319 lines
11 KiB
C++
319 lines
11 KiB
C++
// Copyright (C) 2002-2011 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_8_
|
|
|
|
#include "CD3D8ParallaxMapRenderer.h"
|
|
#include "IMaterialRendererServices.h"
|
|
#include "IVideoDriver.h"
|
|
#include "os.h"
|
|
#include "SLight.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
// 1.1/1.4 Shaders with two lights and vertex based attenuation
|
|
|
|
// Irrlicht Engine D3D8 render path normal map vertex shader
|
|
const char D3D8_PARALLAX_MAP_VSH[] =
|
|
";Irrlicht Engine 0.10 D3D8 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/LightRadius² \n"\
|
|
"; c14: Light02 position \n"\
|
|
"; c15: x,y,z: Light02 color; .w: 1/LightRadius² \n"\
|
|
"vs.1.1\n"\
|
|
"; v0 ; position \n"\
|
|
"; v1 ; normal \n"\
|
|
"; v2 ; color \n"\
|
|
"; v3 ; texture coord \n"\
|
|
"; v4 ; tangent \n"\
|
|
"; 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.x² + r2.y² + r2.z² \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.x² + r3.y² + r3.z² \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 D3D8 render path normal map pixel shader version 1.4
|
|
const char D3D8_PARALLAX_MAP_PSH[] =
|
|
";Irrlicht Engine 0.10 D3D8 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"\
|
|
" \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 r2, r1_bx2, r2_bx2 ; 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_bx2, r3_bx2 ; 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"\
|
|
"\n";
|
|
|
|
|
|
CD3D8ParallaxMapRenderer::CD3D8ParallaxMapRenderer(
|
|
IDirect3DDevice8* d3ddev, video::IVideoDriver* driver,
|
|
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
|
|
: CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial),
|
|
CompiledShaders(true), CurrentScale(0.0f)
|
|
{
|
|
|
|
#ifdef _DEBUG
|
|
setDebugName("CD3D8ParallaxMapRenderer");
|
|
#endif
|
|
|
|
// set this as callback. We could have done this in
|
|
// the initialization list, but some compilers don't like it.
|
|
|
|
CallBack = this;
|
|
|
|
// basicly, 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::CD3D8ParallaxMapRenderer* nmr = (video::CD3D8ParallaxMapRenderer*)renderer;
|
|
CompiledShaders = false;
|
|
|
|
VertexShader = nmr->VertexShader;
|
|
PixelShader = nmr->PixelShader;
|
|
|
|
outMaterialTypeNr = driver->addMaterialRenderer(this);
|
|
}
|
|
else
|
|
{
|
|
// compile shaders on our own
|
|
init(outMaterialTypeNr, D3D8_PARALLAX_MAP_VSH, D3D8_PARALLAX_MAP_PSH, EVT_TANGENTS);
|
|
}
|
|
// something failed, use base material
|
|
if (-1==outMaterialTypeNr)
|
|
driver->addMaterialRenderer(this);
|
|
}
|
|
|
|
|
|
CD3D8ParallaxMapRenderer::~CD3D8ParallaxMapRenderer()
|
|
{
|
|
if (CallBack == this)
|
|
CallBack = 0;
|
|
|
|
if (!CompiledShaders)
|
|
{
|
|
// prevent this from deleting shaders we did not create
|
|
VertexShader = 0;
|
|
PixelShader = 0;
|
|
}
|
|
}
|
|
|
|
|
|
bool CD3D8ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
|
|
{
|
|
if (vtxtype != video::EVT_TANGENTS)
|
|
{
|
|
os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
return CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype);
|
|
}
|
|
|
|
|
|
void CD3D8ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
|
|
const video::SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, video::IMaterialRendererServices* services)
|
|
{
|
|
CD3D8ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
|
|
resetAllRenderstates, services);
|
|
|
|
CurrentScale = material.MaterialTypeParam;
|
|
}
|
|
|
|
|
|
//! Returns the render capability of the material.
|
|
s32 CD3D8ParallaxMapRenderer::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 CD3D8ParallaxMapRenderer::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(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 (i<cnt)
|
|
light = driver->getDynamicLight(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<const f32*>(&light.Position), 12+(i*2), 1);
|
|
services->setVertexShaderConstant(reinterpret_cast<const f32*>(&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_8_
|
|
|