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processedShaderMaterial.cpp 45 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. // We need to include customMaterialDefinition for ShaderConstHandles::init
  42. #include "materials/customMaterialDefinition.h"
  43. ///
  44. /// ShaderConstHandles
  45. ///
  46. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  47. {
  48. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  49. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  50. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  51. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  52. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  53. mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
  54. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  55. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  56. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  57. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  58. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  59. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  60. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  61. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  62. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  63. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  64. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  65. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  66. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  67. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  68. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  69. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  70. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  71. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  72. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  73. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  74. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  75. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  76. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  77. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  78. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  79. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  80. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  81. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  82. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  83. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  84. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  85. // MFT_ImposterVert
  86. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  87. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  88. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  89. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  90. // Clear any existing texture handles.
  91. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  92. if(mat)
  93. {
  94. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  95. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  96. }
  97. }
  98. ///
  99. /// ShaderRenderPassData
  100. ///
  101. void ShaderRenderPassData::reset()
  102. {
  103. Parent::reset();
  104. shader = NULL;
  105. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  106. delete featureShaderHandles[i];
  107. featureShaderHandles.clear();
  108. }
  109. String ShaderRenderPassData::describeSelf() const
  110. {
  111. // First write the shader identification.
  112. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  113. // Let the parent get the rest.
  114. desc += Parent::describeSelf();
  115. return desc;
  116. }
  117. ///
  118. /// ProcessedShaderMaterial
  119. ///
  120. ProcessedShaderMaterial::ProcessedShaderMaterial()
  121. : mDefaultParameters( NULL ),
  122. mInstancingState( NULL )
  123. {
  124. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  125. VECTOR_SET_ASSOCIATION( mParameterHandles );
  126. }
  127. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  128. : mDefaultParameters( NULL ),
  129. mInstancingState( NULL )
  130. {
  131. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  132. VECTOR_SET_ASSOCIATION( mParameterHandles );
  133. mMaterial = &mat;
  134. }
  135. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  136. {
  137. SAFE_DELETE(mInstancingState);
  138. SAFE_DELETE(mDefaultParameters);
  139. for (U32 i = 0; i < mParameterHandles.size(); i++)
  140. SAFE_DELETE(mParameterHandles[i]);
  141. }
  142. //
  143. // Material init
  144. //
  145. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  146. const GFXVertexFormat *vertexFormat,
  147. const MatFeaturesDelegate &featuresDelegate )
  148. {
  149. // Load our textures
  150. _setStageData();
  151. // Determine how many stages we use
  152. mMaxStages = getNumStages();
  153. mVertexFormat = vertexFormat;
  154. mFeatures.clear();
  155. mStateHint.clear();
  156. SAFE_DELETE(mInstancingState);
  157. for( U32 i=0; i<mMaxStages; i++ )
  158. {
  159. MaterialFeatureData fd;
  160. // Determine the features of this stage
  161. _determineFeatures( i, fd, features );
  162. // Let the delegate poke at the features.
  163. if ( featuresDelegate )
  164. featuresDelegate( this, i, fd, features );
  165. // Create the passes for this stage
  166. if ( fd.features.isNotEmpty() )
  167. if( !_createPasses( fd, i, features ) )
  168. return false;
  169. }
  170. _initRenderPassDataStateBlocks();
  171. _initMaterialParameters();
  172. mDefaultParameters = allocMaterialParameters();
  173. setMaterialParameters( mDefaultParameters, 0 );
  174. mStateHint.init( this );
  175. // Enable instancing if we have it.
  176. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  177. {
  178. mInstancingState = new InstancingState();
  179. mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
  180. }
  181. // Check for a RenderTexTargetBin assignment
  182. // *IMPORTANT NOTE*
  183. // This is a temporary solution for getting diffuse mapping working with tex targets for standard materials
  184. // It should be removed once this is done properly, at that time the sAllowTextureTargetAssignment should also be removed
  185. // from Material (it is necessary for catching shadow maps/post effect this shouldn't be applied to)
  186. if (Material::sAllowTextureTargetAssignment)
  187. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr( 0, 1 ).equal("#"))
  188. {
  189. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  190. NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
  191. RenderPassData* rpd = getPass(0);
  192. if (rpd)
  193. {
  194. rpd->mTexSlot[0].texTarget = texTarget;
  195. rpd->mTexType[0] = Material::TexTarget;
  196. }
  197. }
  198. return true;
  199. }
  200. U32 ProcessedShaderMaterial::getNumStages()
  201. {
  202. // Loops through all stages to determine how many
  203. // stages we actually use.
  204. //
  205. // The first stage is always active else we shouldn't be
  206. // creating the material to begin with.
  207. U32 numStages = 1;
  208. U32 i;
  209. for( i=1; i<Material::MAX_STAGES; i++ )
  210. {
  211. // Assume stage is inactive
  212. bool stageActive = false;
  213. // Cubemaps only on first stage
  214. if( i == 0 )
  215. {
  216. // If we have a cubemap the stage is active
  217. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  218. {
  219. numStages++;
  220. continue;
  221. }
  222. }
  223. // If we have a texture for the a feature the
  224. // stage is active.
  225. if ( mStages[i].hasValidTex() )
  226. stageActive = true;
  227. // If this stage has specular lighting, it's active
  228. if ( mMaterial->mPixelSpecular[i] )
  229. stageActive = true;
  230. // If this stage has diffuse color, it's active
  231. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  232. mMaterial->mDiffuse[i] != ColorF::WHITE )
  233. stageActive = true;
  234. // If we have a Material that is vertex lit
  235. // then it may not have a texture
  236. if( mMaterial->mVertLit[i] )
  237. stageActive = true;
  238. // Increment the number of active stages
  239. numStages += stageActive;
  240. }
  241. return numStages;
  242. }
  243. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  244. MaterialFeatureData &fd,
  245. const FeatureSet &features )
  246. {
  247. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  248. const F32 shaderVersion = GFX->getPixelShaderVersion();
  249. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  250. bool lastStage = stageNum == (mMaxStages-1);
  251. // First we add all the features which the
  252. // material has defined.
  253. if ( mMaterial->isTranslucent() )
  254. {
  255. // Note: This is for decal blending into the prepass
  256. // for AL... it probably needs to be made clearer.
  257. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  258. mMaterial->mTranslucentZWrite )
  259. fd.features.addFeature( MFT_IsTranslucentZWrite );
  260. else
  261. {
  262. fd.features.addFeature( MFT_IsTranslucent );
  263. fd.features.addFeature( MFT_ForwardShading );
  264. }
  265. }
  266. // TODO: This sort of sucks... BL should somehow force this
  267. // feature on from the outside and not this way.
  268. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  269. fd.features.addFeature( MFT_ForwardShading );
  270. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  271. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  272. /*if ( mMaterial->isDoubleSided() )
  273. {
  274. fd.features.addFeature( MFT_InterlacedPrePass );
  275. }*/
  276. // Allow instancing if it was requested and the card supports
  277. // SM 3.0 or above.
  278. //
  279. // We also disable instancing for non-single pass materials
  280. // and glowing materials because its untested/unimplemented.
  281. //
  282. if ( features.hasFeature( MFT_UseInstancing ) &&
  283. mMaxStages == 1 &&
  284. !mMaterial->mGlow[0] &&
  285. shaderVersion >= 3.0f )
  286. fd.features.addFeature( MFT_UseInstancing );
  287. if ( mMaterial->mAlphaTest )
  288. fd.features.addFeature( MFT_AlphaTest );
  289. if ( mMaterial->mEmissive[stageNum] )
  290. fd.features.addFeature( MFT_IsEmissive );
  291. else
  292. fd.features.addFeature( MFT_RTLighting );
  293. if ( mMaterial->mAnimFlags[stageNum] )
  294. fd.features.addFeature( MFT_TexAnim );
  295. if ( mMaterial->mVertLit[stageNum] )
  296. fd.features.addFeature( MFT_VertLit );
  297. // cubemaps only available on stage 0 for now - bramage
  298. if ( stageNum < 1 &&
  299. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  300. mMaterial->mDynamicCubemap ) )
  301. fd.features.addFeature( MFT_CubeMap );
  302. fd.features.addFeature( MFT_Visibility );
  303. if ( lastStage &&
  304. ( !gClientSceneGraph->usePostEffectFog() ||
  305. fd.features.hasFeature( MFT_IsTranslucent ) ||
  306. fd.features.hasFeature( MFT_ForwardShading )) )
  307. fd.features.addFeature( MFT_Fog );
  308. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  309. fd.features.addFeature( MFT_MinnaertShading );
  310. if ( mMaterial->mSubSurface[stageNum] )
  311. fd.features.addFeature( MFT_SubSurface );
  312. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  313. {
  314. fd.features.addFeature( MFT_DiffuseMapAtlas );
  315. if ( mMaterial->mNormalMapAtlas )
  316. fd.features.addFeature( MFT_NormalMapAtlas );
  317. }
  318. // Grab other features like normal maps, base texture, etc.
  319. FeatureSet mergeFeatures;
  320. mStages[stageNum].getFeatureSet( &mergeFeatures );
  321. fd.features.merge( mergeFeatures );
  322. if ( fd.features[ MFT_NormalMap ] )
  323. {
  324. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  325. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  326. fd.features.addFeature( MFT_IsDXTnm );
  327. }
  328. // Now for some more advanced features that we
  329. // cannot do on SM 2.0 and below.
  330. if ( shaderVersion > 2.0f )
  331. {
  332. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  333. fd.features[ MFT_NormalMap ] )
  334. fd.features.addFeature( MFT_Parallax );
  335. // If not parallax then allow per-pixel specular if
  336. // we have real time lighting enabled.
  337. else if ( fd.features[MFT_RTLighting] &&
  338. mMaterial->mPixelSpecular[stageNum] )
  339. fd.features.addFeature( MFT_PixSpecular );
  340. }
  341. // Without realtime lighting and on lower end
  342. // shader models disable the specular map.
  343. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  344. fd.features.removeFeature( MFT_SpecularMap );
  345. // If we have a specular map then make sure we
  346. // have per-pixel specular enabled.
  347. if( fd.features[ MFT_SpecularMap ] )
  348. {
  349. fd.features.addFeature( MFT_PixSpecular );
  350. // Check for an alpha channel on the specular map. If it has one (and it
  351. // has values less than 255) than the artist has put the gloss map into
  352. // the alpha channel.
  353. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  354. fd.features.addFeature( MFT_GlossMap );
  355. }
  356. // Without a base texture use the diffuse color
  357. // feature to ensure some sort of output.
  358. if (!fd.features[MFT_DiffuseMap])
  359. {
  360. fd.features.addFeature( MFT_DiffuseColor );
  361. // No texture coords... no overlay.
  362. fd.features.removeFeature( MFT_OverlayMap );
  363. }
  364. // If we have a diffuse map and the alpha on the diffuse isn't
  365. // zero and the color isn't pure white then multiply the color.
  366. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  367. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  368. fd.features.addFeature( MFT_DiffuseColor );
  369. // If lightmaps or tonemaps are enabled or we
  370. // don't have a second UV set then we cannot
  371. // use the overlay texture.
  372. if ( fd.features[MFT_LightMap] ||
  373. fd.features[MFT_ToneMap] ||
  374. mVertexFormat->getTexCoordCount() < 2 )
  375. fd.features.removeFeature( MFT_OverlayMap );
  376. // If tonemaps are enabled don't use lightmap
  377. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  378. fd.features.removeFeature( MFT_LightMap );
  379. // Don't allow tonemaps if we don't have a second UV set
  380. if ( mVertexFormat->getTexCoordCount() < 2 )
  381. fd.features.removeFeature( MFT_ToneMap );
  382. // Always add the HDR output feature.
  383. //
  384. // It will be filtered out if it was disabled
  385. // for this material creation below.
  386. //
  387. // Also the shader code will evaluate to a nop
  388. // if HDR is not enabled in the scene.
  389. //
  390. fd.features.addFeature( MFT_HDROut );
  391. // If vertex color is enabled on the material's stage and
  392. // color is present in vertex format, add diffuse vertex
  393. // color feature.
  394. if ( mMaterial->mVertColor[ stageNum ] &&
  395. mVertexFormat->hasColor() )
  396. fd.features.addFeature( MFT_DiffuseVertColor );
  397. // Allow features to add themselves.
  398. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  399. {
  400. const FeatureInfo &info = FEATUREMGR->getAt( i );
  401. info.feature->determineFeature( mMaterial,
  402. mVertexFormat,
  403. stageNum,
  404. *info.type,
  405. features,
  406. &fd );
  407. }
  408. // Now disable any features that were
  409. // not part of the input feature handle.
  410. fd.features.filter( features );
  411. }
  412. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  413. {
  414. // Creates passes for the given stage
  415. ShaderRenderPassData passData;
  416. U32 texIndex = 0;
  417. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  418. {
  419. const FeatureInfo &info = FEATUREMGR->getAt( i );
  420. if ( !stageFeatures.features.hasFeature( *info.type ) )
  421. continue;
  422. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  423. // adds pass if blend op changes for feature
  424. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  425. // Add pass if num tex reg is going to be too high
  426. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  427. {
  428. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  429. return false;
  430. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  431. }
  432. passData.mNumTexReg += numTexReg;
  433. passData.mFeatureData.features.addFeature( *info.type );
  434. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  435. // Add pass if tex units are maxed out
  436. if( texIndex > GFX->getNumSamplers() )
  437. {
  438. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  439. return false;
  440. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  441. }
  442. }
  443. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  444. if ( passFeatures.isNotEmpty() )
  445. {
  446. mFeatures.merge( passFeatures );
  447. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  448. {
  449. mFeatures.clear();
  450. return false;
  451. }
  452. }
  453. return true;
  454. }
  455. void ProcessedShaderMaterial::_initMaterialParameters()
  456. {
  457. // Cleanup anything left first.
  458. SAFE_DELETE( mDefaultParameters );
  459. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  460. SAFE_DELETE( mParameterHandles[i] );
  461. // Gather the shaders as they all need to be
  462. // passed to the ShaderMaterialParameterHandles.
  463. Vector<GFXShader*> shaders;
  464. shaders.setSize( mPasses.size() );
  465. for ( U32 i = 0; i < mPasses.size(); i++ )
  466. shaders[i] = _getRPD(i)->shader;
  467. // Run through each shader and prepare its constants.
  468. for ( U32 i = 0; i < mPasses.size(); i++ )
  469. {
  470. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  471. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  472. for ( ; p != desc.end(); p++ )
  473. {
  474. // Add this to our list of shader constants
  475. GFXShaderConstDesc d(*p);
  476. mShaderConstDesc.push_back(d);
  477. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  478. mParameterHandles.push_back(smph);
  479. }
  480. }
  481. }
  482. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  483. U32 &texIndex,
  484. MaterialFeatureData &fd,
  485. U32 stageNum,
  486. const FeatureSet &features )
  487. {
  488. // Set number of textures, stage, glow, etc.
  489. rpd.mNumTex = texIndex;
  490. rpd.mStageNum = stageNum;
  491. rpd.mGlow |= mMaterial->mGlow[stageNum];
  492. // Copy over features
  493. rpd.mFeatureData.materialFeatures = fd.features;
  494. // Generate shader
  495. GFXShader::setLogging( true, true );
  496. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros );
  497. if( !rpd.shader )
  498. return false;
  499. rpd.shaderHandles.init( rpd.shader );
  500. // If a pass glows, we glow
  501. if( rpd.mGlow )
  502. mHasGlow = true;
  503. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  504. mPasses.push_back( newPass );
  505. // Give each active feature a chance to create specialized shader consts.
  506. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  507. {
  508. const FeatureInfo &info = FEATUREMGR->getAt( i );
  509. if ( !fd.features.hasFeature( *info.type ) )
  510. continue;
  511. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  512. if ( fh )
  513. newPass->featureShaderHandles.push_back( fh );
  514. }
  515. rpd.reset();
  516. texIndex = 0;
  517. return true;
  518. }
  519. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  520. ShaderRenderPassData &passData,
  521. U32 &texIndex,
  522. MaterialFeatureData &stageFeatures,
  523. U32 stageNum,
  524. const FeatureSet &features )
  525. {
  526. if( sf->getBlendOp() == Material::None )
  527. {
  528. return;
  529. }
  530. // set up the current blend operation for multi-pass materials
  531. if( mPasses.size() > 0)
  532. {
  533. // If passData.numTexReg is 0, this is a brand new pass, so set the
  534. // blend operation to the first feature.
  535. if( passData.mNumTexReg == 0 )
  536. {
  537. passData.mBlendOp = sf->getBlendOp();
  538. }
  539. else
  540. {
  541. // numTegReg is more than zero, if this feature
  542. // doesn't have the same blend operation, then
  543. // we need to create yet another pass
  544. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  545. {
  546. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  547. passData.mBlendOp = sf->getBlendOp();
  548. }
  549. }
  550. }
  551. }
  552. //
  553. // Runtime / rendering
  554. //
  555. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  556. {
  557. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  558. // Make sure we have the pass
  559. if(pass >= mPasses.size())
  560. {
  561. // If we were rendering instanced data tell
  562. // the device to reset that vb stream.
  563. if ( mInstancingState )
  564. GFX->setVertexBuffer( NULL, 1 );
  565. return false;
  566. }
  567. _setRenderState( state, sgData, pass );
  568. // Set shaders
  569. ShaderRenderPassData* rpd = _getRPD(pass);
  570. if( rpd->shader )
  571. {
  572. GFX->setShader( rpd->shader );
  573. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  574. _setShaderConstants(state, sgData, pass);
  575. // If we're instancing then do the initial step to get
  576. // set the vb pointer to the const buffer.
  577. if ( mInstancingState )
  578. stepInstance();
  579. }
  580. else
  581. {
  582. GFX->disableShaders();
  583. GFX->setShaderConstBuffer(NULL);
  584. }
  585. // Set our textures
  586. setTextureStages( state, sgData, pass );
  587. _setTextureTransforms(pass);
  588. return true;
  589. }
  590. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  591. {
  592. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  593. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  594. // Set all of the textures we need to render the give pass.
  595. #ifdef TORQUE_DEBUG
  596. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  597. #endif
  598. RenderPassData *rpd = mPasses[pass];
  599. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  600. NamedTexTarget *texTarget;
  601. GFXTextureObject *texObject;
  602. for( U32 i=0; i<rpd->mNumTex; i++ )
  603. {
  604. U32 currTexFlag = rpd->mTexType[i];
  605. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  606. {
  607. switch( currTexFlag )
  608. {
  609. // If the flag is unset then assume its just
  610. // a regular texture to set... nothing special.
  611. case 0:
  612. default:
  613. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  614. break;
  615. case Material::NormalizeCube:
  616. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  617. break;
  618. case Material::Lightmap:
  619. GFX->setTexture( i, sgData.lightmap );
  620. break;
  621. case Material::ToneMapTex:
  622. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  623. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  624. break;
  625. case Material::Cube:
  626. GFX->setCubeTexture( i, rpd->mCubeMap );
  627. break;
  628. case Material::SGCube:
  629. GFX->setCubeTexture( i, sgData.cubemap );
  630. break;
  631. case Material::BackBuff:
  632. GFX->setTexture( i, sgData.backBuffTex );
  633. break;
  634. case Material::TexTarget:
  635. {
  636. texTarget = rpd->mTexSlot[i].texTarget;
  637. if ( !texTarget )
  638. {
  639. GFX->setTexture( i, NULL );
  640. break;
  641. }
  642. texObject = texTarget->getTexture();
  643. // If no texture is available then map the default 2x2
  644. // black texture to it. This at least will ensure that
  645. // we get consistant behavior across GPUs and platforms.
  646. if ( !texObject )
  647. texObject = GFXTexHandle::ZERO;
  648. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  649. {
  650. const Point3I &targetSz = texObject->getSize();
  651. const RectI &targetVp = texTarget->getViewport();
  652. Point4F rtParams;
  653. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  654. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  655. }
  656. GFX->setTexture( i, texObject );
  657. break;
  658. }
  659. }
  660. }
  661. }
  662. }
  663. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  664. {
  665. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  666. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  667. if (handles->mTexMatSC->isValid())
  668. {
  669. MatrixF texMat( true );
  670. mMaterial->updateTimeBasedParams();
  671. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  672. // handle scroll anim type
  673. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  674. {
  675. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  676. {
  677. Point3F scrollOffset;
  678. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  679. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  680. scrollOffset.z = 1.0;
  681. texMat.setColumn( 3, scrollOffset );
  682. }
  683. else
  684. {
  685. Point3F offset( mMaterial->mScrollOffset[pass].x,
  686. mMaterial->mScrollOffset[pass].y,
  687. 1.0 );
  688. texMat.setColumn( 3, offset );
  689. }
  690. }
  691. // handle rotation
  692. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  693. {
  694. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  695. {
  696. F32 rotPos = waveOffset * M_2PI;
  697. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  698. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  699. MatrixF test( true );
  700. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  701. mMaterial->mRotPivotOffset[pass].y,
  702. 0.0 ) );
  703. texMat.mul( test );
  704. }
  705. else
  706. {
  707. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  708. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  709. MatrixF test( true );
  710. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  711. mMaterial->mRotPivotOffset[pass].y,
  712. 0.0 ) );
  713. texMat.mul( test );
  714. }
  715. }
  716. // Handle scale + wave offset
  717. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  718. mMaterial->mAnimFlags[pass] & Material::Wave )
  719. {
  720. F32 wOffset = fabs( waveOffset );
  721. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  722. MatrixF temp( true );
  723. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  724. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  725. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  726. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  727. texMat.mul( temp );
  728. }
  729. // handle sequence
  730. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  731. {
  732. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  733. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  734. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  735. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  736. Point3F texOffset = texMat.getPosition();
  737. texOffset.x += offset;
  738. texMat.setPosition( texOffset );
  739. }
  740. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  741. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  742. }
  743. }
  744. //--------------------------------------------------------------------------
  745. // Get wave offset for texture animations using a wave transform
  746. //--------------------------------------------------------------------------
  747. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  748. {
  749. switch( mMaterial->mWaveType[stage] )
  750. {
  751. case Material::Sin:
  752. {
  753. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  754. break;
  755. }
  756. case Material::Triangle:
  757. {
  758. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  759. if( frac > 0.0 && frac <= 0.25 )
  760. {
  761. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  762. }
  763. if( frac > 0.25 && frac <= 0.5 )
  764. {
  765. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  766. }
  767. if( frac > 0.5 && frac <= 0.75 )
  768. {
  769. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  770. }
  771. if( frac > 0.75 && frac <= 1.0 )
  772. {
  773. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  774. }
  775. break;
  776. }
  777. case Material::Square:
  778. {
  779. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  780. if( frac > 0.0 && frac <= 0.5 )
  781. {
  782. return 0.0;
  783. }
  784. else
  785. {
  786. return mMaterial->mWaveAmp[stage];
  787. }
  788. break;
  789. }
  790. }
  791. return 0.0;
  792. }
  793. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  794. {
  795. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  796. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  797. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  798. U32 stageNum = getStageFromPass(pass);
  799. // First we do all the constants which are not
  800. // controlled via the material... we have to
  801. // set these all the time as they could change.
  802. if ( handles->mFogDataSC->isValid() )
  803. {
  804. Point3F fogData;
  805. fogData.x = sgData.fogDensity;
  806. fogData.y = sgData.fogDensityOffset;
  807. fogData.z = sgData.fogHeightFalloff;
  808. shaderConsts->set( handles->mFogDataSC, fogData );
  809. }
  810. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  811. if( handles->mOneOverFarplane->isValid() )
  812. {
  813. const F32 &invfp = 1.0f / state->getFarPlane();
  814. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  815. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  816. }
  817. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  818. // If the shader constants have not been lost then
  819. // they contain the content from a previous render pass.
  820. //
  821. // In this case we can skip updating the material constants
  822. // which do not change frame to frame.
  823. //
  824. // NOTE: This assumes we're not animating material parameters
  825. // in a way that doesn't cause a shader reload... this isn't
  826. // being done now, but it could change in the future.
  827. //
  828. if ( !shaderConsts->wasLost() )
  829. return;
  830. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  831. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  832. shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
  833. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  834. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  835. if ( handles->mSubSurfaceParamsSC->isValid() )
  836. {
  837. Point4F subSurfParams;
  838. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  839. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  840. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  841. }
  842. if ( handles->mRTSizeSC->isValid() )
  843. {
  844. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  845. Point2F pixelShaderConstantData;
  846. pixelShaderConstantData.x = resolution.x;
  847. pixelShaderConstantData.y = resolution.y;
  848. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  849. }
  850. if ( handles->mOneOverRTSizeSC->isValid() )
  851. {
  852. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  853. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  854. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  855. }
  856. // set detail scale
  857. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  858. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  859. // MFT_ImposterVert
  860. if ( handles->mImposterUVs->isValid() )
  861. {
  862. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  863. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  864. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  865. }
  866. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  867. // Diffuse
  868. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  869. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  870. if(handles->mDiffuseAtlasParamsSC)
  871. {
  872. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  873. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  874. mMaterial->mCellSize[stageNum], // tile size in pixels
  875. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  876. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  877. }
  878. if(handles->mBumpAtlasParamsSC)
  879. {
  880. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  881. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  882. mMaterial->mCellSize[stageNum], // tile size in pixels
  883. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  884. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  885. }
  886. if(handles->mDiffuseAtlasTileSC)
  887. {
  888. // Sanity check the wrap flags
  889. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  890. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  891. mMaterial->mCellIndex[stageNum].y,
  892. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  893. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  894. }
  895. if(handles->mBumpAtlasTileSC)
  896. {
  897. // Sanity check the wrap flags
  898. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  899. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  900. mMaterial->mCellIndex[stageNum].y,
  901. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  902. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  903. }
  904. }
  905. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  906. {
  907. // Only support cubemap on the first stage
  908. if( mPasses[pass]->mStageNum > 0 )
  909. return false;
  910. if( mPasses[pass]->mCubeMap )
  911. return true;
  912. return false;
  913. }
  914. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  915. {
  916. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  917. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  918. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  919. // The MatrixSet will lazily generate a matrix under the
  920. // various 'get' methods, so inline the test for a valid
  921. // shader constant handle to avoid that work when we can.
  922. if ( handles->mModelViewProjSC->isValid() )
  923. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  924. if ( handles->mObjTransSC->isValid() )
  925. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  926. if ( handles->mWorldToObjSC->isValid() )
  927. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  928. if ( handles->mWorldToCameraSC->isValid() )
  929. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  930. if ( handles->mWorldViewOnlySC->isValid() )
  931. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  932. if ( handles->mViewToObjSC->isValid() )
  933. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  934. if ( handles->mViewProjSC->isValid() )
  935. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  936. if ( handles->mCubeTransSC->isValid() &&
  937. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  938. {
  939. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  940. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  941. }
  942. if ( handles->m_vEyeSC->isValid() )
  943. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  944. }
  945. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  946. {
  947. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  948. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  949. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  950. // Set cubemap stuff here (it's convenient!)
  951. const Point3F &eyePosWorld = state->getCameraPosition();
  952. if ( handles->mCubeEyePosSC->isValid() )
  953. {
  954. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  955. {
  956. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  957. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  958. }
  959. }
  960. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  961. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  962. if ( handles->mEyePosSC->isValid() )
  963. {
  964. MatrixF tempMat( *sgData.objTrans );
  965. tempMat.inverse();
  966. Point3F eyepos;
  967. tempMat.mulP( eyePosWorld, &eyepos );
  968. shaderConsts->set(handles->mEyePosSC, eyepos);
  969. }
  970. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  971. ShaderRenderPassData *rpd = _getRPD( pass );
  972. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  973. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  974. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  975. }
  976. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  977. {
  978. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  979. // If we're not instanced then just call the parent.
  980. if ( !mInstancingState )
  981. {
  982. Parent::setBuffers( vertBuffer, primBuffer );
  983. return;
  984. }
  985. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  986. const S32 instCount = mInstancingState->getCount();
  987. AssertFatal( instCount > 0,
  988. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  989. // Nothing special here.
  990. GFX->setPrimitiveBuffer( *primBuffer );
  991. // Set the first stream the the normal VB and set the
  992. // correct frequency for the number of instances to render.
  993. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  994. // Get a volatile VB and fill it with the vertex data.
  995. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  996. GFXVertexBufferDataHandle instVB;
  997. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  998. U8 *dest = instVB.lock();
  999. if(!dest) return;
  1000. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1001. instVB.unlock();
  1002. // Set the instance vb for streaming.
  1003. GFX->setVertexBuffer( instVB, 1, 1 );
  1004. // Finally set the vertex format which defines
  1005. // both of the streams.
  1006. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1007. // Done... reset the count.
  1008. mInstancingState->resetStep();
  1009. }
  1010. bool ProcessedShaderMaterial::stepInstance()
  1011. {
  1012. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1013. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1014. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1015. }
  1016. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1017. {
  1018. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1019. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1020. buffers.setSize(mPasses.size());
  1021. for (U32 i = 0; i < mPasses.size(); i++)
  1022. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1023. // smp now owns these buffers.
  1024. smp->setBuffers(mShaderConstDesc, buffers);
  1025. return smp;
  1026. }
  1027. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1028. {
  1029. // Search our list
  1030. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1031. {
  1032. if (mParameterHandles[i]->getName().equal(name))
  1033. return mParameterHandles[i];
  1034. }
  1035. // If we didn't find it, we have to add it to support shader reloading.
  1036. Vector<GFXShader*> shaders;
  1037. shaders.setSize(mPasses.size());
  1038. for (U32 i = 0; i < mPasses.size(); i++)
  1039. shaders[i] = _getRPD(i)->shader;
  1040. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1041. mParameterHandles.push_back(smph);
  1042. return smph;
  1043. }
  1044. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1045. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1046. {
  1047. if (mCurrentParams && pass < mPasses.size())
  1048. {
  1049. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1050. }
  1051. return NULL;
  1052. }
  1053. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1054. {
  1055. if (pass < mPasses.size())
  1056. {
  1057. return &_getRPD(pass)->shaderHandles;
  1058. }
  1059. return NULL;
  1060. }
  1061. void ProcessedShaderMaterial::dumpMaterialInfo()
  1062. {
  1063. for ( U32 i = 0; i < getNumPasses(); i++ )
  1064. {
  1065. const ShaderRenderPassData *passData = _getRPD( i );
  1066. if ( passData == NULL )
  1067. continue;
  1068. const GFXShader *shader = passData->shader;
  1069. if ( shader == NULL )
  1070. Con::printf( " [%i] [NULL shader]", i );
  1071. else
  1072. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1073. }
  1074. }