processedShaderMaterial.cpp 45 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/processedShaderMaterial.h"
  24. #include "core/util/safeDelete.h"
  25. #include "gfx/sim/cubemapData.h"
  26. #include "gfx/gfxShader.h"
  27. #include "gfx/genericConstBuffer.h"
  28. #include "gfx/gfxPrimitiveBuffer.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "shaderGen/shaderFeature.h"
  31. #include "shaderGen/shaderGenVars.h"
  32. #include "shaderGen/featureMgr.h"
  33. #include "shaderGen/shaderGen.h"
  34. #include "materials/sceneData.h"
  35. #include "materials/materialFeatureTypes.h"
  36. #include "materials/materialManager.h"
  37. #include "materials/shaderMaterialParameters.h"
  38. #include "materials/matTextureTarget.h"
  39. #include "gfx/util/screenspace.h"
  40. #include "math/util/matrixSet.h"
  41. // We need to include customMaterialDefinition for ShaderConstHandles::init
  42. #include "materials/customMaterialDefinition.h"
  43. ///
  44. /// ShaderConstHandles
  45. ///
  46. void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
  47. {
  48. mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
  49. mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
  50. mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
  51. mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
  52. mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
  53. mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
  54. mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
  55. mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
  56. mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
  57. mDetailScaleSC = shader->getShaderConstHandle(ShaderGenVars::detailScale);
  58. mVisiblitySC = shader->getShaderConstHandle(ShaderGenVars::visibility);
  59. mColorMultiplySC = shader->getShaderConstHandle(ShaderGenVars::colorMultiply);
  60. mAlphaTestValueSC = shader->getShaderConstHandle(ShaderGenVars::alphaTestValue);
  61. mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
  62. mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
  63. mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
  64. mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
  65. mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
  66. mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
  67. mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);
  68. mCubeEyePosSC = shader->getShaderConstHandle(ShaderGenVars::cubeEyePos);
  69. mEyePosSC = shader->getShaderConstHandle(ShaderGenVars::eyePos);
  70. mEyePosWorldSC = shader->getShaderConstHandle(ShaderGenVars::eyePosWorld);
  71. m_vEyeSC = shader->getShaderConstHandle(ShaderGenVars::vEye);
  72. mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
  73. mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
  74. mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
  75. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  76. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  77. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  78. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  79. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  80. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  81. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  82. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  83. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  84. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  85. // MFT_ImposterVert
  86. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  87. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  88. for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
  89. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  90. // Clear any existing texture handles.
  91. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  92. if(mat)
  93. {
  94. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  95. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  96. }
  97. }
  98. ///
  99. /// ShaderRenderPassData
  100. ///
  101. void ShaderRenderPassData::reset()
  102. {
  103. Parent::reset();
  104. shader = NULL;
  105. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  106. delete featureShaderHandles[i];
  107. featureShaderHandles.clear();
  108. }
  109. String ShaderRenderPassData::describeSelf() const
  110. {
  111. // First write the shader identification.
  112. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  113. // Let the parent get the rest.
  114. desc += Parent::describeSelf();
  115. return desc;
  116. }
  117. ///
  118. /// ProcessedShaderMaterial
  119. ///
  120. ProcessedShaderMaterial::ProcessedShaderMaterial()
  121. : mDefaultParameters( NULL ),
  122. mInstancingState( NULL )
  123. {
  124. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  125. VECTOR_SET_ASSOCIATION( mParameterHandles );
  126. }
  127. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  128. : mDefaultParameters( NULL ),
  129. mInstancingState( NULL )
  130. {
  131. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  132. VECTOR_SET_ASSOCIATION( mParameterHandles );
  133. mMaterial = &mat;
  134. }
  135. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  136. {
  137. SAFE_DELETE(mInstancingState);
  138. SAFE_DELETE(mDefaultParameters);
  139. for (U32 i = 0; i < mParameterHandles.size(); i++)
  140. SAFE_DELETE(mParameterHandles[i]);
  141. }
  142. //
  143. // Material init
  144. //
  145. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  146. const GFXVertexFormat *vertexFormat,
  147. const MatFeaturesDelegate &featuresDelegate )
  148. {
  149. // Load our textures
  150. _setStageData();
  151. // Determine how many stages we use
  152. mMaxStages = getNumStages();
  153. mVertexFormat = vertexFormat;
  154. mFeatures.clear();
  155. mStateHint.clear();
  156. SAFE_DELETE(mInstancingState);
  157. for( U32 i=0; i<mMaxStages; i++ )
  158. {
  159. MaterialFeatureData fd;
  160. // Determine the features of this stage
  161. _determineFeatures( i, fd, features );
  162. // Let the delegate poke at the features.
  163. if ( featuresDelegate )
  164. featuresDelegate( this, i, fd, features );
  165. // Create the passes for this stage
  166. if ( fd.features.isNotEmpty() )
  167. if( !_createPasses( fd, i, features ) )
  168. return false;
  169. }
  170. _initRenderPassDataStateBlocks();
  171. _initMaterialParameters();
  172. mDefaultParameters = allocMaterialParameters();
  173. setMaterialParameters( mDefaultParameters, 0 );
  174. mStateHint.init( this );
  175. // Enable instancing if we have it.
  176. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  177. {
  178. mInstancingState = new InstancingState();
  179. mInstancingState->setFormat( &_getRPD( 0 )->shader->mInstancingFormat, mVertexFormat );
  180. }
  181. // Check for a RenderTexTargetBin assignment
  182. // *IMPORTANT NOTE*
  183. // This is a temporary solution for getting diffuse mapping working with tex targets for standard materials
  184. // It should be removed once this is done properly, at that time the sAllowTextureTargetAssignment should also be removed
  185. // from Material (it is necessary for catching shadow maps/post effect this shouldn't be applied to)
  186. if (Material::sAllowTextureTargetAssignment)
  187. if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr( 0, 1 ).equal("#"))
  188. {
  189. String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
  190. NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
  191. RenderPassData* rpd = getPass(0);
  192. if (rpd)
  193. {
  194. rpd->mTexSlot[0].texTarget = texTarget;
  195. rpd->mTexType[0] = Material::TexTarget;
  196. }
  197. }
  198. return true;
  199. }
  200. U32 ProcessedShaderMaterial::getNumStages()
  201. {
  202. // Loops through all stages to determine how many
  203. // stages we actually use.
  204. //
  205. // The first stage is always active else we shouldn't be
  206. // creating the material to begin with.
  207. U32 numStages = 1;
  208. U32 i;
  209. for( i=1; i<Material::MAX_STAGES; i++ )
  210. {
  211. // Assume stage is inactive
  212. bool stageActive = false;
  213. // Cubemaps only on first stage
  214. if( i == 0 )
  215. {
  216. // If we have a cubemap the stage is active
  217. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  218. {
  219. numStages++;
  220. continue;
  221. }
  222. }
  223. // If we have a texture for the a feature the
  224. // stage is active.
  225. if ( mStages[i].hasValidTex() )
  226. stageActive = true;
  227. // If this stage has specular lighting, it's active
  228. if ( mMaterial->mPixelSpecular[i] )
  229. stageActive = true;
  230. // If this stage has diffuse color, it's active
  231. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  232. mMaterial->mDiffuse[i] != ColorF::WHITE )
  233. stageActive = true;
  234. // If we have a Material that is vertex lit
  235. // then it may not have a texture
  236. if( mMaterial->mVertLit[i] )
  237. stageActive = true;
  238. // Increment the number of active stages
  239. numStages += stageActive;
  240. }
  241. return numStages;
  242. }
  243. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  244. MaterialFeatureData &fd,
  245. const FeatureSet &features )
  246. {
  247. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  248. const F32 shaderVersion = GFX->getPixelShaderVersion();
  249. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  250. bool lastStage = stageNum == (mMaxStages-1);
  251. // First we add all the features which the
  252. // material has defined.
  253. if ( mMaterial->isTranslucent() )
  254. {
  255. // Note: This is for decal blending into the prepass
  256. // for AL... it probably needs to be made clearer.
  257. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  258. mMaterial->mTranslucentZWrite )
  259. fd.features.addFeature( MFT_IsTranslucentZWrite );
  260. else
  261. {
  262. fd.features.addFeature( MFT_IsTranslucent );
  263. fd.features.addFeature( MFT_ForwardShading );
  264. }
  265. }
  266. // TODO: This sort of sucks... BL should somehow force this
  267. // feature on from the outside and not this way.
  268. if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
  269. fd.features.addFeature( MFT_ForwardShading );
  270. // Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
  271. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  272. /*if ( mMaterial->isDoubleSided() )
  273. {
  274. fd.features.addFeature( MFT_InterlacedPrePass );
  275. }*/
  276. // Allow instancing if it was requested and the card supports
  277. // SM 3.0 or above.
  278. //
  279. // We also disable instancing for non-single pass materials
  280. // and glowing materials because its untested/unimplemented.
  281. //
  282. if ( features.hasFeature( MFT_UseInstancing ) &&
  283. mMaxStages == 1 &&
  284. !mMaterial->mGlow[0] &&
  285. !mMaterial->mDynamicCubemap &&
  286. shaderVersion >= 3.0f )
  287. fd.features.addFeature( MFT_UseInstancing );
  288. if ( mMaterial->mAlphaTest )
  289. fd.features.addFeature( MFT_AlphaTest );
  290. if ( mMaterial->mEmissive[stageNum] )
  291. fd.features.addFeature( MFT_IsEmissive );
  292. else
  293. fd.features.addFeature( MFT_RTLighting );
  294. if ( mMaterial->mAnimFlags[stageNum] )
  295. fd.features.addFeature( MFT_TexAnim );
  296. if ( mMaterial->mVertLit[stageNum] )
  297. fd.features.addFeature( MFT_VertLit );
  298. // cubemaps only available on stage 0 for now - bramage
  299. if ( stageNum < 1 &&
  300. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  301. mMaterial->mDynamicCubemap ) )
  302. fd.features.addFeature( MFT_CubeMap );
  303. fd.features.addFeature( MFT_Visibility );
  304. if ( lastStage &&
  305. ( !gClientSceneGraph->usePostEffectFog() ||
  306. fd.features.hasFeature( MFT_IsTranslucent ) ||
  307. fd.features.hasFeature( MFT_ForwardShading )) )
  308. fd.features.addFeature( MFT_Fog );
  309. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  310. fd.features.addFeature( MFT_MinnaertShading );
  311. if ( mMaterial->mSubSurface[stageNum] )
  312. fd.features.addFeature( MFT_SubSurface );
  313. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  314. {
  315. fd.features.addFeature( MFT_DiffuseMapAtlas );
  316. if ( mMaterial->mNormalMapAtlas )
  317. fd.features.addFeature( MFT_NormalMapAtlas );
  318. }
  319. // Grab other features like normal maps, base texture, etc.
  320. FeatureSet mergeFeatures;
  321. mStages[stageNum].getFeatureSet( &mergeFeatures );
  322. fd.features.merge( mergeFeatures );
  323. if ( fd.features[ MFT_NormalMap ] )
  324. {
  325. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatDXT5 &&
  326. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  327. fd.features.addFeature( MFT_IsDXTnm );
  328. }
  329. // Now for some more advanced features that we
  330. // cannot do on SM 2.0 and below.
  331. if ( shaderVersion > 2.0f )
  332. {
  333. // Only allow parallax if we have a normal map and
  334. // we're not using DXTnm compression.
  335. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  336. fd.features[ MFT_NormalMap ] &&
  337. !fd.features[ MFT_IsDXTnm ] )
  338. fd.features.addFeature( MFT_Parallax );
  339. // If not parallax then allow per-pixel specular if
  340. // we have real time lighting enabled.
  341. else if ( fd.features[MFT_RTLighting] &&
  342. mMaterial->mPixelSpecular[stageNum] )
  343. fd.features.addFeature( MFT_PixSpecular );
  344. }
  345. // Without realtime lighting and on lower end
  346. // shader models disable the specular map.
  347. if ( !fd.features[ MFT_RTLighting ] || shaderVersion == 2.0 )
  348. fd.features.removeFeature( MFT_SpecularMap );
  349. // If we have a specular map then make sure we
  350. // have per-pixel specular enabled.
  351. if( fd.features[ MFT_SpecularMap ] )
  352. {
  353. fd.features.addFeature( MFT_PixSpecular );
  354. // Check for an alpha channel on the specular map. If it has one (and it
  355. // has values less than 255) than the artist has put the gloss map into
  356. // the alpha channel.
  357. if( mStages[stageNum].getTex( MFT_SpecularMap )->mHasTransparency )
  358. fd.features.addFeature( MFT_GlossMap );
  359. }
  360. // Without a base texture use the diffuse color
  361. // feature to ensure some sort of output.
  362. if (!fd.features[MFT_DiffuseMap])
  363. {
  364. fd.features.addFeature( MFT_DiffuseColor );
  365. // No texture coords... no overlay.
  366. fd.features.removeFeature( MFT_OverlayMap );
  367. }
  368. // If we have a diffuse map and the alpha on the diffuse isn't
  369. // zero and the color isn't pure white then multiply the color.
  370. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  371. mMaterial->mDiffuse[stageNum] != ColorF::WHITE )
  372. fd.features.addFeature( MFT_DiffuseColor );
  373. // If lightmaps or tonemaps are enabled or we
  374. // don't have a second UV set then we cannot
  375. // use the overlay texture.
  376. if ( fd.features[MFT_LightMap] ||
  377. fd.features[MFT_ToneMap] ||
  378. mVertexFormat->getTexCoordCount() < 2 )
  379. fd.features.removeFeature( MFT_OverlayMap );
  380. // If tonemaps are enabled don't use lightmap
  381. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  382. fd.features.removeFeature( MFT_LightMap );
  383. // Don't allow tonemaps if we don't have a second UV set
  384. if ( mVertexFormat->getTexCoordCount() < 2 )
  385. fd.features.removeFeature( MFT_ToneMap );
  386. // Always add the HDR output feature.
  387. //
  388. // It will be filtered out if it was disabled
  389. // for this material creation below.
  390. //
  391. // Also the shader code will evaluate to a nop
  392. // if HDR is not enabled in the scene.
  393. //
  394. fd.features.addFeature( MFT_HDROut );
  395. // If vertex color is enabled on the material's stage and
  396. // color is present in vertex format, add diffuse vertex
  397. // color feature.
  398. if ( mMaterial->mVertColor[ stageNum ] &&
  399. mVertexFormat->hasColor() )
  400. fd.features.addFeature( MFT_DiffuseVertColor );
  401. // Allow features to add themselves.
  402. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  403. {
  404. const FeatureInfo &info = FEATUREMGR->getAt( i );
  405. info.feature->determineFeature( mMaterial,
  406. mVertexFormat,
  407. stageNum,
  408. *info.type,
  409. features,
  410. &fd );
  411. }
  412. // Now disable any features that were
  413. // not part of the input feature handle.
  414. fd.features.filter( features );
  415. }
  416. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  417. {
  418. // Creates passes for the given stage
  419. ShaderRenderPassData passData;
  420. U32 texIndex = 0;
  421. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  422. {
  423. const FeatureInfo &info = FEATUREMGR->getAt( i );
  424. if ( !stageFeatures.features.hasFeature( *info.type ) )
  425. continue;
  426. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  427. // adds pass if blend op changes for feature
  428. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  429. // Add pass if num tex reg is going to be too high
  430. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  431. {
  432. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  433. return false;
  434. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  435. }
  436. passData.mNumTexReg += numTexReg;
  437. passData.mFeatureData.features.addFeature( *info.type );
  438. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  439. // Add pass if tex units are maxed out
  440. if( texIndex > GFX->getNumSamplers() )
  441. {
  442. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  443. return false;
  444. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  445. }
  446. }
  447. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  448. if ( passFeatures.isNotEmpty() )
  449. {
  450. mFeatures.merge( passFeatures );
  451. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  452. {
  453. mFeatures.clear();
  454. return false;
  455. }
  456. }
  457. return true;
  458. }
  459. void ProcessedShaderMaterial::_initMaterialParameters()
  460. {
  461. // Cleanup anything left first.
  462. SAFE_DELETE( mDefaultParameters );
  463. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  464. SAFE_DELETE( mParameterHandles[i] );
  465. // Gather the shaders as they all need to be
  466. // passed to the ShaderMaterialParameterHandles.
  467. Vector<GFXShader*> shaders;
  468. shaders.setSize( mPasses.size() );
  469. for ( U32 i = 0; i < mPasses.size(); i++ )
  470. shaders[i] = _getRPD(i)->shader;
  471. // Run through each shader and prepare its constants.
  472. for ( U32 i = 0; i < mPasses.size(); i++ )
  473. {
  474. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  475. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  476. for ( ; p != desc.end(); p++ )
  477. {
  478. // Add this to our list of shader constants
  479. GFXShaderConstDesc d(*p);
  480. mShaderConstDesc.push_back(d);
  481. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  482. mParameterHandles.push_back(smph);
  483. }
  484. }
  485. }
  486. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  487. U32 &texIndex,
  488. MaterialFeatureData &fd,
  489. U32 stageNum,
  490. const FeatureSet &features )
  491. {
  492. // Set number of textures, stage, glow, etc.
  493. rpd.mNumTex = texIndex;
  494. rpd.mStageNum = stageNum;
  495. rpd.mGlow |= mMaterial->mGlow[stageNum];
  496. // Copy over features
  497. rpd.mFeatureData.materialFeatures = fd.features;
  498. // Generate shader
  499. GFXShader::setLogging( true, true );
  500. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros );
  501. if( !rpd.shader )
  502. return false;
  503. rpd.shaderHandles.init( rpd.shader );
  504. // If a pass glows, we glow
  505. if( rpd.mGlow )
  506. mHasGlow = true;
  507. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  508. mPasses.push_back( newPass );
  509. // Give each active feature a chance to create specialized shader consts.
  510. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  511. {
  512. const FeatureInfo &info = FEATUREMGR->getAt( i );
  513. if ( !fd.features.hasFeature( *info.type ) )
  514. continue;
  515. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  516. if ( fh )
  517. newPass->featureShaderHandles.push_back( fh );
  518. }
  519. rpd.reset();
  520. texIndex = 0;
  521. return true;
  522. }
  523. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  524. ShaderRenderPassData &passData,
  525. U32 &texIndex,
  526. MaterialFeatureData &stageFeatures,
  527. U32 stageNum,
  528. const FeatureSet &features )
  529. {
  530. if( sf->getBlendOp() == Material::None )
  531. {
  532. return;
  533. }
  534. // set up the current blend operation for multi-pass materials
  535. if( mPasses.size() > 0)
  536. {
  537. // If passData.numTexReg is 0, this is a brand new pass, so set the
  538. // blend operation to the first feature.
  539. if( passData.mNumTexReg == 0 )
  540. {
  541. passData.mBlendOp = sf->getBlendOp();
  542. }
  543. else
  544. {
  545. // numTegReg is more than zero, if this feature
  546. // doesn't have the same blend operation, then
  547. // we need to create yet another pass
  548. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  549. {
  550. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  551. passData.mBlendOp = sf->getBlendOp();
  552. }
  553. }
  554. }
  555. }
  556. //
  557. // Runtime / rendering
  558. //
  559. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  560. {
  561. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  562. // Make sure we have the pass
  563. if(pass >= mPasses.size())
  564. {
  565. // If we were rendering instanced data tell
  566. // the device to reset that vb stream.
  567. if ( mInstancingState )
  568. GFX->setVertexBuffer( NULL, 1 );
  569. return false;
  570. }
  571. _setRenderState( state, sgData, pass );
  572. // Set shaders
  573. ShaderRenderPassData* rpd = _getRPD(pass);
  574. if( rpd->shader )
  575. {
  576. GFX->setShader( rpd->shader );
  577. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  578. _setShaderConstants(state, sgData, pass);
  579. // If we're instancing then do the initial step to get
  580. // set the vb pointer to the const buffer.
  581. if ( mInstancingState )
  582. stepInstance();
  583. }
  584. else
  585. {
  586. GFX->disableShaders();
  587. GFX->setShaderConstBuffer(NULL);
  588. }
  589. // Set our textures
  590. setTextureStages( state, sgData, pass );
  591. _setTextureTransforms(pass);
  592. return true;
  593. }
  594. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  595. {
  596. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  597. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  598. // Set all of the textures we need to render the give pass.
  599. #ifdef TORQUE_DEBUG
  600. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  601. #endif
  602. RenderPassData *rpd = mPasses[pass];
  603. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  604. NamedTexTarget *texTarget;
  605. GFXTextureObject *texObject;
  606. for( U32 i=0; i<rpd->mNumTex; i++ )
  607. {
  608. U32 currTexFlag = rpd->mTexType[i];
  609. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  610. {
  611. switch( currTexFlag )
  612. {
  613. // If the flag is unset then assume its just
  614. // a regular texture to set... nothing special.
  615. case 0:
  616. default:
  617. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  618. break;
  619. case Material::NormalizeCube:
  620. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  621. break;
  622. case Material::Lightmap:
  623. GFX->setTexture( i, sgData.lightmap );
  624. break;
  625. case Material::ToneMapTex:
  626. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  627. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  628. break;
  629. case Material::Cube:
  630. GFX->setCubeTexture( i, rpd->mCubeMap );
  631. break;
  632. case Material::SGCube:
  633. GFX->setCubeTexture( i, sgData.cubemap );
  634. break;
  635. case Material::BackBuff:
  636. GFX->setTexture( i, sgData.backBuffTex );
  637. break;
  638. case Material::TexTarget:
  639. {
  640. texTarget = rpd->mTexSlot[i].texTarget;
  641. if ( !texTarget )
  642. {
  643. GFX->setTexture( i, NULL );
  644. break;
  645. }
  646. texObject = texTarget->getTexture();
  647. // If no texture is available then map the default 2x2
  648. // black texture to it. This at least will ensure that
  649. // we get consistant behavior across GPUs and platforms.
  650. if ( !texObject )
  651. texObject = GFXTexHandle::ZERO;
  652. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  653. {
  654. const Point3I &targetSz = texObject->getSize();
  655. const RectI &targetVp = texTarget->getViewport();
  656. Point4F rtParams;
  657. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  658. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  659. }
  660. GFX->setTexture( i, texObject );
  661. break;
  662. }
  663. }
  664. }
  665. }
  666. }
  667. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  668. {
  669. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  670. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  671. if (handles->mTexMatSC->isValid())
  672. {
  673. MatrixF texMat( true );
  674. mMaterial->updateTimeBasedParams();
  675. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  676. // handle scroll anim type
  677. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  678. {
  679. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  680. {
  681. Point3F scrollOffset;
  682. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  683. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  684. scrollOffset.z = 1.0;
  685. texMat.setColumn( 3, scrollOffset );
  686. }
  687. else
  688. {
  689. Point3F offset( mMaterial->mScrollOffset[pass].x,
  690. mMaterial->mScrollOffset[pass].y,
  691. 1.0 );
  692. texMat.setColumn( 3, offset );
  693. }
  694. }
  695. // handle rotation
  696. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  697. {
  698. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  699. {
  700. F32 rotPos = waveOffset * M_2PI;
  701. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  702. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  703. MatrixF test( true );
  704. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  705. mMaterial->mRotPivotOffset[pass].y,
  706. 0.0 ) );
  707. texMat.mul( test );
  708. }
  709. else
  710. {
  711. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  712. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  713. MatrixF test( true );
  714. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  715. mMaterial->mRotPivotOffset[pass].y,
  716. 0.0 ) );
  717. texMat.mul( test );
  718. }
  719. }
  720. // Handle scale + wave offset
  721. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  722. mMaterial->mAnimFlags[pass] & Material::Wave )
  723. {
  724. F32 wOffset = fabs( waveOffset );
  725. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  726. MatrixF temp( true );
  727. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  728. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  729. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  730. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  731. texMat.mul( temp );
  732. }
  733. // handle sequence
  734. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  735. {
  736. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  737. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  738. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  739. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  740. Point3F texOffset = texMat.getPosition();
  741. texOffset.x += offset;
  742. texMat.setPosition( texOffset );
  743. }
  744. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  745. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  746. }
  747. }
  748. //--------------------------------------------------------------------------
  749. // Get wave offset for texture animations using a wave transform
  750. //--------------------------------------------------------------------------
  751. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  752. {
  753. switch( mMaterial->mWaveType[stage] )
  754. {
  755. case Material::Sin:
  756. {
  757. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  758. break;
  759. }
  760. case Material::Triangle:
  761. {
  762. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  763. if( frac > 0.0 && frac <= 0.25 )
  764. {
  765. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  766. }
  767. if( frac > 0.25 && frac <= 0.5 )
  768. {
  769. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  770. }
  771. if( frac > 0.5 && frac <= 0.75 )
  772. {
  773. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  774. }
  775. if( frac > 0.75 && frac <= 1.0 )
  776. {
  777. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  778. }
  779. break;
  780. }
  781. case Material::Square:
  782. {
  783. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  784. if( frac > 0.0 && frac <= 0.5 )
  785. {
  786. return 0.0;
  787. }
  788. else
  789. {
  790. return mMaterial->mWaveAmp[stage];
  791. }
  792. break;
  793. }
  794. }
  795. return 0.0;
  796. }
  797. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  798. {
  799. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  800. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  801. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  802. U32 stageNum = getStageFromPass(pass);
  803. // First we do all the constants which are not
  804. // controlled via the material... we have to
  805. // set these all the time as they could change.
  806. if ( handles->mFogDataSC->isValid() )
  807. {
  808. Point3F fogData;
  809. fogData.x = sgData.fogDensity;
  810. fogData.y = sgData.fogDensityOffset;
  811. fogData.z = sgData.fogHeightFalloff;
  812. shaderConsts->set( handles->mFogDataSC, fogData );
  813. }
  814. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  815. if( handles->mOneOverFarplane->isValid() )
  816. {
  817. const F32 &invfp = 1.0f / state->getFarPlane();
  818. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  819. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  820. }
  821. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  822. // If the shader constants have not been lost then
  823. // they contain the content from a previous render pass.
  824. //
  825. // In this case we can skip updating the material constants
  826. // which do not change frame to frame.
  827. //
  828. // NOTE: This assumes we're not animating material parameters
  829. // in a way that doesn't cause a shader reload... this isn't
  830. // being done now, but it could change in the future.
  831. //
  832. if ( !shaderConsts->wasLost() )
  833. return;
  834. shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
  835. shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
  836. shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
  837. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  838. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  839. if ( handles->mSubSurfaceParamsSC->isValid() )
  840. {
  841. Point4F subSurfParams;
  842. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(ColorF) );
  843. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  844. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  845. }
  846. if ( handles->mRTSizeSC->isValid() )
  847. {
  848. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  849. Point2F pixelShaderConstantData;
  850. pixelShaderConstantData.x = resolution.x;
  851. pixelShaderConstantData.y = resolution.y;
  852. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  853. }
  854. if ( handles->mOneOverRTSizeSC->isValid() )
  855. {
  856. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  857. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  858. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  859. }
  860. // set detail scale
  861. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  862. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  863. // MFT_ImposterVert
  864. if ( handles->mImposterUVs->isValid() )
  865. {
  866. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  867. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  868. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  869. }
  870. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  871. // Diffuse
  872. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  873. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  874. if(handles->mDiffuseAtlasParamsSC)
  875. {
  876. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  877. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  878. mMaterial->mCellSize[stageNum], // tile size in pixels
  879. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  880. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  881. }
  882. if(handles->mBumpAtlasParamsSC)
  883. {
  884. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  885. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  886. mMaterial->mCellSize[stageNum], // tile size in pixels
  887. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  888. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  889. }
  890. if(handles->mDiffuseAtlasTileSC)
  891. {
  892. // Sanity check the wrap flags
  893. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  894. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  895. mMaterial->mCellIndex[stageNum].y,
  896. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  897. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  898. }
  899. if(handles->mBumpAtlasTileSC)
  900. {
  901. // Sanity check the wrap flags
  902. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  903. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  904. mMaterial->mCellIndex[stageNum].y,
  905. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  906. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  907. }
  908. }
  909. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  910. {
  911. // Only support cubemap on the first stage
  912. if( mPasses[pass]->mStageNum > 0 )
  913. return false;
  914. if( mPasses[pass]->mCubeMap )
  915. return true;
  916. return false;
  917. }
  918. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  919. {
  920. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  921. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  922. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  923. // The MatrixSet will lazily generate a matrix under the
  924. // various 'get' methods, so inline the test for a valid
  925. // shader constant handle to avoid that work when we can.
  926. if ( handles->mModelViewProjSC->isValid() )
  927. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  928. if ( handles->mObjTransSC->isValid() )
  929. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  930. if ( handles->mWorldToObjSC->isValid() )
  931. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  932. if ( handles->mWorldToCameraSC->isValid() )
  933. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  934. if ( handles->mWorldViewOnlySC->isValid() )
  935. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  936. if ( handles->mViewToObjSC->isValid() )
  937. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  938. if ( handles->mViewProjSC->isValid() )
  939. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  940. if ( handles->mCubeTransSC->isValid() &&
  941. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  942. {
  943. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  944. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  945. }
  946. if ( handles->m_vEyeSC->isValid() )
  947. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  948. }
  949. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  950. {
  951. PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
  952. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  953. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  954. // Set cubemap stuff here (it's convenient!)
  955. const Point3F &eyePosWorld = state->getCameraPosition();
  956. if ( handles->mCubeEyePosSC->isValid() )
  957. {
  958. if(_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  959. {
  960. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  961. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  962. }
  963. }
  964. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  965. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  966. if ( handles->mEyePosSC->isValid() )
  967. {
  968. MatrixF tempMat( *sgData.objTrans );
  969. tempMat.inverse();
  970. Point3F eyepos;
  971. tempMat.mulP( eyePosWorld, &eyepos );
  972. shaderConsts->set(handles->mEyePosSC, eyepos);
  973. }
  974. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  975. ShaderRenderPassData *rpd = _getRPD( pass );
  976. for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
  977. rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
  978. LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
  979. }
  980. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  981. {
  982. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  983. // If we're not instanced then just call the parent.
  984. if ( !mInstancingState )
  985. {
  986. Parent::setBuffers( vertBuffer, primBuffer );
  987. return;
  988. }
  989. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  990. const S32 instCount = mInstancingState->getCount();
  991. AssertFatal( instCount > 0,
  992. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  993. // Nothing special here.
  994. GFX->setPrimitiveBuffer( *primBuffer );
  995. // Set the first stream the the normal VB and set the
  996. // correct frequency for the number of instances to render.
  997. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  998. // Get a volatile VB and fill it with the vertex data.
  999. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1000. GFXVertexBufferDataHandle instVB;
  1001. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1002. U8 *dest = instVB.lock();
  1003. if(!dest) return;
  1004. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1005. instVB.unlock();
  1006. // Set the instance vb for streaming.
  1007. GFX->setVertexBuffer( instVB, 1, 1 );
  1008. // Finally set the vertex format which defines
  1009. // both of the streams.
  1010. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1011. // Done... reset the count.
  1012. mInstancingState->resetStep();
  1013. }
  1014. bool ProcessedShaderMaterial::stepInstance()
  1015. {
  1016. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1017. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1018. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1019. }
  1020. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1021. {
  1022. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1023. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1024. buffers.setSize(mPasses.size());
  1025. for (U32 i = 0; i < mPasses.size(); i++)
  1026. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1027. // smp now owns these buffers.
  1028. smp->setBuffers(mShaderConstDesc, buffers);
  1029. return smp;
  1030. }
  1031. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1032. {
  1033. // Search our list
  1034. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1035. {
  1036. if (mParameterHandles[i]->getName().equal(name))
  1037. return mParameterHandles[i];
  1038. }
  1039. // If we didn't find it, we have to add it to support shader reloading.
  1040. Vector<GFXShader*> shaders;
  1041. shaders.setSize(mPasses.size());
  1042. for (U32 i = 0; i < mPasses.size(); i++)
  1043. shaders[i] = _getRPD(i)->shader;
  1044. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1045. mParameterHandles.push_back(smph);
  1046. return smph;
  1047. }
  1048. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1049. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1050. {
  1051. if (mCurrentParams && pass < mPasses.size())
  1052. {
  1053. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1054. }
  1055. return NULL;
  1056. }
  1057. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1058. {
  1059. if (pass < mPasses.size())
  1060. {
  1061. return &_getRPD(pass)->shaderHandles;
  1062. }
  1063. return NULL;
  1064. }
  1065. void ProcessedShaderMaterial::dumpMaterialInfo()
  1066. {
  1067. for ( U32 i = 0; i < getNumPasses(); i++ )
  1068. {
  1069. const ShaderRenderPassData *passData = _getRPD( i );
  1070. if ( passData == NULL )
  1071. continue;
  1072. const GFXShader *shader = passData->shader;
  1073. if ( shader == NULL )
  1074. Con::printf( " [%i] [NULL shader]", i );
  1075. else
  1076. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1077. }
  1078. }