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. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  259. const F32 shaderVersion = GFX->getPixelShaderVersion();
  260. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  261. bool lastStage = stageNum == (mMaxStages-1);
  262. // First we add all the features which the
  263. // material has defined.
  264. if (mMaterial->mInvertRoughness[stageNum])
  265. fd.features.addFeature(MFT_InvertRoughness);
  266. if ( mMaterial->isTranslucent() )
  267. {
  268. // Note: This is for decal blending into the deferred
  269. // for AL... it probably needs to be made clearer.
  270. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  271. mMaterial->mTranslucentZWrite )
  272. fd.features.addFeature( MFT_IsTranslucentZWrite );
  273. else
  274. {
  275. fd.features.addFeature( MFT_IsTranslucent );
  276. fd.features.addFeature( MFT_ForwardShading );
  277. }
  278. }
  279. // TODO: This sort of sucks... BL should somehow force this
  280. // feature on from the outside and not this way.
  281. if (String::compare(LIGHTMGR->getId(), "BLM") == 0)
  282. {
  283. fd.features.addFeature(MFT_ForwardShading);
  284. fd.features.addFeature(MFT_ReflectionProbes);
  285. }
  286. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  287. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  288. /*if ( mMaterial->isDoubleSided() )
  289. {
  290. fd.features.addFeature( MFT_InterlacedDeferred );
  291. }*/
  292. // Allow instancing if it was requested and the card supports
  293. // SM 3.0 or above.
  294. //
  295. // We also disable instancing for non-single pass materials
  296. // and glowing materials because its untested/unimplemented.
  297. //
  298. if ( features.hasFeature( MFT_UseInstancing ) &&
  299. mMaxStages == 1 &&
  300. !mMaterial->mGlow[0] &&
  301. shaderVersion >= 3.0f )
  302. fd.features.addFeature( MFT_UseInstancing );
  303. if ( mMaterial->mAlphaTest )
  304. fd.features.addFeature( MFT_AlphaTest );
  305. if (mMaterial->mEmissive[stageNum])
  306. {
  307. fd.features.addFeature(MFT_IsEmissive);
  308. }
  309. else
  310. {
  311. fd.features.addFeature(MFT_RTLighting);
  312. if (mMaterial->isTranslucent())
  313. fd.features.addFeature(MFT_ReflectionProbes);
  314. }
  315. if ( mMaterial->mAnimFlags[stageNum] )
  316. fd.features.addFeature( MFT_TexAnim );
  317. if ( mMaterial->mVertLit[stageNum] )
  318. fd.features.addFeature( MFT_VertLit );
  319. // cubemaps only available on stage 0 for now - bramage
  320. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  321. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  322. mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
  323. {
  324. fd.features.addFeature( MFT_CubeMap );
  325. }
  326. fd.features.addFeature( MFT_Visibility );
  327. if ( lastStage &&
  328. ( !gClientSceneGraph->usePostEffectFog() ||
  329. fd.features.hasFeature( MFT_IsTranslucent ) ||
  330. fd.features.hasFeature( MFT_ForwardShading )) )
  331. fd.features.addFeature( MFT_Fog );
  332. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  333. fd.features.addFeature( MFT_MinnaertShading );
  334. if ( mMaterial->mSubSurface[stageNum] )
  335. fd.features.addFeature( MFT_SubSurface );
  336. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  337. {
  338. fd.features.addFeature( MFT_DiffuseMapAtlas );
  339. if ( mMaterial->mNormalMapAtlas )
  340. fd.features.addFeature( MFT_NormalMapAtlas );
  341. }
  342. if (!fd.features.hasFeature(MFT_ForwardShading))
  343. {
  344. fd.features.removeFeature(MFT_DebugViz);
  345. }
  346. // Grab other features like normal maps, base texture, etc.
  347. FeatureSet mergeFeatures;
  348. mStages[stageNum].getFeatureSet( &mergeFeatures );
  349. fd.features.merge( mergeFeatures );
  350. if ( fd.features[ MFT_NormalMap ] )
  351. {
  352. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  353. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  354. fd.features.addFeature( MFT_IsBC3nm );
  355. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  356. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  357. fd.features.addFeature( MFT_IsBC5nm );
  358. }
  359. // Now for some more advanced features that we
  360. // cannot do on SM 2.0 and below.
  361. if ( shaderVersion > 2.0f )
  362. {
  363. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  364. fd.features[ MFT_NormalMap ] )
  365. fd.features.addFeature( MFT_Parallax );
  366. }
  367. // Deferred Shading : PBR Config
  368. if (mStages[stageNum].getTex(MFT_OrmMap))
  369. {
  370. fd.features.addFeature(MFT_OrmMap);
  371. }
  372. else
  373. fd.features.addFeature(MFT_ORMConfigVars);
  374. // Deferred Shading : Material Info Flags
  375. fd.features.addFeature(MFT_MatInfoFlags);
  376. if (features.hasFeature(MFT_isBackground))
  377. {
  378. fd.features.addFeature(MFT_isBackground);
  379. }
  380. if (features.hasFeature(MFT_SkyBox))
  381. {
  382. fd.features.addFeature(MFT_StaticCubemap);
  383. fd.features.addFeature(MFT_CubeMap);
  384. fd.features.addFeature(MFT_SkyBox);
  385. fd.features.removeFeature(MFT_ReflectionProbes);
  386. fd.features.removeFeature(MFT_ORMConfigVars);
  387. fd.features.removeFeature(MFT_MatInfoFlags);
  388. }
  389. if ( mMaterial->mAccuEnabled[stageNum] )
  390. {
  391. mHasAccumulation = true;
  392. }
  393. // we need both diffuse and normal maps + sm3 to have an accu map
  394. if( fd.features[ MFT_AccuMap ] &&
  395. ( !fd.features[ MFT_DiffuseMap ] ||
  396. !fd.features[ MFT_NormalMap ] ||
  397. GFX->getPixelShaderVersion() < 3.0f ) ) {
  398. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  399. fd.features.removeFeature( MFT_AccuMap );
  400. mHasAccumulation = false;
  401. }
  402. // Without a base texture use the diffuse color
  403. // feature to ensure some sort of output.
  404. if (!fd.features[MFT_DiffuseMap])
  405. {
  406. fd.features.addFeature( MFT_DiffuseColor );
  407. // No texture coords... no overlay.
  408. fd.features.removeFeature( MFT_OverlayMap );
  409. }
  410. // If we have a diffuse map and the alpha on the diffuse isn't
  411. // zero and the color isn't pure white then multiply the color.
  412. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  413. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  414. fd.features.addFeature( MFT_DiffuseColor );
  415. // If lightmaps or tonemaps are enabled or we
  416. // don't have a second UV set then we cannot
  417. // use the overlay texture.
  418. if ( fd.features[MFT_LightMap] ||
  419. fd.features[MFT_ToneMap] ||
  420. mVertexFormat->getTexCoordCount() < 2 )
  421. fd.features.removeFeature( MFT_OverlayMap );
  422. // If tonemaps are enabled don't use lightmap
  423. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  424. fd.features.removeFeature( MFT_LightMap );
  425. // Don't allow tonemaps if we don't have a second UV set
  426. if ( mVertexFormat->getTexCoordCount() < 2 )
  427. fd.features.removeFeature( MFT_ToneMap );
  428. // Always add the HDR output feature.
  429. //
  430. // It will be filtered out if it was disabled
  431. // for this material creation below.
  432. //
  433. // Also the shader code will evaluate to a nop
  434. // if HDR is not enabled in the scene.
  435. //
  436. fd.features.addFeature( MFT_HDROut );
  437. fd.features.addFeature(MFT_DebugViz);
  438. // If vertex color is enabled on the material's stage and
  439. // color is present in vertex format, add diffuse vertex
  440. // color feature.
  441. if ( mMaterial->mVertColor[ stageNum ] &&
  442. mVertexFormat->hasColor() )
  443. fd.features.addFeature( MFT_DiffuseVertColor );
  444. // Allow features to add themselves.
  445. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  446. {
  447. const FeatureInfo &info = FEATUREMGR->getAt( i );
  448. info.feature->determineFeature( mMaterial,
  449. mVertexFormat,
  450. stageNum,
  451. *info.type,
  452. features,
  453. &fd );
  454. }
  455. // Need to add the Hardware Skinning feature if its used
  456. if ( features.hasFeature( MFT_HardwareSkinning ) )
  457. {
  458. fd.features.addFeature( MFT_HardwareSkinning );
  459. }
  460. // Now disable any features that were
  461. // not part of the input feature handle.
  462. fd.features.filter( features );
  463. }
  464. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  465. {
  466. // Creates passes for the given stage
  467. ShaderRenderPassData passData;
  468. U32 texIndex = 0;
  469. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  470. {
  471. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  472. if ( !stageFeatures.features.hasFeature( *info.type ) )
  473. continue;
  474. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  475. // adds pass if blend op changes for feature
  476. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  477. // Add pass if num tex reg is going to be too high
  478. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  479. {
  480. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  481. return false;
  482. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  483. }
  484. passData.mNumTexReg += numTexReg;
  485. passData.mFeatureData.features.addFeature( *info.type );
  486. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  487. U32 oldTexNumber = texIndex;
  488. #endif
  489. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  490. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  491. if(oldTexNumber != texIndex)
  492. {
  493. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  494. {
  495. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  496. }
  497. }
  498. #endif
  499. // Add pass if tex units are maxed out
  500. if( texIndex > GFX->getNumSamplers() )
  501. {
  502. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  503. return false;
  504. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  505. }
  506. }
  507. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  508. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  509. {
  510. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  511. }
  512. #endif
  513. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  514. if ( passFeatures.isNotEmpty() )
  515. {
  516. mFeatures.merge( passFeatures );
  517. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  518. {
  519. mFeatures.clear();
  520. return false;
  521. }
  522. }
  523. return true;
  524. }
  525. void ProcessedShaderMaterial::_initMaterialParameters()
  526. {
  527. // Cleanup anything left first.
  528. SAFE_DELETE( mDefaultParameters );
  529. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  530. SAFE_DELETE( mParameterHandles[i] );
  531. // Gather the shaders as they all need to be
  532. // passed to the ShaderMaterialParameterHandles.
  533. Vector<GFXShader*> shaders;
  534. shaders.setSize( mPasses.size() );
  535. for ( U32 i = 0; i < mPasses.size(); i++ )
  536. shaders[i] = _getRPD(i)->shader;
  537. // Run through each shader and prepare its constants.
  538. for ( U32 i = 0; i < mPasses.size(); i++ )
  539. {
  540. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  541. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  542. for ( ; p != desc.end(); p++ )
  543. {
  544. // Add this to our list of shader constants
  545. GFXShaderConstDesc d(*p);
  546. mShaderConstDesc.push_back(d);
  547. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  548. mParameterHandles.push_back(smph);
  549. }
  550. }
  551. }
  552. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  553. U32 &texIndex,
  554. MaterialFeatureData &fd,
  555. U32 stageNum,
  556. const FeatureSet &features )
  557. {
  558. // Set number of textures, stage, glow, etc.
  559. rpd.mNumTex = texIndex;
  560. rpd.mStageNum = stageNum;
  561. rpd.mGlow |= mMaterial->mGlow[stageNum];
  562. // Copy over features
  563. rpd.mFeatureData.materialFeatures = fd.features;
  564. Vector<String> samplers;
  565. samplers.setSize(Material::MAX_TEX_PER_PASS);
  566. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  567. {
  568. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  569. }
  570. // Generate shader
  571. GFXShader::setLogging( true, true );
  572. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  573. if( !rpd.shader )
  574. return false;
  575. rpd.shaderHandles.init( rpd.shader );
  576. // If a pass glows, we glow
  577. if( rpd.mGlow )
  578. mHasGlow = true;
  579. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  580. mPasses.push_back( newPass );
  581. //initSamplerHandles
  582. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  583. AssertFatal(handles,"");
  584. for(int i = 0; i < rpd.mNumTex; i++)
  585. {
  586. if(rpd.mSamplerNames[i].isEmpty())
  587. {
  588. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  589. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  590. continue;
  591. }
  592. String samplerName = rpd.mSamplerNames[i];
  593. if( !samplerName.startsWith("$"))
  594. samplerName.insert(0, "$");
  595. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  596. handles->mTexHandlesSC[i] = handle;
  597. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  598. AssertFatal( handle,"");
  599. }
  600. // Give each active feature a chance to create specialized shader consts.
  601. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  602. {
  603. const FeatureInfo &info = FEATUREMGR->getAt( i );
  604. if ( !fd.features.hasFeature( *info.type ) )
  605. continue;
  606. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  607. if ( fh )
  608. newPass->featureShaderHandles.push_back( fh );
  609. }
  610. rpd.reset();
  611. texIndex = 0;
  612. return true;
  613. }
  614. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  615. ShaderRenderPassData &passData,
  616. U32 &texIndex,
  617. MaterialFeatureData &stageFeatures,
  618. U32 stageNum,
  619. const FeatureSet &features )
  620. {
  621. if( sf->getBlendOp() == Material::None )
  622. {
  623. return;
  624. }
  625. // set up the current blend operation for multi-pass materials
  626. if( mPasses.size() > 0)
  627. {
  628. // If passData.numTexReg is 0, this is a brand new pass, so set the
  629. // blend operation to the first feature.
  630. if( passData.mNumTexReg == 0 )
  631. {
  632. passData.mBlendOp = sf->getBlendOp();
  633. }
  634. else
  635. {
  636. // numTegReg is more than zero, if this feature
  637. // doesn't have the same blend operation, then
  638. // we need to create yet another pass
  639. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  640. {
  641. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  642. passData.mBlendOp = sf->getBlendOp();
  643. }
  644. }
  645. }
  646. }
  647. //
  648. // Runtime / rendering
  649. //
  650. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  651. {
  652. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  653. // Make sure we have the pass
  654. if(pass >= mPasses.size())
  655. {
  656. // If we were rendering instanced data tell
  657. // the device to reset that vb stream.
  658. if ( mInstancingState )
  659. GFX->setVertexBuffer( NULL, 1 );
  660. return false;
  661. }
  662. _setRenderState( state, sgData, pass );
  663. // Set shaders
  664. ShaderRenderPassData* rpd = _getRPD(pass);
  665. if( rpd->shader )
  666. {
  667. GFX->setShader( rpd->shader );
  668. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  669. _setShaderConstants(state, sgData, pass);
  670. // If we're instancing then do the initial step to get
  671. // set the vb pointer to the const buffer.
  672. if ( mInstancingState )
  673. stepInstance();
  674. }
  675. else
  676. {
  677. GFX->setupGenericShaders();
  678. GFX->setShaderConstBuffer(NULL);
  679. }
  680. // Set our textures
  681. setTextureStages( state, sgData, pass );
  682. _setTextureTransforms(pass);
  683. return true;
  684. }
  685. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  686. {
  687. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  688. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  689. AssertFatal(handles,"");
  690. // Set all of the textures we need to render the give pass.
  691. #ifdef TORQUE_DEBUG
  692. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  693. #endif
  694. RenderPassData *rpd = mPasses[pass];
  695. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  696. NamedTexTarget *texTarget;
  697. GFXTextureObject *texObject;
  698. for( U32 i=0; i<rpd->mNumTex; i++ )
  699. {
  700. U32 currTexFlag = rpd->mTexType[i];
  701. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  702. {
  703. switch( currTexFlag )
  704. {
  705. // If the flag is unset then assume its just
  706. // a regular texture to set... nothing special.
  707. case 0:
  708. default:
  709. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  710. break;
  711. case Material::NormalizeCube:
  712. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  713. break;
  714. case Material::Lightmap:
  715. GFX->setTexture( i, sgData.lightmap );
  716. break;
  717. case Material::ToneMapTex:
  718. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  719. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  720. break;
  721. case Material::Cube:
  722. GFX->setCubeTexture( i, rpd->mCubeMap );
  723. break;
  724. case Material::SGCube:
  725. GFX->setCubeTexture( i, sgData.cubemap );
  726. break;
  727. case Material::BackBuff:
  728. GFX->setTexture( i, sgData.backBuffTex );
  729. break;
  730. case Material::AccuMap:
  731. if ( sgData.accuTex )
  732. GFX->setTexture( i, sgData.accuTex );
  733. else
  734. GFX->setTexture( i, GFXTexHandle::ZERO );
  735. break;
  736. case Material::TexTarget:
  737. {
  738. texTarget = rpd->mTexSlot[i].texTarget;
  739. if ( !texTarget )
  740. {
  741. GFX->setTexture( i, NULL );
  742. break;
  743. }
  744. texObject = texTarget->getTexture();
  745. // If no texture is available then map the default 2x2
  746. // black texture to it. This at least will ensure that
  747. // we get consistant behavior across GPUs and platforms.
  748. if ( !texObject )
  749. texObject = GFXTexHandle::ZERO;
  750. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  751. {
  752. const Point3I &targetSz = texObject->getSize();
  753. const RectI &targetVp = texTarget->getViewport();
  754. Point4F rtParams;
  755. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  756. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  757. }
  758. GFX->setTexture( i, texObject );
  759. break;
  760. }
  761. }
  762. }
  763. }
  764. }
  765. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  766. {
  767. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  768. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  769. if (handles->mTexMatSC->isValid())
  770. {
  771. MatrixF texMat( true );
  772. mMaterial->updateTimeBasedParams();
  773. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  774. // handle scroll anim type
  775. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  776. {
  777. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  778. {
  779. Point3F scrollOffset;
  780. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  781. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  782. scrollOffset.z = 1.0;
  783. texMat.setColumn( 3, scrollOffset );
  784. }
  785. else
  786. {
  787. Point3F offset( mMaterial->mScrollOffset[pass].x,
  788. mMaterial->mScrollOffset[pass].y,
  789. 1.0 );
  790. texMat.setColumn( 3, offset );
  791. }
  792. }
  793. // handle rotation
  794. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  795. {
  796. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  797. {
  798. F32 rotPos = waveOffset * M_2PI;
  799. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  800. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  801. MatrixF test( true );
  802. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  803. mMaterial->mRotPivotOffset[pass].y,
  804. 0.0 ) );
  805. texMat.mul( test );
  806. }
  807. else
  808. {
  809. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  810. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  811. MatrixF test( true );
  812. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  813. mMaterial->mRotPivotOffset[pass].y,
  814. 0.0 ) );
  815. texMat.mul( test );
  816. }
  817. }
  818. // Handle scale + wave offset
  819. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  820. mMaterial->mAnimFlags[pass] & Material::Wave )
  821. {
  822. F32 wOffset = fabs( waveOffset );
  823. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  824. MatrixF temp( true );
  825. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  826. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  827. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  828. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  829. texMat.mul( temp );
  830. }
  831. // handle sequence
  832. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  833. {
  834. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  835. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  836. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  837. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  838. Point3F texOffset = texMat.getPosition();
  839. texOffset.x += offset;
  840. texMat.setPosition( texOffset );
  841. }
  842. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  843. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  844. }
  845. }
  846. //--------------------------------------------------------------------------
  847. // Get wave offset for texture animations using a wave transform
  848. //--------------------------------------------------------------------------
  849. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  850. {
  851. switch( mMaterial->mWaveType[stage] )
  852. {
  853. case Material::Sin:
  854. {
  855. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  856. break;
  857. }
  858. case Material::Triangle:
  859. {
  860. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  861. if( frac > 0.0 && frac <= 0.25 )
  862. {
  863. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  864. }
  865. if( frac > 0.25 && frac <= 0.5 )
  866. {
  867. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  868. }
  869. if( frac > 0.5 && frac <= 0.75 )
  870. {
  871. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  872. }
  873. if( frac > 0.75 && frac <= 1.0 )
  874. {
  875. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  876. }
  877. break;
  878. }
  879. case Material::Square:
  880. {
  881. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  882. if( frac > 0.0 && frac <= 0.5 )
  883. {
  884. return 0.0;
  885. }
  886. else
  887. {
  888. return mMaterial->mWaveAmp[stage];
  889. }
  890. break;
  891. }
  892. }
  893. return 0.0;
  894. }
  895. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  896. {
  897. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  898. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  899. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  900. U32 stageNum = getStageFromPass(pass);
  901. // First we do all the constants which are not
  902. // controlled via the material... we have to
  903. // set these all the time as they could change.
  904. if ( handles->mFogDataSC->isValid() )
  905. {
  906. Point3F fogData;
  907. fogData.x = sgData.fogDensity;
  908. fogData.y = sgData.fogDensityOffset;
  909. fogData.z = sgData.fogHeightFalloff;
  910. shaderConsts->set( handles->mFogDataSC, fogData );
  911. }
  912. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  913. if( handles->mOneOverFarplane->isValid() )
  914. {
  915. const F32 &invfp = 1.0f / state->getFarPlane();
  916. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  917. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  918. }
  919. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  920. // If the shader constants have not been lost then
  921. // they contain the content from a previous render pass.
  922. //
  923. // In this case we can skip updating the material constants
  924. // which do not change frame to frame.
  925. //
  926. // NOTE: This assumes we're not animating material parameters
  927. // in a way that doesn't cause a shader reload... this isn't
  928. // being done now, but it could change in the future.
  929. //
  930. if ( !shaderConsts->wasLost() )
  931. return;
  932. shaderConsts->setSafe(handles->mRoughnessSC, mMaterial->mRoughness[stageNum]);
  933. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  934. shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
  935. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  936. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  937. if ( handles->mSubSurfaceParamsSC->isValid() )
  938. {
  939. Point4F subSurfParams;
  940. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  941. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  942. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  943. }
  944. if ( handles->mRTSizeSC->isValid() )
  945. {
  946. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  947. Point2F pixelShaderConstantData;
  948. pixelShaderConstantData.x = resolution.x;
  949. pixelShaderConstantData.y = resolution.y;
  950. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  951. }
  952. if ( handles->mOneOverRTSizeSC->isValid() )
  953. {
  954. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  955. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  956. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  957. }
  958. // set detail scale
  959. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  960. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  961. // MFT_ImposterVert
  962. if ( handles->mImposterUVs->isValid() )
  963. {
  964. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  965. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  966. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  967. }
  968. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  969. // Diffuse
  970. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  971. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  972. if(handles->mDiffuseAtlasParamsSC)
  973. {
  974. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  975. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  976. mMaterial->mCellSize[stageNum], // tile size in pixels
  977. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  978. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  979. }
  980. if(handles->mBumpAtlasParamsSC)
  981. {
  982. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  983. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  984. mMaterial->mCellSize[stageNum], // tile size in pixels
  985. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  986. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  987. }
  988. if(handles->mDiffuseAtlasTileSC)
  989. {
  990. // Sanity check the wrap flags
  991. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  992. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  993. mMaterial->mCellIndex[stageNum].y,
  994. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  995. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  996. }
  997. if(handles->mBumpAtlasTileSC)
  998. {
  999. // Sanity check the wrap flags
  1000. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1001. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1002. mMaterial->mCellIndex[stageNum].y,
  1003. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1004. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1005. }
  1006. // Deferred Shading: Determine Material Info Flags
  1007. S32 matInfoFlags =
  1008. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  1009. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  1010. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1011. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1012. if( handles->mAccuScaleSC->isValid() )
  1013. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1014. if( handles->mAccuDirectionSC->isValid() )
  1015. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1016. if( handles->mAccuStrengthSC->isValid() )
  1017. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1018. if( handles->mAccuCoverageSC->isValid() )
  1019. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1020. if( handles->mAccuSpecularSC->isValid() )
  1021. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1022. }
  1023. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1024. {
  1025. // Only support cubemap on the first stage
  1026. if( mPasses[pass]->mStageNum > 0 )
  1027. return false;
  1028. if( mPasses[pass]->mCubeMap )
  1029. return true;
  1030. return false;
  1031. }
  1032. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1033. {
  1034. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1035. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1036. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1037. // The MatrixSet will lazily generate a matrix under the
  1038. // various 'get' methods, so inline the test for a valid
  1039. // shader constant handle to avoid that work when we can.
  1040. if ( handles->mModelViewProjSC->isValid() )
  1041. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1042. if ( handles->mObjTransSC->isValid() )
  1043. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1044. if ( handles->mWorldToObjSC->isValid() )
  1045. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1046. if ( handles->mWorldToCameraSC->isValid() )
  1047. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1048. if (handles->mCameraToWorldSC->isValid())
  1049. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1050. if ( handles->mWorldViewOnlySC->isValid() )
  1051. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1052. if ( handles->mViewToObjSC->isValid() )
  1053. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1054. if ( handles->mViewProjSC->isValid() )
  1055. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1056. if ( handles->mCubeTransSC->isValid() &&
  1057. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1058. {
  1059. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1060. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1061. }
  1062. if ( handles->m_vEyeSC->isValid() )
  1063. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1064. }
  1065. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1066. {
  1067. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1068. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1069. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1070. if ( handles->mNodeTransforms->isValid() )
  1071. {
  1072. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1073. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1074. }
  1075. }
  1076. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1077. {
  1078. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1079. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1080. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1081. for (U32 i = 0; i < shaderData.size(); i++)
  1082. {
  1083. //roll through and try setting our data!
  1084. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1085. {
  1086. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1087. {
  1088. if (handles->mCustomHandles[h].handle->isValid())
  1089. {
  1090. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1091. if (type == CustomShaderBindingData::Float)
  1092. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1093. else if (type == CustomShaderBindingData::Float2)
  1094. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1095. else if (type == CustomShaderBindingData::Float3)
  1096. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1097. else if (type == CustomShaderBindingData::Float4)
  1098. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1099. break;
  1100. }
  1101. }
  1102. }
  1103. }
  1104. }
  1105. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1106. {
  1107. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1108. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1109. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1110. // Set cubemap stuff here (it's convenient!)
  1111. const Point3F &eyePosWorld = state->getCameraPosition();
  1112. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1113. {
  1114. if (handles->mCubeEyePosSC->isValid())
  1115. {
  1116. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1117. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1118. }
  1119. }
  1120. if (sgData.cubemap)
  1121. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1122. else
  1123. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1124. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1125. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1126. if ( handles->mEyePosSC->isValid() )
  1127. {
  1128. MatrixF tempMat( *sgData.objTrans );
  1129. tempMat.inverse();
  1130. Point3F eyepos;
  1131. tempMat.mulP( eyePosWorld, &eyepos );
  1132. shaderConsts->set(handles->mEyePosSC, eyepos);
  1133. }
  1134. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1135. ShaderRenderPassData *rpd = _getRPD(pass);
  1136. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1137. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1138. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1139. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1140. }
  1141. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1142. {
  1143. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1144. // If we're not instanced then just call the parent.
  1145. if ( !mInstancingState )
  1146. {
  1147. Parent::setBuffers( vertBuffer, primBuffer );
  1148. return;
  1149. }
  1150. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1151. const S32 instCount = mInstancingState->getCount();
  1152. AssertFatal( instCount > 0,
  1153. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1154. // Nothing special here.
  1155. GFX->setPrimitiveBuffer( *primBuffer );
  1156. // Set the first stream the the normal VB and set the
  1157. // correct frequency for the number of instances to render.
  1158. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1159. // Get a volatile VB and fill it with the vertex data.
  1160. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1161. GFXVertexBufferDataHandle instVB;
  1162. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1163. U8 *dest = instVB.lock();
  1164. if(!dest) return;
  1165. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1166. instVB.unlock();
  1167. // Set the instance vb for streaming.
  1168. GFX->setVertexBuffer( instVB, 1, 1 );
  1169. // Finally set the vertex format which defines
  1170. // both of the streams.
  1171. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1172. // Done... reset the count.
  1173. mInstancingState->resetStep();
  1174. }
  1175. bool ProcessedShaderMaterial::stepInstance()
  1176. {
  1177. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1178. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1179. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1180. }
  1181. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1182. {
  1183. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1184. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1185. buffers.setSize(mPasses.size());
  1186. for (U32 i = 0; i < mPasses.size(); i++)
  1187. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1188. // smp now owns these buffers.
  1189. smp->setBuffers(mShaderConstDesc, buffers);
  1190. return smp;
  1191. }
  1192. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1193. {
  1194. // Search our list
  1195. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1196. {
  1197. if (mParameterHandles[i]->getName().equal(name))
  1198. return mParameterHandles[i];
  1199. }
  1200. // If we didn't find it, we have to add it to support shader reloading.
  1201. Vector<GFXShader*> shaders;
  1202. shaders.setSize(mPasses.size());
  1203. for (U32 i = 0; i < mPasses.size(); i++)
  1204. shaders[i] = _getRPD(i)->shader;
  1205. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1206. mParameterHandles.push_back(smph);
  1207. return smph;
  1208. }
  1209. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1210. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1211. {
  1212. if (mCurrentParams && pass < mPasses.size())
  1213. {
  1214. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1215. }
  1216. return NULL;
  1217. }
  1218. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1219. {
  1220. if (pass < mPasses.size())
  1221. {
  1222. return &_getRPD(pass)->shaderHandles;
  1223. }
  1224. return NULL;
  1225. }
  1226. void ProcessedShaderMaterial::dumpMaterialInfo()
  1227. {
  1228. for ( U32 i = 0; i < getNumPasses(); i++ )
  1229. {
  1230. const ShaderRenderPassData *passData = _getRPD( i );
  1231. if ( passData == NULL )
  1232. continue;
  1233. const GFXShader *shader = passData->shader;
  1234. if ( shader == NULL )
  1235. Con::printf( " [%i] [NULL shader]", i );
  1236. else
  1237. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1238. }
  1239. }
  1240. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1241. {
  1242. for (U32 i = 0; i < getNumPasses(); i++)
  1243. {
  1244. const ShaderRenderPassData* passData = _getRPD(i);
  1245. if (passData == NULL)
  1246. continue;
  1247. char passStr[64];
  1248. dSprintf(passStr, 64, "Pass Number: %i", i);
  1249. U32 passItem = tree->insertItem(item, passStr);
  1250. const GFXShader * shader = passData->shader;
  1251. if (shader == NULL)
  1252. tree->insertItem(passItem, "[NULL shader]");
  1253. else
  1254. tree->insertItem(passItem, shader->describeSelf().c_str());
  1255. }
  1256. }