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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
410 lines
15 KiB
C++
410 lines
15 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 "CD3D9ParallaxMapRenderer.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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//#define SHADER_EXTERNAL_DEBUG
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#ifdef SHADER_EXTERNAL_DEBUG
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#include "CReadFile.h"
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#endif
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namespace irr
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{
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namespace video
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{
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// 1.1/1.4 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_PARALLAX_MAP_VSH[] =
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";Irrlicht Engine 0.10 D3D9 render path parallax mapping vertex shader\n"\
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"; c0-3: Transposed world matrix \n"\
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"; c4: Eye position \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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"def c96, -1, 1, 1, 1 ; somewhere I've got a bug. flipping the vectors with this fixes it. \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 - light1 pos\n"\
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"add r3, c14, -r4 ; vtxpos - light2 pos\n"\
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"add r1, -c4, r4 ; eye - vtxpos \n"\
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"\n"\
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"dp3 r8.x, r5, r2 ; transform the light1 vector 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 light2 vector 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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"dp3 r10.x, r5, r1 ; transform the eye vector with U, V, W\n"\
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"dp3 r10.y, r6, r1 \n"\
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"dp3 r10.z, r7, r1 \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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";mul r8, r8, c96 \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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";mul r9, r9, c96 \n"\
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"dp3 r10.w, r10, r10 ; normalize eye vector (r10)\n"\
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"rsq r10.w, r10.w \n"\
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"mul r10, r10, r10.w \n"\
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"mul r10, r10, c96 \n"\
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"\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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"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector 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 version 1.4
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const char D3D9_PARALLAX_MAP_PSH[] =
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";Irrlicht Engine 0.10 D3D9 render path parallax mapping 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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";t4: eye 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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" \n"\
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"ps.1.4 \n"\
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" \n"\
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";def c6, 0.02f, 0.02f, 0.02f, 0.0f ; scale factor, now set in callback \n"\
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"def c5, 0.5f, 0.5f, 0.5f, 0.0f ; for specular division \n"\
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" \n"\
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"texld r1, t1 ; sample (normal.x, normal.y, normal.z, height) \n"\
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"texcrd r4.xyz, t4 ; fetch eye vector \n"\
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"texcrd r0.xyz, t0 ; color map \n"\
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" \n"\
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"; original parallax mapping: \n"\
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";mul r3, r1_bx2.wwww, c6; ; r3 = (height, height, height) * scale \n"\
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";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
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" \n"\
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"; modified parallax mapping to reduce swimming effect: \n"\
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"mul r3, r1_bx2.wwww, r1_bx2.zzzz ; (nh,nh,nh,nh) = (h,h,h,h) * (n.z,n.z,n.z,n.z,) \n"\
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"mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\
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"mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
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" \n"\
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"phase \n"\
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" \n"\
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"texld r0, r2 ; load diffuse texture with new tex coord \n"\
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"texld r1, r2 ; sample normal map \n"\
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"texcrd r2.xyz, t2 ; fetch light vector 1 \n"\
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"texcrd r3.xyz, t3 ; fetch light vector 2 \n"\
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" \n"\
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"dp3_sat r5, r1_bx2, r2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\
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"mul r5, r5, v0 ; luminance1 * light color 1 \n"\
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" \n"\
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"dp3_sat r3, r1_bx2, r3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\
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"mad r3, r3, v1, r5 ; (luminance2 * light color 2) + luminance1 \n"\
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" \n"\
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"mul r0.xyz, r0, r3 ; total luminance * base color \n"\
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"+mov r0.a, v0.a ; write original alpha value \n"\
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"\n";
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// Irrlicht Engine D3D9 render path normal map pixel shader version 2.0
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const char D3D9_PARALLAX_MAP_PSH_20[] =
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";Irrlicht Engine D3D9 render path parallax mapping pixel shader \n"\
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";Input: \n"\
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" \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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";t4: eye 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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" \n"\
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"ps.2.0 \n"\
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" \n"\
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"dcl_2d s0 ; Declare the s0 register to be the sampler for stage 0 \n"\
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"dcl t0.xy ; Declare t0 to have 2D texture coordinates from stage 0 \n"\
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"dcl t1.xy ; Declare t0 to have 2D texture coordinates from stage 0 \n"\
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"dcl_2d s1 ; Declare the s1 register to be the sampler for stage 1 \n"\
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" \n"\
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"dcl t2.xyz ; \n"\
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"dcl t3.xyz ; \n"\
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"dcl t4.xyz ; \n"\
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"dcl v0.xyzw; \n"\
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"dcl v1.xyzw; \n"\
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" \n"\
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"def c0, -1.0f, -1.0f, -1.0f, -1.0f ; for _bx2 emulation \n"\
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"def c1, 2.0f, 2.0f, 2.0f, 2.0f ; for _bx2 emulation \n"\
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"mov r11, c1; \n"\
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" \n"\
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"texld r1, t1, s1 ; sample (normal.x, normal.y, normal.z, height) \n"\
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"mov r4.xyz, t4 ; fetch eye vector \n"\
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"mov r0.xy, t0 ; color map \n"\
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" \n"\
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"; original parallax mapping: \n"\
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"; emulate ps1x _bx2, so subtract 0.5f and multiply by 2 \n"\
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"mad r1.xyz, r1, r11, c0; \n"\
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" \n"\
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"mul r3, r1.wwww, c6; ; r3 = (height, height, height) * scale \n"\
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" \n"\
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"; emulate ps1x _bx2, so subtract 0.5f and multiply by 2 \n"\
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"mad r4.xyz, r4, r11, c0; \n"\
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" \n"\
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"mad r2.xy, r3, r4, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
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" \n"\
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"; modified parallax mapping to avoid swimming: \n"\
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";mul r3, r1_bx2.wwww, r1_bx2.zzzz ; r3 = (h,h,h,h) * (n.z, n.z, n.z, n.z,) \n"\
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";mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\
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";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
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" \n"\
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"texld r0, r2, s0 ; load diffuse texture with new tex coord \n"\
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"texld r1, r2, s1 ; sample normal map \n"\
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"mov r2.xyz, t2 ; fetch light vector 1 \n"\
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"mov r3.xyz, t3 ; fetch light vector 2 \n"\
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" \n"\
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"; emulate ps1x _bx2, so subtract 0.5f and multiply by 2 \n"\
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"mad r1.xyz, r1, r11, c0; \n"\
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"mad r2.xyz, r2, r11, c0; \n"\
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"mad r3.xyz, r3, r11, c0; \n"\
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" \n"\
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"dp3_sat r2, r1, r2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\
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"mul r2, r2, v0 ; luminance1 * light color 1 \n"\
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" \n"\
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"dp3_sat r3, r1, r3 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\
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"mad r3, r3, v1, r2 ; (luminance2 * light color 2) + luminance1 \n"\
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" \n"\
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"mul r0.xyz, r0, r3 ; total luminance * base color \n"\
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"mov r0.a, v0.a ; write original alpha value \n"\
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"mov oC0, r0; \n"\
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"\n";
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CD3D9ParallaxMapRenderer::CD3D9ParallaxMapRenderer(
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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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CurrentScale(0.0f)
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{
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#ifdef _DEBUG
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setDebugName("CD3D9ParallaxMapRenderer");
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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 these hardcoded shaders if the
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// hardware is able to do them, otherwise it maps to the base material
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if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) ||
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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 parallax map shaders are there.
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video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_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::CD3D9ParallaxMapRenderer* nmr = (video::CD3D9ParallaxMapRenderer*)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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#ifdef SHADER_EXTERNAL_DEBUG
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// quickly load shader from external file
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io::CReadFile* file = new io::CReadFile("parallax.psh");
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s32 sz = file->getSize();
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char* s = new char[sz+1];
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file->read(s, sz);
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s[sz] = 0;
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init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, s);
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delete [] s;
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file->drop();
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#else
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// compile shaders on our own
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init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, D3D9_PARALLAX_MAP_PSH);
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#endif // SHADER_EXTERNAL_DEBUG
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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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CD3D9ParallaxMapRenderer::~CD3D9ParallaxMapRenderer()
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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 CD3D9ParallaxMapRenderer::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: Parallax 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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void CD3D9ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
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const video::SMaterial& lastMaterial,
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bool resetAllRenderstates, video::IMaterialRendererServices* services)
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{
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CD3D9ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
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resetAllRenderstates, services);
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CurrentScale = material.MaterialTypeParam;
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}
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//! Returns the render capability of the material.
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s32 CD3D9ParallaxMapRenderer::getRenderCapability() const
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{
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if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) &&
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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 CD3D9ParallaxMapRenderer::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 eye position
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// The viewpoint is at (0., 0., 0.) in eye space.
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// Turning this into a vector [0 0 0 1] and multiply it by
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// the inverse of the view matrix, the resulting vector is the
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// object space location of the camera.
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f32 floats[4] = {0,0,0,1};
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core::matrix4 minv = driver->getTransform(video::ETS_VIEW);
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minv.makeInverse();
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minv.multiplyWith1x4Matrix(floats);
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services->setVertexShaderConstant(floats, 4, 1);
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// set transposed worldViewProj matrix
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core::matrix4 worldViewProj;
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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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const 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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|
f32 c96[] = {-1, 1, 1, 1};
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|
services->setVertexShaderConstant(c96, 96, 1);
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|
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|
// set scale factor
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|
f32 factor = 0.02f; // default value
|
|
if (CurrentScale != 0)
|
|
factor = CurrentScale;
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|
|
|
f32 c6[] = {factor, factor, factor, 0};
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|
services->setPixelShaderConstant(c6, 6, 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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