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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "renderInstance/renderPrePassMgr.h"
- #include "gfx/gfxTransformSaver.h"
- #include "materials/sceneData.h"
- #include "materials/materialManager.h"
- #include "materials/materialFeatureTypes.h"
- #include "core/util/safeDelete.h"
- #include "shaderGen/featureMgr.h"
- #include "shaderGen/HLSL/depthHLSL.h"
- #include "shaderGen/GLSL/depthGLSL.h"
- #include "shaderGen/conditionerFeature.h"
- #include "shaderGen/shaderGenVars.h"
- #include "scene/sceneRenderState.h"
- #include "gfx/gfxStringEnumTranslate.h"
- #include "gfx/gfxDebugEvent.h"
- #include "gfx/gfxCardProfile.h"
- #include "materials/customMaterialDefinition.h"
- #include "lighting/advanced/advancedLightManager.h"
- #include "lighting/advanced/advancedLightBinManager.h"
- #include "terrain/terrCell.h"
- #include "renderInstance/renderTerrainMgr.h"
- #include "terrain/terrCellMaterial.h"
- #include "math/mathUtils.h"
- #include "math/util/matrixSet.h"
- #include "gfx/gfxTextureManager.h"
- #include "gfx/primBuilder.h"
- #include "gfx/gfxDrawUtil.h"
- #include "materials/shaderData.h"
- #include "gfx/sim/cubemapData.h"
- const MatInstanceHookType PrePassMatInstanceHook::Type( "PrePass" );
- const String RenderPrePassMgr::BufferName("prepass");
- const RenderInstType RenderPrePassMgr::RIT_PrePass("PrePass");
- const String RenderPrePassMgr::ColorBufferName("color");
- const String RenderPrePassMgr::MatInfoBufferName("matinfo");
- IMPLEMENT_CONOBJECT(RenderPrePassMgr);
- ConsoleDocClass( RenderPrePassMgr,
- "@brief The render bin which performs a z+normals prepass used in Advanced Lighting.\n\n"
- "This render bin is used in Advanced Lighting to gather all opaque mesh render instances "
- "and render them to the g-buffer for use in lighting the scene and doing effects.\n\n"
- "PostEffect and other shaders can access the output of this bin by using the #prepass "
- "texture target name. See the edge anti-aliasing post effect for an example.\n\n"
- "@see game/core/scripts/client/postFx/edgeAA.cs\n"
- "@ingroup RenderBin\n" );
- RenderPrePassMgr::RenderSignal& RenderPrePassMgr::getRenderSignal()
- {
- static RenderSignal theSignal;
- return theSignal;
- }
- RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
- GFXFormat format )
- : Parent( RIT_PrePass,
- 0.01f,
- 0.01f,
- format,
- Point2I( Parent::DefaultTargetSize, Parent::DefaultTargetSize),
- gatherDepth ? Parent::DefaultTargetChainLength : 0 ),
- mPrePassMatInstance( NULL )
- {
- notifyType( RenderPassManager::RIT_Decal );
- notifyType( RenderPassManager::RIT_DecalRoad );
- notifyType( RenderPassManager::RIT_Mesh );
- notifyType( RenderPassManager::RIT_Terrain );
- notifyType( RenderPassManager::RIT_Object );
- // We want a full-resolution buffer
- mTargetSizeType = RenderTexTargetBinManager::WindowSize;
- if(getTargetChainLength() > 0)
- GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" );
- mNamedTarget.registerWithName( BufferName );
- mColorTarget.registerWithName( ColorBufferName );
- mMatInfoTarget.registerWithName( MatInfoBufferName );
- mClearGBufferShader = NULL;
- _registerFeatures();
- }
- RenderPrePassMgr::~RenderPrePassMgr()
- {
- GFXShader::removeGlobalMacro( "TORQUE_LINEAR_DEPTH" );
- mColorTarget.release();
- mMatInfoTarget.release();
- _unregisterFeatures();
- SAFE_DELETE( mPrePassMatInstance );
- }
- void RenderPrePassMgr::_registerFeatures()
- {
- ConditionerFeature *cond = new LinearEyeDepthConditioner( getTargetFormat() );
- FEATUREMGR->registerFeature( MFT_PrePassConditioner, cond );
- mNamedTarget.setConditioner( cond );
- }
- void RenderPrePassMgr::_unregisterFeatures()
- {
- mNamedTarget.setConditioner( NULL );
- FEATUREMGR->unregisterFeature(MFT_PrePassConditioner);
- }
- bool RenderPrePassMgr::setTargetSize(const Point2I &newTargetSize)
- {
- bool ret = Parent::setTargetSize( newTargetSize );
- mNamedTarget.setViewport( GFX->getViewport() );
- mColorTarget.setViewport( GFX->getViewport() );
- mMatInfoTarget.setViewport( GFX->getViewport() );
- return ret;
- }
- bool RenderPrePassMgr::_updateTargets()
- {
- PROFILE_SCOPE(RenderPrePassMgr_updateTargets);
- bool ret = Parent::_updateTargets();
- // check for an output conditioner, and update it's format
- ConditionerFeature *outputConditioner = dynamic_cast<ConditionerFeature *>(FEATUREMGR->getByType(MFT_PrePassConditioner));
- if( outputConditioner && outputConditioner->setBufferFormat(mTargetFormat) )
- {
- // reload materials, the conditioner needs to alter the generated shaders
- }
- GFXFormat colorFormat = mTargetFormat;
- /*
- bool independentMrtBitDepth = GFX->getCardProfiler()->queryProfile("independentMrtBitDepth", false);
- //If independent bit depth on a MRT is supported than just use 8bit channels for the albedo color.
- if(independentMrtBitDepth)
- colorFormat = GFXFormatR8G8B8A8;
- */
- // andrewmac: Deferred Shading Color Buffer
- if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
- {
- mColorTarget.release();
- mColorTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
- &GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
- 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
- mColorTarget.setTexture(mColorTex);
-
- for (U32 i = 0; i < mTargetChainLength; i++)
- mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mColorTarget.getTexture());
- }
-
- // andrewmac: Deferred Shading Material Info Buffer
- if (mMatInfoTex.getFormat() != colorFormat || mMatInfoTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
- {
- mMatInfoTarget.release();
- mMatInfoTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
- &GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
- 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
- mMatInfoTarget.setTexture(mMatInfoTex);
-
- for (U32 i = 0; i < mTargetChainLength; i++)
- mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
- }
- GFX->finalizeReset();
- // Attach the light info buffer as a second render target, if there is
- // lightmapped geometry in the scene.
- AdvancedLightBinManager *lightBin;
- if ( Sim::findObject( "AL_LightBinMgr", lightBin ) &&
- lightBin->MRTLightmapsDuringPrePass() &&
- lightBin->isProperlyAdded() )
- {
- // Update the size of the light bin target here. This will call _updateTargets
- // on the light bin
- ret &= lightBin->setTargetSize( mTargetSize );
- if ( ret )
- {
- // Sanity check
- AssertFatal(lightBin->getTargetChainLength() == mTargetChainLength, "Target chain length mismatch");
- // Attach light info buffer to Color1 for each target in the chain
- for ( U32 i = 0; i < mTargetChainLength; i++ )
- {
- GFXTexHandle lightInfoTex = lightBin->getTargetTexture(0, i);
- mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, lightInfoTex);
- }
- }
- }
- _initShaders();
- return ret;
- }
- void RenderPrePassMgr::_createPrePassMaterial()
- {
- SAFE_DELETE(mPrePassMatInstance);
- const GFXVertexFormat *vertexFormat = getGFXVertexFormat<GFXVertexPNTTB>();
- MatInstance* prepassMat = static_cast<MatInstance*>(MATMGR->createMatInstance("AL_DefaultPrePassMaterial", vertexFormat));
- AssertFatal( prepassMat, "TODO: Handle this better." );
- mPrePassMatInstance = new PrePassMatInstance(prepassMat, this);
- mPrePassMatInstance->init( MATMGR->getDefaultFeatures(), vertexFormat);
- delete prepassMat;
- }
- void RenderPrePassMgr::setPrePassMaterial( PrePassMatInstance *mat )
- {
- SAFE_DELETE(mPrePassMatInstance);
- mPrePassMatInstance = mat;
- }
- void RenderPrePassMgr::addElement( RenderInst *inst )
- {
- PROFILE_SCOPE( RenderPrePassMgr_addElement )
- // Skip out if this bin is disabled.
- if ( gClientSceneGraph->getCurrentRenderState() &&
- gClientSceneGraph->getCurrentRenderState()->disableAdvancedLightingBins() )
- return;
- // First what type of render instance is it?
- const bool isDecalMeshInst = ((inst->type == RenderPassManager::RIT_Decal)||(inst->type == RenderPassManager::RIT_DecalRoad));
- const bool isMeshInst = inst->type == RenderPassManager::RIT_Mesh;
- const bool isTerrainInst = inst->type == RenderPassManager::RIT_Terrain;
- // Get the material if its a mesh.
- BaseMatInstance* matInst = NULL;
- if ( isMeshInst || isDecalMeshInst )
- matInst = static_cast<MeshRenderInst*>(inst)->matInst;
- if (matInst)
- {
- // Skip decals if they don't have normal maps.
- if (isDecalMeshInst && !matInst->hasNormalMap())
- return;
- // If its a custom material and it refracts... skip it.
- if (matInst->isCustomMaterial() &&
- static_cast<CustomMaterial*>(matInst->getMaterial())->mRefract)
- return;
- // Make sure we got a prepass material.
- matInst = getPrePassMaterial(matInst);
- if (!matInst || !matInst->isValid())
- return;
- }
- // We're gonna add it to the bin... get the right element list.
- Vector< MainSortElem > *elementList;
- if ( isMeshInst || isDecalMeshInst )
- elementList = &mElementList;
- else if ( isTerrainInst )
- elementList = &mTerrainElementList;
- else
- elementList = &mObjectElementList;
- elementList->increment();
- MainSortElem &elem = elementList->last();
- elem.inst = inst;
- // Store the original key... we might need it.
- U32 originalKey = elem.key;
- // Sort front-to-back first to get the most fillrate savings.
- const F32 invSortDistSq = F32_MAX - inst->sortDistSq;
- elem.key = *((U32*)&invSortDistSq);
- // Next sort by pre-pass material if its a mesh... use the original sort key.
- if (isMeshInst && matInst)
- elem.key2 = matInst->getStateHint();
- else
- elem.key2 = originalKey;
- }
- void RenderPrePassMgr::sort()
- {
- PROFILE_SCOPE( RenderPrePassMgr_sort );
- Parent::sort();
- dQsort( mTerrainElementList.address(), mTerrainElementList.size(), sizeof(MainSortElem), cmpKeyFunc);
- dQsort( mObjectElementList.address(), mObjectElementList.size(), sizeof(MainSortElem), cmpKeyFunc);
- }
- void RenderPrePassMgr::clear()
- {
- Parent::clear();
- mTerrainElementList.clear();
- mObjectElementList.clear();
- }
- void RenderPrePassMgr::render( SceneRenderState *state )
- {
- PROFILE_SCOPE(RenderPrePassMgr_render);
- // Take a look at the SceneRenderState and see if we should skip drawing the pre-pass
- if ( state->disableAdvancedLightingBins() )
- return;
- // NOTE: We don't early out here when the element list is
- // zero because we need the prepass to be cleared.
- // Automagically save & restore our viewport and transforms.
- GFXTransformSaver saver;
- GFXDEBUGEVENT_SCOPE( RenderPrePassMgr_Render, ColorI::RED );
- // Tell the superclass we're about to render
- const bool isRenderingToTarget = _onPreRender(state);
- // Clear all z-buffer, and g-buffer.
- clearBuffers();
- // Restore transforms
- MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
- matrixSet.restoreSceneViewProjection();
- const MatrixF worldViewXfm = GFX->getWorldMatrix();
- // Setup the default prepass material for object instances.
- if ( !mPrePassMatInstance )
- _createPrePassMaterial();
- if ( mPrePassMatInstance )
- {
- matrixSet.setWorld(MatrixF::Identity);
- mPrePassMatInstance->setTransforms(matrixSet, state);
- }
- // Signal start of pre-pass
- getRenderSignal().trigger( state, this, true );
-
- // First do a loop and render all the terrain... these are
- // usually the big blockers in a scene and will save us fillrate
- // on the smaller meshes and objects.
- // The terrain doesn't need any scene graph data
- // in the the prepass... so just clear it.
- SceneData sgData;
- sgData.init( state, SceneData::PrePassBin );
- Vector< MainSortElem >::const_iterator itr = mTerrainElementList.begin();
- for ( ; itr != mTerrainElementList.end(); itr++ )
- {
- TerrainRenderInst *ri = static_cast<TerrainRenderInst*>( itr->inst );
- TerrainCellMaterial *mat = ri->cellMat->getPrePassMat();
- GFX->setPrimitiveBuffer( ri->primBuff );
- GFX->setVertexBuffer( ri->vertBuff );
- mat->setTransformAndEye( *ri->objectToWorldXfm,
- worldViewXfm,
- GFX->getProjectionMatrix(),
- state->getFarPlane() );
- while ( mat->setupPass( state, sgData ) )
- GFX->drawPrimitive( ri->prim );
- }
- // init loop data
- GFXTextureObject *lastLM = NULL;
- GFXCubemap *lastCubemap = NULL;
- GFXTextureObject *lastReflectTex = NULL;
- GFXTextureObject *lastAccuTex = NULL;
-
- // Next render all the meshes.
- itr = mElementList.begin();
- for ( ; itr != mElementList.end(); )
- {
- MeshRenderInst *ri = static_cast<MeshRenderInst*>( itr->inst );
- // Get the prepass material.
- BaseMatInstance *mat = getPrePassMaterial( ri->matInst );
- // Set up SG data proper like and flag it
- // as a pre-pass render
- setupSGData( ri, sgData );
- Vector< MainSortElem >::const_iterator meshItr, endOfBatchItr = itr;
- while ( mat->setupPass( state, sgData ) )
- {
- meshItr = itr;
- for ( ; meshItr != mElementList.end(); meshItr++ )
- {
- MeshRenderInst *passRI = static_cast<MeshRenderInst*>( meshItr->inst );
- // Check to see if we need to break this batch.
- //
- // NOTE: We're comparing the non-prepass materials
- // here so we don't incur the cost of looking up the
- // prepass hook on each inst.
- //
- if ( newPassNeeded( ri, passRI ) )
- break;
- // Set up SG data for this instance.
- setupSGData( passRI, sgData );
- mat->setSceneInfo(state, sgData);
- matrixSet.setWorld(*passRI->objectToWorld);
- matrixSet.setView(*passRI->worldToCamera);
- matrixSet.setProjection(*passRI->projection);
- mat->setTransforms(matrixSet, state);
- // Setup HW skinning transforms if applicable
- if (mat->usesHardwareSkinning())
- {
- mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
- }
- // If we're instanced then don't render yet.
- if ( mat->isInstanced() )
- {
- // Let the material increment the instance buffer, but
- // break the batch if it runs out of room for more.
- if ( !mat->stepInstance() )
- {
- meshItr++;
- break;
- }
- continue;
- }
- bool dirty = false;
- // set the lightmaps if different
- if( passRI->lightmap && passRI->lightmap != lastLM )
- {
- sgData.lightmap = passRI->lightmap;
- lastLM = passRI->lightmap;
- dirty = true;
- }
- // set the cubemap if different.
- if ( passRI->cubemap != lastCubemap )
- {
- sgData.cubemap = passRI->cubemap;
- lastCubemap = passRI->cubemap;
- dirty = true;
- }
- if ( passRI->reflectTex != lastReflectTex )
- {
- sgData.reflectTex = passRI->reflectTex;
- lastReflectTex = passRI->reflectTex;
- dirty = true;
- }
-
- // Update accumulation texture if it changed.
- // Note: accumulation texture can be NULL, and must be updated.
- if (passRI->accuTex != lastAccuTex)
- {
- sgData.accuTex = passRI->accuTex;
- lastAccuTex = passRI->accuTex;
- dirty = true;
- }
- if ( dirty )
- mat->setTextureStages( state, sgData );
- // Setup the vertex and index buffers.
- mat->setBuffers( passRI->vertBuff, passRI->primBuff );
- // Render this sucker.
- if ( passRI->prim )
- GFX->drawPrimitive( *passRI->prim );
- else
- GFX->drawPrimitive( passRI->primBuffIndex );
- }
- // Draw the instanced batch.
- if ( mat->isInstanced() )
- {
- // Sets the buffers including the instancing stream.
- mat->setBuffers( ri->vertBuff, ri->primBuff );
- if ( ri->prim )
- GFX->drawPrimitive( *ri->prim );
- else
- GFX->drawPrimitive( ri->primBuffIndex );
- }
- endOfBatchItr = meshItr;
- } // while( mat->setupPass(state, sgData) )
- // Force the increment if none happened, otherwise go to end of batch.
- itr = ( itr == endOfBatchItr ) ? itr + 1 : endOfBatchItr;
- }
- // The final loop is for object render instances.
- itr = mObjectElementList.begin();
- for ( ; itr != mObjectElementList.end(); itr++ )
- {
- ObjectRenderInst *ri = static_cast<ObjectRenderInst*>( itr->inst );
- if ( ri->renderDelegate )
- ri->renderDelegate( ri, state, mPrePassMatInstance );
- }
- // Signal end of pre-pass
- getRenderSignal().trigger( state, this, false );
- if(isRenderingToTarget)
- _onPostRender();
- }
- const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStenciWriteDesc( bool lightmappedGeometry /*= true*/ )
- {
- static bool sbInit = false;
- static GFXStateBlockDesc sOpaqueStaticLitStencilWriteDesc;
- static GFXStateBlockDesc sOpaqueDynamicLitStencilWriteDesc;
- if(!sbInit)
- {
- sbInit = true;
- // Build the static opaque stencil write/test state block descriptions
- sOpaqueStaticLitStencilWriteDesc.stencilDefined = true;
- sOpaqueStaticLitStencilWriteDesc.stencilEnable = true;
- sOpaqueStaticLitStencilWriteDesc.stencilWriteMask = 0x03;
- sOpaqueStaticLitStencilWriteDesc.stencilMask = 0x03;
- sOpaqueStaticLitStencilWriteDesc.stencilRef = RenderPrePassMgr::OpaqueStaticLitMask;
- sOpaqueStaticLitStencilWriteDesc.stencilPassOp = GFXStencilOpReplace;
- sOpaqueStaticLitStencilWriteDesc.stencilFailOp = GFXStencilOpKeep;
- sOpaqueStaticLitStencilWriteDesc.stencilZFailOp = GFXStencilOpKeep;
- sOpaqueStaticLitStencilWriteDesc.stencilFunc = GFXCmpAlways;
- // Same only dynamic
- sOpaqueDynamicLitStencilWriteDesc = sOpaqueStaticLitStencilWriteDesc;
- sOpaqueDynamicLitStencilWriteDesc.stencilRef = RenderPrePassMgr::OpaqueDynamicLitMask;
- }
- return (lightmappedGeometry ? sOpaqueStaticLitStencilWriteDesc : sOpaqueDynamicLitStencilWriteDesc);
- }
- const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStencilTestDesc()
- {
- static bool sbInit = false;
- static GFXStateBlockDesc sOpaqueStencilTestDesc;
- if(!sbInit)
- {
- // Build opaque test
- sbInit = true;
- sOpaqueStencilTestDesc.stencilDefined = true;
- sOpaqueStencilTestDesc.stencilEnable = true;
- sOpaqueStencilTestDesc.stencilWriteMask = 0xFE;
- sOpaqueStencilTestDesc.stencilMask = 0x03;
- sOpaqueStencilTestDesc.stencilRef = 0;
- sOpaqueStencilTestDesc.stencilPassOp = GFXStencilOpKeep;
- sOpaqueStencilTestDesc.stencilFailOp = GFXStencilOpKeep;
- sOpaqueStencilTestDesc.stencilZFailOp = GFXStencilOpKeep;
- sOpaqueStencilTestDesc.stencilFunc = GFXCmpLess;
- }
- return sOpaqueStencilTestDesc;
- }
- //------------------------------------------------------------------------------
- //------------------------------------------------------------------------------
- ProcessedPrePassMaterial::ProcessedPrePassMaterial( Material& mat, const RenderPrePassMgr *prePassMgr )
- : Parent(mat), mPrePassMgr(prePassMgr)
- {
- }
- void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
- MaterialFeatureData &fd,
- const FeatureSet &features )
- {
- Parent::_determineFeatures( stageNum, fd, features );
- // Find this for use down below...
- bool bEnableMRTLightmap = false;
- AdvancedLightBinManager *lightBin;
- if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
- bEnableMRTLightmap = lightBin->MRTLightmapsDuringPrePass();
- // If this material has a lightmap or tonemap (texture or baked vertex color),
- // it must be static. Otherwise it is dynamic.
- mIsLightmappedGeometry = ( fd.features.hasFeature( MFT_ToneMap ) ||
- fd.features.hasFeature( MFT_LightMap ) ||
- fd.features.hasFeature( MFT_VertLit ) ||
- ( bEnableMRTLightmap && (fd.features.hasFeature( MFT_IsTranslucent ) ||
- fd.features.hasFeature( MFT_ForwardShading ) ||
- fd.features.hasFeature( MFT_IsTranslucentZWrite) ) ) );
- // Integrate proper opaque stencil write state
- mUserDefined.addDesc( mPrePassMgr->getOpaqueStenciWriteDesc( mIsLightmappedGeometry ) );
- FeatureSet newFeatures;
- // These are always on for prepass.
- newFeatures.addFeature( MFT_EyeSpaceDepthOut );
- newFeatures.addFeature( MFT_PrePassConditioner );
- #ifndef TORQUE_DEDICATED
- //tag all materials running through prepass as deferred
- newFeatures.addFeature(MFT_isDeferred);
- // Deferred Shading : Diffuse
- if (mStages[stageNum].getTex( MFT_DiffuseMap ))
- {
- newFeatures.addFeature(MFT_DiffuseMap);
- }
- newFeatures.addFeature( MFT_DiffuseColor );
- // Deferred Shading : Specular
- if( mStages[stageNum].getTex( MFT_SpecularMap ) )
- {
- newFeatures.addFeature( MFT_DeferredSpecMap );
- }
- else if ( mMaterial->mPixelSpecular[stageNum] )
- {
- newFeatures.addFeature( MFT_DeferredSpecVars );
- }
- else
- newFeatures.addFeature(MFT_DeferredEmptySpec);
-
- // Deferred Shading : Material Info Flags
- newFeatures.addFeature( MFT_DeferredMatInfoFlags );
- for ( U32 i=0; i < fd.features.getCount(); i++ )
- {
- const FeatureType &type = fd.features.getAt( i );
- // Turn on the diffuse texture only if we
- // have alpha test.
- if ( type == MFT_AlphaTest )
- {
- newFeatures.addFeature( MFT_AlphaTest );
- newFeatures.addFeature( MFT_DiffuseMap );
- }
- else if ( type == MFT_IsTranslucentZWrite )
- {
- newFeatures.addFeature( MFT_IsTranslucentZWrite );
- newFeatures.addFeature( MFT_DiffuseMap );
- }
- // Always allow these.
- else if ( type == MFT_IsDXTnm ||
- type == MFT_TexAnim ||
- type == MFT_NormalMap ||
- type == MFT_DetailNormalMap ||
- type == MFT_AlphaTest ||
- type == MFT_Parallax ||
- type == MFT_InterlacedPrePass ||
- type == MFT_Visibility ||
- type == MFT_UseInstancing ||
- type == MFT_DiffuseVertColor ||
- type == MFT_DetailMap ||
- type == MFT_DetailNormalMap ||
- type == MFT_DiffuseMapAtlas)
- newFeatures.addFeature( type );
- // Add any transform features.
- else if ( type.getGroup() == MFG_PreTransform ||
- type.getGroup() == MFG_Transform ||
- type.getGroup() == MFG_PostTransform )
- newFeatures.addFeature( type );
- }
- if (mMaterial->mAccuEnabled[stageNum])
- {
- newFeatures.addFeature(MFT_AccuMap);
- mHasAccumulation = true;
- }
- // we need both diffuse and normal maps + sm3 to have an accu map
- if (newFeatures[MFT_AccuMap] &&
- (!newFeatures[MFT_DiffuseMap] ||
- !newFeatures[MFT_NormalMap] ||
- GFX->getPixelShaderVersion() < 3.0f)) {
- AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
- newFeatures.removeFeature(MFT_AccuMap);
- mHasAccumulation = false;
- }
- // if we still have the AccuMap feature, we add all accu constant features
- if (newFeatures[MFT_AccuMap]) {
- // add the dependencies of the accu map
- newFeatures.addFeature(MFT_AccuScale);
- newFeatures.addFeature(MFT_AccuDirection);
- newFeatures.addFeature(MFT_AccuStrength);
- newFeatures.addFeature(MFT_AccuCoverage);
- newFeatures.addFeature(MFT_AccuSpecular);
- // now remove some features that are not compatible with this
- newFeatures.removeFeature(MFT_UseInstancing);
- }
- // If there is lightmapped geometry support, add the MRT light buffer features
- if(bEnableMRTLightmap)
- {
- // If this material has a lightmap, pass it through, and flag it to
- // send it's output to RenderTarget3
- if( fd.features.hasFeature( MFT_ToneMap ) )
- {
- newFeatures.addFeature( MFT_ToneMap );
- newFeatures.addFeature( MFT_LightbufferMRT );
- }
- else if( fd.features.hasFeature( MFT_LightMap ) )
- {
- newFeatures.addFeature( MFT_LightMap );
- newFeatures.addFeature( MFT_LightbufferMRT );
- }
- else if( fd.features.hasFeature( MFT_VertLit ) )
- {
- // Flag un-tone-map if necesasary
- if( fd.features.hasFeature( MFT_DiffuseMap ) )
- newFeatures.addFeature( MFT_VertLitTone );
- newFeatures.addFeature( MFT_VertLit );
- newFeatures.addFeature( MFT_LightbufferMRT );
- }
- else
- {
- // If this object isn't lightmapped, add a zero-output feature to it
- newFeatures.addFeature( MFT_RenderTarget3_Zero );
- }
- }
- // cubemaps only available on stage 0 for now - bramage
- if ( stageNum < 1 &&
- ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
- mMaterial->mDynamicCubemap ) )
- newFeatures.addFeature( MFT_CubeMap );
-
- #endif
- // Set the new features.
- fd.features = newFeatures;
- }
- U32 ProcessedPrePassMaterial::getNumStages()
- {
- // Loops through all stages to determine how many
- // stages we actually use.
- //
- // The first stage is always active else we shouldn't be
- // creating the material to begin with.
- U32 numStages = 1;
- U32 i;
- for( i=1; i<Material::MAX_STAGES; i++ )
- {
- // Assume stage is inactive
- bool stageActive = false;
- // Cubemaps only on first stage
- if( i == 0 )
- {
- // If we have a cubemap the stage is active
- if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
- {
- numStages++;
- continue;
- }
- }
- // If we have a texture for the a feature the
- // stage is active.
- if ( mStages[i].hasValidTex() )
- stageActive = true;
- // If this stage has specular lighting, it's active
- if ( mMaterial->mPixelSpecular[i] )
- stageActive = true;
- // If this stage has diffuse color, it's active
- if ( mMaterial->mDiffuse[i].alpha > 0 &&
- mMaterial->mDiffuse[i] != ColorF::WHITE )
- stageActive = true;
- // If we have a Material that is vertex lit
- // then it may not have a texture
- if( mMaterial->mVertLit[i] )
- stageActive = true;
- // Increment the number of active stages
- numStages += stageActive;
- }
- return numStages;
- }
- void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
- {
- GFXStateBlockDesc prePassStateBlock = desc;
- // Adjust color writes if this is a pure z-fill pass
- const bool pixelOutEnabled = mPrePassMgr->getTargetChainLength() > 0;
- if ( !pixelOutEnabled )
- {
- prePassStateBlock.colorWriteDefined = true;
- prePassStateBlock.colorWriteRed = pixelOutEnabled;
- prePassStateBlock.colorWriteGreen = pixelOutEnabled;
- prePassStateBlock.colorWriteBlue = pixelOutEnabled;
- prePassStateBlock.colorWriteAlpha = pixelOutEnabled;
- }
- // Never allow the alpha test state when rendering
- // the prepass as we use the alpha channel for the
- // depth information... MFT_AlphaTest will handle it.
- prePassStateBlock.alphaDefined = true;
- prePassStateBlock.alphaTestEnable = false;
- // If we're translucent then we're doing prepass blending
- // which never writes to the depth channels.
- const bool isTranslucent = getMaterial()->isTranslucent();
- if ( isTranslucent )
- {
- prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
- prePassStateBlock.setColorWrites(false, false, false, true);
- }
- // Enable z reads, but only enable zwrites if we're not translucent.
- prePassStateBlock.setZReadWrite( true, isTranslucent ? false : true );
- // Pass to parent
- Parent::addStateBlockDesc(prePassStateBlock);
- }
- PrePassMatInstance::PrePassMatInstance(MatInstance* root, const RenderPrePassMgr *prePassMgr)
- : Parent(*root->getMaterial()), mPrePassMgr(prePassMgr)
- {
- mFeatureList = root->getRequestedFeatures();
- mVertexFormat = root->getVertexFormat();
- mUserObject = root->getUserObject();
- }
- PrePassMatInstance::~PrePassMatInstance()
- {
- }
- ProcessedMaterial* PrePassMatInstance::getShaderMaterial()
- {
- return new ProcessedPrePassMaterial(*mMaterial, mPrePassMgr);
- }
- bool PrePassMatInstance::init( const FeatureSet &features,
- const GFXVertexFormat *vertexFormat )
- {
- bool vaild = Parent::init(features, vertexFormat);
- if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
- {
- String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
- NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
- RenderPassData* rpd = getPass(0);
- if (rpd)
- {
- rpd->mTexSlot[0].texTarget = texTarget;
- rpd->mTexType[0] = Material::TexTarget;
- rpd->mSamplerNames[0] = "diffuseMap";
- }
- }
- return vaild;
- }
- PrePassMatInstanceHook::PrePassMatInstanceHook( MatInstance *baseMatInst,
- const RenderPrePassMgr *prePassMgr )
- : mHookedPrePassMatInst(NULL), mPrePassManager(prePassMgr)
- {
- // If the material is a custom material then
- // hope that using DefaultPrePassMaterial gives
- // them a good prepass.
- if ( baseMatInst->isCustomMaterial() )
- {
- MatInstance* dummyInst = static_cast<MatInstance*>( MATMGR->createMatInstance( "AL_DefaultPrePassMaterial", baseMatInst->getVertexFormat() ) );
- mHookedPrePassMatInst = new PrePassMatInstance( dummyInst, prePassMgr );
- mHookedPrePassMatInst->init( dummyInst->getRequestedFeatures(), baseMatInst->getVertexFormat());
- delete dummyInst;
- return;
- }
- // Create the prepass material instance.
- mHookedPrePassMatInst = new PrePassMatInstance(baseMatInst, prePassMgr);
- mHookedPrePassMatInst->getFeaturesDelegate() = baseMatInst->getFeaturesDelegate();
- // Get the features, but remove the instancing feature if the
- // original material didn't end up using it.
- FeatureSet features = baseMatInst->getRequestedFeatures();
- if ( !baseMatInst->isInstanced() )
- features.removeFeature( MFT_UseInstancing );
- // Initialize the material.
- mHookedPrePassMatInst->init(features, baseMatInst->getVertexFormat());
- }
- PrePassMatInstanceHook::~PrePassMatInstanceHook()
- {
- SAFE_DELETE(mHookedPrePassMatInst);
- }
- //------------------------------------------------------------------------------
- //------------------------------------------------------------------------------
- void LinearEyeDepthConditioner::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
- {
- // find depth
- ShaderFeature *depthFeat = FEATUREMGR->getByType( MFT_EyeSpaceDepthOut );
- AssertFatal( depthFeat != NULL, "No eye space depth feature found!" );
- Var *depth = (Var*) LangElement::find(depthFeat->getOutputVarName());
- AssertFatal( depth, "Something went bad with ShaderGen. The depth should be already generated by the EyeSpaceDepthOut feature." );
- MultiLine *meta = new MultiLine;
- meta->addStatement( assignOutput( depth ) );
- output = meta;
- }
- Var *LinearEyeDepthConditioner::_conditionOutput( Var *unconditionedOutput, MultiLine *meta )
- {
- Var *retVar = NULL;
- String fracMethodName = (GFX->getAdapterType() == OpenGL) ? "fract" : "frac";
- switch(getBufferFormat())
- {
- case GFXFormatR8G8B8A8:
- retVar = new Var;
- retVar->setType("float4");
- retVar->setName("_ppDepth");
- meta->addStatement( new GenOp( " // depth conditioner: packing to rgba\r\n" ) );
- meta->addStatement( new GenOp(
- avar( " @ = %s(@ * (255.0/256) * float4(1, 255, 255 * 255, 255 * 255 * 255));\r\n", fracMethodName.c_str() ),
- new DecOp(retVar), unconditionedOutput ) );
- break;
- default:
- retVar = unconditionedOutput;
- meta->addStatement( new GenOp( " // depth conditioner: no conditioning\r\n" ) );
- break;
- }
- AssertFatal( retVar != NULL, avar( "Cannot condition output to buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );
- return retVar;
- }
- Var *LinearEyeDepthConditioner::_unconditionInput( Var *conditionedInput, MultiLine *meta )
- {
- String float4Typename = (GFX->getAdapterType() == OpenGL) ? "vec4" : "float4";
- Var *retVar = conditionedInput;
- if(getBufferFormat() != GFXFormat_COUNT)
- {
- retVar = new Var;
- retVar->setType(float4Typename.c_str());
- retVar->setName("_ppDepth");
- meta->addStatement( new GenOp( avar( " @ = %s(0, 0, 1, 1);\r\n", float4Typename.c_str() ), new DecOp(retVar) ) );
- switch(getBufferFormat())
- {
- case GFXFormatR32F:
- case GFXFormatR16F:
- meta->addStatement( new GenOp( " // depth conditioner: float texture\r\n" ) );
- meta->addStatement( new GenOp( " @.w = @.r;\r\n", retVar, conditionedInput ) );
- break;
- case GFXFormatR8G8B8A8:
- meta->addStatement( new GenOp( " // depth conditioner: unpacking from rgba\r\n" ) );
- meta->addStatement( new GenOp(
- avar( " @.w = dot(@ * (256.0/255), %s(1, 1 / 255, 1 / (255 * 255), 1 / (255 * 255 * 255)));\r\n", float4Typename.c_str() )
- , retVar, conditionedInput ) );
- break;
- default:
- AssertFatal(false, "LinearEyeDepthConditioner::_unconditionInput - Unrecognized buffer format");
- }
- }
- return retVar;
- }
- Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta )
- {
- const bool isCondition = ( methodType == ConditionerFeature::ConditionMethod );
- Var *retVal = NULL;
- // The uncondition method inputs are changed
- if( isCondition )
- retVal = Parent::printMethodHeader( methodType, methodName, stream, meta );
- else
- {
- Var *methodVar = new Var;
- methodVar->setName(methodName);
- if (GFX->getAdapterType() == OpenGL)
- methodVar->setType("vec4");
- else
- methodVar->setType("inline float4");
- DecOp *methodDecl = new DecOp(methodVar);
- Var *prepassSampler = new Var;
- prepassSampler->setName("prepassSamplerVar");
- prepassSampler->setType("sampler2D");
- DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
- Var *screenUV = new Var;
- screenUV->setName("screenUVVar");
- if (GFX->getAdapterType() == OpenGL)
- screenUV->setType("vec2");
- else
- screenUV->setType("float2");
- DecOp *screenUVDecl = new DecOp(screenUV);
- Var *bufferSample = new Var;
- bufferSample->setName("bufferSample");
- if (GFX->getAdapterType() == OpenGL)
- bufferSample->setType("vec4");
- else
- bufferSample->setType("float4");
- DecOp *bufferSampleDecl = new DecOp(bufferSample);
- meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
- meta->addStatement( new GenOp( "{\r\n" ) );
- meta->addStatement( new GenOp( " // Sampler g-buffer\r\n" ) );
- // The linear depth target has no mipmaps, so use tex2dlod when
- // possible so that the shader compiler can optimize.
- meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
- if (GFX->getAdapterType() == OpenGL)
- meta->addStatement( new GenOp( " @ = textureLod(@, @, 0); \r\n", bufferSampleDecl, prepassSampler, screenUV) );
- else
- meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
- meta->addStatement( new GenOp( " #else\r\n" ) );
- if (GFX->getAdapterType() == OpenGL)
- meta->addStatement( new GenOp( " @ = texture(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV) );
- else
- meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
- meta->addStatement( new GenOp( " #endif\r\n\r\n" ) );
- // We don't use this way of passing var's around, so this should cause a crash
- // if something uses this improperly
- retVal = bufferSample;
- }
- return retVal;
- }
- void RenderPrePassMgr::_initShaders()
- {
- if ( mClearGBufferShader ) return;
- // Find ShaderData
- ShaderData *shaderData;
- mClearGBufferShader = Sim::findObject( "ClearGBufferShader", shaderData ) ? shaderData->getShader() : NULL;
- if ( !mClearGBufferShader )
- Con::errorf( "RenderPrePassMgr::_initShaders - could not find ClearGBufferShader" );
- // Create StateBlocks
- GFXStateBlockDesc desc;
- desc.setCullMode( GFXCullNone );
- desc.setBlend( true );
- desc.setZReadWrite( false, false );
- desc.samplersDefined = true;
- desc.samplers[0].addressModeU = GFXAddressWrap;
- desc.samplers[0].addressModeV = GFXAddressWrap;
- desc.samplers[0].addressModeW = GFXAddressWrap;
- desc.samplers[0].magFilter = GFXTextureFilterLinear;
- desc.samplers[0].minFilter = GFXTextureFilterLinear;
- desc.samplers[0].mipFilter = GFXTextureFilterLinear;
- desc.samplers[0].textureColorOp = GFXTOPModulate;
- mStateblock = GFX->createStateBlock( desc );
- // Set up shader constants.
- mShaderConsts = mClearGBufferShader->allocConstBuffer();
- mSpecularStrengthSC = mClearGBufferShader->getShaderConstHandle( "$specularStrength" );
- mSpecularPowerSC = mClearGBufferShader->getShaderConstHandle( "$specularPower" );
- }
- void RenderPrePassMgr::clearBuffers()
- {
- // Clear z-buffer.
- GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
- if ( !mClearGBufferShader )
- return;
- GFXTransformSaver saver;
- // Clear the g-buffer.
- RectI box(-1, -1, 3, 3);
- GFX->setWorldMatrix( MatrixF::Identity );
- GFX->setViewMatrix( MatrixF::Identity );
- GFX->setProjectionMatrix( MatrixF::Identity );
- GFX->setShader(mClearGBufferShader);
- GFX->setStateBlock(mStateblock);
- Point2F nw(-0.5,-0.5);
- Point2F ne(0.5,-0.5);
- GFXVertexBufferHandle<GFXVertexPC> verts(GFX, 4, GFXBufferTypeVolatile);
- verts.lock();
- F32 ulOffset = 0.5f - GFX->getFillConventionOffset();
-
- Point2F upperLeft(-1.0, -1.0);
- Point2F lowerRight(1.0, 1.0);
- verts[0].point.set( upperLeft.x+nw.x+ulOffset, upperLeft.y+nw.y+ulOffset, 0.0f );
- verts[1].point.set( lowerRight.x+ne.x, upperLeft.y+ne.y+ulOffset, 0.0f );
- verts[2].point.set( upperLeft.x-ne.x+ulOffset, lowerRight.y-ne.y, 0.0f );
- verts[3].point.set( lowerRight.x-nw.x, lowerRight.y-nw.y, 0.0f );
- verts.unlock();
- GFX->setVertexBuffer( verts );
- GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
- GFX->setShader(NULL);
- }
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