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/gfxPrimitiveBuffer.h"
  28. #include "scene/sceneRenderState.h"
  29. #include "shaderGen/shaderFeature.h"
  30. #include "shaderGen/shaderGenVars.h"
  31. #include "shaderGen/featureMgr.h"
  32. #include "shaderGen/shaderGen.h"
  33. #include "materials/sceneData.h"
  34. #include "materials/materialFeatureTypes.h"
  35. #include "materials/materialManager.h"
  36. #include "materials/shaderMaterialParameters.h"
  37. #include "materials/matTextureTarget.h"
  38. #include "gfx/util/screenspace.h"
  39. #include "math/util/matrixSet.h"
  40. #include "renderInstance/renderProbeMgr.h"
  41. #include "ts/tsRenderState.h"
  42. // We need to include customMaterialDefinition for ShaderConstHandles::init
  43. #include "materials/customMaterialDefinition.h"
  44. #include "gui/controls/guiTreeViewCtrl.h"
  45. #include "ts/tsShape.h"
  46. ///
  47. /// ShaderConstHandles
  48. ///
  49. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
  50. {
  51. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  52. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  53. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  54. mORMConfigSC = shader->getShaderConstHandle(ShaderGenVars::ormConfig);
  55. mRoughnessSC = shader->getShaderConstHandle(ShaderGenVars::roughness);
  56. mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
  57. mGlowMulSC = shader->getShaderConstHandle(ShaderGenVars::glowMul);
  58. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  59. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  60. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  61. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  62. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  63. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  64. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  65. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  66. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  67. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  68. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  69. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  70. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  71. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  72. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  73. mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
  74. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  75. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  76. mInvCameraTransSC = shader->getShaderConstHandle(ShaderGenVars::invCameraTrans);
  77. mCameraToScreenSC = shader->getShaderConstHandle(ShaderGenVars::cameraToScreen);
  78. mScreenToCameraSC = shader->getShaderConstHandle(ShaderGenVars::screenToCamera);
  79. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  80. mCubeMipsSC = shader->getShaderConstHandle(ShaderGenVars::cubeMips);
  81. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  82. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  83. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  84. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  85. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  86. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  87. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  88. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  89. mDampnessSC = shader->getShaderConstHandle(ShaderGenVars::dampness);
  90. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  91. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  92. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  93. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  94. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  95. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  96. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  97. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  98. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  99. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  100. // MFT_ImposterVert
  101. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  102. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  103. for (S32 i = 0; i < GFX_TEXTURE_STAGE_COUNT; ++i)
  104. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  105. // MFT_HardwareSkinning
  106. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  107. mIsCapturingSC = shader->getShaderConstHandle(ShaderGenVars::isCapturing);
  108. // Clear any existing texture handles.
  109. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  110. if(mat)
  111. {
  112. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  113. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  114. }
  115. // Deferred Shading
  116. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  117. }
  118. ///
  119. /// ShaderRenderPassData
  120. ///
  121. void ShaderRenderPassData::reset()
  122. {
  123. Parent::reset();
  124. shader = NULL;
  125. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  126. delete featureShaderHandles[i];
  127. featureShaderHandles.clear();
  128. }
  129. String ShaderRenderPassData::describeSelf() const
  130. {
  131. // First write the shader identification.
  132. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  133. // Let the parent get the rest.
  134. desc += Parent::describeSelf();
  135. return desc;
  136. }
  137. ///
  138. /// ProcessedShaderMaterial
  139. ///
  140. ProcessedShaderMaterial::ProcessedShaderMaterial()
  141. : mDefaultParameters( NULL ),
  142. mInstancingState( NULL )
  143. {
  144. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  145. VECTOR_SET_ASSOCIATION( mParameterHandles );
  146. }
  147. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  148. : mDefaultParameters( NULL ),
  149. mInstancingState( NULL )
  150. {
  151. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  152. VECTOR_SET_ASSOCIATION( mParameterHandles );
  153. mMaterial = &mat;
  154. }
  155. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  156. {
  157. SAFE_DELETE(mInstancingState);
  158. SAFE_DELETE(mDefaultParameters);
  159. for (U32 i = 0; i < mParameterHandles.size(); i++)
  160. SAFE_DELETE(mParameterHandles[i]);
  161. }
  162. //
  163. // Material init
  164. //
  165. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  166. const GFXVertexFormat *vertexFormat,
  167. const MatFeaturesDelegate &featuresDelegate )
  168. {
  169. // Load our textures
  170. _setStageData();
  171. // Determine how many stages we use
  172. mMaxStages = getNumStages();
  173. mVertexFormat = vertexFormat;
  174. mFeatures.clear();
  175. mStateHint.clear();
  176. SAFE_DELETE(mInstancingState);
  177. for( U32 i=0; i<mMaxStages; i++ )
  178. {
  179. MaterialFeatureData fd;
  180. // Determine the features of this stage
  181. _determineFeatures( i, fd, features );
  182. // Let the delegate poke at the features.
  183. if ( featuresDelegate )
  184. featuresDelegate( this, i, fd, features );
  185. // Create the passes for this stage
  186. if ( fd.features.isNotEmpty() )
  187. if( !_createPasses( fd, i, features ) )
  188. return false;
  189. }
  190. _initRenderPassDataStateBlocks();
  191. _initMaterialParameters();
  192. mDefaultParameters = allocMaterialParameters();
  193. setMaterialParameters( mDefaultParameters, 0 );
  194. mStateHint.init( this );
  195. // Enable instancing if we have it.
  196. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  197. {
  198. mInstancingState = new InstancingState();
  199. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  200. }
  201. if (mMaterial && mMaterial->getDiffuseMapAsset(0).notNull() && mMaterial->getDiffuseMapAsset(0)->isNamedTarget())
  202. {
  203. NamedTexTarget *texTarget = mMaterial->getDiffuseMapAsset(0)->getNamedTarget();
  204. RenderPassData* rpd = getPass(0);
  205. if (rpd)
  206. {
  207. rpd->mTexSlot[0].texTarget = texTarget;
  208. rpd->mTexType[0] = Material::TexTarget;
  209. rpd->mSamplerNames[0] = "diffuseMap";
  210. }
  211. }
  212. return true;
  213. }
  214. U32 ProcessedShaderMaterial::getNumStages()
  215. {
  216. // Loops through all stages to determine how many
  217. // stages we actually use.
  218. //
  219. // The first stage is always active else we shouldn't be
  220. // creating the material to begin with.
  221. U32 numStages = 1;
  222. U32 i;
  223. for( i=1; i<Material::MAX_STAGES; i++ )
  224. {
  225. // Assume stage is inactive
  226. bool stageActive = false;
  227. // Cubemaps only on first stage
  228. if( i == 0 )
  229. {
  230. // If we have a cubemap the stage is active
  231. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  232. {
  233. numStages++;
  234. continue;
  235. }
  236. }
  237. // If we have a texture for the a feature the
  238. // stage is active.
  239. if ( mStages[i].hasValidTex() )
  240. stageActive = true;
  241. // If this stage has diffuse color, it's active
  242. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  243. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  244. stageActive = true;
  245. // If we have a Material that is vertex lit
  246. // then it may not have a texture
  247. if( mMaterial->mVertLit[i] )
  248. stageActive = true;
  249. // Increment the number of active stages
  250. numStages += stageActive;
  251. }
  252. return numStages;
  253. }
  254. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  255. MaterialFeatureData &fd,
  256. const FeatureSet &features )
  257. {
  258. if (GFX->getAdapterType() == NullDevice) return;
  259. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  260. const F32 shaderVersion = GFX->getPixelShaderVersion();
  261. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  262. bool lastStage = stageNum == (mMaxStages-1);
  263. // First we add all the features which the
  264. // material has defined.
  265. if (mMaterial->mInvertRoughness[stageNum])
  266. fd.features.addFeature(MFT_InvertRoughness);
  267. if ( mMaterial->isTranslucent() )
  268. {
  269. // Note: This is for decal blending into the deferred
  270. // for AL... it probably needs to be made clearer.
  271. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  272. mMaterial->mTranslucentZWrite )
  273. fd.features.addFeature( MFT_IsTranslucentZWrite );
  274. else
  275. {
  276. fd.features.addFeature( MFT_IsTranslucent );
  277. fd.features.addFeature( MFT_ForwardShading );
  278. }
  279. }
  280. // TODO: This sort of sucks... BL should somehow force this
  281. // feature on from the outside and not this way.
  282. if (String::compare(LIGHTMGR->getId(), "BLM") == 0)
  283. {
  284. fd.features.addFeature(MFT_ForwardShading);
  285. if (!mMaterial->mDynamicCubemap)
  286. fd.features.addFeature(MFT_ReflectionProbes);
  287. }
  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. shaderVersion >= 3.0f )
  303. fd.features.addFeature( MFT_UseInstancing );
  304. if ( mMaterial->mAlphaTest )
  305. fd.features.addFeature( MFT_AlphaTest );
  306. if (mMaterial->isTranslucent())
  307. {
  308. fd.features.addFeature(MFT_RTLighting);
  309. if (!mMaterial->mDynamicCubemap)
  310. fd.features.addFeature(MFT_ReflectionProbes);
  311. }
  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 ) /*&& !features.hasFeature(MFT_ReflectionProbes) */ )
  320. {
  321. fd.features.addFeature( MFT_CubeMap );
  322. }
  323. fd.features.addFeature( MFT_Visibility );
  324. if ( lastStage &&
  325. ( !gClientSceneGraph->usePostEffectFog() ||
  326. fd.features.hasFeature( MFT_IsTranslucent ) ||
  327. fd.features.hasFeature( MFT_ForwardShading )) )
  328. fd.features.addFeature( MFT_Fog );
  329. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  330. fd.features.addFeature( MFT_MinnaertShading );
  331. if ( mMaterial->mSubSurface[stageNum] )
  332. fd.features.addFeature( MFT_SubSurface );
  333. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  334. {
  335. fd.features.addFeature( MFT_DiffuseMapAtlas );
  336. if ( mMaterial->mNormalMapAtlas )
  337. fd.features.addFeature( MFT_NormalMapAtlas );
  338. }
  339. if (!fd.features.hasFeature(MFT_ForwardShading))
  340. {
  341. fd.features.removeFeature(MFT_DebugViz);
  342. }
  343. // Grab other features like normal maps, base texture, etc.
  344. FeatureSet mergeFeatures;
  345. mStages[stageNum].getFeatureSet( &mergeFeatures );
  346. fd.features.merge( mergeFeatures );
  347. if ( fd.features[ MFT_NormalMap ] )
  348. {
  349. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  350. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  351. fd.features.addFeature( MFT_IsBC3nm );
  352. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  353. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  354. fd.features.addFeature( MFT_IsBC5nm );
  355. }
  356. // Now for some more advanced features that we
  357. // cannot do on SM 2.0 and below.
  358. if ( shaderVersion > 2.0f )
  359. {
  360. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  361. fd.features[ MFT_NormalMap ] )
  362. fd.features.addFeature( MFT_Parallax );
  363. }
  364. // Deferred Shading : PBR Config
  365. if (mStages[stageNum].getTex(MFT_OrmMap))
  366. {
  367. fd.features.addFeature(MFT_OrmMap);
  368. }
  369. else
  370. fd.features.addFeature(MFT_ORMConfigVars);
  371. // Deferred Shading : Material Info Flags
  372. fd.features.addFeature(MFT_MatInfoFlags);
  373. if (features.hasFeature(MFT_isBackground))
  374. {
  375. fd.features.addFeature(MFT_isBackground);
  376. }
  377. if (features.hasFeature(MFT_SkyBox))
  378. {
  379. fd.features.addFeature(MFT_StaticCubemap);
  380. fd.features.addFeature(MFT_CubeMap);
  381. fd.features.addFeature(MFT_SkyBox);
  382. fd.features.removeFeature(MFT_ReflectionProbes);
  383. fd.features.removeFeature(MFT_ORMConfigVars);
  384. fd.features.removeFeature(MFT_MatInfoFlags);
  385. }
  386. if ( mMaterial->mAccuEnabled[stageNum] )
  387. {
  388. mHasAccumulation = true;
  389. }
  390. // we need both diffuse and normal maps + sm3 to have an accu map
  391. if( fd.features[ MFT_AccuMap ] &&
  392. ( !fd.features[ MFT_DiffuseMap ] ||
  393. !fd.features[ MFT_NormalMap ] ||
  394. GFX->getPixelShaderVersion() < 3.0f ) ) {
  395. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  396. fd.features.removeFeature( MFT_AccuMap );
  397. mHasAccumulation = false;
  398. }
  399. // Without a base texture use the diffuse color
  400. // feature to ensure some sort of output.
  401. if (!fd.features[MFT_DiffuseMap])
  402. {
  403. fd.features.addFeature( MFT_DiffuseColor );
  404. // No texture coords... no overlay.
  405. fd.features.removeFeature( MFT_OverlayMap );
  406. }
  407. // If we have a diffuse map and the alpha on the diffuse isn't
  408. // zero and the color isn't pure white then multiply the color.
  409. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  410. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  411. fd.features.addFeature( MFT_DiffuseColor );
  412. // If lightmaps or tonemaps are enabled or we
  413. // don't have a second UV set then we cannot
  414. // use the overlay texture.
  415. if ( fd.features[MFT_LightMap] ||
  416. fd.features[MFT_ToneMap] ||
  417. mVertexFormat->getTexCoordCount() < 2 )
  418. fd.features.removeFeature( MFT_OverlayMap );
  419. // If tonemaps are enabled don't use lightmap
  420. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  421. fd.features.removeFeature( MFT_LightMap );
  422. // Don't allow tonemaps if we don't have a second UV set
  423. if ( mVertexFormat->getTexCoordCount() < 2 )
  424. fd.features.removeFeature( MFT_ToneMap );
  425. // Always add the HDR output feature.
  426. //
  427. // It will be filtered out if it was disabled
  428. // for this material creation below.
  429. //
  430. // Also the shader code will evaluate to a nop
  431. // if HDR is not enabled in the scene.
  432. //
  433. fd.features.addFeature( MFT_HDROut );
  434. fd.features.addFeature(MFT_DebugViz);
  435. // If vertex color is enabled on the material's stage and
  436. // color is present in vertex format, add diffuse vertex
  437. // color feature.
  438. if ( mMaterial->mVertColor[ stageNum ] &&
  439. mVertexFormat->hasColor() )
  440. fd.features.addFeature( MFT_DiffuseVertColor );
  441. if (mMaterial->mGlow[stageNum])
  442. fd.features.addFeature(MFT_GlowMask);
  443. // Allow features to add themselves.
  444. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  445. {
  446. const FeatureInfo &info = FEATUREMGR->getAt( i );
  447. info.feature->determineFeature( mMaterial,
  448. mVertexFormat,
  449. stageNum,
  450. *info.type,
  451. features,
  452. &fd );
  453. }
  454. // Need to add the Hardware Skinning feature if its used
  455. if ( features.hasFeature( MFT_HardwareSkinning ) )
  456. {
  457. fd.features.addFeature( MFT_HardwareSkinning );
  458. }
  459. // Now disable any features that were
  460. // not part of the input feature handle.
  461. fd.features.filter( features );
  462. }
  463. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  464. {
  465. // Creates passes for the given stage
  466. ShaderRenderPassData passData;
  467. U32 texIndex = 0;
  468. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  469. {
  470. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  471. if ( !stageFeatures.features.hasFeature( *info.type ) )
  472. continue;
  473. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  474. // adds pass if blend op changes for feature
  475. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  476. // Add pass if num tex reg is going to be too high
  477. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  478. {
  479. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  480. return false;
  481. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  482. }
  483. passData.mNumTexReg += numTexReg;
  484. passData.mFeatureData.features.addFeature( *info.type );
  485. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  486. U32 oldTexNumber = texIndex;
  487. #endif
  488. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  489. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  490. if(oldTexNumber != texIndex)
  491. {
  492. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  493. {
  494. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  495. }
  496. }
  497. #endif
  498. // Add pass if tex units are maxed out
  499. if( texIndex > GFX->getNumSamplers() )
  500. {
  501. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  502. return false;
  503. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  504. }
  505. }
  506. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  507. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  508. {
  509. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  510. }
  511. #endif
  512. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  513. if ( passFeatures.isNotEmpty() )
  514. {
  515. mFeatures.merge( passFeatures );
  516. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  517. {
  518. mFeatures.clear();
  519. return false;
  520. }
  521. }
  522. return true;
  523. }
  524. void ProcessedShaderMaterial::_initMaterialParameters()
  525. {
  526. // Cleanup anything left first.
  527. SAFE_DELETE( mDefaultParameters );
  528. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  529. SAFE_DELETE( mParameterHandles[i] );
  530. // Gather the shaders as they all need to be
  531. // passed to the ShaderMaterialParameterHandles.
  532. Vector<GFXShader*> shaders;
  533. shaders.setSize( mPasses.size() );
  534. for ( U32 i = 0; i < mPasses.size(); i++ )
  535. shaders[i] = _getRPD(i)->shader;
  536. // Run through each shader and prepare its constants.
  537. for ( U32 i = 0; i < mPasses.size(); i++ )
  538. {
  539. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  540. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  541. for ( ; p != desc.end(); p++ )
  542. {
  543. // Add this to our list of shader constants
  544. GFXShaderConstDesc d(*p);
  545. mShaderConstDesc.push_back(d);
  546. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  547. mParameterHandles.push_back(smph);
  548. }
  549. }
  550. }
  551. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  552. U32 &texIndex,
  553. MaterialFeatureData &fd,
  554. U32 stageNum,
  555. const FeatureSet &features )
  556. {
  557. // Set number of textures, stage, glow, etc.
  558. rpd.mNumTex = texIndex;
  559. rpd.mStageNum = stageNum;
  560. rpd.mGlow |= mMaterial->mGlow[stageNum];
  561. // Copy over features
  562. rpd.mFeatureData.materialFeatures = fd.features;
  563. Vector<String> samplers;
  564. samplers.setSize(Material::MAX_TEX_PER_PASS);
  565. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  566. {
  567. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  568. }
  569. // Generate shader
  570. GFXShader::setLogging( true, true );
  571. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  572. if( !rpd.shader )
  573. return false;
  574. rpd.shaderHandles.init( rpd.shader );
  575. // If a pass glows, we glow
  576. if( rpd.mGlow )
  577. mHasGlow = true;
  578. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  579. mPasses.push_back( newPass );
  580. //initSamplerHandles
  581. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  582. AssertFatal(handles,"");
  583. for(int i = 0; i < rpd.mNumTex; i++)
  584. {
  585. if(rpd.mSamplerNames[i].isEmpty())
  586. {
  587. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  588. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  589. continue;
  590. }
  591. String samplerName = rpd.mSamplerNames[i];
  592. if( !samplerName.startsWith("$"))
  593. samplerName.insert(0, "$");
  594. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  595. handles->mTexHandlesSC[i] = handle;
  596. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  597. AssertFatal( handle,"");
  598. }
  599. // Give each active feature a chance to create specialized shader consts.
  600. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  601. {
  602. const FeatureInfo &info = FEATUREMGR->getAt( i );
  603. if ( !fd.features.hasFeature( *info.type ) )
  604. continue;
  605. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  606. if ( fh )
  607. newPass->featureShaderHandles.push_back( fh );
  608. }
  609. rpd.reset();
  610. texIndex = 0;
  611. return true;
  612. }
  613. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  614. ShaderRenderPassData &passData,
  615. U32 &texIndex,
  616. MaterialFeatureData &stageFeatures,
  617. U32 stageNum,
  618. const FeatureSet &features )
  619. {
  620. if( sf->getBlendOp() == Material::None )
  621. {
  622. return;
  623. }
  624. // set up the current blend operation for multi-pass materials
  625. if( mPasses.size() > 0)
  626. {
  627. // If passData.numTexReg is 0, this is a brand new pass, so set the
  628. // blend operation to the first feature.
  629. if( passData.mNumTexReg == 0 )
  630. {
  631. passData.mBlendOp = sf->getBlendOp();
  632. }
  633. else
  634. {
  635. // numTegReg is more than zero, if this feature
  636. // doesn't have the same blend operation, then
  637. // we need to create yet another pass
  638. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  639. {
  640. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  641. passData.mBlendOp = sf->getBlendOp();
  642. }
  643. }
  644. }
  645. }
  646. //
  647. // Runtime / rendering
  648. //
  649. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  650. {
  651. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  652. // Make sure we have the pass
  653. if(pass >= mPasses.size())
  654. {
  655. // If we were rendering instanced data tell
  656. // the device to reset that vb stream.
  657. if ( mInstancingState )
  658. GFX->setVertexBuffer( NULL, 1 );
  659. return false;
  660. }
  661. _setRenderState( state, sgData, pass );
  662. // Set shaders
  663. ShaderRenderPassData* rpd = _getRPD(pass);
  664. if( rpd->shader )
  665. {
  666. GFX->setShader( rpd->shader );
  667. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  668. _setShaderConstants(state, sgData, pass);
  669. // If we're instancing then do the initial step to get
  670. // set the vb pointer to the const buffer.
  671. if ( mInstancingState )
  672. stepInstance();
  673. }
  674. else
  675. {
  676. GFX->setupGenericShaders();
  677. GFX->setShaderConstBuffer(NULL);
  678. }
  679. // Set our textures
  680. setTextureStages( state, sgData, pass );
  681. _setTextureTransforms(pass);
  682. return true;
  683. }
  684. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  685. {
  686. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  687. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  688. AssertFatal(handles,"");
  689. // Set all of the textures we need to render the give pass.
  690. #ifdef TORQUE_DEBUG
  691. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  692. #endif
  693. RenderPassData *rpd = mPasses[pass];
  694. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  695. NamedTexTarget *texTarget;
  696. GFXTextureObject *texObject;
  697. for( U32 i=0; i<rpd->mNumTex; i++ )
  698. {
  699. U32 currTexFlag = rpd->mTexType[i];
  700. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  701. {
  702. switch( currTexFlag )
  703. {
  704. // If the flag is unset then assume its just
  705. // a regular texture to set... nothing special.
  706. case 0:
  707. default:
  708. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  709. break;
  710. case Material::NormalizeCube:
  711. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  712. break;
  713. case Material::Lightmap:
  714. GFX->setTexture( i, sgData.lightmap );
  715. break;
  716. case Material::ToneMapTex:
  717. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  718. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  719. break;
  720. case Material::Cube:
  721. GFX->setCubeTexture( i, rpd->mCubeMap );
  722. break;
  723. case Material::SGCube:
  724. GFX->setCubeTexture( i, sgData.cubemap );
  725. break;
  726. case Material::BackBuff:
  727. GFX->setTexture( i, sgData.backBuffTex );
  728. break;
  729. case Material::AccuMap:
  730. if ( sgData.accuTex )
  731. GFX->setTexture( i, sgData.accuTex );
  732. else
  733. GFX->setTexture( i, GFXTexHandle::ZERO );
  734. break;
  735. case Material::TexTarget:
  736. {
  737. texTarget = rpd->mTexSlot[i].texTarget;
  738. if (!mMaterial->getDiffuseMap(0))
  739. {
  740. GFX->setTexture(i, NULL);
  741. break;
  742. }
  743. texObject = mMaterial->getDiffuseMapAsset(0)->getTexture(&GFXStaticTextureSRGBProfile);
  744. if ( !texTarget )
  745. {
  746. // try again.
  747. texTarget = mMaterial->getDiffuseMapAsset(0)->getNamedTarget();
  748. if (!texTarget)
  749. {
  750. GFX->setTexture(i, texObject);
  751. break;
  752. }
  753. else
  754. {
  755. rpd->mTexSlot[i].texTarget = texTarget;
  756. }
  757. }
  758. // If no texture is available then map the default 2x2
  759. // black texture to it. This at least will ensure that
  760. // we get consistant behavior across GPUs and platforms.
  761. if ( !texObject )
  762. texObject = GFXTexHandle::ZERO;
  763. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  764. {
  765. const Point3I &targetSz = texObject->getSize();
  766. const RectI &targetVp = texTarget->getViewport();
  767. Point4F rtParams;
  768. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  769. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  770. }
  771. GFX->setTexture( i, texObject );
  772. break;
  773. }
  774. }
  775. }
  776. }
  777. }
  778. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  779. {
  780. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  781. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  782. if (!handles->mTexMatSC->isValid())
  783. return;
  784. MatrixF texMat(true);
  785. mMaterial->updateTimeBasedParams();
  786. F32 waveOffset = _getWaveOffset(pass); // offset is between 0.0 and 1.0
  787. // --- Scroll Animation ---
  788. if (mMaterial->mAnimFlags[pass] & Material::Scroll)
  789. {
  790. Point3F offset = (mMaterial->mAnimFlags[pass] & Material::Wave)
  791. ? Point3F(mMaterial->mScrollDir[pass].x * waveOffset,
  792. mMaterial->mScrollDir[pass].y * waveOffset, 0.0f)
  793. : Point3F(mMaterial->mScrollOffset[pass].x,
  794. mMaterial->mScrollOffset[pass].y, 0.0f);
  795. MatrixF scrollMat(true);
  796. scrollMat.setColumn(3, offset);
  797. texMat.mul(scrollMat);
  798. }
  799. // --- Rotation Animation ---
  800. if (mMaterial->mAnimFlags[pass] & Material::Rotate)
  801. {
  802. F32 rotationAngle = (mMaterial->mAnimFlags[pass] & Material::Wave)
  803. ? waveOffset * M_2PI
  804. : mMaterial->mRotPos[pass];
  805. Point3F pivotPoint(
  806. mMaterial->mRotPivotOffset[pass].x,
  807. mMaterial->mRotPivotOffset[pass].y,
  808. 0.0f);
  809. MatrixF rotationMat = MatrixF(EulerF(0.0, 0.0, rotationAngle), Point3F(0.5, 0.5, 0.0));
  810. MatrixF test(true);
  811. test.setColumn(3, pivotPoint);
  812. rotationMat.mul(test);
  813. rotationMat.displace(texMat.getPosition());
  814. // Apply final rotation matrix
  815. texMat = rotationMat;
  816. }
  817. // --- Scale Animation ---
  818. if ((mMaterial->mAnimFlags[pass] & Material::Scale) && (mMaterial->mAnimFlags[pass] & Material::Wave))
  819. {
  820. F32 scaleFactor = mFabs(waveOffset);
  821. MatrixF scaleMat(true);
  822. scaleMat.setRow(0, Point3F(scaleFactor, 0.0f, 0.0f));
  823. scaleMat.setRow(1, Point3F(0.0f, scaleFactor, 0.0f));
  824. scaleMat.setRow(2, Point3F(0.0f, 0.0f, scaleFactor));
  825. // Apply final scale matrix
  826. texMat.mul(scaleMat);
  827. }
  828. // --- Sequence Animation ---
  829. if (mMaterial->mAnimFlags[pass] & Material::Sequence)
  830. {
  831. U32 frameNum = static_cast<U32>(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  832. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  833. MatrixF sequenceMat(true);
  834. sequenceMat.setColumn(3, Point3F(offset, 0.0f, 0.0f));
  835. if (mMaterial->mAnimFlags[pass] & Material::Scale)
  836. sequenceMat.scale(Point3F(mMaterial->mSeqSegSize[pass], 1.0f, 1.0f));
  837. texMat.mul(sequenceMat);
  838. }
  839. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  840. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  841. }
  842. //--------------------------------------------------------------------------
  843. // Get wave offset for texture animations using a wave transform
  844. //--------------------------------------------------------------------------
  845. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  846. {
  847. switch( mMaterial->mWaveType[stage] )
  848. {
  849. case Material::Sin:
  850. {
  851. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  852. break;
  853. }
  854. case Material::Triangle:
  855. {
  856. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  857. if( frac > 0.0 && frac <= 0.25 )
  858. {
  859. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  860. }
  861. if( frac > 0.25 && frac <= 0.5 )
  862. {
  863. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  864. }
  865. if( frac > 0.5 && frac <= 0.75 )
  866. {
  867. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  868. }
  869. if( frac > 0.75 && frac <= 1.0 )
  870. {
  871. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  872. }
  873. break;
  874. }
  875. case Material::Square:
  876. {
  877. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  878. if( frac > 0.0 && frac <= 0.5 )
  879. {
  880. return 0.0;
  881. }
  882. else
  883. {
  884. return mMaterial->mWaveAmp[stage];
  885. }
  886. break;
  887. }
  888. }
  889. return 0.0;
  890. }
  891. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  892. {
  893. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  894. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  895. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  896. U32 stageNum = getStageFromPass(pass);
  897. // First we do all the constants which are not
  898. // controlled via the material... we have to
  899. // set these all the time as they could change.
  900. if ( handles->mFogDataSC->isValid() )
  901. {
  902. Point3F fogData;
  903. fogData.x = sgData.fogDensity;
  904. fogData.y = sgData.fogDensityOffset;
  905. fogData.z = sgData.fogHeightFalloff;
  906. shaderConsts->set( handles->mFogDataSC, fogData );
  907. }
  908. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  909. if( handles->mOneOverFarplane->isValid() )
  910. {
  911. const F32 &invfp = 1.0f / state->getFarPlane();
  912. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  913. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  914. }
  915. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  916. shaderConsts->setSafe(handles->mDampnessSC, MATMGR->getDampnessClamped());
  917. shaderConsts->setSafe(handles->mIsCapturingSC, (S32)state->isCapturing());
  918. // If the shader constants have not been lost then
  919. // they contain the content from a previous render pass.
  920. //
  921. // In this case we can skip updating the material constants
  922. // which do not change frame to frame.
  923. //
  924. // NOTE: This assumes we're not animating material parameters
  925. // in a way that doesn't cause a shader reload... this isn't
  926. // being done now, but it could change in the future.
  927. //
  928. if ( !shaderConsts->wasLost() )
  929. return;
  930. shaderConsts->setSafe(handles->mRoughnessSC, mMaterial->mRoughness[stageNum]);
  931. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  932. shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
  933. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  934. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  935. if ( handles->mSubSurfaceParamsSC->isValid() )
  936. {
  937. Point4F subSurfParams;
  938. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  939. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  940. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  941. }
  942. if ( handles->mRTSizeSC->isValid() )
  943. {
  944. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  945. Point2F pixelShaderConstantData;
  946. pixelShaderConstantData.x = resolution.x;
  947. pixelShaderConstantData.y = resolution.y;
  948. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  949. }
  950. if ( handles->mOneOverRTSizeSC->isValid() )
  951. {
  952. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  953. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  954. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  955. }
  956. // set detail scale
  957. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  958. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  959. // MFT_ImposterVert
  960. if ( handles->mImposterUVs->isValid() )
  961. {
  962. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  963. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  964. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  965. }
  966. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  967. // Diffuse
  968. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  969. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  970. if(handles->mDiffuseAtlasParamsSC)
  971. {
  972. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  973. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  974. mMaterial->mCellSize[stageNum], // tile size in pixels
  975. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  976. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  977. }
  978. if(handles->mBumpAtlasParamsSC)
  979. {
  980. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  981. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  982. mMaterial->mCellSize[stageNum], // tile size in pixels
  983. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  984. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  985. }
  986. if(handles->mDiffuseAtlasTileSC)
  987. {
  988. // Sanity check the wrap flags
  989. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  990. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  991. mMaterial->mCellIndex[stageNum].y,
  992. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  993. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  994. }
  995. if(handles->mBumpAtlasTileSC)
  996. {
  997. // Sanity check the wrap flags
  998. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  999. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1000. mMaterial->mCellIndex[stageNum].y,
  1001. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1002. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1003. }
  1004. // Deferred Shading: Determine Material Info Flags
  1005. S32 matInfoFlags =
  1006. (mMaterial->mReceiveShadows[stageNum] ? 1 : 0) | //ReceiveShadows
  1007. (mMaterial->mSubSurface[stageNum] ? 1 << 2 : 0)| //subsurface
  1008. (mMaterial->mIgnoreLighting[stageNum] ? 1 << 3 : 0); //IgnoreLighting
  1009. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1010. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1011. if( handles->mAccuScaleSC->isValid() )
  1012. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1013. if( handles->mAccuDirectionSC->isValid() )
  1014. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1015. if( handles->mAccuStrengthSC->isValid() )
  1016. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1017. if( handles->mAccuCoverageSC->isValid() )
  1018. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1019. if( handles->mAccuSpecularSC->isValid() )
  1020. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1021. }
  1022. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1023. {
  1024. // Only support cubemap on the first stage
  1025. if( mPasses[pass]->mStageNum > 0 )
  1026. return false;
  1027. if( mPasses[pass]->mCubeMap )
  1028. return true;
  1029. return false;
  1030. }
  1031. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1032. {
  1033. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1034. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1035. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1036. // The MatrixSet will lazily generate a matrix under the
  1037. // various 'get' methods, so inline the test for a valid
  1038. // shader constant handle to avoid that work when we can.
  1039. if ( handles->mModelViewProjSC->isValid() )
  1040. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1041. if ( handles->mObjTransSC->isValid() )
  1042. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1043. if ( handles->mWorldToObjSC->isValid() )
  1044. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1045. if ( handles->mWorldToCameraSC->isValid() )
  1046. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1047. if (handles->mCameraToWorldSC->isValid())
  1048. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1049. if ( handles->mWorldViewOnlySC->isValid() )
  1050. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1051. if ( handles->mViewToObjSC->isValid() )
  1052. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1053. if ( handles->mViewProjSC->isValid() )
  1054. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1055. if ( handles->mCubeTransSC->isValid() &&
  1056. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1057. {
  1058. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1059. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1060. }
  1061. if ( handles->m_vEyeSC->isValid() )
  1062. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1063. }
  1064. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1065. {
  1066. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1067. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1068. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1069. if ( handles->mNodeTransforms->isValid() )
  1070. {
  1071. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1072. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1073. }
  1074. }
  1075. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1076. {
  1077. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1078. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1079. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1080. for (U32 i = 0; i < shaderData.size(); i++)
  1081. {
  1082. //roll through and try setting our data!
  1083. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1084. {
  1085. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1086. {
  1087. if (handles->mCustomHandles[h].handle->isValid())
  1088. {
  1089. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1090. if (type == CustomShaderBindingData::Float)
  1091. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1092. else if (type == CustomShaderBindingData::Float2)
  1093. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1094. else if (type == CustomShaderBindingData::Float3)
  1095. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1096. else if (type == CustomShaderBindingData::Float4)
  1097. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1098. break;
  1099. }
  1100. }
  1101. }
  1102. }
  1103. }
  1104. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1105. {
  1106. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1107. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1108. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1109. // Set cubemap stuff here (it's convenient!)
  1110. const Point3F &eyePosWorld = state->getCameraPosition();
  1111. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1112. {
  1113. if (handles->mCubeEyePosSC->isValid())
  1114. {
  1115. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1116. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1117. }
  1118. }
  1119. if (sgData.cubemap)
  1120. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1121. else
  1122. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)getBinLog2(PROBEMGR->getProbeTexSize()));
  1123. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1124. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1125. if ( handles->mEyePosSC->isValid() )
  1126. {
  1127. MatrixF tempMat( *sgData.objTrans );
  1128. tempMat.inverse();
  1129. Point3F eyepos;
  1130. tempMat.mulP( eyePosWorld, &eyepos );
  1131. shaderConsts->set(handles->mEyePosSC, eyepos);
  1132. }
  1133. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1134. ShaderRenderPassData *rpd = _getRPD(pass);
  1135. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1136. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1137. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1138. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1139. }
  1140. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1141. {
  1142. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1143. // If we're not instanced then just call the parent.
  1144. if ( !mInstancingState )
  1145. {
  1146. Parent::setBuffers( vertBuffer, primBuffer );
  1147. return;
  1148. }
  1149. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1150. const S32 instCount = mInstancingState->getCount();
  1151. AssertFatal( instCount > 0,
  1152. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1153. // Nothing special here.
  1154. GFX->setPrimitiveBuffer( *primBuffer );
  1155. // Set the first stream the the normal VB and set the
  1156. // correct frequency for the number of instances to render.
  1157. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1158. // Get a volatile VB and fill it with the vertex data.
  1159. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1160. GFXVertexBufferDataHandle instVB;
  1161. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1162. U8 *dest = instVB.lock();
  1163. if(!dest) return;
  1164. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1165. instVB.unlock();
  1166. // Set the instance vb for streaming.
  1167. GFX->setVertexBuffer( instVB, 1, 1 );
  1168. // Finally set the vertex format which defines
  1169. // both of the streams.
  1170. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1171. // Done... reset the count.
  1172. mInstancingState->resetStep();
  1173. }
  1174. bool ProcessedShaderMaterial::stepInstance()
  1175. {
  1176. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1177. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1178. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1179. }
  1180. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1181. {
  1182. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1183. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1184. buffers.setSize(mPasses.size());
  1185. for (U32 i = 0; i < mPasses.size(); i++)
  1186. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1187. // smp now owns these buffers.
  1188. smp->setBuffers(mShaderConstDesc, buffers);
  1189. return smp;
  1190. }
  1191. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1192. {
  1193. // Search our list
  1194. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1195. {
  1196. if (mParameterHandles[i]->getName().equal(name))
  1197. return mParameterHandles[i];
  1198. }
  1199. // If we didn't find it, we have to add it to support shader reloading.
  1200. Vector<GFXShader*> shaders;
  1201. shaders.setSize(mPasses.size());
  1202. for (U32 i = 0; i < mPasses.size(); i++)
  1203. shaders[i] = _getRPD(i)->shader;
  1204. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1205. mParameterHandles.push_back(smph);
  1206. return smph;
  1207. }
  1208. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1209. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1210. {
  1211. if (mCurrentParams && pass < mPasses.size())
  1212. {
  1213. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1214. }
  1215. return NULL;
  1216. }
  1217. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1218. {
  1219. if (pass < mPasses.size())
  1220. {
  1221. return &_getRPD(pass)->shaderHandles;
  1222. }
  1223. return NULL;
  1224. }
  1225. void ProcessedShaderMaterial::dumpMaterialInfo()
  1226. {
  1227. for ( U32 i = 0; i < getNumPasses(); i++ )
  1228. {
  1229. const ShaderRenderPassData *passData = _getRPD( i );
  1230. if ( passData == NULL )
  1231. continue;
  1232. const GFXShader *shader = passData->shader;
  1233. if ( shader == NULL )
  1234. Con::printf( " [%i] [NULL shader]", i );
  1235. else
  1236. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1237. }
  1238. }
  1239. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1240. {
  1241. for (U32 i = 0; i < getNumPasses(); i++)
  1242. {
  1243. const ShaderRenderPassData* passData = _getRPD(i);
  1244. if (passData == NULL)
  1245. continue;
  1246. char passStr[64];
  1247. dSprintf(passStr, 64, "Pass Number: %i", i);
  1248. U32 passItem = tree->insertItem(item, passStr);
  1249. const GFXShader * shader = passData->shader;
  1250. if (shader == NULL)
  1251. tree->insertItem(passItem, "[NULL shader]");
  1252. else
  1253. tree->insertItem(passItem, shader->describeSelf().c_str());
  1254. }
  1255. }