processedShaderMaterial.cpp 45 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. // We need to include customMaterialDefinition for ShaderConstHandles::init
  42. #include "materials/customMaterialDefinition.h"
  43. ///
  44. /// ShaderConstHandles
  45. ///
  46. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  47. {
  48. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  49. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  50. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  51. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  52. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  53. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  54. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  55. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  56. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  57. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  58. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  59. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  60. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  61. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  62. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  63. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  64. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  65. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  66. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  67. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  68. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  69. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  70. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  71. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  72. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  73. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  74. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  75. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  76. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  77. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  78. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  79. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  80. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  81. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  82. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  83. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  84. // MFT_ImposterVert
  85. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  86. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  87. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  88. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  89. // Clear any existing texture handles.
  90. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  91. if(mat)
  92. {
  93. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  94. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  95. }
  96. }
  97. ///
  98. /// ShaderRenderPassData
  99. ///
  100. void ShaderRenderPassData::reset()
  101. {
  102. Parent::reset();
  103. shader = NULL;
  104. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  105. delete featureShaderHandles[i];
  106. featureShaderHandles.clear();
  107. }
  108. String ShaderRenderPassData::describeSelf() const
  109. {
  110. // First write the shader identification.
  111. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  112. // Let the parent get the rest.
  113. desc += Parent::describeSelf();
  114. return desc;
  115. }
  116. ///
  117. /// ProcessedShaderMaterial
  118. ///
  119. ProcessedShaderMaterial::ProcessedShaderMaterial()
  120. : mDefaultParameters( NULL ),
  121. mInstancingState( NULL )
  122. {
  123. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  124. VECTOR_SET_ASSOCIATION( mParameterHandles );
  125. }
  126. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  127. : mDefaultParameters( NULL ),
  128. mInstancingState( NULL )
  129. {
  130. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  131. VECTOR_SET_ASSOCIATION( mParameterHandles );
  132. mMaterial = &mat;
  133. }
  134. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  135. {
  136. SAFE_DELETE(mInstancingState);
  137. SAFE_DELETE(mDefaultParameters);
  138. for (U32 i = 0; i < mParameterHandles.size(); i++)
  139. SAFE_DELETE(mParameterHandles[i]);
  140. }
  141. //
  142. // Material init
  143. //
  144. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  145. const GFXVertexFormat *vertexFormat,
  146. const MatFeaturesDelegate &featuresDelegate )
  147. {
  148. // Load our textures
  149. _setStageData();
  150. // Determine how many stages we use
  151. mMaxStages = getNumStages();
  152. mVertexFormat = vertexFormat;
  153. mFeatures.clear();
  154. mStateHint.clear();
  155. SAFE_DELETE(mInstancingState);
  156. for( U32 i=0; i<mMaxStages; i++ )
  157. {
  158. MaterialFeatureData fd;
  159. // Determine the features of this stage
  160. _determineFeatures( i, fd, features );
  161. // Let the delegate poke at the features.
  162. if ( featuresDelegate )
  163. featuresDelegate( this, i, fd, features );
  164. // Create the passes for this stage
  165. if ( fd.features.isNotEmpty() )
  166. if( !_createPasses( fd, i, features ) )
  167. return false;
  168. }
  169. _initRenderPassDataStateBlocks();
  170. _initMaterialParameters();
  171. mDefaultParameters = allocMaterialParameters();
  172. setMaterialParameters( mDefaultParameters, 0 );
  173. mStateHint.init( this );
  174. // Enable instancing if we have it.
  175. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  176. {
  177. mInstancingState = new InstancingState();
  178. mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
  179. }
  180. // Check for a RenderTexTargetBin assignment
  181. // *IMPORTANT NOTE*
  182. // This is a temporary solution for getting diffuse mapping working with tex targets for standard materials
  183. // It should be removed once this is done properly, at that time the sAllowTextureTargetAssignment should also be removed
  184. // from Material (it is necessary for catching shadow maps/post effect this shouldn't be applied to)
  185. if (Material::sAllowTextureTargetAssignment)
  186. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr( 0, 1 ).equal("#"))
  187. {
  188. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  189. NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
  190. RenderPassData* rpd = getPass(0);
  191. if (rpd)
  192. {
  193. rpd->mTexSlot[0].texTarget = texTarget;
  194. rpd->mTexType[0] = Material::TexTarget;
  195. }
  196. }
  197. return true;
  198. }
  199. U32 ProcessedShaderMaterial::getNumStages()
  200. {
  201. // Loops through all stages to determine how many
  202. // stages we actually use.
  203. //
  204. // The first stage is always active else we shouldn't be
  205. // creating the material to begin with.
  206. U32 numStages = 1;
  207. U32 i;
  208. for( i=1; i<Material::MAX_STAGES; i++ )
  209. {
  210. // Assume stage is inactive
  211. bool stageActive = false;
  212. // Cubemaps only on first stage
  213. if( i == 0 )
  214. {
  215. // If we have a cubemap the stage is active
  216. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  217. {
  218. numStages++;
  219. continue;
  220. }
  221. }
  222. // If we have a texture for the a feature the
  223. // stage is active.
  224. if ( mStages[i].hasValidTex() )
  225. stageActive = true;
  226. // If this stage has specular lighting, it's active
  227. if ( mMaterial->mPixelSpecular[i] )
  228. stageActive = true;
  229. // If this stage has diffuse color, it's active
  230. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  231. mMaterial->mDiffuse[i] != ColorF::WHITE )
  232. stageActive = true;
  233. // If we have a Material that is vertex lit
  234. // then it may not have a texture
  235. if( mMaterial->mVertLit[i] )
  236. stageActive = true;
  237. // Increment the number of active stages
  238. numStages += stageActive;
  239. }
  240. return numStages;
  241. }
  242. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  243. MaterialFeatureData &fd,
  244. const FeatureSet &features )
  245. {
  246. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  247. const float shaderVersion = GFX->getPixelShaderVersion();
  248. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  249. bool lastStage = stageNum == (mMaxStages-1);
  250. // First we add all the features which the
  251. // material has defined.
  252. if ( mMaterial->isTranslucent() )
  253. {
  254. // Note: This is for decal blending into the prepass
  255. // for AL... it probably needs to be made clearer.
  256. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  257. mMaterial->mTranslucentZWrite )
  258. fd.features.addFeature( MFT_IsTranslucentZWrite );
  259. else
  260. {
  261. fd.features.addFeature( MFT_IsTranslucent );
  262. fd.features.addFeature( MFT_ForwardShading );
  263. }
  264. }
  265. // TODO: This sort of sucks... BL should somehow force this
  266. // feature on from the outside and not this way.
  267. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  268. fd.features.addFeature( MFT_ForwardShading );
  269. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  270. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  271. /*if ( mMaterial->isDoubleSided() )
  272. {
  273. fd.features.addFeature( MFT_InterlacedPrePass );
  274. }*/
  275. // Allow instancing if it was requested and the card supports
  276. // SM 3.0 or above.
  277. //
  278. // We also disable instancing for non-single pass materials
  279. // and glowing materials because its untested/unimplemented.
  280. //
  281. if ( features.hasFeature( MFT_UseInstancing ) &&
  282. mMaxStages == 1 &&
  283. !mMaterial->mGlow[0] &&
  284. shaderVersion >= 3.0f )
  285. fd.features.addFeature( MFT_UseInstancing );
  286. if ( mMaterial->mAlphaTest )
  287. fd.features.addFeature( MFT_AlphaTest );
  288. if ( mMaterial->mEmissive[stageNum] )
  289. fd.features.addFeature( MFT_IsEmissive );
  290. else
  291. fd.features.addFeature( MFT_RTLighting );
  292. if ( mMaterial->mAnimFlags[stageNum] )
  293. fd.features.addFeature( MFT_TexAnim );
  294. if ( mMaterial->mVertLit[stageNum] )
  295. fd.features.addFeature( MFT_VertLit );
  296. // cubemaps only available on stage 0 for now - bramage
  297. if ( stageNum < 1 &&
  298. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  299. mMaterial->mDynamicCubemap ) )
  300. fd.features.addFeature( MFT_CubeMap );
  301. fd.features.addFeature( MFT_Visibility );
  302. if ( lastStage &&
  303. ( !gClientSceneGraph->usePostEffectFog() ||
  304. fd.features.hasFeature( MFT_IsTranslucent ) ||
  305. fd.features.hasFeature( MFT_ForwardShading )) )
  306. fd.features.addFeature( MFT_Fog );
  307. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  308. fd.features.addFeature( MFT_MinnaertShading );
  309. if ( mMaterial->mSubSurface[stageNum] )
  310. fd.features.addFeature( MFT_SubSurface );
  311. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  312. {
  313. fd.features.addFeature( MFT_DiffuseMapAtlas );
  314. if ( mMaterial->mNormalMapAtlas )
  315. fd.features.addFeature( MFT_NormalMapAtlas );
  316. }
  317. // Grab other features like normal maps, base texture, etc.
  318. FeatureSet mergeFeatures;
  319. mStages[stageNum].getFeatureSet( &mergeFeatures );
  320. fd.features.merge( mergeFeatures );
  321. if ( fd.features[ MFT_NormalMap ] )
  322. {
  323. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  324. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  325. fd.features.addFeature( MFT_IsDXTnm );
  326. }
  327. // Now for some more advanced features that we
  328. // cannot do on SM 2.0 and below.
  329. if ( shaderVersion > 2.0f )
  330. {
  331. // Only allow parallax if we have a normal map and
  332. // we're not using DXTnm compression.
  333. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  334. fd.features[ MFT_NormalMap ] &&
  335. !fd.features[ MFT_IsDXTnm ] )
  336. fd.features.addFeature( MFT_Parallax );
  337. // If not parallax then allow per-pixel specular if
  338. // we have real time lighting enabled.
  339. else if ( fd.features[MFT_RTLighting] &&
  340. mMaterial->mPixelSpecular[stageNum] )
  341. fd.features.addFeature( MFT_PixSpecular );
  342. }
  343. // Without realtime lighting and on lower end
  344. // shader models disable the specular map.
  345. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  346. fd.features.removeFeature( MFT_SpecularMap );
  347. // If we have a specular map then make sure we
  348. // have per-pixel specular enabled.
  349. if( fd.features[ MFT_SpecularMap ] )
  350. {
  351. fd.features.addFeature( MFT_PixSpecular );
  352. // Check for an alpha channel on the specular map. If it has one (and it
  353. // has values less than 255) than the artist has put the gloss map into
  354. // the alpha channel.
  355. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  356. fd.features.addFeature( MFT_GlossMap );
  357. }
  358. // Without a base texture use the diffuse color
  359. // feature to ensure some sort of output.
  360. if (!fd.features[MFT_DiffuseMap])
  361. {
  362. fd.features.addFeature( MFT_DiffuseColor );
  363. // No texture coords... no overlay.
  364. fd.features.removeFeature( MFT_OverlayMap );
  365. }
  366. // If we have a diffuse map and the alpha on the diffuse isn't
  367. // zero and the color isn't pure white then multiply the color.
  368. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  369. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  370. fd.features.addFeature( MFT_DiffuseColor );
  371. // If lightmaps or tonemaps are enabled or we
  372. // don't have a second UV set then we cannot
  373. // use the overlay texture.
  374. if ( fd.features[MFT_LightMap] ||
  375. fd.features[MFT_ToneMap] ||
  376. mVertexFormat->getTexCoordCount() < 2 )
  377. fd.features.removeFeature( MFT_OverlayMap );
  378. // If tonemaps are enabled don't use lightmap
  379. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  380. fd.features.removeFeature( MFT_LightMap );
  381. // Don't allow tonemaps if we don't have a second UV set
  382. if ( mVertexFormat->getTexCoordCount() < 2 )
  383. fd.features.removeFeature( MFT_ToneMap );
  384. // Always add the HDR output feature.
  385. //
  386. // It will be filtered out if it was disabled
  387. // for this material creation below.
  388. //
  389. // Also the shader code will evaluate to a nop
  390. // if HDR is not enabled in the scene.
  391. //
  392. fd.features.addFeature( MFT_HDROut );
  393. // If vertex color is enabled on the material's stage and
  394. // color is present in vertex format, add diffuse vertex
  395. // color feature.
  396. if ( mMaterial->mVertColor[ stageNum ] &&
  397. mVertexFormat->hasColor() )
  398. fd.features.addFeature( MFT_DiffuseVertColor );
  399. // Allow features to add themselves.
  400. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  401. {
  402. const FeatureInfo &info = FEATUREMGR->getAt( i );
  403. info.feature->determineFeature( mMaterial,
  404. mVertexFormat,
  405. stageNum,
  406. *info.type,
  407. features,
  408. &fd );
  409. }
  410. // Now disable any features that were
  411. // not part of the input feature handle.
  412. fd.features.filter( features );
  413. }
  414. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  415. {
  416. // Creates passes for the given stage
  417. ShaderRenderPassData passData;
  418. U32 texIndex = 0;
  419. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  420. {
  421. const FeatureInfo &info = FEATUREMGR->getAt( i );
  422. if ( !stageFeatures.features.hasFeature( *info.type ) )
  423. continue;
  424. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  425. // adds pass if blend op changes for feature
  426. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  427. // Add pass if num tex reg is going to be too high
  428. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  429. {
  430. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  431. return false;
  432. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  433. }
  434. passData.mNumTexReg += numTexReg;
  435. passData.mFeatureData.features.addFeature( *info.type );
  436. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  437. // Add pass if tex units are maxed out
  438. if( texIndex > GFX->getNumSamplers() )
  439. {
  440. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  441. return false;
  442. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  443. }
  444. }
  445. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  446. if ( passFeatures.isNotEmpty() )
  447. {
  448. mFeatures.merge( passFeatures );
  449. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  450. {
  451. mFeatures.clear();
  452. return false;
  453. }
  454. }
  455. return true;
  456. }
  457. void ProcessedShaderMaterial::_initMaterialParameters()
  458. {
  459. // Cleanup anything left first.
  460. SAFE_DELETE( mDefaultParameters );
  461. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  462. SAFE_DELETE( mParameterHandles[i] );
  463. // Gather the shaders as they all need to be
  464. // passed to the ShaderMaterialParameterHandles.
  465. Vector<GFXShader*> shaders;
  466. shaders.setSize( mPasses.size() );
  467. for ( U32 i = 0; i < mPasses.size(); i++ )
  468. shaders[i] = _getRPD(i)->shader;
  469. // Run through each shader and prepare its constants.
  470. for ( U32 i = 0; i < mPasses.size(); i++ )
  471. {
  472. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  473. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  474. for ( ; p != desc.end(); p++ )
  475. {
  476. // Add this to our list of shader constants
  477. GFXShaderConstDesc d(*p);
  478. mShaderConstDesc.push_back(d);
  479. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  480. mParameterHandles.push_back(smph);
  481. }
  482. }
  483. }
  484. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  485. U32 &texIndex,
  486. MaterialFeatureData &fd,
  487. U32 stageNum,
  488. const FeatureSet &features )
  489. {
  490. // Set number of textures, stage, glow, etc.
  491. rpd.mNumTex = texIndex;
  492. rpd.mStageNum = stageNum;
  493. rpd.mGlow |= mMaterial->mGlow[stageNum];
  494. // Copy over features
  495. rpd.mFeatureData.materialFeatures = fd.features;
  496. // Generate shader
  497. GFXShader::setLogging( true, true );
  498. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros );
  499. if( !rpd.shader )
  500. return false;
  501. rpd.shaderHandles.init( rpd.shader );
  502. // If a pass glows, we glow
  503. if( rpd.mGlow )
  504. mHasGlow = true;
  505. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  506. mPasses.push_back( newPass );
  507. // Give each active feature a chance to create specialized shader consts.
  508. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  509. {
  510. const FeatureInfo &info = FEATUREMGR->getAt( i );
  511. if ( !fd.features.hasFeature( *info.type ) )
  512. continue;
  513. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  514. if ( fh )
  515. newPass->featureShaderHandles.push_back( fh );
  516. }
  517. rpd.reset();
  518. texIndex = 0;
  519. return true;
  520. }
  521. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  522. ShaderRenderPassData &passData,
  523. U32 &texIndex,
  524. MaterialFeatureData &stageFeatures,
  525. U32 stageNum,
  526. const FeatureSet &features )
  527. {
  528. if( sf->getBlendOp() == Material::None )
  529. {
  530. return;
  531. }
  532. // set up the current blend operation for multi-pass materials
  533. if( mPasses.size() > 0)
  534. {
  535. // If passData.numTexReg is 0, this is a brand new pass, so set the
  536. // blend operation to the first feature.
  537. if( passData.mNumTexReg == 0 )
  538. {
  539. passData.mBlendOp = sf->getBlendOp();
  540. }
  541. else
  542. {
  543. // numTegReg is more than zero, if this feature
  544. // doesn't have the same blend operation, then
  545. // we need to create yet another pass
  546. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  547. {
  548. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  549. passData.mBlendOp = sf->getBlendOp();
  550. }
  551. }
  552. }
  553. }
  554. //
  555. // Runtime / rendering
  556. //
  557. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  558. {
  559. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  560. // Make sure we have the pass
  561. if(pass >= mPasses.size())
  562. {
  563. // If we were rendering instanced data tell
  564. // the device to reset that vb stream.
  565. if ( mInstancingState )
  566. GFX->setVertexBuffer( NULL, 1 );
  567. return false;
  568. }
  569. _setRenderState( state, sgData, pass );
  570. // Set shaders
  571. ShaderRenderPassData* rpd = _getRPD(pass);
  572. if( rpd->shader )
  573. {
  574. GFX->setShader( rpd->shader );
  575. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  576. _setShaderConstants(state, sgData, pass);
  577. // If we're instancing then do the initial step to get
  578. // set the vb pointer to the const buffer.
  579. if ( mInstancingState )
  580. stepInstance();
  581. }
  582. else
  583. {
  584. GFX->disableShaders();
  585. GFX->setShaderConstBuffer(NULL);
  586. }
  587. // Set our textures
  588. setTextureStages( state, sgData, pass );
  589. _setTextureTransforms(pass);
  590. return true;
  591. }
  592. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  593. {
  594. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  595. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  596. // Set all of the textures we need to render the give pass.
  597. #ifdef TORQUE_DEBUG
  598. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  599. #endif
  600. RenderPassData *rpd = mPasses[pass];
  601. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  602. NamedTexTarget *texTarget;
  603. GFXTextureObject *texObject;
  604. for( U32 i=0; i<rpd->mNumTex; i++ )
  605. {
  606. U32 currTexFlag = rpd->mTexType[i];
  607. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  608. {
  609. switch( currTexFlag )
  610. {
  611. // If the flag is unset then assume its just
  612. // a regular texture to set... nothing special.
  613. case 0:
  614. default:
  615. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  616. break;
  617. case Material::NormalizeCube:
  618. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  619. break;
  620. case Material::Lightmap:
  621. GFX->setTexture( i, sgData.lightmap );
  622. break;
  623. case Material::ToneMapTex:
  624. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  625. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  626. break;
  627. case Material::Cube:
  628. GFX->setCubeTexture( i, rpd->mCubeMap );
  629. break;
  630. case Material::SGCube:
  631. GFX->setCubeTexture( i, sgData.cubemap );
  632. break;
  633. case Material::BackBuff:
  634. GFX->setTexture( i, sgData.backBuffTex );
  635. break;
  636. case Material::TexTarget:
  637. {
  638. texTarget = rpd->mTexSlot[i].texTarget;
  639. if ( !texTarget )
  640. {
  641. GFX->setTexture( i, NULL );
  642. break;
  643. }
  644. texObject = texTarget->getTexture();
  645. // If no texture is available then map the default 2x2
  646. // black texture to it. This at least will ensure that
  647. // we get consistant behavior across GPUs and platforms.
  648. if ( !texObject )
  649. texObject = GFXTexHandle::ZERO;
  650. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  651. {
  652. const Point3I &targetSz = texObject->getSize();
  653. const RectI &targetVp = texTarget->getViewport();
  654. Point4F rtParams;
  655. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  656. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  657. }
  658. GFX->setTexture( i, texObject );
  659. break;
  660. }
  661. }
  662. }
  663. }
  664. }
  665. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  666. {
  667. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  668. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  669. if (handles->mTexMatSC->isValid())
  670. {
  671. MatrixF texMat( true );
  672. mMaterial->updateTimeBasedParams();
  673. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  674. // handle scroll anim type
  675. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  676. {
  677. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  678. {
  679. Point3F scrollOffset;
  680. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  681. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  682. scrollOffset.z = 1.0;
  683. texMat.setColumn( 3, scrollOffset );
  684. }
  685. else
  686. {
  687. Point3F offset( mMaterial->mScrollOffset[pass].x,
  688. mMaterial->mScrollOffset[pass].y,
  689. 1.0 );
  690. texMat.setColumn( 3, offset );
  691. }
  692. }
  693. // handle rotation
  694. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  695. {
  696. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  697. {
  698. F32 rotPos = waveOffset * M_2PI;
  699. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  700. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  701. MatrixF test( true );
  702. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  703. mMaterial->mRotPivotOffset[pass].y,
  704. 0.0 ) );
  705. texMat.mul( test );
  706. }
  707. else
  708. {
  709. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  710. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  711. MatrixF test( true );
  712. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  713. mMaterial->mRotPivotOffset[pass].y,
  714. 0.0 ) );
  715. texMat.mul( test );
  716. }
  717. }
  718. // Handle scale + wave offset
  719. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  720. mMaterial->mAnimFlags[pass] & Material::Wave )
  721. {
  722. F32 wOffset = fabs( waveOffset );
  723. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  724. MatrixF temp( true );
  725. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  726. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  727. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  728. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  729. texMat.mul( temp );
  730. }
  731. // handle sequence
  732. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  733. {
  734. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  735. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  736. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  737. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  738. Point3F texOffset = texMat.getPosition();
  739. texOffset.x += offset;
  740. texMat.setPosition( texOffset );
  741. }
  742. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  743. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  744. }
  745. }
  746. //--------------------------------------------------------------------------
  747. // Get wave offset for texture animations using a wave transform
  748. //--------------------------------------------------------------------------
  749. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  750. {
  751. switch( mMaterial->mWaveType[stage] )
  752. {
  753. case Material::Sin:
  754. {
  755. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  756. break;
  757. }
  758. case Material::Triangle:
  759. {
  760. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  761. if( frac > 0.0 && frac <= 0.25 )
  762. {
  763. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  764. }
  765. if( frac > 0.25 && frac <= 0.5 )
  766. {
  767. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  768. }
  769. if( frac > 0.5 && frac <= 0.75 )
  770. {
  771. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  772. }
  773. if( frac > 0.75 && frac <= 1.0 )
  774. {
  775. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  776. }
  777. break;
  778. }
  779. case Material::Square:
  780. {
  781. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  782. if( frac > 0.0 && frac <= 0.5 )
  783. {
  784. return 0.0;
  785. }
  786. else
  787. {
  788. return mMaterial->mWaveAmp[stage];
  789. }
  790. break;
  791. }
  792. }
  793. return 0.0;
  794. }
  795. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  796. {
  797. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  798. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  799. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  800. U32 stageNum = getStageFromPass(pass);
  801. // First we do all the constants which are not
  802. // controlled via the material... we have to
  803. // set these all the time as they could change.
  804. if ( handles->mFogDataSC->isValid() )
  805. {
  806. Point3F fogData;
  807. fogData.x = sgData.fogDensity;
  808. fogData.y = sgData.fogDensityOffset;
  809. fogData.z = sgData.fogHeightFalloff;
  810. shaderConsts->set( handles->mFogDataSC, fogData );
  811. }
  812. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  813. if( handles->mOneOverFarplane->isValid() )
  814. {
  815. const F32 &invfp = 1.0f / state->getFarPlane();
  816. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  817. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  818. }
  819. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  820. // If the shader constants have not been lost then
  821. // they contain the content from a previous render pass.
  822. //
  823. // In this case we can skip updating the material constants
  824. // which do not change frame to frame.
  825. //
  826. // NOTE: This assumes we're not animating material parameters
  827. // in a way that doesn't cause a shader reload... this isn't
  828. // being done now, but it could change in the future.
  829. //
  830. if ( !shaderConsts->wasLost() )
  831. return;
  832. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  833. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  834. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  835. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  836. if ( handles->mSubSurfaceParamsSC->isValid() )
  837. {
  838. Point4F subSurfParams;
  839. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  840. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  841. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  842. }
  843. if ( handles->mRTSizeSC->isValid() )
  844. {
  845. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  846. Point2F pixelShaderConstantData;
  847. pixelShaderConstantData.x = resolution.x;
  848. pixelShaderConstantData.y = resolution.y;
  849. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  850. }
  851. if ( handles->mOneOverRTSizeSC->isValid() )
  852. {
  853. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  854. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  855. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  856. }
  857. // set detail scale
  858. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  859. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  860. // MFT_ImposterVert
  861. if ( handles->mImposterUVs->isValid() )
  862. {
  863. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  864. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  865. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  866. }
  867. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  868. // Diffuse
  869. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  870. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  871. if(handles->mDiffuseAtlasParamsSC)
  872. {
  873. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  874. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  875. mMaterial->mCellSize[stageNum], // tile size in pixels
  876. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  877. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  878. }
  879. if(handles->mBumpAtlasParamsSC)
  880. {
  881. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  882. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  883. mMaterial->mCellSize[stageNum], // tile size in pixels
  884. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  885. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  886. }
  887. if(handles->mDiffuseAtlasTileSC)
  888. {
  889. // Sanity check the wrap flags
  890. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  891. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  892. mMaterial->mCellIndex[stageNum].y,
  893. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  894. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  895. }
  896. if(handles->mBumpAtlasTileSC)
  897. {
  898. // Sanity check the wrap flags
  899. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  900. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  901. mMaterial->mCellIndex[stageNum].y,
  902. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  903. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  904. }
  905. }
  906. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  907. {
  908. // Only support cubemap on the first stage
  909. if( mPasses[pass]->mStageNum > 0 )
  910. return false;
  911. if( mPasses[pass]->mCubeMap )
  912. return true;
  913. return false;
  914. }
  915. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  916. {
  917. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  918. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  919. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  920. // The MatrixSet will lazily generate a matrix under the
  921. // various 'get' methods, so inline the test for a valid
  922. // shader constant handle to avoid that work when we can.
  923. if ( handles->mModelViewProjSC->isValid() )
  924. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  925. if ( handles->mObjTransSC->isValid() )
  926. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  927. if ( handles->mWorldToObjSC->isValid() )
  928. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  929. if ( handles->mWorldToCameraSC->isValid() )
  930. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  931. if ( handles->mWorldViewOnlySC->isValid() )
  932. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  933. if ( handles->mViewToObjSC->isValid() )
  934. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  935. if ( handles->mViewProjSC->isValid() )
  936. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  937. if ( handles->mCubeTransSC->isValid() &&
  938. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  939. {
  940. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  941. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  942. }
  943. if ( handles->m_vEyeSC->isValid() )
  944. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  945. }
  946. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  947. {
  948. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  949. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  950. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  951. // Set cubemap stuff here (it's convenient!)
  952. const Point3F &eyePosWorld = state->getCameraPosition();
  953. if ( handles->mCubeEyePosSC->isValid() )
  954. {
  955. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  956. {
  957. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  958. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  959. }
  960. }
  961. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  962. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  963. if ( handles->mEyePosSC->isValid() )
  964. {
  965. MatrixF tempMat( *sgData.objTrans );
  966. tempMat.inverse();
  967. Point3F eyepos;
  968. tempMat.mulP( eyePosWorld, &eyepos );
  969. shaderConsts->set(handles->mEyePosSC, eyepos);
  970. }
  971. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  972. ShaderRenderPassData *rpd = _getRPD( pass );
  973. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  974. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  975. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  976. }
  977. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  978. {
  979. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  980. // If we're not instanced then just call the parent.
  981. if ( !mInstancingState )
  982. {
  983. Parent::setBuffers( vertBuffer, primBuffer );
  984. return;
  985. }
  986. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  987. const S32 instCount = mInstancingState->getCount();
  988. AssertFatal( instCount > 0,
  989. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  990. // Nothing special here.
  991. GFX->setPrimitiveBuffer( *primBuffer );
  992. // Set the first stream the the normal VB and set the
  993. // correct frequency for the number of instances to render.
  994. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  995. // Get a volatile VB and fill it with the vertex data.
  996. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  997. GFXVertexBufferDataHandle instVB;
  998. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  999. U8 *dest = instVB.lock();
  1000. if(!dest) return;
  1001. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1002. instVB.unlock();
  1003. // Set the instance vb for streaming.
  1004. GFX->setVertexBuffer( instVB, 1, 1 );
  1005. // Finally set the vertex format which defines
  1006. // both of the streams.
  1007. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1008. // Done... reset the count.
  1009. mInstancingState->resetStep();
  1010. }
  1011. bool ProcessedShaderMaterial::stepInstance()
  1012. {
  1013. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1014. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1015. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1016. }
  1017. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1018. {
  1019. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1020. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1021. buffers.setSize(mPasses.size());
  1022. for (U32 i = 0; i < mPasses.size(); i++)
  1023. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1024. // smp now owns these buffers.
  1025. smp->setBuffers(mShaderConstDesc, buffers);
  1026. return smp;
  1027. }
  1028. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1029. {
  1030. // Search our list
  1031. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1032. {
  1033. if (mParameterHandles[i]->getName().equal(name))
  1034. return mParameterHandles[i];
  1035. }
  1036. // If we didn't find it, we have to add it to support shader reloading.
  1037. Vector<GFXShader*> shaders;
  1038. shaders.setSize(mPasses.size());
  1039. for (U32 i = 0; i < mPasses.size(); i++)
  1040. shaders[i] = _getRPD(i)->shader;
  1041. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1042. mParameterHandles.push_back(smph);
  1043. return smph;
  1044. }
  1045. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1046. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1047. {
  1048. if (mCurrentParams && pass < mPasses.size())
  1049. {
  1050. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1051. }
  1052. return NULL;
  1053. }
  1054. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1055. {
  1056. if (pass < mPasses.size())
  1057. {
  1058. return &_getRPD(pass)->shaderHandles;
  1059. }
  1060. return NULL;
  1061. }
  1062. void ProcessedShaderMaterial::dumpMaterialInfo()
  1063. {
  1064. for ( U32 i = 0; i < getNumPasses(); i++ )
  1065. {
  1066. const ShaderRenderPassData *passData = _getRPD( i );
  1067. if ( passData == NULL )
  1068. continue;
  1069. const GFXShader *shader = passData->shader;
  1070. if ( shader == NULL )
  1071. Con::printf( " [%i] [NULL shader]", i );
  1072. else
  1073. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1074. }
  1075. }