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author | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
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committer | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
commit | 959831f4ef5a3e797f576c3de08cd65032c997ad (patch) | |
tree | e7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/source/Irrlicht/CD3D9NormalMapRenderer.cpp | |
parent | Add info about changes to Irrlicht. (diff) | |
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Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to '')
-rw-r--r-- | libraries/irrlicht-1.8/source/Irrlicht/CD3D9NormalMapRenderer.cpp | 612 |
1 files changed, 306 insertions, 306 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CD3D9NormalMapRenderer.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CD3D9NormalMapRenderer.cpp index eb6f732..3639bde 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CD3D9NormalMapRenderer.cpp +++ b/libraries/irrlicht-1.8/source/Irrlicht/CD3D9NormalMapRenderer.cpp | |||
@@ -1,306 +1,306 @@ | |||
1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | 1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt |
2 | // This file is part of the "Irrlicht Engine". | 2 | // This file is part of the "Irrlicht Engine". |
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | 3 | // For conditions of distribution and use, see copyright notice in irrlicht.h |
4 | 4 | ||
5 | #include "IrrCompileConfig.h" | 5 | #include "IrrCompileConfig.h" |
6 | #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ | 6 | #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ |
7 | 7 | ||
8 | #include "CD3D9NormalMapRenderer.h" | 8 | #include "CD3D9NormalMapRenderer.h" |
9 | #include "IVideoDriver.h" | 9 | #include "IVideoDriver.h" |
10 | #include "IMaterialRendererServices.h" | 10 | #include "IMaterialRendererServices.h" |
11 | #include "os.h" | 11 | #include "os.h" |
12 | #include "SLight.h" | 12 | #include "SLight.h" |
13 | 13 | ||
14 | namespace irr | 14 | namespace irr |
15 | { | 15 | { |
16 | namespace video | 16 | namespace video |
17 | { | 17 | { |
18 | 18 | ||
19 | // 1.1 Shaders with two lights and vertex based attenuation | 19 | // 1.1 Shaders with two lights and vertex based attenuation |
20 | 20 | ||
21 | // Irrlicht Engine D3D9 render path normal map vertex shader | 21 | // Irrlicht Engine D3D9 render path normal map vertex shader |
22 | const char D3D9_NORMAL_MAP_VSH[] = | 22 | const char D3D9_NORMAL_MAP_VSH[] = |
23 | ";Irrlicht Engine 0.8 D3D9 render path normal map vertex shader\n"\ | 23 | ";Irrlicht Engine 0.8 D3D9 render path normal map vertex shader\n"\ |
24 | "; c0-3: Transposed world matrix \n"\ | 24 | "; c0-3: Transposed world matrix \n"\ |
25 | "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ | 25 | "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ |
26 | "; c12: Light01 position \n"\ | 26 | "; c12: Light01 position \n"\ |
27 | "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\ | 27 | "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\ |
28 | "; c14: Light02 position \n"\ | 28 | "; c14: Light02 position \n"\ |
29 | "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\ | 29 | "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\ |
30 | "vs.1.1\n"\ | 30 | "vs.1.1\n"\ |
31 | "dcl_position v0 ; position \n"\ | 31 | "dcl_position v0 ; position \n"\ |
32 | "dcl_normal v1 ; normal \n"\ | 32 | "dcl_normal v1 ; normal \n"\ |
33 | "dcl_color v2 ; color \n"\ | 33 | "dcl_color v2 ; color \n"\ |
34 | "dcl_texcoord0 v3 ; texture coord \n"\ | 34 | "dcl_texcoord0 v3 ; texture coord \n"\ |
35 | "dcl_texcoord1 v4 ; tangent \n"\ | 35 | "dcl_texcoord1 v4 ; tangent \n"\ |
36 | "dcl_texcoord2 v5 ; binormal \n"\ | 36 | "dcl_texcoord2 v5 ; binormal \n"\ |
37 | "\n"\ | 37 | "\n"\ |
38 | "def c95, 0.5, 0.5, 0.5, 0.5 ; used for moving light vector to ps \n"\ | 38 | "def c95, 0.5, 0.5, 0.5, 0.5 ; used for moving light vector to ps \n"\ |
39 | "\n"\ | 39 | "\n"\ |
40 | "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ | 40 | "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ |
41 | "\n"\ | 41 | "\n"\ |
42 | "m3x3 r5, v4, c0 ; transform tangent U\n"\ | 42 | "m3x3 r5, v4, c0 ; transform tangent U\n"\ |
43 | "m3x3 r7, v1, c0 ; transform normal W\n"\ | 43 | "m3x3 r7, v1, c0 ; transform normal W\n"\ |
44 | "m3x3 r6, v5, c0 ; transform binormal V\n"\ | 44 | "m3x3 r6, v5, c0 ; transform binormal V\n"\ |
45 | "\n"\ | 45 | "\n"\ |
46 | "m4x4 r4, v0, c0 ; vertex into world position\n"\ | 46 | "m4x4 r4, v0, c0 ; vertex into world position\n"\ |
47 | "add r2, c12, -r4 ; vtxpos - lightpos1\n"\ | 47 | "add r2, c12, -r4 ; vtxpos - lightpos1\n"\ |
48 | "add r3, c14, -r4 ; vtxpos - lightpos2\n"\ | 48 | "add r3, c14, -r4 ; vtxpos - lightpos2\n"\ |
49 | "\n"\ | 49 | "\n"\ |
50 | "dp3 r8.x, r5, r2 ; transform the light vector 1 with U, V, W\n"\ | 50 | "dp3 r8.x, r5, r2 ; transform the light vector 1 with U, V, W\n"\ |
51 | "dp3 r8.y, r6, r2 \n"\ | 51 | "dp3 r8.y, r6, r2 \n"\ |
52 | "dp3 r8.z, r7, r2 \n"\ | 52 | "dp3 r8.z, r7, r2 \n"\ |
53 | "dp3 r9.x, r5, r3 ; transform the light vector 2 with U, V, W\n"\ | 53 | "dp3 r9.x, r5, r3 ; transform the light vector 2 with U, V, W\n"\ |
54 | "dp3 r9.y, r6, r3 \n"\ | 54 | "dp3 r9.y, r6, r3 \n"\ |
55 | "dp3 r9.z, r7, r3 \n"\ | 55 | "dp3 r9.z, r7, r3 \n"\ |
56 | "\n"\ | 56 | "\n"\ |
57 | "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ | 57 | "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ |
58 | "rsq r8.w, r8.w \n"\ | 58 | "rsq r8.w, r8.w \n"\ |
59 | "mul r8, r8, r8.w \n"\ | 59 | "mul r8, r8, r8.w \n"\ |
60 | "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ | 60 | "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ |
61 | "rsq r9.w, r9.w \n"\ | 61 | "rsq r9.w, r9.w \n"\ |
62 | "mul r9, r9, r9.w \n"\ | 62 | "mul r9, r9, r9.w \n"\ |
63 | "\n"\ | 63 | "\n"\ |
64 | "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\ | 64 | "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\ |
65 | "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ | 65 | "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ |
66 | "\n"\ | 66 | "\n"\ |
67 | " ; calculate attenuation of light 1 \n"\ | 67 | " ; calculate attenuation of light 1 \n"\ |
68 | "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x˛ + r2.y˛ + r2.z˛ \n"\ | 68 | "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x˛ + r2.y˛ + r2.z˛ \n"\ |
69 | "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ | 69 | "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ |
70 | "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ | 70 | "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ |
71 | "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ | 71 | "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ |
72 | "\n"\ | 72 | "\n"\ |
73 | " ; calculate attenuation of light 2 \n"\ | 73 | " ; calculate attenuation of light 2 \n"\ |
74 | "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x˛ + r3.y˛ + r3.z˛ \n"\ | 74 | "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x˛ + r3.y˛ + r3.z˛ \n"\ |
75 | "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ | 75 | "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ |
76 | "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ | 76 | "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ |
77 | "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ | 77 | "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ |
78 | "\n"\ | 78 | "\n"\ |
79 | "mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\ | 79 | "mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\ |
80 | "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\ | 80 | "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\ |
81 | "mov oD0.a, v2.a ; move out original alpha value \n"\ | 81 | "mov oD0.a, v2.a ; move out original alpha value \n"\ |
82 | "\n"; | 82 | "\n"; |
83 | 83 | ||
84 | // Irrlicht Engine D3D9 render path normal map pixel shader | 84 | // Irrlicht Engine D3D9 render path normal map pixel shader |
85 | const char D3D9_NORMAL_MAP_PSH_1_1[] = | 85 | const char D3D9_NORMAL_MAP_PSH_1_1[] = |
86 | ";Irrlicht Engine 0.8 D3D9 render path normal map pixel shader\n"\ | 86 | ";Irrlicht Engine 0.8 D3D9 render path normal map pixel shader\n"\ |
87 | ";Input: \n"\ | 87 | ";Input: \n"\ |
88 | ";t0: color map texture coord \n"\ | 88 | ";t0: color map texture coord \n"\ |
89 | ";t1: normal map texture coords \n"\ | 89 | ";t1: normal map texture coords \n"\ |
90 | ";t2: light 1 vector in tangent space \n"\ | 90 | ";t2: light 1 vector in tangent space \n"\ |
91 | ";v0: light 1 color \n"\ | 91 | ";v0: light 1 color \n"\ |
92 | ";t3: light 2 vector in tangent space \n"\ | 92 | ";t3: light 2 vector in tangent space \n"\ |
93 | ";v1: light 2 color \n"\ | 93 | ";v1: light 2 color \n"\ |
94 | ";v0.a: vertex alpha value \n"\ | 94 | ";v0.a: vertex alpha value \n"\ |
95 | "ps.1.1 \n"\ | 95 | "ps.1.1 \n"\ |
96 | "tex t0 ; sample color map \n"\ | 96 | "tex t0 ; sample color map \n"\ |
97 | "tex t1 ; sample normal map\n"\ | 97 | "tex t1 ; sample normal map\n"\ |
98 | "texcoord t2 ; fetch light vector 1\n"\ | 98 | "texcoord t2 ; fetch light vector 1\n"\ |
99 | "texcoord t3 ; fetch light vector 2\n"\ | 99 | "texcoord t3 ; fetch light vector 2\n"\ |
100 | "\n"\ | 100 | "\n"\ |
101 | "dp3_sat r0, t1_bx2, t2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1)\n"\ | 101 | "dp3_sat r0, t1_bx2, t2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1)\n"\ |
102 | "mul r0, r0, v0 ; luminance1 * light color 1 \n"\ | 102 | "mul r0, r0, v0 ; luminance1 * light color 1 \n"\ |
103 | "\n"\ | 103 | "\n"\ |
104 | "dp3_sat r1, t1_bx2, t3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1)\n"\ | 104 | "dp3_sat r1, t1_bx2, t3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1)\n"\ |
105 | "mad r0, r1, v1, r0 ; (luminance2 * light color 2) + luminance 1 \n"\ | 105 | "mad r0, r1, v1, r0 ; (luminance2 * light color 2) + luminance 1 \n"\ |
106 | "\n"\ | 106 | "\n"\ |
107 | "mul r0.xyz, t0, r0 ; total luminance * base color\n"\ | 107 | "mul r0.xyz, t0, r0 ; total luminance * base color\n"\ |
108 | "+mov r0.a, v0.a ; write interpolated vertex alpha value \n"\ | 108 | "+mov r0.a, v0.a ; write interpolated vertex alpha value \n"\ |
109 | "\n"\ | 109 | "\n"\ |
110 | ""; | 110 | ""; |
111 | 111 | ||
112 | // Higher-quality normal map pixel shader (requires PS 2.0) | 112 | // Higher-quality normal map pixel shader (requires PS 2.0) |
113 | // uses per-pixel normalization for improved accuracy | 113 | // uses per-pixel normalization for improved accuracy |
114 | const char D3D9_NORMAL_MAP_PSH_2_0[] = | 114 | const char D3D9_NORMAL_MAP_PSH_2_0[] = |
115 | ";Irrlicht Engine 0.8 D3D9 render path normal map pixel shader\n"\ | 115 | ";Irrlicht Engine 0.8 D3D9 render path normal map pixel shader\n"\ |
116 | ";Input: \n"\ | 116 | ";Input: \n"\ |
117 | ";t0: color map texture coord \n"\ | 117 | ";t0: color map texture coord \n"\ |
118 | ";t1: normal map texture coords \n"\ | 118 | ";t1: normal map texture coords \n"\ |
119 | ";t2: light 1 vector in tangent space \n"\ | 119 | ";t2: light 1 vector in tangent space \n"\ |
120 | ";v0: light 1 color \n"\ | 120 | ";v0: light 1 color \n"\ |
121 | ";t3: light 2 vector in tangent space \n"\ | 121 | ";t3: light 2 vector in tangent space \n"\ |
122 | ";v1: light 2 color \n"\ | 122 | ";v1: light 2 color \n"\ |
123 | ";v0.a: vertex alpha value \n"\ | 123 | ";v0.a: vertex alpha value \n"\ |
124 | 124 | ||
125 | "ps_2_0 \n"\ | 125 | "ps_2_0 \n"\ |
126 | "def c0, 0, 0, 0, 0\n"\ | 126 | "def c0, 0, 0, 0, 0\n"\ |
127 | "def c1, 1.0, 1.0, 1.0, 1.0\n"\ | 127 | "def c1, 1.0, 1.0, 1.0, 1.0\n"\ |
128 | "def c2, 2.0, 2.0, 2.0, 2.0\n"\ | 128 | "def c2, 2.0, 2.0, 2.0, 2.0\n"\ |
129 | "def c3, -.5, -.5, -.5, -.5\n"\ | 129 | "def c3, -.5, -.5, -.5, -.5\n"\ |
130 | "dcl t0\n"\ | 130 | "dcl t0\n"\ |
131 | "dcl t1\n"\ | 131 | "dcl t1\n"\ |
132 | "dcl t2\n"\ | 132 | "dcl t2\n"\ |
133 | "dcl t3\n"\ | 133 | "dcl t3\n"\ |
134 | "dcl v1\n"\ | 134 | "dcl v1\n"\ |
135 | "dcl v0\n"\ | 135 | "dcl v0\n"\ |
136 | "dcl_2d s0\n"\ | 136 | "dcl_2d s0\n"\ |
137 | "dcl_2d s1\n"\ | 137 | "dcl_2d s1\n"\ |
138 | 138 | ||
139 | "texld r0, t0, s0 ; sample color map into r0 \n"\ | 139 | "texld r0, t0, s0 ; sample color map into r0 \n"\ |
140 | "texld r4, t0, s1 ; sample normal map into r4\n"\ | 140 | "texld r4, t0, s1 ; sample normal map into r4\n"\ |
141 | "add r4, r4, c3 ; bias the normal vector\n"\ | 141 | "add r4, r4, c3 ; bias the normal vector\n"\ |
142 | "add r5, t2, c3 ; bias the light 1 vector into r5\n"\ | 142 | "add r5, t2, c3 ; bias the light 1 vector into r5\n"\ |
143 | "add r6, t3, c3 ; bias the light 2 vector into r6\n"\ | 143 | "add r6, t3, c3 ; bias the light 2 vector into r6\n"\ |
144 | 144 | ||
145 | "nrm r1, r4 ; normalize the normal vector into r1\n"\ | 145 | "nrm r1, r4 ; normalize the normal vector into r1\n"\ |
146 | "nrm r2, r5 ; normalize the light1 vector into r2\n"\ | 146 | "nrm r2, r5 ; normalize the light1 vector into r2\n"\ |
147 | "nrm r3, r6 ; normalize the light2 vector into r3\n"\ | 147 | "nrm r3, r6 ; normalize the light2 vector into r3\n"\ |
148 | 148 | ||
149 | "dp3 r2, r2, r1 ; let r2 = normal DOT light 1 vector\n"\ | 149 | "dp3 r2, r2, r1 ; let r2 = normal DOT light 1 vector\n"\ |
150 | "max r2, r2, c0 ; clamp result to positive numbers\n"\ | 150 | "max r2, r2, c0 ; clamp result to positive numbers\n"\ |
151 | "mul r2, r2, v0 ; let r2 = luminance1 * light color 1 \n"\ | 151 | "mul r2, r2, v0 ; let r2 = luminance1 * light color 1 \n"\ |
152 | 152 | ||
153 | "dp3 r3, r3, r1 ; let r3 = normal DOT light 2 vector\n"\ | 153 | "dp3 r3, r3, r1 ; let r3 = normal DOT light 2 vector\n"\ |
154 | "max r3, r3, c0 ; clamp result to positive numbers\n"\ | 154 | "max r3, r3, c0 ; clamp result to positive numbers\n"\ |
155 | 155 | ||
156 | "mad r2, r3, v1, r2 ; let r2 = (luminance2 * light color 2) + (luminance2 * light color 1) \n"\ | 156 | "mad r2, r3, v1, r2 ; let r2 = (luminance2 * light color 2) + (luminance2 * light color 1) \n"\ |
157 | 157 | ||
158 | "mul r2, r2, r0 ; let r2 = total luminance * base color\n"\ | 158 | "mul r2, r2, r0 ; let r2 = total luminance * base color\n"\ |
159 | "mov r2.w, v0.w ; write interpolated vertex alpha value \n"\ | 159 | "mov r2.w, v0.w ; write interpolated vertex alpha value \n"\ |
160 | 160 | ||
161 | "mov oC0, r2 ; copy r2 to the output register \n"\ | 161 | "mov oC0, r2 ; copy r2 to the output register \n"\ |
162 | 162 | ||
163 | "\n"\ | 163 | "\n"\ |
164 | ""; | 164 | ""; |
165 | 165 | ||
166 | CD3D9NormalMapRenderer::CD3D9NormalMapRenderer( | 166 | CD3D9NormalMapRenderer::CD3D9NormalMapRenderer( |
167 | IDirect3DDevice9* d3ddev, video::IVideoDriver* driver, | 167 | IDirect3DDevice9* d3ddev, video::IVideoDriver* driver, |
168 | s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) | 168 | s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) |
169 | : CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial) | 169 | : CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial) |
170 | { | 170 | { |
171 | #ifdef _DEBUG | 171 | #ifdef _DEBUG |
172 | setDebugName("CD3D9NormalMapRenderer"); | 172 | setDebugName("CD3D9NormalMapRenderer"); |
173 | #endif | 173 | #endif |
174 | 174 | ||
175 | // set this as callback. We could have done this in | 175 | // set this as callback. We could have done this in |
176 | // the initialization list, but some compilers don't like it. | 176 | // the initialization list, but some compilers don't like it. |
177 | 177 | ||
178 | CallBack = this; | 178 | CallBack = this; |
179 | 179 | ||
180 | // basically, this thing simply compiles the hardcoded shaders | 180 | // basically, this thing simply compiles the hardcoded shaders |
181 | // if the hardware is able to do them, otherwise it maps to the | 181 | // if the hardware is able to do them, otherwise it maps to the |
182 | // base material | 182 | // base material |
183 | 183 | ||
184 | if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) || | 184 | if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) || |
185 | !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | 185 | !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) |
186 | { | 186 | { |
187 | // this hardware is not able to do shaders. Fall back to | 187 | // this hardware is not able to do shaders. Fall back to |
188 | // base material. | 188 | // base material. |
189 | outMaterialTypeNr = driver->addMaterialRenderer(this); | 189 | outMaterialTypeNr = driver->addMaterialRenderer(this); |
190 | return; | 190 | return; |
191 | } | 191 | } |
192 | 192 | ||
193 | // check if already compiled normal map shaders are there. | 193 | // check if already compiled normal map shaders are there. |
194 | 194 | ||
195 | video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID); | 195 | video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID); |
196 | if (renderer) | 196 | if (renderer) |
197 | { | 197 | { |
198 | // use the already compiled shaders | 198 | // use the already compiled shaders |
199 | video::CD3D9NormalMapRenderer* nmr = (video::CD3D9NormalMapRenderer*)renderer; | 199 | video::CD3D9NormalMapRenderer* nmr = (video::CD3D9NormalMapRenderer*)renderer; |
200 | VertexShader = nmr->VertexShader; | 200 | VertexShader = nmr->VertexShader; |
201 | if (VertexShader) | 201 | if (VertexShader) |
202 | VertexShader->AddRef(); | 202 | VertexShader->AddRef(); |
203 | 203 | ||
204 | PixelShader = nmr->PixelShader; | 204 | PixelShader = nmr->PixelShader; |
205 | if (PixelShader) | 205 | if (PixelShader) |
206 | PixelShader->AddRef(); | 206 | PixelShader->AddRef(); |
207 | 207 | ||
208 | outMaterialTypeNr = driver->addMaterialRenderer(this); | 208 | outMaterialTypeNr = driver->addMaterialRenderer(this); |
209 | } | 209 | } |
210 | else | 210 | else |
211 | { | 211 | { |
212 | // compile shaders on our own | 212 | // compile shaders on our own |
213 | if (driver->queryFeature(video::EVDF_PIXEL_SHADER_2_0)) | 213 | if (driver->queryFeature(video::EVDF_PIXEL_SHADER_2_0)) |
214 | { | 214 | { |
215 | init(outMaterialTypeNr, D3D9_NORMAL_MAP_VSH, D3D9_NORMAL_MAP_PSH_2_0); | 215 | init(outMaterialTypeNr, D3D9_NORMAL_MAP_VSH, D3D9_NORMAL_MAP_PSH_2_0); |
216 | } | 216 | } |
217 | else | 217 | else |
218 | { | 218 | { |
219 | init(outMaterialTypeNr, D3D9_NORMAL_MAP_VSH, D3D9_NORMAL_MAP_PSH_1_1); | 219 | init(outMaterialTypeNr, D3D9_NORMAL_MAP_VSH, D3D9_NORMAL_MAP_PSH_1_1); |
220 | } | 220 | } |
221 | } | 221 | } |
222 | // something failed, use base material | 222 | // something failed, use base material |
223 | if (-1==outMaterialTypeNr) | 223 | if (-1==outMaterialTypeNr) |
224 | driver->addMaterialRenderer(this); | 224 | driver->addMaterialRenderer(this); |
225 | } | 225 | } |
226 | 226 | ||
227 | 227 | ||
228 | CD3D9NormalMapRenderer::~CD3D9NormalMapRenderer() | 228 | CD3D9NormalMapRenderer::~CD3D9NormalMapRenderer() |
229 | { | 229 | { |
230 | if (CallBack == this) | 230 | if (CallBack == this) |
231 | CallBack = 0; | 231 | CallBack = 0; |
232 | } | 232 | } |
233 | 233 | ||
234 | 234 | ||
235 | bool CD3D9NormalMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) | 235 | bool CD3D9NormalMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) |
236 | { | 236 | { |
237 | if (vtxtype != video::EVT_TANGENTS) | 237 | if (vtxtype != video::EVT_TANGENTS) |
238 | { | 238 | { |
239 | os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); | 239 | os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); |
240 | return false; | 240 | return false; |
241 | } | 241 | } |
242 | 242 | ||
243 | return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype); | 243 | return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype); |
244 | } | 244 | } |
245 | 245 | ||
246 | 246 | ||
247 | //! Returns the render capability of the material. | 247 | //! Returns the render capability of the material. |
248 | s32 CD3D9NormalMapRenderer::getRenderCapability() const | 248 | s32 CD3D9NormalMapRenderer::getRenderCapability() const |
249 | { | 249 | { |
250 | if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) && | 250 | if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) && |
251 | Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | 251 | Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) |
252 | return 0; | 252 | return 0; |
253 | 253 | ||
254 | return 1; | 254 | return 1; |
255 | } | 255 | } |
256 | 256 | ||
257 | 257 | ||
258 | //! Called by the engine when the vertex and/or pixel shader constants | 258 | //! Called by the engine when the vertex and/or pixel shader constants |
259 | //! for an material renderer should be set. | 259 | //! for an material renderer should be set. |
260 | void CD3D9NormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) | 260 | void CD3D9NormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) |
261 | { | 261 | { |
262 | video::IVideoDriver* driver = services->getVideoDriver(); | 262 | video::IVideoDriver* driver = services->getVideoDriver(); |
263 | 263 | ||
264 | // set transposed world matrix | 264 | // set transposed world matrix |
265 | services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); | 265 | services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); |
266 | 266 | ||
267 | // set transposed worldViewProj matrix | 267 | // set transposed worldViewProj matrix |
268 | core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); | 268 | core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); |
269 | worldViewProj *= driver->getTransform(video::ETS_VIEW); | 269 | worldViewProj *= driver->getTransform(video::ETS_VIEW); |
270 | worldViewProj *= driver->getTransform(video::ETS_WORLD); | 270 | worldViewProj *= driver->getTransform(video::ETS_WORLD); |
271 | services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); | 271 | services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); |
272 | 272 | ||
273 | // here we've got to fetch the fixed function lights from the | 273 | // here we've got to fetch the fixed function lights from the |
274 | // driver and set them as constants | 274 | // driver and set them as constants |
275 | 275 | ||
276 | u32 cnt = driver->getDynamicLightCount(); | 276 | u32 cnt = driver->getDynamicLightCount(); |
277 | 277 | ||
278 | for (u32 i=0; i<2; ++i) | 278 | for (u32 i=0; i<2; ++i) |
279 | { | 279 | { |
280 | SLight light; | 280 | SLight light; |
281 | 281 | ||
282 | if (i<cnt) | 282 | if (i<cnt) |
283 | light = driver->getDynamicLight(i); | 283 | light = driver->getDynamicLight(i); |
284 | else | 284 | else |
285 | { | 285 | { |
286 | light.DiffuseColor.set(0,0,0); // make light dark | 286 | light.DiffuseColor.set(0,0,0); // make light dark |
287 | light.Radius = 1.0f; | 287 | light.Radius = 1.0f; |
288 | } | 288 | } |
289 | 289 | ||
290 | light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation | 290 | light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation |
291 | 291 | ||
292 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1); | 292 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1); |
293 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1); | 293 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1); |
294 | } | 294 | } |
295 | 295 | ||
296 | // this is not really necessary in d3d9 (used a def instruction), but to be sure: | 296 | // this is not really necessary in d3d9 (used a def instruction), but to be sure: |
297 | f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; | 297 | f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; |
298 | services->setVertexShaderConstant(c95, 95, 1); | 298 | services->setVertexShaderConstant(c95, 95, 1); |
299 | } | 299 | } |
300 | 300 | ||
301 | 301 | ||
302 | } // end namespace video | 302 | } // end namespace video |
303 | } // end namespace irr | 303 | } // end namespace irr |
304 | 304 | ||
305 | #endif // _IRR_COMPILE_WITH_DIRECT3D_9_ | 305 | #endif // _IRR_COMPILE_WITH_DIRECT3D_9_ |
306 | 306 | ||