diff options
Diffstat (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp')
-rw-r--r-- | libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp | 636 |
1 files changed, 318 insertions, 318 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp index ca30966..de003a3 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp +++ b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8ParallaxMapRenderer.cpp | |||
@@ -1,318 +1,318 @@ | |||
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_8_ | 6 | #ifdef _IRR_COMPILE_WITH_DIRECT3D_8_ |
7 | 7 | ||
8 | #include "CD3D8ParallaxMapRenderer.h" | 8 | #include "CD3D8ParallaxMapRenderer.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 | namespace irr | 14 | namespace irr |
15 | { | 15 | { |
16 | namespace video | 16 | namespace video |
17 | { | 17 | { |
18 | // 1.1/1.4 Shaders with two lights and vertex based attenuation | 18 | // 1.1/1.4 Shaders with two lights and vertex based attenuation |
19 | 19 | ||
20 | // Irrlicht Engine D3D8 render path normal map vertex shader | 20 | // Irrlicht Engine D3D8 render path normal map vertex shader |
21 | const char D3D8_PARALLAX_MAP_VSH[] = | 21 | const char D3D8_PARALLAX_MAP_VSH[] = |
22 | ";Irrlicht Engine 0.10 D3D8 render path parallax mapping vertex shader\n"\ | 22 | ";Irrlicht Engine 0.10 D3D8 render path parallax mapping vertex shader\n"\ |
23 | "; c0-3: Transposed world matrix \n"\ | 23 | "; c0-3: Transposed world matrix \n"\ |
24 | "; c4: Eye position \n"\ | 24 | "; c4: Eye position \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 | "; v0 ; position \n"\ | 31 | "; v0 ; position \n"\ |
32 | "; v1 ; normal \n"\ | 32 | "; v1 ; normal \n"\ |
33 | "; v2 ; color \n"\ | 33 | "; v2 ; color \n"\ |
34 | "; v3 ; texture coord \n"\ | 34 | "; v3 ; texture coord \n"\ |
35 | "; v4 ; tangent \n"\ | 35 | "; v4 ; tangent \n"\ |
36 | "; v5 ; binormal \n"\ | 36 | "; 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 | "def c96, -1, 1, 1, 1 ; somewhere I've got a bug. flipping the vectors with this fixes it. \n"\ | 39 | "def c96, -1, 1, 1, 1 ; somewhere I've got a bug. flipping the vectors with this fixes it. \n"\ |
40 | "\n"\ | 40 | "\n"\ |
41 | "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ | 41 | "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ |
42 | "\n"\ | 42 | "\n"\ |
43 | "m3x3 r5, v4, c0 ; transform tangent U\n"\ | 43 | "m3x3 r5, v4, c0 ; transform tangent U\n"\ |
44 | "m3x3 r7, v1, c0 ; transform normal W\n"\ | 44 | "m3x3 r7, v1, c0 ; transform normal W\n"\ |
45 | "m3x3 r6, v5, c0 ; transform binormal V\n"\ | 45 | "m3x3 r6, v5, c0 ; transform binormal V\n"\ |
46 | "\n"\ | 46 | "\n"\ |
47 | "m4x4 r4, v0, c0 ; vertex into world position\n"\ | 47 | "m4x4 r4, v0, c0 ; vertex into world position\n"\ |
48 | "add r2, c12, -r4 ; vtxpos - light1 pos\n"\ | 48 | "add r2, c12, -r4 ; vtxpos - light1 pos\n"\ |
49 | "add r3, c14, -r4 ; vtxpos - light2 pos\n"\ | 49 | "add r3, c14, -r4 ; vtxpos - light2 pos\n"\ |
50 | "add r1, -c4, r4 ; eye - vtxpos \n"\ | 50 | "add r1, -c4, r4 ; eye - vtxpos \n"\ |
51 | "\n"\ | 51 | "\n"\ |
52 | "dp3 r8.x, r5, r2 ; transform the light1 vector with U, V, W\n"\ | 52 | "dp3 r8.x, r5, r2 ; transform the light1 vector with U, V, W\n"\ |
53 | "dp3 r8.y, r6, r2 \n"\ | 53 | "dp3 r8.y, r6, r2 \n"\ |
54 | "dp3 r8.z, r7, r2 \n"\ | 54 | "dp3 r8.z, r7, r2 \n"\ |
55 | "dp3 r9.x, r5, r3 ; transform the light2 vector with U, V, W\n"\ | 55 | "dp3 r9.x, r5, r3 ; transform the light2 vector with U, V, W\n"\ |
56 | "dp3 r9.y, r6, r3 \n"\ | 56 | "dp3 r9.y, r6, r3 \n"\ |
57 | "dp3 r9.z, r7, r3 \n"\ | 57 | "dp3 r9.z, r7, r3 \n"\ |
58 | "dp3 r10.x, r5, r1 ; transform the eye vector with U, V, W\n"\ | 58 | "dp3 r10.x, r5, r1 ; transform the eye vector with U, V, W\n"\ |
59 | "dp3 r10.y, r6, r1 \n"\ | 59 | "dp3 r10.y, r6, r1 \n"\ |
60 | "dp3 r10.z, r7, r1 \n"\ | 60 | "dp3 r10.z, r7, r1 \n"\ |
61 | "\n"\ | 61 | "\n"\ |
62 | "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ | 62 | "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ |
63 | "rsq r8.w, r8.w \n"\ | 63 | "rsq r8.w, r8.w \n"\ |
64 | "mul r8, r8, r8.w \n"\ | 64 | "mul r8, r8, r8.w \n"\ |
65 | ";mul r8, r8, c96 \n"\ | 65 | ";mul r8, r8, c96 \n"\ |
66 | "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ | 66 | "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ |
67 | "rsq r9.w, r9.w \n"\ | 67 | "rsq r9.w, r9.w \n"\ |
68 | "mul r9, r9, r9.w \n"\ | 68 | "mul r9, r9, r9.w \n"\ |
69 | ";mul r9, r9, c96 \n"\ | 69 | ";mul r9, r9, c96 \n"\ |
70 | "dp3 r10.w, r10, r10 ; normalize eye vector (r10)\n"\ | 70 | "dp3 r10.w, r10, r10 ; normalize eye vector (r10)\n"\ |
71 | "rsq r10.w, r10.w \n"\ | 71 | "rsq r10.w, r10.w \n"\ |
72 | "mul r10, r10, r10.w \n"\ | 72 | "mul r10, r10, r10.w \n"\ |
73 | "mul r10, r10, c96 \n"\ | 73 | "mul r10, r10, c96 \n"\ |
74 | "\n"\ | 74 | "\n"\ |
75 | "\n"\ | 75 | "\n"\ |
76 | "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \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"\ | 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"\ | 78 | "mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\ |
79 | "\n"\ | 79 | "\n"\ |
80 | " ; calculate attenuation of light 1 \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"\ | 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"\ | 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"\ | 83 | "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ |
84 | "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ | 84 | "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ |
85 | "\n"\ | 85 | "\n"\ |
86 | " ; calculate attenuation of light 2 \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"\ | 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"\ | 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"\ | 89 | "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ |
90 | "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ | 90 | "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ |
91 | "\n"\ | 91 | "\n"\ |
92 | "mov oT0.xy, v3.xy ; move out texture coordinates 1\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"\ | 93 | "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\ |
94 | "mov oD0.a, v2.a ; move out original alpha value \n"\ | 94 | "mov oD0.a, v2.a ; move out original alpha value \n"\ |
95 | "\n"; | 95 | "\n"; |
96 | 96 | ||
97 | 97 | ||
98 | // Irrlicht Engine D3D8 render path normal map pixel shader version 1.4 | 98 | // Irrlicht Engine D3D8 render path normal map pixel shader version 1.4 |
99 | const char D3D8_PARALLAX_MAP_PSH[] = | 99 | const char D3D8_PARALLAX_MAP_PSH[] = |
100 | ";Irrlicht Engine 0.10 D3D8 render path parallax mapping pixel shader \n"\ | 100 | ";Irrlicht Engine 0.10 D3D8 render path parallax mapping pixel shader \n"\ |
101 | ";Input: \n"\ | 101 | ";Input: \n"\ |
102 | ";t0: color map texture coord \n"\ | 102 | ";t0: color map texture coord \n"\ |
103 | ";t1: normal map texture coords \n"\ | 103 | ";t1: normal map texture coords \n"\ |
104 | ";t2: light 1 vector in tangent space \n"\ | 104 | ";t2: light 1 vector in tangent space \n"\ |
105 | ";t4: eye vector in tangent space \n"\ | 105 | ";t4: eye vector in tangent space \n"\ |
106 | ";v0: light 1 color \n"\ | 106 | ";v0: light 1 color \n"\ |
107 | ";t3: light 2 vector in tangent space \n"\ | 107 | ";t3: light 2 vector in tangent space \n"\ |
108 | ";v1: light 2 color \n"\ | 108 | ";v1: light 2 color \n"\ |
109 | ";v0.a: vertex alpha value \n"\ | 109 | ";v0.a: vertex alpha value \n"\ |
110 | " \n"\ | 110 | " \n"\ |
111 | "ps.1.4 \n"\ | 111 | "ps.1.4 \n"\ |
112 | " \n"\ | 112 | " \n"\ |
113 | ";def c6, 0.02f, 0.02f, 0.02f, 0.0f ; scale factor, now set in callback \n"\ | 113 | ";def c6, 0.02f, 0.02f, 0.02f, 0.0f ; scale factor, now set in callback \n"\ |
114 | " \n"\ | 114 | " \n"\ |
115 | "texld r1, t1 ; sample (normal.x, normal.y, normal.z, height) \n"\ | 115 | "texld r1, t1 ; sample (normal.x, normal.y, normal.z, height) \n"\ |
116 | "texcrd r4.xyz, t4 ; fetch eye vector \n"\ | 116 | "texcrd r4.xyz, t4 ; fetch eye vector \n"\ |
117 | "texcrd r0.xyz, t0 ; color map \n"\ | 117 | "texcrd r0.xyz, t0 ; color map \n"\ |
118 | " \n"\ | 118 | " \n"\ |
119 | "; original parallax mapping: \n"\ | 119 | "; original parallax mapping: \n"\ |
120 | ";mul r3, r1_bx2.wwww, c6; ; r3 = (height, height, height) * scale \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"\ | 121 | ";mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ |
122 | " \n"\ | 122 | " \n"\ |
123 | "; modified parallax mapping to reduce swimming effect: \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"\ | 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"\ | 125 | "mul r3, r3, c6; ; r3 = (nh, nh, nh) * scale \n"\ |
126 | "mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ | 126 | "mad r2.xyz, r3, r4_bx2, r0 ; newTexCoord = height * eye + oldTexCoord \n"\ |
127 | " \n"\ | 127 | " \n"\ |
128 | "phase \n"\ | 128 | "phase \n"\ |
129 | " \n"\ | 129 | " \n"\ |
130 | "texld r0, r2 ; load diffuse texture with new tex coord \n"\ | 130 | "texld r0, r2 ; load diffuse texture with new tex coord \n"\ |
131 | "texld r1, r2 ; sample normal map \n"\ | 131 | "texld r1, r2 ; sample normal map \n"\ |
132 | "texcrd r2.xyz, t2 ; fetch light vector 1 \n"\ | 132 | "texcrd r2.xyz, t2 ; fetch light vector 1 \n"\ |
133 | "texcrd r3.xyz, t3 ; fetch light vector 2 \n"\ | 133 | "texcrd r3.xyz, t3 ; fetch light vector 2 \n"\ |
134 | " \n"\ | 134 | " \n"\ |
135 | "dp3_sat r2, r1_bx2, r2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1) \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"\ | 136 | "mul r2, r2, v0 ; luminance1 * light color 1 \n"\ |
137 | " \n"\ | 137 | " \n"\ |
138 | "dp3_sat r3, r1_bx2, r3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1) \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"\ | 139 | "mad r3, r3, v1, r2 ; (luminance2 * light color 2) + luminance1 \n"\ |
140 | " \n"\ | 140 | " \n"\ |
141 | "mul r0.xyz, r0, r3 ; total luminance * base color \n"\ | 141 | "mul r0.xyz, r0, r3 ; total luminance * base color \n"\ |
142 | "+mov r0.a, v0.a ; write original alpha value \n"\ | 142 | "+mov r0.a, v0.a ; write original alpha value \n"\ |
143 | "\n"; | 143 | "\n"; |
144 | 144 | ||
145 | 145 | ||
146 | CD3D8ParallaxMapRenderer::CD3D8ParallaxMapRenderer( | 146 | CD3D8ParallaxMapRenderer::CD3D8ParallaxMapRenderer( |
147 | IDirect3DDevice8* d3ddev, video::IVideoDriver* driver, | 147 | IDirect3DDevice8* d3ddev, video::IVideoDriver* driver, |
148 | s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) | 148 | s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) |
149 | : CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), | 149 | : CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), |
150 | CompiledShaders(true), CurrentScale(0.0f) | 150 | CompiledShaders(true), CurrentScale(0.0f) |
151 | { | 151 | { |
152 | 152 | ||
153 | #ifdef _DEBUG | 153 | #ifdef _DEBUG |
154 | setDebugName("CD3D8ParallaxMapRenderer"); | 154 | setDebugName("CD3D8ParallaxMapRenderer"); |
155 | #endif | 155 | #endif |
156 | 156 | ||
157 | // set this as callback. We could have done this in | 157 | // set this as callback. We could have done this in |
158 | // the initialization list, but some compilers don't like it. | 158 | // the initialization list, but some compilers don't like it. |
159 | 159 | ||
160 | CallBack = this; | 160 | CallBack = this; |
161 | 161 | ||
162 | // basicly, this thing simply compiles these hardcoded shaders if the | 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 | 163 | // hardware is able to do them, otherwise it maps to the base material |
164 | 164 | ||
165 | if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) || | 165 | if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) || |
166 | !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | 166 | !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) |
167 | { | 167 | { |
168 | // this hardware is not able to do shaders. Fall back to | 168 | // this hardware is not able to do shaders. Fall back to |
169 | // base material. | 169 | // base material. |
170 | outMaterialTypeNr = driver->addMaterialRenderer(this); | 170 | outMaterialTypeNr = driver->addMaterialRenderer(this); |
171 | return; | 171 | return; |
172 | } | 172 | } |
173 | 173 | ||
174 | // check if already compiled parallax map shaders are there. | 174 | // check if already compiled parallax map shaders are there. |
175 | 175 | ||
176 | video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID); | 176 | video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID); |
177 | if (renderer) | 177 | if (renderer) |
178 | { | 178 | { |
179 | // use the already compiled shaders | 179 | // use the already compiled shaders |
180 | video::CD3D8ParallaxMapRenderer* nmr = (video::CD3D8ParallaxMapRenderer*)renderer; | 180 | video::CD3D8ParallaxMapRenderer* nmr = (video::CD3D8ParallaxMapRenderer*)renderer; |
181 | CompiledShaders = false; | 181 | CompiledShaders = false; |
182 | 182 | ||
183 | VertexShader = nmr->VertexShader; | 183 | VertexShader = nmr->VertexShader; |
184 | PixelShader = nmr->PixelShader; | 184 | PixelShader = nmr->PixelShader; |
185 | 185 | ||
186 | outMaterialTypeNr = driver->addMaterialRenderer(this); | 186 | outMaterialTypeNr = driver->addMaterialRenderer(this); |
187 | } | 187 | } |
188 | else | 188 | else |
189 | { | 189 | { |
190 | // compile shaders on our own | 190 | // compile shaders on our own |
191 | init(outMaterialTypeNr, D3D8_PARALLAX_MAP_VSH, D3D8_PARALLAX_MAP_PSH, EVT_TANGENTS); | 191 | init(outMaterialTypeNr, D3D8_PARALLAX_MAP_VSH, D3D8_PARALLAX_MAP_PSH, EVT_TANGENTS); |
192 | } | 192 | } |
193 | // something failed, use base material | 193 | // something failed, use base material |
194 | if (-1==outMaterialTypeNr) | 194 | if (-1==outMaterialTypeNr) |
195 | driver->addMaterialRenderer(this); | 195 | driver->addMaterialRenderer(this); |
196 | } | 196 | } |
197 | 197 | ||
198 | 198 | ||
199 | CD3D8ParallaxMapRenderer::~CD3D8ParallaxMapRenderer() | 199 | CD3D8ParallaxMapRenderer::~CD3D8ParallaxMapRenderer() |
200 | { | 200 | { |
201 | if (CallBack == this) | 201 | if (CallBack == this) |
202 | CallBack = 0; | 202 | CallBack = 0; |
203 | 203 | ||
204 | if (!CompiledShaders) | 204 | if (!CompiledShaders) |
205 | { | 205 | { |
206 | // prevent this from deleting shaders we did not create | 206 | // prevent this from deleting shaders we did not create |
207 | VertexShader = 0; | 207 | VertexShader = 0; |
208 | PixelShader = 0; | 208 | PixelShader = 0; |
209 | } | 209 | } |
210 | } | 210 | } |
211 | 211 | ||
212 | 212 | ||
213 | bool CD3D8ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) | 213 | bool CD3D8ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) |
214 | { | 214 | { |
215 | if (vtxtype != video::EVT_TANGENTS) | 215 | if (vtxtype != video::EVT_TANGENTS) |
216 | { | 216 | { |
217 | os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); | 217 | os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); |
218 | return false; | 218 | return false; |
219 | } | 219 | } |
220 | 220 | ||
221 | return CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype); | 221 | return CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype); |
222 | } | 222 | } |
223 | 223 | ||
224 | 224 | ||
225 | void CD3D8ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material, | 225 | void CD3D8ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material, |
226 | const video::SMaterial& lastMaterial, | 226 | const video::SMaterial& lastMaterial, |
227 | bool resetAllRenderstates, video::IMaterialRendererServices* services) | 227 | bool resetAllRenderstates, video::IMaterialRendererServices* services) |
228 | { | 228 | { |
229 | CD3D8ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial, | 229 | CD3D8ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial, |
230 | resetAllRenderstates, services); | 230 | resetAllRenderstates, services); |
231 | 231 | ||
232 | CurrentScale = material.MaterialTypeParam; | 232 | CurrentScale = material.MaterialTypeParam; |
233 | } | 233 | } |
234 | 234 | ||
235 | 235 | ||
236 | //! Returns the render capability of the material. | 236 | //! Returns the render capability of the material. |
237 | s32 CD3D8ParallaxMapRenderer::getRenderCapability() const | 237 | s32 CD3D8ParallaxMapRenderer::getRenderCapability() const |
238 | { | 238 | { |
239 | if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) && | 239 | if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) && |
240 | Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | 240 | Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) |
241 | return 0; | 241 | return 0; |
242 | 242 | ||
243 | return 1; | 243 | return 1; |
244 | } | 244 | } |
245 | 245 | ||
246 | 246 | ||
247 | //! Called by the engine when the vertex and/or pixel shader constants | 247 | //! Called by the engine when the vertex and/or pixel shader constants |
248 | //! for an material renderer should be set. | 248 | //! for an material renderer should be set. |
249 | void CD3D8ParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) | 249 | void CD3D8ParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) |
250 | { | 250 | { |
251 | video::IVideoDriver* driver = services->getVideoDriver(); | 251 | video::IVideoDriver* driver = services->getVideoDriver(); |
252 | 252 | ||
253 | // set transposed world matrix | 253 | // set transposed world matrix |
254 | services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); | 254 | services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); |
255 | 255 | ||
256 | // set eye position | 256 | // set eye position |
257 | 257 | ||
258 | // The viewpoint is at (0., 0., 0.) in eye space. | 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 | 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 | 260 | // the inverse of the view matrix, the resulting vector is the |
261 | // object space location of the camera. | 261 | // object space location of the camera. |
262 | 262 | ||
263 | f32 floats[4] = {0,0,0,1}; | 263 | f32 floats[4] = {0,0,0,1}; |
264 | core::matrix4 minv(driver->getTransform(video::ETS_VIEW)); | 264 | core::matrix4 minv(driver->getTransform(video::ETS_VIEW)); |
265 | minv.makeInverse(); | 265 | minv.makeInverse(); |
266 | minv.multiplyWith1x4Matrix(floats); | 266 | minv.multiplyWith1x4Matrix(floats); |
267 | services->setVertexShaderConstant(floats, 4, 1); | 267 | services->setVertexShaderConstant(floats, 4, 1); |
268 | 268 | ||
269 | // set transposed worldViewProj matrix | 269 | // set transposed worldViewProj matrix |
270 | core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); | 270 | core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); |
271 | worldViewProj *= driver->getTransform(video::ETS_VIEW); | 271 | worldViewProj *= driver->getTransform(video::ETS_VIEW); |
272 | worldViewProj *= driver->getTransform(video::ETS_WORLD); | 272 | worldViewProj *= driver->getTransform(video::ETS_WORLD); |
273 | services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); | 273 | services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); |
274 | 274 | ||
275 | // here we've got to fetch the fixed function lights from the driver | 275 | // here we've got to fetch the fixed function lights from the driver |
276 | // and set them as constants | 276 | // and set them as constants |
277 | 277 | ||
278 | const u32 cnt = driver->getDynamicLightCount(); | 278 | const u32 cnt = driver->getDynamicLightCount(); |
279 | 279 | ||
280 | for (u32 i=0; i<2; ++i) | 280 | for (u32 i=0; i<2; ++i) |
281 | { | 281 | { |
282 | SLight light; | 282 | SLight light; |
283 | 283 | ||
284 | if (i<cnt) | 284 | if (i<cnt) |
285 | light = driver->getDynamicLight(i); | 285 | light = driver->getDynamicLight(i); |
286 | else | 286 | else |
287 | { | 287 | { |
288 | light.DiffuseColor.set(0,0,0); // make light dark | 288 | light.DiffuseColor.set(0,0,0); // make light dark |
289 | light.Radius = 1.0f; | 289 | light.Radius = 1.0f; |
290 | } | 290 | } |
291 | 291 | ||
292 | light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation | 292 | light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation |
293 | 293 | ||
294 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1); | 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); | 295 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1); |
296 | } | 296 | } |
297 | 297 | ||
298 | // this is not really necessary in d3d9 (used a def instruction), but to be sure: | 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}; | 299 | f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; |
300 | services->setVertexShaderConstant(c95, 95, 1); | 300 | services->setVertexShaderConstant(c95, 95, 1); |
301 | f32 c96[] = {-1, 1, 1, 1}; | 301 | f32 c96[] = {-1, 1, 1, 1}; |
302 | services->setVertexShaderConstant(c96, 96, 1); | 302 | services->setVertexShaderConstant(c96, 96, 1); |
303 | 303 | ||
304 | // set scale factor | 304 | // set scale factor |
305 | f32 factor = 0.02f; // default value | 305 | f32 factor = 0.02f; // default value |
306 | if (CurrentScale != 0) | 306 | if (CurrentScale != 0) |
307 | factor = CurrentScale; | 307 | factor = CurrentScale; |
308 | 308 | ||
309 | f32 c6[] = {factor, factor, factor, 0}; | 309 | f32 c6[] = {factor, factor, factor, 0}; |
310 | services->setPixelShaderConstant(c6, 6, 1); | 310 | services->setPixelShaderConstant(c6, 6, 1); |
311 | } | 311 | } |
312 | 312 | ||
313 | 313 | ||
314 | } // end namespace video | 314 | } // end namespace video |
315 | } // end namespace irr | 315 | } // end namespace irr |
316 | 316 | ||
317 | #endif // _IRR_COMPILE_WITH_DIRECT3D_8_ | 317 | #endif // _IRR_COMPILE_WITH_DIRECT3D_8_ |
318 | 318 | ||