From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../source/Irrlicht/CD3D8NormalMapRenderer.cpp | 248 +++++++++++++++++++++ 1 file changed, 248 insertions(+) create mode 100644 libraries/irrlicht-1.8.1/source/Irrlicht/CD3D8NormalMapRenderer.cpp (limited to 'libraries/irrlicht-1.8.1/source/Irrlicht/CD3D8NormalMapRenderer.cpp') diff --git a/libraries/irrlicht-1.8.1/source/Irrlicht/CD3D8NormalMapRenderer.cpp b/libraries/irrlicht-1.8.1/source/Irrlicht/CD3D8NormalMapRenderer.cpp new file mode 100644 index 0000000..c5e039d --- /dev/null +++ b/libraries/irrlicht-1.8.1/source/Irrlicht/CD3D8NormalMapRenderer.cpp @@ -0,0 +1,248 @@ +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#include "IrrCompileConfig.h" +#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_ + +#include "CD3D8NormalMapRenderer.h" +#include "IMaterialRendererServices.h" +#include "IVideoDriver.h" +#include "os.h" +#include "SLight.h" + +namespace irr +{ +namespace video +{ + + // 1.1 Shaders with two lights and vertex based attenuation + + // Irrlicht Engine D3D8 render path normal map vertex shader + const char D3D8_NORMAL_MAP_VSH[] = + ";Irrlicht Engine 0.8 D3D8 render path normal map vertex shader\n"\ + "; c0-3: Transposed world matrix \n"\ + "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ + "; c12: Light01 position \n"\ + "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\ + "; c14: Light02 position \n"\ + "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\ + "\n"\ + "; v0 - position \n"\ + "; v1 - normal \n"\ + "; v2 - color \n"\ + "; v3 - texture coord \n"\ + "; v4 - tangent \n"\ + "; v5 - binormal \n"\ + "\n"\ + "vs.1.1\n"\ + "\n"\ + "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ + "\n"\ + "m3x3 r5, v4, c0 ; transform tangent U\n"\ + "m3x3 r7, v1, c0 ; transform normal W\n"\ + "m3x3 r6, v5, c0 ; transform binormal V\n"\ + "\n"\ + "m4x4 r4, v0, c0 ; vertex into world position\n"\ + "add r2, c12, -r4 ; vtxpos - lightpos1\n"\ + "add r3, c14, -r4 ; vtxpos - lightpos2\n"\ + "\n"\ + "dp3 r8.x, r5, r2 ; transform the light vector 1 with U, V, W\n"\ + "dp3 r8.y, r6, r2 \n"\ + "dp3 r8.z, r7, r2 \n"\ + "dp3 r9.x, r5, r3 ; transform the light vector 2 with U, V, W\n"\ + "dp3 r9.y, r6, r3 \n"\ + "dp3 r9.z, r7, r3 \n"\ + "\n"\ + "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ + "rsq r8.w, r8.w \n"\ + "mul r8, r8, r8.w \n"\ + "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ + "rsq r9.w, r9.w \n"\ + "mul r9, r9, r9.w \n"\ + "\n"\ + "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\ + "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ + "\n"\ + " ; calculate attenuation of light 1 \n"\ + "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x˛ + r2.y˛ + r2.z˛ \n"\ + "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ + "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ + "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ + "\n"\ + " ; calculate attenuation of light 2 \n"\ + "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x˛ + r3.y˛ + r3.z˛ \n"\ + "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ + "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ + "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ + "\n"\ + "mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\ + "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\ + "mov oD0.a, v2.a ; move out original alpha value \n"\ + "\n"; + + // Irrlicht Engine D3D8 render path normal map pixel shader + const char D3D8_NORMAL_MAP_PSH[] = + ";Irrlicht Engine 0.8 D3D8 render path normal map pixel shader\n"\ + ";Input: \n"\ + ";t0: color map texture coord \n"\ + ";t1: normal map texture coords \n"\ + ";t2: light 1 vector in tangent space \n"\ + ";v0: light 1 color \n"\ + ";t3: light 2 vector in tangent space \n"\ + ";v1: light 2 color \n"\ + ";v0.a: vertex alpha value \n"\ + "ps.1.1 \n"\ + "tex t0 ; sample color map \n"\ + "tex t1 ; sample normal map\n"\ + "texcoord t2 ; fetch light vector 1\n"\ + "texcoord t3 ; fetch light vector 2\n"\ + "\n"\ + "dp3_sat r0, t1_bx2, t2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1)\n"\ + "mul r0, r0, v0 ; luminance1 * light color 1 \n"\ + "\n"\ + "dp3_sat r1, t1_bx2, t3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1)\n"\ + "mad r0, r1, v1, r0 ; (luminance2 * light color 2) + luminance 1 \n"\ + "\n"\ + "mul r0, t0, r0 ; total luminance * base color\n"\ + "mov r0.a, v0.a ; write interpolated vertex alpha value \n"\ + "\n"\ + ""; + + CD3D8NormalMapRenderer::CD3D8NormalMapRenderer( + IDirect3DDevice8* d3ddev, video::IVideoDriver* driver, + s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) + : CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), + CompiledShaders(true) + { + + #ifdef _DEBUG + setDebugName("CD3D8NormalMapRenderer"); + #endif + + // set this as callback. We could have done this in + // the initialization list, but some compilers don't like it. + + CallBack = this; + + // basicly, this thing simply compiles these hardcoded shaders if the + // hardware is able to do them, otherwise it maps to the base material + + if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) || + !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) + { + // this hardware is not able to do shaders. Fall back to + // base material. + outMaterialTypeNr = driver->addMaterialRenderer(this); + return; + } + + // check if already compiled normal map shaders are there. + + video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID); + if (renderer) + { + // use the already compiled shaders + video::CD3D8NormalMapRenderer* nmr = (video::CD3D8NormalMapRenderer*)renderer; + CompiledShaders = false; + + VertexShader = nmr->VertexShader; + PixelShader = nmr->PixelShader; + + outMaterialTypeNr = driver->addMaterialRenderer(this); + } + else + { + // compile shaders on our own + init(outMaterialTypeNr, D3D8_NORMAL_MAP_VSH, D3D8_NORMAL_MAP_PSH, EVT_TANGENTS); + } + // something failed, use base material + if (-1==outMaterialTypeNr) + driver->addMaterialRenderer(this); + } + + + CD3D8NormalMapRenderer::~CD3D8NormalMapRenderer() + { + if (CallBack == this) + CallBack = 0; + + if (!CompiledShaders) + { + // prevent this from deleting shaders we did not create + VertexShader = 0; + PixelShader = 0; + } + } + + + bool CD3D8NormalMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) + { + if (vtxtype != video::EVT_TANGENTS) + { + os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); + return false; + } + + return CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype); + } + + //! Returns the render capability of the material. + s32 CD3D8NormalMapRenderer::getRenderCapability() const + { + if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) && + Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) + return 0; + + return 1; + } + + + //! Called by the engine when the vertex and/or pixel shader constants for an + //! material renderer should be set. + void CD3D8NormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) + { + video::IVideoDriver* driver = services->getVideoDriver(); + + // set transposed world matrix + services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); + + // set transposed worldViewProj matrix + core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); + worldViewProj *= driver->getTransform(video::ETS_VIEW); + worldViewProj *= driver->getTransform(video::ETS_WORLD); + services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); + + // here we've got to fetch the fixed function lights from the + // driver and set them as constants + + u32 cnt = driver->getDynamicLightCount(); + + for (u32 i=0; i<2; ++i) + { + SLight light; + + if (igetDynamicLight(i); + else + { + light.DiffuseColor.set(0,0,0); // make light dark + light.Radius = 1.0f; + } + + light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation + + services->setVertexShaderConstant(reinterpret_cast(&light.Position), 12+(i*2), 1); + services->setVertexShaderConstant(reinterpret_cast(&light.DiffuseColor), 13+(i*2), 1); + } + + f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; + services->setVertexShaderConstant(c95, 95, 1); + } + + +} // end namespace video +} // end namespace irr + +#endif // _IRR_COMPILE_WITH_DIRECT3D_8_ + -- cgit v1.1