319 lines
11 KiB
C++
319 lines
11 KiB
C++
// Copyright (C) 2002-2009 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_8_
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#include "CD3D8ParallaxMapRenderer.h"
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#include "IMaterialRendererServices.h"
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#include "IVideoDriver.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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// 1.1/1.4 Shaders with two lights and vertex based attenuation
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// Irrlicht Engine D3D8 render path normal map vertex shader
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const char D3D8_PARALLAX_MAP_VSH[] =
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";Irrlicht Engine 0.10 D3D8 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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"; v0 ; position \n"\
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"; v1 ; normal \n"\
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"; v2 ; color \n"\
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"; v3 ; texture coord \n"\
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"; v4 ; tangent \n"\
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"; 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 D3D8 render path normal map pixel shader version 1.4
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const char D3D8_PARALLAX_MAP_PSH[] =
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";Irrlicht Engine 0.10 D3D8 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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" \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 r2, r1_bx2, r2_bx2 ; 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_bx2, r3_bx2 ; 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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"\n";
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CD3D8ParallaxMapRenderer::CD3D8ParallaxMapRenderer(
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IDirect3DDevice8* d3ddev, video::IVideoDriver* driver,
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s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
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: CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial),
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CompiledShaders(true), CurrentScale(0.0f)
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{
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#ifdef _DEBUG
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setDebugName("CD3D8ParallaxMapRenderer");
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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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// basicly, 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::CD3D8ParallaxMapRenderer* nmr = (video::CD3D8ParallaxMapRenderer*)renderer;
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CompiledShaders = false;
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VertexShader = nmr->VertexShader;
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PixelShader = nmr->PixelShader;
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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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init(outMaterialTypeNr, D3D8_PARALLAX_MAP_VSH, D3D8_PARALLAX_MAP_PSH, EVT_TANGENTS);
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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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CD3D8ParallaxMapRenderer::~CD3D8ParallaxMapRenderer()
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{
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if (CallBack == this)
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CallBack = 0;
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if (!CompiledShaders)
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{
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// prevent this from deleting shaders we did not create
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VertexShader = 0;
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PixelShader = 0;
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}
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}
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bool CD3D8ParallaxMapRenderer::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 CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype);
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}
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void CD3D8ParallaxMapRenderer::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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CD3D8ShaderMaterialRenderer::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 CD3D8ParallaxMapRenderer::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 CD3D8ParallaxMapRenderer::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(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 driver
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// 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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// set scale factor
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f32 factor = 0.02f; // default value
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if (CurrentScale != 0)
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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_8_
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