->isTranslucent())
  324. fd.features.addFeature(MFT_ReflectionProbes);
  325. }
  326. if ( mMaterial->mAnimFlags[stageNum] )
  327. fd.features.addFeature( MFT_TexAnim );
  328. if ( mMaterial->mVertLit[stageNum] )
  329. fd.features.addFeature( MFT_VertLit );
  330. // cubemaps only available on stage 0 for now - bramage
  331. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  332. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  333. mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
  334. {
  335. fd.features.addFeature( MFT_CubeMap );
  336. }
  337. fd.features.addFeature( MFT_Visibility );
  338. if ( lastStage &&
  339. ( !gClientSceneGraph->usePostEffectFog() ||
  340. fd.features.hasFeature( MFT_IsTranslucent ) ||
  341. fd.features.hasFeature( MFT_ForwardShading )) )
  342. fd.features.addFeature( MFT_Fog );
  343. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  344. fd.features.addFeature( MFT_MinnaertShading );
  345. if ( mMaterial->mSubSurface[stageNum] )
  346. fd.features.addFeature( MFT_SubSurface );
  347. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  348. {
  349. fd.features.addFeature( MFT_DiffuseMapAtlas );
  350. if ( mMaterial->mNormalMapAtlas )
  351. fd.features.addFeature( MFT_NormalMapAtlas );
  352. }
  353. if (!fd.features.hasFeature(MFT_ForwardShading))
  354. {
  355. fd.features.removeFeature(MFT_DebugViz);
  356. }
  357. // Grab other features like normal maps, base texture, etc.
  358. FeatureSet mergeFeatures;
  359. mStages[stageNum].getFeatureSet( &mergeFeatures );
  360. fd.features.merge( mergeFeatures );
  361. if ( fd.features[ MFT_NormalMap ] )
  362. {
  363. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  364. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  365. fd.features.addFeature( MFT_IsBC3nm );
  366. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  367. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  368. fd.features.addFeature( MFT_IsBC5nm );
  369. }
  370. // Now for some more advanced features that we
  371. // cannot do on SM 2.0 and below.
  372. if ( shaderVersion > 2.0f )
  373. {
  374. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  375. fd.features[ MFT_NormalMap ] )
  376. fd.features.addFeature( MFT_Parallax );
  377. }
  378. // Deferred Shading : PBR Config
  379. if (mStages[stageNum].getTex(MFT_PBRConfigMap))
  380. {
  381. fd.features.addFeature(MFT_PBRConfigMap);
  382. }
  383. else
  384. fd.features.addFeature(MFT_PBRConfigVars);
  385. // Deferred Shading : Material Info Flags
  386. fd.features.addFeature(MFT_MatInfoFlags);
  387. if (features.hasFeature(MFT_isBackground))
  388. {
  389. fd.features.addFeature(MFT_isBackground);
  390. }
  391. if (features.hasFeature(MFT_SkyBox))
  392. {
  393. fd.features.addFeature(MFT_StaticCubemap);
  394. fd.features.addFeature(MFT_CubeMap);
  395. fd.features.addFeature(MFT_SkyBox);
  396. fd.features.removeFeature(MFT_ReflectionProbes);
  397. fd.features.removeFeature(MFT_PBRConfigVars);
  398. fd.features.removeFeature(MFT_MatInfoFlags);
  399. }
  400. if ( mMaterial->mAccuEnabled[stageNum] )
  401. {
  402. mHasAccumulation = true;
  403. }
  404. // we need both diffuse and normal maps + sm3 to have an accu map
  405. if( fd.features[ MFT_AccuMap ] &&
  406. ( !fd.features[ MFT_DiffuseMap ] ||
  407. !fd.features[ MFT_NormalMap ] ||
  408. GFX->getPixelShaderVersion() < 3.0f ) ) {
  409. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  410. fd.features.removeFeature( MFT_AccuMap );
  411. mHasAccumulation = false;
  412. }
  413. // Without a base texture use the diffuse color
  414. // feature to ensure some sort of output.
  415. if (!fd.features[MFT_DiffuseMap])
  416. {
  417. fd.features.addFeature( MFT_DiffuseColor );
  418. // No texture coords... no overlay.
  419. fd.features.removeFeature( MFT_OverlayMap );
  420. }
  421. // If we have a diffuse map and the alpha on the diffuse isn't
  422. // zero and the color isn't pure white then multiply the color.
  423. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  424. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  425. fd.features.addFeature( MFT_DiffuseColor );
  426. // If lightmaps or tonemaps are enabled or we
  427. // don't have a second UV set then we cannot
  428. // use the overlay texture.
  429. if ( fd.features[MFT_LightMap] ||
  430. fd.features[MFT_ToneMap] ||
  431. mVertexFormat->getTexCoordCount() < 2 )
  432. fd.features.removeFeature( MFT_OverlayMap );
  433. // If tonemaps are enabled don't use lightmap
  434. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  435. fd.features.removeFeature( MFT_LightMap );
  436. // Don't allow tonemaps if we don't have a second UV set
  437. if ( mVertexFormat->getTexCoordCount() < 2 )
  438. fd.features.removeFeature( MFT_ToneMap );
  439. // Always add the HDR output feature.
  440. //
  441. // It will be filtered out if it was disabled
  442. // for this material creation below.
  443. //
  444. // Also the shader code will evaluate to a nop
  445. // if HDR is not enabled in the scene.
  446. //
  447. fd.features.addFeature( MFT_HDROut );
  448. fd.features.addFeature(MFT_DebugViz);
  449. // If vertex color is enabled on the material's stage and
  450. // color is present in vertex format, add diffuse vertex
  451. // color feature.
  452. if ( mMaterial->mVertColor[ stageNum ] &&
  453. mVertexFormat->hasColor() )
  454. fd.features.addFeature( MFT_DiffuseVertColor );
  455. // Allow features to add themselves.
  456. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  457. {
  458. const FeatureInfo &info = FEATUREMGR->getAt( i );
  459. info.feature->determineFeature( mMaterial,
  460. mVertexFormat,
  461. stageNum,
  462. *info.type,
  463. features,
  464. &fd );
  465. }
  466. // Need to add the Hardware Skinning feature if its used
  467. if ( features.hasFeature( MFT_HardwareSkinning ) )
  468. {
  469. fd.features.addFeature( MFT_HardwareSkinning );
  470. }
  471. // Now disable any features that were
  472. // not part of the input feature handle.
  473. fd.features.filter( features );
  474. }
  475. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  476. {
  477. // Creates passes for the given stage
  478. ShaderRenderPassData passData;
  479. U32 texIndex = 0;
  480. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  481. {
  482. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  483. if ( !stageFeatures.features.hasFeature( *info.type ) )
  484. continue;
  485. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  486. // adds pass if blend op changes for feature
  487. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  488. // Add pass if num tex reg is going to be too high
  489. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  490. {
  491. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  492. return false;
  493. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  494. }
  495. passData.mNumTexReg += numTexReg;
  496. passData.mFeatureData.features.addFeature( *info.type );
  497. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  498. U32 oldTexNumber = texIndex;
  499. #endif
  500. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  501. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  502. if(oldTexNumber != texIndex)
  503. {
  504. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  505. {
  506. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  507. }
  508. }
  509. #endif
  510. // Add pass if tex units are maxed out
  511. if( texIndex > GFX->getNumSamplers() )
  512. {
  513. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  514. return false;
  515. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  516. }
  517. }
  518. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  519. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  520. {
  521. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  522. }
  523. #endif
  524. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  525. if ( passFeatures.isNotEmpty() )
  526. {
  527. mFeatures.merge( passFeatures );
  528. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  529. {
  530. mFeatures.clear();
  531. return false;
  532. }
  533. }
  534. return true;
  535. }
  536. void ProcessedShaderMaterial::_initMaterialParameters()
  537. {
  538. // Cleanup anything left first.
  539. SAFE_DELETE( mDefaultParameters );
  540. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  541. SAFE_DELETE( mParameterHandles[i] );
  542. // Gather the shaders as they all need to be
  543. // passed to the ShaderMaterialParameterHandles.
  544. Vector<GFXShader*> shaders;
  545. shaders.setSize( mPasses.size() );
  546. for ( U32 i = 0; i < mPasses.size(); i++ )
  547. shaders[i] = _getRPD(i)->shader;
  548. // Run through each shader and prepare its constants.
  549. for ( U32 i = 0; i < mPasses.size(); i++ )
  550. {
  551. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  552. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  553. for ( ; p != desc.end(); p++ )
  554. {
  555. // Add this to our list of shader constants
  556. GFXShaderConstDesc d(*p);
  557. mShaderConstDesc.push_back(d);
  558. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  559. mParameterHandles.push_back(smph);
  560. }
  561. }
  562. }
  563. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  564. U32 &texIndex,
  565. MaterialFeatureData &fd,
  566. U32 stageNum,
  567. const FeatureSet &features )
  568. {
  569. // Set number of textures, stage, glow, etc.
  570. rpd.mNumTex = texIndex;
  571. rpd.mStageNum = stageNum;
  572. rpd.mGlow |= mMaterial->mGlow[stageNum];
  573. // Copy over features
  574. rpd.mFeatureData.materialFeatures = fd.features;
  575. Vector<String> samplers;
  576. samplers.setSize(Material::MAX_TEX_PER_PASS);
  577. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  578. {
  579. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  580. }
  581. // Generate shader
  582. GFXShader::setLogging( true, true );
  583. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
  584. if( !rpd.shader )
  585. return false;
  586. rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
  587. // If a pass glows, we glow
  588. if( rpd.mGlow )
  589. mHasGlow = true;
  590. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  591. mPasses.push_back( newPass );
  592. //initSamplerHandles
  593. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  594. AssertFatal(handles,"");
  595. for(int i = 0; i < rpd.mNumTex; i++)
  596. {
  597. if(rpd.mSamplerNames[i].isEmpty())
  598. {
  599. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  600. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  601. continue;
  602. }
  603. String samplerName = rpd.mSamplerNames[i];
  604. if( !samplerName.startsWith("$"))
  605. samplerName.insert(0, "$");
  606. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  607. handles->mTexHandlesSC[i] = handle;
  608. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  609. AssertFatal( handle,"");
  610. }
  611. // Give each active feature a chance to create specialized shader consts.
  612. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  613. {
  614. const FeatureInfo &info = FEATUREMGR->getAt( i );
  615. if ( !fd.features.hasFeature( *info.type ) )
  616. continue;
  617. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  618. if ( fh )
  619. newPass->featureShaderHandles.push_back( fh );
  620. }
  621. rpd.reset();
  622. texIndex = 0;
  623. return true;
  624. }
  625. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  626. ShaderRenderPassData &passData,
  627. U32 &texIndex,
  628. MaterialFeatureData &stageFeatures,
  629. U32 stageNum,
  630. const FeatureSet &features )
  631. {
  632. if( sf->getBlendOp() == Material::None )
  633. {
  634. return;
  635. }
  636. // set up the current blend operation for multi-pass materials
  637. if( mPasses.size() > 0)
  638. {
  639. // If passData.numTexReg is 0, this is a brand new pass, so set the
  640. // blend operation to the first feature.
  641. if( passData.mNumTexReg == 0 )
  642. {
  643. passData.mBlendOp = sf->getBlendOp();
  644. }
  645. else
  646. {
  647. // numTegReg is more than zero, if this feature
  648. // doesn't have the same blend operation, then
  649. // we need to create yet another pass
  650. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  651. {
  652. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  653. passData.mBlendOp = sf->getBlendOp();
  654. }
  655. }
  656. }
  657. }
  658. //
  659. // Runtime / rendering
  660. //
  661. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  662. {
  663. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  664. // Make sure we have the pass
  665. if(pass >= mPasses.size())
  666. {
  667. // If we were rendering instanced data tell
  668. // the device to reset that vb stream.
  669. if ( mInstancingState )
  670. GFX->setVertexBuffer( NULL, 1 );
  671. return false;
  672. }
  673. _setRenderState( state, sgData, pass );
  674. // Set shaders
  675. ShaderRenderPassData* rpd = _getRPD(pass);
  676. if( rpd->shader )
  677. {
  678. GFX->setShader( rpd->shader );
  679. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  680. _setShaderConstants(state, sgData, pass);
  681. // If we're instancing then do the initial step to get
  682. // set the vb pointer to the const buffer.
  683. if ( mInstancingState )
  684. stepInstance();
  685. }
  686. else
  687. {
  688. GFX->setupGenericShaders();
  689. GFX->setShaderConstBuffer(NULL);
  690. }
  691. // Set our textures
  692. setTextureStages( state, sgData, pass );
  693. _setTextureTransforms(pass);
  694. return true;
  695. }
  696. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  697. {
  698. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  699. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  700. AssertFatal(handles,"");
  701. // Set all of the textures we need to render the give pass.
  702. #ifdef TORQUE_DEBUG
  703. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  704. #endif
  705. RenderPassData *rpd = mPasses[pass];
  706. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  707. NamedTexTarget *texTarget;
  708. GFXTextureObject *texObject;
  709. for( U32 i=0; i<rpd->mNumTex; i++ )
  710. {
  711. U32 currTexFlag = rpd->mTexType[i];
  712. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  713. {
  714. switch( currTexFlag )
  715. {
  716. // If the flag is unset then assume its just
  717. // a regular texture to set... nothing special.
  718. case 0:
  719. default:
  720. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  721. break;
  722. case Material::NormalizeCube:
  723. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  724. break;
  725. case Material::Lightmap:
  726. GFX->setTexture( i, sgData.lightmap );
  727. break;
  728. case Material::ToneMapTex:
  729. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  730. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  731. break;
  732. case Material::Cube:
  733. GFX->setCubeTexture( i, rpd->mCubeMap );
  734. break;
  735. case Material::SGCube:
  736. GFX->setCubeTexture( i, sgData.cubemap );
  737. break;
  738. case Material::BackBuff:
  739. GFX->setTexture( i, sgData.backBuffTex );
  740. break;
  741. case Material::AccuMap:
  742. if ( sgData.accuTex )
  743. GFX->setTexture( i, sgData.accuTex );
  744. else
  745. GFX->setTexture( i, GFXTexHandle::ZERO );
  746. break;
  747. case Material::TexTarget:
  748. {
  749. texTarget = rpd->mTexSlot[i].texTarget;
  750. if ( !texTarget )
  751. {
  752. GFX->setTexture( i, NULL );
  753. break;
  754. }
  755. texObject = texTarget->getTexture();
  756. // If no texture is available then map the default 2x2
  757. // black texture to it. This at least will ensure that
  758. // we get consistant behavior across GPUs and platforms.
  759. if ( !texObject )
  760. texObject = GFXTexHandle::ZERO;
  761. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  762. {
  763. const Point3I &targetSz = texObject->getSize();
  764. const RectI &targetVp = texTarget->getViewport();
  765. Point4F rtParams;
  766. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  767. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  768. }
  769. GFX->setTexture( i, texObject );
  770. break;
  771. }
  772. }
  773. }
  774. }
  775. }
  776. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  777. {
  778. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  779. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  780. if (handles->mTexMatSC->isValid())
  781. {
  782. MatrixF texMat( true );
  783. mMaterial->updateTimeBasedParams();
  784. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  785. // handle scroll anim type
  786. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  787. {
  788. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  789. {
  790. Point3F scrollOffset;
  791. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  792. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  793. scrollOffset.z = 1.0;
  794. texMat.setColumn( 3, scrollOffset );
  795. }
  796. else
  797. {
  798. Point3F offset( mMaterial->mScrollOffset[pass].x,
  799. mMaterial->mScrollOffset[pass].y,
  800. 1.0 );
  801. texMat.setColumn( 3, offset );
  802. }
  803. }
  804. // handle rotation
  805. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  806. {
  807. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  808. {
  809. F32 rotPos = waveOffset * M_2PI;
  810. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  811. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  812. MatrixF test( true );
  813. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  814. mMaterial->mRotPivotOffset[pass].y,
  815. 0.0 ) );
  816. texMat.mul( test );
  817. }
  818. else
  819. {
  820. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  821. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  822. MatrixF test( true );
  823. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  824. mMaterial->mRotPivotOffset[pass].y,
  825. 0.0 ) );
  826. texMat.mul( test );
  827. }
  828. }
  829. // Handle scale + wave offset
  830. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  831. mMaterial->mAnimFlags[pass] & Material::Wave )
  832. {
  833. F32 wOffset = fabs( waveOffset );
  834. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  835. MatrixF temp( true );
  836. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  837. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  838. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  839. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  840. texMat.mul( temp );
  841. }
  842. // handle sequence
  843. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  844. {
  845. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  846. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  847. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  848. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  849. Point3F texOffset = texMat.getPosition();
  850. texOffset.x += offset;
  851. texMat.setPosition( texOffset );
  852. }
  853. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  854. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  855. }
  856. }
  857. //--------------------------------------------------------------------------
  858. // Get wave offset for texture animations using a wave transform
  859. //--------------------------------------------------------------------------
  860. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  861. {
  862. switch( mMaterial->mWaveType[stage] )
  863. {
  864. case Material::Sin:
  865. {
  866. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  867. break;
  868. }
  869. case Material::Triangle:
  870. {
  871. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  872. if( frac > 0.0 && frac <= 0.25 )
  873. {
  874. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  875. }
  876. if( frac > 0.25 && frac <= 0.5 )
  877. {
  878. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  879. }
  880. if( frac > 0.5 && frac <= 0.75 )
  881. {
  882. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  883. }
  884. if( frac > 0.75 && frac <= 1.0 )
  885. {
  886. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  887. }
  888. break;
  889. }
  890. case Material::Square:
  891. {
  892. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  893. if( frac > 0.0 && frac <= 0.5 )
  894. {
  895. return 0.0;
  896. }
  897. else
  898. {
  899. return mMaterial->mWaveAmp[stage];
  900. }
  901. break;
  902. }
  903. }
  904. return 0.0;
  905. }
  906. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  907. {
  908. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  909. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  910. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  911. U32 stageNum = getStageFromPass(pass);
  912. // First we do all the constants which are not
  913. // controlled via the material... we have to
  914. // set these all the time as they could change.
  915. if ( handles->mFogDataSC->isValid() )
  916. {
  917. Point3F fogData;
  918. fogData.x = sgData.fogDensity;
  919. fogData.y = sgData.fogDensityOffset;
  920. fogData.z = sgData.fogHeightFalloff;
  921. shaderConsts->set( handles->mFogDataSC, fogData );
  922. }
  923. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  924. if( handles->mOneOverFarplane->isValid() )
  925. {
  926. const F32 &invfp = 1.0f / state->getFarPlane();
  927. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  928. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  929. }
  930. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  931. // If the shader constants have not been lost then
  932. // they contain the content from a previous render pass.
  933. //
  934. // In this case we can skip updating the material constants
  935. // which do not change frame to frame.
  936. //
  937. // NOTE: This assumes we're not animating material parameters
  938. // in a way that doesn't cause a shader reload... this isn't
  939. // being done now, but it could change in the future.
  940. //
  941. if ( !shaderConsts->wasLost() )
  942. return;
  943. shaderConsts->setSafe(handles->mSmoothnessSC, mMaterial->mSmoothness[stageNum]);
  944. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  945. shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
  946. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  947. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  948. if ( handles->mSubSurfaceParamsSC->isValid() )
  949. {
  950. Point4F subSurfParams;
  951. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  952. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  953. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  954. }
  955. if ( handles->mRTSizeSC->isValid() )
  956. {
  957. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  958. Point2F pixelShaderConstantData;
  959. pixelShaderConstantData.x = resolution.x;
  960. pixelShaderConstantData.y = resolution.y;
  961. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  962. }
  963. if ( handles->mOneOverRTSizeSC->isValid() )
  964. {
  965. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  966. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  967. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  968. }
  969. // set detail scale
  970. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  971. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  972. // MFT_ImposterVert
  973. if ( handles->mImposterUVs->isValid() )
  974. {
  975. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  976. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  977. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  978. }
  979. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  980. // Diffuse
  981. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  982. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  983. if(handles->mDiffuseAtlasParamsSC)
  984. {
  985. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  986. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  987. mMaterial->mCellSize[stageNum], // tile size in pixels
  988. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  989. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  990. }
  991. if(handles->mBumpAtlasParamsSC)
  992. {
  993. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  994. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  995. mMaterial->mCellSize[stageNum], // tile size in pixels
  996. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  997. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  998. }
  999. if(handles->mDiffuseAtlasTileSC)
  1000. {
  1001. // Sanity check the wrap flags
  1002. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1003. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1004. mMaterial->mCellIndex[stageNum].y,
  1005. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1006. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  1007. }
  1008. if(handles->mBumpAtlasTileSC)
  1009. {
  1010. // Sanity check the wrap flags
  1011. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1012. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1013. mMaterial->mCellIndex[stageNum].y,
  1014. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1015. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1016. }
  1017. // Deferred Shading: Determine Material Info Flags
  1018. S32 matInfoFlags =
  1019. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  1020. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  1021. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1022. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1023. if( handles->mAccuScaleSC->isValid() )
  1024. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1025. if( handles->mAccuDirectionSC->isValid() )
  1026. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1027. if( handles->mAccuStrengthSC->isValid() )
  1028. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1029. if( handles->mAccuCoverageSC->isValid() )
  1030. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1031. if( handles->mAccuSpecularSC->isValid() )
  1032. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1033. }
  1034. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1035. {
  1036. // Only support cubemap on the first stage
  1037. if( mPasses[pass]->mStageNum > 0 )
  1038. return false;
  1039. if( mPasses[pass]->mCubeMap )
  1040. return true;
  1041. return false;
  1042. }
  1043. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1044. {
  1045. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1046. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1047. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1048. // The MatrixSet will lazily generate a matrix under the
  1049. // various 'get' methods, so inline the test for a valid
  1050. // shader constant handle to avoid that work when we can.
  1051. if ( handles->mModelViewProjSC->isValid() )
  1052. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1053. if ( handles->mObjTransSC->isValid() )
  1054. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1055. if ( handles->mWorldToObjSC->isValid() )
  1056. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1057. if ( handles->mWorldToCameraSC->isValid() )
  1058. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1059. if (handles->mCameraToWorldSC->isValid())
  1060. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1061. if ( handles->mWorldViewOnlySC->isValid() )
  1062. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1063. if ( handles->mViewToObjSC->isValid() )
  1064. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1065. if ( handles->mViewProjSC->isValid() )
  1066. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1067. if ( handles->mCubeTransSC->isValid() &&
  1068. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1069. {
  1070. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1071. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1072. }
  1073. if ( handles->m_vEyeSC->isValid() )
  1074. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1075. }
  1076. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1077. {
  1078. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1079. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1080. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1081. if ( handles->mNodeTransforms->isValid() )
  1082. {
  1083. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1084. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1085. }
  1086. }
  1087. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1088. {
  1089. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1090. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1091. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1092. for (U32 i = 0; i < shaderData.size(); i++)
  1093. {
  1094. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1095. {
  1096. StringTableEntry handleName = shaderData[i].getHandleName();
  1097. bool tmp = true;
  1098. }
  1099. //roll through and try setting our data!
  1100. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1101. {
  1102. StringTableEntry handleName = shaderData[i].getHandleName();
  1103. StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
  1104. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1105. {
  1106. if (handles->mCustomHandles[h].handle->isValid())
  1107. {
  1108. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1109. if (type == CustomShaderBindingData::Float)
  1110. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1111. else if (type == CustomShaderBindingData::Float2)
  1112. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1113. else if (type == CustomShaderBindingData::Float3)
  1114. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1115. else if (type == CustomShaderBindingData::Float4)
  1116. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1117. break;
  1118. }
  1119. }
  1120. }
  1121. }
  1122. }
  1123. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1124. {
  1125. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1126. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1127. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1128. // Set cubemap stuff here (it's convenient!)
  1129. const Point3F &eyePosWorld = state->getCameraPosition();
  1130. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1131. {
  1132. if (handles->mCubeEyePosSC->isValid())
  1133. {
  1134. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1135. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1136. }
  1137. }
  1138. if (sgData.cubemap)
  1139. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1140. else
  1141. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1142. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1143. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1144. if ( handles->mEyePosSC->isValid() )
  1145. {
  1146. MatrixF tempMat( *sgData.objTrans );
  1147. tempMat.inverse();
  1148. Point3F eyepos;
  1149. tempMat.mulP( eyePosWorld, &eyepos );
  1150. shaderConsts->set(handles->mEyePosSC, eyepos);
  1151. }
  1152. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1153. ShaderRenderPassData *rpd = _getRPD(pass);
  1154. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1155. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1156. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1157. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1158. }
  1159. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1160. {
  1161. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1162. // If we're not instanced then just call the parent.
  1163. if ( !mInstancingState )
  1164. {
  1165. Parent::setBuffers( vertBuffer, primBuffer );
  1166. return;
  1167. }
  1168. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1169. const S32 instCount = mInstancingState->getCount();
  1170. AssertFatal( instCount > 0,
  1171. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1172. // Nothing special here.
  1173. GFX->setPrimitiveBuffer( *primBuffer );
  1174. // Set the first stream the the normal VB and set the
  1175. // correct frequency for the number of instances to render.
  1176. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1177. // Get a volatile VB and fill it with the vertex data.
  1178. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1179. GFXVertexBufferDataHandle instVB;
  1180. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1181. U8 *dest = instVB.lock();
  1182. if(!dest) return;
  1183. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1184. instVB.unlock();
  1185. // Set the instance vb for streaming.
  1186. GFX->setVertexBuffer( instVB, 1, 1 );
  1187. // Finally set the vertex format which defines
  1188. // both of the streams.
  1189. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1190. // Done... reset the count.
  1191. mInstancingState->resetStep();
  1192. }
  1193. bool ProcessedShaderMaterial::stepInstance()
  1194. {
  1195. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1196. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1197. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1198. }
  1199. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1200. {
  1201. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1202. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1203. buffers.setSize(mPasses.size());
  1204. for (U32 i = 0; i < mPasses.size(); i++)
  1205. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1206. // smp now owns these buffers.
  1207. smp->setBuffers(mShaderConstDesc, buffers);
  1208. return smp;
  1209. }
  1210. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1211. {
  1212. // Search our list
  1213. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1214. {
  1215. if (mParameterHandles[i]->getName().equal(name))
  1216. return mParameterHandles[i];
  1217. }
  1218. // If we didn't find it, we have to add it to support shader reloading.
  1219. Vector<GFXShader*> shaders;
  1220. shaders.setSize(mPasses.size());
  1221. for (U32 i = 0; i < mPasses.size(); i++)
  1222. shaders[i] = _getRPD(i)->shader;
  1223. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1224. mParameterHandles.push_back(smph);
  1225. return smph;
  1226. }
  1227. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1228. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1229. {
  1230. if (mCurrentParams && pass < mPasses.size())
  1231. {
  1232. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1233. }
  1234. return NULL;
  1235. }
  1236. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1237. {
  1238. if (pass < mPasses.size())
  1239. {
  1240. return &_getRPD(pass)->shaderHandles;
  1241. }
  1242. return NULL;
  1243. }
  1244. void ProcessedShaderMaterial::dumpMaterialInfo()
  1245. {
  1246. for ( U32 i = 0; i < getNumPasses(); i++ )
  1247. {
  1248. const ShaderRenderPassData *passData = _getRPD( i );
  1249. if ( passData == NULL )
  1250. continue;
  1251. const GFXShader *shader = passData->shader;
  1252. if ( shader == NULL )
  1253. Con::printf( " [%i] [NULL shader]", i );
  1254. else
  1255. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1256. }
  1257. }
  1258. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1259. {
  1260. for (U32 i = 0; i < getNumPasses(); i++)
  1261. {
  1262. const ShaderRenderPassData* passData = _getRPD(i);
  1263. if (passData == NULL)
  1264. continue;
  1265. char passStr[64];
  1266. dSprintf(passStr, 64, "Pass Number: %i", i);
  1267. U32 passItem = tree->insertItem(item, passStr);
  1268. const GFXShader * shader = passData->shader;
  1269. if (shader == NULL)
  1270. tree->insertItem(passItem, "[NULL shader]");
  1271. else
  1272. tree->insertItem(passItem, shader->describeSelf().c_str());
  1273. }
  1274. }