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-rw-r--r-- | libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp | 248 |
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diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp new file mode 100644 index 0000000..c5e039d --- /dev/null +++ b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp | |||
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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_8_ | ||
7 | |||
8 | #include "CD3D8NormalMapRenderer.h" | ||
9 | #include "IMaterialRendererServices.h" | ||
10 | #include "IVideoDriver.h" | ||
11 | #include "os.h" | ||
12 | #include "SLight.h" | ||
13 | |||
14 | namespace irr | ||
15 | { | ||
16 | namespace video | ||
17 | { | ||
18 | |||
19 | // 1.1 Shaders with two lights and vertex based attenuation | ||
20 | |||
21 | // Irrlicht Engine D3D8 render path normal map vertex shader | ||
22 | const char D3D8_NORMAL_MAP_VSH[] = | ||
23 | ";Irrlicht Engine 0.8 D3D8 render path normal map vertex shader\n"\ | ||
24 | "; c0-3: Transposed world matrix \n"\ | ||
25 | "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ | ||
26 | "; c12: Light01 position \n"\ | ||
27 | "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\ | ||
28 | "; c14: Light02 position \n"\ | ||
29 | "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\ | ||
30 | "\n"\ | ||
31 | "; v0 - position \n"\ | ||
32 | "; v1 - normal \n"\ | ||
33 | "; v2 - color \n"\ | ||
34 | "; v3 - texture coord \n"\ | ||
35 | "; v4 - tangent \n"\ | ||
36 | "; v5 - binormal \n"\ | ||
37 | "\n"\ | ||
38 | "vs.1.1\n"\ | ||
39 | "\n"\ | ||
40 | "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ | ||
41 | "\n"\ | ||
42 | "m3x3 r5, v4, c0 ; transform tangent U\n"\ | ||
43 | "m3x3 r7, v1, c0 ; transform normal W\n"\ | ||
44 | "m3x3 r6, v5, c0 ; transform binormal V\n"\ | ||
45 | "\n"\ | ||
46 | "m4x4 r4, v0, c0 ; vertex into world position\n"\ | ||
47 | "add r2, c12, -r4 ; vtxpos - lightpos1\n"\ | ||
48 | "add r3, c14, -r4 ; vtxpos - lightpos2\n"\ | ||
49 | "\n"\ | ||
50 | "dp3 r8.x, r5, r2 ; transform the light vector 1 with U, V, W\n"\ | ||
51 | "dp3 r8.y, r6, 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"\ | ||
54 | "dp3 r9.y, r6, r3 \n"\ | ||
55 | "dp3 r9.z, r7, r3 \n"\ | ||
56 | "\n"\ | ||
57 | "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ | ||
58 | "rsq r8.w, r8.w \n"\ | ||
59 | "mul r8, r8, r8.w \n"\ | ||
60 | "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ | ||
61 | "rsq r9.w, r9.w \n"\ | ||
62 | "mul r9, r9, r9.w \n"\ | ||
63 | "\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"\ | ||
66 | "\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"\ | ||
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"\ | ||
71 | "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ | ||
72 | "\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"\ | ||
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"\ | ||
77 | "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ | ||
78 | "\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"\ | ||
81 | "mov oD0.a, v2.a ; move out original alpha value \n"\ | ||
82 | "\n"; | ||
83 | |||
84 | // Irrlicht Engine D3D8 render path normal map pixel shader | ||
85 | const char D3D8_NORMAL_MAP_PSH[] = | ||
86 | ";Irrlicht Engine 0.8 D3D8 render path normal map pixel shader\n"\ | ||
87 | ";Input: \n"\ | ||
88 | ";t0: color map texture coord \n"\ | ||
89 | ";t1: normal map texture coords \n"\ | ||
90 | ";t2: light 1 vector in tangent space \n"\ | ||
91 | ";v0: light 1 color \n"\ | ||
92 | ";t3: light 2 vector in tangent space \n"\ | ||
93 | ";v1: light 2 color \n"\ | ||
94 | ";v0.a: vertex alpha value \n"\ | ||
95 | "ps.1.1 \n"\ | ||
96 | "tex t0 ; sample color map \n"\ | ||
97 | "tex t1 ; sample normal map\n"\ | ||
98 | "texcoord t2 ; fetch light vector 1\n"\ | ||
99 | "texcoord t3 ; fetch light vector 2\n"\ | ||
100 | "\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"\ | ||
103 | "\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"\ | ||
106 | "\n"\ | ||
107 | "mul r0, t0, r0 ; total luminance * base color\n"\ | ||
108 | "mov r0.a, v0.a ; write interpolated vertex alpha value \n"\ | ||
109 | "\n"\ | ||
110 | ""; | ||
111 | |||
112 | CD3D8NormalMapRenderer::CD3D8NormalMapRenderer( | ||
113 | IDirect3DDevice8* d3ddev, video::IVideoDriver* driver, | ||
114 | s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) | ||
115 | : CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), | ||
116 | CompiledShaders(true) | ||
117 | { | ||
118 | |||
119 | #ifdef _DEBUG | ||
120 | setDebugName("CD3D8NormalMapRenderer"); | ||
121 | #endif | ||
122 | |||
123 | // set this as callback. We could have done this in | ||
124 | // the initialization list, but some compilers don't like it. | ||
125 | |||
126 | CallBack = this; | ||
127 | |||
128 | // basicly, this thing simply compiles these hardcoded shaders if the | ||
129 | // hardware is able to do them, otherwise it maps to the base material | ||
130 | |||
131 | if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) || | ||
132 | !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | ||
133 | { | ||
134 | // this hardware is not able to do shaders. Fall back to | ||
135 | // base material. | ||
136 | outMaterialTypeNr = driver->addMaterialRenderer(this); | ||
137 | return; | ||
138 | } | ||
139 | |||
140 | // check if already compiled normal map shaders are there. | ||
141 | |||
142 | video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID); | ||
143 | if (renderer) | ||
144 | { | ||
145 | // use the already compiled shaders | ||
146 | video::CD3D8NormalMapRenderer* nmr = (video::CD3D8NormalMapRenderer*)renderer; | ||
147 | CompiledShaders = false; | ||
148 | |||
149 | VertexShader = nmr->VertexShader; | ||
150 | PixelShader = nmr->PixelShader; | ||
151 | |||
152 | outMaterialTypeNr = driver->addMaterialRenderer(this); | ||
153 | } | ||
154 | else | ||
155 | { | ||
156 | // compile shaders on our own | ||
157 | init(outMaterialTypeNr, D3D8_NORMAL_MAP_VSH, D3D8_NORMAL_MAP_PSH, EVT_TANGENTS); | ||
158 | } | ||
159 | // something failed, use base material | ||
160 | if (-1==outMaterialTypeNr) | ||
161 | driver->addMaterialRenderer(this); | ||
162 | } | ||
163 | |||
164 | |||
165 | CD3D8NormalMapRenderer::~CD3D8NormalMapRenderer() | ||
166 | { | ||
167 | if (CallBack == this) | ||
168 | CallBack = 0; | ||
169 | |||
170 | if (!CompiledShaders) | ||
171 | { | ||
172 | // prevent this from deleting shaders we did not create | ||
173 | VertexShader = 0; | ||
174 | PixelShader = 0; | ||
175 | } | ||
176 | } | ||
177 | |||
178 | |||
179 | bool CD3D8NormalMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) | ||
180 | { | ||
181 | if (vtxtype != video::EVT_TANGENTS) | ||
182 | { | ||
183 | os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); | ||
184 | return false; | ||
185 | } | ||
186 | |||
187 | return CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype); | ||
188 | } | ||
189 | |||
190 | //! Returns the render capability of the material. | ||
191 | s32 CD3D8NormalMapRenderer::getRenderCapability() const | ||
192 | { | ||
193 | if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) && | ||
194 | Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | ||
195 | return 0; | ||
196 | |||
197 | return 1; | ||
198 | } | ||
199 | |||
200 | |||
201 | //! Called by the engine when the vertex and/or pixel shader constants for an | ||
202 | //! material renderer should be set. | ||
203 | void CD3D8NormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) | ||
204 | { | ||
205 | video::IVideoDriver* driver = services->getVideoDriver(); | ||
206 | |||
207 | // set transposed world matrix | ||
208 | services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); | ||
209 | |||
210 | // set transposed worldViewProj matrix | ||
211 | core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); | ||
212 | worldViewProj *= driver->getTransform(video::ETS_VIEW); | ||
213 | worldViewProj *= driver->getTransform(video::ETS_WORLD); | ||
214 | services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); | ||
215 | |||
216 | // here we've got to fetch the fixed function lights from the | ||
217 | // driver and set them as constants | ||
218 | |||
219 | u32 cnt = driver->getDynamicLightCount(); | ||
220 | |||
221 | for (u32 i=0; i<2; ++i) | ||
222 | { | ||
223 | SLight light; | ||
224 | |||
225 | if (i<cnt) | ||
226 | light = driver->getDynamicLight(i); | ||
227 | else | ||
228 | { | ||
229 | light.DiffuseColor.set(0,0,0); // make light dark | ||
230 | light.Radius = 1.0f; | ||
231 | } | ||
232 | |||
233 | light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation | ||
234 | |||
235 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1); | ||
236 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1); | ||
237 | } | ||
238 | |||
239 | f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; | ||
240 | services->setVertexShaderConstant(c95, 95, 1); | ||
241 | } | ||
242 | |||
243 | |||
244 | } // end namespace video | ||
245 | } // end namespace irr | ||
246 | |||
247 | #endif // _IRR_COMPILE_WITH_DIRECT3D_8_ | ||
248 | |||