Torque3D/Engine/source/materials/processedCustomMaterial.cpp
marauder2k7 4417462499 Add support for both ies and cookie
Both ies and cookies can now exist on a light

We are still not using all the capabilities of an IES profile, such as candela and luminance values we are just using them as a mask for the moment

Issues compiling on mac and linux, will need to update the ies-loader to use torque methods instead of std::
2024-02-21 07:40:57 +00:00

546 lines
18 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "materials/processedCustomMaterial.h"
#include "gfx/sim/cubemapData.h"
#include "materials/sceneData.h"
#include "shaderGen/shaderGenVars.h"
#include "scene/sceneRenderState.h"
#include "materials/customMaterialDefinition.h"
#include "materials/shaderData.h"
#include "materials/materialManager.h"
#include "materials/matTextureTarget.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialParameters.h"
#include "gfx/sim/gfxStateBlockData.h"
#include "core/util/safeDelete.h"
#include "gfx/genericConstBuffer.h"
#include "console/simFieldDictionary.h"
#include "console/propertyParsing.h"
#include "gfx/util/screenspace.h"
#include "scene/reflectionManager.h"
#include "renderInstance/renderProbeMgr.h"
ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
{
mMaterial = &mat;
AssertFatal(dynamic_cast<CustomMaterial*>(mMaterial), "Incompatible Material type!");
mCustomMaterial = static_cast<CustomMaterial*>(mMaterial);
mHasSetStageData = false;
mHasGlow = false;
mHasAccumulation = false;
mMaxStages = 0;
mMaxTex = 0;
}
ProcessedCustomMaterial::~ProcessedCustomMaterial()
{
}
void ProcessedCustomMaterial::_setStageData()
{
// Only do this once
if ( mHasSetStageData )
return;
mHasSetStageData = true;
ShaderRenderPassData* rpd = _getRPD(0);
mConditionerMacros.clear();
// Loop through all the possible textures, set the right flags, and load them if needed
for(U32 i=0; i<CustomMaterial::MAX_TEX_PER_PASS; i++ )
{
rpd->mTexType[i] = Material::NoTexture; // Set none as the default in case none of the cases below catch it.
String filename = mCustomMaterial->mTexFilename[i];
if(filename.isEmpty())
continue;
if(filename.equal(String("$dynamiclight"), String::NoCase))
{
rpd->mTexType[i] = Material::DynamicLight;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
if(filename.equal(String("$dynamiclightmask"), String::NoCase))
{
rpd->mTexType[i] = Material::DynamicLightMask;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
if (filename.equal(String("$photometricmask"), String::NoCase))
{
rpd->mTexType[i] = Material::PhotometricMask;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i + 1;
continue;
}
if(filename.equal(String("$lightmap"), String::NoCase))
{
rpd->mTexType[i] = Material::Lightmap;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
if(filename.equal(String("$cubemap"), String::NoCase))
{
if( mCustomMaterial->mCubemapData )
{
rpd->mTexType[i] = Material::Cube;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
}
else
{
mCustomMaterial->logError( "Could not find CubemapData - %s", mCustomMaterial->mCubemapName.c_str());
}
continue;
}
if(filename.equal(String("$dynamicCubemap"), String::NoCase))
{
rpd->mTexType[i] = Material::SGCube;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
if(filename.equal(String("$backbuff"), String::NoCase))
{
rpd->mTexType[i] = Material::BackBuff;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
if(filename.equal(String("$reflectbuff"), String::NoCase))
{
rpd->mTexType[i] = Material::ReflectBuff;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
if(filename.equal(String("$miscbuff"), String::NoCase))
{
rpd->mTexType[i] = Material::Misc;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
// Check for a RenderTexTargetBin assignment
if (filename.substr( 0, 1 ).equal("#"))
{
String texTargetBufferName = filename.substr(1, filename.length() - 1);
NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
rpd->mTexSlot[i].texTarget = texTarget;
// Get the conditioner macros.
if ( texTarget )
texTarget->getShaderMacros( &mConditionerMacros );
rpd->mTexType[i] = Material::TexTarget;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
rpd->mTexSlot[i].texObject = _createTexture( filename, &GFXStaticTextureSRGBProfile );
if ( !rpd->mTexSlot[i].texObject )
{
mMaterial->logError("Failed to load texture %s", _getTexturePath(filename).c_str());
continue;
}
rpd->mTexType[i] = Material::Standard;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
}
// We only get one cubemap
if( mCustomMaterial->mCubemapData )
{
mCustomMaterial->mCubemapData->createMap();
rpd->mCubeMap = mMaterial->mCubemapData->mCubemap; // BTRTODO ?
if ( !rpd->mCubeMap )
mMaterial->logError("Failed to load cubemap");
}
// If this has a output target defined, it may be writing
// to a tex target bin with a conditioner, so search for
// one and add its macros.
if ( mCustomMaterial->mOutputTarget.isNotEmpty() )
{
NamedTexTarget *texTarget = NamedTexTarget::find( mCustomMaterial->mOutputTarget );
if ( texTarget )
texTarget->getShaderMacros( &mConditionerMacros );
}
// Copy the glow state over.
mHasGlow = mCustomMaterial->mGlow[0];
}
bool ProcessedCustomMaterial::init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat,
const MatFeaturesDelegate &featuresDelegate )
{
// If we don't have a shader data... we have nothing to do.
if ( !mCustomMaterial->mShaderData )
return true;
// Custom materials only do one pass at the moment... so
// add one for the stage data to fill in.
ShaderRenderPassData *rpd = new ShaderRenderPassData();
mPasses.push_back( rpd );
_setStageData();
_initPassStateBlocks();
mStateHint.clear();
// Note: We don't use the vertex format in a custom
// material at all right now.
//
// Maybe we can add some required semantics and
// validate that the format fits the shader?
// Build a composite list of shader macros from
// the conditioner and the user defined lists.
Vector<GFXShaderMacro> macros;
macros.merge( mConditionerMacros );
macros.merge( mUserMacros );
// Ask the shader data to give us a shader instance.
rpd->shader = mCustomMaterial->mShaderData->getShader( macros );
if ( !rpd->shader )
{
delete rpd;
mPasses.clear();
return false;
}
rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
_initMaterialParameters();
mDefaultParameters = allocMaterialParameters();
setMaterialParameters( mDefaultParameters, 0 );
mStateHint.init( this );
for(int i = 0; i < mMaxTex; i++)
{
ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
AssertFatal(handles,"");
if(rpd->mSamplerNames[i].isEmpty())
continue;
String samplerName = rpd->mSamplerNames[i].startsWith("$") ? rpd->mSamplerNames[i] : String("$") + rpd->mSamplerNames[i];
GFXShaderConstHandle *handle = rpd->shader->getShaderConstHandle( samplerName );
AssertFatal(handle,"");
handles->mTexHandlesSC[i] = handle;
}
return true;
}
void ProcessedCustomMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
{
Parent::_initPassStateBlock( rpd, result );
if (mCustomMaterial->getStateBlockData())
result.addDesc(mCustomMaterial->getStateBlockData()->getState());
}
void ProcessedCustomMaterial::_initPassStateBlocks()
{
AssertFatal(mHasSetStageData, "State data must be set before initializing state block!");
ShaderRenderPassData* rpd = _getRPD(0);
_initRenderStateStateBlocks( rpd );
}
bool ProcessedCustomMaterial::_hasCubemap(U32 pass)
{
// If the material doesn't have a cubemap, we don't
if( mMaterial->mCubemapData ) return true;
else return false;
}
bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneData& sgData, U32 pass )
{
PROFILE_SCOPE( ProcessedCustomMaterial_SetupPass );
// Make sure we have a pass.
if ( pass >= mPasses.size() )
return false;
ShaderRenderPassData* rpd = _getRPD( pass );
U32 currState = _getRenderStateIndex( state, sgData );
GFX->setStateBlock(rpd->mRenderStates[currState]);
// activate shader
if ( rpd->shader )
GFX->setShader( rpd->shader );
else
GFX->setupGenericShaders();
// Set our textures
setTextureStages( state, sgData, pass );
GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
GFX->setShaderConstBuffer(shaderConsts);
// Set our shader constants.
_setTextureTransforms(pass);
_setShaderConstants(state, sgData, pass);
LightManager* lm = state ? LIGHTMGR : NULL;
if (lm)
lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
RenderProbeMgr* pm = state ? PROBEMGR : NULL;
if (pm)
pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);
shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
shaderConsts->setSafe(rpd->shaderHandles.mDampnessSC, MATMGR->getDampnessClamped());
return true;
}
void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
{
LightManager* lm = state ? LIGHTMGR : NULL;
ShaderRenderPassData* rpd = _getRPD(pass);
ShaderConstHandles* handles = _getShaderConstHandles(pass);
GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
const NamedTexTarget *texTarget;
GFXTextureObject *texObject;
for( U32 i=0; i<mMaxTex; i++ )
{
U32 currTexFlag = rpd->mTexType[i];
if ( !lm || !lm->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles ) )
{
GFXShaderConstHandle* handle = handles->mTexHandlesSC[i];
if ( !handle->isValid() )
continue;
S32 samplerRegister = handle->getSamplerRegister();
switch( currTexFlag )
{
case 0:
default:
break;
case Material::Mask:
case Material::Standard:
case Material::Bump:
case Material::Detail:
{
GFX->setTexture( samplerRegister, rpd->mTexSlot[i].texObject );
break;
}
case Material::Lightmap:
{
GFX->setTexture( samplerRegister, sgData.lightmap );
break;
}
case Material::Cube:
{
GFX->setCubeTexture( samplerRegister, rpd->mCubeMap );
break;
}
case Material::SGCube:
{
GFX->setCubeTexture( samplerRegister, sgData.cubemap );
break;
}
case Material::BackBuff:
{
GFX->setTexture( samplerRegister, sgData.backBuffTex );
//if ( sgData.reflectTex )
// GFX->setTexture( samplerRegister, sgData.reflectTex );
//else
//{
// GFXTextureObject *refractTex = REFLECTMGR->getRefractTex( true );
// GFX->setTexture( samplerRegister, refractTex );
//}
break;
}
case Material::ReflectBuff:
{
GFX->setTexture( samplerRegister, sgData.reflectTex );
break;
}
case Material::Misc:
{
GFX->setTexture( samplerRegister, sgData.miscTex );
break;
}
case Material::TexTarget:
{
texTarget = rpd->mTexSlot[i].texTarget;
if ( !texTarget )
{
GFX->setTexture( samplerRegister, NULL );
break;
}
texObject = texTarget->getTexture();
// If no texture is available then map the default 2x2
// black texture to it. This at least will ensure that
// we get consistant behavior across GPUs and platforms.
if ( !texObject )
texObject = GFXTexHandle::ZERO;
if ( handles->mRTParamsSC[samplerRegister]->isValid() && texObject )
{
const Point3I &targetSz = texObject->getSize();
const RectI &targetVp = texTarget->getViewport();
Point4F rtParams;
ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
shaderConsts->set(handles->mRTParamsSC[samplerRegister], rtParams);
}
GFX->setTexture( samplerRegister, texObject );
break;
}
}
}
}
}
template <typename T>
void ProcessedCustomMaterial::setMaterialParameter(MaterialParameters* param,
MaterialParameterHandle* handle,
const String& value)
{
T typedValue;
if (PropertyInfo::default_scan(value, typedValue))
{
param->set(handle, typedValue);
} else {
Con::errorf("Error setting %s, parse error: %s", handle->getName().c_str(), value.c_str());
}
}
void ProcessedCustomMaterial::setMatrixParameter(MaterialParameters* param,
MaterialParameterHandle* handle,
const String& value, GFXShaderConstType matrixType)
{
MatrixF result(true);
F32* m = result;
switch (matrixType)
{
case GFXSCT_Float2x2 :
dSscanf(value.c_str(),"%g %g %g %g",
m[result.idx(0,0)], m[result.idx(0,1)],
m[result.idx(1,0)], m[result.idx(1,1)]);
break;
case GFXSCT_Float3x3 :
dSscanf(value.c_str(),"%g %g %g %g %g %g %g %g %g",
m[result.idx(0,0)], m[result.idx(0,1)], m[result.idx(0,2)],
m[result.idx(1,0)], m[result.idx(1,1)], m[result.idx(1,2)],
m[result.idx(2,0)], m[result.idx(2,1)], m[result.idx(2,2)]);
break;
default:
AssertFatal(false, "Invalid type!");
break;
}
}
// BTRTODO: Support arrays!?
MaterialParameters* ProcessedCustomMaterial::allocMaterialParameters()
{
MaterialParameters* ret = Parent::allocMaterialParameters();
// See if any of the dynamic fields match up with shader constants we have.
SimFieldDictionary* fields = mMaterial->getFieldDictionary();
if (!fields || fields->getNumFields() == 0)
return ret;
const Vector<GFXShaderConstDesc>& consts = ret->getShaderConstDesc();
for (U32 i = 0; i < consts.size(); i++)
{
// strip the dollar sign from the front.
String stripped(consts[i].name);
stripped.erase(0, 1);
SimFieldDictionary::Entry* field = fields->findDynamicField(stripped);
if (field)
{
MaterialParameterHandle* handle = getMaterialParameterHandle(consts[i].name);
switch (consts[i].constType)
{
case GFXSCT_Float :
setMaterialParameter<F32>(ret, handle, field->value);
break;
case GFXSCT_Float2:
setMaterialParameter<Point2F>(ret, handle, field->value);
break;
case GFXSCT_Float3:
setMaterialParameter<Point3F>(ret, handle, field->value);
break;
case GFXSCT_Float4:
setMaterialParameter<Point4F>(ret, handle, field->value);
break;
case GFXSCT_Float2x2:
case GFXSCT_Float3x3:
setMatrixParameter(ret, handle, field->value, consts[i].constType);
break;
case GFXSCT_Float4x4:
setMaterialParameter<MatrixF>(ret, handle, field->value);
break;
case GFXSCT_Int:
setMaterialParameter<S32>(ret, handle, field->value);
break;
case GFXSCT_Int2:
setMaterialParameter<Point2I>(ret, handle, field->value);
break;
case GFXSCT_Int3:
setMaterialParameter<Point3I>(ret, handle, field->value);
break;
case GFXSCT_Int4:
setMaterialParameter<Point4I>(ret, handle, field->value);
break;
// Do we want to ignore these?
case GFXSCT_Sampler:
case GFXSCT_SamplerCube:
default:
break;
}
}
}
return ret;
}