processedShaderMaterial.cpp 52 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509
  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. mDampnessSC = shader->getShaderConstHandle(ShaderGenVars::dampness);
  91. mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
  92. mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
  93. mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
  94. mDiffuseAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasTileParams);
  95. mBumpAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasParams);
  96. mBumpAtlasTileSC = shader->getShaderConstHandle(ShaderGenVars::bumpAtlasTileParams);
  97. mRTSizeSC = shader->getShaderConstHandle( "$targetSize" );
  98. mOneOverRTSizeSC = shader->getShaderConstHandle( "$oneOverTargetSize" );
  99. mDetailBumpStrength = shader->getShaderConstHandle( "$detailBumpStrength" );
  100. mViewProjSC = shader->getShaderConstHandle( "$viewProj" );
  101. // MFT_ImposterVert
  102. mImposterUVs = shader->getShaderConstHandle( "$imposterUVs" );
  103. mImposterLimits = shader->getShaderConstHandle( "$imposterLimits" );
  104. for (S32 i = 0; i < GFX_TEXTURE_STAGE_COUNT; ++i)
  105. mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
  106. // MFT_HardwareSkinning
  107. mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
  108. // Clear any existing texture handles.
  109. dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
  110. if(mat)
  111. {
  112. for (S32 i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  113. mTexHandlesSC[i] = shader->getShaderConstHandle(mat->mSamplerNames[i]);
  114. }
  115. // Deferred Shading
  116. mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
  117. }
  118. ///
  119. /// ShaderRenderPassData
  120. ///
  121. void ShaderRenderPassData::reset()
  122. {
  123. Parent::reset();
  124. shader = NULL;
  125. for ( U32 i=0; i < featureShaderHandles.size(); i++ )
  126. delete featureShaderHandles[i];
  127. featureShaderHandles.clear();
  128. }
  129. String ShaderRenderPassData::describeSelf() const
  130. {
  131. // First write the shader identification.
  132. String desc = String::ToString( "%s\n", shader->describeSelf().c_str() );
  133. // Let the parent get the rest.
  134. desc += Parent::describeSelf();
  135. return desc;
  136. }
  137. ///
  138. /// ProcessedShaderMaterial
  139. ///
  140. ProcessedShaderMaterial::ProcessedShaderMaterial()
  141. : mDefaultParameters( NULL ),
  142. mInstancingState( NULL )
  143. {
  144. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  145. VECTOR_SET_ASSOCIATION( mParameterHandles );
  146. }
  147. ProcessedShaderMaterial::ProcessedShaderMaterial(Material &mat)
  148. : mDefaultParameters( NULL ),
  149. mInstancingState( NULL )
  150. {
  151. VECTOR_SET_ASSOCIATION( mShaderConstDesc );
  152. VECTOR_SET_ASSOCIATION( mParameterHandles );
  153. mMaterial = &mat;
  154. }
  155. ProcessedShaderMaterial::~ProcessedShaderMaterial()
  156. {
  157. SAFE_DELETE(mInstancingState);
  158. SAFE_DELETE(mDefaultParameters);
  159. for (U32 i = 0; i < mParameterHandles.size(); i++)
  160. SAFE_DELETE(mParameterHandles[i]);
  161. }
  162. //
  163. // Material init
  164. //
  165. bool ProcessedShaderMaterial::init( const FeatureSet &features,
  166. const GFXVertexFormat *vertexFormat,
  167. const MatFeaturesDelegate &featuresDelegate )
  168. {
  169. // Load our textures
  170. _setStageData();
  171. // Determine how many stages we use
  172. mMaxStages = getNumStages();
  173. mVertexFormat = vertexFormat;
  174. mFeatures.clear();
  175. mStateHint.clear();
  176. SAFE_DELETE(mInstancingState);
  177. for( U32 i=0; i<mMaxStages; i++ )
  178. {
  179. MaterialFeatureData fd;
  180. // Determine the features of this stage
  181. _determineFeatures( i, fd, features );
  182. // Let the delegate poke at the features.
  183. if ( featuresDelegate )
  184. featuresDelegate( this, i, fd, features );
  185. // Create the passes for this stage
  186. if ( fd.features.isNotEmpty() )
  187. if( !_createPasses( fd, i, features ) )
  188. return false;
  189. }
  190. _initRenderPassDataStateBlocks();
  191. _initMaterialParameters();
  192. mDefaultParameters = allocMaterialParameters();
  193. setMaterialParameters( mDefaultParameters, 0 );
  194. mStateHint.init( this );
  195. // Enable instancing if we have it.
  196. if ( mFeatures.hasFeature( MFT_UseInstancing ) )
  197. {
  198. mInstancingState = new InstancingState();
  199. mInstancingState->setFormat( _getRPD( 0 )->shader->getInstancingFormat(), mVertexFormat );
  200. }
  201. if (mMaterial && mMaterial->mDiffuseMapName[0] != StringTable->EmptyString() && String(mMaterial->mDiffuseMapName[0]).startsWith("#"))
  202. {
  203. String texTargetBufferName = String(mMaterial->mDiffuseMapName[0]).substr(1, strlen(mMaterial->mDiffuseMapName[0]) - 1);
  204. NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
  205. RenderPassData* rpd = getPass(0);
  206. if (rpd)
  207. {
  208. rpd->mTexSlot[0].texTarget = texTarget;
  209. rpd->mTexType[0] = Material::TexTarget;
  210. rpd->mSamplerNames[0] = "diffuseMap";
  211. }
  212. }
  213. return true;
  214. }
  215. U32 ProcessedShaderMaterial::getNumStages()
  216. {
  217. // Loops through all stages to determine how many
  218. // stages we actually use.
  219. //
  220. // The first stage is always active else we shouldn't be
  221. // creating the material to begin with.
  222. U32 numStages = 1;
  223. U32 i;
  224. for( i=1; i<Material::MAX_STAGES; i++ )
  225. {
  226. // Assume stage is inactive
  227. bool stageActive = false;
  228. // Cubemaps only on first stage
  229. if( i == 0 )
  230. {
  231. // If we have a cubemap the stage is active
  232. if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
  233. {
  234. numStages++;
  235. continue;
  236. }
  237. }
  238. // If we have a texture for the a feature the
  239. // stage is active.
  240. if ( mStages[i].hasValidTex() )
  241. stageActive = true;
  242. // If this stage has diffuse color, it's active
  243. if ( mMaterial->mDiffuse[i].alpha > 0 &&
  244. mMaterial->mDiffuse[i] != LinearColorF::WHITE )
  245. stageActive = true;
  246. // If we have a Material that is vertex lit
  247. // then it may not have a texture
  248. if( mMaterial->mVertLit[i] )
  249. stageActive = true;
  250. // Increment the number of active stages
  251. numStages += stageActive;
  252. }
  253. return numStages;
  254. }
  255. void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
  256. MaterialFeatureData &fd,
  257. const FeatureSet &features )
  258. {
  259. if (GFX->getAdapterType() == NullDevice) return;
  260. PROFILE_SCOPE( ProcessedShaderMaterial_DetermineFeatures );
  261. const F32 shaderVersion = GFX->getPixelShaderVersion();
  262. AssertFatal(shaderVersion > 0.0 , "Cannot create a shader material if we don't support shaders");
  263. bool lastStage = stageNum == (mMaxStages-1);
  264. // First we add all the features which the
  265. // material has defined.
  266. if (mMaterial->mInvertRoughness[stageNum])
  267. fd.features.addFeature(MFT_InvertRoughness);
  268. if ( mMaterial->isTranslucent() )
  269. {
  270. // Note: This is for decal blending into the deferred
  271. // for AL... it probably needs to be made clearer.
  272. if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
  273. mMaterial->mTranslucentZWrite )
  274. fd.features.addFeature( MFT_IsTranslucentZWrite );
  275. else
  276. {
  277. fd.features.addFeature( MFT_IsTranslucent );
  278. fd.features.addFeature( MFT_ForwardShading );
  279. }
  280. }
  281. // TODO: This sort of sucks... BL should somehow force this
  282. // feature on from the outside and not this way.
  283. if (String::compare(LIGHTMGR->getId(), "BLM") == 0)
  284. {
  285. fd.features.addFeature(MFT_ForwardShading);
  286. fd.features.addFeature(MFT_ReflectionProbes);
  287. }
  288. // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
  289. // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
  290. /*if ( mMaterial->isDoubleSided() )
  291. {
  292. fd.features.addFeature( MFT_InterlacedDeferred );
  293. }*/
  294. // Allow instancing if it was requested and the card supports
  295. // SM 3.0 or above.
  296. //
  297. // We also disable instancing for non-single pass materials
  298. // and glowing materials because its untested/unimplemented.
  299. //
  300. if ( features.hasFeature( MFT_UseInstancing ) &&
  301. mMaxStages == 1 &&
  302. !mMaterial->mGlow[0] &&
  303. shaderVersion >= 3.0f )
  304. fd.features.addFeature( MFT_UseInstancing );
  305. if ( mMaterial->mAlphaTest )
  306. fd.features.addFeature( MFT_AlphaTest );
  307. if (mMaterial->mEmissive[stageNum])
  308. {
  309. fd.features.addFeature(MFT_IsEmissive);
  310. }
  311. else
  312. {
  313. fd.features.addFeature(MFT_RTLighting);
  314. if (mMaterial->isTranslucent())
  315. fd.features.addFeature(MFT_ReflectionProbes);
  316. }
  317. if ( mMaterial->mAnimFlags[stageNum] )
  318. fd.features.addFeature( MFT_TexAnim );
  319. if ( mMaterial->mVertLit[stageNum] )
  320. fd.features.addFeature( MFT_VertLit );
  321. // cubemaps only available on stage 0 for now - bramage
  322. if ( stageNum < 1 && mMaterial->isTranslucent() &&
  323. ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
  324. mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
  325. {
  326. fd.features.addFeature( MFT_CubeMap );
  327. }
  328. fd.features.addFeature( MFT_Visibility );
  329. if ( lastStage &&
  330. ( !gClientSceneGraph->usePostEffectFog() ||
  331. fd.features.hasFeature( MFT_IsTranslucent ) ||
  332. fd.features.hasFeature( MFT_ForwardShading )) )
  333. fd.features.addFeature( MFT_Fog );
  334. if ( mMaterial->mMinnaertConstant[stageNum] > 0.0f )
  335. fd.features.addFeature( MFT_MinnaertShading );
  336. if ( mMaterial->mSubSurface[stageNum] )
  337. fd.features.addFeature( MFT_SubSurface );
  338. if ( !mMaterial->mCellLayout[stageNum].isZero() )
  339. {
  340. fd.features.addFeature( MFT_DiffuseMapAtlas );
  341. if ( mMaterial->mNormalMapAtlas )
  342. fd.features.addFeature( MFT_NormalMapAtlas );
  343. }
  344. if (!fd.features.hasFeature(MFT_ForwardShading))
  345. {
  346. fd.features.removeFeature(MFT_DebugViz);
  347. }
  348. // Grab other features like normal maps, base texture, etc.
  349. FeatureSet mergeFeatures;
  350. mStages[stageNum].getFeatureSet( &mergeFeatures );
  351. fd.features.merge( mergeFeatures );
  352. if ( fd.features[ MFT_NormalMap ] )
  353. {
  354. if ( mStages[stageNum].getTex( MFT_NormalMap )->mFormat == GFXFormatBC3 &&
  355. !mStages[stageNum].getTex( MFT_NormalMap )->mHasTransparency )
  356. fd.features.addFeature( MFT_IsBC3nm );
  357. else if ( mStages[stageNum].getTex(MFT_NormalMap)->mFormat == GFXFormatBC5 &&
  358. !mStages[stageNum].getTex(MFT_NormalMap)->mHasTransparency )
  359. fd.features.addFeature( MFT_IsBC5nm );
  360. }
  361. // Now for some more advanced features that we
  362. // cannot do on SM 2.0 and below.
  363. if ( shaderVersion > 2.0f )
  364. {
  365. if ( mMaterial->mParallaxScale[stageNum] > 0.0f &&
  366. fd.features[ MFT_NormalMap ] )
  367. fd.features.addFeature( MFT_Parallax );
  368. }
  369. // Deferred Shading : PBR Config
  370. if (mStages[stageNum].getTex(MFT_OrmMap))
  371. {
  372. fd.features.addFeature(MFT_OrmMap);
  373. }
  374. else
  375. fd.features.addFeature(MFT_ORMConfigVars);
  376. // Deferred Shading : Material Info Flags
  377. fd.features.addFeature(MFT_MatInfoFlags);
  378. if (features.hasFeature(MFT_isBackground))
  379. {
  380. fd.features.addFeature(MFT_isBackground);
  381. }
  382. if (features.hasFeature(MFT_SkyBox))
  383. {
  384. fd.features.addFeature(MFT_StaticCubemap);
  385. fd.features.addFeature(MFT_CubeMap);
  386. fd.features.addFeature(MFT_SkyBox);
  387. fd.features.removeFeature(MFT_ReflectionProbes);
  388. fd.features.removeFeature(MFT_ORMConfigVars);
  389. fd.features.removeFeature(MFT_MatInfoFlags);
  390. }
  391. if ( mMaterial->mAccuEnabled[stageNum] )
  392. {
  393. mHasAccumulation = true;
  394. }
  395. // we need both diffuse and normal maps + sm3 to have an accu map
  396. if( fd.features[ MFT_AccuMap ] &&
  397. ( !fd.features[ MFT_DiffuseMap ] ||
  398. !fd.features[ MFT_NormalMap ] ||
  399. GFX->getPixelShaderVersion() < 3.0f ) ) {
  400. AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
  401. fd.features.removeFeature( MFT_AccuMap );
  402. mHasAccumulation = false;
  403. }
  404. // Without a base texture use the diffuse color
  405. // feature to ensure some sort of output.
  406. if (!fd.features[MFT_DiffuseMap])
  407. {
  408. fd.features.addFeature( MFT_DiffuseColor );
  409. // No texture coords... no overlay.
  410. fd.features.removeFeature( MFT_OverlayMap );
  411. }
  412. // If we have a diffuse map and the alpha on the diffuse isn't
  413. // zero and the color isn't pure white then multiply the color.
  414. else if ( mMaterial->mDiffuse[stageNum].alpha > 0.0f &&
  415. mMaterial->mDiffuse[stageNum] != LinearColorF::WHITE )
  416. fd.features.addFeature( MFT_DiffuseColor );
  417. // If lightmaps or tonemaps are enabled or we
  418. // don't have a second UV set then we cannot
  419. // use the overlay texture.
  420. if ( fd.features[MFT_LightMap] ||
  421. fd.features[MFT_ToneMap] ||
  422. mVertexFormat->getTexCoordCount() < 2 )
  423. fd.features.removeFeature( MFT_OverlayMap );
  424. // If tonemaps are enabled don't use lightmap
  425. if ( fd.features[MFT_ToneMap] || mVertexFormat->getTexCoordCount() < 2 )
  426. fd.features.removeFeature( MFT_LightMap );
  427. // Don't allow tonemaps if we don't have a second UV set
  428. if ( mVertexFormat->getTexCoordCount() < 2 )
  429. fd.features.removeFeature( MFT_ToneMap );
  430. // Always add the HDR output feature.
  431. //
  432. // It will be filtered out if it was disabled
  433. // for this material creation below.
  434. //
  435. // Also the shader code will evaluate to a nop
  436. // if HDR is not enabled in the scene.
  437. //
  438. fd.features.addFeature( MFT_HDROut );
  439. fd.features.addFeature(MFT_DebugViz);
  440. // If vertex color is enabled on the material's stage and
  441. // color is present in vertex format, add diffuse vertex
  442. // color feature.
  443. if ( mMaterial->mVertColor[ stageNum ] &&
  444. mVertexFormat->hasColor() )
  445. fd.features.addFeature( MFT_DiffuseVertColor );
  446. // Allow features to add themselves.
  447. for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
  448. {
  449. const FeatureInfo &info = FEATUREMGR->getAt( i );
  450. info.feature->determineFeature( mMaterial,
  451. mVertexFormat,
  452. stageNum,
  453. *info.type,
  454. features,
  455. &fd );
  456. }
  457. // Need to add the Hardware Skinning feature if its used
  458. if ( features.hasFeature( MFT_HardwareSkinning ) )
  459. {
  460. fd.features.addFeature( MFT_HardwareSkinning );
  461. }
  462. // Now disable any features that were
  463. // not part of the input feature handle.
  464. fd.features.filter( features );
  465. }
  466. bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures, U32 stageNum, const FeatureSet &features )
  467. {
  468. // Creates passes for the given stage
  469. ShaderRenderPassData passData;
  470. U32 texIndex = 0;
  471. for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
  472. {
  473. const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
  474. if ( !stageFeatures.features.hasFeature( *info.type ) )
  475. continue;
  476. U32 numTexReg = info.feature->getResources( stageFeatures ).numTexReg;
  477. // adds pass if blend op changes for feature
  478. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  479. // Add pass if num tex reg is going to be too high
  480. if( passData.mNumTexReg + numTexReg > GFX->getNumSamplers() )
  481. {
  482. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  483. return false;
  484. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  485. }
  486. passData.mNumTexReg += numTexReg;
  487. passData.mFeatureData.features.addFeature( *info.type );
  488. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  489. U32 oldTexNumber = texIndex;
  490. #endif
  491. info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
  492. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  493. if(oldTexNumber != texIndex)
  494. {
  495. for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
  496. {
  497. AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
  498. }
  499. }
  500. #endif
  501. // Add pass if tex units are maxed out
  502. if( texIndex > GFX->getNumSamplers() )
  503. {
  504. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  505. return false;
  506. _setPassBlendOp( info.feature, passData, texIndex, stageFeatures, stageNum, features );
  507. }
  508. }
  509. #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
  510. for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
  511. {
  512. AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
  513. }
  514. #endif
  515. const FeatureSet &passFeatures = passData.mFeatureData.codify();
  516. if ( passFeatures.isNotEmpty() )
  517. {
  518. mFeatures.merge( passFeatures );
  519. if( !_addPass( passData, texIndex, stageFeatures, stageNum, features ) )
  520. {
  521. mFeatures.clear();
  522. return false;
  523. }
  524. }
  525. return true;
  526. }
  527. void ProcessedShaderMaterial::_initMaterialParameters()
  528. {
  529. // Cleanup anything left first.
  530. SAFE_DELETE( mDefaultParameters );
  531. for ( U32 i = 0; i < mParameterHandles.size(); i++ )
  532. SAFE_DELETE( mParameterHandles[i] );
  533. // Gather the shaders as they all need to be
  534. // passed to the ShaderMaterialParameterHandles.
  535. Vector<GFXShader*> shaders;
  536. shaders.setSize( mPasses.size() );
  537. for ( U32 i = 0; i < mPasses.size(); i++ )
  538. shaders[i] = _getRPD(i)->shader;
  539. // Run through each shader and prepare its constants.
  540. for ( U32 i = 0; i < mPasses.size(); i++ )
  541. {
  542. const Vector<GFXShaderConstDesc>& desc = shaders[i]->getShaderConstDesc();
  543. Vector<GFXShaderConstDesc>::const_iterator p = desc.begin();
  544. for ( ; p != desc.end(); p++ )
  545. {
  546. // Add this to our list of shader constants
  547. GFXShaderConstDesc d(*p);
  548. mShaderConstDesc.push_back(d);
  549. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle(d.name, shaders);
  550. mParameterHandles.push_back(smph);
  551. }
  552. }
  553. }
  554. bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
  555. U32 &texIndex,
  556. MaterialFeatureData &fd,
  557. U32 stageNum,
  558. const FeatureSet &features )
  559. {
  560. // Set number of textures, stage, glow, etc.
  561. rpd.mNumTex = texIndex;
  562. rpd.mStageNum = stageNum;
  563. rpd.mGlow |= mMaterial->mGlow[stageNum];
  564. // Copy over features
  565. rpd.mFeatureData.materialFeatures = fd.features;
  566. Vector<String> samplers;
  567. samplers.setSize(Material::MAX_TEX_PER_PASS);
  568. for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
  569. {
  570. samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
  571. }
  572. // Generate shader
  573. GFXShader::setLogging( true, true );
  574. rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
  575. if( !rpd.shader )
  576. return false;
  577. rpd.shaderHandles.init( rpd.shader );
  578. // If a pass glows, we glow
  579. if( rpd.mGlow )
  580. mHasGlow = true;
  581. ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
  582. mPasses.push_back( newPass );
  583. //initSamplerHandles
  584. ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
  585. AssertFatal(handles,"");
  586. for(int i = 0; i < rpd.mNumTex; i++)
  587. {
  588. if(rpd.mSamplerNames[i].isEmpty())
  589. {
  590. handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  591. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
  592. continue;
  593. }
  594. String samplerName = rpd.mSamplerNames[i];
  595. if( !samplerName.startsWith("$"))
  596. samplerName.insert(0, "$");
  597. GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
  598. handles->mTexHandlesSC[i] = handle;
  599. handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
  600. AssertFatal( handle,"");
  601. }
  602. // Give each active feature a chance to create specialized shader consts.
  603. for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
  604. {
  605. const FeatureInfo &info = FEATUREMGR->getAt( i );
  606. if ( !fd.features.hasFeature( *info.type ) )
  607. continue;
  608. ShaderFeatureConstHandles *fh = info.feature->createConstHandles( rpd.shader, mUserObject );
  609. if ( fh )
  610. newPass->featureShaderHandles.push_back( fh );
  611. }
  612. rpd.reset();
  613. texIndex = 0;
  614. return true;
  615. }
  616. void ProcessedShaderMaterial::_setPassBlendOp( ShaderFeature *sf,
  617. ShaderRenderPassData &passData,
  618. U32 &texIndex,
  619. MaterialFeatureData &stageFeatures,
  620. U32 stageNum,
  621. const FeatureSet &features )
  622. {
  623. if( sf->getBlendOp() == Material::None )
  624. {
  625. return;
  626. }
  627. // set up the current blend operation for multi-pass materials
  628. if( mPasses.size() > 0)
  629. {
  630. // If passData.numTexReg is 0, this is a brand new pass, so set the
  631. // blend operation to the first feature.
  632. if( passData.mNumTexReg == 0 )
  633. {
  634. passData.mBlendOp = sf->getBlendOp();
  635. }
  636. else
  637. {
  638. // numTegReg is more than zero, if this feature
  639. // doesn't have the same blend operation, then
  640. // we need to create yet another pass
  641. if( sf->getBlendOp() != passData.mBlendOp && mPasses[mPasses.size()-1]->mStageNum == stageNum)
  642. {
  643. _addPass( passData, texIndex, stageFeatures, stageNum, features );
  644. passData.mBlendOp = sf->getBlendOp();
  645. }
  646. }
  647. }
  648. }
  649. //
  650. // Runtime / rendering
  651. //
  652. bool ProcessedShaderMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
  653. {
  654. PROFILE_SCOPE( ProcessedShaderMaterial_SetupPass );
  655. // Make sure we have the pass
  656. if(pass >= mPasses.size())
  657. {
  658. // If we were rendering instanced data tell
  659. // the device to reset that vb stream.
  660. if ( mInstancingState )
  661. GFX->setVertexBuffer( NULL, 1 );
  662. return false;
  663. }
  664. _setRenderState( state, sgData, pass );
  665. // Set shaders
  666. ShaderRenderPassData* rpd = _getRPD(pass);
  667. if( rpd->shader )
  668. {
  669. GFX->setShader( rpd->shader );
  670. GFX->setShaderConstBuffer(_getShaderConstBuffer(pass));
  671. _setShaderConstants(state, sgData, pass);
  672. // If we're instancing then do the initial step to get
  673. // set the vb pointer to the const buffer.
  674. if ( mInstancingState )
  675. stepInstance();
  676. }
  677. else
  678. {
  679. GFX->setupGenericShaders();
  680. GFX->setShaderConstBuffer(NULL);
  681. }
  682. // Set our textures
  683. setTextureStages( state, sgData, pass );
  684. _setTextureTransforms(pass);
  685. return true;
  686. }
  687. void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
  688. {
  689. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
  690. ShaderConstHandles *handles = _getShaderConstHandles(pass);
  691. AssertFatal(handles,"");
  692. // Set all of the textures we need to render the give pass.
  693. #ifdef TORQUE_DEBUG
  694. AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
  695. #endif
  696. RenderPassData *rpd = mPasses[pass];
  697. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  698. NamedTexTarget *texTarget;
  699. GFXTextureObject *texObject;
  700. for( U32 i=0; i<rpd->mNumTex; i++ )
  701. {
  702. U32 currTexFlag = rpd->mTexType[i];
  703. if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles))
  704. {
  705. switch( currTexFlag )
  706. {
  707. // If the flag is unset then assume its just
  708. // a regular texture to set... nothing special.
  709. case 0:
  710. default:
  711. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  712. break;
  713. case Material::NormalizeCube:
  714. GFX->setCubeTexture(i, Material::GetNormalizeCube());
  715. break;
  716. case Material::Lightmap:
  717. GFX->setTexture( i, sgData.lightmap );
  718. break;
  719. case Material::ToneMapTex:
  720. shaderConsts->setSafe(handles->mToneMapTexSC, (S32)i);
  721. GFX->setTexture(i, rpd->mTexSlot[i].texObject);
  722. break;
  723. case Material::Cube:
  724. GFX->setCubeTexture( i, rpd->mCubeMap );
  725. break;
  726. case Material::SGCube:
  727. GFX->setCubeTexture( i, sgData.cubemap );
  728. break;
  729. case Material::BackBuff:
  730. GFX->setTexture( i, sgData.backBuffTex );
  731. break;
  732. case Material::AccuMap:
  733. if ( sgData.accuTex )
  734. GFX->setTexture( i, sgData.accuTex );
  735. else
  736. GFX->setTexture( i, GFXTexHandle::ZERO );
  737. break;
  738. case Material::TexTarget:
  739. {
  740. texTarget = rpd->mTexSlot[i].texTarget;
  741. if ( !texTarget )
  742. {
  743. GFX->setTexture( i, NULL );
  744. break;
  745. }
  746. texObject = texTarget->getTexture();
  747. // If no texture is available then map the default 2x2
  748. // black texture to it. This at least will ensure that
  749. // we get consistant behavior across GPUs and platforms.
  750. if ( !texObject )
  751. texObject = GFXTexHandle::ZERO;
  752. if ( handles->mRTParamsSC[i]->isValid() && texObject )
  753. {
  754. const Point3I &targetSz = texObject->getSize();
  755. const RectI &targetVp = texTarget->getViewport();
  756. Point4F rtParams;
  757. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  758. shaderConsts->set(handles->mRTParamsSC[i], rtParams);
  759. }
  760. GFX->setTexture( i, texObject );
  761. break;
  762. }
  763. }
  764. }
  765. }
  766. }
  767. void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
  768. {
  769. PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );
  770. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  771. if (handles->mTexMatSC->isValid())
  772. {
  773. MatrixF texMat( true );
  774. mMaterial->updateTimeBasedParams();
  775. F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0
  776. // handle scroll anim type
  777. if( mMaterial->mAnimFlags[pass] & Material::Scroll )
  778. {
  779. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  780. {
  781. Point3F scrollOffset;
  782. scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
  783. scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
  784. scrollOffset.z = 1.0;
  785. texMat.setColumn( 3, scrollOffset );
  786. }
  787. else
  788. {
  789. Point3F offset( mMaterial->mScrollOffset[pass].x,
  790. mMaterial->mScrollOffset[pass].y,
  791. 1.0 );
  792. texMat.setColumn( 3, offset );
  793. }
  794. }
  795. // handle rotation
  796. if( mMaterial->mAnimFlags[pass] & Material::Rotate )
  797. {
  798. if( mMaterial->mAnimFlags[pass] & Material::Wave )
  799. {
  800. F32 rotPos = waveOffset * M_2PI;
  801. texMat.set( EulerF( 0.0, 0.0, rotPos ) );
  802. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  803. MatrixF test( true );
  804. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  805. mMaterial->mRotPivotOffset[pass].y,
  806. 0.0 ) );
  807. texMat.mul( test );
  808. }
  809. else
  810. {
  811. texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );
  812. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  813. MatrixF test( true );
  814. test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x,
  815. mMaterial->mRotPivotOffset[pass].y,
  816. 0.0 ) );
  817. texMat.mul( test );
  818. }
  819. }
  820. // Handle scale + wave offset
  821. if( mMaterial->mAnimFlags[pass] & Material::Scale &&
  822. mMaterial->mAnimFlags[pass] & Material::Wave )
  823. {
  824. F32 wOffset = fabs( waveOffset );
  825. texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );
  826. MatrixF temp( true );
  827. temp.setRow( 0, Point3F( wOffset, 0.0, 0.0 ) );
  828. temp.setRow( 1, Point3F( 0.0, wOffset, 0.0 ) );
  829. temp.setRow( 2, Point3F( 0.0, 0.0, wOffset ) );
  830. temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
  831. texMat.mul( temp );
  832. }
  833. // handle sequence
  834. if( mMaterial->mAnimFlags[pass] & Material::Sequence )
  835. {
  836. U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
  837. F32 offset = frameNum * mMaterial->mSeqSegSize[pass];
  838. if ( mMaterial->mAnimFlags[pass] & Material::Scale )
  839. texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );
  840. Point3F texOffset = texMat.getPosition();
  841. texOffset.x += offset;
  842. texMat.setPosition( texOffset );
  843. }
  844. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  845. shaderConsts->setSafe(handles->mTexMatSC, texMat);
  846. }
  847. }
  848. //--------------------------------------------------------------------------
  849. // Get wave offset for texture animations using a wave transform
  850. //--------------------------------------------------------------------------
  851. F32 ProcessedShaderMaterial::_getWaveOffset( U32 stage )
  852. {
  853. switch( mMaterial->mWaveType[stage] )
  854. {
  855. case Material::Sin:
  856. {
  857. return mMaterial->mWaveAmp[stage] * mSin( M_2PI * mMaterial->mWavePos[stage] );
  858. break;
  859. }
  860. case Material::Triangle:
  861. {
  862. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  863. if( frac > 0.0 && frac <= 0.25 )
  864. {
  865. return mMaterial->mWaveAmp[stage] * frac * 4.0;
  866. }
  867. if( frac > 0.25 && frac <= 0.5 )
  868. {
  869. return mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.25)*4.0) );
  870. }
  871. if( frac > 0.5 && frac <= 0.75 )
  872. {
  873. return mMaterial->mWaveAmp[stage] * (frac-0.5) * -4.0;
  874. }
  875. if( frac > 0.75 && frac <= 1.0 )
  876. {
  877. return -mMaterial->mWaveAmp[stage] * ( 1.0 - ((frac-0.75)*4.0) );
  878. }
  879. break;
  880. }
  881. case Material::Square:
  882. {
  883. F32 frac = mMaterial->mWavePos[stage] - mFloor( mMaterial->mWavePos[stage] );
  884. if( frac > 0.0 && frac <= 0.5 )
  885. {
  886. return 0.0;
  887. }
  888. else
  889. {
  890. return mMaterial->mWaveAmp[stage];
  891. }
  892. break;
  893. }
  894. }
  895. return 0.0;
  896. }
  897. void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, const SceneData &sgData, U32 pass)
  898. {
  899. PROFILE_SCOPE( ProcessedShaderMaterial_SetShaderConstants );
  900. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  901. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  902. U32 stageNum = getStageFromPass(pass);
  903. // First we do all the constants which are not
  904. // controlled via the material... we have to
  905. // set these all the time as they could change.
  906. if ( handles->mFogDataSC->isValid() )
  907. {
  908. Point3F fogData;
  909. fogData.x = sgData.fogDensity;
  910. fogData.y = sgData.fogDensityOffset;
  911. fogData.z = sgData.fogHeightFalloff;
  912. shaderConsts->set( handles->mFogDataSC, fogData );
  913. }
  914. shaderConsts->setSafe(handles->mFogColorSC, sgData.fogColor);
  915. if( handles->mOneOverFarplane->isValid() )
  916. {
  917. const F32 &invfp = 1.0f / state->getFarPlane();
  918. Point4F oneOverFP(invfp, invfp, invfp, invfp);
  919. shaderConsts->set( handles->mOneOverFarplane, oneOverFP );
  920. }
  921. shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
  922. shaderConsts->setSafe(handles->mDampnessSC, MATMGR->getDampnessClamped());
  923. // If the shader constants have not been lost then
  924. // they contain the content from a previous render pass.
  925. //
  926. // In this case we can skip updating the material constants
  927. // which do not change frame to frame.
  928. //
  929. // NOTE: This assumes we're not animating material parameters
  930. // in a way that doesn't cause a shader reload... this isn't
  931. // being done now, but it could change in the future.
  932. //
  933. if ( !shaderConsts->wasLost() )
  934. return;
  935. shaderConsts->setSafe(handles->mRoughnessSC, mMaterial->mRoughness[stageNum]);
  936. shaderConsts->setSafe(handles->mMetalnessSC, mMaterial->mMetalness[stageNum]);
  937. shaderConsts->setSafe(handles->mGlowMulSC, mMaterial->mGlowMul[stageNum]);
  938. shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
  939. shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
  940. if ( handles->mSubSurfaceParamsSC->isValid() )
  941. {
  942. Point4F subSurfParams;
  943. dMemcpy( &subSurfParams, &mMaterial->mSubSurfaceColor[stageNum], sizeof(LinearColorF) );
  944. subSurfParams.w = mMaterial->mSubSurfaceRolloff[stageNum];
  945. shaderConsts->set(handles->mSubSurfaceParamsSC, subSurfParams);
  946. }
  947. if ( handles->mRTSizeSC->isValid() )
  948. {
  949. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  950. Point2F pixelShaderConstantData;
  951. pixelShaderConstantData.x = resolution.x;
  952. pixelShaderConstantData.y = resolution.y;
  953. shaderConsts->set( handles->mRTSizeSC, pixelShaderConstantData );
  954. }
  955. if ( handles->mOneOverRTSizeSC->isValid() )
  956. {
  957. const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
  958. Point2F oneOverTargetSize( 1.0f / (F32)resolution.x, 1.0f / (F32)resolution.y );
  959. shaderConsts->set( handles->mOneOverRTSizeSC, oneOverTargetSize );
  960. }
  961. // set detail scale
  962. shaderConsts->setSafe(handles->mDetailScaleSC, mMaterial->mDetailScale[stageNum]);
  963. shaderConsts->setSafe(handles->mDetailBumpStrength, mMaterial->mDetailNormalMapStrength[stageNum]);
  964. // MFT_ImposterVert
  965. if ( handles->mImposterUVs->isValid() )
  966. {
  967. U32 uvCount = getMin( mMaterial->mImposterUVs.size(), 64 ); // See imposter.hlsl
  968. AlignedArray<Point4F> imposterUVs( uvCount, sizeof( Point4F ), (U8*)mMaterial->mImposterUVs.address(), false );
  969. shaderConsts->set( handles->mImposterUVs, imposterUVs );
  970. }
  971. shaderConsts->setSafe( handles->mImposterLimits, mMaterial->mImposterLimits );
  972. // Diffuse
  973. shaderConsts->setSafe(handles->mDiffuseColorSC, mMaterial->mDiffuse[stageNum]);
  974. shaderConsts->setSafe( handles->mAlphaTestValueSC, mClampF( (F32)mMaterial->mAlphaRef / 255.0f, 0.0f, 1.0f ) );
  975. if(handles->mDiffuseAtlasParamsSC)
  976. {
  977. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  978. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  979. mMaterial->mCellSize[stageNum], // tile size in pixels
  980. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  981. shaderConsts->setSafe(handles->mDiffuseAtlasParamsSC, atlasParams);
  982. }
  983. if(handles->mBumpAtlasParamsSC)
  984. {
  985. Point4F atlasParams(1.0f / mMaterial->mCellLayout[stageNum].x, // 1 / num_horizontal
  986. 1.0f / mMaterial->mCellLayout[stageNum].y, // 1 / num_vertical
  987. mMaterial->mCellSize[stageNum], // tile size in pixels
  988. getBinLog2(mMaterial->mCellSize[stageNum]) ); // pow of 2 of tile size in pixels 2^9 = 512, 2^10=1024 etc
  989. shaderConsts->setSafe(handles->mBumpAtlasParamsSC, atlasParams);
  990. }
  991. if(handles->mDiffuseAtlasTileSC)
  992. {
  993. // Sanity check the wrap flags
  994. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  995. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  996. mMaterial->mCellIndex[stageNum].y,
  997. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  998. shaderConsts->setSafe(handles->mDiffuseAtlasTileSC, atlasTileParams);
  999. }
  1000. if(handles->mBumpAtlasTileSC)
  1001. {
  1002. // Sanity check the wrap flags
  1003. //AssertWarn(mMaterial->mTextureAddressModeU == mMaterial->mTextureAddressModeV, "Addresing mode mismatch, texture atlasing will be confused");
  1004. Point4F atlasTileParams( mMaterial->mCellIndex[stageNum].x, // Tile co-ordinate, ie: [0, 3]
  1005. mMaterial->mCellIndex[stageNum].y,
  1006. 0.0f, 0.0f ); // TODO: Wrap mode flags?
  1007. shaderConsts->setSafe(handles->mBumpAtlasTileSC, atlasTileParams);
  1008. }
  1009. // Deferred Shading: Determine Material Info Flags
  1010. S32 matInfoFlags =
  1011. (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
  1012. (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
  1013. mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
  1014. shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
  1015. if( handles->mAccuScaleSC->isValid() )
  1016. shaderConsts->set( handles->mAccuScaleSC, mMaterial->mAccuScale[stageNum] );
  1017. if( handles->mAccuDirectionSC->isValid() )
  1018. shaderConsts->set( handles->mAccuDirectionSC, mMaterial->mAccuDirection[stageNum] );
  1019. if( handles->mAccuStrengthSC->isValid() )
  1020. shaderConsts->set( handles->mAccuStrengthSC, mMaterial->mAccuStrength[stageNum] );
  1021. if( handles->mAccuCoverageSC->isValid() )
  1022. shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
  1023. if( handles->mAccuSpecularSC->isValid() )
  1024. shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
  1025. }
  1026. bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
  1027. {
  1028. // Only support cubemap on the first stage
  1029. if( mPasses[pass]->mStageNum > 0 )
  1030. return false;
  1031. if( mPasses[pass]->mCubeMap )
  1032. return true;
  1033. return false;
  1034. }
  1035. void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
  1036. {
  1037. PROFILE_SCOPE( ProcessedShaderMaterial_setTransforms );
  1038. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1039. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1040. // The MatrixSet will lazily generate a matrix under the
  1041. // various 'get' methods, so inline the test for a valid
  1042. // shader constant handle to avoid that work when we can.
  1043. if ( handles->mModelViewProjSC->isValid() )
  1044. shaderConsts->set( handles->mModelViewProjSC, matrixSet.getWorldViewProjection() );
  1045. if ( handles->mObjTransSC->isValid() )
  1046. shaderConsts->set( handles->mObjTransSC, matrixSet.getObjectToWorld() );
  1047. if ( handles->mWorldToObjSC->isValid() )
  1048. shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
  1049. if ( handles->mWorldToCameraSC->isValid() )
  1050. shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
  1051. if (handles->mCameraToWorldSC->isValid())
  1052. shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
  1053. if ( handles->mWorldViewOnlySC->isValid() )
  1054. shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
  1055. if ( handles->mViewToObjSC->isValid() )
  1056. shaderConsts->set( handles->mViewToObjSC, matrixSet.getCameraToObject() );
  1057. if ( handles->mViewProjSC->isValid() )
  1058. shaderConsts->set( handles->mViewProjSC, matrixSet.getWorldToScreen() );
  1059. if ( handles->mCubeTransSC->isValid() &&
  1060. ( _hasCubemap(pass) || mMaterial->mDynamicCubemap ) )
  1061. {
  1062. // TODO: Could we not remove this constant? Use mObjTransSC and cast to float3x3 instead?
  1063. shaderConsts->set(handles->mCubeTransSC, matrixSet.getObjectToWorld(), GFXSCT_Float3x3);
  1064. }
  1065. if ( handles->m_vEyeSC->isValid() )
  1066. shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
  1067. }
  1068. void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
  1069. {
  1070. PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
  1071. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1072. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1073. if ( handles->mNodeTransforms->isValid() )
  1074. {
  1075. S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
  1076. shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
  1077. }
  1078. }
  1079. void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
  1080. {
  1081. PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
  1082. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1083. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1084. for (U32 i = 0; i < shaderData.size(); i++)
  1085. {
  1086. //roll through and try setting our data!
  1087. for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
  1088. {
  1089. if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
  1090. {
  1091. if (handles->mCustomHandles[h].handle->isValid())
  1092. {
  1093. CustomShaderBindingData::UniformType type = shaderData[i].getType();
  1094. if (type == CustomShaderBindingData::Float)
  1095. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
  1096. else if (type == CustomShaderBindingData::Float2)
  1097. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
  1098. else if (type == CustomShaderBindingData::Float3)
  1099. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
  1100. else if (type == CustomShaderBindingData::Float4)
  1101. shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
  1102. break;
  1103. }
  1104. }
  1105. }
  1106. }
  1107. }
  1108. void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
  1109. {
  1110. PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
  1111. GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
  1112. ShaderConstHandles* handles = _getShaderConstHandles(pass);
  1113. // Set cubemap stuff here (it's convenient!)
  1114. const Point3F &eyePosWorld = state->getCameraPosition();
  1115. if (_hasCubemap(pass) || mMaterial->mDynamicCubemap)
  1116. {
  1117. if (handles->mCubeEyePosSC->isValid())
  1118. {
  1119. Point3F cubeEyePos = eyePosWorld - sgData.objTrans->getPosition();
  1120. shaderConsts->set(handles->mCubeEyePosSC, cubeEyePos);
  1121. }
  1122. }
  1123. if (sgData.cubemap)
  1124. shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
  1125. else
  1126. shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
  1127. shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
  1128. shaderConsts->setSafe(handles->mEyePosWorldSC, eyePosWorld);
  1129. if ( handles->mEyePosSC->isValid() )
  1130. {
  1131. MatrixF tempMat( *sgData.objTrans );
  1132. tempMat.inverse();
  1133. Point3F eyepos;
  1134. tempMat.mulP( eyePosWorld, &eyepos );
  1135. shaderConsts->set(handles->mEyePosSC, eyepos);
  1136. }
  1137. shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
  1138. ShaderRenderPassData *rpd = _getRPD(pass);
  1139. for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
  1140. rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
  1141. LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1142. PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
  1143. }
  1144. void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )
  1145. {
  1146. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers);
  1147. // If we're not instanced then just call the parent.
  1148. if ( !mInstancingState )
  1149. {
  1150. Parent::setBuffers( vertBuffer, primBuffer );
  1151. return;
  1152. }
  1153. PROFILE_SCOPE(ProcessedShaderMaterial_setBuffers_instancing);
  1154. const S32 instCount = mInstancingState->getCount();
  1155. AssertFatal( instCount > 0,
  1156. "ProcessedShaderMaterial::setBuffers - No instances rendered!" );
  1157. // Nothing special here.
  1158. GFX->setPrimitiveBuffer( *primBuffer );
  1159. // Set the first stream the the normal VB and set the
  1160. // correct frequency for the number of instances to render.
  1161. GFX->setVertexBuffer( *vertBuffer, 0, instCount );
  1162. // Get a volatile VB and fill it with the vertex data.
  1163. const GFXVertexFormat *instFormat = mInstancingState->getFormat();
  1164. GFXVertexBufferDataHandle instVB;
  1165. instVB.set( GFX, instFormat->getSizeInBytes(), instFormat, instCount, GFXBufferTypeVolatile );
  1166. U8 *dest = instVB.lock();
  1167. if(!dest) return;
  1168. dMemcpy( dest, mInstancingState->getBuffer(), instFormat->getSizeInBytes() * instCount );
  1169. instVB.unlock();
  1170. // Set the instance vb for streaming.
  1171. GFX->setVertexBuffer( instVB, 1, 1 );
  1172. // Finally set the vertex format which defines
  1173. // both of the streams.
  1174. GFX->setVertexFormat( mInstancingState->getDeclFormat() );
  1175. // Done... reset the count.
  1176. mInstancingState->resetStep();
  1177. }
  1178. bool ProcessedShaderMaterial::stepInstance()
  1179. {
  1180. PROFILE_SCOPE(ProcessedShaderMaterial_stepInstance);
  1181. AssertFatal( mInstancingState, "ProcessedShaderMaterial::stepInstance - This material isn't instanced!" );
  1182. return mInstancingState->step( &_getShaderConstBuffer( 0 )->mInstPtr );
  1183. }
  1184. MaterialParameters* ProcessedShaderMaterial::allocMaterialParameters()
  1185. {
  1186. ShaderMaterialParameters* smp = new ShaderMaterialParameters();
  1187. Vector<GFXShaderConstBufferRef> buffers( __FILE__, __LINE__ );
  1188. buffers.setSize(mPasses.size());
  1189. for (U32 i = 0; i < mPasses.size(); i++)
  1190. buffers[i] = _getRPD(i)->shader->allocConstBuffer();
  1191. // smp now owns these buffers.
  1192. smp->setBuffers(mShaderConstDesc, buffers);
  1193. return smp;
  1194. }
  1195. MaterialParameterHandle* ProcessedShaderMaterial::getMaterialParameterHandle(const String& name)
  1196. {
  1197. // Search our list
  1198. for (U32 i = 0; i < mParameterHandles.size(); i++)
  1199. {
  1200. if (mParameterHandles[i]->getName().equal(name))
  1201. return mParameterHandles[i];
  1202. }
  1203. // If we didn't find it, we have to add it to support shader reloading.
  1204. Vector<GFXShader*> shaders;
  1205. shaders.setSize(mPasses.size());
  1206. for (U32 i = 0; i < mPasses.size(); i++)
  1207. shaders[i] = _getRPD(i)->shader;
  1208. ShaderMaterialParameterHandle* smph = new ShaderMaterialParameterHandle( name, shaders );
  1209. mParameterHandles.push_back(smph);
  1210. return smph;
  1211. }
  1212. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  1213. GFXShaderConstBuffer* ProcessedShaderMaterial::_getShaderConstBuffer( const U32 pass )
  1214. {
  1215. if (mCurrentParams && pass < mPasses.size())
  1216. {
  1217. return static_cast<ShaderMaterialParameters*>(mCurrentParams)->getBuffer(pass);
  1218. }
  1219. return NULL;
  1220. }
  1221. ShaderConstHandles* ProcessedShaderMaterial::_getShaderConstHandles(const U32 pass)
  1222. {
  1223. if (pass < mPasses.size())
  1224. {
  1225. return &_getRPD(pass)->shaderHandles;
  1226. }
  1227. return NULL;
  1228. }
  1229. void ProcessedShaderMaterial::dumpMaterialInfo()
  1230. {
  1231. for ( U32 i = 0; i < getNumPasses(); i++ )
  1232. {
  1233. const ShaderRenderPassData *passData = _getRPD( i );
  1234. if ( passData == NULL )
  1235. continue;
  1236. const GFXShader *shader = passData->shader;
  1237. if ( shader == NULL )
  1238. Con::printf( " [%i] [NULL shader]", i );
  1239. else
  1240. Con::printf( " [%i] %s", i, shader->describeSelf().c_str() );
  1241. }
  1242. }
  1243. void ProcessedShaderMaterial::getMaterialInfo(GuiTreeViewCtrl* tree, U32 item)
  1244. {
  1245. for (U32 i = 0; i < getNumPasses(); i++)
  1246. {
  1247. const ShaderRenderPassData* passData = _getRPD(i);
  1248. if (passData == NULL)
  1249. continue;
  1250. char passStr[64];
  1251. dSprintf(passStr, 64, "Pass Number: %i", i);
  1252. U32 passItem = tree->insertItem(item, passStr);
  1253. const GFXShader * shader = passData->shader;
  1254. if (shader == NULL)
  1255. tree->insertItem(passItem, "[NULL shader]");
  1256. else
  1257. tree->insertItem(passItem, shader->describeSelf().c_str());
  1258. }
  1259. }