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. #include "ts/tsShape.h"
  44. ///
  45. /// ShaderConstHandles
  46. ///
  47. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  48. {
  49. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  50. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  51. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  52. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  53. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  54. mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
  55. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  56. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  57. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  58. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  59. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  60. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  61. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  62. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  63. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  64. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  65. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  66. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  67. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  68. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  69. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  70. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  71. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  72. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  73. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  74. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  75. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  76. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  77. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  78. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  79. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  80. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  81. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  82. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  83. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  84. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  85. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  86. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  87. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  88. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  89. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  90. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  91. // MFT_ImposterVert
  92. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  93. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  94. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  95. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  96. // MFT_HardwareSkinning
  97. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  98. // Clear any existing texture handles.
  99. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  100. if(mat)
  101. {
  102. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  103. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  104. }
  105. // Deferred Shading
  106. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  107. }
  108. ///
  109. /// ShaderRenderPassData
  110. ///
  111. void ShaderRenderPassData::reset()
  112. {
  113. Parent::reset();
  114. shader = NULL;
  115. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  116. delete featureShaderHandles[i];
  117. featureShaderHandles.clear();
  118. }
  119. String ShaderRenderPassData::describeSelf() const
  120. {
  121. // First write the shader identification.
  122. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  123. // Let the parent get the rest.
  124. desc += Parent::describeSelf();
  125. return desc;
  126. }
  127. ///
  128. /// ProcessedShaderMaterial
  129. ///
  130. ProcessedShaderMaterial::ProcessedShaderMaterial()
  131. : mDefaultParameters( NULL ),
  132. mInstancingState( NULL )
  133. {
  134. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  135. VECTOR_SET_ASSOCIATION( mParameterHandles );
  136. }
  137. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  138. : mDefaultParameters( NULL ),
  139. mInstancingState( NULL )
  140. {
  141. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  142. VECTOR_SET_ASSOCIATION( mParameterHandles );
  143. mMaterial = &mat;
  144. }
  145. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  146. {
  147. SAFE_DELETE(mInstancingState);
  148. SAFE_DELETE(mDefaultParameters);
  149. for (U32 i = 0; i < mParameterHandles.size(); i++)
  150. SAFE_DELETE(mParameterHandles[i]);
  151. }
  152. //
  153. // Material init
  154. //
  155. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  156. const GFXVertexFormat *vertexFormat,
  157. const MatFeaturesDelegate &featuresDelegate )
  158. {
  159. // Load our textures
  160. _setStageData();
  161. // Determine how many stages we use
  162. mMaxStages = getNumStages();
  163. mVertexFormat = vertexFormat;
  164. mFeatures.clear();
  165. mStateHint.clear();
  166. SAFE_DELETE(mInstancingState);
  167. for( U32 i=0; i<mMaxStages; i++ )
  168. {
  169. MaterialFeatureData fd;
  170. // Determine the features of this stage
  171. _determineFeatures( i, fd, features );
  172. // Let the delegate poke at the features.
  173. if ( featuresDelegate )
  174. featuresDelegate( this, i, fd, features );
  175. // Create the passes for this stage
  176. if ( fd.features.isNotEmpty() )
  177. if( !_createPasses( fd, i, features ) )
  178. return false;
  179. }
  180. _initRenderPassDataStateBlocks();
  181. _initMaterialParameters();
  182. mDefaultParameters = allocMaterialParameters();
  183. setMaterialParameters( mDefaultParameters, 0 );
  184. mStateHint.init( this );
  185. // Enable instancing if we have it.
  186. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  187. {
  188. mInstancingState = new InstancingState();
  189. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  190. }
  191. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
  192. {
  193. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  194. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  195. RenderPassData* rpd = getPass(0);
  196. if (rpd)
  197. {
  198. rpd->mTexSlot[0].texTarget = texTarget;
  199. rpd->mTexType[0] = Material::TexTarget;
  200. rpd->mSamplerNames[0] = "diffuseMap";
  201. }
  202. }
  203. return true;
  204. }
  205. U32 ProcessedShaderMaterial::getNumStages()
  206. {
  207. // Loops through all stages to determine how many
  208. // stages we actually use.
  209. //
  210. // The first stage is always active else we shouldn't be
  211. // creating the material to begin with.
  212. U32 numStages = 1;
  213. U32 i;
  214. for( i=1; i<Material::MAX_STAGES; i++ )
  215. {
  216. // Assume stage is inactive
  217. bool stageActive = false;
  218. // Cubemaps only on first stage
  219. if( i == 0 )
  220. {
  221. // If we have a cubemap the stage is active
  222. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  223. {
  224. numStages++;
  225. continue;
  226. }
  227. }
  228. // If we have a texture for the a feature the
  229. // stage is active.
  230. if ( mStages[i].hasValidTex() )
  231. stageActive = true;
  232. // If this stage has specular lighting, it's active
  233. if ( mMaterial->mPixelSpecular[i] )
  234. stageActive = true;
  235. // If this stage has diffuse color, it's active
  236. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  237. mMaterial->mDiffuse[i] != ColorF::WHITE )
  238. stageActive = true;
  239. // If we have a Material that is vertex lit
  240. // then it may not have a texture
  241. if( mMaterial->mVertLit[i] )
  242. stageActive = true;
  243. // Increment the number of active stages
  244. numStages += stageActive;
  245. }
  246. return numStages;
  247. }
  248. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  249. MaterialFeatureData &fd,
  250. const FeatureSet &features )
  251. {
  252. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  253. const F32 shaderVersion = GFX->getPixelShaderVersion();
  254. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  255. bool lastStage = stageNum == (mMaxStages-1);
  256. // First we add all the features which the
  257. // material has defined.
  258. if ( mMaterial->isTranslucent() )
  259. {
  260. // Note: This is for decal blending into the prepass
  261. // for AL... it probably needs to be made clearer.
  262. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  263. mMaterial->mTranslucentZWrite )
  264. fd.features.addFeature( MFT_IsTranslucentZWrite );
  265. else
  266. {
  267. fd.features.addFeature( MFT_IsTranslucent );
  268. fd.features.addFeature( MFT_ForwardShading );
  269. }
  270. }
  271. // TODO: This sort of sucks... BL should somehow force this
  272. // feature on from the outside and not this way.
  273. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  274. fd.features.addFeature( MFT_ForwardShading );
  275. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  276. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  277. /*if ( mMaterial->isDoubleSided() )
  278. {
  279. fd.features.addFeature( MFT_InterlacedPrePass );
  280. }*/
  281. // Allow instancing if it was requested and the card supports
  282. // SM 3.0 or above.
  283. //
  284. // We also disable instancing for non-single pass materials
  285. // and glowing materials because its untested/unimplemented.
  286. //
  287. if ( features.hasFeature( MFT_UseInstancing ) &&
  288. mMaxStages == 1 &&
  289. !mMaterial->mGlow[0] &&
  290. !mMaterial->mDynamicCubemap &&
  291. shaderVersion >= 3.0f )
  292. fd.features.addFeature( MFT_UseInstancing );
  293. if ( mMaterial->mAlphaTest )
  294. fd.features.addFeature( MFT_AlphaTest );
  295. if ( mMaterial->mEmissive[stageNum] )
  296. fd.features.addFeature( MFT_IsEmissive );
  297. else
  298. fd.features.addFeature( MFT_RTLighting );
  299. if ( mMaterial->mAnimFlags[stageNum] )
  300. fd.features.addFeature( MFT_TexAnim );
  301. if ( mMaterial->mVertLit[stageNum] )
  302. fd.features.addFeature( MFT_VertLit );
  303. // cubemaps only available on stage 0 for now - bramage
  304. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  305. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  306. mMaterial->mDynamicCubemap ) )
  307. {
  308. fd.features.addFeature( MFT_CubeMap );
  309. }
  310. if (features.hasFeature(MFT_SkyBox))
  311. {
  312. fd.features.addFeature(MFT_CubeMap);
  313. fd.features.addFeature(MFT_SkyBox);
  314. }
  315. fd.features.addFeature( MFT_Visibility );
  316. if ( lastStage &&
  317. ( !gClientSceneGraph->usePostEffectFog() ||
  318. fd.features.hasFeature( MFT_IsTranslucent ) ||
  319. fd.features.hasFeature( MFT_ForwardShading )) )
  320. fd.features.addFeature( MFT_Fog );
  321. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  322. fd.features.addFeature( MFT_MinnaertShading );
  323. if ( mMaterial->mSubSurface[stageNum] )
  324. fd.features.addFeature( MFT_SubSurface );
  325. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  326. {
  327. fd.features.addFeature( MFT_DiffuseMapAtlas );
  328. if ( mMaterial->mNormalMapAtlas )
  329. fd.features.addFeature( MFT_NormalMapAtlas );
  330. }
  331. // Grab other features like normal maps, base texture, etc.
  332. FeatureSet mergeFeatures;
  333. mStages[stageNum].getFeatureSet( &mergeFeatures );
  334. fd.features.merge( mergeFeatures );
  335. if ( fd.features[ MFT_NormalMap ] )
  336. {
  337. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  338. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  339. fd.features.addFeature( MFT_IsDXTnm );
  340. }
  341. // Now for some more advanced features that we
  342. // cannot do on SM 2.0 and below.
  343. if ( shaderVersion > 2.0f )
  344. {
  345. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  346. fd.features[ MFT_NormalMap ] )
  347. fd.features.addFeature( MFT_Parallax );
  348. // If not parallax then allow per-pixel specular if
  349. // we have real time lighting enabled.
  350. else if ( fd.features[MFT_RTLighting] &&
  351. mMaterial->mPixelSpecular[stageNum] )
  352. fd.features.addFeature( MFT_PixSpecular );
  353. }
  354. // Without realtime lighting and on lower end
  355. // shader models disable the specular map.
  356. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  357. fd.features.removeFeature( MFT_SpecularMap );
  358. // If we have a specular map then make sure we
  359. // have per-pixel specular enabled.
  360. if( fd.features[ MFT_SpecularMap ] )
  361. {
  362. fd.features.addFeature( MFT_PixSpecular );
  363. // Check for an alpha channel on the specular map. If it has one (and it
  364. // has values less than 255) than the artist has put the gloss map into
  365. // the alpha channel.
  366. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  367. fd.features.addFeature( MFT_GlossMap );
  368. }
  369. if ( mMaterial->mAccuEnabled[stageNum] )
  370. {
  371. mHasAccumulation = true;
  372. }
  373. // we need both diffuse and normal maps + sm3 to have an accu map
  374. if( fd.features[ MFT_AccuMap ] &&
  375. ( !fd.features[ MFT_DiffuseMap ] ||
  376. !fd.features[ MFT_NormalMap ] ||
  377. GFX->getPixelShaderVersion() < 3.0f ) ) {
  378. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  379. fd.features.removeFeature( MFT_AccuMap );
  380. mHasAccumulation = false;
  381. }
  382. // Without a base texture use the diffuse color
  383. // feature to ensure some sort of output.
  384. if (!fd.features[MFT_DiffuseMap])
  385. {
  386. fd.features.addFeature( MFT_DiffuseColor );
  387. // No texture coords... no overlay.
  388. fd.features.removeFeature( MFT_OverlayMap );
  389. }
  390. // If we have a diffuse map and the alpha on the diffuse isn't
  391. // zero and the color isn't pure white then multiply the color.
  392. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  393. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  394. fd.features.addFeature( MFT_DiffuseColor );
  395. // If lightmaps or tonemaps are enabled or we
  396. // don't have a second UV set then we cannot
  397. // use the overlay texture.
  398. if ( fd.features[MFT_LightMap] ||
  399. fd.features[MFT_ToneMap] ||
  400. mVertexFormat->getTexCoordCount() < 2 )
  401. fd.features.removeFeature( MFT_OverlayMap );
  402. // If tonemaps are enabled don't use lightmap
  403. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  404. fd.features.removeFeature( MFT_LightMap );
  405. // Don't allow tonemaps if we don't have a second UV set
  406. if ( mVertexFormat->getTexCoordCount() < 2 )
  407. fd.features.removeFeature( MFT_ToneMap );
  408. // Always add the HDR output feature.
  409. //
  410. // It will be filtered out if it was disabled
  411. // for this material creation below.
  412. //
  413. // Also the shader code will evaluate to a nop
  414. // if HDR is not enabled in the scene.
  415. //
  416. fd.features.addFeature( MFT_HDROut );
  417. // If vertex color is enabled on the material's stage and
  418. // color is present in vertex format, add diffuse vertex
  419. // color feature.
  420. if ( mMaterial->mVertColor[ stageNum ] &&
  421. mVertexFormat->hasColor() )
  422. fd.features.addFeature( MFT_DiffuseVertColor );
  423. // Allow features to add themselves.
  424. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  425. {
  426. const FeatureInfo &info = FEATUREMGR->getAt( i );
  427. info.feature->determineFeature( mMaterial,
  428. mVertexFormat,
  429. stageNum,
  430. *info.type,
  431. features,
  432. &fd );
  433. }
  434. // Need to add the Hardware Skinning feature if its used
  435. if ( features.hasFeature( MFT_HardwareSkinning ) )
  436. {
  437. fd.features.addFeature( MFT_HardwareSkinning );
  438. }
  439. // Now disable any features that were
  440. // not part of the input feature handle.
  441. fd.features.filter( features );
  442. }
  443. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  444. {
  445. // Creates passes for the given stage
  446. ShaderRenderPassData passData;
  447. U32 texIndex = 0;
  448. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  449. {
  450. const FeatureInfo &info = FEATUREMGR->getAt( i );
  451. if ( !stageFeatures.features.hasFeature( *info.type ) )
  452. continue;
  453. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  454. // adds pass if blend op changes for feature
  455. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  456. // Add pass if num tex reg is going to be too high
  457. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  458. {
  459. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  460. return false;
  461. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  462. }
  463. passData.mNumTexReg += numTexReg;
  464. passData.mFeatureData.features.addFeature( *info.type );
  465. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  466. U32 oldTexNumber = texIndex;
  467. #endif
  468. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  469. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  470. if(oldTexNumber != texIndex)
  471. {
  472. for(int i = oldTexNumber; i < texIndex; i++)
  473. {
  474. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  475. }
  476. }
  477. #endif
  478. // Add pass if tex units are maxed out
  479. if( texIndex > GFX->getNumSamplers() )
  480. {
  481. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  482. return false;
  483. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  484. }
  485. }
  486. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  487. for(int i = 0; i < texIndex; i++)
  488. {
  489. AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
  490. }
  491. #endif
  492. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  493. if ( passFeatures.isNotEmpty() )
  494. {
  495. mFeatures.merge( passFeatures );
  496. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  497. {
  498. mFeatures.clear();
  499. return false;
  500. }
  501. }
  502. return true;
  503. }
  504. void ProcessedShaderMaterial::_initMaterialParameters()
  505. {
  506. // Cleanup anything left first.
  507. SAFE_DELETE( mDefaultParameters );
  508. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  509. SAFE_DELETE( mParameterHandles[i] );
  510. // Gather the shaders as they all need to be
  511. // passed to the ShaderMaterialParameterHandles.
  512. Vector<GFXShader*> shaders;
  513. shaders.setSize( mPasses.size() );
  514. for ( U32 i = 0; i < mPasses.size(); i++ )
  515. shaders[i] = _getRPD(i)->shader;
  516. // Run through each shader and prepare its constants.
  517. for ( U32 i = 0; i < mPasses.size(); i++ )
  518. {
  519. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  520. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  521. for ( ; p != desc.end(); p++ )
  522. {
  523. // Add this to our list of shader constants
  524. GFXShaderConstDesc d(*p);
  525. mShaderConstDesc.push_back(d);
  526. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  527. mParameterHandles.push_back(smph);
  528. }
  529. }
  530. }
  531. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  532. U32 &texIndex,
  533. MaterialFeatureData &fd,
  534. U32 stageNum,
  535. const FeatureSet &features )
  536. {
  537. // Set number of textures, stage, glow, etc.
  538. rpd.mNumTex = texIndex;
  539. rpd.mStageNum = stageNum;
  540. rpd.mGlow |= mMaterial->mGlow[stageNum];
  541. // Copy over features
  542. rpd.mFeatureData.materialFeatures = fd.features;
  543. Vector<String> samplers;
  544. samplers.setSize(Material::MAX_TEX_PER_PASS);
  545. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  546. {
  547. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  548. }
  549. // Generate shader
  550. GFXShader::setLogging( true, true );
  551. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  552. if( !rpd.shader )
  553. return false;
  554. rpd.shaderHandles.init( rpd.shader );
  555. // If a pass glows, we glow
  556. if( rpd.mGlow )
  557. mHasGlow = true;
  558. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  559. mPasses.push_back( newPass );
  560. //initSamplerHandles
  561. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  562. AssertFatal(handles,"");
  563. for(int i = 0; i < rpd.mNumTex; i++)
  564. {
  565. if(rpd.mSamplerNames[i].isEmpty())
  566. {
  567. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  568. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  569. continue;
  570. }
  571. String samplerName = rpd.mSamplerNames[i];
  572. if( !samplerName.startsWith("$"))
  573. samplerName.insert(0, "$");
  574. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  575. handles->mTexHandlesSC[i] = handle;
  576. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  577. AssertFatal( handle,"");
  578. }
  579. // Give each active feature a chance to create specialized shader consts.
  580. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  581. {
  582. const FeatureInfo &info = FEATUREMGR->getAt( i );
  583. if ( !fd.features.hasFeature( *info.type ) )
  584. continue;
  585. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  586. if ( fh )
  587. newPass->featureShaderHandles.push_back( fh );
  588. }
  589. rpd.reset();
  590. texIndex = 0;
  591. return true;
  592. }
  593. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  594. ShaderRenderPassData &passData,
  595. U32 &texIndex,
  596. MaterialFeatureData &stageFeatures,
  597. U32 stageNum,
  598. const FeatureSet &features )
  599. {
  600. if( sf->getBlendOp() == Material::None )
  601. {
  602. return;
  603. }
  604. // set up the current blend operation for multi-pass materials
  605. if( mPasses.size() > 0)
  606. {
  607. // If passData.numTexReg is 0, this is a brand new pass, so set the
  608. // blend operation to the first feature.
  609. if( passData.mNumTexReg == 0 )
  610. {
  611. passData.mBlendOp = sf->getBlendOp();
  612. }
  613. else
  614. {
  615. // numTegReg is more than zero, if this feature
  616. // doesn't have the same blend operation, then
  617. // we need to create yet another pass
  618. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  619. {
  620. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  621. passData.mBlendOp = sf->getBlendOp();
  622. }
  623. }
  624. }
  625. }
  626. //
  627. // Runtime / rendering
  628. //
  629. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  630. {
  631. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  632. // Make sure we have the pass
  633. if(pass >= mPasses.size())
  634. {
  635. // If we were rendering instanced data tell
  636. // the device to reset that vb stream.
  637. if ( mInstancingState )
  638. GFX->setVertexBuffer( NULL, 1 );
  639. return false;
  640. }
  641. _setRenderState( state, sgData, pass );
  642. // Set shaders
  643. ShaderRenderPassData* rpd = _getRPD(pass);
  644. if( rpd->shader )
  645. {
  646. GFX->setShader( rpd->shader );
  647. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  648. _setShaderConstants(state, sgData, pass);
  649. // If we're instancing then do the initial step to get
  650. // set the vb pointer to the const buffer.
  651. if ( mInstancingState )
  652. stepInstance();
  653. }
  654. else
  655. {
  656. GFX->setupGenericShaders();
  657. GFX->setShaderConstBuffer(NULL);
  658. }
  659. // Set our textures
  660. setTextureStages( state, sgData, pass );
  661. _setTextureTransforms(pass);
  662. return true;
  663. }
  664. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  665. {
  666. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  667. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  668. AssertFatal(handles,"");
  669. // Set all of the textures we need to render the give pass.
  670. #ifdef TORQUE_DEBUG
  671. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  672. #endif
  673. RenderPassData *rpd = mPasses[pass];
  674. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  675. NamedTexTarget *texTarget;
  676. GFXTextureObject *texObject;
  677. for( U32 i=0; i<rpd->mNumTex; i++ )
  678. {
  679. U32 currTexFlag = rpd->mTexType[i];
  680. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  681. {
  682. switch( currTexFlag )
  683. {
  684. // If the flag is unset then assume its just
  685. // a regular texture to set... nothing special.
  686. case 0:
  687. default:
  688. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  689. break;
  690. case Material::NormalizeCube:
  691. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  692. break;
  693. case Material::Lightmap:
  694. GFX->setTexture( i, sgData.lightmap );
  695. break;
  696. case Material::ToneMapTex:
  697. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  698. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  699. break;
  700. case Material::Cube:
  701. GFX->setCubeTexture( i, rpd->mCubeMap );
  702. break;
  703. case Material::SGCube:
  704. GFX->setCubeTexture( i, sgData.cubemap );
  705. break;
  706. case Material::BackBuff:
  707. GFX->setTexture( i, sgData.backBuffTex );
  708. break;
  709. case Material::AccuMap:
  710. if ( sgData.accuTex )
  711. GFX->setTexture( i, sgData.accuTex );
  712. else
  713. GFX->setTexture( i, GFXTexHandle::ZERO );
  714. break;
  715. case Material::TexTarget:
  716. {
  717. texTarget = rpd->mTexSlot[i].texTarget;
  718. if ( !texTarget )
  719. {
  720. GFX->setTexture( i, NULL );
  721. break;
  722. }
  723. texObject = texTarget->getTexture();
  724. // If no texture is available then map the default 2x2
  725. // black texture to it. This at least will ensure that
  726. // we get consistant behavior across GPUs and platforms.
  727. if ( !texObject )
  728. texObject = GFXTexHandle::ZERO;
  729. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  730. {
  731. const Point3I &targetSz = texObject->getSize();
  732. const RectI &targetVp = texTarget->getViewport();
  733. Point4F rtParams;
  734. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  735. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  736. }
  737. GFX->setTexture( i, texObject );
  738. break;
  739. }
  740. }
  741. }
  742. }
  743. }
  744. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  745. {
  746. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  747. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  748. if (handles->mTexMatSC->isValid())
  749. {
  750. MatrixF texMat( true );
  751. mMaterial->updateTimeBasedParams();
  752. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  753. // handle scroll anim type
  754. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  755. {
  756. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  757. {
  758. Point3F scrollOffset;
  759. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  760. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  761. scrollOffset.z = 1.0;
  762. texMat.setColumn( 3, scrollOffset );
  763. }
  764. else
  765. {
  766. Point3F offset( mMaterial->mScrollOffset[pass].x,
  767. mMaterial->mScrollOffset[pass].y,
  768. 1.0 );
  769. texMat.setColumn( 3, offset );
  770. }
  771. }
  772. // handle rotation
  773. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  774. {
  775. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  776. {
  777. F32 rotPos = waveOffset * M_2PI;
  778. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  779. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  780. MatrixF test( true );
  781. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  782. mMaterial->mRotPivotOffset[pass].y,
  783. 0.0 ) );
  784. texMat.mul( test );
  785. }
  786. else
  787. {
  788. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  789. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  790. MatrixF test( true );
  791. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  792. mMaterial->mRotPivotOffset[pass].y,
  793. 0.0 ) );
  794. texMat.mul( test );
  795. }
  796. }
  797. // Handle scale + wave offset
  798. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  799. mMaterial->mAnimFlags[pass] & Material::Wave )
  800. {
  801. F32 wOffset = fabs( waveOffset );
  802. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  803. MatrixF temp( true );
  804. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  805. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  806. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  807. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  808. texMat.mul( temp );
  809. }
  810. // handle sequence
  811. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  812. {
  813. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  814. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  815. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  816. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  817. Point3F texOffset = texMat.getPosition();
  818. texOffset.x += offset;
  819. texMat.setPosition( texOffset );
  820. }
  821. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  822. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  823. }
  824. }
  825. //--------------------------------------------------------------------------
  826. // Get wave offset for texture animations using a wave transform
  827. //--------------------------------------------------------------------------
  828. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  829. {
  830. switch( mMaterial->mWaveType[stage] )
  831. {
  832. case Material::Sin:
  833. {
  834. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  835. break;
  836. }
  837. case Material::Triangle:
  838. {
  839. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  840. if( frac > 0.0 && frac <= 0.25 )
  841. {
  842. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  843. }
  844. if( frac > 0.25 && frac <= 0.5 )
  845. {
  846. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  847. }
  848. if( frac > 0.5 && frac <= 0.75 )
  849. {
  850. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  851. }
  852. if( frac > 0.75 && frac <= 1.0 )
  853. {
  854. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  855. }
  856. break;
  857. }
  858. case Material::Square:
  859. {
  860. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  861. if( frac > 0.0 && frac <= 0.5 )
  862. {
  863. return 0.0;
  864. }
  865. else
  866. {
  867. return mMaterial->mWaveAmp[stage];
  868. }
  869. break;
  870. }
  871. }
  872. return 0.0;
  873. }
  874. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  875. {
  876. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  877. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  878. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  879. U32 stageNum = getStageFromPass(pass);
  880. // First we do all the constants which are not
  881. // controlled via the material... we have to
  882. // set these all the time as they could change.
  883. if ( handles->mFogDataSC->isValid() )
  884. {
  885. Point3F fogData;
  886. fogData.x = sgData.fogDensity;
  887. fogData.y = sgData.fogDensityOffset;
  888. fogData.z = sgData.fogHeightFalloff;
  889. shaderConsts->set( handles->mFogDataSC, fogData );
  890. }
  891. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  892. if( handles->mOneOverFarplane->isValid() )
  893. {
  894. const F32 &invfp = 1.0f / state->getFarPlane();
  895. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  896. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  897. }
  898. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  899. // If the shader constants have not been lost then
  900. // they contain the content from a previous render pass.
  901. //
  902. // In this case we can skip updating the material constants
  903. // which do not change frame to frame.
  904. //
  905. // NOTE: This assumes we're not animating material parameters
  906. // in a way that doesn't cause a shader reload... this isn't
  907. // being done now, but it could change in the future.
  908. //
  909. if ( !shaderConsts->wasLost() )
  910. return;
  911. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  912. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  913. shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
  914. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  915. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  916. if ( handles->mSubSurfaceParamsSC->isValid() )
  917. {
  918. Point4F subSurfParams;
  919. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  920. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  921. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  922. }
  923. if ( handles->mRTSizeSC->isValid() )
  924. {
  925. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  926. Point2F pixelShaderConstantData;
  927. pixelShaderConstantData.x = resolution.x;
  928. pixelShaderConstantData.y = resolution.y;
  929. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  930. }
  931. if ( handles->mOneOverRTSizeSC->isValid() )
  932. {
  933. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  934. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  935. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  936. }
  937. // set detail scale
  938. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  939. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  940. // MFT_ImposterVert
  941. if ( handles->mImposterUVs->isValid() )
  942. {
  943. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  944. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  945. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  946. }
  947. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  948. // Diffuse
  949. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  950. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  951. if(handles->mDiffuseAtlasParamsSC)
  952. {
  953. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  954. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  955. mMaterial->mCellSize[stageNum], // tile size in pixels
  956. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  957. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  958. }
  959. if(handles->mBumpAtlasParamsSC)
  960. {
  961. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  962. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  963. mMaterial->mCellSize[stageNum], // tile size in pixels
  964. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  965. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  966. }
  967. if(handles->mDiffuseAtlasTileSC)
  968. {
  969. // Sanity check the wrap flags
  970. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  971. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  972. mMaterial->mCellIndex[stageNum].y,
  973. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  974. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  975. }
  976. if(handles->mBumpAtlasTileSC)
  977. {
  978. // Sanity check the wrap flags
  979. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  980. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  981. mMaterial->mCellIndex[stageNum].y,
  982. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  983. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  984. }
  985. // Deferred Shading: Determine Material Info Flags
  986. S32 matInfoFlags =
  987. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  988. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  989. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  990. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  991. if( handles->mAccuScaleSC->isValid() )
  992. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  993. if( handles->mAccuDirectionSC->isValid() )
  994. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  995. if( handles->mAccuStrengthSC->isValid() )
  996. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  997. if( handles->mAccuCoverageSC->isValid() )
  998. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  999. if( handles->mAccuSpecularSC->isValid() )
  1000. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1001. }
  1002. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1003. {
  1004. // Only support cubemap on the first stage
  1005. if( mPasses[pass]->mStageNum > 0 )
  1006. return false;
  1007. if( mPasses[pass]->mCubeMap )
  1008. return true;
  1009. return false;
  1010. }
  1011. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1012. {
  1013. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1014. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1015. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1016. // The MatrixSet will lazily generate a matrix under the
  1017. // various 'get' methods, so inline the test for a valid
  1018. // shader constant handle to avoid that work when we can.
  1019. if ( handles->mModelViewProjSC->isValid() )
  1020. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1021. if ( handles->mObjTransSC->isValid() )
  1022. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1023. if ( handles->mWorldToObjSC->isValid() )
  1024. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1025. if ( handles->mWorldToCameraSC->isValid() )
  1026. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1027. if ( handles->mWorldViewOnlySC->isValid() )
  1028. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1029. if ( handles->mViewToObjSC->isValid() )
  1030. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1031. if ( handles->mViewProjSC->isValid() )
  1032. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1033. if ( handles->mCubeTransSC->isValid() &&
  1034. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1035. {
  1036. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1037. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1038. }
  1039. if ( handles->m_vEyeSC->isValid() )
  1040. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1041. }
  1042. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1043. {
  1044. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1045. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1046. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1047. if ( handles->mNodeTransforms->isValid() )
  1048. {
  1049. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1050. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1051. }
  1052. }
  1053. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1054. {
  1055. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  1056. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1057. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1058. // Set cubemap stuff here (it's convenient!)
  1059. const Point3F &eyePosWorld = state->getCameraPosition();
  1060. if ( handles->mCubeEyePosSC->isValid() )
  1061. {
  1062. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1063. {
  1064. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1065. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1066. }
  1067. }
  1068. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1069. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1070. if ( handles->mEyePosSC->isValid() )
  1071. {
  1072. MatrixF tempMat( *sgData.objTrans );
  1073. tempMat.inverse();
  1074. Point3F eyepos;
  1075. tempMat.mulP( eyePosWorld, &eyepos );
  1076. shaderConsts->set(handles->mEyePosSC, eyepos);
  1077. }
  1078. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1079. ShaderRenderPassData *rpd = _getRPD( pass );
  1080. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  1081. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  1082. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  1083. }
  1084. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1085. {
  1086. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1087. // If we're not instanced then just call the parent.
  1088. if ( !mInstancingState )
  1089. {
  1090. Parent::setBuffers( vertBuffer, primBuffer );
  1091. return;
  1092. }
  1093. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1094. const S32 instCount = mInstancingState->getCount();
  1095. AssertFatal( instCount > 0,
  1096. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1097. // Nothing special here.
  1098. GFX->setPrimitiveBuffer( *primBuffer );
  1099. // Set the first stream the the normal VB and set the
  1100. // correct frequency for the number of instances to render.
  1101. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1102. // Get a volatile VB and fill it with the vertex data.
  1103. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1104. GFXVertexBufferDataHandle instVB;
  1105. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1106. U8 *dest = instVB.lock();
  1107. if(!dest) return;
  1108. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1109. instVB.unlock();
  1110. // Set the instance vb for streaming.
  1111. GFX->setVertexBuffer( instVB, 1, 1 );
  1112. // Finally set the vertex format which defines
  1113. // both of the streams.
  1114. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1115. // Done... reset the count.
  1116. mInstancingState->resetStep();
  1117. }
  1118. bool ProcessedShaderMaterial::stepInstance()
  1119. {
  1120. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1121. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1122. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1123. }
  1124. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1125. {
  1126. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1127. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1128. buffers.setSize(mPasses.size());
  1129. for (U32 i = 0; i < mPasses.size(); i++)
  1130. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1131. // smp now owns these buffers.
  1132. smp->setBuffers(mShaderConstDesc, buffers);
  1133. return smp;
  1134. }
  1135. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1136. {
  1137. // Search our list
  1138. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1139. {
  1140. if (mParameterHandles[i]->getName().equal(name))
  1141. return mParameterHandles[i];
  1142. }
  1143. // If we didn't find it, we have to add it to support shader reloading.
  1144. Vector<GFXShader*> shaders;
  1145. shaders.setSize(mPasses.size());
  1146. for (U32 i = 0; i < mPasses.size(); i++)
  1147. shaders[i] = _getRPD(i)->shader;
  1148. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1149. mParameterHandles.push_back(smph);
  1150. return smph;
  1151. }
  1152. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1153. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1154. {
  1155. if (mCurrentParams && pass < mPasses.size())
  1156. {
  1157. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1158. }
  1159. return NULL;
  1160. }
  1161. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1162. {
  1163. if (pass < mPasses.size())
  1164. {
  1165. return &_getRPD(pass)->shaderHandles;
  1166. }
  1167. return NULL;
  1168. }
  1169. void ProcessedShaderMaterial::dumpMaterialInfo()
  1170. {
  1171. for ( U32 i = 0; i < getNumPasses(); i++ )
  1172. {
  1173. const ShaderRenderPassData *passData = _getRPD( i );
  1174. if ( passData == NULL )
  1175. continue;
  1176. const GFXShader *shader = passData->shader;
  1177. if ( shader == NULL )
  1178. Con::printf( " [%i] [NULL shader]", i );
  1179. else
  1180. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1181. }
  1182. }