processedShaderMaterial.cpp 45 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. // We need to include customMaterialDefinition for ShaderConstHandles::init
  42. #include "materials/customMaterialDefinition.h"
  43. ///
  44. /// ShaderConstHandles
  45. ///
  46. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  47. {
  48. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  49. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  50. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  51. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  52. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  53. mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
  54. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  55. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  56. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  57. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  58. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  59. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  60. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  61. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  62. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  63. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  64. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  65. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  66. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  67. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  68. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  69. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  70. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  71. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  72. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  73. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  74. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  75. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  76. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  77. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  78. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  79. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  80. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  81. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  82. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  83. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  84. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  85. // MFT_ImposterVert
  86. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  87. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  88. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  89. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  90. // Clear any existing texture handles.
  91. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  92. if(mat)
  93. {
  94. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  95. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  96. }
  97. }
  98. ///
  99. /// ShaderRenderPassData
  100. ///
  101. void ShaderRenderPassData::reset()
  102. {
  103. Parent::reset();
  104. shader = NULL;
  105. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  106. delete featureShaderHandles[i];
  107. featureShaderHandles.clear();
  108. }
  109. String ShaderRenderPassData::describeSelf() const
  110. {
  111. // First write the shader identification.
  112. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  113. // Let the parent get the rest.
  114. desc += Parent::describeSelf();
  115. return desc;
  116. }
  117. ///
  118. /// ProcessedShaderMaterial
  119. ///
  120. ProcessedShaderMaterial::ProcessedShaderMaterial()
  121. : mDefaultParameters( NULL ),
  122. mInstancingState( NULL )
  123. {
  124. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  125. VECTOR_SET_ASSOCIATION( mParameterHandles );
  126. }
  127. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  128. : mDefaultParameters( NULL ),
  129. mInstancingState( NULL )
  130. {
  131. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  132. VECTOR_SET_ASSOCIATION( mParameterHandles );
  133. mMaterial = &mat;
  134. }
  135. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  136. {
  137. SAFE_DELETE(mInstancingState);
  138. SAFE_DELETE(mDefaultParameters);
  139. for (U32 i = 0; i < mParameterHandles.size(); i++)
  140. SAFE_DELETE(mParameterHandles[i]);
  141. }
  142. //
  143. // Material init
  144. //
  145. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  146. const GFXVertexFormat *vertexFormat,
  147. const MatFeaturesDelegate &featuresDelegate )
  148. {
  149. // Load our textures
  150. _setStageData();
  151. // Determine how many stages we use
  152. mMaxStages = getNumStages();
  153. mVertexFormat = vertexFormat;
  154. mFeatures.clear();
  155. mStateHint.clear();
  156. SAFE_DELETE(mInstancingState);
  157. for( U32 i=0; i<mMaxStages; i++ )
  158. {
  159. MaterialFeatureData fd;
  160. // Determine the features of this stage
  161. _determineFeatures( i, fd, features );
  162. // Let the delegate poke at the features.
  163. if ( featuresDelegate )
  164. featuresDelegate( this, i, fd, features );
  165. // Create the passes for this stage
  166. if ( fd.features.isNotEmpty() )
  167. if( !_createPasses( fd, i, features ) )
  168. return false;
  169. }
  170. _initRenderPassDataStateBlocks();
  171. _initMaterialParameters();
  172. mDefaultParameters = allocMaterialParameters();
  173. setMaterialParameters( mDefaultParameters, 0 );
  174. mStateHint.init( this );
  175. // Enable instancing if we have it.
  176. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  177. {
  178. mInstancingState = new InstancingState();
  179. mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
  180. }
  181. // Check for a RenderTexTargetBin assignment
  182. // *IMPORTANT NOTE*
  183. // This is a temporary solution for getting diffuse mapping working with tex targets for standard materials
  184. // It should be removed once this is done properly, at that time the sAllowTextureTargetAssignment should also be removed
  185. // from Material (it is necessary for catching shadow maps/post effect this shouldn't be applied to)
  186. if (Material::sAllowTextureTargetAssignment)
  187. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr( 0, 1 ).equal("#"))
  188. {
  189. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  190. NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
  191. RenderPassData* rpd = getPass(0);
  192. if (rpd)
  193. {
  194. rpd->mTexSlot[0].texTarget = texTarget;
  195. rpd->mTexType[0] = Material::TexTarget;
  196. }
  197. }
  198. return true;
  199. }
  200. U32 ProcessedShaderMaterial::getNumStages()
  201. {
  202. // Loops through all stages to determine how many
  203. // stages we actually use.
  204. //
  205. // The first stage is always active else we shouldn't be
  206. // creating the material to begin with.
  207. U32 numStages = 1;
  208. U32 i;
  209. for( i=1; i<Material::MAX_STAGES; i++ )
  210. {
  211. // Assume stage is inactive
  212. bool stageActive = false;
  213. // Cubemaps only on first stage
  214. if( i == 0 )
  215. {
  216. // If we have a cubemap the stage is active
  217. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  218. {
  219. numStages++;
  220. continue;
  221. }
  222. }
  223. // If we have a texture for the a feature the
  224. // stage is active.
  225. if ( mStages[i].hasValidTex() )
  226. stageActive = true;
  227. // If this stage has specular lighting, it's active
  228. if ( mMaterial->mPixelSpecular[i] )
  229. stageActive = true;
  230. // If this stage has diffuse color, it's active
  231. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  232. mMaterial->mDiffuse[i] != ColorF::WHITE )
  233. stageActive = true;
  234. // If we have a Material that is vertex lit
  235. // then it may not have a texture
  236. if( mMaterial->mVertLit[i] )
  237. stageActive = true;
  238. // Increment the number of active stages
  239. numStages += stageActive;
  240. }
  241. return numStages;
  242. }
  243. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  244. MaterialFeatureData &fd,
  245. const FeatureSet &features )
  246. {
  247. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  248. const F32 shaderVersion = GFX->getPixelShaderVersion();
  249. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  250. bool lastStage = stageNum == (mMaxStages-1);
  251. // First we add all the features which the
  252. // material has defined.
  253. if ( mMaterial->isTranslucent() )
  254. {
  255. // Note: This is for decal blending into the prepass
  256. // for AL... it probably needs to be made clearer.
  257. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  258. mMaterial->mTranslucentZWrite )
  259. fd.features.addFeature( MFT_IsTranslucentZWrite );
  260. else
  261. {
  262. fd.features.addFeature( MFT_IsTranslucent );
  263. fd.features.addFeature( MFT_ForwardShading );
  264. }
  265. }
  266. // TODO: This sort of sucks... BL should somehow force this
  267. // feature on from the outside and not this way.
  268. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  269. fd.features.addFeature( MFT_ForwardShading );
  270. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  271. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  272. /*if ( mMaterial->isDoubleSided() )
  273. {
  274. fd.features.addFeature( MFT_InterlacedPrePass );
  275. }*/
  276. // Allow instancing if it was requested and the card supports
  277. // SM 3.0 or above.
  278. //
  279. // We also disable instancing for non-single pass materials
  280. // and glowing materials because its untested/unimplemented.
  281. //
  282. if ( features.hasFeature( MFT_UseInstancing ) &&
  283. mMaxStages == 1 &&
  284. !mMaterial->mGlow[0] &&
  285. shaderVersion >= 3.0f )
  286. fd.features.addFeature( MFT_UseInstancing );
  287. if ( mMaterial->mAlphaTest )
  288. fd.features.addFeature( MFT_AlphaTest );
  289. if ( mMaterial->mEmissive[stageNum] )
  290. fd.features.addFeature( MFT_IsEmissive );
  291. else
  292. fd.features.addFeature( MFT_RTLighting );
  293. if ( mMaterial->mAnimFlags[stageNum] )
  294. fd.features.addFeature( MFT_TexAnim );
  295. if ( mMaterial->mVertLit[stageNum] )
  296. fd.features.addFeature( MFT_VertLit );
  297. // cubemaps only available on stage 0 for now - bramage
  298. if ( stageNum < 1 &&
  299. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  300. mMaterial->mDynamicCubemap ) )
  301. fd.features.addFeature( MFT_CubeMap );
  302. fd.features.addFeature( MFT_Visibility );
  303. if ( lastStage &&
  304. ( !gClientSceneGraph->usePostEffectFog() ||
  305. fd.features.hasFeature( MFT_IsTranslucent ) ||
  306. fd.features.hasFeature( MFT_ForwardShading )) )
  307. fd.features.addFeature( MFT_Fog );
  308. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  309. fd.features.addFeature( MFT_MinnaertShading );
  310. if ( mMaterial->mSubSurface[stageNum] )
  311. fd.features.addFeature( MFT_SubSurface );
  312. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  313. {
  314. fd.features.addFeature( MFT_DiffuseMapAtlas );
  315. if ( mMaterial->mNormalMapAtlas )
  316. fd.features.addFeature( MFT_NormalMapAtlas );
  317. }
  318. // Grab other features like normal maps, base texture, etc.
  319. FeatureSet mergeFeatures;
  320. mStages[stageNum].getFeatureSet( &mergeFeatures );
  321. fd.features.merge( mergeFeatures );
  322. if ( fd.features[ MFT_NormalMap ] )
  323. {
  324. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  325. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  326. fd.features.addFeature( MFT_IsDXTnm );
  327. }
  328. // Now for some more advanced features that we
  329. // cannot do on SM 2.0 and below.
  330. if ( shaderVersion > 2.0f )
  331. {
  332. // Only allow parallax if we have a normal map and
  333. // we're not using DXTnm compression.
  334. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  335. fd.features[ MFT_NormalMap ] &&
  336. !fd.features[ MFT_IsDXTnm ] )
  337. fd.features.addFeature( MFT_Parallax );
  338. // If not parallax then allow per-pixel specular if
  339. // we have real time lighting enabled.
  340. else if ( fd.features[MFT_RTLighting] &&
  341. mMaterial->mPixelSpecular[stageNum] )
  342. fd.features.addFeature( MFT_PixSpecular );
  343. }
  344. // Without realtime lighting and on lower end
  345. // shader models disable the specular map.
  346. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  347. fd.features.removeFeature( MFT_SpecularMap );
  348. // If we have a specular map then make sure we
  349. // have per-pixel specular enabled.
  350. if( fd.features[ MFT_SpecularMap ] )
  351. {
  352. fd.features.addFeature( MFT_PixSpecular );
  353. // Check for an alpha channel on the specular map. If it has one (and it
  354. // has values less than 255) than the artist has put the gloss map into
  355. // the alpha channel.
  356. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  357. fd.features.addFeature( MFT_GlossMap );
  358. }
  359. // Without a base texture use the diffuse color
  360. // feature to ensure some sort of output.
  361. if (!fd.features[MFT_DiffuseMap])
  362. {
  363. fd.features.addFeature( MFT_DiffuseColor );
  364. // No texture coords... no overlay.
  365. fd.features.removeFeature( MFT_OverlayMap );
  366. }
  367. // If we have a diffuse map and the alpha on the diffuse isn't
  368. // zero and the color isn't pure white then multiply the color.
  369. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  370. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  371. fd.features.addFeature( MFT_DiffuseColor );
  372. // If lightmaps or tonemaps are enabled or we
  373. // don't have a second UV set then we cannot
  374. // use the overlay texture.
  375. if ( fd.features[MFT_LightMap] ||
  376. fd.features[MFT_ToneMap] ||
  377. mVertexFormat->getTexCoordCount() < 2 )
  378. fd.features.removeFeature( MFT_OverlayMap );
  379. // If tonemaps are enabled don't use lightmap
  380. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  381. fd.features.removeFeature( MFT_LightMap );
  382. // Don't allow tonemaps if we don't have a second UV set
  383. if ( mVertexFormat->getTexCoordCount() < 2 )
  384. fd.features.removeFeature( MFT_ToneMap );
  385. // Always add the HDR output feature.
  386. //
  387. // It will be filtered out if it was disabled
  388. // for this material creation below.
  389. //
  390. // Also the shader code will evaluate to a nop
  391. // if HDR is not enabled in the scene.
  392. //
  393. fd.features.addFeature( MFT_HDROut );
  394. // If vertex color is enabled on the material's stage and
  395. // color is present in vertex format, add diffuse vertex
  396. // color feature.
  397. if ( mMaterial->mVertColor[ stageNum ] &&
  398. mVertexFormat->hasColor() )
  399. fd.features.addFeature( MFT_DiffuseVertColor );
  400. // Allow features to add themselves.
  401. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  402. {
  403. const FeatureInfo &info = FEATUREMGR->getAt( i );
  404. info.feature->determineFeature( mMaterial,
  405. mVertexFormat,
  406. stageNum,
  407. *info.type,
  408. features,
  409. &fd );
  410. }
  411. // Now disable any features that were
  412. // not part of the input feature handle.
  413. fd.features.filter( features );
  414. }
  415. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  416. {
  417. // Creates passes for the given stage
  418. ShaderRenderPassData passData;
  419. U32 texIndex = 0;
  420. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  421. {
  422. const FeatureInfo &info = FEATUREMGR->getAt( i );
  423. if ( !stageFeatures.features.hasFeature( *info.type ) )
  424. continue;
  425. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  426. // adds pass if blend op changes for feature
  427. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  428. // Add pass if num tex reg is going to be too high
  429. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  430. {
  431. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  432. return false;
  433. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  434. }
  435. passData.mNumTexReg += numTexReg;
  436. passData.mFeatureData.features.addFeature( *info.type );
  437. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  438. // Add pass if tex units are maxed out
  439. if( texIndex > GFX->getNumSamplers() )
  440. {
  441. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  442. return false;
  443. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  444. }
  445. }
  446. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  447. if ( passFeatures.isNotEmpty() )
  448. {
  449. mFeatures.merge( passFeatures );
  450. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  451. {
  452. mFeatures.clear();
  453. return false;
  454. }
  455. }
  456. return true;
  457. }
  458. void ProcessedShaderMaterial::_initMaterialParameters()
  459. {
  460. // Cleanup anything left first.
  461. SAFE_DELETE( mDefaultParameters );
  462. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  463. SAFE_DELETE( mParameterHandles[i] );
  464. // Gather the shaders as they all need to be
  465. // passed to the ShaderMaterialParameterHandles.
  466. Vector<GFXShader*> shaders;
  467. shaders.setSize( mPasses.size() );
  468. for ( U32 i = 0; i < mPasses.size(); i++ )
  469. shaders[i] = _getRPD(i)->shader;
  470. // Run through each shader and prepare its constants.
  471. for ( U32 i = 0; i < mPasses.size(); i++ )
  472. {
  473. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  474. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  475. for ( ; p != desc.end(); p++ )
  476. {
  477. // Add this to our list of shader constants
  478. GFXShaderConstDesc d(*p);
  479. mShaderConstDesc.push_back(d);
  480. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  481. mParameterHandles.push_back(smph);
  482. }
  483. }
  484. }
  485. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  486. U32 &texIndex,
  487. MaterialFeatureData &fd,
  488. U32 stageNum,
  489. const FeatureSet &features )
  490. {
  491. // Set number of textures, stage, glow, etc.
  492. rpd.mNumTex = texIndex;
  493. rpd.mStageNum = stageNum;
  494. rpd.mGlow |= mMaterial->mGlow[stageNum];
  495. // Copy over features
  496. rpd.mFeatureData.materialFeatures = fd.features;
  497. // Generate shader
  498. GFXShader::setLogging( true, true );
  499. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros );
  500. if( !rpd.shader )
  501. return false;
  502. rpd.shaderHandles.init( rpd.shader );
  503. // If a pass glows, we glow
  504. if( rpd.mGlow )
  505. mHasGlow = true;
  506. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  507. mPasses.push_back( newPass );
  508. // Give each active feature a chance to create specialized shader consts.
  509. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  510. {
  511. const FeatureInfo &info = FEATUREMGR->getAt( i );
  512. if ( !fd.features.hasFeature( *info.type ) )
  513. continue;
  514. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  515. if ( fh )
  516. newPass->featureShaderHandles.push_back( fh );
  517. }
  518. rpd.reset();
  519. texIndex = 0;
  520. return true;
  521. }
  522. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  523. ShaderRenderPassData &passData,
  524. U32 &texIndex,
  525. MaterialFeatureData &stageFeatures,
  526. U32 stageNum,
  527. const FeatureSet &features )
  528. {
  529. if( sf->getBlendOp() == Material::None )
  530. {
  531. return;
  532. }
  533. // set up the current blend operation for multi-pass materials
  534. if( mPasses.size() > 0)
  535. {
  536. // If passData.numTexReg is 0, this is a brand new pass, so set the
  537. // blend operation to the first feature.
  538. if( passData.mNumTexReg == 0 )
  539. {
  540. passData.mBlendOp = sf->getBlendOp();
  541. }
  542. else
  543. {
  544. // numTegReg is more than zero, if this feature
  545. // doesn't have the same blend operation, then
  546. // we need to create yet another pass
  547. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  548. {
  549. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  550. passData.mBlendOp = sf->getBlendOp();
  551. }
  552. }
  553. }
  554. }
  555. //
  556. // Runtime / rendering
  557. //
  558. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  559. {
  560. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  561. // Make sure we have the pass
  562. if(pass >= mPasses.size())
  563. {
  564. // If we were rendering instanced data tell
  565. // the device to reset that vb stream.
  566. if ( mInstancingState )
  567. GFX->setVertexBuffer( NULL, 1 );
  568. return false;
  569. }
  570. _setRenderState( state, sgData, pass );
  571. // Set shaders
  572. ShaderRenderPassData* rpd = _getRPD(pass);
  573. if( rpd->shader )
  574. {
  575. GFX->setShader( rpd->shader );
  576. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  577. _setShaderConstants(state, sgData, pass);
  578. // If we're instancing then do the initial step to get
  579. // set the vb pointer to the const buffer.
  580. if ( mInstancingState )
  581. stepInstance();
  582. }
  583. else
  584. {
  585. GFX->disableShaders();
  586. GFX->setShaderConstBuffer(NULL);
  587. }
  588. // Set our textures
  589. setTextureStages( state, sgData, pass );
  590. _setTextureTransforms(pass);
  591. return true;
  592. }
  593. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  594. {
  595. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  596. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  597. // Set all of the textures we need to render the give pass.
  598. #ifdef TORQUE_DEBUG
  599. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  600. #endif
  601. RenderPassData *rpd = mPasses[pass];
  602. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  603. NamedTexTarget *texTarget;
  604. GFXTextureObject *texObject;
  605. for( U32 i=0; i<rpd->mNumTex; i++ )
  606. {
  607. U32 currTexFlag = rpd->mTexType[i];
  608. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  609. {
  610. switch( currTexFlag )
  611. {
  612. // If the flag is unset then assume its just
  613. // a regular texture to set... nothing special.
  614. case 0:
  615. default:
  616. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  617. break;
  618. case Material::NormalizeCube:
  619. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  620. break;
  621. case Material::Lightmap:
  622. GFX->setTexture( i, sgData.lightmap );
  623. break;
  624. case Material::ToneMapTex:
  625. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  626. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  627. break;
  628. case Material::Cube:
  629. GFX->setCubeTexture( i, rpd->mCubeMap );
  630. break;
  631. case Material::SGCube:
  632. GFX->setCubeTexture( i, sgData.cubemap );
  633. break;
  634. case Material::BackBuff:
  635. GFX->setTexture( i, sgData.backBuffTex );
  636. break;
  637. case Material::TexTarget:
  638. {
  639. texTarget = rpd->mTexSlot[i].texTarget;
  640. if ( !texTarget )
  641. {
  642. GFX->setTexture( i, NULL );
  643. break;
  644. }
  645. texObject = texTarget->getTexture();
  646. // If no texture is available then map the default 2x2
  647. // black texture to it. This at least will ensure that
  648. // we get consistant behavior across GPUs and platforms.
  649. if ( !texObject )
  650. texObject = GFXTexHandle::ZERO;
  651. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  652. {
  653. const Point3I &targetSz = texObject->getSize();
  654. const RectI &targetVp = texTarget->getViewport();
  655. Point4F rtParams;
  656. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  657. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  658. }
  659. GFX->setTexture( i, texObject );
  660. break;
  661. }
  662. }
  663. }
  664. }
  665. }
  666. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  667. {
  668. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  669. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  670. if (handles->mTexMatSC->isValid())
  671. {
  672. MatrixF texMat( true );
  673. mMaterial->updateTimeBasedParams();
  674. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  675. // handle scroll anim type
  676. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  677. {
  678. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  679. {
  680. Point3F scrollOffset;
  681. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  682. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  683. scrollOffset.z = 1.0;
  684. texMat.setColumn( 3, scrollOffset );
  685. }
  686. else
  687. {
  688. Point3F offset( mMaterial->mScrollOffset[pass].x,
  689. mMaterial->mScrollOffset[pass].y,
  690. 1.0 );
  691. texMat.setColumn( 3, offset );
  692. }
  693. }
  694. // handle rotation
  695. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  696. {
  697. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  698. {
  699. F32 rotPos = waveOffset * M_2PI;
  700. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  701. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  702. MatrixF test( true );
  703. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  704. mMaterial->mRotPivotOffset[pass].y,
  705. 0.0 ) );
  706. texMat.mul( test );
  707. }
  708. else
  709. {
  710. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  711. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  712. MatrixF test( true );
  713. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  714. mMaterial->mRotPivotOffset[pass].y,
  715. 0.0 ) );
  716. texMat.mul( test );
  717. }
  718. }
  719. // Handle scale + wave offset
  720. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  721. mMaterial->mAnimFlags[pass] & Material::Wave )
  722. {
  723. F32 wOffset = fabs( waveOffset );
  724. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  725. MatrixF temp( true );
  726. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  727. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  728. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  729. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  730. texMat.mul( temp );
  731. }
  732. // handle sequence
  733. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  734. {
  735. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  736. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  737. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  738. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  739. Point3F texOffset = texMat.getPosition();
  740. texOffset.x += offset;
  741. texMat.setPosition( texOffset );
  742. }
  743. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  744. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  745. }
  746. }
  747. //--------------------------------------------------------------------------
  748. // Get wave offset for texture animations using a wave transform
  749. //--------------------------------------------------------------------------
  750. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  751. {
  752. switch( mMaterial->mWaveType[stage] )
  753. {
  754. case Material::Sin:
  755. {
  756. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  757. break;
  758. }
  759. case Material::Triangle:
  760. {
  761. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  762. if( frac > 0.0 && frac <= 0.25 )
  763. {
  764. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  765. }
  766. if( frac > 0.25 && frac <= 0.5 )
  767. {
  768. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  769. }
  770. if( frac > 0.5 && frac <= 0.75 )
  771. {
  772. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  773. }
  774. if( frac > 0.75 && frac <= 1.0 )
  775. {
  776. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  777. }
  778. break;
  779. }
  780. case Material::Square:
  781. {
  782. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  783. if( frac > 0.0 && frac <= 0.5 )
  784. {
  785. return 0.0;
  786. }
  787. else
  788. {
  789. return mMaterial->mWaveAmp[stage];
  790. }
  791. break;
  792. }
  793. }
  794. return 0.0;
  795. }
  796. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  797. {
  798. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  799. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  800. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  801. U32 stageNum = getStageFromPass(pass);
  802. // First we do all the constants which are not
  803. // controlled via the material... we have to
  804. // set these all the time as they could change.
  805. if ( handles->mFogDataSC->isValid() )
  806. {
  807. Point3F fogData;
  808. fogData.x = sgData.fogDensity;
  809. fogData.y = sgData.fogDensityOffset;
  810. fogData.z = sgData.fogHeightFalloff;
  811. shaderConsts->set( handles->mFogDataSC, fogData );
  812. }
  813. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  814. if( handles->mOneOverFarplane->isValid() )
  815. {
  816. const F32 &invfp = 1.0f / state->getFarPlane();
  817. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  818. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  819. }
  820. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  821. // If the shader constants have not been lost then
  822. // they contain the content from a previous render pass.
  823. //
  824. // In this case we can skip updating the material constants
  825. // which do not change frame to frame.
  826. //
  827. // NOTE: This assumes we're not animating material parameters
  828. // in a way that doesn't cause a shader reload... this isn't
  829. // being done now, but it could change in the future.
  830. //
  831. if ( !shaderConsts->wasLost() )
  832. return;
  833. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  834. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  835. shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
  836. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  837. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  838. if ( handles->mSubSurfaceParamsSC->isValid() )
  839. {
  840. Point4F subSurfParams;
  841. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  842. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  843. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  844. }
  845. if ( handles->mRTSizeSC->isValid() )
  846. {
  847. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  848. Point2F pixelShaderConstantData;
  849. pixelShaderConstantData.x = resolution.x;
  850. pixelShaderConstantData.y = resolution.y;
  851. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  852. }
  853. if ( handles->mOneOverRTSizeSC->isValid() )
  854. {
  855. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  856. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  857. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  858. }
  859. // set detail scale
  860. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  861. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  862. // MFT_ImposterVert
  863. if ( handles->mImposterUVs->isValid() )
  864. {
  865. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  866. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  867. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  868. }
  869. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  870. // Diffuse
  871. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  872. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  873. if(handles->mDiffuseAtlasParamsSC)
  874. {
  875. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  876. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  877. mMaterial->mCellSize[stageNum], // tile size in pixels
  878. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  879. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  880. }
  881. if(handles->mBumpAtlasParamsSC)
  882. {
  883. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  884. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  885. mMaterial->mCellSize[stageNum], // tile size in pixels
  886. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  887. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  888. }
  889. if(handles->mDiffuseAtlasTileSC)
  890. {
  891. // Sanity check the wrap flags
  892. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  893. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  894. mMaterial->mCellIndex[stageNum].y,
  895. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  896. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  897. }
  898. if(handles->mBumpAtlasTileSC)
  899. {
  900. // Sanity check the wrap flags
  901. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  902. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  903. mMaterial->mCellIndex[stageNum].y,
  904. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  905. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  906. }
  907. }
  908. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  909. {
  910. // Only support cubemap on the first stage
  911. if( mPasses[pass]->mStageNum > 0 )
  912. return false;
  913. if( mPasses[pass]->mCubeMap )
  914. return true;
  915. return false;
  916. }
  917. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  918. {
  919. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  920. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  921. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  922. // The MatrixSet will lazily generate a matrix under the
  923. // various 'get' methods, so inline the test for a valid
  924. // shader constant handle to avoid that work when we can.
  925. if ( handles->mModelViewProjSC->isValid() )
  926. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  927. if ( handles->mObjTransSC->isValid() )
  928. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  929. if ( handles->mWorldToObjSC->isValid() )
  930. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  931. if ( handles->mWorldToCameraSC->isValid() )
  932. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  933. if ( handles->mWorldViewOnlySC->isValid() )
  934. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  935. if ( handles->mViewToObjSC->isValid() )
  936. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  937. if ( handles->mViewProjSC->isValid() )
  938. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  939. if ( handles->mCubeTransSC->isValid() &&
  940. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  941. {
  942. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  943. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  944. }
  945. if ( handles->m_vEyeSC->isValid() )
  946. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  947. }
  948. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  949. {
  950. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  951. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  952. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  953. // Set cubemap stuff here (it's convenient!)
  954. const Point3F &eyePosWorld = state->getCameraPosition();
  955. if ( handles->mCubeEyePosSC->isValid() )
  956. {
  957. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  958. {
  959. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  960. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  961. }
  962. }
  963. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  964. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  965. if ( handles->mEyePosSC->isValid() )
  966. {
  967. MatrixF tempMat( *sgData.objTrans );
  968. tempMat.inverse();
  969. Point3F eyepos;
  970. tempMat.mulP( eyePosWorld, &eyepos );
  971. shaderConsts->set(handles->mEyePosSC, eyepos);
  972. }
  973. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  974. ShaderRenderPassData *rpd = _getRPD( pass );
  975. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  976. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  977. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  978. }
  979. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  980. {
  981. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  982. // If we're not instanced then just call the parent.
  983. if ( !mInstancingState )
  984. {
  985. Parent::setBuffers( vertBuffer, primBuffer );
  986. return;
  987. }
  988. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  989. const S32 instCount = mInstancingState->getCount();
  990. AssertFatal( instCount > 0,
  991. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  992. // Nothing special here.
  993. GFX->setPrimitiveBuffer( *primBuffer );
  994. // Set the first stream the the normal VB and set the
  995. // correct frequency for the number of instances to render.
  996. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  997. // Get a volatile VB and fill it with the vertex data.
  998. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  999. GFXVertexBufferDataHandle instVB;
  1000. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1001. U8 *dest = instVB.lock();
  1002. if(!dest) return;
  1003. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1004. instVB.unlock();
  1005. // Set the instance vb for streaming.
  1006. GFX->setVertexBuffer( instVB, 1, 1 );
  1007. // Finally set the vertex format which defines
  1008. // both of the streams.
  1009. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1010. // Done... reset the count.
  1011. mInstancingState->resetStep();
  1012. }
  1013. bool ProcessedShaderMaterial::stepInstance()
  1014. {
  1015. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1016. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1017. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1018. }
  1019. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1020. {
  1021. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1022. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1023. buffers.setSize(mPasses.size());
  1024. for (U32 i = 0; i < mPasses.size(); i++)
  1025. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1026. // smp now owns these buffers.
  1027. smp->setBuffers(mShaderConstDesc, buffers);
  1028. return smp;
  1029. }
  1030. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1031. {
  1032. // Search our list
  1033. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1034. {
  1035. if (mParameterHandles[i]->getName().equal(name))
  1036. return mParameterHandles[i];
  1037. }
  1038. // If we didn't find it, we have to add it to support shader reloading.
  1039. Vector<GFXShader*> shaders;
  1040. shaders.setSize(mPasses.size());
  1041. for (U32 i = 0; i < mPasses.size(); i++)
  1042. shaders[i] = _getRPD(i)->shader;
  1043. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1044. mParameterHandles.push_back(smph);
  1045. return smph;
  1046. }
  1047. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1048. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1049. {
  1050. if (mCurrentParams && pass < mPasses.size())
  1051. {
  1052. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1053. }
  1054. return NULL;
  1055. }
  1056. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1057. {
  1058. if (pass < mPasses.size())
  1059. {
  1060. return &_getRPD(pass)->shaderHandles;
  1061. }
  1062. return NULL;
  1063. }
  1064. void ProcessedShaderMaterial::dumpMaterialInfo()
  1065. {
  1066. for ( U32 i = 0; i < getNumPasses(); i++ )
  1067. {
  1068. const ShaderRenderPassData *passData = _getRPD( i );
  1069. if ( passData == NULL )
  1070. continue;
  1071. const GFXShader *shader = passData->shader;
  1072. if ( shader == NULL )
  1073. Con::printf( " [%i] [NULL shader]", i );
  1074. else
  1075. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1076. }
  1077. }