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Viewing changes to source/Irrlicht/CD3D9ParallaxMapRenderer.cpp

  • Committer: Mantas Kriaučiūnas
  • Date: 2011-07-18 13:06:25 UTC
  • Revision ID: mantas@akl.lt-20110718130625-c5pvifp61e7kj1ol
Included whole irrlicht SVN libraries to work around launchpad recipe issue with quilt, see https://answers.launchpad.net/launchpad/+question/165193

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1
// Copyright (C) 2002-2011 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_9_
 
7
 
 
8
#include "CD3D9ParallaxMapRenderer.h"
 
9
#include "IMaterialRendererServices.h"
 
10
#include "IVideoDriver.h"
 
11
#include "os.h"
 
12
#include "SLight.h"
 
13
 
 
14
//#define SHADER_EXTERNAL_DEBUG
 
15
 
 
16
#ifdef SHADER_EXTERNAL_DEBUG
 
17
#include "CReadFile.h"
 
18
#endif
 
19
 
 
20
namespace irr
 
21
{
 
22
namespace video
 
23
{
 
24
        // 1.1/1.4 Shaders with two lights and vertex based attenuation
 
25
 
 
26
        // Irrlicht Engine D3D9 render path normal map vertex shader
 
27
        const char D3D9_PARALLAX_MAP_VSH[] =
 
28
                ";Irrlicht Engine 0.10 D3D9 render path parallax mapping vertex shader\n"\
 
29
                "; c0-3: Transposed world matrix \n"\
 
30
                "; c4: Eye position \n"\
 
31
                "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
 
32
                "; c12: Light01 position \n"\
 
33
                "; c13: x,y,z: Light01 color; .w: 1/LightRadius� \n"\
 
34
                "; c14: Light02 position \n"\
 
35
                "; c15: x,y,z: Light02 color; .w: 1/LightRadius� \n"\
 
36
                "vs.1.1\n"\
 
37
                "dcl_position  v0              ; position \n"\
 
38
                "dcl_normal    v1              ; normal \n"\
 
39
                "dcl_color     v2              ; color \n"\
 
40
                "dcl_texcoord0 v3              ; texture coord \n"\
 
41
                "dcl_texcoord1 v4              ; tangent \n"\
 
42
                "dcl_texcoord2 v5              ; binormal \n"\
 
43
                "\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"\
 
46
                "\n"\
 
47
                "m4x4 oPos, v0, c8             ; transform position to clip space with worldViewProj matrix\n"\
 
48
                "\n"\
 
49
                "m3x3 r5, v4, c0               ; transform tangent U\n"\
 
50
                "m3x3 r7, v1, c0               ; transform normal W\n"\
 
51
                "m3x3 r6, v5, c0               ; transform binormal V\n"\
 
52
                "\n"\
 
53
                "m4x4 r4, v0, c0               ; vertex into world position\n"\
 
54
                "add r2, c12, -r4              ; vtxpos - light1 pos\n"\
 
55
                "add r3, c14, -r4              ; vtxpos - light2 pos\n"\
 
56
                "add r1, -c4,  r4              ; eye - vtxpos \n"\
 
57
                "\n"\
 
58
                "dp3 r8.x, r5, r2              ; transform the light1 vector with U, V, W\n"\
 
59
                "dp3 r8.y, r6, r2   \n"\
 
60
                "dp3 r8.z, r7, r2   \n"\
 
61
                "dp3 r9.x, r5, r3              ; transform the light2 vector with U, V, W\n"\
 
62
                "dp3 r9.y, r6, r3   \n"\
 
63
                "dp3 r9.z, r7, r3   \n"\
 
64
                "dp3 r10.x, r5, r1             ; transform the eye vector with U, V, W\n"\
 
65
                "dp3 r10.y, r6, r1   \n"\
 
66
                "dp3 r10.z, r7, r1   \n"\
 
67
                "\n"\
 
68
                "dp3 r8.w, r8, r8              ; normalize light vector 1 (r8)\n"\
 
69
                "rsq r8.w, r8.w    \n"\
 
70
                "mul r8, r8, r8.w  \n"\
 
71
                ";mul r8, r8, c96 \n"\
 
72
                "dp3 r9.w, r9, r9              ; normalize light vector 2 (r9)\n"\
 
73
                "rsq r9.w, r9.w    \n"\
 
74
                "mul r9, r9, r9.w  \n"\
 
75
                ";mul r9, r9, c96 \n"\
 
76
                "dp3 r10.w, r10, r10           ; normalize eye vector (r10)\n"\
 
77
                "rsq r10.w, r10.w    \n"\
 
78
                "mul r10, r10, r10.w  \n"\
 
79
                "mul r10, r10, c96 \n"\
 
80
                "\n"\
 
81
                "\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"\
 
84
                "mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\
 
85
                "\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"\
 
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"\
 
90
                "mul oD0, r2, c13              ; resulting light color = lightcolor * attenuation \n"\
 
91
                "\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"\
 
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"\
 
96
                "mul oD1, r3, c15              ; resulting light color = lightcolor * attenuation \n"\
 
97
                "\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"\
 
100
                "mov oD0.a, v2.a               ; move out original alpha value \n"\
 
101
                "\n";
 
102
 
 
103
 
 
104
        // Irrlicht Engine D3D9 render path normal map pixel shader version 1.4
 
105
        const char D3D9_PARALLAX_MAP_PSH[] =
 
106
                ";Irrlicht Engine 0.10 D3D9 render path parallax mapping pixel shader \n"\
 
107
                ";Input:  \n"\
 
108
                ";t0: color map texture coord  \n"\
 
109
                ";t1: normal map texture coords  \n"\
 
110
                ";t2: light 1 vector in tangent space \n"\
 
111
                ";t4: eye vector in tangent space  \n"\
 
112
                ";v0: light 1 color  \n"\
 
113
                ";t3: light 2 vector in tangent space  \n"\
 
114
                ";v1: light 2 color  \n"\
 
115
                ";v0.a: vertex alpha value   \n"\
 
116
                " \n"\
 
117
                "ps.1.4  \n"\
 
118
                " \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"\
 
121
                " \n"\
 
122
                "texld  r1, t1              ; sample (normal.x, normal.y, normal.z, height) \n"\
 
123
                "texcrd r4.xyz, t4          ; fetch eye vector  \n"\
 
124
                "texcrd r0.xyz, t0          ; color map         \n"\
 
125
                " \n"\
 
126
                "; original parallax mapping: \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"\
 
129
                " \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"\
 
132
                "mul r3, r3, c6;   ; r3 = (nh, nh, nh) * scale \n"\
 
133
                "mad r2.xyz, r3, r4_bx2, r0  ; newTexCoord = height * eye + oldTexCoord  \n"\
 
134
                " \n"\
 
135
                "phase \n"\
 
136
                " \n"\
 
137
                "texld r0, r2               ; load diffuse texture with new tex coord \n"\
 
138
                "texld r1, r2               ; sample normal map \n"\
 
139
                "texcrd r2.xyz, t2          ; fetch light vector 1 \n"\
 
140
                "texcrd r3.xyz, t3          ; fetch light vector 2 \n"\
 
141
                " \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"\
 
144
                " \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"\
 
147
                " \n"\
 
148
                "mul r0.xyz, r0, r3          ; total luminance * base color \n"\
 
149
                "+mov r0.a, v0.a             ; write original alpha value \n"\
 
150
                "\n";
 
151
 
 
152
        // Irrlicht Engine D3D9 render path normal map pixel shader version 2.0
 
153
        const char D3D9_PARALLAX_MAP_PSH_20[] =
 
154
                ";Irrlicht Engine D3D9 render path parallax mapping pixel shader \n"\
 
155
                ";Input:  \n"\
 
156
                " \n"\
 
157
                ";t0: color map texture coord  \n"\
 
158
                ";t1: normal map texture coords  \n"\
 
159
                ";t2: light 1 vector in tangent space  \n"\
 
160
                ";t4: eye vector in tangent space  \n"\
 
161
                ";v0: light 1 color  \n"\
 
162
                ";t3: light 2 vector in tangent space  \n"\
 
163
                ";v1: light 2 color  \n"\
 
164
                ";v0.a: vertex alpha value   \n"\
 
165
                " \n"\
 
166
                "ps.2.0 \n"\
 
167
                " \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"\
 
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"\
 
172
                " \n"\
 
173
                "dcl t2.xyz ; \n"\
 
174
                "dcl t3.xyz ; \n"\
 
175
                "dcl t4.xyz ; \n"\
 
176
                "dcl v0.xyzw; \n"\
 
177
                "dcl v1.xyzw; \n"\
 
178
                " \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"\
 
181
                "mov r11, c1; \n"\
 
182
                " \n"\
 
183
                "texld  r1, t1, s1     ; sample (normal.x, normal.y, normal.z, height) \n"\
 
184
                "mov r4.xyz, t4          ; fetch eye vector  \n"\
 
185
                "mov r0.xy, t0          ; color map  \n"\
 
186
                " \n"\
 
187
                "; original parallax mapping: \n"\
 
188
                "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
 
189
                "mad r1.xyz, r1, r11, c0; \n"\
 
190
                " \n"\
 
191
                "mul r3, r1.wwww, c6;   ; r3 = (height, height, height) * scale \n"\
 
192
                " \n"\
 
193
                "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
 
194
                "mad r4.xyz, r4, r11, c0; \n"\
 
195
                " \n"\
 
196
                "mad r2.xy, r3, r4, r0  ; newTexCoord = height * eye + oldTexCoord  \n"\
 
197
                " \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"\
 
200
                ";mul r3, r3, c6;   ; r3 = (nh, nh, nh) * scale \n"\
 
201
                ";mad r2.xyz, r3, r4_bx2, r0  ; newTexCoord = height * eye + oldTexCoord  \n"\
 
202
                " \n"\
 
203
                "texld r0, r2, s0           ; load diffuse texture with new tex coord \n"\
 
204
                "texld r1, r2, s1           ; sample normal map \n"\
 
205
                "mov r2.xyz, t2          ; fetch light vector 1 \n"\
 
206
                "mov r3.xyz, t3          ; fetch light vector 2 \n"\
 
207
                " \n"\
 
208
                "; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
 
209
                "mad r1.xyz, r1, r11, c0; \n"\
 
210
                "mad r2.xyz, r2, r11, c0; \n"\
 
211
                "mad r3.xyz, r3, r11, c0; \n"\
 
212
                " \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"\
 
215
                " \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"\
 
218
                " \n"\
 
219
                "mul r0.xyz, r0, r3          ; total luminance * base color \n"\
 
220
                "mov r0.a, v0.a             ; write original alpha value \n"\
 
221
                "mov oC0, r0; \n"\
 
222
                "\n";
 
223
 
 
224
        CD3D9ParallaxMapRenderer::CD3D9ParallaxMapRenderer(
 
225
                IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
 
226
                s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
 
227
                : CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial),
 
228
                CurrentScale(0.0f)
 
229
        {
 
230
        
 
231
                #ifdef _DEBUG
 
232
                setDebugName("CD3D9ParallaxMapRenderer");
 
233
                #endif
 
234
        
 
235
                // set this as callback. We could have done this in
 
236
                // the initialization list, but some compilers don't like it.
 
237
 
 
238
                CallBack = this;
 
239
 
 
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
 
242
 
 
243
                if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) ||
 
244
                        !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1))
 
245
                {
 
246
                        // this hardware is not able to do shaders. Fall back to
 
247
                        // base material.
 
248
                        outMaterialTypeNr = driver->addMaterialRenderer(this);
 
249
                        return;
 
250
                }
 
251
 
 
252
                // check if already compiled parallax map shaders are there.
 
253
 
 
254
                video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID);
 
255
                if (renderer)
 
256
                {
 
257
                        // use the already compiled shaders
 
258
                        video::CD3D9ParallaxMapRenderer* nmr = (video::CD3D9ParallaxMapRenderer*)renderer;
 
259
                        VertexShader = nmr->VertexShader;
 
260
                        if (VertexShader)
 
261
                                VertexShader->AddRef();
 
262
 
 
263
                        PixelShader = nmr->PixelShader;
 
264
                        if (PixelShader)
 
265
                                PixelShader->AddRef();
 
266
 
 
267
                        outMaterialTypeNr = driver->addMaterialRenderer(this);
 
268
                }
 
269
                else
 
270
                {
 
271
                        #ifdef SHADER_EXTERNAL_DEBUG
 
272
 
 
273
                                // quickly load shader from external file
 
274
                                io::CReadFile* file = new io::CReadFile("parallax.psh");
 
275
                                s32 sz = file->getSize();
 
276
                                char* s = new char[sz+1];
 
277
                                file->read(s, sz);
 
278
                                s[sz] = 0;
 
279
 
 
280
                                init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, s);
 
281
 
 
282
                                delete [] s;
 
283
                                file->drop();
 
284
 
 
285
                        #else
 
286
 
 
287
                                // compile shaders on our own
 
288
                                init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, D3D9_PARALLAX_MAP_PSH);
 
289
 
 
290
                        #endif // SHADER_EXTERNAL_DEBUG
 
291
                }
 
292
                // something failed, use base material
 
293
                if (-1==outMaterialTypeNr)
 
294
                        driver->addMaterialRenderer(this);
 
295
        }
 
296
 
 
297
 
 
298
        CD3D9ParallaxMapRenderer::~CD3D9ParallaxMapRenderer()
 
299
        {
 
300
                if (CallBack == this)
 
301
                        CallBack = 0;
 
302
        }
 
303
 
 
304
        bool CD3D9ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
 
305
        {
 
306
                if (vtxtype != video::EVT_TANGENTS)
 
307
                {
 
308
                        os::Printer::log("Error: Parallax map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR);
 
309
                        return false;
 
310
                }
 
311
 
 
312
                return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
 
313
        }
 
314
 
 
315
 
 
316
        void CD3D9ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
 
317
                const video::SMaterial& lastMaterial,
 
318
                bool resetAllRenderstates, video::IMaterialRendererServices* services)
 
319
        {
 
320
                CD3D9ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
 
321
                        resetAllRenderstates, services);
 
322
 
 
323
                CurrentScale = material.MaterialTypeParam;
 
324
        }
 
325
 
 
326
 
 
327
        //! Returns the render capability of the material.
 
328
        s32 CD3D9ParallaxMapRenderer::getRenderCapability() const
 
329
        {
 
330
                if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) &&
 
331
                        Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1))
 
332
                        return 0;
 
333
 
 
334
                return 1;
 
335
        }
 
336
 
 
337
 
 
338
        //! Called by the engine when the vertex and/or pixel shader constants
 
339
        //! for an material renderer should be set.
 
340
        void CD3D9ParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
 
341
        {
 
342
                video::IVideoDriver* driver = services->getVideoDriver();
 
343
 
 
344
                // set transposed world matrix
 
345
                services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4);
 
346
 
 
347
                // set eye position
 
348
 
 
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
 
351
                // the inverse of the view matrix, the resulting vector is the
 
352
                // object space location of the camera.
 
353
 
 
354
                f32 floats[4] = {0,0,0,1};
 
355
                core::matrix4 minv = driver->getTransform(video::ETS_VIEW);
 
356
                minv.makeInverse();
 
357
                minv.multiplyWith1x4Matrix(floats);
 
358
                services->setVertexShaderConstant(floats, 4, 1);
 
359
 
 
360
                // set transposed worldViewProj matrix
 
361
                core::matrix4 worldViewProj;
 
362
                worldViewProj = driver->getTransform(video::ETS_PROJECTION);
 
363
                worldViewProj *= driver->getTransform(video::ETS_VIEW);
 
364
                worldViewProj *= driver->getTransform(video::ETS_WORLD);
 
365
                services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4);
 
366
 
 
367
                // here we've got to fetch the fixed function lights from the
 
368
                // driver and set them as constants
 
369
 
 
370
                const u32 cnt = driver->getDynamicLightCount();
 
371
 
 
372
                for (u32 i=0; i<2; ++i)
 
373
                {
 
374
                        SLight light;
 
375
 
 
376
                        if (i<cnt)
 
377
                                light = driver->getDynamicLight(i);
 
378
                        else
 
379
                        {
 
380
                                light.DiffuseColor.set(0,0,0); // make light dark
 
381
                                light.Radius = 1.0f;
 
382
                        }
 
383
 
 
384
                        light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
 
385
 
 
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);
 
388
                }
 
389
 
 
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};
 
392
                services->setVertexShaderConstant(c95, 95, 1);
 
393
                f32 c96[] = {-1, 1, 1, 1};
 
394
                services->setVertexShaderConstant(c96, 96, 1);
 
395
 
 
396
                // set scale factor
 
397
                f32 factor = 0.02f; // default value
 
398
                if (CurrentScale != 0)
 
399
                        factor = CurrentScale;
 
400
 
 
401
                f32 c6[] = {factor, factor, factor, 0};
 
402
                services->setPixelShaderConstant(c6, 6, 1);
 
403
        }
 
404
 
 
405
 
 
406
} // end namespace video
 
407
} // end namespace irr
 
408
 
 
409
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
 
410