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02165eccc8
Basically now the same as GLSL material renderer already worked. Before it was using IMaterialRendererServices from CD3D9Driver, but there had been several problems with that: - The d3d9 driver called functions through the CD3D9MaterialRenderer interface, but CD3D9HLSLMaterialRenderer is not (or maybe no longer?) derived from that class. Reason it still worked was accidental luck - the same functions had been in the same order and due to casts the compiler wasn't noticing it was calling the functions of an unrelated class. - It was making calls to set shader constants depend on the currently set material in the driver. Which was not necessary and just prevents we can use the IMaterialRendererServices interface without setting the material first (how I found the bug). Still some problems left for now: - There's 2 ways to call shader constants. One seems to be only used by hi-level shaders which links constants to the shader. The the other only by low-level shaders which uses global (shader independent) registers. So maybe this should be 2 interfaces? But not certain, glsl material renderer seems to prevent setting the global registers, but maybe those could be used additionally? I've still allowed it for now in HLSL, just in case it had it's uses. - setBasicRenderStates probably should not be in IMaterialRendererServices. I'm not seeing any case where this isn't just passed on to the driver. And all classes using it have access to the driver unless I missed one. So probably can just avoid that additional indirection and kick that out of the IMaterialRendererServices interface. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6464 dfc29bdd-3216-0410-991c-e03cc46cb475
307 lines
11 KiB
C++
307 lines
11 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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#include "CD3D9NormalMapRenderer.h"
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#include "CD3D9Driver.h"
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#include "IMaterialRendererServices.h"
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#include "os.h"
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#include "SLight.h"
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namespace irr
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{
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namespace video
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{
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// 1.1 Shaders with two lights and vertex based attenuation
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// Irrlicht Engine D3D9 render path normal map vertex shader
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const char D3D9_NORMAL_MAP_VSH[] =
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";Irrlicht Engine 0.8 D3D9 render path normal map vertex shader\n"\
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"; c0-3: Transposed world matrix \n"\
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"; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
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"; c12: Light01 position \n"\
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"; c13: x,y,z: Light01 color; .w: 1/LightRadius² \n"\
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"; c14: Light02 position \n"\
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"; c15: x,y,z: Light02 color; .w: 1/LightRadius² \n"\
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"vs.1.1\n"\
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"dcl_position v0 ; position \n"\
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"dcl_normal v1 ; normal \n"\
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"dcl_color v2 ; color \n"\
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"dcl_texcoord0 v3 ; texture coord \n"\
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"dcl_texcoord1 v4 ; tangent \n"\
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"dcl_texcoord2 v5 ; binormal \n"\
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"\n"\
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"def c95, 0.5, 0.5, 0.5, 0.5 ; used for moving light vector to ps \n"\
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"\n"\
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"m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\
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"\n"\
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"m3x3 r5, v4, c0 ; transform tangent U\n"\
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"m3x3 r7, v1, c0 ; transform normal W\n"\
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"m3x3 r6, v5, c0 ; transform binormal V\n"\
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"\n"\
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"m4x4 r4, v0, c0 ; vertex into world position\n"\
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"add r2, c12, -r4 ; vtxpos - lightpos1\n"\
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"add r3, c14, -r4 ; vtxpos - lightpos2\n"\
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"\n"\
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"dp3 r8.x, r5, r2 ; transform the light vector 1 with U, V, W\n"\
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"dp3 r8.y, r6, r2 \n"\
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"dp3 r8.z, r7, r2 \n"\
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"dp3 r9.x, r5, r3 ; transform the light vector 2 with U, V, W\n"\
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"dp3 r9.y, r6, r3 \n"\
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"dp3 r9.z, r7, r3 \n"\
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"\n"\
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"dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\
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"rsq r8.w, r8.w \n"\
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"mul r8, r8, r8.w \n"\
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"dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\
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"rsq r9.w, r9.w \n"\
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"mul r9, r9, r9.w \n"\
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"\n"\
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"mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\
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"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\
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"\n"\
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" ; calculate attenuation of light 1 \n"\
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"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x² + r2.y² + r2.z² \n"\
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"mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\
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"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
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"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
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"\n"\
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" ; calculate attenuation of light 2 \n"\
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"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x² + r3.y² + r3.z² \n"\
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"mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\
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"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
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"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
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"\n"\
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"mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\
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"mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\
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"mov oD0.a, v2.a ; move out original alpha value \n"\
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"\n";
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// Irrlicht Engine D3D9 render path normal map pixel shader
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const char D3D9_NORMAL_MAP_PSH_1_1[] =
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";Irrlicht Engine 0.8 D3D9 render path normal map pixel shader\n"\
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";Input: \n"\
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";t0: color map texture coord \n"\
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";t1: normal map texture coords \n"\
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";t2: light 1 vector in tangent space \n"\
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";v0: light 1 color \n"\
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";t3: light 2 vector in tangent space \n"\
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";v1: light 2 color \n"\
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";v0.a: vertex alpha value \n"\
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"ps.1.1 \n"\
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"tex t0 ; sample color map \n"\
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"tex t1 ; sample normal map\n"\
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"texcoord t2 ; fetch light vector 1\n"\
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"texcoord t3 ; fetch light vector 2\n"\
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"\n"\
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"dp3_sat r0, t1_bx2, t2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1)\n"\
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"mul r0, r0, v0 ; luminance1 * light color 1 \n"\
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"\n"\
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"dp3_sat r1, t1_bx2, t3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1)\n"\
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"mad r0, r1, v1, r0 ; (luminance2 * light color 2) + luminance 1 \n"\
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"\n"\
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"mul r0.xyz, t0, r0 ; total luminance * base color\n"\
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"+mov r0.a, v0.a ; write interpolated vertex alpha value \n"\
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"\n"\
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"";
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// Higher-quality normal map pixel shader (requires PS 2.0)
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// uses per-pixel normalization for improved accuracy
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const char D3D9_NORMAL_MAP_PSH_2_0[] =
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";Irrlicht Engine 0.8 D3D9 render path normal map pixel shader\n"\
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";Input: \n"\
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";t0: color map texture coord \n"\
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";t1: normal map texture coords \n"\
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";t2: light 1 vector in tangent space \n"\
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";v0: light 1 color \n"\
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";t3: light 2 vector in tangent space \n"\
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";v1: light 2 color \n"\
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";v0.a: vertex alpha value \n"\
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"ps_2_0 \n"\
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"def c0, 0, 0, 0, 0\n"\
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"def c1, 1.0, 1.0, 1.0, 1.0\n"\
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"def c2, 2.0, 2.0, 2.0, 2.0\n"\
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"def c3, -.5, -.5, -.5, -.5\n"\
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"dcl t0\n"\
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"dcl t1\n"\
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"dcl t2\n"\
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"dcl t3\n"\
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"dcl v1\n"\
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"dcl v0\n"\
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"dcl_2d s0\n"\
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"dcl_2d s1\n"\
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"texld r0, t0, s0 ; sample color map into r0 \n"\
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"texld r4, t0, s1 ; sample normal map into r4\n"\
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"add r4, r4, c3 ; bias the normal vector\n"\
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"add r5, t2, c3 ; bias the light 1 vector into r5\n"\
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"add r6, t3, c3 ; bias the light 2 vector into r6\n"\
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"nrm r1, r4 ; normalize the normal vector into r1\n"\
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"nrm r2, r5 ; normalize the light1 vector into r2\n"\
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"nrm r3, r6 ; normalize the light2 vector into r3\n"\
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"dp3 r2, r2, r1 ; let r2 = normal DOT light 1 vector\n"\
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"max r2, r2, c0 ; clamp result to positive numbers\n"\
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"mul r2, r2, v0 ; let r2 = luminance1 * light color 1 \n"\
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"dp3 r3, r3, r1 ; let r3 = normal DOT light 2 vector\n"\
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"max r3, r3, c0 ; clamp result to positive numbers\n"\
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"mad r2, r3, v1, r2 ; let r2 = (luminance2 * light color 2) + (luminance2 * light color 1) \n"\
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"mul r2, r2, r0 ; let r2 = total luminance * base color\n"\
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"mov r2.w, v0.w ; write interpolated vertex alpha value \n"\
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"mov oC0, r2 ; copy r2 to the output register \n"\
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"\n"\
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"";
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CD3D9NormalMapRenderer::CD3D9NormalMapRenderer(
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IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
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s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
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: CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial)
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{
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#ifdef _DEBUG
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setDebugName("CD3D9NormalMapRenderer");
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#endif
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// set this as callback. We could have done this in
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// the initialization list, but some compilers don't like it.
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CallBack = this;
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// basically, this thing simply compiles the hardcoded shaders
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// if the hardware is able to do them, otherwise it maps to the
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// base material
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if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) ||
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!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1))
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{
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// this hardware is not able to do shaders. Fall back to
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// base material.
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outMaterialTypeNr = driver->addMaterialRenderer(this);
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return;
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}
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// check if already compiled normal map shaders are there.
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video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID);
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if (renderer)
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{
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// use the already compiled shaders
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video::CD3D9NormalMapRenderer* nmr = (video::CD3D9NormalMapRenderer*)renderer;
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VertexShader = nmr->VertexShader;
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if (VertexShader)
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VertexShader->AddRef();
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PixelShader = nmr->PixelShader;
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if (PixelShader)
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PixelShader->AddRef();
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outMaterialTypeNr = driver->addMaterialRenderer(this);
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}
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else
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{
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// compile shaders on our own
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if (driver->queryFeature(video::EVDF_PIXEL_SHADER_2_0))
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{
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init(outMaterialTypeNr, D3D9_NORMAL_MAP_VSH, D3D9_NORMAL_MAP_PSH_2_0);
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}
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else
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{
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init(outMaterialTypeNr, D3D9_NORMAL_MAP_VSH, D3D9_NORMAL_MAP_PSH_1_1);
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}
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}
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// something failed, use base material
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if (-1==outMaterialTypeNr)
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driver->addMaterialRenderer(this);
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}
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CD3D9NormalMapRenderer::~CD3D9NormalMapRenderer()
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{
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if (CallBack == this)
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CallBack = 0;
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}
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bool CD3D9NormalMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
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{
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if (vtxtype != video::EVT_TANGENTS)
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{
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os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR);
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return false;
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}
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return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
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}
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//! Returns the render capability of the material.
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s32 CD3D9NormalMapRenderer::getRenderCapability() const
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{
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if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
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Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1))
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return 0;
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return 1;
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}
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//! Called by the engine when the vertex and/or pixel shader constants
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//! for an material renderer should be set.
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void CD3D9NormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
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{
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video::IVideoDriver* driver = services->getVideoDriver();
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// set transposed world matrix
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services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4);
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// set transposed worldViewProj matrix
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core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
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worldViewProj *= driver->getTransform(video::ETS_VIEW);
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worldViewProj *= driver->getTransform(video::ETS_WORLD);
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services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4);
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// here we've got to fetch the fixed function lights from the
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// driver and set them as constants
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u32 cnt = driver->getDynamicLightCount();
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for (u32 i=0; i<2; ++i)
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{
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SLight light;
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if (i<cnt)
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light = driver->getDynamicLight(i);
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else
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{
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light.DiffuseColor.set(0,0,0); // make light dark
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light.Radius = 1.0f;
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}
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light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
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services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
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services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
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}
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// this is not really necessary in d3d9 (used a def instruction), but to be sure:
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f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f};
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services->setVertexShaderConstant(c95, 95, 1);
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}
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
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