processedShaderMaterial.cpp 50 KB

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