processedShaderMaterial.cpp 52 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. #include "renderInstance/renderProbeMgr.h"
  42. #include "ts/tsRenderState.h"
  43. // We need to include customMaterialDefinition for ShaderConstHandles::init
  44. #include "materials/customMaterialDefinition.h"
  45. #include "gui/controls/guiTreeViewCtrl.h"
  46. #include "ts/tsShape.h"
  47. ///
  48. /// ShaderConstHandles
  49. ///
  50. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
  51. {
  52. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  53. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  54. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  55. mORMConfigSC = shader->getShaderConstHandle(ShaderGenVars::ormConfig);
  56. mRoughnessSC = shader->getShaderConstHandle(ShaderGenVars::roughness);
  57. mMetalnessSC = shader->getShaderConstHandle(ShaderGenVars::metalness);
  58. mGlowMulSC = shader->getShaderConstHandle(ShaderGenVars::glowMul);
  59. mAccuScaleSC = shader->getShaderConstHandle("$accuScale");
  60. mAccuDirectionSC = shader->getShaderConstHandle("$accuDirection");
  61. mAccuStrengthSC = shader->getShaderConstHandle("$accuStrength");
  62. mAccuCoverageSC = shader->getShaderConstHandle("$accuCoverage");
  63. mAccuSpecularSC = shader->getShaderConstHandle("$accuSpecular");
  64. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  65. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  66. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  67. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  68. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  69. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  70. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  71. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  72. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  73. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  74. mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
  75. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  76. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  77. mInvCameraTransSC = shader->getShaderConstHandle(ShaderGenVars::invCameraTrans);
  78. mCameraToScreenSC = shader->getShaderConstHandle(ShaderGenVars::cameraToScreen);
  79. mScreenToCameraSC = shader->getShaderConstHandle(ShaderGenVars::screenToCamera);
  80. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  81. mCubeMipsSC = shader->getShaderConstHandle(ShaderGenVars::cubeMips);
  82. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  83. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  84. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  85. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  86. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  87. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  88. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  89. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  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. // Clear any existing texture handles.
  108. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  109. if(mat)
  110. {
  111. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  112. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  113. }
  114. // Deferred Shading
  115. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  116. }
  117. ///
  118. /// ShaderRenderPassData
  119. ///
  120. void ShaderRenderPassData::reset()
  121. {
  122. Parent::reset();
  123. shader = NULL;
  124. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  125. delete featureShaderHandles[i];
  126. featureShaderHandles.clear();
  127. }
  128. String ShaderRenderPassData::describeSelf() const
  129. {
  130. // First write the shader identification.
  131. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  132. // Let the parent get the rest.
  133. desc += Parent::describeSelf();
  134. return desc;
  135. }
  136. ///
  137. /// ProcessedShaderMaterial
  138. ///
  139. ProcessedShaderMaterial::ProcessedShaderMaterial()
  140. : mDefaultParameters( NULL ),
  141. mInstancingState( NULL )
  142. {
  143. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  144. VECTOR_SET_ASSOCIATION( mParameterHandles );
  145. }
  146. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  147. : mDefaultParameters( NULL ),
  148. mInstancingState( NULL )
  149. {
  150. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  151. VECTOR_SET_ASSOCIATION( mParameterHandles );
  152. mMaterial = &mat;
  153. }
  154. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  155. {
  156. SAFE_DELETE(mInstancingState);
  157. SAFE_DELETE(mDefaultParameters);
  158. for (U32 i = 0; i < mParameterHandles.size(); i++)
  159. SAFE_DELETE(mParameterHandles[i]);
  160. }
  161. //
  162. // Material init
  163. //
  164. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  165. const GFXVertexFormat *vertexFormat,
  166. const MatFeaturesDelegate &featuresDelegate )
  167. {
  168. // Load our textures
  169. _setStageData();
  170. // Determine how many stages we use
  171. mMaxStages = getNumStages();
  172. mVertexFormat = vertexFormat;
  173. mFeatures.clear();
  174. mStateHint.clear();
  175. SAFE_DELETE(mInstancingState);
  176. for( U32 i=0; i<mMaxStages; i++ )
  177. {
  178. MaterialFeatureData fd;
  179. // Determine the features of this stage
  180. _determineFeatures( i, fd, features );
  181. // Let the delegate poke at the features.
  182. if ( featuresDelegate )
  183. featuresDelegate( this, i, fd, features );
  184. // Create the passes for this stage
  185. if ( fd.features.isNotEmpty() )
  186. if( !_createPasses( fd, i, features ) )
  187. return false;
  188. }
  189. _initRenderPassDataStateBlocks();
  190. _initMaterialParameters();
  191. mDefaultParameters = allocMaterialParameters();
  192. setMaterialParameters( mDefaultParameters, 0 );
  193. mStateHint.init( this );
  194. // Enable instancing if we have it.
  195. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  196. {
  197. mInstancingState = new InstancingState();
  198. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  199. }
  200. if (mMaterial && mMaterial->mDiffuseMapName[0] != StringTable->EmptyString() && String(mMaterial->mDiffuseMapName[0]).startsWith("#"))
  201. {
  202. String texTargetBufferName = String(mMaterial->mDiffuseMapName[0]).substr(1, strlen(mMaterial->mDiffuseMapName[0]) - 1);
  203. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  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. fd.features.addFeature(MFT_ReflectionProbes);
  286. }
  287. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  288. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  289. /*if ( mMaterial->isDoubleSided() )
  290. {
  291. fd.features.addFeature( MFT_InterlacedDeferred );
  292. }*/
  293. // Allow instancing if it was requested and the card supports
  294. // SM 3.0 or above.
  295. //
  296. // We also disable instancing for non-single pass materials
  297. // and glowing materials because its untested/unimplemented.
  298. //
  299. if ( features.hasFeature( MFT_UseInstancing ) &&
  300. mMaxStages == 1 &&
  301. !mMaterial->mGlow[0] &&
  302. shaderVersion >= 3.0f )
  303. fd.features.addFeature( MFT_UseInstancing );
  304. if ( mMaterial->mAlphaTest )
  305. fd.features.addFeature( MFT_AlphaTest );
  306. if (mMaterial->mEmissive[stageNum])
  307. {
  308. fd.features.addFeature(MFT_IsEmissive);
  309. }
  310. else
  311. {
  312. fd.features.addFeature(MFT_RTLighting);
  313. if (mMaterial->isTranslucent())
  314. fd.features.addFeature(MFT_ReflectionProbes);
  315. }
  316. if ( mMaterial->mAnimFlags[stageNum] )
  317. fd.features.addFeature( MFT_TexAnim );
  318. if ( mMaterial->mVertLit[stageNum] )
  319. fd.features.addFeature( MFT_VertLit );
  320. // cubemaps only available on stage 0 for now - bramage
  321. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  322. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  323. mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
  324. {
  325. fd.features.addFeature( MFT_CubeMap );
  326. }
  327. fd.features.addFeature( MFT_Visibility );
  328. if ( lastStage &&
  329. ( !gClientSceneGraph->usePostEffectFog() ||
  330. fd.features.hasFeature( MFT_IsTranslucent ) ||
  331. fd.features.hasFeature( MFT_ForwardShading )) )
  332. fd.features.addFeature( MFT_Fog );
  333. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  334. fd.features.addFeature( MFT_MinnaertShading );
  335. if ( mMaterial->mSubSurface[stageNum] )
  336. fd.features.addFeature( MFT_SubSurface );
  337. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  338. {
  339. fd.features.addFeature( MFT_DiffuseMapAtlas );
  340. if ( mMaterial->mNormalMapAtlas )
  341. fd.features.addFeature( MFT_NormalMapAtlas );
  342. }
  343. if (!fd.features.hasFeature(MFT_ForwardShading))
  344. {
  345. fd.features.removeFeature(MFT_DebugViz);
  346. }
  347. // Grab other features like normal maps, base texture, etc.
  348. FeatureSet mergeFeatures;
  349. mStages[stageNum].getFeatureSet( &mergeFeatures );
  350. fd.features.merge( mergeFeatures );
  351. if ( fd.features[ MFT_NormalMap ] )
  352. {
  353. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  354. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  355. fd.features.addFeature( MFT_IsBC3nm );
  356. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  357. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  358. fd.features.addFeature( MFT_IsBC5nm );
  359. }
  360. // Now for some more advanced features that we
  361. // cannot do on SM 2.0 and below.
  362. if ( shaderVersion > 2.0f )
  363. {
  364. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  365. fd.features[ MFT_NormalMap ] )
  366. fd.features.addFeature( MFT_Parallax );
  367. }
  368. // Deferred Shading : PBR Config
  369. if (mStages[stageNum].getTex(MFT_OrmMap))
  370. {
  371. fd.features.addFeature(MFT_OrmMap);
  372. }
  373. else
  374. fd.features.addFeature(MFT_ORMConfigVars);
  375. // Deferred Shading : Material Info Flags
  376. fd.features.addFeature(MFT_MatInfoFlags);
  377. if (features.hasFeature(MFT_isBackground))
  378. {
  379. fd.features.addFeature(MFT_isBackground);
  380. }
  381. if (features.hasFeature(MFT_SkyBox))
  382. {
  383. fd.features.addFeature(MFT_StaticCubemap);
  384. fd.features.addFeature(MFT_CubeMap);
  385. fd.features.addFeature(MFT_SkyBox);
  386. fd.features.removeFeature(MFT_ReflectionProbes);
  387. fd.features.removeFeature(MFT_ORMConfigVars);
  388. fd.features.removeFeature(MFT_MatInfoFlags);
  389. }
  390. if ( mMaterial->mAccuEnabled[stageNum] )
  391. {
  392. mHasAccumulation = true;
  393. }
  394. // we need both diffuse and normal maps + sm3 to have an accu map
  395. if( fd.features[ MFT_AccuMap ] &&
  396. ( !fd.features[ MFT_DiffuseMap ] ||
  397. !fd.features[ MFT_NormalMap ] ||
  398. GFX->getPixelShaderVersion() < 3.0f ) ) {
  399. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  400. fd.features.removeFeature( MFT_AccuMap );
  401. mHasAccumulation = false;
  402. }
  403. // Without a base texture use the diffuse color
  404. // feature to ensure some sort of output.
  405. if (!fd.features[MFT_DiffuseMap])
  406. {
  407. fd.features.addFeature( MFT_DiffuseColor );
  408. // No texture coords... no overlay.
  409. fd.features.removeFeature( MFT_OverlayMap );
  410. }
  411. // If we have a diffuse map and the alpha on the diffuse isn't
  412. // zero and the color isn't pure white then multiply the color.
  413. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  414. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  415. fd.features.addFeature( MFT_DiffuseColor );
  416. // If lightmaps or tonemaps are enabled or we
  417. // don't have a second UV set then we cannot
  418. // use the overlay texture.
  419. if ( fd.features[MFT_LightMap] ||
  420. fd.features[MFT_ToneMap] ||
  421. mVertexFormat->getTexCoordCount() < 2 )
  422. fd.features.removeFeature( MFT_OverlayMap );
  423. // If tonemaps are enabled don't use lightmap
  424. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  425. fd.features.removeFeature( MFT_LightMap );
  426. // Don't allow tonemaps if we don't have a second UV set
  427. if ( mVertexFormat->getTexCoordCount() < 2 )
  428. fd.features.removeFeature( MFT_ToneMap );
  429. // Always add the HDR output feature.
  430. //
  431. // It will be filtered out if it was disabled
  432. // for this material creation below.
  433. //
  434. // Also the shader code will evaluate to a nop
  435. // if HDR is not enabled in the scene.
  436. //
  437. fd.features.addFeature( MFT_HDROut );
  438. fd.features.addFeature(MFT_DebugViz);
  439. // If vertex color is enabled on the material's stage and
  440. // color is present in vertex format, add diffuse vertex
  441. // color feature.
  442. if ( mMaterial->mVertColor[ stageNum ] &&
  443. mVertexFormat->hasColor() )
  444. fd.features.addFeature( MFT_DiffuseVertColor );
  445. // Allow features to add themselves.
  446. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  447. {
  448. const FeatureInfo &info = FEATUREMGR->getAt( i );
  449. info.feature->determineFeature( mMaterial,
  450. mVertexFormat,
  451. stageNum,
  452. *info.type,
  453. features,
  454. &fd );
  455. }
  456. // Need to add the Hardware Skinning feature if its used
  457. if ( features.hasFeature( MFT_HardwareSkinning ) )
  458. {
  459. fd.features.addFeature( MFT_HardwareSkinning );
  460. }
  461. // Now disable any features that were
  462. // not part of the input feature handle.
  463. fd.features.filter( features );
  464. }
  465. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  466. {
  467. // Creates passes for the given stage
  468. ShaderRenderPassData passData;
  469. U32 texIndex = 0;
  470. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  471. {
  472. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  473. if ( !stageFeatures.features.hasFeature( *info.type ) )
  474. continue;
  475. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  476. // adds pass if blend op changes for feature
  477. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  478. // Add pass if num tex reg is going to be too high
  479. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  480. {
  481. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  482. return false;
  483. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  484. }
  485. passData.mNumTexReg += numTexReg;
  486. passData.mFeatureData.features.addFeature( *info.type );
  487. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  488. U32 oldTexNumber = texIndex;
  489. #endif
  490. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  491. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  492. if(oldTexNumber != texIndex)
  493. {
  494. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  495. {
  496. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  497. }
  498. }
  499. #endif
  500. // Add pass if tex units are maxed out
  501. if( texIndex > GFX->getNumSamplers() )
  502. {
  503. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  504. return false;
  505. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  506. }
  507. }
  508. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  509. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  510. {
  511. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  512. }
  513. #endif
  514. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  515. if ( passFeatures.isNotEmpty() )
  516. {
  517. mFeatures.merge( passFeatures );
  518. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  519. {
  520. mFeatures.clear();
  521. return false;
  522. }
  523. }
  524. return true;
  525. }
  526. void ProcessedShaderMaterial::_initMaterialParameters()
  527. {
  528. // Cleanup anything left first.
  529. SAFE_DELETE( mDefaultParameters );
  530. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  531. SAFE_DELETE( mParameterHandles[i] );
  532. // Gather the shaders as they all need to be
  533. // passed to the ShaderMaterialParameterHandles.
  534. Vector<GFXShader*> shaders;
  535. shaders.setSize( mPasses.size() );
  536. for ( U32 i = 0; i < mPasses.size(); i++ )
  537. shaders[i] = _getRPD(i)->shader;
  538. // Run through each shader and prepare its constants.
  539. for ( U32 i = 0; i < mPasses.size(); i++ )
  540. {
  541. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  542. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  543. for ( ; p != desc.end(); p++ )
  544. {
  545. // Add this to our list of shader constants
  546. GFXShaderConstDesc d(*p);
  547. mShaderConstDesc.push_back(d);
  548. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  549. mParameterHandles.push_back(smph);
  550. }
  551. }
  552. }
  553. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  554. U32 &texIndex,
  555. MaterialFeatureData &fd,
  556. U32 stageNum,
  557. const FeatureSet &features )
  558. {
  559. // Set number of textures, stage, glow, etc.
  560. rpd.mNumTex = texIndex;
  561. rpd.mStageNum = stageNum;
  562. rpd.mGlow |= mMaterial->mGlow[stageNum];
  563. // Copy over features
  564. rpd.mFeatureData.materialFeatures = fd.features;
  565. Vector<String> samplers;
  566. samplers.setSize(Material::MAX_TEX_PER_PASS);
  567. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  568. {
  569. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  570. }
  571. // Generate shader
  572. GFXShader::setLogging( true, true );
  573. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  574. if( !rpd.shader )
  575. return false;
  576. rpd.shaderHandles.init( rpd.shader );
  577. // If a pass glows, we glow
  578. if( rpd.mGlow )
  579. mHasGlow = true;
  580. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  581. mPasses.push_back( newPass );
  582. //initSamplerHandles
  583. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  584. AssertFatal(handles,"");
  585. for(int i = 0; i < rpd.mNumTex; i++)
  586. {
  587. if(rpd.mSamplerNames[i].isEmpty())
  588. {
  589. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  590. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  591. continue;
  592. }
  593. String samplerName = rpd.mSamplerNames[i];
  594. if( !samplerName.startsWith("$"))
  595. samplerName.insert(0, "$");
  596. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  597. handles->mTexHandlesSC[i] = handle;
  598. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  599. AssertFatal( handle,"");
  600. }
  601. // Give each active feature a chance to create specialized shader consts.
  602. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  603. {
  604. const FeatureInfo &info = FEATUREMGR->getAt( i );
  605. if ( !fd.features.hasFeature( *info.type ) )
  606. continue;
  607. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  608. if ( fh )
  609. newPass->featureShaderHandles.push_back( fh );
  610. }
  611. rpd.reset();
  612. texIndex = 0;
  613. return true;
  614. }
  615. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  616. ShaderRenderPassData &passData,
  617. U32 &texIndex,
  618. MaterialFeatureData &stageFeatures,
  619. U32 stageNum,
  620. const FeatureSet &features )
  621. {
  622. if( sf->getBlendOp() == Material::None )
  623. {
  624. return;
  625. }
  626. // set up the current blend operation for multi-pass materials
  627. if( mPasses.size() > 0)
  628. {
  629. // If passData.numTexReg is 0, this is a brand new pass, so set the
  630. // blend operation to the first feature.
  631. if( passData.mNumTexReg == 0 )
  632. {
  633. passData.mBlendOp = sf->getBlendOp();
  634. }
  635. else
  636. {
  637. // numTegReg is more than zero, if this feature
  638. // doesn't have the same blend operation, then
  639. // we need to create yet another pass
  640. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  641. {
  642. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  643. passData.mBlendOp = sf->getBlendOp();
  644. }
  645. }
  646. }
  647. }
  648. //
  649. // Runtime / rendering
  650. //
  651. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  652. {
  653. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  654. // Make sure we have the pass
  655. if(pass >= mPasses.size())
  656. {
  657. // If we were rendering instanced data tell
  658. // the device to reset that vb stream.
  659. if ( mInstancingState )
  660. GFX->setVertexBuffer( NULL, 1 );
  661. return false;
  662. }
  663. _setRenderState( state, sgData, pass );
  664. // Set shaders
  665. ShaderRenderPassData* rpd = _getRPD(pass);
  666. if( rpd->shader )
  667. {
  668. GFX->setShader( rpd->shader );
  669. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  670. _setShaderConstants(state, sgData, pass);
  671. // If we're instancing then do the initial step to get
  672. // set the vb pointer to the const buffer.
  673. if ( mInstancingState )
  674. stepInstance();
  675. }
  676. else
  677. {
  678. GFX->setupGenericShaders();
  679. GFX->setShaderConstBuffer(NULL);
  680. }
  681. // Set our textures
  682. setTextureStages( state, sgData, pass );
  683. _setTextureTransforms(pass);
  684. return true;
  685. }
  686. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  687. {
  688. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  689. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  690. AssertFatal(handles,"");
  691. // Set all of the textures we need to render the give pass.
  692. #ifdef TORQUE_DEBUG
  693. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  694. #endif
  695. RenderPassData *rpd = mPasses[pass];
  696. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  697. NamedTexTarget *texTarget;
  698. GFXTextureObject *texObject;
  699. for( U32 i=0; i<rpd->mNumTex; i++ )
  700. {
  701. U32 currTexFlag = rpd->mTexType[i];
  702. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  703. {
  704. switch( currTexFlag )
  705. {
  706. // If the flag is unset then assume its just
  707. // a regular texture to set... nothing special.
  708. case 0:
  709. default:
  710. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  711. break;
  712. case Material::NormalizeCube:
  713. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  714. break;
  715. case Material::Lightmap:
  716. GFX->setTexture( i, sgData.lightmap );
  717. break;
  718. case Material::ToneMapTex:
  719. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  720. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  721. break;
  722. case Material::Cube:
  723. GFX->setCubeTexture( i, rpd->mCubeMap );
  724. break;
  725. case Material::SGCube:
  726. GFX->setCubeTexture( i, sgData.cubemap );
  727. break;
  728. case Material::BackBuff:
  729. GFX->setTexture( i, sgData.backBuffTex );
  730. break;
  731. case Material::AccuMap:
  732. if ( sgData.accuTex )
  733. GFX->setTexture( i, sgData.accuTex );
  734. else
  735. GFX->setTexture( i, GFXTexHandle::ZERO );
  736. break;
  737. case Material::TexTarget:
  738. {
  739. texTarget = rpd->mTexSlot[i].texTarget;
  740. if ( !texTarget )
  741. {
  742. GFX->setTexture( i, NULL );
  743. break;
  744. }
  745. texObject = texTarget->getTexture();
  746. // If no texture is available then map the default 2x2
  747. // black texture to it. This at least will ensure that
  748. // we get consistant behavior across GPUs and platforms.
  749. if ( !texObject )
  750. texObject = GFXTexHandle::ZERO;
  751. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  752. {
  753. const Point3I &targetSz = texObject->getSize();
  754. const RectI &targetVp = texTarget->getViewport();
  755. Point4F rtParams;
  756. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  757. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  758. }
  759. GFX->setTexture( i, texObject );
  760. break;
  761. }
  762. }
  763. }
  764. }
  765. }
  766. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  767. {
  768. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  769. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  770. if (handles->mTexMatSC->isValid())
  771. {
  772. MatrixF texMat( true );
  773. mMaterial->updateTimeBasedParams();
  774. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  775. // handle scroll anim type
  776. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  777. {
  778. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  779. {
  780. Point3F scrollOffset;
  781. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  782. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  783. scrollOffset.z = 1.0;
  784. texMat.setColumn( 3, scrollOffset );
  785. }
  786. else
  787. {
  788. Point3F offset( mMaterial->mScrollOffset[pass].x,
  789. mMaterial->mScrollOffset[pass].y,
  790. 1.0 );
  791. texMat.setColumn( 3, offset );
  792. }
  793. }
  794. // handle rotation
  795. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  796. {
  797. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  798. {
  799. F32 rotPos = waveOffset * M_2PI;
  800. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  801. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  802. MatrixF test( true );
  803. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  804. mMaterial->mRotPivotOffset[pass].y,
  805. 0.0 ) );
  806. texMat.mul( test );
  807. }
  808. else
  809. {
  810. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  811. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  812. MatrixF test( true );
  813. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  814. mMaterial->mRotPivotOffset[pass].y,
  815. 0.0 ) );
  816. texMat.mul( test );
  817. }
  818. }
  819. // Handle scale + wave offset
  820. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  821. mMaterial->mAnimFlags[pass] & Material::Wave )
  822. {
  823. F32 wOffset = fabs( waveOffset );
  824. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  825. MatrixF temp( true );
  826. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  827. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  828. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  829. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  830. texMat.mul( temp );
  831. }
  832. // handle sequence
  833. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  834. {
  835. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  836. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  837. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  838. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  839. Point3F texOffset = texMat.getPosition();
  840. texOffset.x += offset;
  841. texMat.setPosition( texOffset );
  842. }
  843. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  844. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  845. }
  846. }
  847. //--------------------------------------------------------------------------
  848. // Get wave offset for texture animations using a wave transform
  849. //--------------------------------------------------------------------------
  850. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  851. {
  852. switch( mMaterial->mWaveType[stage] )
  853. {
  854. case Material::Sin:
  855. {
  856. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  857. break;
  858. }
  859. case Material::Triangle:
  860. {
  861. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  862. if( frac > 0.0 && frac <= 0.25 )
  863. {
  864. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  865. }
  866. if( frac > 0.25 && frac <= 0.5 )
  867. {
  868. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  869. }
  870. if( frac > 0.5 && frac <= 0.75 )
  871. {
  872. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  873. }
  874. if( frac > 0.75 && frac <= 1.0 )
  875. {
  876. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  877. }
  878. break;
  879. }
  880. case Material::Square:
  881. {
  882. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  883. if( frac > 0.0 && frac <= 0.5 )
  884. {
  885. return 0.0;
  886. }
  887. else
  888. {
  889. return mMaterial->mWaveAmp[stage];
  890. }
  891. break;
  892. }
  893. }
  894. return 0.0;
  895. }
  896. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  897. {
  898. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  899. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  900. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  901. U32 stageNum = getStageFromPass(pass);
  902. // First we do all the constants which are not
  903. // controlled via the material... we have to
  904. // set these all the time as they could change.
  905. if ( handles->mFogDataSC->isValid() )
  906. {
  907. Point3F fogData;
  908. fogData.x = sgData.fogDensity;
  909. fogData.y = sgData.fogDensityOffset;
  910. fogData.z = sgData.fogHeightFalloff;
  911. shaderConsts->set( handles->mFogDataSC, fogData );
  912. }
  913. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  914. if( handles->mOneOverFarplane->isValid() )
  915. {
  916. const F32 &invfp = 1.0f / state->getFarPlane();
  917. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  918. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  919. }
  920. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  921. // If the shader constants have not been lost then
  922. // they contain the content from a previous render pass.
  923. //
  924. // In this case we can skip updating the material constants
  925. // which do not change frame to frame.
  926. //
  927. // NOTE: This assumes we're not animating material parameters
  928. // in a way that doesn't cause a shader reload... this isn't
  929. // being done now, but it could change in the future.
  930. //
  931. if ( !shaderConsts->wasLost() )
  932. return;
  933. shaderConsts->setSafe(handles->mRoughnessSC, mMaterial->mRoughness[stageNum]);
  934. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  935. shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
  936. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  937. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  938. if ( handles->mSubSurfaceParamsSC->isValid() )
  939. {
  940. Point4F subSurfParams;
  941. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  942. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  943. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  944. }
  945. if ( handles->mRTSizeSC->isValid() )
  946. {
  947. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  948. Point2F pixelShaderConstantData;
  949. pixelShaderConstantData.x = resolution.x;
  950. pixelShaderConstantData.y = resolution.y;
  951. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  952. }
  953. if ( handles->mOneOverRTSizeSC->isValid() )
  954. {
  955. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  956. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  957. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  958. }
  959. // set detail scale
  960. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  961. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  962. // MFT_ImposterVert
  963. if ( handles->mImposterUVs->isValid() )
  964. {
  965. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  966. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  967. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  968. }
  969. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  970. // Diffuse
  971. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  972. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  973. if(handles->mDiffuseAtlasParamsSC)
  974. {
  975. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  976. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  977. mMaterial->mCellSize[stageNum], // tile size in pixels
  978. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  979. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  980. }
  981. if(handles->mBumpAtlasParamsSC)
  982. {
  983. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  984. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  985. mMaterial->mCellSize[stageNum], // tile size in pixels
  986. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  987. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  988. }
  989. if(handles->mDiffuseAtlasTileSC)
  990. {
  991. // Sanity check the wrap flags
  992. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  993. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  994. mMaterial->mCellIndex[stageNum].y,
  995. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  996. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  997. }
  998. if(handles->mBumpAtlasTileSC)
  999. {
  1000. // Sanity check the wrap flags
  1001. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1002. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1003. mMaterial->mCellIndex[stageNum].y,
  1004. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1005. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1006. }
  1007. // Deferred Shading: Determine Material Info Flags
  1008. S32 matInfoFlags =
  1009. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  1010. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  1011. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1012. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1013. if( handles->mAccuScaleSC->isValid() )
  1014. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1015. if( handles->mAccuDirectionSC->isValid() )
  1016. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1017. if( handles->mAccuStrengthSC->isValid() )
  1018. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1019. if( handles->mAccuCoverageSC->isValid() )
  1020. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1021. if( handles->mAccuSpecularSC->isValid() )
  1022. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1023. }
  1024. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1025. {
  1026. // Only support cubemap on the first stage
  1027. if( mPasses[pass]->mStageNum > 0 )
  1028. return false;
  1029. if( mPasses[pass]->mCubeMap )
  1030. return true;
  1031. return false;
  1032. }
  1033. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1034. {
  1035. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1036. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1037. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1038. // The MatrixSet will lazily generate a matrix under the
  1039. // various 'get' methods, so inline the test for a valid
  1040. // shader constant handle to avoid that work when we can.
  1041. if ( handles->mModelViewProjSC->isValid() )
  1042. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1043. if ( handles->mObjTransSC->isValid() )
  1044. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1045. if ( handles->mWorldToObjSC->isValid() )
  1046. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1047. if ( handles->mWorldToCameraSC->isValid() )
  1048. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1049. if (handles->mCameraToWorldSC->isValid())
  1050. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1051. if ( handles->mWorldViewOnlySC->isValid() )
  1052. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1053. if ( handles->mViewToObjSC->isValid() )
  1054. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1055. if ( handles->mViewProjSC->isValid() )
  1056. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1057. if ( handles->mCubeTransSC->isValid() &&
  1058. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1059. {
  1060. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1061. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1062. }
  1063. if ( handles->m_vEyeSC->isValid() )
  1064. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1065. }
  1066. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1067. {
  1068. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1069. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1070. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1071. if ( handles->mNodeTransforms->isValid() )
  1072. {
  1073. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1074. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1075. }
  1076. }
  1077. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1078. {
  1079. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1080. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1081. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1082. for (U32 i = 0; i < shaderData.size(); i++)
  1083. {
  1084. //roll through and try setting our data!
  1085. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1086. {
  1087. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1088. {
  1089. if (handles->mCustomHandles[h].handle->isValid())
  1090. {
  1091. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1092. if (type == CustomShaderBindingData::Float)
  1093. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1094. else if (type == CustomShaderBindingData::Float2)
  1095. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1096. else if (type == CustomShaderBindingData::Float3)
  1097. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1098. else if (type == CustomShaderBindingData::Float4)
  1099. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1100. break;
  1101. }
  1102. }
  1103. }
  1104. }
  1105. }
  1106. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1107. {
  1108. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1109. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1110. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1111. // Set cubemap stuff here (it's convenient!)
  1112. const Point3F &eyePosWorld = state->getCameraPosition();
  1113. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1114. {
  1115. if (handles->mCubeEyePosSC->isValid())
  1116. {
  1117. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1118. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1119. }
  1120. }
  1121. if (sgData.cubemap)
  1122. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1123. else
  1124. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1125. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1126. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1127. if ( handles->mEyePosSC->isValid() )
  1128. {
  1129. MatrixF tempMat( *sgData.objTrans );
  1130. tempMat.inverse();
  1131. Point3F eyepos;
  1132. tempMat.mulP( eyePosWorld, &eyepos );
  1133. shaderConsts->set(handles->mEyePosSC, eyepos);
  1134. }
  1135. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1136. ShaderRenderPassData *rpd = _getRPD(pass);
  1137. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1138. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1139. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1140. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1141. }
  1142. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1143. {
  1144. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1145. // If we're not instanced then just call the parent.
  1146. if ( !mInstancingState )
  1147. {
  1148. Parent::setBuffers( vertBuffer, primBuffer );
  1149. return;
  1150. }
  1151. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1152. const S32 instCount = mInstancingState->getCount();
  1153. AssertFatal( instCount > 0,
  1154. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1155. // Nothing special here.
  1156. GFX->setPrimitiveBuffer( *primBuffer );
  1157. // Set the first stream the the normal VB and set the
  1158. // correct frequency for the number of instances to render.
  1159. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1160. // Get a volatile VB and fill it with the vertex data.
  1161. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1162. GFXVertexBufferDataHandle instVB;
  1163. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1164. U8 *dest = instVB.lock();
  1165. if(!dest) return;
  1166. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1167. instVB.unlock();
  1168. // Set the instance vb for streaming.
  1169. GFX->setVertexBuffer( instVB, 1, 1 );
  1170. // Finally set the vertex format which defines
  1171. // both of the streams.
  1172. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1173. // Done... reset the count.
  1174. mInstancingState->resetStep();
  1175. }
  1176. bool ProcessedShaderMaterial::stepInstance()
  1177. {
  1178. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1179. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1180. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1181. }
  1182. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1183. {
  1184. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1185. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1186. buffers.setSize(mPasses.size());
  1187. for (U32 i = 0; i < mPasses.size(); i++)
  1188. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1189. // smp now owns these buffers.
  1190. smp->setBuffers(mShaderConstDesc, buffers);
  1191. return smp;
  1192. }
  1193. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1194. {
  1195. // Search our list
  1196. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1197. {
  1198. if (mParameterHandles[i]->getName().equal(name))
  1199. return mParameterHandles[i];
  1200. }
  1201. // If we didn't find it, we have to add it to support shader reloading.
  1202. Vector<GFXShader*> shaders;
  1203. shaders.setSize(mPasses.size());
  1204. for (U32 i = 0; i < mPasses.size(); i++)
  1205. shaders[i] = _getRPD(i)->shader;
  1206. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1207. mParameterHandles.push_back(smph);
  1208. return smph;
  1209. }
  1210. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1211. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1212. {
  1213. if (mCurrentParams && pass < mPasses.size())
  1214. {
  1215. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1216. }
  1217. return NULL;
  1218. }
  1219. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1220. {
  1221. if (pass < mPasses.size())
  1222. {
  1223. return &_getRPD(pass)->shaderHandles;
  1224. }
  1225. return NULL;
  1226. }
  1227. void ProcessedShaderMaterial::dumpMaterialInfo()
  1228. {
  1229. for ( U32 i = 0; i < getNumPasses(); i++ )
  1230. {
  1231. const ShaderRenderPassData *passData = _getRPD( i );
  1232. if ( passData == NULL )
  1233. continue;
  1234. const GFXShader *shader = passData->shader;
  1235. if ( shader == NULL )
  1236. Con::printf( " [%i] [NULL shader]", i );
  1237. else
  1238. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1239. }
  1240. }
  1241. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1242. {
  1243. for (U32 i = 0; i < getNumPasses(); i++)
  1244. {
  1245. const ShaderRenderPassData* passData = _getRPD(i);
  1246. if (passData == NULL)
  1247. continue;
  1248. char passStr[64];
  1249. dSprintf(passStr, 64, "Pass Number: %i", i);
  1250. U32 passItem = tree->insertItem(item, passStr);
  1251. const GFXShader * shader = passData->shader;
  1252. if (shader == NULL)
  1253. tree->insertItem(passItem, "[NULL shader]");
  1254. else
  1255. tree->insertItem(passItem, shader->describeSelf().c_str());
  1256. }
  1257. }