processedCustomMaterial.cpp 18 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/processedCustomMaterial.h"
  24. #include "gfx/sim/cubemapData.h"
  25. #include "materials/sceneData.h"
  26. #include "shaderGen/shaderGenVars.h"
  27. #include "scene/sceneRenderState.h"
  28. #include "materials/customMaterialDefinition.h"
  29. #include "materials/shaderData.h"
  30. #include "materials/materialManager.h"
  31. #include "materials/matTextureTarget.h"
  32. #include "materials/materialFeatureTypes.h"
  33. #include "materials/materialParameters.h"
  34. #include "gfx/sim/gfxStateBlockData.h"
  35. #include "core/util/safeDelete.h"
  36. #include "gfx/genericConstBuffer.h"
  37. #include "console/simFieldDictionary.h"
  38. #include "console/propertyParsing.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "scene/reflectionManager.h"
  41. #include "renderInstance/renderProbeMgr.h"
  42. ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
  43. {
  44. mMaterial = &mat;
  45. AssertFatal(dynamic_cast<CustomMaterial*>(mMaterial), "Incompatible Material type!");
  46. mCustomMaterial = static_cast<CustomMaterial*>(mMaterial);
  47. mHasSetStageData = false;
  48. mHasGlow = false;
  49. mHasAccumulation = false;
  50. mMaxStages = 0;
  51. mMaxTex = 0;
  52. }
  53. ProcessedCustomMaterial::~ProcessedCustomMaterial()
  54. {
  55. }
  56. void ProcessedCustomMaterial::_setStageData()
  57. {
  58. // Only do this once
  59. if ( mHasSetStageData )
  60. return;
  61. mHasSetStageData = true;
  62. ShaderRenderPassData* rpd = _getRPD(0);
  63. mConditionerMacros.clear();
  64. // Loop through all the possible textures, set the right flags, and load them if needed
  65. for(U32 i=0; i<CustomMaterial::MAX_TEX_PER_PASS; i++ )
  66. {
  67. rpd->mTexType[i] = Material::NoTexture; // Set none as the default in case none of the cases below catch it.
  68. String filename = mCustomMaterial->mTexFilename[i];
  69. if(filename.isEmpty())
  70. continue;
  71. if(filename.equal(String("$dynamiclight"), String::NoCase))
  72. {
  73. rpd->mTexType[i] = Material::DynamicLight;
  74. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  75. mMaxTex = i+1;
  76. continue;
  77. }
  78. if(filename.equal(String("$dynamicShadowMap"), String::NoCase))
  79. {
  80. rpd->mTexType[i] = Material::DynamicShadowMap;
  81. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  82. mMaxTex = i+1;
  83. continue;
  84. }
  85. if(filename.equal(String("$dynamiclightmask"), String::NoCase))
  86. {
  87. rpd->mTexType[i] = Material::DynamicLightMask;
  88. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  89. mMaxTex = i+1;
  90. continue;
  91. }
  92. if(filename.equal(String("$lightmap"), String::NoCase))
  93. {
  94. rpd->mTexType[i] = Material::Lightmap;
  95. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  96. mMaxTex = i+1;
  97. continue;
  98. }
  99. if(filename.equal(String("$cubemap"), String::NoCase))
  100. {
  101. if( mCustomMaterial->mCubemapData )
  102. {
  103. rpd->mTexType[i] = Material::Cube;
  104. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  105. mMaxTex = i+1;
  106. }
  107. else
  108. {
  109. mCustomMaterial->logError( "Could not find CubemapData - %s", mCustomMaterial->mCubemapName.c_str());
  110. }
  111. continue;
  112. }
  113. if(filename.equal(String("$dynamicCubemap"), String::NoCase))
  114. {
  115. rpd->mTexType[i] = Material::SGCube;
  116. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  117. mMaxTex = i+1;
  118. continue;
  119. }
  120. if(filename.equal(String("$backbuff"), String::NoCase))
  121. {
  122. rpd->mTexType[i] = Material::BackBuff;
  123. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  124. mMaxTex = i+1;
  125. continue;
  126. }
  127. if(filename.equal(String("$reflectbuff"), String::NoCase))
  128. {
  129. rpd->mTexType[i] = Material::ReflectBuff;
  130. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  131. mMaxTex = i+1;
  132. continue;
  133. }
  134. if(filename.equal(String("$miscbuff"), String::NoCase))
  135. {
  136. rpd->mTexType[i] = Material::Misc;
  137. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  138. mMaxTex = i+1;
  139. continue;
  140. }
  141. // Check for a RenderTexTargetBin assignment
  142. if (filename.substr( 0, 1 ).equal("#"))
  143. {
  144. String texTargetBufferName = filename.substr(1, filename.length() - 1);
  145. NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
  146. rpd->mTexSlot[i].texTarget = texTarget;
  147. // Get the conditioner macros.
  148. if ( texTarget )
  149. texTarget->getShaderMacros( &mConditionerMacros );
  150. rpd->mTexType[i] = Material::TexTarget;
  151. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  152. mMaxTex = i+1;
  153. continue;
  154. }
  155. rpd->mTexSlot[i].texObject = _createTexture( filename, &GFXStaticTextureSRGBProfile );
  156. if ( !rpd->mTexSlot[i].texObject )
  157. {
  158. mMaterial->logError("Failed to load texture %s", _getTexturePath(filename).c_str());
  159. continue;
  160. }
  161. rpd->mTexType[i] = Material::Standard;
  162. rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
  163. mMaxTex = i+1;
  164. }
  165. // We only get one cubemap
  166. if( mCustomMaterial->mCubemapData )
  167. {
  168. mCustomMaterial->mCubemapData->createMap();
  169. rpd->mCubeMap = mMaterial->mCubemapData->mCubemap; // BTRTODO ?
  170. if ( !rpd->mCubeMap )
  171. mMaterial->logError("Failed to load cubemap");
  172. }
  173. // If this has a output target defined, it may be writing
  174. // to a tex target bin with a conditioner, so search for
  175. // one and add its macros.
  176. if ( mCustomMaterial->mOutputTarget.isNotEmpty() )
  177. {
  178. NamedTexTarget *texTarget = NamedTexTarget::find( mCustomMaterial->mOutputTarget );
  179. if ( texTarget )
  180. texTarget->getShaderMacros( &mConditionerMacros );
  181. }
  182. // Copy the glow state over.
  183. mHasGlow = mCustomMaterial->mGlow[0];
  184. }
  185. bool ProcessedCustomMaterial::init( const FeatureSet &features,
  186. const GFXVertexFormat *vertexFormat,
  187. const MatFeaturesDelegate &featuresDelegate )
  188. {
  189. // If we don't have a shader data... we have nothing to do.
  190. if ( !mCustomMaterial->mShaderData )
  191. return true;
  192. // Custom materials only do one pass at the moment... so
  193. // add one for the stage data to fill in.
  194. ShaderRenderPassData *rpd = new ShaderRenderPassData();
  195. mPasses.push_back( rpd );
  196. _setStageData();
  197. _initPassStateBlocks();
  198. mStateHint.clear();
  199. // Note: We don't use the vertex format in a custom
  200. // material at all right now.
  201. //
  202. // Maybe we can add some required semantics and
  203. // validate that the format fits the shader?
  204. // Build a composite list of shader macros from
  205. // the conditioner and the user defined lists.
  206. Vector<GFXShaderMacro> macros;
  207. macros.merge( mConditionerMacros );
  208. macros.merge( mUserMacros );
  209. // Ask the shader data to give us a shader instance.
  210. rpd->shader = mCustomMaterial->mShaderData->getShader( macros );
  211. if ( !rpd->shader )
  212. {
  213. delete rpd;
  214. mPasses.clear();
  215. return false;
  216. }
  217. rpd->shaderHandles.init( rpd->shader, mCustomMaterial->mCustomShaderFeatures, mCustomMaterial );
  218. _initMaterialParameters();
  219. mDefaultParameters = allocMaterialParameters();
  220. setMaterialParameters( mDefaultParameters, 0 );
  221. mStateHint.init( this );
  222. for(int i = 0; i < mMaxTex; i++)
  223. {
  224. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  225. AssertFatal(handles,"");
  226. if(rpd->mSamplerNames[i].isEmpty())
  227. continue;
  228. String samplerName = rpd->mSamplerNames[i].startsWith("$") ? rpd->mSamplerNames[i] : String("$") + rpd->mSamplerNames[i];
  229. GFXShaderConstHandle *handle = rpd->shader->getShaderConstHandle( samplerName );
  230. AssertFatal(handle,"");
  231. handles->mTexHandlesSC[i] = handle;
  232. }
  233. return true;
  234. }
  235. void ProcessedCustomMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
  236. {
  237. Parent::_initPassStateBlock( rpd, result );
  238. if (mCustomMaterial->getStateBlockData())
  239. result.addDesc(mCustomMaterial->getStateBlockData()->getState());
  240. }
  241. void ProcessedCustomMaterial::_initPassStateBlocks()
  242. {
  243. AssertFatal(mHasSetStageData, "State data must be set before initializing state block!");
  244. ShaderRenderPassData* rpd = _getRPD(0);
  245. _initRenderStateStateBlocks( rpd );
  246. }
  247. bool ProcessedCustomMaterial::_hasCubemap(U32 pass)
  248. {
  249. // If the material doesn't have a cubemap, we don't
  250. if( mMaterial->mCubemapData ) return true;
  251. else return false;
  252. }
  253. bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneData& sgData, U32 pass )
  254. {
  255. PROFILE_SCOPE( ProcessedCustomMaterial_SetupPass );
  256. // Make sure we have a pass.
  257. if ( pass >= mPasses.size() )
  258. return false;
  259. ShaderRenderPassData* rpd = _getRPD( pass );
  260. U32 currState = _getRenderStateIndex( state, sgData );
  261. GFX->setStateBlock(rpd->mRenderStates[currState]);
  262. // activate shader
  263. if ( rpd->shader )
  264. GFX->setShader( rpd->shader );
  265. else
  266. GFX->setupGenericShaders();
  267. // Set our textures
  268. setTextureStages( state, sgData, pass );
  269. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  270. GFX->setShaderConstBuffer(shaderConsts);
  271. // Set our shader constants.
  272. _setTextureTransforms(pass);
  273. _setShaderConstants(state, sgData, pass);
  274. LightManager* lm = state ? LIGHTMGR : NULL;
  275. if (lm)
  276. lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
  277. RenderProbeMgr* pm = state ? PROBEMGR : NULL;
  278. if (pm)
  279. pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);
  280. shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
  281. return true;
  282. }
  283. void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  284. {
  285. LightManager* lm = state ? LIGHTMGR : NULL;
  286. ShaderRenderPassData* rpd = _getRPD(pass);
  287. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  288. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  289. const NamedTexTarget *texTarget;
  290. GFXTextureObject *texObject;
  291. for( U32 i=0; i<mMaxTex; i++ )
  292. {
  293. U32 currTexFlag = rpd->mTexType[i];
  294. if ( !lm || !lm->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles ) )
  295. {
  296. GFXShaderConstHandle* handle = handles->mTexHandlesSC[i];
  297. if ( !handle->isValid() )
  298. continue;
  299. S32 samplerRegister = handle->getSamplerRegister();
  300. switch( currTexFlag )
  301. {
  302. case 0:
  303. default:
  304. break;
  305. case Material::Mask:
  306. case Material::Standard:
  307. case Material::Bump:
  308. case Material::Detail:
  309. {
  310. GFX->setTexture( samplerRegister, rpd->mTexSlot[i].texObject );
  311. break;
  312. }
  313. case Material::Lightmap:
  314. {
  315. GFX->setTexture( samplerRegister, sgData.lightmap );
  316. break;
  317. }
  318. case Material::Cube:
  319. {
  320. GFX->setCubeTexture( samplerRegister, rpd->mCubeMap );
  321. break;
  322. }
  323. case Material::SGCube:
  324. {
  325. GFX->setCubeTexture( samplerRegister, sgData.cubemap );
  326. break;
  327. }
  328. case Material::BackBuff:
  329. {
  330. GFX->setTexture( samplerRegister, sgData.backBuffTex );
  331. //if ( sgData.reflectTex )
  332. // GFX->setTexture( samplerRegister, sgData.reflectTex );
  333. //else
  334. //{
  335. // GFXTextureObject *refractTex = REFLECTMGR->getRefractTex( true );
  336. // GFX->setTexture( samplerRegister, refractTex );
  337. //}
  338. break;
  339. }
  340. case Material::ReflectBuff:
  341. {
  342. GFX->setTexture( samplerRegister, sgData.reflectTex );
  343. break;
  344. }
  345. case Material::Misc:
  346. {
  347. GFX->setTexture( samplerRegister, sgData.miscTex );
  348. break;
  349. }
  350. case Material::TexTarget:
  351. {
  352. texTarget = rpd->mTexSlot[i].texTarget;
  353. if ( !texTarget )
  354. {
  355. GFX->setTexture( samplerRegister, NULL );
  356. break;
  357. }
  358. texObject = texTarget->getTexture();
  359. // If no texture is available then map the default 2x2
  360. // black texture to it. This at least will ensure that
  361. // we get consistant behavior across GPUs and platforms.
  362. if ( !texObject )
  363. texObject = GFXTexHandle::ZERO;
  364. if ( handles->mRTParamsSC[samplerRegister]->isValid() && texObject )
  365. {
  366. const Point3I &targetSz = texObject->getSize();
  367. const RectI &targetVp = texTarget->getViewport();
  368. Point4F rtParams;
  369. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  370. shaderConsts->set(handles->mRTParamsSC[samplerRegister], rtParams);
  371. }
  372. GFX->setTexture( samplerRegister, texObject );
  373. break;
  374. }
  375. }
  376. }
  377. }
  378. }
  379. template <typename T>
  380. void ProcessedCustomMaterial::setMaterialParameter(MaterialParameters* param,
  381. MaterialParameterHandle* handle,
  382. const String& value)
  383. {
  384. T typedValue;
  385. if (PropertyInfo::default_scan(value, typedValue))
  386. {
  387. param->set(handle, typedValue);
  388. } else {
  389. Con::errorf("Error setting %s, parse error: %s", handle->getName().c_str(), value.c_str());
  390. }
  391. }
  392. void ProcessedCustomMaterial::setMatrixParameter(MaterialParameters* param,
  393. MaterialParameterHandle* handle,
  394. const String& value, GFXShaderConstType matrixType)
  395. {
  396. MatrixF result(true);
  397. F32* m = result;
  398. switch (matrixType)
  399. {
  400. case GFXSCT_Float2x2 :
  401. dSscanf(value.c_str(),"%g %g %g %g",
  402. m[result.idx(0,0)], m[result.idx(0,1)],
  403. m[result.idx(1,0)], m[result.idx(1,1)]);
  404. break;
  405. case GFXSCT_Float3x3 :
  406. dSscanf(value.c_str(),"%g %g %g %g %g %g %g %g %g",
  407. m[result.idx(0,0)], m[result.idx(0,1)], m[result.idx(0,2)],
  408. m[result.idx(1,0)], m[result.idx(1,1)], m[result.idx(1,2)],
  409. m[result.idx(2,0)], m[result.idx(2,1)], m[result.idx(2,2)]);
  410. break;
  411. default:
  412. AssertFatal(false, "Invalid type!");
  413. break;
  414. }
  415. }
  416. // BTRTODO: Support arrays!?
  417. MaterialParameters* ProcessedCustomMaterial::allocMaterialParameters()
  418. {
  419. MaterialParameters* ret = Parent::allocMaterialParameters();
  420. // See if any of the dynamic fields match up with shader constants we have.
  421. SimFieldDictionary* fields = mMaterial->getFieldDictionary();
  422. if (!fields || fields->getNumFields() == 0)
  423. return ret;
  424. const Vector<GFXShaderConstDesc>& consts = ret->getShaderConstDesc();
  425. for (U32 i = 0; i < consts.size(); i++)
  426. {
  427. // strip the dollar sign from the front.
  428. String stripped(consts[i].name);
  429. stripped.erase(0, 1);
  430. SimFieldDictionary::Entry* field = fields->findDynamicField(stripped);
  431. if (field)
  432. {
  433. MaterialParameterHandle* handle = getMaterialParameterHandle(consts[i].name);
  434. switch (consts[i].constType)
  435. {
  436. case GFXSCT_Float :
  437. setMaterialParameter<F32>(ret, handle, field->value);
  438. break;
  439. case GFXSCT_Float2:
  440. setMaterialParameter<Point2F>(ret, handle, field->value);
  441. break;
  442. case GFXSCT_Float3:
  443. setMaterialParameter<Point3F>(ret, handle, field->value);
  444. break;
  445. case GFXSCT_Float4:
  446. setMaterialParameter<Point4F>(ret, handle, field->value);
  447. break;
  448. case GFXSCT_Float2x2:
  449. case GFXSCT_Float3x3:
  450. setMatrixParameter(ret, handle, field->value, consts[i].constType);
  451. break;
  452. case GFXSCT_Float4x4:
  453. setMaterialParameter<MatrixF>(ret, handle, field->value);
  454. break;
  455. case GFXSCT_Int:
  456. setMaterialParameter<S32>(ret, handle, field->value);
  457. break;
  458. case GFXSCT_Int2:
  459. setMaterialParameter<Point2I>(ret, handle, field->value);
  460. break;
  461. case GFXSCT_Int3:
  462. setMaterialParameter<Point3I>(ret, handle, field->value);
  463. break;
  464. case GFXSCT_Int4:
  465. setMaterialParameter<Point4I>(ret, handle, field->value);
  466. break;
  467. // Do we want to ignore these?
  468. case GFXSCT_Sampler:
  469. case GFXSCT_SamplerCube:
  470. default:
  471. break;
  472. }
  473. }
  474. }
  475. return ret;
  476. }