terrCellMaterial.cpp 30 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 "terrain/terrCellMaterial.h"
  24. #include "core/util/safeRelease.h"
  25. #include "terrain/terrData.h"
  26. #include "terrain/terrCell.h"
  27. #include "materials/materialFeatureTypes.h"
  28. #include "materials/materialManager.h"
  29. #include "terrain/terrFeatureTypes.h"
  30. #include "terrain/terrMaterial.h"
  31. #include "renderInstance/renderDeferredMgr.h"
  32. #include "shaderGen/shaderGen.h"
  33. #include "shaderGen/featureMgr.h"
  34. #include "scene/sceneRenderState.h"
  35. #include "materials/sceneData.h"
  36. #include "gfx/util/screenspace.h"
  37. #include "lighting/advanced/advancedLightBinManager.h"
  38. S32 sgMaxTerrainMaterialsPerPass = 32;
  39. AFTER_MODULE_INIT( MaterialManager )
  40. {
  41. Con::NotifyDelegate callabck( &TerrainCellMaterial::_updateDefaultAnisotropy );
  42. Con::addVariableNotify( "$pref::Video::defaultAnisotropy", callabck );
  43. }
  44. Vector<TerrainCellMaterial*> TerrainCellMaterial::smAllMaterials;
  45. Vector<String> _initSamplerNames()
  46. {
  47. Vector<String> samplerNames;
  48. samplerNames.push_back("$baseTexMap");
  49. samplerNames.push_back("$layerTex");
  50. samplerNames.push_back("$lightMapTex");
  51. samplerNames.push_back("$lightInfoBuffer");
  52. samplerNames.push_back("$normalMapSampler");
  53. samplerNames.push_back("$detailMapSampler");
  54. samplerNames.push_back("$macroMapSampler");
  55. samplerNames.push_back("$ormMapSampler");
  56. return samplerNames;
  57. }
  58. const Vector<String> TerrainCellMaterial::mSamplerNames = _initSamplerNames();
  59. TerrainCellMaterial::TerrainCellMaterial()
  60. : mTerrain( NULL ),
  61. mDeferredMat( NULL ),
  62. mReflectMat( NULL ),
  63. mShader( NULL ),
  64. mCurrPass( 0 ),
  65. mMaterials( 0 )
  66. {
  67. smAllMaterials.push_back( this );
  68. }
  69. TerrainCellMaterial::~TerrainCellMaterial()
  70. {
  71. SAFE_DELETE( mDeferredMat );
  72. SAFE_DELETE( mReflectMat );
  73. smAllMaterials.remove( this );
  74. T3D::for_each(mMaterialInfos.begin(), mMaterialInfos.end(), T3D::delete_pointer());
  75. mMaterialInfos.clear();
  76. }
  77. void TerrainCellMaterial::_updateDefaultAnisotropy()
  78. {
  79. // TODO: We need to split the stateblock initialization
  80. // from the shader constant lookup and pass setup in a
  81. // future version of terrain materials.
  82. //
  83. // For now use some custom code in a horrible loop to
  84. // change the anisotropy directly and fast.
  85. //
  86. const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
  87. Vector<TerrainCellMaterial*>::iterator iter = smAllMaterials.begin();
  88. for ( ; iter != smAllMaterials.end(); iter++ )
  89. {
  90. // Start from the existing state block.
  91. GFXStateBlockDesc desc = (*iter)->mStateBlock->getDesc();
  92. if ((*iter)->mDetailTexArrayConst->isValid())
  93. {
  94. const S32 sampler = (*iter)->mDetailTexArrayConst->getSamplerRegister();
  95. if (maxAnisotropy > 1)
  96. {
  97. desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
  98. desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
  99. }
  100. else
  101. desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
  102. }
  103. if ((*iter)->mMacroTexArrayConst->isValid())
  104. {
  105. const S32 sampler = (*iter)->mMacroTexArrayConst->getSamplerRegister();
  106. if (maxAnisotropy > 1)
  107. {
  108. desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
  109. desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
  110. }
  111. else
  112. desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
  113. }
  114. if ((*iter)->mNormalTexArrayConst->isValid())
  115. {
  116. const S32 sampler = (*iter)->mNormalTexArrayConst->getSamplerRegister();
  117. if (maxAnisotropy > 1)
  118. {
  119. desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
  120. desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
  121. }
  122. else
  123. desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
  124. }
  125. if ((*iter)->mOrmTexArrayConst->isValid())
  126. {
  127. const S32 sampler = (*iter)->mOrmTexArrayConst->getSamplerRegister();
  128. if (maxAnisotropy > 1)
  129. {
  130. desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
  131. desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
  132. }
  133. else
  134. desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
  135. }
  136. // Set the updated stateblock.
  137. desc.setCullMode(GFXCullCCW);
  138. (*iter)->mStateBlock = GFX->createStateBlock(desc);
  139. //reflection
  140. desc.setCullMode(GFXCullCW);
  141. (*iter)->mReflectionStateBlock = GFX->createStateBlock(desc);
  142. // Create the wireframe state blocks.
  143. GFXStateBlockDesc wireframe(desc);
  144. wireframe.fillMode = GFXFillWireframe;
  145. wireframe.setCullMode(GFXCullCCW);
  146. (*iter)->mWireframeStateBlock = GFX->createStateBlock(wireframe);
  147. }
  148. }
  149. void TerrainCellMaterial::setTransformAndEye( const MatrixF &modelXfm,
  150. const MatrixF &viewXfm,
  151. const MatrixF &projectXfm,
  152. F32 farPlane )
  153. {
  154. PROFILE_SCOPE( TerrainCellMaterial_SetTransformAndEye );
  155. MatrixF modelViewProj = projectXfm * viewXfm * modelXfm;
  156. MatrixF invViewXfm( viewXfm );
  157. invViewXfm.inverse();
  158. Point3F eyePos = invViewXfm.getPosition();
  159. MatrixF invModelXfm( modelXfm );
  160. invModelXfm.inverse();
  161. Point3F objEyePos = eyePos;
  162. invModelXfm.mulP( objEyePos );
  163. VectorF vEye = invViewXfm.getForwardVector();
  164. vEye.normalize( 1.0f / farPlane );
  165. mConsts->setSafe(mModelViewProjConst, modelViewProj);
  166. if (mViewToObjConst->isValid() || mWorldViewOnlyConst->isValid())
  167. {
  168. MatrixF worldViewOnly = viewXfm * modelXfm;
  169. mConsts->setSafe(mWorldViewOnlyConst, worldViewOnly);
  170. if (mViewToObjConst->isValid())
  171. {
  172. worldViewOnly.affineInverse();
  173. mConsts->set(mViewToObjConst, worldViewOnly);
  174. }
  175. }
  176. mConsts->setSafe(mEyePosWorldConst, eyePos);
  177. mConsts->setSafe(mEyePosConst, objEyePos);
  178. mConsts->setSafe(mObjTransConst, modelXfm);
  179. mConsts->setSafe(mWorldToObjConst, invModelXfm);
  180. mConsts->setSafe(mVEyeConst, vEye);
  181. }
  182. TerrainCellMaterial* TerrainCellMaterial::getDeferredMat()
  183. {
  184. if ( !mDeferredMat )
  185. {
  186. mDeferredMat = new TerrainCellMaterial();
  187. mDeferredMat->init( mTerrain, mMaterials, true, false, mMaterials == 0 );
  188. }
  189. return mDeferredMat;
  190. }
  191. TerrainCellMaterial* TerrainCellMaterial::getReflectMat()
  192. {
  193. if ( !mReflectMat )
  194. {
  195. mReflectMat = new TerrainCellMaterial();
  196. mReflectMat->init( mTerrain, mMaterials, false, true, true );
  197. }
  198. return mReflectMat;
  199. }
  200. void TerrainCellMaterial::init( TerrainBlock *block,
  201. U64 activeMaterials,
  202. bool deferredMat,
  203. bool reflectMat,
  204. bool baseOnly )
  205. {
  206. // This isn't allowed for now.
  207. AssertFatal( !( deferredMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
  208. mTerrain = block;
  209. mMaterials = activeMaterials;
  210. mMaterialInfos.clear();
  211. for ( U32 i = 0; i < 64; i++ )
  212. {
  213. if ( !( mMaterials & ((U64)1 << i ) ) )
  214. continue;
  215. TerrainMaterial *mat = block->getMaterial( i );
  216. MaterialInfo *info = new MaterialInfo();
  217. info->layerId = i;
  218. info->mat = mat;
  219. mMaterialInfos.push_back(info);
  220. }
  221. if (!_initShader(deferredMat,
  222. reflectMat,
  223. baseOnly))
  224. {
  225. Con::errorf("TerrainCellMaterial::init - Failed to init shader!");
  226. T3D::for_each(mMaterialInfos.begin(), mMaterialInfos.end(), T3D::delete_pointer());
  227. mMaterialInfos.clear();
  228. return;
  229. }
  230. // If we have attached mats then update them too.
  231. if ( mDeferredMat )
  232. mDeferredMat->init( mTerrain, mMaterials, true, false, baseOnly );
  233. if ( mReflectMat )
  234. mReflectMat->init( mTerrain, mMaterials, false, true, baseOnly );
  235. }
  236. bool TerrainCellMaterial::_initShader(bool deferredMat,
  237. bool reflectMat,
  238. bool baseOnly)
  239. {
  240. if (GFX->getPixelShaderVersion() < 3.0f)
  241. baseOnly = true;
  242. // NOTE: At maximum we only try to combine sgMaxTerrainMaterialsPerPass materials
  243. // into a single pass. This is sub-optimal for the simplest
  244. // cases, but the most common case results in much fewer
  245. // shader generation failures and permutations leading to
  246. // faster load time and less hiccups during gameplay.
  247. U32 matCount = getMin(sgMaxTerrainMaterialsPerPass, mMaterialInfos.size());
  248. Vector<GFXTexHandle> normalMaps;
  249. // See if we're currently running under the
  250. // basic lighting manager.
  251. //
  252. // TODO: This seems ugly... we should trigger
  253. // features like this differently in the future.
  254. //
  255. bool useBLM = String::compare(LIGHTMGR->getId(), "BLM") == 0;
  256. // Do we need to disable normal mapping?
  257. const bool disableNormalMaps = MATMGR->getExclusionFeatures().hasFeature(MFT_NormalMap) || useBLM;
  258. // How about parallax?
  259. const bool disableParallaxMaps = GFX->getPixelShaderVersion() < 3.0f ||
  260. MATMGR->getExclusionFeatures().hasFeature(MFT_Parallax);
  261. // Has advanced lightmap support been enabled for deferred.
  262. bool advancedLightmapSupport = false;
  263. if (deferredMat)
  264. {
  265. // This sucks... but it works.
  266. AdvancedLightBinManager* lightBin;
  267. if (Sim::findObject("AL_LightBinMgr", lightBin))
  268. advancedLightmapSupport = lightBin->MRTLightmapsDuringDeferred();
  269. }
  270. // Loop till we create a valid shader!
  271. while (true)
  272. {
  273. FeatureSet features;
  274. features.addFeature(MFT_VertTransform);
  275. features.addFeature(MFT_TerrainBaseMap);
  276. if (deferredMat)
  277. {
  278. features.addFeature(MFT_EyeSpaceDepthOut);
  279. features.addFeature(MFT_DeferredConditioner);
  280. features.addFeature(MFT_isDeferred);
  281. if (advancedLightmapSupport)
  282. features.addFeature(MFT_RenderTarget3_Zero);
  283. }
  284. else
  285. {
  286. features.addFeature(MFT_RTLighting);
  287. // The HDR feature is always added... it will compile out
  288. // if HDR is not enabled in the engine.
  289. features.addFeature(MFT_HDROut);
  290. }
  291. // Enable lightmaps and fogging if we're in BL.
  292. if (reflectMat || useBLM)
  293. {
  294. features.addFeature(MFT_Fog);
  295. features.addFeature(MFT_ForwardShading);
  296. }
  297. if (useBLM)
  298. features.addFeature(MFT_TerrainLightMap);
  299. normalMaps.clear();
  300. S32 featureIndex = 0;
  301. // Now add all the material layer features.
  302. for (U32 i = 0; i < matCount && !baseOnly; i++)
  303. {
  304. TerrainMaterial* mat = mMaterialInfos[i]->mat;
  305. if (mat == NULL)
  306. continue;
  307. // We only include materials that
  308. // have more than a base texture.
  309. if (!(mat->DetailMapValid() && mat->getDetailSize() > 0 && mat->getDetailDistance()>0))
  310. continue;
  311. if (deferredMat)
  312. features.addFeature(MFT_isDeferred, featureIndex);
  313. features.addFeature(MFT_TerrainDetailMap, featureIndex);
  314. // check for macro detail texture
  315. if (mat->MacroMapValid() && mat->getMacroSize() > 0 && mat->getMacroDistance() > 0)
  316. {
  317. features.addFeature(MFT_TerrainMacroMap, featureIndex);
  318. }
  319. if (mat->ORMConfigMapValid())
  320. {
  321. features.addFeature(MFT_TerrainORMMap, featureIndex);
  322. }
  323. else
  324. {
  325. features.addFeature(MFT_DeferredTerrainBlankInfoMap, featureIndex);
  326. }
  327. if (mat->getInvertRoughness())
  328. features.addFeature(MFT_InvertRoughness, featureIndex);
  329. // Skip normal maps if we need to.
  330. if (!disableNormalMaps && mat->NormalMapValid())
  331. {
  332. normalMaps.increment();
  333. features.addFeature(MFT_TerrainNormalMap, featureIndex);
  334. normalMaps.last() = mat->getNormalMapResource();
  335. GFXFormat normalFmt = normalMaps.last().getFormat();
  336. if (normalFmt == GFXFormatBC3)
  337. features.addFeature(MFT_IsBC3nm, featureIndex);
  338. else if (normalFmt == GFXFormatBC5)
  339. features.addFeature(MFT_IsBC5nm, featureIndex);
  340. // Do we need and can we do parallax mapping?
  341. if (!disableParallaxMaps &&
  342. mat->getParallaxScale() > 0.0f &&
  343. !mat->useSideProjection())
  344. features.addFeature(MFT_TerrainParallaxMap, featureIndex);
  345. }
  346. // Is this layer got side projection?
  347. if (mat->useSideProjection())
  348. features.addFeature(MFT_TerrainSideProject, featureIndex);
  349. featureIndex++;
  350. }
  351. // New blending
  352. if (matCount > 0 && !Con::getBoolVariable("$Terrain::LerpBlend", false))
  353. {
  354. features.addFeature(MFT_TerrainHeightBlend);
  355. }
  356. MaterialFeatureData featureData;
  357. featureData.features = features;
  358. featureData.materialFeatures = features;
  359. // Check to see how many vertex shader output
  360. // registers we're gonna need.
  361. U32 numTex = 0;
  362. U32 numTexReg = 0;
  363. for (U32 i = 0; i < features.getCount(); i++)
  364. {
  365. S32 index;
  366. const FeatureType& type = features.getAt(i, &index);
  367. ShaderFeature* sf = FEATUREMGR->getByType(type);
  368. if (!sf)
  369. continue;
  370. sf->setProcessIndex(index);
  371. ShaderFeature::Resources res = sf->getResources(featureData);
  372. numTex += res.numTex;
  373. numTexReg += res.numTexReg;
  374. }
  375. // Can we build the shader?
  376. //
  377. // NOTE: The 10 is sort of an abitrary SM 3.0
  378. // limit. Its really supposed to be 11, but that
  379. // always fails to compile so far.
  380. //
  381. if (numTex < GFX->getNumSamplers() &&
  382. numTexReg <= 10)
  383. {
  384. // NOTE: We really shouldn't be getting errors building the shaders,
  385. // but we can generate more instructions than the ps_2_x will allow.
  386. //
  387. // There is no way to deal with this case that i know of other than
  388. // letting the compile fail then recovering by trying to build it
  389. // with fewer materials.
  390. //
  391. // We normally disable the shader error logging so that the user
  392. // isn't fooled into thinking there is a real bug. That is until
  393. // we get down to a single material. If a single material case
  394. // fails it means it cannot generate any passes at all!
  395. const bool logErrors = true;// matCount == 1;
  396. GFXShader::setLogging(logErrors, true);
  397. mShader = SHADERGEN->getShader(featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames);
  398. }
  399. // If we got a shader then we can continue.
  400. if (mShader)
  401. break;
  402. // If the material count is already 1 then this
  403. // is a real shader error... give up!
  404. if (matCount <= 1)
  405. return false;
  406. // If we failed we next try half the input materials
  407. // so that we can more quickly arrive at a valid shader.
  408. matCount -= matCount / 2;
  409. }
  410. // Setup the constant buffer.
  411. mConsts = mShader->allocConstBuffer();
  412. // Prepare the basic constants.
  413. mModelViewProjConst = mShader->getShaderConstHandle("$modelview");
  414. mWorldViewOnlyConst = mShader->getShaderConstHandle("$worldViewOnly");
  415. mViewToObjConst = mShader->getShaderConstHandle("$viewToObj");
  416. mEyePosWorldConst = mShader->getShaderConstHandle("$eyePosWorld");
  417. mEyePosConst = mShader->getShaderConstHandle("$eyePos");
  418. mVEyeConst = mShader->getShaderConstHandle("$vEye");
  419. mLayerSizeConst = mShader->getShaderConstHandle("$layerSize");
  420. mObjTransConst = mShader->getShaderConstHandle("$objTrans");
  421. mWorldToObjConst = mShader->getShaderConstHandle("$worldToObj");
  422. mLightInfoBufferConst = mShader->getShaderConstHandle("$lightInfoBuffer");
  423. mBaseTexMapConst = mShader->getShaderConstHandle("$baseTexMap");
  424. mLayerTexConst = mShader->getShaderConstHandle("$layerTex");
  425. mFogDataConst = mShader->getShaderConstHandle("$fogData");
  426. mFogColorConst = mShader->getShaderConstHandle("$fogColor");
  427. mLightMapTexConst = mShader->getShaderConstHandle("$lightMapTex");
  428. mOneOverTerrainSizeConst = mShader->getShaderConstHandle("$oneOverTerrainSize");
  429. mSquareSizeConst = mShader->getShaderConstHandle("$squareSize");
  430. mBlendDepthConst = mShader->getShaderConstHandle("$baseBlendDepth");
  431. mLightParamsConst = mShader->getShaderConstHandle("$rtParamslightInfoBuffer");
  432. // Now prepare the basic stateblock.
  433. GFXStateBlockDesc desc;
  434. // We write to the zbuffer if this is a deferred
  435. // material or if the deferred is disabled.
  436. desc.setZReadWrite(true, !MATMGR->getDeferredEnabled() ||
  437. deferredMat ||
  438. reflectMat);
  439. desc.samplersDefined = true;
  440. if (mBaseTexMapConst->isValid())
  441. desc.samplers[mBaseTexMapConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
  442. if (mLayerTexConst->isValid())
  443. desc.samplers[mLayerTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
  444. if (mLightInfoBufferConst->isValid())
  445. desc.samplers[mLightInfoBufferConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
  446. if (mLightMapTexConst->isValid())
  447. desc.samplers[mLightMapTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
  448. const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
  449. mDetailInfoVArrayConst = mShader->getShaderConstHandle("$detailScaleAndFade");
  450. mDetailInfoPArrayConst = mShader->getShaderConstHandle("$detailIdStrengthParallax");
  451. mMacroInfoVArrayConst = mShader->getShaderConstHandle("$macroIdStrengthParallax");
  452. mMacroInfoPArrayConst = mShader->getShaderConstHandle("$macroIdStrengthParallax");
  453. mDetailTexArrayConst = mShader->getShaderConstHandle("$detailMapSampler");
  454. if (mDetailTexArrayConst->isValid())
  455. {
  456. const S32 sampler = mDetailTexArrayConst->getSamplerRegister();
  457. desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
  458. desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
  459. desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
  460. if (maxAnisotropy > 1)
  461. {
  462. desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
  463. desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
  464. }
  465. else
  466. desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
  467. }
  468. mMacroTexArrayConst = mShader->getShaderConstHandle("$macroMapSampler");
  469. if (mMacroTexArrayConst->isValid())
  470. {
  471. const S32 sampler = mMacroTexArrayConst->getSamplerRegister();
  472. desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
  473. desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
  474. desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
  475. if (maxAnisotropy > 1)
  476. {
  477. desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
  478. desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
  479. }
  480. else
  481. desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
  482. }
  483. mNormalTexArrayConst = mShader->getShaderConstHandle("$normalMapSampler");
  484. if (mNormalTexArrayConst->isValid())
  485. {
  486. const S32 sampler = mNormalTexArrayConst->getSamplerRegister();
  487. desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
  488. desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
  489. desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
  490. if (maxAnisotropy > 1)
  491. {
  492. desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
  493. desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
  494. }
  495. else
  496. desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
  497. }
  498. mOrmTexArrayConst = mShader->getShaderConstHandle("$ormMapSampler");
  499. if (mOrmTexArrayConst->isValid())
  500. {
  501. const S32 sampler = mOrmTexArrayConst->getSamplerRegister();
  502. desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
  503. desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
  504. desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
  505. if (maxAnisotropy > 1)
  506. {
  507. desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
  508. desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
  509. }
  510. else
  511. desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
  512. }
  513. for (U32 i = 0; i < matCount && !baseOnly; i++)
  514. {
  515. TerrainMaterial* mat = mMaterialInfos[i]->mat;
  516. if (mat == NULL)
  517. continue;
  518. // We only include materials that
  519. // have more than a base texture.
  520. if (!(mat->DetailMapValid() && mat->getDetailSize() > 0 && mat->getDetailDistance() > 0))
  521. continue;
  522. mMaterialInfos[i]->mBlendDepthConst = mShader->getShaderConstHandle(avar("$blendDepth%d", i));
  523. mMaterialInfos[i]->mBlendContrastConst = mShader->getShaderConstHandle(avar("$blendContrast%d", i));
  524. }
  525. // If we're doing deferred it requires some
  526. // special stencil settings for it to work.
  527. if ( deferredMat )
  528. desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
  529. desc.setCullMode( GFXCullCCW );
  530. mStateBlock = GFX->createStateBlock(desc);
  531. //reflection stateblock
  532. desc.setCullMode( GFXCullCW );
  533. mReflectionStateBlock = GFX->createStateBlock(desc);
  534. // Create the wireframe state blocks.
  535. GFXStateBlockDesc wireframe( desc );
  536. wireframe.fillMode = GFXFillWireframe;
  537. wireframe.setCullMode( GFXCullCCW );
  538. mWireframeStateBlock = GFX->createStateBlock( wireframe );
  539. return true;
  540. }
  541. void TerrainCellMaterial::_updateMaterialConsts( )
  542. {
  543. PROFILE_SCOPE( TerrainCellMaterial_UpdateMaterialConsts );
  544. int detailMatCount = 0;
  545. for (MaterialInfo* materialInfo : mMaterialInfos)
  546. {
  547. if (materialInfo == NULL)
  548. continue;
  549. TerrainMaterial* mat = materialInfo->mat;
  550. if (mat == NULL)
  551. continue;
  552. if (!(mat->DetailMapValid() && mat->getDetailSize() > 0 && mat->getDetailDistance() > 0))
  553. continue;
  554. detailMatCount++;
  555. }
  556. if (detailMatCount == 0)
  557. {
  558. return;
  559. }
  560. AlignedArray<Point4F> detailInfoArray(detailMatCount, sizeof(Point4F));
  561. AlignedArray<Point4F> detailScaleAndFadeArray(detailMatCount, sizeof(Point4F));
  562. int detailIndex = 0;
  563. for (MaterialInfo* matInfo : mMaterialInfos)
  564. {
  565. if (matInfo == NULL)
  566. continue;
  567. TerrainMaterial* mat = matInfo->mat;
  568. if (mat == NULL)
  569. continue;
  570. if (!(mat->DetailMapValid() && mat->getDetailSize() > 0 && mat->getDetailDistance() > 0))
  571. continue;
  572. F32 detailSize = matInfo->mat->getDetailSize();
  573. F32 detailScale = 1.0f;
  574. if ( !mIsZero( detailSize ) )
  575. detailScale = mTerrain->getWorldBlockSize() / detailSize;
  576. // Scale the distance by the global scalar.
  577. const F32 distance = mTerrain->smDetailScale * matInfo->mat->getDetailDistance();
  578. // NOTE: The negation of the y scale is to make up for
  579. // my mistake early in development and passing the wrong
  580. // y texture coord into the system.
  581. //
  582. // This negation fixes detail, normal, and parallax mapping
  583. // without harming the layer id blending code.
  584. //
  585. // Eventually we should rework this to correct this little
  586. // mistake, but there isn't really a hurry to.
  587. //
  588. Point4F detailScaleAndFade( detailScale,
  589. -detailScale,
  590. distance,
  591. 0 );
  592. if ( !mIsZero( distance ) )
  593. detailScaleAndFade.w = 1.0f / distance;
  594. Point4F detailIdStrengthParallax( matInfo->layerId,
  595. matInfo->mat->getDetailStrength(),
  596. matInfo->mat->getParallaxScale(), 0 );
  597. detailScaleAndFadeArray[detailIndex] = detailScaleAndFade;
  598. detailInfoArray[detailIndex] = detailIdStrengthParallax;
  599. if (matInfo->mBlendDepthConst != NULL)
  600. {
  601. mConsts->setSafe(matInfo->mBlendDepthConst, matInfo->mat->getBlendDepth());
  602. }
  603. if (matInfo->mBlendContrastConst != NULL)
  604. {
  605. mConsts->setSafe(matInfo->mBlendContrastConst, matInfo->mat->getBlendContrast());
  606. }
  607. detailIndex++;
  608. }
  609. mConsts->setSafe(mDetailInfoVArrayConst, detailScaleAndFadeArray);
  610. mConsts->setSafe(mDetailInfoPArrayConst, detailInfoArray);
  611. }
  612. bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
  613. const SceneData &sceneData )
  614. {
  615. PROFILE_SCOPE( TerrainCellMaterial_SetupPass );
  616. if (mCurrPass > 0)
  617. {
  618. mCurrPass = 0;
  619. return false;
  620. }
  621. mCurrPass++;
  622. _updateMaterialConsts();
  623. if ( mBaseTexMapConst->isValid() )
  624. GFX->setTexture( mBaseTexMapConst->getSamplerRegister(), mTerrain->mBaseTex.getPointer() );
  625. if ( mLayerTexConst->isValid() )
  626. GFX->setTexture( mLayerTexConst->getSamplerRegister(), mTerrain->mLayerTex.getPointer() );
  627. if ( mLightMapTexConst->isValid() )
  628. GFX->setTexture( mLightMapTexConst->getSamplerRegister(), mTerrain->getLightMapTex() );
  629. if ( sceneData.wireframe )
  630. GFX->setStateBlock( mWireframeStateBlock );
  631. else if ( state->isReflectPass( ))
  632. GFX->setStateBlock( mReflectionStateBlock );
  633. else
  634. GFX->setStateBlock( mStateBlock );
  635. GFX->setShader( mShader );
  636. GFX->setShaderConstBuffer( mConsts );
  637. // Let the light manager prepare any light stuff it needs.
  638. LIGHTMGR->setLightInfo( NULL,
  639. NULL,
  640. sceneData,
  641. state,
  642. 0,
  643. mConsts );
  644. if (mDetailTexArrayConst->isValid() && mTerrain->getDetailTextureArray().isValid())
  645. GFX->setTextureArray(mDetailTexArrayConst->getSamplerRegister(), mTerrain->getDetailTextureArray());
  646. if (mMacroTexArrayConst->isValid() && mTerrain->getMacroTextureArray().isValid())
  647. GFX->setTextureArray(mMacroTexArrayConst->getSamplerRegister(), mTerrain->getMacroTextureArray());
  648. if (mNormalTexArrayConst->isValid() && mTerrain->getNormalTextureArray().isValid())
  649. GFX->setTextureArray(mNormalTexArrayConst->getSamplerRegister(), mTerrain->getNormalTextureArray());
  650. if (mOrmTexArrayConst->isValid() && mTerrain->getOrmTextureArray().isValid())
  651. GFX->setTextureArray(mOrmTexArrayConst->getSamplerRegister(), mTerrain->getOrmTextureArray());
  652. mConsts->setSafe( mLayerSizeConst, (F32)mTerrain->mLayerTex.getWidth() );
  653. if ( mOneOverTerrainSizeConst->isValid() )
  654. {
  655. F32 oneOverTerrainSize = 1.0f / mTerrain->getWorldBlockSize();
  656. mConsts->set( mOneOverTerrainSizeConst, oneOverTerrainSize );
  657. }
  658. mConsts->setSafe( mSquareSizeConst, mTerrain->getSquareSize() );
  659. if ( mFogDataConst->isValid() )
  660. {
  661. Point3F fogData;
  662. fogData.x = sceneData.fogDensity;
  663. fogData.y = sceneData.fogDensityOffset;
  664. fogData.z = sceneData.fogHeightFalloff;
  665. mConsts->set( mFogDataConst, fogData );
  666. }
  667. if (String::isEmpty(Con::getVariable("$Terrain::BlendDepth")))
  668. {
  669. mConsts->setSafe(mBlendDepthConst, 0.2f);
  670. }
  671. else
  672. {
  673. mConsts->setSafe(mBlendDepthConst, Con::getFloatVariable("$Terrain::BlendDepth"));
  674. }
  675. mConsts->setSafe( mFogColorConst, sceneData.fogColor );
  676. if ( mLightInfoBufferConst->isValid() &&
  677. mLightParamsConst->isValid() )
  678. {
  679. if ( !mLightInfoTarget )
  680. mLightInfoTarget = NamedTexTarget::find( "diffuseLighting" );
  681. GFXTextureObject *texObject = mLightInfoTarget->getTexture();
  682. // TODO: Sometimes during reset of the light manager we get a
  683. // NULL texture here. This is corrected on the next frame, but
  684. // we should still investigate why that happens.
  685. if ( texObject )
  686. {
  687. GFX->setTexture( mLightInfoBufferConst->getSamplerRegister(), texObject );
  688. const Point3I &targetSz = texObject->getSize();
  689. const RectI &targetVp = mLightInfoTarget->getViewport();
  690. Point4F rtParams;
  691. ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
  692. mConsts->setSafe( mLightParamsConst, rtParams );
  693. }
  694. }
  695. return true;
  696. }
  697. BaseMatInstance* TerrainCellMaterial::getShadowMat()
  698. {
  699. // Find our material which has some settings
  700. // defined on it in script.
  701. Material *mat = MATMGR->getMaterialDefinitionByName( "AL_DefaultShadowMaterial" );
  702. // Create the material instance adding the feature which
  703. // handles rendering terrain cut outs.
  704. FeatureSet features = MATMGR->getDefaultFeatures();
  705. BaseMatInstance *matInst = mat->createMatInstance();
  706. if ( !matInst->init( features, getGFXVertexFormat<TerrVertex>() ) )
  707. {
  708. delete matInst;
  709. matInst = NULL;
  710. }
  711. return matInst;
  712. }