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authorDavid Walter Seikel2014-01-13 19:47:58 +1000
committerDavid Walter Seikel2014-01-13 19:47:58 +1000
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parentLibraries readme updated with change markers and more of the Irrlicht changes. (diff)
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Update Irrlicht to 1.8.1. Include actual change markers this time. lol
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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#include "IrrCompileConfig.h"
6#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
7
8#include "CD3D9ParallaxMapRenderer.h"
9#include "IMaterialRendererServices.h"
10#include "IVideoDriver.h"
11#include "os.h"
12#include "SLight.h"
13
14//#define SHADER_EXTERNAL_DEBUG
15
16#ifdef SHADER_EXTERNAL_DEBUG
17#include "CReadFile.h"
18#endif
19
20namespace irr
21{
22namespace video
23{
24 // 1.1/1.4 Shaders with two lights and vertex based attenuation
25
26 // Irrlicht Engine D3D9 render path normal map vertex shader
27 const char D3D9_PARALLAX_MAP_VSH[] =
28 ";Irrlicht Engine 0.10 D3D9 render path parallax mapping vertex shader\n"\
29 "; c0-3: Transposed world matrix \n"\
30 "; c4: Eye position \n"\
31 "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
32 "; c12: Light01 position \n"\
33 "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\
34 "; c14: Light02 position \n"\
35 "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\
36 "vs.1.1\n"\
37 "dcl_position v0 ; position \n"\
38 "dcl_normal v1 ; normal \n"\
39 "dcl_color v2 ; color \n"\
40 "dcl_texcoord0 v3 ; texture coord \n"\
41 "dcl_texcoord1 v4 ; tangent \n"\
42 "dcl_texcoord2 v5 ; binormal \n"\
43 "\n"\
44 "def c95, 0.5, 0.5, 0.5, 0.5 ; used for moving light vector to ps \n"\
45 "def c96, -1, 1, 1, 1 ; somewhere I've got a bug. flipping the vectors with this fixes it. \n"\
46 "\n"\
47 "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\
48 "\n"\
49 "m3x3 r5, v4, c0 ; transform tangent U\n"\
50 "m3x3 r7, v1, c0 ; transform normal W\n"\
51 "m3x3 r6, v5, c0 ; transform binormal V\n"\
52 "\n"\
53 "m4x4 r4, v0, c0 ; vertex into world position\n"\
54 "add r2, c12, -r4 ; vtxpos - light1 pos\n"\
55 "add r3, c14, -r4 ; vtxpos - light2 pos\n"\
56 "add r1, -c4, r4 ; eye - vtxpos \n"\
57 "\n"\
58 "dp3 r8.x, r5, r2 ; transform the light1 vector with U, V, W\n"\
59 "dp3 r8.y, r6, r2 \n"\
60 "dp3 r8.z, r7, r2 \n"\
61 "dp3 r9.x, r5, r3 ; transform the light2 vector with U, V, W\n"\
62 "dp3 r9.y, r6, r3 \n"\
63 "dp3 r9.z, r7, r3 \n"\
64 "dp3 r10.x, r5, r1 ; transform the eye vector with U, V, W\n"\
65 "dp3 r10.y, r6, r1 \n"\
66 "dp3 r10.z, r7, r1 \n"\
67 "\n"\
68 "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\
69 "rsq r8.w, r8.w \n"\
70 "mul r8, r8, r8.w \n"\
71 ";mul r8, r8, c96 \n"\
72 "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\
73 "rsq r9.w, r9.w \n"\
74 "mul r9, r9, r9.w \n"\
75 ";mul r9, r9, c96 \n"\
76 "dp3 r10.w, r10, r10 ; normalize eye vector (r10)\n"\
77 "rsq r10.w, r10.w \n"\
78 "mul r10, r10, r10.w \n"\
79 "mul r10, r10, c96 \n"\
80 "\n"\
81 "\n"\
82 "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\
83 "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\
84 "mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\
85 "\n"\
86 " ; calculate attenuation of light 1 \n"\
87 "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x˛ + r2.y˛ + r2.z˛ \n"\
88 "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\
89 "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
90 "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
91 "\n"\
92 " ; calculate attenuation of light 2 \n"\
93 "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x˛ + r3.y˛ + r3.z˛ \n"\
94 "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\
95 "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
96 "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
97 "\n"\
98 "mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\
99 "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\
100 "mov oD0.a, v2.a ; move out original alpha value \n"\
101 "\n";
102
103
104 // Irrlicht Engine D3D9 render path normal map pixel shader version 1.4
105 const char D3D9_PARALLAX_MAP_PSH[] =
106 ";Irrlicht Engine 0.10 D3D9 render path parallax mapping pixel shader \n"\
107 ";Input: \n"\
108 ";t0: color map texture coord \n"\
109 ";t1: normal map texture coords \n"\
110 ";t2: light 1 vector in tangent space \n"\
111 ";t4: eye vector in tangent space \n"\
112 ";v0: light 1 color \n"\
113 ";t3: light 2 vector in tangent space \n"\
114 ";v1: light 2 color \n"\
115 ";v0.a: vertex alpha value \n"\
116 " \n"\
117 "ps.1.4 \n"\
118 " \n"\
119 ";def c6, 0.02f, 0.02f, 0.02f, 0.0f ; scale factor, now set in callback \n"\
120 "def c5, 0.5f, 0.5f, 0.5f, 0.0f ; for specular division \n"\
121 " \n"\
122 "texld r1, t1 ; sample (normal.x, normal.y, normal.z, height) \n"\
123 "texcrd r4.xyz, t4 ; fetch eye vector \n"\
124 "texcrd r0.xyz, t0 ; color map \n"\
125 " \n"\
126 "; original parallax mapping: \n"\
127 ";mul r3, r1_bx2.wwww, c6; ; r3 = (height, height, height) * scale \n"\
128 ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
129 " \n"\
130 "; modified parallax mapping to reduce swimming effect: \n"\
131 "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"\
132 "mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\
133 "mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
134 " \n"\
135 "phase \n"\
136 " \n"\
137 "texld r0, r2 ; load diffuse texture with new tex coord \n"\
138 "texld r1, r2 ; sample normal map \n"\
139 "texcrd r2.xyz, t2 ; fetch light vector 1 \n"\
140 "texcrd r3.xyz, t3 ; fetch light vector 2 \n"\
141 " \n"\
142 "dp3_sat r5, r1_bx2, r2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\
143 "mul r5, r5, v0 ; luminance1 * light color 1 \n"\
144 " \n"\
145 "dp3_sat r3, r1_bx2, r3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\
146 "mad r3, r3, v1, r5 ; (luminance2 * light color 2) + luminance1 \n"\
147 " \n"\
148 "mul r0.xyz, r0, r3 ; total luminance * base color \n"\
149 "+mov r0.a, v0.a ; write original alpha value \n"\
150 "\n";
151
152 // Irrlicht Engine D3D9 render path normal map pixel shader version 2.0
153 const char D3D9_PARALLAX_MAP_PSH_20[] =
154 ";Irrlicht Engine D3D9 render path parallax mapping pixel shader \n"\
155 ";Input: \n"\
156 " \n"\
157 ";t0: color map texture coord \n"\
158 ";t1: normal map texture coords \n"\
159 ";t2: light 1 vector in tangent space \n"\
160 ";t4: eye vector in tangent space \n"\
161 ";v0: light 1 color \n"\
162 ";t3: light 2 vector in tangent space \n"\
163 ";v1: light 2 color \n"\
164 ";v0.a: vertex alpha value \n"\
165 " \n"\
166 "ps.2.0 \n"\
167 " \n"\
168 "dcl_2d s0 ; Declare the s0 register to be the sampler for stage 0 \n"\
169 "dcl t0.xy ; Declare t0 to have 2D texture coordinates from stage 0 \n"\
170 "dcl t1.xy ; Declare t0 to have 2D texture coordinates from stage 0 \n"\
171 "dcl_2d s1 ; Declare the s1 register to be the sampler for stage 1 \n"\
172 " \n"\
173 "dcl t2.xyz ; \n"\
174 "dcl t3.xyz ; \n"\
175 "dcl t4.xyz ; \n"\
176 "dcl v0.xyzw; \n"\
177 "dcl v1.xyzw; \n"\
178 " \n"\
179 "def c0, -1.0f, -1.0f, -1.0f, -1.0f ; for _bx2 emulation \n"\
180 "def c1, 2.0f, 2.0f, 2.0f, 2.0f ; for _bx2 emulation \n"\
181 "mov r11, c1; \n"\
182 " \n"\
183 "texld r1, t1, s1 ; sample (normal.x, normal.y, normal.z, height) \n"\
184 "mov r4.xyz, t4 ; fetch eye vector \n"\
185 "mov r0.xy, t0 ; color map \n"\
186 " \n"\
187 "; original parallax mapping: \n"\
188 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
189 "mad r1.xyz, r1, r11, c0; \n"\
190 " \n"\
191 "mul r3, r1.wwww, c6; ; r3 = (height, height, height) * scale \n"\
192 " \n"\
193 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
194 "mad r4.xyz, r4, r11, c0; \n"\
195 " \n"\
196 "mad r2.xy, r3, r4, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
197 " \n"\
198 "; modified parallax mapping to avoid swimming: \n"\
199 ";mul r3, r1_bx2.wwww, r1_bx2.zzzz ; r3 = (h,h,h,h) * (n.z, n.z, n.z, n.z,) \n"\
200 ";mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\
201 ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
202 " \n"\
203 "texld r0, r2, s0 ; load diffuse texture with new tex coord \n"\
204 "texld r1, r2, s1 ; sample normal map \n"\
205 "mov r2.xyz, t2 ; fetch light vector 1 \n"\
206 "mov r3.xyz, t3 ; fetch light vector 2 \n"\
207 " \n"\
208 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
209 "mad r1.xyz, r1, r11, c0; \n"\
210 "mad r2.xyz, r2, r11, c0; \n"\
211 "mad r3.xyz, r3, r11, c0; \n"\
212 " \n"\
213 "dp3_sat r2, r1, r2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\
214 "mul r2, r2, v0 ; luminance1 * light color 1 \n"\
215 " \n"\
216 "dp3_sat r3, r1, r3 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\
217 "mad r3, r3, v1, r2 ; (luminance2 * light color 2) + luminance1 \n"\
218 " \n"\
219 "mul r0.xyz, r0, r3 ; total luminance * base color \n"\
220 "mov r0.a, v0.a ; write original alpha value \n"\
221 "mov oC0, r0; \n"\
222 "\n";
223
224 CD3D9ParallaxMapRenderer::CD3D9ParallaxMapRenderer(
225 IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
226 s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
227 : CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial),
228 CurrentScale(0.0f)
229 {
230
231 #ifdef _DEBUG
232 setDebugName("CD3D9ParallaxMapRenderer");
233 #endif
234
235 // set this as callback. We could have done this in
236 // the initialization list, but some compilers don't like it.
237
238 CallBack = this;
239
240 // basicly, this thing simply compiles these hardcoded shaders if the
241 // hardware is able to do them, otherwise it maps to the base material
242
243 if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) ||
244 !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1))
245 {
246 // this hardware is not able to do shaders. Fall back to
247 // base material.
248 outMaterialTypeNr = driver->addMaterialRenderer(this);
249 return;
250 }
251
252 // check if already compiled parallax map shaders are there.
253
254 video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID);
255 if (renderer)
256 {
257 // use the already compiled shaders
258 video::CD3D9ParallaxMapRenderer* nmr = (video::CD3D9ParallaxMapRenderer*)renderer;
259 VertexShader = nmr->VertexShader;
260 if (VertexShader)
261 VertexShader->AddRef();
262
263 PixelShader = nmr->PixelShader;
264 if (PixelShader)
265 PixelShader->AddRef();
266
267 outMaterialTypeNr = driver->addMaterialRenderer(this);
268 }
269 else
270 {
271 #ifdef SHADER_EXTERNAL_DEBUG
272
273 // quickly load shader from external file
274 io::CReadFile* file = new io::CReadFile("parallax.psh");
275 s32 sz = file->getSize();
276 char* s = new char[sz+1];
277 file->read(s, sz);
278 s[sz] = 0;
279
280 init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, s);
281
282 delete [] s;
283 file->drop();
284
285 #else
286
287 // compile shaders on our own
288 init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, D3D9_PARALLAX_MAP_PSH);
289
290 #endif // SHADER_EXTERNAL_DEBUG
291 }
292 // something failed, use base material
293 if (-1==outMaterialTypeNr)
294 driver->addMaterialRenderer(this);
295 }
296
297
298 CD3D9ParallaxMapRenderer::~CD3D9ParallaxMapRenderer()
299 {
300 if (CallBack == this)
301 CallBack = 0;
302 }
303
304 bool CD3D9ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
305 {
306 if (vtxtype != video::EVT_TANGENTS)
307 {
308 os::Printer::log("Error: Parallax map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR);
309 return false;
310 }
311
312 return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
313 }
314
315
316 void CD3D9ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
317 const video::SMaterial& lastMaterial,
318 bool resetAllRenderstates, video::IMaterialRendererServices* services)
319 {
320 CD3D9ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
321 resetAllRenderstates, services);
322
323 CurrentScale = material.MaterialTypeParam;
324 }
325
326
327 //! Returns the render capability of the material.
328 s32 CD3D9ParallaxMapRenderer::getRenderCapability() const
329 {
330 if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) &&
331 Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1))
332 return 0;
333
334 return 1;
335 }
336
337
338 //! Called by the engine when the vertex and/or pixel shader constants
339 //! for an material renderer should be set.
340 void CD3D9ParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
341 {
342 video::IVideoDriver* driver = services->getVideoDriver();
343
344 // set transposed world matrix
345 services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4);
346
347 // set eye position
348
349 // The viewpoint is at (0., 0., 0.) in eye space.
350 // Turning this into a vector [0 0 0 1] and multiply it by
351 // the inverse of the view matrix, the resulting vector is the
352 // object space location of the camera.
353
354 f32 floats[4] = {0,0,0,1};
355 core::matrix4 minv = driver->getTransform(video::ETS_VIEW);
356 minv.makeInverse();
357 minv.multiplyWith1x4Matrix(floats);
358 services->setVertexShaderConstant(floats, 4, 1);
359
360 // set transposed worldViewProj matrix
361 core::matrix4 worldViewProj;
362 worldViewProj = driver->getTransform(video::ETS_PROJECTION);
363 worldViewProj *= driver->getTransform(video::ETS_VIEW);
364 worldViewProj *= driver->getTransform(video::ETS_WORLD);
365 services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4);
366
367 // here we've got to fetch the fixed function lights from the
368 // driver and set them as constants
369
370 const u32 cnt = driver->getDynamicLightCount();
371
372 for (u32 i=0; i<2; ++i)
373 {
374 SLight light;
375
376 if (i<cnt)
377 light = driver->getDynamicLight(i);
378 else
379 {
380 light.DiffuseColor.set(0,0,0); // make light dark
381 light.Radius = 1.0f;
382 }
383
384 light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
385
386 services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
387 services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
388 }
389
390 // this is not really necessary in d3d9 (used a def instruction), but to be sure:
391 f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f};
392 services->setVertexShaderConstant(c95, 95, 1);
393 f32 c96[] = {-1, 1, 1, 1};
394 services->setVertexShaderConstant(c96, 96, 1);
395
396 // set scale factor
397 f32 factor = 0.02f; // default value
398 if (CurrentScale != 0)
399 factor = CurrentScale;
400
401 f32 c6[] = {factor, factor, factor, 0};
402 services->setPixelShaderConstant(c6, 6, 1);
403 }
404
405
406} // end namespace video
407} // end namespace irr
408
409#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
410