diff options
Diffstat (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp')
-rw-r--r-- | libraries/irrlicht-1.8/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp | 820 |
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 | ||
20 | namespace irr | 20 | namespace irr |
21 | { | 21 | { |
22 | namespace video | 22 | namespace 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 | ||