mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
defines and alters a series of material features for deferred shading in order to define a fully fleshed out multiple render target gbuffer patterned after the general principles outlined http://www.catalinzima.com/xna/tutorials/deferred-rendering-in-xna/creating-the-g-buffer/ (though I cannot stress enough *not* using the identical layout) script: removes dead material features (ie: those that never functioned to begin with) shader: bool getFlag(float flags, int num) definition for retreiving data from the 3rd (matinfo) gbuffer slot's red channel (more on that shortly) purpose: _A)_ Small primer on how material features function: When a https://github.com/GarageGames/Torque3D/search?utf8=%E2%9C%93&q=_determineFeatures call is executed, certain conditions trigger a given .addFeature(MFT_SOMEFEATURE) call based upon material definition entries, be it a value, a texture reference, or even the presence or lack thereof for another feature. In general terms, the first to be executed is ProcessedShaderMaterial::_determineFeatures followed by ProcessedPrePassMaterial::_determineFeatures. The next commit will provide the bindings there. For now it's enough to understand that one of those two will trigger the shadergen subsystem, when rendering a material, to check it's associated list of features and spit out a shader if one is not already defined, or reference a pre-existing one that includes codelines determined by that list of features. Relevant execution of this is as follows: DeclareFeatureType( MFT_DeferredDiffuseMap ); - Name ImplementFeatureType( MFT_DeferredDiffuseMap, MFG_Texture, 2.0f, false ); - Codeline Insertion Order FEATUREMGR->registerFeature( MFT_DeferredDiffuseMap, new DeferredDiffuseMapHLSL ); - Hook to class which actually generates code alternately FEATUREMGR->registerFeature( MFT_Imposter, new NamedFeatureHLSL( "Imposter" ) ); - a simple feature that serves no purpose further than as a test of it's existence (to modify other features for instance) class DeferredDiffuseMapHLSL : public ShaderFeatureHLSL - Class definition { getName -embeded in the proceedural shader as a remline both up top and before actual code insertions processPix - pixel shader codeline insertions getOutputTargets - used to determine which buffer is written to (assumes only one. depending on branched logic, older features that may be run for either forward or deferred rendering depending on circumstance may have a logical switch based on additional feature flags. as an example: TerrainBaseMapFeatHLSL::getOutputTargets) getResources - associated with the Resources struct, closely aligned with the hardware regestry getBlendOp - used to determine what blend operation to use if a material requires a second pass (defaults to overwriting) setTexData - ??? processVert - vertex shader codeline insertions }; _B)_ The resultant Gbuffer layout defined by the previous commit therefore is as follows: defaultrendertarget (referred to in shaders as out.col or col depending on GFX plugin) contains either lighting and normal data, or color data depending on if it is used in a deferred or forward lit manner (note for forward lit, this data is replaced as a second step with color. why custommaterials have traditionally had problems with lighting) color1 (referred to in shaders as out.col1 or col1 depending on GFX plugin) RGB color data and an A for blending operations (including transparency) color2 (referred to in shaders as out.col2 or col2 depending on GFX plugin) contains: red channel comprising material flags such as metalness, emissive, ect, green channel for translucency (light shining through, as oposed to see-through transparency), blue for blue for specular strength (how much light influences net color) alpha for specular power (generally how reflective/glossy an object is) long term purpose: further down the line, these will be used to condition data for use with a PBR subsystem, with further corrections to the underlying mathematics, strength being replaced by roughness, and power by metalness
873 lines
31 KiB
C++
873 lines
31 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "terrain/terrCellMaterial.h"
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#include "terrain/terrData.h"
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#include "terrain/terrCell.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialManager.h"
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#include "terrain/terrFeatureTypes.h"
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#include "terrain/terrMaterial.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "shaderGen/shaderGen.h"
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#include "shaderGen/featureMgr.h"
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#include "scene/sceneRenderState.h"
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#include "materials/sceneData.h"
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#include "gfx/util/screenspace.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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S32 sgMaxTerrainMaterialsPerPass = 3;
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AFTER_MODULE_INIT( MaterialManager )
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{
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Con::NotifyDelegate callabck( &TerrainCellMaterial::_updateDefaultAnisotropy );
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Con::addVariableNotify( "$pref::Video::defaultAnisotropy", callabck );
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}
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Vector<TerrainCellMaterial*> TerrainCellMaterial::smAllMaterials;
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Vector<String> _initSamplerNames()
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{
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Vector<String> samplerNames;
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samplerNames.push_back("$baseTexMap");
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samplerNames.push_back("$layerTex");
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samplerNames.push_back("$macrolayerTex");
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samplerNames.push_back("$lightMapTex");
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samplerNames.push_back("$lightInfoBuffer");
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for(int i = 0; i < 3; ++i)
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{
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samplerNames.push_back(avar("$normalMap%d",i));
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samplerNames.push_back(avar("$detailMap%d",i));
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samplerNames.push_back(avar("$macroMap%d",i));
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}
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return samplerNames;
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}
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const Vector<String> TerrainCellMaterial::mSamplerNames = _initSamplerNames();
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TerrainCellMaterial::TerrainCellMaterial()
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: mCurrPass( 0 ),
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mTerrain( NULL ),
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mPrePassMat( NULL ),
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mReflectMat( NULL )
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{
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smAllMaterials.push_back( this );
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}
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TerrainCellMaterial::~TerrainCellMaterial()
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{
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SAFE_DELETE( mPrePassMat );
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SAFE_DELETE( mReflectMat );
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smAllMaterials.remove( this );
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}
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void TerrainCellMaterial::_updateDefaultAnisotropy()
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{
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// TODO: We need to split the stateblock initialization
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// from the shader constant lookup and pass setup in a
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// future version of terrain materials.
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//
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// For now use some custom code in a horrible loop to
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// change the anisotropy directly and fast.
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//
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const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
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Vector<TerrainCellMaterial*>::iterator iter = smAllMaterials.begin();
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for ( ; iter != smAllMaterials.end(); iter++ )
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{
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for ( U32 p=0; p < (*iter)->mPasses.size(); p++ )
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{
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Pass &pass = (*iter)->mPasses[p];
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// Start from the existing state block.
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GFXStateBlockDesc desc = pass.stateBlock->getDesc();
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for ( U32 m=0; m < pass.materials.size(); m++ )
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{
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const MaterialInfo *matInfo = pass.materials[m];
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if ( matInfo->detailTexConst->isValid() )
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{
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const S32 sampler = matInfo->detailTexConst->getSamplerRegister();
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if ( maxAnisotropy > 1 )
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{
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desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
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desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
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}
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else
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desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
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}
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if ( matInfo->macroTexConst->isValid() )
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{
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const S32 sampler = matInfo->macroTexConst->getSamplerRegister();
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if ( maxAnisotropy > 1 )
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{
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desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
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desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
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}
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else
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desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
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}
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if ( matInfo->normalTexConst->isValid() )
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{
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const S32 sampler = matInfo->normalTexConst->getSamplerRegister();
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if ( maxAnisotropy > 1 )
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{
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desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
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desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
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}
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else
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desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
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}
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} // for ( U32 m=0; m < pass.materials.size(); m++ )
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// Set the updated stateblock.
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pass.stateBlock = GFX->createStateBlock( desc );
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// Create the wireframe state blocks.
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GFXStateBlockDesc wireframe( desc );
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wireframe.fillMode = GFXFillWireframe;
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pass.wireframeStateBlock = GFX->createStateBlock( wireframe );
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} // for ( U32 p=0; i < (*iter)->mPasses.size(); p++ )
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}
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}
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void TerrainCellMaterial::setTransformAndEye( const MatrixF &modelXfm,
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const MatrixF &viewXfm,
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const MatrixF &projectXfm,
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F32 farPlane )
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{
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PROFILE_SCOPE( TerrainCellMaterial_SetTransformAndEye );
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MatrixF modelViewProj = projectXfm * viewXfm * modelXfm;
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MatrixF invViewXfm( viewXfm );
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invViewXfm.inverse();
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Point3F eyePos = invViewXfm.getPosition();
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MatrixF invModelXfm( modelXfm );
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invModelXfm.inverse();
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Point3F objEyePos = eyePos;
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invModelXfm.mulP( objEyePos );
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VectorF vEye = invViewXfm.getForwardVector();
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vEye.normalize( 1.0f / farPlane );
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for ( U32 i=0; i < mPasses.size(); i++ )
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{
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Pass &pass = mPasses[i];
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pass.consts->setSafe( pass.modelViewProjConst, modelViewProj );
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if( pass.viewToObj->isValid() || pass.worldViewOnly->isValid() )
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{
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MatrixF worldViewOnly = viewXfm * modelXfm;
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pass.consts->setSafe( pass.worldViewOnly, worldViewOnly );
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if( pass.viewToObj->isValid() )
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{
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worldViewOnly.affineInverse();
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pass.consts->set( pass.viewToObj, worldViewOnly);
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}
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}
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pass.consts->setSafe( pass.eyePosWorldConst, eyePos );
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pass.consts->setSafe( pass.eyePosConst, objEyePos );
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pass.consts->setSafe( pass.objTransConst, modelXfm );
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pass.consts->setSafe( pass.worldToObjConst, invModelXfm );
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pass.consts->setSafe( pass.vEyeConst, vEye );
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}
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}
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TerrainCellMaterial* TerrainCellMaterial::getPrePassMat()
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{
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if ( !mPrePassMat )
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{
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mPrePassMat = new TerrainCellMaterial();
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mPrePassMat->init( mTerrain, mMaterials, true, false, mMaterials == 0 );
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}
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return mPrePassMat;
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}
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TerrainCellMaterial* TerrainCellMaterial::getReflectMat()
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{
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if ( !mReflectMat )
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{
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mReflectMat = new TerrainCellMaterial();
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mReflectMat->init( mTerrain, mMaterials, false, true, true );
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}
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return mReflectMat;
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}
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void TerrainCellMaterial::init( TerrainBlock *block,
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U64 activeMaterials,
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bool prePassMat,
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bool reflectMat,
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bool baseOnly )
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{
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// This isn't allowed for now.
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AssertFatal( !( prePassMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get prepass and reflection in the same material!" );
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mTerrain = block;
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mMaterials = activeMaterials;
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Vector<MaterialInfo*> materials;
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for ( U32 i = 0; i < 64; i++ )
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{
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if ( !( mMaterials & ((U64)1 << i ) ) )
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continue;
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TerrainMaterial *mat = block->getMaterial( i );
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MaterialInfo *info = new MaterialInfo();
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info->layerId = i;
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info->mat = mat;
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materials.push_back( info );
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}
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mCurrPass = 0;
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mPasses.clear();
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// Ok... loop till we successfully generate all
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// the shader passes for the materials.
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while ( materials.size() > 0 || baseOnly )
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{
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mPasses.increment();
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if ( !_createPass( &materials,
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&mPasses.last(),
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mPasses.size() == 1,
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prePassMat,
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reflectMat,
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baseOnly ) )
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{
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Con::errorf( "TerrainCellMaterial::init - Failed to create pass!" );
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// The pass failed to be generated... give up.
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mPasses.last().materials.clear();
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mPasses.clear();
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for_each( materials.begin(), materials.end(), delete_pointer() );
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return;
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}
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if ( baseOnly )
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break;
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}
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// Cleanup any remaining matinfo.
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for_each( materials.begin(), materials.end(), delete_pointer() );
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// If we have attached mats then update them too.
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if ( mPrePassMat )
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mPrePassMat->init( mTerrain, mMaterials, true, false, baseOnly );
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if ( mReflectMat )
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mReflectMat->init( mTerrain, mMaterials, false, true, baseOnly );
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}
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bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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Pass *pass,
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bool firstPass,
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bool prePassMat,
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bool reflectMat,
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bool baseOnly )
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{
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if ( GFX->getPixelShaderVersion() < 3.0f )
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baseOnly = true;
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// NOTE: At maximum we only try to combine sgMaxTerrainMaterialsPerPass materials
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// into a single pass. This is sub-optimal for the simplest
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// cases, but the most common case results in much fewer
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// shader generation failures and permutations leading to
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// faster load time and less hiccups during gameplay.
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U32 matCount = getMin( sgMaxTerrainMaterialsPerPass, materials->size() );
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Vector<GFXTexHandle> normalMaps;
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// See if we're currently running under the
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// basic lighting manager.
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//
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// TODO: This seems ugly... we should trigger
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// features like this differently in the future.
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//
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bool useBLM = dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0;
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// Do we need to disable normal mapping?
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const bool disableNormalMaps = MATMGR->getExclusionFeatures().hasFeature( MFT_NormalMap ) || useBLM;
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// How about parallax?
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const bool disableParallaxMaps = GFX->getPixelShaderVersion() < 3.0f ||
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MATMGR->getExclusionFeatures().hasFeature( MFT_Parallax );
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// Has advanced lightmap support been enabled for prepass.
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bool advancedLightmapSupport = false;
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if ( prePassMat )
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{
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// This sucks... but it works.
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AdvancedLightBinManager *lightBin;
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if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
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advancedLightmapSupport = lightBin->MRTLightmapsDuringPrePass();
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}
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// Loop till we create a valid shader!
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while( true )
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{
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FeatureSet features;
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features.addFeature( MFT_VertTransform );
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if ( prePassMat )
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{
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features.addFeature( MFT_EyeSpaceDepthOut );
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features.addFeature( MFT_PrePassConditioner );
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features.addFeature( MFT_DeferredTerrainBaseMap );
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features.addFeature(MFT_isDeferred);
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if ( advancedLightmapSupport )
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features.addFeature( MFT_RenderTarget3_Zero );
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}
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else
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{
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features.addFeature( MFT_TerrainBaseMap );
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features.addFeature( MFT_RTLighting );
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// The HDR feature is always added... it will compile out
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// if HDR is not enabled in the engine.
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features.addFeature( MFT_HDROut );
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}
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features.addFeature(MFT_DeferredTerrainBlankInfoMap);
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// Enable lightmaps and fogging if we're in BL.
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if ( reflectMat || useBLM )
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{
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features.addFeature( MFT_Fog );
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features.addFeature( MFT_ForwardShading );
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}
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if ( useBLM )
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features.addFeature( MFT_TerrainLightMap );
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// The additional passes need to be lerp blended into the
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// target to maintain the results of the previous passes.
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if ( !firstPass )
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features.addFeature( MFT_TerrainAdditive );
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normalMaps.clear();
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pass->materials.clear();
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// Now add all the material layer features.
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for ( U32 i=0; i < matCount && !baseOnly; i++ )
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{
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TerrainMaterial *mat = (*materials)[i]->mat;
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if ( mat == NULL )
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continue;
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// We only include materials that
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// have more than a base texture.
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if ( mat->getDetailSize() <= 0 ||
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mat->getDetailDistance() <= 0 ||
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mat->getDetailMap().isEmpty() )
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continue;
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S32 featureIndex = pass->materials.size();
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// check for macro detail texture
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if ( !(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap().isEmpty() ) )
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{
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if(prePassMat)
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features.addFeature( MFT_DeferredTerrainMacroMap, featureIndex );
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else
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features.addFeature( MFT_TerrainMacroMap, featureIndex );
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}
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if(prePassMat)
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features.addFeature( MFT_DeferredTerrainDetailMap, featureIndex );
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else
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features.addFeature( MFT_TerrainDetailMap, featureIndex );
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pass->materials.push_back( (*materials)[i] );
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normalMaps.increment();
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// Skip normal maps if we need to.
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if ( !disableNormalMaps && mat->getNormalMap().isNotEmpty() )
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{
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features.addFeature( MFT_TerrainNormalMap, featureIndex );
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normalMaps.last().set( mat->getNormalMap(),
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&GFXDefaultStaticNormalMapProfile, "TerrainCellMaterial::_createPass() - NormalMap" );
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if ( normalMaps.last().getFormat() == GFXFormatDXT5 )
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features.addFeature( MFT_IsDXTnm, featureIndex );
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// Do we need and can we do parallax mapping?
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if ( !disableParallaxMaps &&
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mat->getParallaxScale() > 0.0f &&
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!mat->useSideProjection() )
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features.addFeature( MFT_TerrainParallaxMap, featureIndex );
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}
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// Is this layer got side projection?
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if ( mat->useSideProjection() )
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features.addFeature( MFT_TerrainSideProject, featureIndex );
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}
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MaterialFeatureData featureData;
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featureData.features = features;
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featureData.materialFeatures = features;
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// Check to see how many vertex shader output
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// registers we're gonna need.
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U32 numTex = 0;
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U32 numTexReg = 0;
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for ( U32 i=0; i < features.getCount(); i++ )
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{
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S32 index;
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const FeatureType &type = features.getAt( i, &index );
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ShaderFeature* sf = FEATUREMGR->getByType( type );
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if ( !sf )
|
|
continue;
|
|
|
|
sf->setProcessIndex( index );
|
|
ShaderFeature::Resources res = sf->getResources( featureData );
|
|
|
|
numTex += res.numTex;
|
|
numTexReg += res.numTexReg;
|
|
}
|
|
|
|
// Can we build the shader?
|
|
//
|
|
// NOTE: The 10 is sort of an abitrary SM 3.0
|
|
// limit. Its really supposed to be 11, but that
|
|
// always fails to compile so far.
|
|
//
|
|
if ( numTex < GFX->getNumSamplers() &&
|
|
numTexReg <= 10 )
|
|
{
|
|
// NOTE: We really shouldn't be getting errors building the shaders,
|
|
// but we can generate more instructions than the ps_2_x will allow.
|
|
//
|
|
// There is no way to deal with this case that i know of other than
|
|
// letting the compile fail then recovering by trying to build it
|
|
// with fewer materials.
|
|
//
|
|
// We normally disable the shader error logging so that the user
|
|
// isn't fooled into thinking there is a real bug. That is until
|
|
// we get down to a single material. If a single material case
|
|
// fails it means it cannot generate any passes at all!
|
|
const bool logErrors = matCount == 1;
|
|
GFXShader::setLogging( logErrors, true );
|
|
|
|
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
|
|
}
|
|
|
|
// If we got a shader then we can continue.
|
|
if ( pass->shader )
|
|
break;
|
|
|
|
// If the material count is already 1 then this
|
|
// is a real shader error... give up!
|
|
if ( matCount <= 1 )
|
|
return false;
|
|
|
|
// If we failed we next try half the input materials
|
|
// so that we can more quickly arrive at a valid shader.
|
|
matCount -= matCount / 2;
|
|
}
|
|
|
|
// Setup the constant buffer.
|
|
pass->consts = pass->shader->allocConstBuffer();
|
|
|
|
// Prepare the basic constants.
|
|
pass->modelViewProjConst = pass->shader->getShaderConstHandle( "$modelview" );
|
|
pass->worldViewOnly = pass->shader->getShaderConstHandle( "$worldViewOnly" );
|
|
pass->viewToObj = pass->shader->getShaderConstHandle( "$viewToObj" );
|
|
pass->eyePosWorldConst = pass->shader->getShaderConstHandle( "$eyePosWorld" );
|
|
pass->eyePosConst = pass->shader->getShaderConstHandle( "$eyePos" );
|
|
pass->vEyeConst = pass->shader->getShaderConstHandle( "$vEye" );
|
|
pass->layerSizeConst = pass->shader->getShaderConstHandle( "$layerSize" );
|
|
pass->objTransConst = pass->shader->getShaderConstHandle( "$objTrans" );
|
|
pass->worldToObjConst = pass->shader->getShaderConstHandle( "$worldToObj" );
|
|
pass->lightInfoBufferConst = pass->shader->getShaderConstHandle( "$lightInfoBuffer" );
|
|
pass->baseTexMapConst = pass->shader->getShaderConstHandle( "$baseTexMap" );
|
|
pass->layerTexConst = pass->shader->getShaderConstHandle( "$layerTex" );
|
|
pass->fogDataConst = pass->shader->getShaderConstHandle( "$fogData" );
|
|
pass->fogColorConst = pass->shader->getShaderConstHandle( "$fogColor" );
|
|
pass->lightMapTexConst = pass->shader->getShaderConstHandle( "$lightMapTex" );
|
|
pass->oneOverTerrainSize = pass->shader->getShaderConstHandle( "$oneOverTerrainSize" );
|
|
pass->squareSize = pass->shader->getShaderConstHandle( "$squareSize" );
|
|
|
|
pass->lightParamsConst = pass->shader->getShaderConstHandle( "$rtParamslightInfoBuffer" );
|
|
|
|
// Now prepare the basic stateblock.
|
|
GFXStateBlockDesc desc;
|
|
if ( !firstPass )
|
|
{
|
|
desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
|
|
|
|
// If this is the prepass then we don't want to
|
|
// write to the last two color channels (where
|
|
// depth is usually encoded).
|
|
//
|
|
// This trick works in combination with the
|
|
// MFT_TerrainAdditive feature to lerp the
|
|
// output normal with the previous pass.
|
|
//
|
|
//if ( prePassMat )
|
|
//desc.setColorWrites( true, true, false, false );
|
|
}
|
|
|
|
// We write to the zbuffer if this is a prepass
|
|
// material or if the prepass is disabled.
|
|
desc.setZReadWrite( true, !MATMGR->getPrePassEnabled() ||
|
|
prePassMat ||
|
|
reflectMat );
|
|
|
|
desc.samplersDefined = true;
|
|
if ( pass->baseTexMapConst->isValid() )
|
|
desc.samplers[pass->baseTexMapConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
|
|
|
|
if ( pass->layerTexConst->isValid() )
|
|
desc.samplers[pass->layerTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
|
|
|
|
if ( pass->lightInfoBufferConst->isValid() )
|
|
desc.samplers[pass->lightInfoBufferConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
|
|
|
|
if ( pass->lightMapTexConst->isValid() )
|
|
desc.samplers[pass->lightMapTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
|
|
|
|
const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
|
|
|
|
// Finally setup the material specific shader
|
|
// constants and stateblock state.
|
|
//
|
|
// NOTE: If this changes be sure to check TerrainCellMaterial::_updateDefaultAnisotropy
|
|
// to see if it needs the same changes.
|
|
//
|
|
for ( U32 i=0; i < pass->materials.size(); i++ )
|
|
{
|
|
MaterialInfo *matInfo = pass->materials[i];
|
|
|
|
matInfo->detailInfoVConst = pass->shader->getShaderConstHandle( avar( "$detailScaleAndFade%d", i ) );
|
|
matInfo->detailInfoPConst = pass->shader->getShaderConstHandle( avar( "$detailIdStrengthParallax%d", i ) );
|
|
|
|
matInfo->detailTexConst = pass->shader->getShaderConstHandle( avar( "$detailMap%d", i ) );
|
|
if ( matInfo->detailTexConst->isValid() )
|
|
{
|
|
const S32 sampler = matInfo->detailTexConst->getSamplerRegister();
|
|
|
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
|
|
if ( maxAnisotropy > 1 )
|
|
{
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
}
|
|
else
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
|
|
matInfo->detailTex.set( matInfo->mat->getDetailMap(),
|
|
&GFXDefaultStaticDiffuseProfile, "TerrainCellMaterial::_createPass() - DetailMap" );
|
|
}
|
|
|
|
matInfo->macroInfoVConst = pass->shader->getShaderConstHandle( avar( "$macroScaleAndFade%d", i ) );
|
|
matInfo->macroInfoPConst = pass->shader->getShaderConstHandle( avar( "$macroIdStrengthParallax%d", i ) );
|
|
|
|
matInfo->macroTexConst = pass->shader->getShaderConstHandle( avar( "$macroMap%d", i ) );
|
|
if ( matInfo->macroTexConst->isValid() )
|
|
{
|
|
const S32 sampler = matInfo->macroTexConst->getSamplerRegister();
|
|
|
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
|
|
if ( maxAnisotropy > 1 )
|
|
{
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
}
|
|
else
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
|
|
matInfo->macroTex.set( matInfo->mat->getMacroMap(),
|
|
&GFXDefaultStaticDiffuseProfile, "TerrainCellMaterial::_createPass() - MacroMap" );
|
|
}
|
|
//end macro texture
|
|
|
|
matInfo->normalTexConst = pass->shader->getShaderConstHandle( avar( "$normalMap%d", i ) );
|
|
if ( matInfo->normalTexConst->isValid() )
|
|
{
|
|
const S32 sampler = matInfo->normalTexConst->getSamplerRegister();
|
|
|
|
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
|
|
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
|
|
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
|
|
|
|
if ( maxAnisotropy > 1 )
|
|
{
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
|
|
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
|
|
}
|
|
else
|
|
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
|
|
|
|
matInfo->normalTex = normalMaps[i];
|
|
}
|
|
}
|
|
|
|
// Remove the materials we processed and leave the
|
|
// ones that remain for the next pass.
|
|
for ( U32 i=0; i < matCount; i++ )
|
|
{
|
|
MaterialInfo *matInfo = materials->first();
|
|
if ( baseOnly || pass->materials.find_next( matInfo ) == -1 )
|
|
delete matInfo;
|
|
materials->pop_front();
|
|
}
|
|
|
|
// If we're doing prepass it requires some
|
|
// special stencil settings for it to work.
|
|
if ( prePassMat )
|
|
desc.addDesc( RenderPrePassMgr::getOpaqueStenciWriteDesc( false ) );
|
|
|
|
// Shut off culling for prepass materials (reflection support).
|
|
if ( prePassMat )
|
|
desc.setCullMode( GFXCullNone );
|
|
|
|
pass->stateBlock = GFX->createStateBlock( desc );
|
|
|
|
// Create the wireframe state blocks.
|
|
GFXStateBlockDesc wireframe( desc );
|
|
wireframe.fillMode = GFXFillWireframe;
|
|
pass->wireframeStateBlock = GFX->createStateBlock( wireframe );
|
|
|
|
return true;
|
|
}
|
|
|
|
void TerrainCellMaterial::_updateMaterialConsts( Pass *pass )
|
|
{
|
|
PROFILE_SCOPE( TerrainCellMaterial_UpdateMaterialConsts );
|
|
|
|
for ( U32 j=0; j < pass->materials.size(); j++ )
|
|
{
|
|
MaterialInfo *matInfo = pass->materials[j];
|
|
|
|
F32 detailSize = matInfo->mat->getDetailSize();
|
|
F32 detailScale = 1.0f;
|
|
if ( !mIsZero( detailSize ) )
|
|
detailScale = mTerrain->getWorldBlockSize() / detailSize;
|
|
|
|
// Scale the distance by the global scalar.
|
|
const F32 distance = mTerrain->smDetailScale * matInfo->mat->getDetailDistance();
|
|
|
|
// NOTE: The negation of the y scale is to make up for
|
|
// my mistake early in development and passing the wrong
|
|
// y texture coord into the system.
|
|
//
|
|
// This negation fixes detail, normal, and parallax mapping
|
|
// without harming the layer id blending code.
|
|
//
|
|
// Eventually we should rework this to correct this little
|
|
// mistake, but there isn't really a hurry to.
|
|
//
|
|
Point4F detailScaleAndFade( detailScale,
|
|
-detailScale,
|
|
distance,
|
|
0 );
|
|
|
|
if ( !mIsZero( distance ) )
|
|
detailScaleAndFade.w = 1.0f / distance;
|
|
|
|
Point3F detailIdStrengthParallax( matInfo->layerId,
|
|
matInfo->mat->getDetailStrength(),
|
|
matInfo->mat->getParallaxScale() );
|
|
|
|
pass->consts->setSafe( matInfo->detailInfoVConst, detailScaleAndFade );
|
|
pass->consts->setSafe( matInfo->detailInfoPConst, detailIdStrengthParallax );
|
|
|
|
// macro texture info
|
|
|
|
F32 macroSize = matInfo->mat->getMacroSize();
|
|
F32 macroScale = 1.0f;
|
|
if ( !mIsZero( macroSize ) )
|
|
macroScale = mTerrain->getWorldBlockSize() / macroSize;
|
|
|
|
// Scale the distance by the global scalar.
|
|
const F32 macroDistance = mTerrain->smDetailScale * matInfo->mat->getMacroDistance();
|
|
|
|
Point4F macroScaleAndFade( macroScale,
|
|
-macroScale,
|
|
macroDistance,
|
|
0 );
|
|
|
|
if ( !mIsZero( macroDistance ) )
|
|
macroScaleAndFade.w = 1.0f / macroDistance;
|
|
|
|
Point3F macroIdStrengthParallax( matInfo->layerId,
|
|
matInfo->mat->getMacroStrength(),
|
|
0 );
|
|
|
|
pass->consts->setSafe( matInfo->macroInfoVConst, macroScaleAndFade );
|
|
pass->consts->setSafe( matInfo->macroInfoPConst, macroIdStrengthParallax );
|
|
}
|
|
}
|
|
|
|
bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
|
|
const SceneData &sceneData )
|
|
{
|
|
PROFILE_SCOPE( TerrainCellMaterial_SetupPass );
|
|
|
|
if ( mCurrPass >= mPasses.size() )
|
|
{
|
|
mCurrPass = 0;
|
|
return false;
|
|
}
|
|
|
|
Pass &pass = mPasses[mCurrPass];
|
|
|
|
_updateMaterialConsts( &pass );
|
|
|
|
if ( pass.baseTexMapConst->isValid() )
|
|
GFX->setTexture( pass.baseTexMapConst->getSamplerRegister(), mTerrain->mBaseTex.getPointer() );
|
|
|
|
if ( pass.layerTexConst->isValid() )
|
|
GFX->setTexture( pass.layerTexConst->getSamplerRegister(), mTerrain->mLayerTex.getPointer() );
|
|
|
|
if ( pass.lightMapTexConst->isValid() )
|
|
GFX->setTexture( pass.lightMapTexConst->getSamplerRegister(), mTerrain->getLightMapTex() );
|
|
|
|
if ( sceneData.wireframe )
|
|
GFX->setStateBlock( pass.wireframeStateBlock );
|
|
else
|
|
GFX->setStateBlock( pass.stateBlock );
|
|
|
|
GFX->setShader( pass.shader );
|
|
GFX->setShaderConstBuffer( pass.consts );
|
|
|
|
// Let the light manager prepare any light stuff it needs.
|
|
LIGHTMGR->setLightInfo( NULL,
|
|
NULL,
|
|
sceneData,
|
|
state,
|
|
mCurrPass,
|
|
pass.consts );
|
|
|
|
for ( U32 i=0; i < pass.materials.size(); i++ )
|
|
{
|
|
MaterialInfo *matInfo = pass.materials[i];
|
|
|
|
if ( matInfo->detailTexConst->isValid() )
|
|
GFX->setTexture( matInfo->detailTexConst->getSamplerRegister(), matInfo->detailTex );
|
|
if ( matInfo->macroTexConst->isValid() )
|
|
GFX->setTexture( matInfo->macroTexConst->getSamplerRegister(), matInfo->macroTex );
|
|
if ( matInfo->normalTexConst->isValid() )
|
|
GFX->setTexture( matInfo->normalTexConst->getSamplerRegister(), matInfo->normalTex );
|
|
}
|
|
|
|
pass.consts->setSafe( pass.layerSizeConst, (F32)mTerrain->mLayerTex.getWidth() );
|
|
|
|
if ( pass.oneOverTerrainSize->isValid() )
|
|
{
|
|
F32 oneOverTerrainSize = 1.0f / mTerrain->getWorldBlockSize();
|
|
pass.consts->set( pass.oneOverTerrainSize, oneOverTerrainSize );
|
|
}
|
|
|
|
pass.consts->setSafe( pass.squareSize, mTerrain->getSquareSize() );
|
|
|
|
if ( pass.fogDataConst->isValid() )
|
|
{
|
|
Point3F fogData;
|
|
fogData.x = sceneData.fogDensity;
|
|
fogData.y = sceneData.fogDensityOffset;
|
|
fogData.z = sceneData.fogHeightFalloff;
|
|
pass.consts->set( pass.fogDataConst, fogData );
|
|
}
|
|
|
|
pass.consts->setSafe( pass.fogColorConst, sceneData.fogColor );
|
|
|
|
if ( pass.lightInfoBufferConst->isValid() &&
|
|
pass.lightParamsConst->isValid() )
|
|
{
|
|
if ( !mLightInfoTarget )
|
|
mLightInfoTarget = NamedTexTarget::find( "lightinfo" );
|
|
|
|
GFXTextureObject *texObject = mLightInfoTarget->getTexture();
|
|
|
|
// TODO: Sometimes during reset of the light manager we get a
|
|
// NULL texture here. This is corrected on the next frame, but
|
|
// we should still investigate why that happens.
|
|
|
|
if ( texObject )
|
|
{
|
|
GFX->setTexture( pass.lightInfoBufferConst->getSamplerRegister(), texObject );
|
|
|
|
const Point3I &targetSz = texObject->getSize();
|
|
const RectI &targetVp = mLightInfoTarget->getViewport();
|
|
Point4F rtParams;
|
|
ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
|
|
pass.consts->setSafe( pass.lightParamsConst, rtParams );
|
|
}
|
|
}
|
|
|
|
++mCurrPass;
|
|
return true;
|
|
}
|
|
|
|
BaseMatInstance* TerrainCellMaterial::getShadowMat()
|
|
{
|
|
// Find our material which has some settings
|
|
// defined on it in script.
|
|
Material *mat = MATMGR->getMaterialDefinitionByName( "AL_DefaultShadowMaterial" );
|
|
|
|
// Create the material instance adding the feature which
|
|
// handles rendering terrain cut outs.
|
|
FeatureSet features = MATMGR->getDefaultFeatures();
|
|
BaseMatInstance *matInst = mat->createMatInstance();
|
|
if ( !matInst->init( features, getGFXVertexFormat<TerrVertex>() ) )
|
|
{
|
|
delete matInst;
|
|
matInst = NULL;
|
|
}
|
|
|
|
return matInst;
|
|
}
|
|
|