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Diffstat (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp')
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diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp new file mode 100644 index 0000000..ca30966 --- /dev/null +++ b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.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 "CD3D8ParallaxMapRenderer.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 | // 1.1/1.4 Shaders with two lights and vertex based attenuation | ||
19 | |||
20 | // Irrlicht Engine D3D8 render path normal map vertex shader | ||
21 | const char D3D8_PARALLAX_MAP_VSH[] = | ||
22 | ";Irrlicht Engine 0.10 D3D8 render path parallax mapping vertex shader\n"\ | ||
23 | "; c0-3: Transposed world matrix \n"\ | ||
24 | "; c4: Eye position \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 | "vs.1.1\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 | "def c95, 0.5, 0.5, 0.5, 0.5 ; used for moving light vector to ps \n"\ | ||
39 | "def c96, -1, 1, 1, 1 ; somewhere I've got a bug. flipping the vectors with this fixes it. \n"\ | ||
40 | "\n"\ | ||
41 | "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ | ||
42 | "\n"\ | ||
43 | "m3x3 r5, v4, c0 ; transform tangent U\n"\ | ||
44 | "m3x3 r7, v1, c0 ; transform normal W\n"\ | ||
45 | "m3x3 r6, v5, c0 ; transform binormal V\n"\ | ||
46 | "\n"\ | ||
47 | "m4x4 r4, v0, c0 ; vertex into world position\n"\ | ||
48 | "add r2, c12, -r4 ; vtxpos - light1 pos\n"\ | ||
49 | "add r3, c14, -r4 ; vtxpos - light2 pos\n"\ | ||
50 | "add r1, -c4, r4 ; eye - vtxpos \n"\ | ||
51 | "\n"\ | ||
52 | "dp3 r8.x, r5, r2 ; transform the light1 vector with U, V, W\n"\ | ||
53 | "dp3 r8.y, r6, r2 \n"\ | ||
54 | "dp3 r8.z, r7, r2 \n"\ | ||
55 | "dp3 r9.x, r5, r3 ; transform the light2 vector with U, V, W\n"\ | ||
56 | "dp3 r9.y, r6, r3 \n"\ | ||
57 | "dp3 r9.z, r7, r3 \n"\ | ||
58 | "dp3 r10.x, r5, r1 ; transform the eye vector with U, V, W\n"\ | ||
59 | "dp3 r10.y, r6, r1 \n"\ | ||
60 | "dp3 r10.z, r7, r1 \n"\ | ||
61 | "\n"\ | ||
62 | "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ | ||
63 | "rsq r8.w, r8.w \n"\ | ||
64 | "mul r8, r8, r8.w \n"\ | ||
65 | ";mul r8, r8, c96 \n"\ | ||
66 | "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ | ||
67 | "rsq r9.w, r9.w \n"\ | ||
68 | "mul r9, r9, r9.w \n"\ | ||
69 | ";mul r9, r9, c96 \n"\ | ||
70 | "dp3 r10.w, r10, r10 ; normalize eye vector (r10)\n"\ | ||
71 | "rsq r10.w, r10.w \n"\ | ||
72 | "mul r10, r10, r10.w \n"\ | ||
73 | "mul r10, r10, c96 \n"\ | ||
74 | "\n"\ | ||
75 | "\n"\ | ||
76 | "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\ | ||
77 | "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ | ||
78 | "mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\ | ||
79 | "\n"\ | ||
80 | " ; calculate attenuation of light 1 \n"\ | ||
81 | "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x˛ + r2.y˛ + r2.z˛ \n"\ | ||
82 | "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ | ||
83 | "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ | ||
84 | "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ | ||
85 | "\n"\ | ||
86 | " ; calculate attenuation of light 2 \n"\ | ||
87 | "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x˛ + r3.y˛ + r3.z˛ \n"\ | ||
88 | "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ | ||
89 | "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ | ||
90 | "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ | ||
91 | "\n"\ | ||
92 | "mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\ | ||
93 | "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\ | ||
94 | "mov oD0.a, v2.a ; move out original alpha value \n"\ | ||
95 | "\n"; | ||
96 | |||
97 | |||
98 | // Irrlicht Engine D3D8 render path normal map pixel shader version 1.4 | ||
99 | const char D3D8_PARALLAX_MAP_PSH[] = | ||
100 | ";Irrlicht Engine 0.10 D3D8 render path parallax mapping pixel shader \n"\ | ||
101 | ";Input: \n"\ | ||
102 | ";t0: color map texture coord \n"\ | ||
103 | ";t1: normal map texture coords \n"\ | ||
104 | ";t2: light 1 vector in tangent space \n"\ | ||
105 | ";t4: eye vector in tangent space \n"\ | ||
106 | ";v0: light 1 color \n"\ | ||
107 | ";t3: light 2 vector in tangent space \n"\ | ||
108 | ";v1: light 2 color \n"\ | ||
109 | ";v0.a: vertex alpha value \n"\ | ||
110 | " \n"\ | ||
111 | "ps.1.4 \n"\ | ||
112 | " \n"\ | ||
113 | ";def c6, 0.02f, 0.02f, 0.02f, 0.0f ; scale factor, now set in callback \n"\ | ||
114 | " \n"\ | ||
115 | "texld r1, t1 ; sample (normal.x, normal.y, normal.z, height) \n"\ | ||
116 | "texcrd r4.xyz, t4 ; fetch eye vector \n"\ | ||
117 | "texcrd r0.xyz, t0 ; color map \n"\ | ||
118 | " \n"\ | ||
119 | "; original parallax mapping: \n"\ | ||
120 | ";mul r3, r1_bx2.wwww, c6; ; r3 = (height, height, height) * scale \n"\ | ||
121 | ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ | ||
122 | " \n"\ | ||
123 | "; modified parallax mapping to reduce swimming effect: \n"\ | ||
124 | "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"\ | ||
125 | "mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\ | ||
126 | "mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ | ||
127 | " \n"\ | ||
128 | "phase \n"\ | ||
129 | " \n"\ | ||
130 | "texld r0, r2 ; load diffuse texture with new tex coord \n"\ | ||
131 | "texld r1, r2 ; sample normal map \n"\ | ||
132 | "texcrd r2.xyz, t2 ; fetch light vector 1 \n"\ | ||
133 | "texcrd r3.xyz, t3 ; fetch light vector 2 \n"\ | ||
134 | " \n"\ | ||
135 | "dp3_sat r2, r1_bx2, r2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\ | ||
136 | "mul r2, r2, v0 ; luminance1 * light color 1 \n"\ | ||
137 | " \n"\ | ||
138 | "dp3_sat r3, r1_bx2, r3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\ | ||
139 | "mad r3, r3, v1, r2 ; (luminance2 * light color 2) + luminance1 \n"\ | ||
140 | " \n"\ | ||
141 | "mul r0.xyz, r0, r3 ; total luminance * base color \n"\ | ||
142 | "+mov r0.a, v0.a ; write original alpha value \n"\ | ||
143 | "\n"; | ||
144 | |||
145 | |||
146 | CD3D8ParallaxMapRenderer::CD3D8ParallaxMapRenderer( | ||
147 | IDirect3DDevice8* d3ddev, video::IVideoDriver* driver, | ||
148 | s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) | ||
149 | : CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), | ||
150 | CompiledShaders(true), CurrentScale(0.0f) | ||
151 | { | ||
152 | |||
153 | #ifdef _DEBUG | ||
154 | setDebugName("CD3D8ParallaxMapRenderer"); | ||
155 | #endif | ||
156 | |||
157 | // set this as callback. We could have done this in | ||
158 | // the initialization list, but some compilers don't like it. | ||
159 | |||
160 | CallBack = this; | ||
161 | |||
162 | // basicly, this thing simply compiles these hardcoded shaders if the | ||
163 | // hardware is able to do them, otherwise it maps to the base material | ||
164 | |||
165 | if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) || | ||
166 | !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | ||
167 | { | ||
168 | // this hardware is not able to do shaders. Fall back to | ||
169 | // base material. | ||
170 | outMaterialTypeNr = driver->addMaterialRenderer(this); | ||
171 | return; | ||
172 | } | ||
173 | |||
174 | // check if already compiled parallax map shaders are there. | ||
175 | |||
176 | video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID); | ||
177 | if (renderer) | ||
178 | { | ||
179 | // use the already compiled shaders | ||
180 | video::CD3D8ParallaxMapRenderer* nmr = (video::CD3D8ParallaxMapRenderer*)renderer; | ||
181 | CompiledShaders = false; | ||
182 | |||
183 | VertexShader = nmr->VertexShader; | ||
184 | PixelShader = nmr->PixelShader; | ||
185 | |||
186 | outMaterialTypeNr = driver->addMaterialRenderer(this); | ||
187 | } | ||
188 | else | ||
189 | { | ||
190 | // compile shaders on our own | ||
191 | init(outMaterialTypeNr, D3D8_PARALLAX_MAP_VSH, D3D8_PARALLAX_MAP_PSH, EVT_TANGENTS); | ||
192 | } | ||
193 | // something failed, use base material | ||
194 | if (-1==outMaterialTypeNr) | ||
195 | driver->addMaterialRenderer(this); | ||
196 | } | ||
197 | |||
198 | |||
199 | CD3D8ParallaxMapRenderer::~CD3D8ParallaxMapRenderer() | ||
200 | { | ||
201 | if (CallBack == this) | ||
202 | CallBack = 0; | ||
203 | |||
204 | if (!CompiledShaders) | ||
205 | { | ||
206 | // prevent this from deleting shaders we did not create | ||
207 | VertexShader = 0; | ||
208 | PixelShader = 0; | ||
209 | } | ||
210 | } | ||
211 | |||
212 | |||
213 | bool CD3D8ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) | ||
214 | { | ||
215 | if (vtxtype != video::EVT_TANGENTS) | ||
216 | { | ||
217 | os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); | ||
218 | return false; | ||
219 | } | ||
220 | |||
221 | return CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype); | ||
222 | } | ||
223 | |||
224 | |||
225 | void CD3D8ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material, | ||
226 | const video::SMaterial& lastMaterial, | ||
227 | bool resetAllRenderstates, video::IMaterialRendererServices* services) | ||
228 | { | ||
229 | CD3D8ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial, | ||
230 | resetAllRenderstates, services); | ||
231 | |||
232 | CurrentScale = material.MaterialTypeParam; | ||
233 | } | ||
234 | |||
235 | |||
236 | //! Returns the render capability of the material. | ||
237 | s32 CD3D8ParallaxMapRenderer::getRenderCapability() const | ||
238 | { | ||
239 | if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) && | ||
240 | Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | ||
241 | return 0; | ||
242 | |||
243 | return 1; | ||
244 | } | ||
245 | |||
246 | |||
247 | //! Called by the engine when the vertex and/or pixel shader constants | ||
248 | //! for an material renderer should be set. | ||
249 | void CD3D8ParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) | ||
250 | { | ||
251 | video::IVideoDriver* driver = services->getVideoDriver(); | ||
252 | |||
253 | // set transposed world matrix | ||
254 | services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); | ||
255 | |||
256 | // set eye position | ||
257 | |||
258 | // The viewpoint is at (0., 0., 0.) in eye space. | ||
259 | // Turning this into a vector [0 0 0 1] and multiply it by | ||
260 | // the inverse of the view matrix, the resulting vector is the | ||
261 | // object space location of the camera. | ||
262 | |||
263 | f32 floats[4] = {0,0,0,1}; | ||
264 | core::matrix4 minv(driver->getTransform(video::ETS_VIEW)); | ||
265 | minv.makeInverse(); | ||
266 | minv.multiplyWith1x4Matrix(floats); | ||
267 | services->setVertexShaderConstant(floats, 4, 1); | ||
268 | |||
269 | // set transposed worldViewProj matrix | ||
270 | core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); | ||
271 | worldViewProj *= driver->getTransform(video::ETS_VIEW); | ||
272 | worldViewProj *= driver->getTransform(video::ETS_WORLD); | ||
273 | services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); | ||
274 | |||
275 | // here we've got to fetch the fixed function lights from the driver | ||
276 | // and set them as constants | ||
277 | |||
278 | const u32 cnt = driver->getDynamicLightCount(); | ||
279 | |||
280 | for (u32 i=0; i<2; ++i) | ||
281 | { | ||
282 | SLight light; | ||
283 | |||
284 | if (i<cnt) | ||
285 | light = driver->getDynamicLight(i); | ||
286 | else | ||
287 | { | ||
288 | light.DiffuseColor.set(0,0,0); // make light dark | ||
289 | light.Radius = 1.0f; | ||
290 | } | ||
291 | |||
292 | light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation | ||
293 | |||
294 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1); | ||
295 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1); | ||
296 | } | ||
297 | |||
298 | // this is not really necessary in d3d9 (used a def instruction), but to be sure: | ||
299 | f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; | ||
300 | services->setVertexShaderConstant(c95, 95, 1); | ||
301 | f32 c96[] = {-1, 1, 1, 1}; | ||
302 | services->setVertexShaderConstant(c96, 96, 1); | ||
303 | |||
304 | // set scale factor | ||
305 | f32 factor = 0.02f; // default value | ||
306 | if (CurrentScale != 0) | ||
307 | factor = CurrentScale; | ||
308 | |||
309 | f32 c6[] = {factor, factor, factor, 0}; | ||
310 | services->setPixelShaderConstant(c6, 6, 1); | ||
311 | } | ||
312 | |||
313 | |||
314 | } // end namespace video | ||
315 | } // end namespace irr | ||
316 | |||
317 | #endif // _IRR_COMPILE_WITH_DIRECT3D_8_ | ||
318 | |||