aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp
blob: f1b4088c1bf7d828e8256864e54db79c41c81e71 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
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 (i<cnt)
				light = driver->getDynamicLight(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<const f32*>(&light.Position), 12+(i*2), 1);
			services->setVertexShaderConstant(reinterpret_cast<const f32*>(&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_