// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ #include "CD3D9ParallaxMapRenderer.h" #include "IMaterialRendererServices.h" #include "IVideoDriver.h" #include "os.h" #include "SLight.h" //#define SHADER_EXTERNAL_DEBUG #ifdef SHADER_EXTERNAL_DEBUG #include "CReadFile.h" #endif namespace irr { namespace video { // 1.1/1.4 Shaders with two lights and vertex based attenuation // Irrlicht Engine D3D9 render path normal map vertex shader const char D3D9_PARALLAX_MAP_VSH[] = ";Irrlicht Engine 0.10 D3D9 render path parallax mapping vertex shader\n"\ "; c0-3: Transposed world matrix \n"\ "; c4: Eye position \n"\ "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ "; c12: Light01 position \n"\ "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\ "; c14: Light02 position \n"\ "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\ "vs.1.1\n"\ "dcl_position v0 ; position \n"\ "dcl_normal v1 ; normal \n"\ "dcl_color v2 ; color \n"\ "dcl_texcoord0 v3 ; texture coord \n"\ "dcl_texcoord1 v4 ; tangent \n"\ "dcl_texcoord2 v5 ; binormal \n"\ "\n"\ "def c95, 0.5, 0.5, 0.5, 0.5 ; used for moving light vector to ps \n"\ "def c96, -1, 1, 1, 1 ; somewhere I've got a bug. flipping the vectors with this fixes it. \n"\ "\n"\ "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ "\n"\ "m3x3 r5, v4, c0 ; transform tangent U\n"\ "m3x3 r7, v1, c0 ; transform normal W\n"\ "m3x3 r6, v5, c0 ; transform binormal V\n"\ "\n"\ "m4x4 r4, v0, c0 ; vertex into world position\n"\ "add r2, c12, -r4 ; vtxpos - light1 pos\n"\ "add r3, c14, -r4 ; vtxpos - light2 pos\n"\ "add r1, -c4, r4 ; eye - vtxpos \n"\ "\n"\ "dp3 r8.x, r5, r2 ; transform the light1 vector with U, V, W\n"\ "dp3 r8.y, r6, r2 \n"\ "dp3 r8.z, r7, r2 \n"\ "dp3 r9.x, r5, r3 ; transform the light2 vector with U, V, W\n"\ "dp3 r9.y, r6, r3 \n"\ "dp3 r9.z, r7, r3 \n"\ "dp3 r10.x, r5, r1 ; transform the eye vector with U, V, W\n"\ "dp3 r10.y, r6, r1 \n"\ "dp3 r10.z, r7, r1 \n"\ "\n"\ "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ "rsq r8.w, r8.w \n"\ "mul r8, r8, r8.w \n"\ ";mul r8, r8, c96 \n"\ "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ "rsq r9.w, r9.w \n"\ "mul r9, r9, r9.w \n"\ ";mul r9, r9, c96 \n"\ "dp3 r10.w, r10, r10 ; normalize eye vector (r10)\n"\ "rsq r10.w, r10.w \n"\ "mul r10, r10, r10.w \n"\ "mul r10, r10, c96 \n"\ "\n"\ "\n"\ "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\ "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ "mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\ "\n"\ " ; calculate attenuation of light 1 \n"\ "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x˛ + r2.y˛ + r2.z˛ \n"\ "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ "\n"\ " ; calculate attenuation of light 2 \n"\ "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x˛ + r3.y˛ + r3.z˛ \n"\ "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ "\n"\ "mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\ "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\ "mov oD0.a, v2.a ; move out original alpha value \n"\ "\n"; // Irrlicht Engine D3D9 render path normal map pixel shader version 1.4 const char D3D9_PARALLAX_MAP_PSH[] = ";Irrlicht Engine 0.10 D3D9 render path parallax mapping pixel shader \n"\ ";Input: \n"\ ";t0: color map texture coord \n"\ ";t1: normal map texture coords \n"\ ";t2: light 1 vector in tangent space \n"\ ";t4: eye vector in tangent space \n"\ ";v0: light 1 color \n"\ ";t3: light 2 vector in tangent space \n"\ ";v1: light 2 color \n"\ ";v0.a: vertex alpha value \n"\ " \n"\ "ps.1.4 \n"\ " \n"\ ";def c6, 0.02f, 0.02f, 0.02f, 0.0f ; scale factor, now set in callback \n"\ "def c5, 0.5f, 0.5f, 0.5f, 0.0f ; for specular division \n"\ " \n"\ "texld r1, t1 ; sample (normal.x, normal.y, normal.z, height) \n"\ "texcrd r4.xyz, t4 ; fetch eye vector \n"\ "texcrd r0.xyz, t0 ; color map \n"\ " \n"\ "; original parallax mapping: \n"\ ";mul r3, r1_bx2.wwww, c6; ; r3 = (height, height, height) * scale \n"\ ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ " \n"\ "; modified parallax mapping to reduce swimming effect: \n"\ "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"\ "mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\ "mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ " \n"\ "phase \n"\ " \n"\ "texld r0, r2 ; load diffuse texture with new tex coord \n"\ "texld r1, r2 ; sample normal map \n"\ "texcrd r2.xyz, t2 ; fetch light vector 1 \n"\ "texcrd r3.xyz, t3 ; fetch light vector 2 \n"\ " \n"\ "dp3_sat r5, r1_bx2, r2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\ "mul r5, r5, v0 ; luminance1 * light color 1 \n"\ " \n"\ "dp3_sat r3, r1_bx2, r3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\ "mad r3, r3, v1, r5 ; (luminance2 * light color 2) + luminance1 \n"\ " \n"\ "mul r0.xyz, r0, r3 ; total luminance * base color \n"\ "+mov r0.a, v0.a ; write original alpha value \n"\ "\n"; // Irrlicht Engine D3D9 render path normal map pixel shader version 2.0 const char D3D9_PARALLAX_MAP_PSH_20[] = ";Irrlicht Engine D3D9 render path parallax mapping pixel shader \n"\ ";Input: \n"\ " \n"\ ";t0: color map texture coord \n"\ ";t1: normal map texture coords \n"\ ";t2: light 1 vector in tangent space \n"\ ";t4: eye vector in tangent space \n"\ ";v0: light 1 color \n"\ ";t3: light 2 vector in tangent space \n"\ ";v1: light 2 color \n"\ ";v0.a: vertex alpha value \n"\ " \n"\ "ps.2.0 \n"\ " \n"\ "dcl_2d s0 ; Declare the s0 register to be the sampler for stage 0 \n"\ "dcl t0.xy ; Declare t0 to have 2D texture coordinates from stage 0 \n"\ "dcl t1.xy ; Declare t0 to have 2D texture coordinates from stage 0 \n"\ "dcl_2d s1 ; Declare the s1 register to be the sampler for stage 1 \n"\ " \n"\ "dcl t2.xyz ; \n"\ "dcl t3.xyz ; \n"\ "dcl t4.xyz ; \n"\ "dcl v0.xyzw; \n"\ "dcl v1.xyzw; \n"\ " \n"\ "def c0, -1.0f, -1.0f, -1.0f, -1.0f ; for _bx2 emulation \n"\ "def c1, 2.0f, 2.0f, 2.0f, 2.0f ; for _bx2 emulation \n"\ "mov r11, c1; \n"\ " \n"\ "texld r1, t1, s1 ; sample (normal.x, normal.y, normal.z, height) \n"\ "mov r4.xyz, t4 ; fetch eye vector \n"\ "mov r0.xy, t0 ; color map \n"\ " \n"\ "; original parallax mapping: \n"\ "; emulate ps1x _bx2, so subtract 0.5f and multiply by 2 \n"\ "mad r1.xyz, r1, r11, c0; \n"\ " \n"\ "mul r3, r1.wwww, c6; ; r3 = (height, height, height) * scale \n"\ " \n"\ "; emulate ps1x _bx2, so subtract 0.5f and multiply by 2 \n"\ "mad r4.xyz, r4, r11, c0; \n"\ " \n"\ "mad r2.xy, r3, r4, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ " \n"\ "; modified parallax mapping to avoid swimming: \n"\ ";mul r3, r1_bx2.wwww, r1_bx2.zzzz ; r3 = (h,h,h,h) * (n.z, n.z, n.z, n.z,) \n"\ ";mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\ ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ " \n"\ "texld r0, r2, s0 ; load diffuse texture with new tex coord \n"\ "texld r1, r2, s1 ; sample normal map \n"\ "mov r2.xyz, t2 ; fetch light vector 1 \n"\ "mov r3.xyz, t3 ; fetch light vector 2 \n"\ " \n"\ "; emulate ps1x _bx2, so subtract 0.5f and multiply by 2 \n"\ "mad r1.xyz, r1, r11, c0; \n"\ "mad r2.xyz, r2, r11, c0; \n"\ "mad r3.xyz, r3, r11, c0; \n"\ " \n"\ "dp3_sat r2, r1, r2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\ "mul r2, r2, v0 ; luminance1 * light color 1 \n"\ " \n"\ "dp3_sat r3, r1, r3 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\ "mad r3, r3, v1, r2 ; (luminance2 * light color 2) + luminance1 \n"\ " \n"\ "mul r0.xyz, r0, r3 ; total luminance * base color \n"\ "mov r0.a, v0.a ; write original alpha value \n"\ "mov oC0, r0; \n"\ "\n"; CD3D9ParallaxMapRenderer::CD3D9ParallaxMapRenderer( IDirect3DDevice9* d3ddev, video::IVideoDriver* driver, s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) : CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), CurrentScale(0.0f) { #ifdef _DEBUG setDebugName("CD3D9ParallaxMapRenderer"); #endif // set this as callback. We could have done this in // the initialization list, but some compilers don't like it. CallBack = this; // basically, this thing simply compiles these hardcoded shaders if the // hardware is able to do them, otherwise it maps to the base material if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) || !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) { // this hardware is not able to do shaders. Fall back to // base material. outMaterialTypeNr = driver->addMaterialRenderer(this); return; } // check if already compiled parallax map shaders are there. video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID); if (renderer) { // use the already compiled shaders video::CD3D9ParallaxMapRenderer* nmr = (video::CD3D9ParallaxMapRenderer*)renderer; VertexShader = nmr->VertexShader; if (VertexShader) VertexShader->AddRef(); PixelShader = nmr->PixelShader; if (PixelShader) PixelShader->AddRef(); outMaterialTypeNr = driver->addMaterialRenderer(this); } else { #ifdef SHADER_EXTERNAL_DEBUG // quickly load shader from external file io::CReadFile* file = new io::CReadFile("parallax.psh"); s32 sz = file->getSize(); char* s = new char[sz+1]; file->read(s, sz); s[sz] = 0; init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, s); delete [] s; file->drop(); #else // compile shaders on our own init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, D3D9_PARALLAX_MAP_PSH); #endif // SHADER_EXTERNAL_DEBUG } // something failed, use base material if (-1==outMaterialTypeNr) driver->addMaterialRenderer(this); } CD3D9ParallaxMapRenderer::~CD3D9ParallaxMapRenderer() { if (CallBack == this) CallBack = 0; } bool CD3D9ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { if (vtxtype != video::EVT_TANGENTS) { os::Printer::log("Error: Parallax map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); return false; } return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype); } void CD3D9ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial, bool resetAllRenderstates, video::IMaterialRendererServices* services) { CD3D9ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial, resetAllRenderstates, services); CurrentScale = material.MaterialTypeParam; } //! Returns the render capability of the material. s32 CD3D9ParallaxMapRenderer::getRenderCapability() const { if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) && Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) return 0; return 1; } //! Called by the engine when the vertex and/or pixel shader constants //! for an material renderer should be set. void CD3D9ParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) { video::IVideoDriver* driver = services->getVideoDriver(); // set transposed world matrix services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); // set eye position // The viewpoint is at (0., 0., 0.) in eye space. // Turning this into a vector [0 0 0 1] and multiply it by // the inverse of the view matrix, the resulting vector is the // object space location of the camera. f32 floats[4] = {0,0,0,1}; core::matrix4 minv = driver->getTransform(video::ETS_VIEW); minv.makeInverse(); minv.multiplyWith1x4Matrix(floats); services->setVertexShaderConstant(floats, 4, 1); // set transposed worldViewProj matrix core::matrix4 worldViewProj; worldViewProj = driver->getTransform(video::ETS_PROJECTION); worldViewProj *= driver->getTransform(video::ETS_VIEW); worldViewProj *= driver->getTransform(video::ETS_WORLD); services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); // here we've got to fetch the fixed function lights from the // driver and set them as constants const u32 cnt = driver->getDynamicLightCount(); for (u32 i=0; i<2; ++i) { SLight light; if (igetDynamicLight(i); else { light.DiffuseColor.set(0,0,0); // make light dark light.Radius = 1.0f; } light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation services->setVertexShaderConstant(reinterpret_cast(&light.Position), 12+(i*2), 1); services->setVertexShaderConstant(reinterpret_cast(&light.DiffuseColor), 13+(i*2), 1); } // this is not really necessary in d3d9 (used a def instruction), but to be sure: f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; services->setVertexShaderConstant(c95, 95, 1); f32 c96[] = {-1, 1, 1, 1}; services->setVertexShaderConstant(c96, 96, 1); // set scale factor f32 factor = 0.02f; // default value if (CurrentScale != 0) factor = CurrentScale; f32 c6[] = {factor, factor, factor, 0}; services->setPixelShaderConstant(c6, 6, 1); } } // end namespace video } // end namespace irr #endif // _IRR_COMPILE_WITH_DIRECT3D_9_