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authorDavid Walter Seikel2013-01-13 18:54:10 +1000
committerDavid Walter Seikel2013-01-13 18:54:10 +1000
commit959831f4ef5a3e797f576c3de08cd65032c997ad (patch)
treee7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp
parentAdd 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/CD3D9ParallaxMapRenderer.cpp820
1 files changed, 410 insertions, 410 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp
index 954a552..c5ff2a8 100644
--- a/libraries/irrlicht-1.8/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp
+++ b/libraries/irrlicht-1.8/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp
@@ -1,410 +1,410 @@
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 "CD3D9ParallaxMapRenderer.h" 8#include "CD3D9ParallaxMapRenderer.h"
9#include "IMaterialRendererServices.h" 9#include "IMaterialRendererServices.h"
10#include "IVideoDriver.h" 10#include "IVideoDriver.h"
11#include "os.h" 11#include "os.h"
12#include "SLight.h" 12#include "SLight.h"
13 13
14//#define SHADER_EXTERNAL_DEBUG 14//#define SHADER_EXTERNAL_DEBUG
15 15
16#ifdef SHADER_EXTERNAL_DEBUG 16#ifdef SHADER_EXTERNAL_DEBUG
17#include "CReadFile.h" 17#include "CReadFile.h"
18#endif 18#endif
19 19
20namespace irr 20namespace irr
21{ 21{
22namespace video 22namespace video
23{ 23{
24 // 1.1/1.4 Shaders with two lights and vertex based attenuation 24 // 1.1/1.4 Shaders with two lights and vertex based attenuation
25 25
26 // Irrlicht Engine D3D9 render path normal map vertex shader 26 // Irrlicht Engine D3D9 render path normal map vertex shader
27 const char D3D9_PARALLAX_MAP_VSH[] = 27 const char D3D9_PARALLAX_MAP_VSH[] =
28 ";Irrlicht Engine 0.10 D3D9 render path parallax mapping vertex shader\n"\ 28 ";Irrlicht Engine 0.10 D3D9 render path parallax mapping vertex shader\n"\
29 "; c0-3: Transposed world matrix \n"\ 29 "; c0-3: Transposed world matrix \n"\
30 "; c4: Eye position \n"\ 30 "; c4: Eye position \n"\
31 "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ 31 "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
32 "; c12: Light01 position \n"\ 32 "; c12: Light01 position \n"\
33 "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\ 33 "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\
34 "; c14: Light02 position \n"\ 34 "; c14: Light02 position \n"\
35 "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\ 35 "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\
36 "vs.1.1\n"\ 36 "vs.1.1\n"\
37 "dcl_position v0 ; position \n"\ 37 "dcl_position v0 ; position \n"\
38 "dcl_normal v1 ; normal \n"\ 38 "dcl_normal v1 ; normal \n"\
39 "dcl_color v2 ; color \n"\ 39 "dcl_color v2 ; color \n"\
40 "dcl_texcoord0 v3 ; texture coord \n"\ 40 "dcl_texcoord0 v3 ; texture coord \n"\
41 "dcl_texcoord1 v4 ; tangent \n"\ 41 "dcl_texcoord1 v4 ; tangent \n"\
42 "dcl_texcoord2 v5 ; binormal \n"\ 42 "dcl_texcoord2 v5 ; binormal \n"\
43 "\n"\ 43 "\n"\
44 "def c95, 0.5, 0.5, 0.5, 0.5 ; used for moving light vector to ps \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"\ 45 "def c96, -1, 1, 1, 1 ; somewhere I've got a bug. flipping the vectors with this fixes it. \n"\
46 "\n"\ 46 "\n"\
47 "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ 47 "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\
48 "\n"\ 48 "\n"\
49 "m3x3 r5, v4, c0 ; transform tangent U\n"\ 49 "m3x3 r5, v4, c0 ; transform tangent U\n"\
50 "m3x3 r7, v1, c0 ; transform normal W\n"\ 50 "m3x3 r7, v1, c0 ; transform normal W\n"\
51 "m3x3 r6, v5, c0 ; transform binormal V\n"\ 51 "m3x3 r6, v5, c0 ; transform binormal V\n"\
52 "\n"\ 52 "\n"\
53 "m4x4 r4, v0, c0 ; vertex into world position\n"\ 53 "m4x4 r4, v0, c0 ; vertex into world position\n"\
54 "add r2, c12, -r4 ; vtxpos - light1 pos\n"\ 54 "add r2, c12, -r4 ; vtxpos - light1 pos\n"\
55 "add r3, c14, -r4 ; vtxpos - light2 pos\n"\ 55 "add r3, c14, -r4 ; vtxpos - light2 pos\n"\
56 "add r1, -c4, r4 ; eye - vtxpos \n"\ 56 "add r1, -c4, r4 ; eye - vtxpos \n"\
57 "\n"\ 57 "\n"\
58 "dp3 r8.x, r5, r2 ; transform the light1 vector with U, V, W\n"\ 58 "dp3 r8.x, r5, r2 ; transform the light1 vector with U, V, W\n"\
59 "dp3 r8.y, r6, r2 \n"\ 59 "dp3 r8.y, r6, r2 \n"\
60 "dp3 r8.z, r7, r2 \n"\ 60 "dp3 r8.z, r7, r2 \n"\
61 "dp3 r9.x, r5, r3 ; transform the light2 vector with U, V, W\n"\ 61 "dp3 r9.x, r5, r3 ; transform the light2 vector with U, V, W\n"\
62 "dp3 r9.y, r6, r3 \n"\ 62 "dp3 r9.y, r6, r3 \n"\
63 "dp3 r9.z, r7, r3 \n"\ 63 "dp3 r9.z, r7, r3 \n"\
64 "dp3 r10.x, r5, r1 ; transform the eye vector with U, V, W\n"\ 64 "dp3 r10.x, r5, r1 ; transform the eye vector with U, V, W\n"\
65 "dp3 r10.y, r6, r1 \n"\ 65 "dp3 r10.y, r6, r1 \n"\
66 "dp3 r10.z, r7, r1 \n"\ 66 "dp3 r10.z, r7, r1 \n"\
67 "\n"\ 67 "\n"\
68 "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ 68 "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\
69 "rsq r8.w, r8.w \n"\ 69 "rsq r8.w, r8.w \n"\
70 "mul r8, r8, r8.w \n"\ 70 "mul r8, r8, r8.w \n"\
71 ";mul r8, r8, c96 \n"\ 71 ";mul r8, r8, c96 \n"\
72 "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ 72 "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\
73 "rsq r9.w, r9.w \n"\ 73 "rsq r9.w, r9.w \n"\
74 "mul r9, r9, r9.w \n"\ 74 "mul r9, r9, r9.w \n"\
75 ";mul r9, r9, c96 \n"\ 75 ";mul r9, r9, c96 \n"\
76 "dp3 r10.w, r10, r10 ; normalize eye vector (r10)\n"\ 76 "dp3 r10.w, r10, r10 ; normalize eye vector (r10)\n"\
77 "rsq r10.w, r10.w \n"\ 77 "rsq r10.w, r10.w \n"\
78 "mul r10, r10, r10.w \n"\ 78 "mul r10, r10, r10.w \n"\
79 "mul r10, r10, c96 \n"\ 79 "mul r10, r10, c96 \n"\
80 "\n"\ 80 "\n"\
81 "\n"\ 81 "\n"\
82 "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \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"\ 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"\ 84 "mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\
85 "\n"\ 85 "\n"\
86 " ; calculate attenuation of light 1 \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"\ 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"\ 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"\ 89 "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
90 "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ 90 "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
91 "\n"\ 91 "\n"\
92 " ; calculate attenuation of light 2 \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"\ 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"\ 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"\ 95 "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
96 "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ 96 "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
97 "\n"\ 97 "\n"\
98 "mov oT0.xy, v3.xy ; move out texture coordinates 1\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"\ 99 "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\
100 "mov oD0.a, v2.a ; move out original alpha value \n"\ 100 "mov oD0.a, v2.a ; move out original alpha value \n"\
101 "\n"; 101 "\n";
102 102
103 103
104 // Irrlicht Engine D3D9 render path normal map pixel shader version 1.4 104 // Irrlicht Engine D3D9 render path normal map pixel shader version 1.4
105 const char D3D9_PARALLAX_MAP_PSH[] = 105 const char D3D9_PARALLAX_MAP_PSH[] =
106 ";Irrlicht Engine 0.10 D3D9 render path parallax mapping pixel shader \n"\ 106 ";Irrlicht Engine 0.10 D3D9 render path parallax mapping pixel shader \n"\
107 ";Input: \n"\ 107 ";Input: \n"\
108 ";t0: color map texture coord \n"\ 108 ";t0: color map texture coord \n"\
109 ";t1: normal map texture coords \n"\ 109 ";t1: normal map texture coords \n"\
110 ";t2: light 1 vector in tangent space \n"\ 110 ";t2: light 1 vector in tangent space \n"\
111 ";t4: eye vector in tangent space \n"\ 111 ";t4: eye vector in tangent space \n"\
112 ";v0: light 1 color \n"\ 112 ";v0: light 1 color \n"\
113 ";t3: light 2 vector in tangent space \n"\ 113 ";t3: light 2 vector in tangent space \n"\
114 ";v1: light 2 color \n"\ 114 ";v1: light 2 color \n"\
115 ";v0.a: vertex alpha value \n"\ 115 ";v0.a: vertex alpha value \n"\
116 " \n"\ 116 " \n"\
117 "ps.1.4 \n"\ 117 "ps.1.4 \n"\
118 " \n"\ 118 " \n"\
119 ";def c6, 0.02f, 0.02f, 0.02f, 0.0f ; scale factor, now set in callback \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"\ 120 "def c5, 0.5f, 0.5f, 0.5f, 0.0f ; for specular division \n"\
121 " \n"\ 121 " \n"\
122 "texld r1, t1 ; sample (normal.x, normal.y, normal.z, height) \n"\ 122 "texld r1, t1 ; sample (normal.x, normal.y, normal.z, height) \n"\
123 "texcrd r4.xyz, t4 ; fetch eye vector \n"\ 123 "texcrd r4.xyz, t4 ; fetch eye vector \n"\
124 "texcrd r0.xyz, t0 ; color map \n"\ 124 "texcrd r0.xyz, t0 ; color map \n"\
125 " \n"\ 125 " \n"\
126 "; original parallax mapping: \n"\ 126 "; original parallax mapping: \n"\
127 ";mul r3, r1_bx2.wwww, c6; ; r3 = (height, height, height) * scale \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"\ 128 ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
129 " \n"\ 129 " \n"\
130 "; modified parallax mapping to reduce swimming effect: \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"\ 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"\ 132 "mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\
133 "mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ 133 "mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
134 " \n"\ 134 " \n"\
135 "phase \n"\ 135 "phase \n"\
136 " \n"\ 136 " \n"\
137 "texld r0, r2 ; load diffuse texture with new tex coord \n"\ 137 "texld r0, r2 ; load diffuse texture with new tex coord \n"\
138 "texld r1, r2 ; sample normal map \n"\ 138 "texld r1, r2 ; sample normal map \n"\
139 "texcrd r2.xyz, t2 ; fetch light vector 1 \n"\ 139 "texcrd r2.xyz, t2 ; fetch light vector 1 \n"\
140 "texcrd r3.xyz, t3 ; fetch light vector 2 \n"\ 140 "texcrd r3.xyz, t3 ; fetch light vector 2 \n"\
141 " \n"\ 141 " \n"\
142 "dp3_sat r5, r1_bx2, r2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1) \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"\ 143 "mul r5, r5, v0 ; luminance1 * light color 1 \n"\
144 " \n"\ 144 " \n"\
145 "dp3_sat r3, r1_bx2, r3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1) \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"\ 146 "mad r3, r3, v1, r5 ; (luminance2 * light color 2) + luminance1 \n"\
147 " \n"\ 147 " \n"\
148 "mul r0.xyz, r0, r3 ; total luminance * base color \n"\ 148 "mul r0.xyz, r0, r3 ; total luminance * base color \n"\
149 "+mov r0.a, v0.a ; write original alpha value \n"\ 149 "+mov r0.a, v0.a ; write original alpha value \n"\
150 "\n"; 150 "\n";
151 151
152 // Irrlicht Engine D3D9 render path normal map pixel shader version 2.0 152 // Irrlicht Engine D3D9 render path normal map pixel shader version 2.0
153 const char D3D9_PARALLAX_MAP_PSH_20[] = 153 const char D3D9_PARALLAX_MAP_PSH_20[] =
154 ";Irrlicht Engine D3D9 render path parallax mapping pixel shader \n"\ 154 ";Irrlicht Engine D3D9 render path parallax mapping pixel shader \n"\
155 ";Input: \n"\ 155 ";Input: \n"\
156 " \n"\ 156 " \n"\
157 ";t0: color map texture coord \n"\ 157 ";t0: color map texture coord \n"\
158 ";t1: normal map texture coords \n"\ 158 ";t1: normal map texture coords \n"\
159 ";t2: light 1 vector in tangent space \n"\ 159 ";t2: light 1 vector in tangent space \n"\
160 ";t4: eye vector in tangent space \n"\ 160 ";t4: eye vector in tangent space \n"\
161 ";v0: light 1 color \n"\ 161 ";v0: light 1 color \n"\
162 ";t3: light 2 vector in tangent space \n"\ 162 ";t3: light 2 vector in tangent space \n"\
163 ";v1: light 2 color \n"\ 163 ";v1: light 2 color \n"\
164 ";v0.a: vertex alpha value \n"\ 164 ";v0.a: vertex alpha value \n"\
165 " \n"\ 165 " \n"\
166 "ps.2.0 \n"\ 166 "ps.2.0 \n"\
167 " \n"\ 167 " \n"\
168 "dcl_2d s0 ; Declare the s0 register to be the sampler for stage 0 \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"\ 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"\ 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"\ 171 "dcl_2d s1 ; Declare the s1 register to be the sampler for stage 1 \n"\
172 " \n"\ 172 " \n"\
173 "dcl t2.xyz ; \n"\ 173 "dcl t2.xyz ; \n"\
174 "dcl t3.xyz ; \n"\ 174 "dcl t3.xyz ; \n"\
175 "dcl t4.xyz ; \n"\ 175 "dcl t4.xyz ; \n"\
176 "dcl v0.xyzw; \n"\ 176 "dcl v0.xyzw; \n"\
177 "dcl v1.xyzw; \n"\ 177 "dcl v1.xyzw; \n"\
178 " \n"\ 178 " \n"\
179 "def c0, -1.0f, -1.0f, -1.0f, -1.0f ; for _bx2 emulation \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"\ 180 "def c1, 2.0f, 2.0f, 2.0f, 2.0f ; for _bx2 emulation \n"\
181 "mov r11, c1; \n"\ 181 "mov r11, c1; \n"\
182 " \n"\ 182 " \n"\
183 "texld r1, t1, s1 ; sample (normal.x, normal.y, normal.z, height) \n"\ 183 "texld r1, t1, s1 ; sample (normal.x, normal.y, normal.z, height) \n"\
184 "mov r4.xyz, t4 ; fetch eye vector \n"\ 184 "mov r4.xyz, t4 ; fetch eye vector \n"\
185 "mov r0.xy, t0 ; color map \n"\ 185 "mov r0.xy, t0 ; color map \n"\
186 " \n"\ 186 " \n"\
187 "; original parallax mapping: \n"\ 187 "; original parallax mapping: \n"\
188 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\ 188 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
189 "mad r1.xyz, r1, r11, c0; \n"\ 189 "mad r1.xyz, r1, r11, c0; \n"\
190 " \n"\ 190 " \n"\
191 "mul r3, r1.wwww, c6; ; r3 = (height, height, height) * scale \n"\ 191 "mul r3, r1.wwww, c6; ; r3 = (height, height, height) * scale \n"\
192 " \n"\ 192 " \n"\
193 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\ 193 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
194 "mad r4.xyz, r4, r11, c0; \n"\ 194 "mad r4.xyz, r4, r11, c0; \n"\
195 " \n"\ 195 " \n"\
196 "mad r2.xy, r3, r4, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ 196 "mad r2.xy, r3, r4, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
197 " \n"\ 197 " \n"\
198 "; modified parallax mapping to avoid swimming: \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"\ 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"\ 200 ";mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\
201 ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ 201 ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\
202 " \n"\ 202 " \n"\
203 "texld r0, r2, s0 ; load diffuse texture with new tex coord \n"\ 203 "texld r0, r2, s0 ; load diffuse texture with new tex coord \n"\
204 "texld r1, r2, s1 ; sample normal map \n"\ 204 "texld r1, r2, s1 ; sample normal map \n"\
205 "mov r2.xyz, t2 ; fetch light vector 1 \n"\ 205 "mov r2.xyz, t2 ; fetch light vector 1 \n"\
206 "mov r3.xyz, t3 ; fetch light vector 2 \n"\ 206 "mov r3.xyz, t3 ; fetch light vector 2 \n"\
207 " \n"\ 207 " \n"\
208 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\ 208 "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
209 "mad r1.xyz, r1, r11, c0; \n"\ 209 "mad r1.xyz, r1, r11, c0; \n"\
210 "mad r2.xyz, r2, r11, c0; \n"\ 210 "mad r2.xyz, r2, r11, c0; \n"\
211 "mad r3.xyz, r3, r11, c0; \n"\ 211 "mad r3.xyz, r3, r11, c0; \n"\
212 " \n"\ 212 " \n"\
213 "dp3_sat r2, r1, r2 ; normal dot light 1 (_bx2 because moved into 0..1) \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"\ 214 "mul r2, r2, v0 ; luminance1 * light color 1 \n"\
215 " \n"\ 215 " \n"\
216 "dp3_sat r3, r1, r3 ; normal dot light 2 (_bx2 because moved into 0..1) \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"\ 217 "mad r3, r3, v1, r2 ; (luminance2 * light color 2) + luminance1 \n"\
218 " \n"\ 218 " \n"\
219 "mul r0.xyz, r0, r3 ; total luminance * base color \n"\ 219 "mul r0.xyz, r0, r3 ; total luminance * base color \n"\
220 "mov r0.a, v0.a ; write original alpha value \n"\ 220 "mov r0.a, v0.a ; write original alpha value \n"\
221 "mov oC0, r0; \n"\ 221 "mov oC0, r0; \n"\
222 "\n"; 222 "\n";
223 223
224 CD3D9ParallaxMapRenderer::CD3D9ParallaxMapRenderer( 224 CD3D9ParallaxMapRenderer::CD3D9ParallaxMapRenderer(
225 IDirect3DDevice9* d3ddev, video::IVideoDriver* driver, 225 IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
226 s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) 226 s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
227 : CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), 227 : CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial),
228 CurrentScale(0.0f) 228 CurrentScale(0.0f)
229 { 229 {
230 230
231 #ifdef _DEBUG 231 #ifdef _DEBUG
232 setDebugName("CD3D9ParallaxMapRenderer"); 232 setDebugName("CD3D9ParallaxMapRenderer");
233 #endif 233 #endif
234 234
235 // set this as callback. We could have done this in 235 // set this as callback. We could have done this in
236 // the initialization list, but some compilers don't like it. 236 // the initialization list, but some compilers don't like it.
237 237
238 CallBack = this; 238 CallBack = this;
239 239
240 // basicly, this thing simply compiles these hardcoded shaders if the 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 241 // hardware is able to do them, otherwise it maps to the base material
242 242
243 if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) || 243 if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) ||
244 !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) 244 !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1))
245 { 245 {
246 // this hardware is not able to do shaders. Fall back to 246 // this hardware is not able to do shaders. Fall back to
247 // base material. 247 // base material.
248 outMaterialTypeNr = driver->addMaterialRenderer(this); 248 outMaterialTypeNr = driver->addMaterialRenderer(this);
249 return; 249 return;
250 } 250 }
251 251
252 // check if already compiled parallax map shaders are there. 252 // check if already compiled parallax map shaders are there.
253 253
254 video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID); 254 video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID);
255 if (renderer) 255 if (renderer)
256 { 256 {
257 // use the already compiled shaders 257 // use the already compiled shaders
258 video::CD3D9ParallaxMapRenderer* nmr = (video::CD3D9ParallaxMapRenderer*)renderer; 258 video::CD3D9ParallaxMapRenderer* nmr = (video::CD3D9ParallaxMapRenderer*)renderer;
259 VertexShader = nmr->VertexShader; 259 VertexShader = nmr->VertexShader;
260 if (VertexShader) 260 if (VertexShader)
261 VertexShader->AddRef(); 261 VertexShader->AddRef();
262 262
263 PixelShader = nmr->PixelShader; 263 PixelShader = nmr->PixelShader;
264 if (PixelShader) 264 if (PixelShader)
265 PixelShader->AddRef(); 265 PixelShader->AddRef();
266 266
267 outMaterialTypeNr = driver->addMaterialRenderer(this); 267 outMaterialTypeNr = driver->addMaterialRenderer(this);
268 } 268 }
269 else 269 else
270 { 270 {
271 #ifdef SHADER_EXTERNAL_DEBUG 271 #ifdef SHADER_EXTERNAL_DEBUG
272 272
273 // quickly load shader from external file 273 // quickly load shader from external file
274 io::CReadFile* file = new io::CReadFile("parallax.psh"); 274 io::CReadFile* file = new io::CReadFile("parallax.psh");
275 s32 sz = file->getSize(); 275 s32 sz = file->getSize();
276 char* s = new char[sz+1]; 276 char* s = new char[sz+1];
277 file->read(s, sz); 277 file->read(s, sz);
278 s[sz] = 0; 278 s[sz] = 0;
279 279
280 init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, s); 280 init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, s);
281 281
282 delete [] s; 282 delete [] s;
283 file->drop(); 283 file->drop();
284 284
285 #else 285 #else
286 286
287 // compile shaders on our own 287 // compile shaders on our own
288 init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, D3D9_PARALLAX_MAP_PSH); 288 init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, D3D9_PARALLAX_MAP_PSH);
289 289
290 #endif // SHADER_EXTERNAL_DEBUG 290 #endif // SHADER_EXTERNAL_DEBUG
291 } 291 }
292 // something failed, use base material 292 // something failed, use base material
293 if (-1==outMaterialTypeNr) 293 if (-1==outMaterialTypeNr)
294 driver->addMaterialRenderer(this); 294 driver->addMaterialRenderer(this);
295 } 295 }
296 296
297 297
298 CD3D9ParallaxMapRenderer::~CD3D9ParallaxMapRenderer() 298 CD3D9ParallaxMapRenderer::~CD3D9ParallaxMapRenderer()
299 { 299 {
300 if (CallBack == this) 300 if (CallBack == this)
301 CallBack = 0; 301 CallBack = 0;
302 } 302 }
303 303
304 bool CD3D9ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) 304 bool CD3D9ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
305 { 305 {
306 if (vtxtype != video::EVT_TANGENTS) 306 if (vtxtype != video::EVT_TANGENTS)
307 { 307 {
308 os::Printer::log("Error: Parallax map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); 308 os::Printer::log("Error: Parallax map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR);
309 return false; 309 return false;
310 } 310 }
311 311
312 return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype); 312 return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
313 } 313 }
314 314
315 315
316 void CD3D9ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material, 316 void CD3D9ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
317 const video::SMaterial& lastMaterial, 317 const video::SMaterial& lastMaterial,
318 bool resetAllRenderstates, video::IMaterialRendererServices* services) 318 bool resetAllRenderstates, video::IMaterialRendererServices* services)
319 { 319 {
320 CD3D9ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial, 320 CD3D9ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
321 resetAllRenderstates, services); 321 resetAllRenderstates, services);
322 322
323 CurrentScale = material.MaterialTypeParam; 323 CurrentScale = material.MaterialTypeParam;
324 } 324 }
325 325
326 326
327 //! Returns the render capability of the material. 327 //! Returns the render capability of the material.
328 s32 CD3D9ParallaxMapRenderer::getRenderCapability() const 328 s32 CD3D9ParallaxMapRenderer::getRenderCapability() const
329 { 329 {
330 if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) && 330 if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) &&
331 Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) 331 Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1))
332 return 0; 332 return 0;
333 333
334 return 1; 334 return 1;
335 } 335 }
336 336
337 337
338 //! Called by the engine when the vertex and/or pixel shader constants 338 //! Called by the engine when the vertex and/or pixel shader constants
339 //! for an material renderer should be set. 339 //! for an material renderer should be set.
340 void CD3D9ParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) 340 void CD3D9ParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
341 { 341 {
342 video::IVideoDriver* driver = services->getVideoDriver(); 342 video::IVideoDriver* driver = services->getVideoDriver();
343 343
344 // set transposed world matrix 344 // set transposed world matrix
345 services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); 345 services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4);
346 346
347 // set eye position 347 // set eye position
348 348
349 // The viewpoint is at (0., 0., 0.) in eye space. 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 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 351 // the inverse of the view matrix, the resulting vector is the
352 // object space location of the camera. 352 // object space location of the camera.
353 353
354 f32 floats[4] = {0,0,0,1}; 354 f32 floats[4] = {0,0,0,1};
355 core::matrix4 minv = driver->getTransform(video::ETS_VIEW); 355 core::matrix4 minv = driver->getTransform(video::ETS_VIEW);
356 minv.makeInverse(); 356 minv.makeInverse();
357 minv.multiplyWith1x4Matrix(floats); 357 minv.multiplyWith1x4Matrix(floats);
358 services->setVertexShaderConstant(floats, 4, 1); 358 services->setVertexShaderConstant(floats, 4, 1);
359 359
360 // set transposed worldViewProj matrix 360 // set transposed worldViewProj matrix
361 core::matrix4 worldViewProj; 361 core::matrix4 worldViewProj;
362 worldViewProj = driver->getTransform(video::ETS_PROJECTION); 362 worldViewProj = driver->getTransform(video::ETS_PROJECTION);
363 worldViewProj *= driver->getTransform(video::ETS_VIEW); 363 worldViewProj *= driver->getTransform(video::ETS_VIEW);
364 worldViewProj *= driver->getTransform(video::ETS_WORLD); 364 worldViewProj *= driver->getTransform(video::ETS_WORLD);
365 services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); 365 services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4);
366 366
367 // here we've got to fetch the fixed function lights from the 367 // here we've got to fetch the fixed function lights from the
368 // driver and set them as constants 368 // driver and set them as constants
369 369
370 const u32 cnt = driver->getDynamicLightCount(); 370 const u32 cnt = driver->getDynamicLightCount();
371 371
372 for (u32 i=0; i<2; ++i) 372 for (u32 i=0; i<2; ++i)
373 { 373 {
374 SLight light; 374 SLight light;
375 375
376 if (i<cnt) 376 if (i<cnt)
377 light = driver->getDynamicLight(i); 377 light = driver->getDynamicLight(i);
378 else 378 else
379 { 379 {
380 light.DiffuseColor.set(0,0,0); // make light dark 380 light.DiffuseColor.set(0,0,0); // make light dark
381 light.Radius = 1.0f; 381 light.Radius = 1.0f;
382 } 382 }
383 383
384 light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation 384 light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
385 385
386 services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1); 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); 387 services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
388 } 388 }
389 389
390 // this is not really necessary in d3d9 (used a def instruction), but to be sure: 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}; 391 f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f};
392 services->setVertexShaderConstant(c95, 95, 1); 392 services->setVertexShaderConstant(c95, 95, 1);
393 f32 c96[] = {-1, 1, 1, 1}; 393 f32 c96[] = {-1, 1, 1, 1};
394 services->setVertexShaderConstant(c96, 96, 1); 394 services->setVertexShaderConstant(c96, 96, 1);
395 395
396 // set scale factor 396 // set scale factor
397 f32 factor = 0.02f; // default value 397 f32 factor = 0.02f; // default value
398 if (CurrentScale != 0) 398 if (CurrentScale != 0)
399 factor = CurrentScale; 399 factor = CurrentScale;
400 400
401 f32 c6[] = {factor, factor, factor, 0}; 401 f32 c6[] = {factor, factor, factor, 0};
402 services->setPixelShaderConstant(c6, 6, 1); 402 services->setPixelShaderConstant(c6, 6, 1);
403 } 403 }
404 404
405 405
406} // end namespace video 406} // end namespace video
407} // end namespace irr 407} // end namespace irr
408 408
409#endif // _IRR_COMPILE_WITH_DIRECT3D_9_ 409#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
410 410