| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151 | //-----------------------------------------------------------------------------// Copyright (c) 2012 GarageGames, LLC//// Permission is hereby granted, free of charge, to any person obtaining a copy// of this software and associated documentation files (the "Software"), to// deal in the Software without restriction, including without limitation the// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or// sell copies of the Software, and to permit persons to whom the Software is// furnished to do so, subject to the following conditions://// The above copyright notice and this permission notice shall be included in// all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS// IN THE SOFTWARE.//-----------------------------------------------------------------------------#include "platform/platform.h"#include "renderInstance/renderPrePassMgr.h"#include "gfx/gfxTransformSaver.h"#include "materials/sceneData.h"#include "materials/materialManager.h"#include "materials/materialFeatureTypes.h"#include "core/util/safeDelete.h"#include "shaderGen/featureMgr.h"#include "shaderGen/HLSL/depthHLSL.h"#include "shaderGen/GLSL/depthGLSL.h"#include "shaderGen/conditionerFeature.h"#include "shaderGen/shaderGenVars.h"#include "scene/sceneRenderState.h"#include "gfx/gfxStringEnumTranslate.h"#include "gfx/gfxDebugEvent.h"#include "gfx/gfxCardProfile.h"#include "materials/customMaterialDefinition.h"#include "lighting/advanced/advancedLightManager.h"#include "lighting/advanced/advancedLightBinManager.h"#include "terrain/terrCell.h"#include "renderInstance/renderTerrainMgr.h"#include "terrain/terrCellMaterial.h"#include "math/mathUtils.h"#include "math/util/matrixSet.h"#include "gfx/gfxTextureManager.h"#include "gfx/primBuilder.h"#include "gfx/gfxDrawUtil.h"#include "materials/shaderData.h"#include "gfx/sim/cubemapData.h"const MatInstanceHookType PrePassMatInstanceHook::Type( "PrePass" );const String RenderPrePassMgr::BufferName("prepass");const RenderInstType RenderPrePassMgr::RIT_PrePass("PrePass");const String RenderPrePassMgr::ColorBufferName("color");const String RenderPrePassMgr::MatInfoBufferName("matinfo");IMPLEMENT_CONOBJECT(RenderPrePassMgr);ConsoleDocClass( RenderPrePassMgr,    "@brief The render bin which performs a z+normals prepass used in Advanced Lighting.\n\n"   "This render bin is used in Advanced Lighting to gather all opaque mesh render instances "   "and render them to the g-buffer for use in lighting the scene and doing effects.\n\n"   "PostEffect and other shaders can access the output of this bin by using the #prepass "   "texture target name.  See the edge anti-aliasing post effect for an example.\n\n"   "@see game/core/scripts/client/postFx/edgeAA.cs\n"   "@ingroup RenderBin\n" );RenderPrePassMgr::RenderSignal& RenderPrePassMgr::getRenderSignal(){   static RenderSignal theSignal;   return theSignal;}RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,                                    GFXFormat format )   :  Parent(  RIT_PrePass,               0.01f,               0.01f,               format,               Point2I( Parent::DefaultTargetSize, Parent::DefaultTargetSize),               gatherDepth ? Parent::DefaultTargetChainLength : 0 ),      mPrePassMatInstance( NULL ){   notifyType( RenderPassManager::RIT_Decal );   notifyType( RenderPassManager::RIT_DecalRoad );   notifyType( RenderPassManager::RIT_Mesh );   notifyType( RenderPassManager::RIT_Terrain );   notifyType( RenderPassManager::RIT_Object );   // We want a full-resolution buffer   mTargetSizeType = RenderTexTargetBinManager::WindowSize;   if(getTargetChainLength() > 0)      GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" );   mNamedTarget.registerWithName( BufferName );   mColorTarget.registerWithName( ColorBufferName );   mMatInfoTarget.registerWithName( MatInfoBufferName );   mClearGBufferShader = NULL;   _registerFeatures();}RenderPrePassMgr::~RenderPrePassMgr(){   GFXShader::removeGlobalMacro( "TORQUE_LINEAR_DEPTH" );   mColorTarget.release();   mMatInfoTarget.release();   _unregisterFeatures();   SAFE_DELETE( mPrePassMatInstance );}void RenderPrePassMgr::_registerFeatures(){   ConditionerFeature *cond = new LinearEyeDepthConditioner( getTargetFormat() );   FEATUREMGR->registerFeature( MFT_PrePassConditioner, cond );   mNamedTarget.setConditioner( cond );}void RenderPrePassMgr::_unregisterFeatures(){   mNamedTarget.setConditioner( NULL );   FEATUREMGR->unregisterFeature(MFT_PrePassConditioner);}bool RenderPrePassMgr::setTargetSize(const Point2I &newTargetSize){   bool ret = Parent::setTargetSize( newTargetSize );   mNamedTarget.setViewport( GFX->getViewport() );   mColorTarget.setViewport( GFX->getViewport() );   mMatInfoTarget.setViewport( GFX->getViewport() );   return ret;}bool RenderPrePassMgr::_updateTargets(){   PROFILE_SCOPE(RenderPrePassMgr_updateTargets);   bool ret = Parent::_updateTargets();   // check for an output conditioner, and update it's format   ConditionerFeature *outputConditioner = dynamic_cast<ConditionerFeature *>(FEATUREMGR->getByType(MFT_PrePassConditioner));   if( outputConditioner && outputConditioner->setBufferFormat(mTargetFormat) )   {      // reload materials, the conditioner needs to alter the generated shaders   }   GFXFormat colorFormat = mTargetFormat;   /*   bool independentMrtBitDepth = GFX->getCardProfiler()->queryProfile("independentMrtBitDepth", false);   //If independent bit depth on a MRT is supported than just use 8bit channels for the albedo color.   if(independentMrtBitDepth)      colorFormat = GFXFormatR8G8B8A8;   */   // andrewmac: Deferred Shading Color Buffer   if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())   {           mColorTarget.release();           mColorTex.set(mTargetSize.x, mTargetSize.y, colorFormat,                   &GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),                   1, GFXTextureManager::AA_MATCH_BACKBUFFER);           mColorTarget.setTexture(mColorTex);            for (U32 i = 0; i < mTargetChainLength; i++)                   mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mColorTarget.getTexture());   }    // andrewmac: Deferred Shading Material Info Buffer   if (mMatInfoTex.getFormat() != colorFormat || mMatInfoTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())   {                mMatInfoTarget.release();                mMatInfoTex.set(mTargetSize.x, mTargetSize.y, colorFormat,                        &GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),                        1, GFXTextureManager::AA_MATCH_BACKBUFFER);                mMatInfoTarget.setTexture(mMatInfoTex);                 for (U32 i = 0; i < mTargetChainLength; i++)                        mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());   }   GFX->finalizeReset();   // Attach the light info buffer as a second render target, if there is   // lightmapped geometry in the scene.   AdvancedLightBinManager *lightBin;   if (  Sim::findObject( "AL_LightBinMgr", lightBin ) &&         lightBin->MRTLightmapsDuringPrePass() &&         lightBin->isProperlyAdded() )   {      // Update the size of the light bin target here. This will call _updateTargets      // on the light bin      ret &= lightBin->setTargetSize( mTargetSize );      if ( ret )      {         // Sanity check         AssertFatal(lightBin->getTargetChainLength() == mTargetChainLength, "Target chain length mismatch");         // Attach light info buffer to Color1 for each target in the chain         for ( U32 i = 0; i < mTargetChainLength; i++ )         {            GFXTexHandle lightInfoTex = lightBin->getTargetTexture(0, i);            mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, lightInfoTex);         }      }   }   _initShaders();   return ret;}void RenderPrePassMgr::_createPrePassMaterial(){   SAFE_DELETE(mPrePassMatInstance);   const GFXVertexFormat *vertexFormat = getGFXVertexFormat<GFXVertexPNTTB>();   MatInstance* prepassMat = static_cast<MatInstance*>(MATMGR->createMatInstance("AL_DefaultPrePassMaterial", vertexFormat));   AssertFatal( prepassMat, "TODO: Handle this better." );   mPrePassMatInstance = new PrePassMatInstance(prepassMat, this);   mPrePassMatInstance->init( MATMGR->getDefaultFeatures(), vertexFormat);   delete prepassMat;}void RenderPrePassMgr::setPrePassMaterial( PrePassMatInstance *mat ){   SAFE_DELETE(mPrePassMatInstance);   mPrePassMatInstance = mat;}void RenderPrePassMgr::addElement( RenderInst *inst ){   PROFILE_SCOPE( RenderPrePassMgr_addElement )   // Skip out if this bin is disabled.   if (  gClientSceneGraph->getCurrentRenderState() &&         gClientSceneGraph->getCurrentRenderState()->disableAdvancedLightingBins() )      return;   // First what type of render instance is it?   const bool isDecalMeshInst = ((inst->type == RenderPassManager::RIT_Decal)||(inst->type == RenderPassManager::RIT_DecalRoad));   const bool isMeshInst = inst->type == RenderPassManager::RIT_Mesh;   const bool isTerrainInst = inst->type == RenderPassManager::RIT_Terrain;   // Get the material if its a mesh.   BaseMatInstance* matInst = NULL;   if ( isMeshInst || isDecalMeshInst )      matInst = static_cast<MeshRenderInst*>(inst)->matInst;   if (matInst)   {      // Skip decals if they don't have normal maps.      if (isDecalMeshInst && !matInst->hasNormalMap())         return;      // If its a custom material and it refracts... skip it.      if (matInst->isCustomMaterial() &&         static_cast<CustomMaterial*>(matInst->getMaterial())->mRefract)         return;      // Make sure we got a prepass material.      matInst = getPrePassMaterial(matInst);      if (!matInst || !matInst->isValid())         return;   }   // We're gonna add it to the bin... get the right element list.   Vector< MainSortElem > *elementList;   if ( isMeshInst || isDecalMeshInst )      elementList = &mElementList;   else if ( isTerrainInst )      elementList = &mTerrainElementList;   else      elementList = &mObjectElementList;   elementList->increment();   MainSortElem &elem = elementList->last();   elem.inst = inst;   // Store the original key... we might need it.   U32 originalKey = elem.key;   // Sort front-to-back first to get the most fillrate savings.   const F32 invSortDistSq = F32_MAX - inst->sortDistSq;   elem.key = *((U32*)&invSortDistSq);   // Next sort by pre-pass material if its a mesh... use the original sort key.   if (isMeshInst && matInst)      elem.key2 = matInst->getStateHint();   else      elem.key2 = originalKey;}void RenderPrePassMgr::sort(){   PROFILE_SCOPE( RenderPrePassMgr_sort );   Parent::sort();   dQsort( mTerrainElementList.address(), mTerrainElementList.size(), sizeof(MainSortElem), cmpKeyFunc);   dQsort( mObjectElementList.address(), mObjectElementList.size(), sizeof(MainSortElem), cmpKeyFunc);}void RenderPrePassMgr::clear(){   Parent::clear();   mTerrainElementList.clear();   mObjectElementList.clear();}void RenderPrePassMgr::render( SceneRenderState *state ){   PROFILE_SCOPE(RenderPrePassMgr_render);   // Take a look at the SceneRenderState and see if we should skip drawing the pre-pass   if ( state->disableAdvancedLightingBins() )      return;   // NOTE: We don't early out here when the element list is   // zero because we need the prepass to be cleared.   // Automagically save & restore our viewport and transforms.   GFXTransformSaver saver;   GFXDEBUGEVENT_SCOPE( RenderPrePassMgr_Render, ColorI::RED );   // Tell the superclass we're about to render   const bool isRenderingToTarget = _onPreRender(state);   // Clear all z-buffer, and g-buffer.   clearBuffers();   // Restore transforms   MatrixSet &matrixSet = getRenderPass()->getMatrixSet();   matrixSet.restoreSceneViewProjection();   const MatrixF worldViewXfm = GFX->getWorldMatrix();   // Setup the default prepass material for object instances.   if ( !mPrePassMatInstance )      _createPrePassMaterial();   if ( mPrePassMatInstance )   {      matrixSet.setWorld(MatrixF::Identity);      mPrePassMatInstance->setTransforms(matrixSet, state);   }   // Signal start of pre-pass   getRenderSignal().trigger( state, this, true );      // First do a loop and render all the terrain... these are    // usually the big blockers in a scene and will save us fillrate   // on the smaller meshes and objects.   // The terrain doesn't need any scene graph data   // in the the prepass... so just clear it.   SceneData sgData;   sgData.init( state, SceneData::PrePassBin );   Vector< MainSortElem >::const_iterator itr = mTerrainElementList.begin();   for ( ; itr != mTerrainElementList.end(); itr++ )   {      TerrainRenderInst *ri = static_cast<TerrainRenderInst*>( itr->inst );      TerrainCellMaterial *mat = ri->cellMat->getPrePassMat();      GFX->setPrimitiveBuffer( ri->primBuff );      GFX->setVertexBuffer( ri->vertBuff );      mat->setTransformAndEye(   *ri->objectToWorldXfm,                                 worldViewXfm,                                 GFX->getProjectionMatrix(),                                 state->getFarPlane() );      while ( mat->setupPass( state, sgData ) )         GFX->drawPrimitive( ri->prim );   }   // init loop data   GFXTextureObject *lastLM = NULL;   GFXCubemap *lastCubemap = NULL;   GFXTextureObject *lastReflectTex = NULL;   GFXTextureObject *lastAccuTex = NULL;      // Next render all the meshes.   itr = mElementList.begin();   for ( ; itr != mElementList.end(); )   {      MeshRenderInst *ri = static_cast<MeshRenderInst*>( itr->inst );      // Get the prepass material.      BaseMatInstance *mat = getPrePassMaterial( ri->matInst );      // Set up SG data proper like and flag it       // as a pre-pass render      setupSGData( ri, sgData );      Vector< MainSortElem >::const_iterator meshItr, endOfBatchItr = itr;      while ( mat->setupPass( state, sgData ) )      {         meshItr = itr;         for ( ; meshItr != mElementList.end(); meshItr++ )         {            MeshRenderInst *passRI = static_cast<MeshRenderInst*>( meshItr->inst );            // Check to see if we need to break this batch.            //            // NOTE: We're comparing the non-prepass materials             // here so we don't incur the cost of looking up the             // prepass hook on each inst.            //            if ( newPassNeeded( ri, passRI ) )               break;            // Set up SG data for this instance.            setupSGData( passRI, sgData );            mat->setSceneInfo(state, sgData);            matrixSet.setWorld(*passRI->objectToWorld);            matrixSet.setView(*passRI->worldToCamera);            matrixSet.setProjection(*passRI->projection);            mat->setTransforms(matrixSet, state);            // Setup HW skinning transforms if applicable            if (mat->usesHardwareSkinning())            {               mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);            }            // If we're instanced then don't render yet.            if ( mat->isInstanced() )            {               // Let the material increment the instance buffer, but               // break the batch if it runs out of room for more.               if ( !mat->stepInstance() )               {                  meshItr++;                  break;               }               continue;            }            bool dirty = false;            // set the lightmaps if different            if( passRI->lightmap && passRI->lightmap != lastLM )            {               sgData.lightmap = passRI->lightmap;               lastLM = passRI->lightmap;               dirty = true;            }            // set the cubemap if different.            if ( passRI->cubemap != lastCubemap )            {               sgData.cubemap = passRI->cubemap;               lastCubemap = passRI->cubemap;               dirty = true;            }            if ( passRI->reflectTex != lastReflectTex )            {               sgData.reflectTex = passRI->reflectTex;               lastReflectTex = passRI->reflectTex;               dirty = true;            }                        // Update accumulation texture if it changed.            // Note: accumulation texture can be NULL, and must be updated.            if (passRI->accuTex != lastAccuTex)            {               sgData.accuTex = passRI->accuTex;               lastAccuTex = passRI->accuTex;               dirty = true;            }            if ( dirty )               mat->setTextureStages( state, sgData );            // Setup the vertex and index buffers.            mat->setBuffers( passRI->vertBuff, passRI->primBuff );            // Render this sucker.            if ( passRI->prim )               GFX->drawPrimitive( *passRI->prim );            else               GFX->drawPrimitive( passRI->primBuffIndex );         }         // Draw the instanced batch.         if ( mat->isInstanced() )         {            // Sets the buffers including the instancing stream.            mat->setBuffers( ri->vertBuff, ri->primBuff );            if ( ri->prim )               GFX->drawPrimitive( *ri->prim );            else               GFX->drawPrimitive( ri->primBuffIndex );         }         endOfBatchItr = meshItr;      } // while( mat->setupPass(state, sgData) )      // Force the increment if none happened, otherwise go to end of batch.      itr = ( itr == endOfBatchItr ) ? itr + 1 : endOfBatchItr;   }   // The final loop is for object render instances.   itr = mObjectElementList.begin();   for ( ; itr != mObjectElementList.end(); itr++ )   {      ObjectRenderInst *ri = static_cast<ObjectRenderInst*>( itr->inst );      if ( ri->renderDelegate )         ri->renderDelegate( ri, state, mPrePassMatInstance );   }   // Signal end of pre-pass   getRenderSignal().trigger( state, this, false );   if(isRenderingToTarget)      _onPostRender();}const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStenciWriteDesc( bool lightmappedGeometry /*= true*/ ){   static bool sbInit = false;   static GFXStateBlockDesc sOpaqueStaticLitStencilWriteDesc;   static GFXStateBlockDesc sOpaqueDynamicLitStencilWriteDesc;   if(!sbInit)   {      sbInit = true;      // Build the static opaque stencil write/test state block descriptions      sOpaqueStaticLitStencilWriteDesc.stencilDefined = true;      sOpaqueStaticLitStencilWriteDesc.stencilEnable = true;      sOpaqueStaticLitStencilWriteDesc.stencilWriteMask = 0x03;      sOpaqueStaticLitStencilWriteDesc.stencilMask = 0x03;      sOpaqueStaticLitStencilWriteDesc.stencilRef = RenderPrePassMgr::OpaqueStaticLitMask;      sOpaqueStaticLitStencilWriteDesc.stencilPassOp = GFXStencilOpReplace;      sOpaqueStaticLitStencilWriteDesc.stencilFailOp = GFXStencilOpKeep;      sOpaqueStaticLitStencilWriteDesc.stencilZFailOp = GFXStencilOpKeep;      sOpaqueStaticLitStencilWriteDesc.stencilFunc = GFXCmpAlways;      // Same only dynamic      sOpaqueDynamicLitStencilWriteDesc = sOpaqueStaticLitStencilWriteDesc;      sOpaqueDynamicLitStencilWriteDesc.stencilRef = RenderPrePassMgr::OpaqueDynamicLitMask;   }   return (lightmappedGeometry ? sOpaqueStaticLitStencilWriteDesc : sOpaqueDynamicLitStencilWriteDesc);}const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStencilTestDesc(){   static bool sbInit = false;   static GFXStateBlockDesc sOpaqueStencilTestDesc;   if(!sbInit)   {      // Build opaque test      sbInit = true;      sOpaqueStencilTestDesc.stencilDefined = true;      sOpaqueStencilTestDesc.stencilEnable = true;      sOpaqueStencilTestDesc.stencilWriteMask = 0xFE;      sOpaqueStencilTestDesc.stencilMask = 0x03;      sOpaqueStencilTestDesc.stencilRef = 0;      sOpaqueStencilTestDesc.stencilPassOp = GFXStencilOpKeep;      sOpaqueStencilTestDesc.stencilFailOp = GFXStencilOpKeep;      sOpaqueStencilTestDesc.stencilZFailOp = GFXStencilOpKeep;      sOpaqueStencilTestDesc.stencilFunc = GFXCmpLess;   }   return sOpaqueStencilTestDesc;}//------------------------------------------------------------------------------//------------------------------------------------------------------------------ProcessedPrePassMaterial::ProcessedPrePassMaterial( Material& mat, const RenderPrePassMgr *prePassMgr ): Parent(mat), mPrePassMgr(prePassMgr){}void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,                                                   MaterialFeatureData &fd,                                                   const FeatureSet &features ){   Parent::_determineFeatures( stageNum, fd, features );   // Find this for use down below...   bool bEnableMRTLightmap = false;   AdvancedLightBinManager *lightBin;   if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )      bEnableMRTLightmap = lightBin->MRTLightmapsDuringPrePass();   // If this material has a lightmap or tonemap (texture or baked vertex color),   // it must be static. Otherwise it is dynamic.   mIsLightmappedGeometry = ( fd.features.hasFeature( MFT_ToneMap ) ||                              fd.features.hasFeature( MFT_LightMap ) ||                              fd.features.hasFeature( MFT_VertLit ) ||                              ( bEnableMRTLightmap && (fd.features.hasFeature( MFT_IsTranslucent ) ||                                                      fd.features.hasFeature( MFT_ForwardShading ) ||                                                      fd.features.hasFeature( MFT_IsTranslucentZWrite) ) ) );   // Integrate proper opaque stencil write state   mUserDefined.addDesc( mPrePassMgr->getOpaqueStenciWriteDesc( mIsLightmappedGeometry ) );   FeatureSet newFeatures;   // These are always on for prepass.   newFeatures.addFeature( MFT_EyeSpaceDepthOut );   newFeatures.addFeature( MFT_PrePassConditioner );#ifndef TORQUE_DEDICATED   //tag all materials running through prepass as deferred   newFeatures.addFeature(MFT_isDeferred);   // Deferred Shading : Diffuse   if (mStages[stageNum].getTex( MFT_DiffuseMap ))   {      newFeatures.addFeature(MFT_DiffuseMap);   }   newFeatures.addFeature( MFT_DiffuseColor );   // Deferred Shading : Specular   if( mStages[stageNum].getTex( MFT_SpecularMap ) )   {       newFeatures.addFeature( MFT_DeferredSpecMap );   }   else if ( mMaterial->mPixelSpecular[stageNum] )   {       newFeatures.addFeature( MFT_DeferredSpecVars );   }   else       newFeatures.addFeature(MFT_DeferredEmptySpec);      // Deferred Shading : Material Info Flags   newFeatures.addFeature( MFT_DeferredMatInfoFlags );   for ( U32 i=0; i < fd.features.getCount(); i++ )   {      const FeatureType &type = fd.features.getAt( i );      // Turn on the diffuse texture only if we      // have alpha test.      if ( type == MFT_AlphaTest )      {         newFeatures.addFeature( MFT_AlphaTest );         newFeatures.addFeature( MFT_DiffuseMap );      }      else if ( type == MFT_IsTranslucentZWrite )      {         newFeatures.addFeature( MFT_IsTranslucentZWrite );         newFeatures.addFeature( MFT_DiffuseMap );      }      // Always allow these.      else if (   type == MFT_IsDXTnm ||                  type == MFT_TexAnim ||                  type == MFT_NormalMap ||                  type == MFT_DetailNormalMap ||                  type == MFT_AlphaTest ||                  type == MFT_Parallax ||                  type == MFT_InterlacedPrePass ||                  type == MFT_Visibility ||                  type == MFT_UseInstancing ||                  type == MFT_DiffuseVertColor ||                  type == MFT_DetailMap ||                  type == MFT_DetailNormalMap ||                  type == MFT_DiffuseMapAtlas)         newFeatures.addFeature( type );      // Add any transform features.      else if (   type.getGroup() == MFG_PreTransform ||                  type.getGroup() == MFG_Transform ||                  type.getGroup() == MFG_PostTransform )         newFeatures.addFeature( type );   }   if (mMaterial->mAccuEnabled[stageNum])   {      newFeatures.addFeature(MFT_AccuMap);      mHasAccumulation = true;   }   // we need both diffuse and normal maps + sm3 to have an accu map   if (newFeatures[MFT_AccuMap] &&      (!newFeatures[MFT_DiffuseMap] ||      !newFeatures[MFT_NormalMap] ||      GFX->getPixelShaderVersion() < 3.0f)) {      AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");      newFeatures.removeFeature(MFT_AccuMap);      mHasAccumulation = false;   }   // if we still have the AccuMap feature, we add all accu constant features   if (newFeatures[MFT_AccuMap]) {      // add the dependencies of the accu map      newFeatures.addFeature(MFT_AccuScale);      newFeatures.addFeature(MFT_AccuDirection);      newFeatures.addFeature(MFT_AccuStrength);      newFeatures.addFeature(MFT_AccuCoverage);      newFeatures.addFeature(MFT_AccuSpecular);      // now remove some features that are not compatible with this      newFeatures.removeFeature(MFT_UseInstancing);   }   // If there is lightmapped geometry support, add the MRT light buffer features   if(bEnableMRTLightmap)   {      // If this material has a lightmap, pass it through, and flag it to      // send it's output to RenderTarget3      if( fd.features.hasFeature( MFT_ToneMap ) )      {         newFeatures.addFeature( MFT_ToneMap );         newFeatures.addFeature( MFT_LightbufferMRT );      }      else if( fd.features.hasFeature( MFT_LightMap ) )      {         newFeatures.addFeature( MFT_LightMap );         newFeatures.addFeature( MFT_LightbufferMRT );      }      else if( fd.features.hasFeature( MFT_VertLit ) )      {         // Flag un-tone-map if necesasary         if( fd.features.hasFeature( MFT_DiffuseMap ) )            newFeatures.addFeature( MFT_VertLitTone );         newFeatures.addFeature( MFT_VertLit );         newFeatures.addFeature( MFT_LightbufferMRT );      }      else      {         // If this object isn't lightmapped, add a zero-output feature to it         newFeatures.addFeature( MFT_RenderTarget3_Zero );      }   }   // cubemaps only available on stage 0 for now - bramage      if ( stageNum < 1 &&          (  (  mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||               mMaterial->mDynamicCubemap ) )   newFeatures.addFeature( MFT_CubeMap );   #endif   // Set the new features.   fd.features = newFeatures;}U32 ProcessedPrePassMaterial::getNumStages(){   // Loops through all stages to determine how many    // stages we actually use.     //    // The first stage is always active else we shouldn't be   // creating the material to begin with.   U32 numStages = 1;   U32 i;   for( i=1; i<Material::MAX_STAGES; i++ )   {      // Assume stage is inactive      bool stageActive = false;      // Cubemaps only on first stage      if( i == 0 )      {         // If we have a cubemap the stage is active         if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )         {            numStages++;            continue;         }      }      // If we have a texture for the a feature the       // stage is active.      if ( mStages[i].hasValidTex() )         stageActive = true;      // If this stage has specular lighting, it's active      if ( mMaterial->mPixelSpecular[i] )         stageActive = true;      // If this stage has diffuse color, it's active      if (  mMaterial->mDiffuse[i].alpha > 0 &&            mMaterial->mDiffuse[i] != ColorF::WHITE )         stageActive = true;      // If we have a Material that is vertex lit      // then it may not have a texture      if( mMaterial->mVertLit[i] )         stageActive = true;      // Increment the number of active stages      numStages += stageActive;   }   return numStages;}void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc){   GFXStateBlockDesc prePassStateBlock = desc;   // Adjust color writes if this is a pure z-fill pass   const bool pixelOutEnabled = mPrePassMgr->getTargetChainLength() > 0;   if ( !pixelOutEnabled )   {      prePassStateBlock.colorWriteDefined = true;      prePassStateBlock.colorWriteRed = pixelOutEnabled;      prePassStateBlock.colorWriteGreen = pixelOutEnabled;      prePassStateBlock.colorWriteBlue = pixelOutEnabled;      prePassStateBlock.colorWriteAlpha = pixelOutEnabled;   }   // Never allow the alpha test state when rendering   // the prepass as we use the alpha channel for the   // depth information... MFT_AlphaTest will handle it.   prePassStateBlock.alphaDefined = true;   prePassStateBlock.alphaTestEnable = false;   // If we're translucent then we're doing prepass blending   // which never writes to the depth channels.   const bool isTranslucent = getMaterial()->isTranslucent();   if ( isTranslucent )   {      prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );      prePassStateBlock.setColorWrites(false, false, false, true);   }   // Enable z reads, but only enable zwrites if we're not translucent.   prePassStateBlock.setZReadWrite( true, isTranslucent ? false : true );   // Pass to parent   Parent::addStateBlockDesc(prePassStateBlock);}PrePassMatInstance::PrePassMatInstance(MatInstance* root, const RenderPrePassMgr *prePassMgr): Parent(*root->getMaterial()), mPrePassMgr(prePassMgr){   mFeatureList = root->getRequestedFeatures();   mVertexFormat = root->getVertexFormat();   mUserObject = root->getUserObject();}PrePassMatInstance::~PrePassMatInstance(){}ProcessedMaterial* PrePassMatInstance::getShaderMaterial(){   return new ProcessedPrePassMaterial(*mMaterial, mPrePassMgr);}bool PrePassMatInstance::init( const FeatureSet &features,                               const GFXVertexFormat *vertexFormat ){   bool vaild = Parent::init(features, vertexFormat);   if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))   {      String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);      NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);      RenderPassData* rpd = getPass(0);      if (rpd)      {         rpd->mTexSlot[0].texTarget = texTarget;         rpd->mTexType[0] = Material::TexTarget;         rpd->mSamplerNames[0] = "diffuseMap";      }   }   return vaild;}PrePassMatInstanceHook::PrePassMatInstanceHook( MatInstance *baseMatInst,                                                const RenderPrePassMgr *prePassMgr )   : mHookedPrePassMatInst(NULL), mPrePassManager(prePassMgr){   // If the material is a custom material then   // hope that using DefaultPrePassMaterial gives   // them a good prepass.   if ( baseMatInst->isCustomMaterial() )   {      MatInstance* dummyInst = static_cast<MatInstance*>( MATMGR->createMatInstance( "AL_DefaultPrePassMaterial", baseMatInst->getVertexFormat() ) );      mHookedPrePassMatInst = new PrePassMatInstance( dummyInst, prePassMgr );      mHookedPrePassMatInst->init( dummyInst->getRequestedFeatures(), baseMatInst->getVertexFormat());      delete dummyInst;      return;   }   // Create the prepass material instance.   mHookedPrePassMatInst = new PrePassMatInstance(baseMatInst, prePassMgr);   mHookedPrePassMatInst->getFeaturesDelegate() = baseMatInst->getFeaturesDelegate();   // Get the features, but remove the instancing feature if the   // original material didn't end up using it.   FeatureSet features = baseMatInst->getRequestedFeatures();   if ( !baseMatInst->isInstanced() )      features.removeFeature( MFT_UseInstancing );   // Initialize the material.   mHookedPrePassMatInst->init(features, baseMatInst->getVertexFormat());}PrePassMatInstanceHook::~PrePassMatInstanceHook(){   SAFE_DELETE(mHookedPrePassMatInst);}//------------------------------------------------------------------------------//------------------------------------------------------------------------------void LinearEyeDepthConditioner::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ){   // find depth   ShaderFeature *depthFeat = FEATUREMGR->getByType( MFT_EyeSpaceDepthOut );   AssertFatal( depthFeat != NULL, "No eye space depth feature found!" );   Var *depth = (Var*) LangElement::find(depthFeat->getOutputVarName());   AssertFatal( depth, "Something went bad with ShaderGen. The depth should be already generated by the EyeSpaceDepthOut feature." );   MultiLine *meta = new MultiLine;   meta->addStatement( assignOutput( depth ) );   output = meta;}Var *LinearEyeDepthConditioner::_conditionOutput( Var *unconditionedOutput, MultiLine *meta ){   Var *retVar = NULL;   String fracMethodName = (GFX->getAdapterType() == OpenGL) ? "fract" : "frac";   switch(getBufferFormat())   {   case GFXFormatR8G8B8A8:      retVar = new Var;      retVar->setType("float4");      retVar->setName("_ppDepth");      meta->addStatement( new GenOp( "   // depth conditioner: packing to rgba\r\n" ) );      meta->addStatement( new GenOp(         avar( "   @ = %s(@ * (255.0/256) * float4(1, 255, 255 * 255, 255 * 255 * 255));\r\n", fracMethodName.c_str() ),         new DecOp(retVar), unconditionedOutput ) );      break;   default:      retVar = unconditionedOutput;      meta->addStatement( new GenOp( "   // depth conditioner: no conditioning\r\n" ) );      break;   }   AssertFatal( retVar != NULL, avar( "Cannot condition output to buffer format: %s", GFXStringTextureFormat[getBufferFormat()] ) );   return retVar;}Var *LinearEyeDepthConditioner::_unconditionInput( Var *conditionedInput, MultiLine *meta ){   String float4Typename = (GFX->getAdapterType() == OpenGL) ? "vec4" : "float4";   Var *retVar = conditionedInput;   if(getBufferFormat() != GFXFormat_COUNT)   {      retVar = new Var;      retVar->setType(float4Typename.c_str());      retVar->setName("_ppDepth");      meta->addStatement( new GenOp( avar( "   @ = %s(0, 0, 1, 1);\r\n", float4Typename.c_str() ), new DecOp(retVar) ) );      switch(getBufferFormat())      {      case GFXFormatR32F:      case GFXFormatR16F:         meta->addStatement( new GenOp( "   // depth conditioner: float texture\r\n" ) );         meta->addStatement( new GenOp( "   @.w = @.r;\r\n", retVar, conditionedInput ) );         break;      case GFXFormatR8G8B8A8:         meta->addStatement( new GenOp( "   // depth conditioner: unpacking from rgba\r\n" ) );         meta->addStatement( new GenOp(            avar( "   @.w = dot(@ * (256.0/255), %s(1, 1 / 255, 1 / (255 * 255), 1 / (255 * 255 * 255)));\r\n", float4Typename.c_str() )            , retVar, conditionedInput ) );         break;      default:         AssertFatal(false, "LinearEyeDepthConditioner::_unconditionInput - Unrecognized buffer format");      }   }   return retVar;}Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta ){   const bool isCondition = ( methodType == ConditionerFeature::ConditionMethod );   Var *retVal = NULL;   // The uncondition method inputs are changed   if( isCondition )      retVal = Parent::printMethodHeader( methodType, methodName, stream, meta );   else   {      Var *methodVar = new Var;      methodVar->setName(methodName);      if (GFX->getAdapterType() == OpenGL)         methodVar->setType("vec4");      else         methodVar->setType("inline float4");      DecOp *methodDecl = new DecOp(methodVar);      Var *prepassSampler = new Var;      prepassSampler->setName("prepassSamplerVar");      prepassSampler->setType("sampler2D");      DecOp *prepassSamplerDecl = new DecOp(prepassSampler);      Var *screenUV = new Var;      screenUV->setName("screenUVVar");      if (GFX->getAdapterType() == OpenGL)         screenUV->setType("vec2");      else         screenUV->setType("float2");      DecOp *screenUVDecl = new DecOp(screenUV);      Var *bufferSample = new Var;      bufferSample->setName("bufferSample");      if (GFX->getAdapterType() == OpenGL)         bufferSample->setType("vec4");      else         bufferSample->setType("float4");      DecOp *bufferSampleDecl = new DecOp(bufferSample);      meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );      meta->addStatement( new GenOp( "{\r\n" ) );      meta->addStatement( new GenOp( "   // Sampler g-buffer\r\n" ) );      // The linear depth target has no mipmaps, so use tex2dlod when      // possible so that the shader compiler can optimize.      meta->addStatement( new GenOp( "   #if TORQUE_SM >= 30\r\n" ) );      if (GFX->getAdapterType() == OpenGL)         meta->addStatement( new GenOp( "    @ = textureLod(@, @, 0); \r\n", bufferSampleDecl, prepassSampler, screenUV) );      else         meta->addStatement( new GenOp( "      @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV ) );      meta->addStatement( new GenOp( "   #else\r\n" ) );      if (GFX->getAdapterType() == OpenGL)         meta->addStatement( new GenOp( "    @ = texture(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV) );      else         meta->addStatement( new GenOp( "      @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );      meta->addStatement( new GenOp( "   #endif\r\n\r\n" ) );      // We don't use this way of passing var's around, so this should cause a crash      // if something uses this improperly      retVal = bufferSample;   }   return retVal;}void RenderPrePassMgr::_initShaders(){   if ( mClearGBufferShader ) return;   // Find ShaderData   ShaderData *shaderData;   mClearGBufferShader = Sim::findObject( "ClearGBufferShader", shaderData ) ? shaderData->getShader() : NULL;   if ( !mClearGBufferShader )      Con::errorf( "RenderPrePassMgr::_initShaders - could not find ClearGBufferShader" );   // Create StateBlocks   GFXStateBlockDesc desc;   desc.setCullMode( GFXCullNone );   desc.setBlend( true );   desc.setZReadWrite( false, false );   desc.samplersDefined = true;   desc.samplers[0].addressModeU = GFXAddressWrap;   desc.samplers[0].addressModeV = GFXAddressWrap;   desc.samplers[0].addressModeW = GFXAddressWrap;   desc.samplers[0].magFilter = GFXTextureFilterLinear;   desc.samplers[0].minFilter = GFXTextureFilterLinear;   desc.samplers[0].mipFilter = GFXTextureFilterLinear;   desc.samplers[0].textureColorOp = GFXTOPModulate;   mStateblock = GFX->createStateBlock( desc );      // Set up shader constants.   mShaderConsts = mClearGBufferShader->allocConstBuffer();   mSpecularStrengthSC = mClearGBufferShader->getShaderConstHandle( "$specularStrength" );   mSpecularPowerSC = mClearGBufferShader->getShaderConstHandle( "$specularPower" );}void RenderPrePassMgr::clearBuffers(){   // Clear z-buffer.   GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);   if ( !mClearGBufferShader )      return;   GFXTransformSaver saver;   // Clear the g-buffer.   RectI box(-1, -1, 3, 3);   GFX->setWorldMatrix( MatrixF::Identity );   GFX->setViewMatrix( MatrixF::Identity );   GFX->setProjectionMatrix( MatrixF::Identity );   GFX->setShader(mClearGBufferShader);   GFX->setStateBlock(mStateblock);   Point2F nw(-0.5,-0.5);   Point2F ne(0.5,-0.5);   GFXVertexBufferHandle<GFXVertexPC> verts(GFX, 4, GFXBufferTypeVolatile);   verts.lock();   F32 ulOffset = 0.5f - GFX->getFillConventionOffset();      Point2F upperLeft(-1.0, -1.0);   Point2F lowerRight(1.0, 1.0);   verts[0].point.set( upperLeft.x+nw.x+ulOffset, upperLeft.y+nw.y+ulOffset, 0.0f );   verts[1].point.set( lowerRight.x+ne.x, upperLeft.y+ne.y+ulOffset, 0.0f );   verts[2].point.set( upperLeft.x-ne.x+ulOffset, lowerRight.y-ne.y, 0.0f );   verts[3].point.set( lowerRight.x-nw.x, lowerRight.y-nw.y, 0.0f );   verts.unlock();   GFX->setVertexBuffer( verts );   GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );   GFX->setShader(NULL);}
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