processedShaderMaterial.cpp 53 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. #include "renderInstance/renderProbeMgr.h"
  42. #include "ts/tsRenderState.h"
  43. // We need to include customMaterialDefinition for ShaderConstHandles::init
  44. #include "materials/customMaterialDefinition.h"
  45. #include "gui/controls/guiTreeViewCtrl.h"
  46. #include "ts/tsShape.h"
  47. ///
  48. /// ShaderConstHandles
  49. ///
  50. void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
  51. {
  52. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  53. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  54. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  55. mPBRConfigSC = shader->getShaderConstHandle(ShaderGenVars::pbrConfig);
  56. mSmoothnessSC = shader->getShaderConstHandle(ShaderGenVars::smoothness);
  57. mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
  58. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  59. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  60. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  61. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  62. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  63. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  64. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  65. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  66. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  67. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  68. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  69. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  70. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  71. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  72. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  73. mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
  74. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  75. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  76. mInvCameraTransSC = shader->getShaderConstHandle(ShaderGenVars::invCameraTrans);
  77. mCameraToScreenSC = shader->getShaderConstHandle(ShaderGenVars::cameraToScreen);
  78. mScreenToCameraSC = shader->getShaderConstHandle(ShaderGenVars::screenToCamera);
  79. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  80. mCubeMipsSC = shader->getShaderConstHandle(ShaderGenVars::cubeMips);
  81. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  82. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  83. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  84. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  85. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  86. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  87. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  88. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  89. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  90. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  91. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  92. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  93. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  94. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  95. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  96. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  97. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  98. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  99. // MFT_ImposterVert
  100. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  101. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  102. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  103. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  104. // MFT_HardwareSkinning
  105. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  106. // Clear any existing texture handles.
  107. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  108. if(mat)
  109. {
  110. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  111. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  112. }
  113. // Deferred Shading
  114. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  115. //custom features
  116. for (U32 f = 0; f < customFeatureData.size(); ++f)
  117. {
  118. for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
  119. {
  120. customHandleData newSC;
  121. newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
  122. newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
  123. mCustomHandles.push_back(newSC);
  124. }
  125. }
  126. }
  127. ///
  128. /// ShaderRenderPassData
  129. ///
  130. void ShaderRenderPassData::reset()
  131. {
  132. Parent::reset();
  133. shader = NULL;
  134. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  135. delete featureShaderHandles[i];
  136. featureShaderHandles.clear();
  137. }
  138. String ShaderRenderPassData::describeSelf() const
  139. {
  140. // First write the shader identification.
  141. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  142. // Let the parent get the rest.
  143. desc += Parent::describeSelf();
  144. return desc;
  145. }
  146. ///
  147. /// ProcessedShaderMaterial
  148. ///
  149. ProcessedShaderMaterial::ProcessedShaderMaterial()
  150. : mDefaultParameters( NULL ),
  151. mInstancingState( NULL )
  152. {
  153. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  154. VECTOR_SET_ASSOCIATION( mParameterHandles );
  155. }
  156. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  157. : mDefaultParameters( NULL ),
  158. mInstancingState( NULL )
  159. {
  160. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  161. VECTOR_SET_ASSOCIATION( mParameterHandles );
  162. mMaterial = &mat;
  163. }
  164. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  165. {
  166. SAFE_DELETE(mInstancingState);
  167. SAFE_DELETE(mDefaultParameters);
  168. for (U32 i = 0; i < mParameterHandles.size(); i++)
  169. SAFE_DELETE(mParameterHandles[i]);
  170. }
  171. //
  172. // Material init
  173. //
  174. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  175. const GFXVertexFormat *vertexFormat,
  176. const MatFeaturesDelegate &featuresDelegate )
  177. {
  178. // Load our textures
  179. _setStageData();
  180. // Determine how many stages we use
  181. mMaxStages = getNumStages();
  182. mVertexFormat = vertexFormat;
  183. mFeatures.clear();
  184. mStateHint.clear();
  185. SAFE_DELETE(mInstancingState);
  186. for( U32 i=0; i<mMaxStages; i++ )
  187. {
  188. MaterialFeatureData fd;
  189. // Determine the features of this stage
  190. _determineFeatures( i, fd, features );
  191. // Let the delegate poke at the features.
  192. if ( featuresDelegate )
  193. featuresDelegate( this, i, fd, features );
  194. // Create the passes for this stage
  195. if ( fd.features.isNotEmpty() )
  196. if( !_createPasses( fd, i, features ) )
  197. return false;
  198. }
  199. _initRenderPassDataStateBlocks();
  200. _initMaterialParameters();
  201. mDefaultParameters = allocMaterialParameters();
  202. setMaterialParameters( mDefaultParameters, 0 );
  203. mStateHint.init( this );
  204. // Enable instancing if we have it.
  205. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  206. {
  207. mInstancingState = new InstancingState();
  208. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  209. }
  210. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
  211. {
  212. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  213. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  214. RenderPassData* rpd = getPass(0);
  215. if (rpd)
  216. {
  217. rpd->mTexSlot[0].texTarget = texTarget;
  218. rpd->mTexType[0] = Material::TexTarget;
  219. rpd->mSamplerNames[0] = "diffuseMap";
  220. }
  221. }
  222. return true;
  223. }
  224. U32 ProcessedShaderMaterial::getNumStages()
  225. {
  226. // Loops through all stages to determine how many
  227. // stages we actually use.
  228. //
  229. // The first stage is always active else we shouldn't be
  230. // creating the material to begin with.
  231. U32 numStages = 1;
  232. U32 i;
  233. for( i=1; i<Material::MAX_STAGES; i++ )
  234. {
  235. // Assume stage is inactive
  236. bool stageActive = false;
  237. // Cubemaps only on first stage
  238. if( i == 0 )
  239. {
  240. // If we have a cubemap the stage is active
  241. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  242. {
  243. numStages++;
  244. continue;
  245. }
  246. }
  247. // If we have a texture for the a feature the
  248. // stage is active.
  249. if ( mStages[i].hasValidTex() )
  250. stageActive = true;
  251. // If this stage has diffuse color, it's active
  252. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  253. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  254. stageActive = true;
  255. // If we have a Material that is vertex lit
  256. // then it may not have a texture
  257. if( mMaterial->mVertLit[i] )
  258. stageActive = true;
  259. // Increment the number of active stages
  260. numStages += stageActive;
  261. }
  262. return numStages;
  263. }
  264. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  265. MaterialFeatureData &fd,
  266. const FeatureSet &features )
  267. {
  268. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  269. const F32 shaderVersion = GFX->getPixelShaderVersion();
  270. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  271. bool lastStage = stageNum == (mMaxStages-1);
  272. // First we add all the features which the
  273. // material has defined.
  274. if (mMaterial->mInvertSmoothness[stageNum])
  275. fd.features.addFeature(MFT_InvertSmoothness);
  276. if ( mMaterial->isTranslucent() )
  277. {
  278. // Note: This is for decal blending into the deferred
  279. // for AL... it probably needs to be made clearer.
  280. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  281. mMaterial->mTranslucentZWrite )
  282. fd.features.addFeature( MFT_IsTranslucentZWrite );
  283. else
  284. {
  285. fd.features.addFeature( MFT_IsTranslucent );
  286. fd.features.addFeature( MFT_ForwardShading );
  287. }
  288. }
  289. // TODO: This sort of sucks... BL should somehow force this
  290. // feature on from the outside and not this way.
  291. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  292. fd.features.addFeature( MFT_ForwardShading );
  293. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  294. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  295. /*if ( mMaterial->isDoubleSided() )
  296. {
  297. fd.features.addFeature( MFT_InterlacedDeferred );
  298. }*/
  299. // Allow instancing if it was requested and the card supports
  300. // SM 3.0 or above.
  301. //
  302. // We also disable instancing for non-single pass materials
  303. // and glowing materials because its untested/unimplemented.
  304. //
  305. if ( features.hasFeature( MFT_UseInstancing ) &&
  306. mMaxStages == 1 &&
  307. !mMaterial->mGlow[0] &&
  308. shaderVersion >= 3.0f )
  309. fd.features.addFeature( MFT_UseInstancing );
  310. if ( mMaterial->mAlphaTest )
  311. fd.features.addFeature( MFT_AlphaTest );
  312. if (mMaterial->mEmissive[stageNum])
  313. {
  314. fd.features.addFeature(MFT_IsEmissive);
  315. }
  316. else
  317. {
  318. fd.features.addFeature(MFT_RTLighting);
  319. if (mMaterial->isTranslucent())
  320. fd.features.addFeature(MFT_ReflectionProbes);
  321. }
  322. if ( mMaterial->mAnimFlags[stageNum] )
  323. fd.features.addFeature( MFT_TexAnim );
  324. if ( mMaterial->mVertLit[stageNum] )
  325. fd.features.addFeature( MFT_VertLit );
  326. // cubemaps only available on stage 0 for now - bramage
  327. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  328. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  329. mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
  330. {
  331. fd.features.addFeature( MFT_CubeMap );
  332. }
  333. if (features.hasFeature(MFT_SkyBox))
  334. {
  335. fd.features.addFeature(MFT_StaticCubemap);
  336. fd.features.addFeature(MFT_CubeMap);
  337. fd.features.addFeature(MFT_SkyBox);
  338. fd.features.removeFeature(MFT_ReflectionProbes);
  339. }
  340. fd.features.addFeature( MFT_Visibility );
  341. if ( lastStage &&
  342. ( !gClientSceneGraph->usePostEffectFog() ||
  343. fd.features.hasFeature( MFT_IsTranslucent ) ||
  344. fd.features.hasFeature( MFT_ForwardShading )) )
  345. fd.features.addFeature( MFT_Fog );
  346. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  347. fd.features.addFeature( MFT_MinnaertShading );
  348. if ( mMaterial->mSubSurface[stageNum] )
  349. fd.features.addFeature( MFT_SubSurface );
  350. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  351. {
  352. fd.features.addFeature( MFT_DiffuseMapAtlas );
  353. if ( mMaterial->mNormalMapAtlas )
  354. fd.features.addFeature( MFT_NormalMapAtlas );
  355. }
  356. // Grab other features like normal maps, base texture, etc.
  357. FeatureSet mergeFeatures;
  358. mStages[stageNum].getFeatureSet( &mergeFeatures );
  359. fd.features.merge( mergeFeatures );
  360. if ( fd.features[ MFT_NormalMap ] )
  361. {
  362. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  363. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  364. fd.features.addFeature( MFT_IsBC3nm );
  365. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  366. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  367. fd.features.addFeature( MFT_IsBC5nm );
  368. }
  369. // Now for some more advanced features that we
  370. // cannot do on SM 2.0 and below.
  371. if ( shaderVersion > 2.0f )
  372. {
  373. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  374. fd.features[ MFT_NormalMap ] )
  375. fd.features.addFeature( MFT_Parallax );
  376. }
  377. // Without realtime lighting and on lower end
  378. // shader models disable the specular map.
  379. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  380. fd.features.removeFeature( MFT_PBRConfigMap );
  381. // If we have a specular map then make sure we
  382. // have per-pixel specular enabled.
  383. if( fd.features[ MFT_PBRConfigMap ] )
  384. {
  385. // Check for an alpha channel on the specular map. If it has one (and it
  386. // has values less than 255) than the artist has put the gloss map into
  387. // the alpha channel.
  388. if( mStages[stageNum].getTex( MFT_PBRConfigMap )->mHasTransparency )
  389. fd.features.addFeature( MFT_GlossMap );
  390. }
  391. if ( mMaterial->mAccuEnabled[stageNum] )
  392. {
  393. mHasAccumulation = true;
  394. }
  395. // we need both diffuse and normal maps + sm3 to have an accu map
  396. if( fd.features[ MFT_AccuMap ] &&
  397. ( !fd.features[ MFT_DiffuseMap ] ||
  398. !fd.features[ MFT_NormalMap ] ||
  399. GFX->getPixelShaderVersion() < 3.0f ) ) {
  400. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  401. fd.features.removeFeature( MFT_AccuMap );
  402. mHasAccumulation = false;
  403. }
  404. // Without a base texture use the diffuse color
  405. // feature to ensure some sort of output.
  406. if (!fd.features[MFT_DiffuseMap])
  407. {
  408. fd.features.addFeature( MFT_DiffuseColor );
  409. // No texture coords... no overlay.
  410. fd.features.removeFeature( MFT_OverlayMap );
  411. }
  412. // If we have a diffuse map and the alpha on the diffuse isn't
  413. // zero and the color isn't pure white then multiply the color.
  414. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  415. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  416. fd.features.addFeature( MFT_DiffuseColor );
  417. // If lightmaps or tonemaps are enabled or we
  418. // don't have a second UV set then we cannot
  419. // use the overlay texture.
  420. if ( fd.features[MFT_LightMap] ||
  421. fd.features[MFT_ToneMap] ||
  422. mVertexFormat->getTexCoordCount() < 2 )
  423. fd.features.removeFeature( MFT_OverlayMap );
  424. // If tonemaps are enabled don't use lightmap
  425. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  426. fd.features.removeFeature( MFT_LightMap );
  427. // Don't allow tonemaps if we don't have a second UV set
  428. if ( mVertexFormat->getTexCoordCount() < 2 )
  429. fd.features.removeFeature( MFT_ToneMap );
  430. // Always add the HDR output feature.
  431. //
  432. // It will be filtered out if it was disabled
  433. // for this material creation below.
  434. //
  435. // Also the shader code will evaluate to a nop
  436. // if HDR is not enabled in the scene.
  437. //
  438. fd.features.addFeature( MFT_HDROut );
  439. // If vertex color is enabled on the material's stage and
  440. // color is present in vertex format, add diffuse vertex
  441. // color feature.
  442. if ( mMaterial->mVertColor[ stageNum ] &&
  443. mVertexFormat->hasColor() )
  444. fd.features.addFeature( MFT_DiffuseVertColor );
  445. // Allow features to add themselves.
  446. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  447. {
  448. const FeatureInfo &info = FEATUREMGR->getAt( i );
  449. info.feature->determineFeature( mMaterial,
  450. mVertexFormat,
  451. stageNum,
  452. *info.type,
  453. features,
  454. &fd );
  455. }
  456. // Need to add the Hardware Skinning feature if its used
  457. if ( features.hasFeature( MFT_HardwareSkinning ) )
  458. {
  459. fd.features.addFeature( MFT_HardwareSkinning );
  460. }
  461. // Now disable any features that were
  462. // not part of the input feature handle.
  463. fd.features.filter( features );
  464. }
  465. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  466. {
  467. // Creates passes for the given stage
  468. ShaderRenderPassData passData;
  469. U32 texIndex = 0;
  470. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  471. {
  472. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  473. if ( !stageFeatures.features.hasFeature( *info.type ) )
  474. continue;
  475. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  476. // adds pass if blend op changes for feature
  477. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  478. // Add pass if num tex reg is going to be too high
  479. if( passData.mNumTexReg + numTexReg > 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. passData.mNumTexReg += numTexReg;
  486. passData.mFeatureData.features.addFeature( *info.type );
  487. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  488. U32 oldTexNumber = texIndex;
  489. #endif
  490. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  491. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  492. if(oldTexNumber != texIndex)
  493. {
  494. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  495. {
  496. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  497. }
  498. }
  499. #endif
  500. // Add pass if tex units are maxed out
  501. if( texIndex > GFX->getNumSamplers() )
  502. {
  503. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  504. return false;
  505. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  506. }
  507. }
  508. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  509. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  510. {
  511. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  512. }
  513. #endif
  514. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  515. if ( passFeatures.isNotEmpty() )
  516. {
  517. mFeatures.merge( passFeatures );
  518. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  519. {
  520. mFeatures.clear();
  521. return false;
  522. }
  523. }
  524. return true;
  525. }
  526. void ProcessedShaderMaterial::_initMaterialParameters()
  527. {
  528. // Cleanup anything left first.
  529. SAFE_DELETE( mDefaultParameters );
  530. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  531. SAFE_DELETE( mParameterHandles[i] );
  532. // Gather the shaders as they all need to be
  533. // passed to the ShaderMaterialParameterHandles.
  534. Vector<GFXShader*> shaders;
  535. shaders.setSize( mPasses.size() );
  536. for ( U32 i = 0; i < mPasses.size(); i++ )
  537. shaders[i] = _getRPD(i)->shader;
  538. // Run through each shader and prepare its constants.
  539. for ( U32 i = 0; i < mPasses.size(); i++ )
  540. {
  541. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  542. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  543. for ( ; p != desc.end(); p++ )
  544. {
  545. // Add this to our list of shader constants
  546. GFXShaderConstDesc d(*p);
  547. mShaderConstDesc.push_back(d);
  548. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  549. mParameterHandles.push_back(smph);
  550. }
  551. }
  552. }
  553. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  554. U32 &texIndex,
  555. MaterialFeatureData &fd,
  556. U32 stageNum,
  557. const FeatureSet &features )
  558. {
  559. // Set number of textures, stage, glow, etc.
  560. rpd.mNumTex = texIndex;
  561. rpd.mStageNum = stageNum;
  562. rpd.mGlow |= mMaterial->mGlow[stageNum];
  563. // Copy over features
  564. rpd.mFeatureData.materialFeatures = fd.features;
  565. Vector<String> samplers;
  566. samplers.setSize(Material::MAX_TEX_PER_PASS);
  567. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  568. {
  569. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  570. }
  571. // Generate shader
  572. GFXShader::setLogging( true, true );
  573. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
  574. if( !rpd.shader )
  575. return false;
  576. rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
  577. // If a pass glows, we glow
  578. if( rpd.mGlow )
  579. mHasGlow = true;
  580. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  581. mPasses.push_back( newPass );
  582. //initSamplerHandles
  583. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  584. AssertFatal(handles,"");
  585. for(int i = 0; i < rpd.mNumTex; i++)
  586. {
  587. if(rpd.mSamplerNames[i].isEmpty())
  588. {
  589. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  590. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  591. continue;
  592. }
  593. String samplerName = rpd.mSamplerNames[i];
  594. if( !samplerName.startsWith("$"))
  595. samplerName.insert(0, "$");
  596. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  597. handles->mTexHandlesSC[i] = handle;
  598. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  599. AssertFatal( handle,"");
  600. }
  601. // Give each active feature a chance to create specialized shader consts.
  602. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  603. {
  604. const FeatureInfo &info = FEATUREMGR->getAt( i );
  605. if ( !fd.features.hasFeature( *info.type ) )
  606. continue;
  607. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  608. if ( fh )
  609. newPass->featureShaderHandles.push_back( fh );
  610. }
  611. rpd.reset();
  612. texIndex = 0;
  613. return true;
  614. }
  615. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  616. ShaderRenderPassData &passData,
  617. U32 &texIndex,
  618. MaterialFeatureData &stageFeatures,
  619. U32 stageNum,
  620. const FeatureSet &features )
  621. {
  622. if( sf->getBlendOp() == Material::None )
  623. {
  624. return;
  625. }
  626. // set up the current blend operation for multi-pass materials
  627. if( mPasses.size() > 0)
  628. {
  629. // If passData.numTexReg is 0, this is a brand new pass, so set the
  630. // blend operation to the first feature.
  631. if( passData.mNumTexReg == 0 )
  632. {
  633. passData.mBlendOp = sf->getBlendOp();
  634. }
  635. else
  636. {
  637. // numTegReg is more than zero, if this feature
  638. // doesn't have the same blend operation, then
  639. // we need to create yet another pass
  640. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  641. {
  642. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  643. passData.mBlendOp = sf->getBlendOp();
  644. }
  645. }
  646. }
  647. }
  648. //
  649. // Runtime / rendering
  650. //
  651. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  652. {
  653. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  654. // Make sure we have the pass
  655. if(pass >= mPasses.size())
  656. {
  657. // If we were rendering instanced data tell
  658. // the device to reset that vb stream.
  659. if ( mInstancingState )
  660. GFX->setVertexBuffer( NULL, 1 );
  661. return false;
  662. }
  663. _setRenderState( state, sgData, pass );
  664. // Set shaders
  665. ShaderRenderPassData* rpd = _getRPD(pass);
  666. if( rpd->shader )
  667. {
  668. GFX->setShader( rpd->shader );
  669. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  670. _setShaderConstants(state, sgData, pass);
  671. // If we're instancing then do the initial step to get
  672. // set the vb pointer to the const buffer.
  673. if ( mInstancingState )
  674. stepInstance();
  675. }
  676. else
  677. {
  678. GFX->setupGenericShaders();
  679. GFX->setShaderConstBuffer(NULL);
  680. }
  681. // Set our textures
  682. setTextureStages( state, sgData, pass );
  683. _setTextureTransforms(pass);
  684. return true;
  685. }
  686. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  687. {
  688. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  689. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  690. AssertFatal(handles,"");
  691. // Set all of the textures we need to render the give pass.
  692. #ifdef TORQUE_DEBUG
  693. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  694. #endif
  695. RenderPassData *rpd = mPasses[pass];
  696. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  697. NamedTexTarget *texTarget;
  698. GFXTextureObject *texObject;
  699. for( U32 i=0; i<rpd->mNumTex; i++ )
  700. {
  701. U32 currTexFlag = rpd->mTexType[i];
  702. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  703. {
  704. switch( currTexFlag )
  705. {
  706. // If the flag is unset then assume its just
  707. // a regular texture to set... nothing special.
  708. case 0:
  709. default:
  710. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  711. break;
  712. case Material::NormalizeCube:
  713. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  714. break;
  715. case Material::Lightmap:
  716. GFX->setTexture( i, sgData.lightmap );
  717. break;
  718. case Material::ToneMapTex:
  719. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  720. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  721. break;
  722. case Material::Cube:
  723. GFX->setCubeTexture( i, rpd->mCubeMap );
  724. break;
  725. case Material::SGCube:
  726. GFX->setCubeTexture( i, sgData.cubemap );
  727. break;
  728. case Material::BackBuff:
  729. GFX->setTexture( i, sgData.backBuffTex );
  730. break;
  731. case Material::AccuMap:
  732. if ( sgData.accuTex )
  733. GFX->setTexture( i, sgData.accuTex );
  734. else
  735. GFX->setTexture( i, GFXTexHandle::ZERO );
  736. break;
  737. case Material::TexTarget:
  738. {
  739. texTarget = rpd->mTexSlot[i].texTarget;
  740. if ( !texTarget )
  741. {
  742. GFX->setTexture( i, NULL );
  743. break;
  744. }
  745. texObject = texTarget->getTexture();
  746. // If no texture is available then map the default 2x2
  747. // black texture to it. This at least will ensure that
  748. // we get consistant behavior across GPUs and platforms.
  749. if ( !texObject )
  750. texObject = GFXTexHandle::ZERO;
  751. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  752. {
  753. const Point3I &targetSz = texObject->getSize();
  754. const RectI &targetVp = texTarget->getViewport();
  755. Point4F rtParams;
  756. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  757. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  758. }
  759. GFX->setTexture( i, texObject );
  760. break;
  761. }
  762. }
  763. }
  764. }
  765. }
  766. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  767. {
  768. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  769. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  770. if (handles->mTexMatSC->isValid())
  771. {
  772. MatrixF texMat( true );
  773. mMaterial->updateTimeBasedParams();
  774. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  775. // handle scroll anim type
  776. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  777. {
  778. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  779. {
  780. Point3F scrollOffset;
  781. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  782. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  783. scrollOffset.z = 1.0;
  784. texMat.setColumn( 3, scrollOffset );
  785. }
  786. else
  787. {
  788. Point3F offset( mMaterial->mScrollOffset[pass].x,
  789. mMaterial->mScrollOffset[pass].y,
  790. 1.0 );
  791. texMat.setColumn( 3, offset );
  792. }
  793. }
  794. // handle rotation
  795. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  796. {
  797. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  798. {
  799. F32 rotPos = waveOffset * M_2PI;
  800. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  801. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  802. MatrixF test( true );
  803. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  804. mMaterial->mRotPivotOffset[pass].y,
  805. 0.0 ) );
  806. texMat.mul( test );
  807. }
  808. else
  809. {
  810. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  811. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  812. MatrixF test( true );
  813. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  814. mMaterial->mRotPivotOffset[pass].y,
  815. 0.0 ) );
  816. texMat.mul( test );
  817. }
  818. }
  819. // Handle scale + wave offset
  820. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  821. mMaterial->mAnimFlags[pass] & Material::Wave )
  822. {
  823. F32 wOffset = fabs( waveOffset );
  824. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  825. MatrixF temp( true );
  826. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  827. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  828. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  829. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  830. texMat.mul( temp );
  831. }
  832. // handle sequence
  833. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  834. {
  835. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  836. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  837. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  838. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  839. Point3F texOffset = texMat.getPosition();
  840. texOffset.x += offset;
  841. texMat.setPosition( texOffset );
  842. }
  843. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  844. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  845. }
  846. }
  847. //--------------------------------------------------------------------------
  848. // Get wave offset for texture animations using a wave transform
  849. //--------------------------------------------------------------------------
  850. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  851. {
  852. switch( mMaterial->mWaveType[stage] )
  853. {
  854. case Material::Sin:
  855. {
  856. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  857. break;
  858. }
  859. case Material::Triangle:
  860. {
  861. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  862. if( frac > 0.0 && frac <= 0.25 )
  863. {
  864. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  865. }
  866. if( frac > 0.25 && frac <= 0.5 )
  867. {
  868. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  869. }
  870. if( frac > 0.5 && frac <= 0.75 )
  871. {
  872. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  873. }
  874. if( frac > 0.75 && frac <= 1.0 )
  875. {
  876. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  877. }
  878. break;
  879. }
  880. case Material::Square:
  881. {
  882. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  883. if( frac > 0.0 && frac <= 0.5 )
  884. {
  885. return 0.0;
  886. }
  887. else
  888. {
  889. return mMaterial->mWaveAmp[stage];
  890. }
  891. break;
  892. }
  893. }
  894. return 0.0;
  895. }
  896. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  897. {
  898. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  899. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  900. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  901. U32 stageNum = getStageFromPass(pass);
  902. // First we do all the constants which are not
  903. // controlled via the material... we have to
  904. // set these all the time as they could change.
  905. if ( handles->mFogDataSC->isValid() )
  906. {
  907. Point3F fogData;
  908. fogData.x = sgData.fogDensity;
  909. fogData.y = sgData.fogDensityOffset;
  910. fogData.z = sgData.fogHeightFalloff;
  911. shaderConsts->set( handles->mFogDataSC, fogData );
  912. }
  913. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  914. if( handles->mOneOverFarplane->isValid() )
  915. {
  916. const F32 &invfp = 1.0f / state->getFarPlane();
  917. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  918. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  919. }
  920. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  921. // If the shader constants have not been lost then
  922. // they contain the content from a previous render pass.
  923. //
  924. // In this case we can skip updating the material constants
  925. // which do not change frame to frame.
  926. //
  927. // NOTE: This assumes we're not animating material parameters
  928. // in a way that doesn't cause a shader reload... this isn't
  929. // being done now, but it could change in the future.
  930. //
  931. if ( !shaderConsts->wasLost() )
  932. return;
  933. shaderConsts->setSafe(handles->mSmoothnessSC, mMaterial->mSmoothness[stageNum]);
  934. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  935. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  936. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  937. if ( handles->mSubSurfaceParamsSC->isValid() )
  938. {
  939. Point4F subSurfParams;
  940. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  941. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  942. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  943. }
  944. if ( handles->mRTSizeSC->isValid() )
  945. {
  946. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  947. Point2F pixelShaderConstantData;
  948. pixelShaderConstantData.x = resolution.x;
  949. pixelShaderConstantData.y = resolution.y;
  950. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  951. }
  952. if ( handles->mOneOverRTSizeSC->isValid() )
  953. {
  954. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  955. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  956. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  957. }
  958. // set detail scale
  959. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  960. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  961. // MFT_ImposterVert
  962. if ( handles->mImposterUVs->isValid() )
  963. {
  964. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  965. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  966. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  967. }
  968. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  969. // Diffuse
  970. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  971. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  972. if(handles->mDiffuseAtlasParamsSC)
  973. {
  974. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  975. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  976. mMaterial->mCellSize[stageNum], // tile size in pixels
  977. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  978. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  979. }
  980. if(handles->mBumpAtlasParamsSC)
  981. {
  982. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  983. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  984. mMaterial->mCellSize[stageNum], // tile size in pixels
  985. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  986. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  987. }
  988. if(handles->mDiffuseAtlasTileSC)
  989. {
  990. // Sanity check the wrap flags
  991. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  992. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  993. mMaterial->mCellIndex[stageNum].y,
  994. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  995. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  996. }
  997. if(handles->mBumpAtlasTileSC)
  998. {
  999. // Sanity check the wrap flags
  1000. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1001. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1002. mMaterial->mCellIndex[stageNum].y,
  1003. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1004. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1005. }
  1006. // Deferred Shading: Determine Material Info Flags
  1007. S32 matInfoFlags =
  1008. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  1009. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  1010. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1011. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1012. if( handles->mAccuScaleSC->isValid() )
  1013. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1014. if( handles->mAccuDirectionSC->isValid() )
  1015. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1016. if( handles->mAccuStrengthSC->isValid() )
  1017. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1018. if( handles->mAccuCoverageSC->isValid() )
  1019. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1020. if( handles->mAccuSpecularSC->isValid() )
  1021. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1022. }
  1023. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1024. {
  1025. // Only support cubemap on the first stage
  1026. if( mPasses[pass]->mStageNum > 0 )
  1027. return false;
  1028. if( mPasses[pass]->mCubeMap )
  1029. return true;
  1030. return false;
  1031. }
  1032. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1033. {
  1034. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1035. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1036. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1037. // The MatrixSet will lazily generate a matrix under the
  1038. // various 'get' methods, so inline the test for a valid
  1039. // shader constant handle to avoid that work when we can.
  1040. if ( handles->mModelViewProjSC->isValid() )
  1041. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1042. if ( handles->mObjTransSC->isValid() )
  1043. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1044. if ( handles->mWorldToObjSC->isValid() )
  1045. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1046. if ( handles->mWorldToCameraSC->isValid() )
  1047. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1048. if (handles->mCameraToWorldSC->isValid())
  1049. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1050. if ( handles->mWorldViewOnlySC->isValid() )
  1051. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1052. if ( handles->mViewToObjSC->isValid() )
  1053. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1054. if ( handles->mViewProjSC->isValid() )
  1055. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1056. if ( handles->mCubeTransSC->isValid() &&
  1057. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1058. {
  1059. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1060. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1061. }
  1062. if ( handles->m_vEyeSC->isValid() )
  1063. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1064. }
  1065. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1066. {
  1067. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1068. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1069. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1070. if ( handles->mNodeTransforms->isValid() )
  1071. {
  1072. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1073. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1074. }
  1075. }
  1076. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1077. {
  1078. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1079. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1080. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1081. for (U32 i = 0; i < shaderData.size(); i++)
  1082. {
  1083. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1084. {
  1085. StringTableEntry handleName = shaderData[i].getHandleName();
  1086. bool tmp = true;
  1087. }
  1088. //roll through and try setting our data!
  1089. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1090. {
  1091. StringTableEntry handleName = shaderData[i].getHandleName();
  1092. StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
  1093. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1094. {
  1095. if (handles->mCustomHandles[h].handle->isValid())
  1096. {
  1097. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1098. if (type == CustomShaderBindingData::Float)
  1099. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1100. else if (type == CustomShaderBindingData::Float2)
  1101. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1102. else if (type == CustomShaderBindingData::Float3)
  1103. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1104. else if (type == CustomShaderBindingData::Float4)
  1105. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1106. break;
  1107. }
  1108. }
  1109. }
  1110. }
  1111. }
  1112. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1113. {
  1114. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1115. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1116. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1117. // Set cubemap stuff here (it's convenient!)
  1118. const Point3F &eyePosWorld = state->getCameraPosition();
  1119. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1120. {
  1121. if (handles->mCubeEyePosSC->isValid())
  1122. {
  1123. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1124. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1125. }
  1126. }
  1127. if (sgData.cubemap)
  1128. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1129. else
  1130. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1131. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1132. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1133. if ( handles->mEyePosSC->isValid() )
  1134. {
  1135. MatrixF tempMat( *sgData.objTrans );
  1136. tempMat.inverse();
  1137. Point3F eyepos;
  1138. tempMat.mulP( eyePosWorld, &eyepos );
  1139. shaderConsts->set(handles->mEyePosSC, eyepos);
  1140. }
  1141. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1142. ShaderRenderPassData *rpd = _getRPD(pass);
  1143. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1144. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1145. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1146. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1147. }
  1148. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1149. {
  1150. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1151. // If we're not instanced then just call the parent.
  1152. if ( !mInstancingState )
  1153. {
  1154. Parent::setBuffers( vertBuffer, primBuffer );
  1155. return;
  1156. }
  1157. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1158. const S32 instCount = mInstancingState->getCount();
  1159. AssertFatal( instCount > 0,
  1160. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1161. // Nothing special here.
  1162. GFX->setPrimitiveBuffer( *primBuffer );
  1163. // Set the first stream the the normal VB and set the
  1164. // correct frequency for the number of instances to render.
  1165. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1166. // Get a volatile VB and fill it with the vertex data.
  1167. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1168. GFXVertexBufferDataHandle instVB;
  1169. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1170. U8 *dest = instVB.lock();
  1171. if(!dest) return;
  1172. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1173. instVB.unlock();
  1174. // Set the instance vb for streaming.
  1175. GFX->setVertexBuffer( instVB, 1, 1 );
  1176. // Finally set the vertex format which defines
  1177. // both of the streams.
  1178. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1179. // Done... reset the count.
  1180. mInstancingState->resetStep();
  1181. }
  1182. bool ProcessedShaderMaterial::stepInstance()
  1183. {
  1184. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1185. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1186. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1187. }
  1188. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1189. {
  1190. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1191. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1192. buffers.setSize(mPasses.size());
  1193. for (U32 i = 0; i < mPasses.size(); i++)
  1194. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1195. // smp now owns these buffers.
  1196. smp->setBuffers(mShaderConstDesc, buffers);
  1197. return smp;
  1198. }
  1199. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1200. {
  1201. // Search our list
  1202. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1203. {
  1204. if (mParameterHandles[i]->getName().equal(name))
  1205. return mParameterHandles[i];
  1206. }
  1207. // If we didn't find it, we have to add it to support shader reloading.
  1208. Vector<GFXShader*> shaders;
  1209. shaders.setSize(mPasses.size());
  1210. for (U32 i = 0; i < mPasses.size(); i++)
  1211. shaders[i] = _getRPD(i)->shader;
  1212. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1213. mParameterHandles.push_back(smph);
  1214. return smph;
  1215. }
  1216. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1217. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1218. {
  1219. if (mCurrentParams && pass < mPasses.size())
  1220. {
  1221. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1222. }
  1223. return NULL;
  1224. }
  1225. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1226. {
  1227. if (pass < mPasses.size())
  1228. {
  1229. return &_getRPD(pass)->shaderHandles;
  1230. }
  1231. return NULL;
  1232. }
  1233. void ProcessedShaderMaterial::dumpMaterialInfo()
  1234. {
  1235. for ( U32 i = 0; i < getNumPasses(); i++ )
  1236. {
  1237. const ShaderRenderPassData *passData = _getRPD( i );
  1238. if ( passData == NULL )
  1239. continue;
  1240. const GFXShader *shader = passData->shader;
  1241. if ( shader == NULL )
  1242. Con::printf( " [%i] [NULL shader]", i );
  1243. else
  1244. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1245. }
  1246. }
  1247. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1248. {
  1249. for (U32 i = 0; i < getNumPasses(); i++)
  1250. {
  1251. const ShaderRenderPassData* passData = _getRPD(i);
  1252. if (passData == NULL)
  1253. continue;
  1254. char passStr[64];
  1255. dSprintf(passStr, 64, "Pass Number: %i", i);
  1256. U32 passItem = tree->insertItem(item, passStr);
  1257. const GFXShader * shader = passData->shader;
  1258. if (shader == NULL)
  1259. tree->insertItem(passItem, "[NULL shader]");
  1260. else
  1261. tree->insertItem(passItem, shader->describeSelf().c_str());
  1262. }
  1263. }