processedShaderMaterial.cpp 53 KB

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