Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp :


// Copyright (C) 2002-2011 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_9_

#include "CD3D9ParallaxMapRenderer.h"
#include "IMaterialRendererServices.h"
#include "IVideoDriver.h"
#include "os.h"
#include "SLight.h"

//#define SHADER_EXTERNAL_DEBUG


#ifdef SHADER_EXTERNAL_DEBUG
#include "CReadFile.h"
#endif

namespace irr
{
namespace video
{
	// 1.1/1.4 Shaders with two lights and vertex based attenuation


	// Irrlicht Engine D3D9 render path normal map vertex shader

	const char D3D9_PARALLAX_MAP_VSH[] =
		";Irrlicht Engine 0.10 D3D9 render path parallax mapping vertex shader\n"\
		"; c0-3: Transposed world matrix \n"\
		"; c4: Eye position \n"\
		"; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
		"; c12: Light01 position \n"\
		"; c13: x,y,z: Light01 color; .w: 1/LightRadius² \n"\
		"; c14: Light02 position \n"\
		"; c15: x,y,z: Light02 color; .w: 1/LightRadius² \n"\
		"vs.1.1\n"\
		"dcl_position  v0              ; position \n"\
		"dcl_normal    v1              ; normal \n"\
		"dcl_color     v2              ; color \n"\
		"dcl_texcoord0 v3              ; texture coord \n"\
		"dcl_texcoord1 v4              ; tangent \n"\
		"dcl_texcoord2 v5              ; binormal \n"\
		"\n"\
		"def c95, 0.5, 0.5, 0.5, 0.5   ; used for moving light vector to ps \n"\
		"def c96, -1, 1, 1, 1   ; somewhere I've got a bug. flipping the vectors with this fixes it. \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 - light1 pos\n"\
		"add r3, c14, -r4              ; vtxpos - light2 pos\n"\
		"add r1, -c4,  r4              ; eye - vtxpos \n"\
		"\n"\
		"dp3 r8.x, r5, r2              ; transform the light1 vector with U, V, W\n"\
		"dp3 r8.y, r6, r2   \n"\
		"dp3 r8.z, r7, r2   \n"\
		"dp3 r9.x, r5, r3              ; transform the light2 vector with U, V, W\n"\
		"dp3 r9.y, r6, r3   \n"\
		"dp3 r9.z, r7, r3   \n"\
		"dp3 r10.x, r5, r1             ; transform the eye vector with U, V, W\n"\
		"dp3 r10.y, r6, r1   \n"\
		"dp3 r10.z, r7, r1   \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"\
		";mul r8, r8, c96 \n"\
		"dp3 r9.w, r9, r9              ; normalize light vector 2 (r9)\n"\
		"rsq r9.w, r9.w    \n"\
		"mul r9, r9, r9.w  \n"\
		";mul r9, r9, c96 \n"\
		"dp3 r10.w, r10, r10           ; normalize eye vector (r10)\n"\
		"rsq r10.w, r10.w    \n"\
		"mul r10, r10, r10.w  \n"\
		"mul r10, r10, c96 \n"\
		"\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"\
		"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\
		"\n"\
		" ; calculate attenuation of light 1 \n"\
		"dp3 r2.x, r2.xyz, r2.xyz      ; r2.x = r2.x² + r2.y² + r2.z² \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.x² + r3.y² + r3.z² \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 D3D9 render path normal map pixel shader version 1.4

	const char D3D9_PARALLAX_MAP_PSH[] =
		";Irrlicht Engine 0.10 D3D9 render path parallax mapping 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"\
		";t4: eye 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"\
		" \n"\
		"ps.1.4  \n"\
		" \n"\
		";def  c6, 0.02f, 0.02f, 0.02f, 0.0f ; scale factor, now set in callback \n"\
		"def  c5, 0.5f, 0.5f, 0.5f, 0.0f ; for specular division \n"\
		" \n"\
		"texld  r1, t1              ; sample (normal.x, normal.y, normal.z, height) \n"\
		"texcrd r4.xyz, t4          ; fetch eye vector  \n"\
		"texcrd r0.xyz, t0          ; color map		\n"\
		" \n"\
		"; original parallax mapping: \n"\
		";mul r3, r1_bx2.wwww, c6;   ; r3 = (height, height, height) * scale \n"\
		";mad r2.xyz, r3, r4_bx2, r0  ; newTexCoord = height * eye + oldTexCoord  \n"\
		" \n"\
		"; modified parallax mapping to reduce swimming effect: \n"\
		"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"\
		"mul r3, r3, c6;   ; r3 = (nh, nh, nh) * scale \n"\
		"mad r2.xyz, r3, r4_bx2, r0  ; newTexCoord = height * eye + oldTexCoord  \n"\
		" \n"\
		"phase \n"\
		" \n"\
		"texld r0, r2               ; load diffuse texture with new tex coord \n"\
		"texld r1, r2               ; sample normal map \n"\
		"texcrd r2.xyz, t2          ; fetch light vector 1 \n"\
		"texcrd r3.xyz, t3          ; fetch light vector 2 \n"\
		" \n"\
		"dp3_sat r5, r1_bx2, r2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\
		"mul r5, r5, v0             ; luminance1 * light color 1 \n"\
		" \n"\
		"dp3_sat r3, r1_bx2, r3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\
		"mad r3, r3, v1, r5         ; (luminance2 * light color 2) + luminance1 \n"\
		" \n"\
		"mul r0.xyz, r0, r3          ; total luminance * base color \n"\
		"+mov r0.a, v0.a             ; write original alpha value \n"\
		"\n";

	// Irrlicht Engine D3D9 render path normal map pixel shader version 2.0

	const char D3D9_PARALLAX_MAP_PSH_20[] =
		";Irrlicht Engine D3D9 render path parallax mapping pixel shader \n"\
		";Input:  \n"\
		" \n"\
		";t0: color map texture coord  \n"\
		";t1: normal map texture coords  \n"\
		";t2: light 1 vector in tangent space  \n"\
		";t4: eye 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"\
		" \n"\
		"ps.2.0 \n"\
		" \n"\
		"dcl_2d s0 ; Declare the s0 register to be the sampler for stage 0 \n"\
		"dcl t0.xy ; Declare t0 to have 2D texture coordinates from stage 0 \n"\
		"dcl t1.xy ; Declare t0 to have 2D texture coordinates from stage 0 \n"\
		"dcl_2d s1 ; Declare the s1 register to be the sampler for stage 1 \n"\
		" \n"\
		"dcl t2.xyz ; \n"\
		"dcl t3.xyz ; \n"\
		"dcl t4.xyz ; \n"\
		"dcl v0.xyzw; \n"\
		"dcl v1.xyzw; \n"\
		" \n"\
		"def  c0, -1.0f, -1.0f, -1.0f, -1.0f ; for _bx2 emulation \n"\
		"def  c1, 2.0f, 2.0f, 2.0f, 2.0f ; for _bx2 emulation  \n"\
		"mov r11, c1; \n"\
		" \n"\
		"texld  r1, t1, s1     ; sample (normal.x, normal.y, normal.z, height) \n"\
		"mov r4.xyz, t4          ; fetch eye vector  \n"\
		"mov r0.xy, t0          ; color map  \n"\
		" \n"\
		"; original parallax mapping: \n"\
		"; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
		"mad r1.xyz, r1, r11, c0; \n"\
		" \n"\
		"mul r3, r1.wwww, c6;   ; r3 = (height, height, height) * scale \n"\
		" \n"\
		"; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
		"mad r4.xyz, r4, r11, c0; \n"\
		" \n"\
		"mad r2.xy, r3, r4, r0  ; newTexCoord = height * eye + oldTexCoord  \n"\
		" \n"\
		"; modified parallax mapping to avoid swimming: \n"\
		";mul r3, r1_bx2.wwww, r1_bx2.zzzz ;  r3 = (h,h,h,h) * (n.z, n.z, n.z, n.z,) \n"\
		";mul r3, r3, c6;   ; r3 = (nh, nh, nh) * scale \n"\
		";mad r2.xyz, r3, r4_bx2, r0  ; newTexCoord = height * eye + oldTexCoord  \n"\
		" \n"\
		"texld r0, r2, s0           ; load diffuse texture with new tex coord \n"\
		"texld r1, r2, s1           ; sample normal map \n"\
		"mov r2.xyz, t2          ; fetch light vector 1 \n"\
		"mov r3.xyz, t3          ; fetch light vector 2 \n"\
		" \n"\
		"; emulate ps1x _bx2, so substract 0.5f and multiply by 2 \n"\
		"mad r1.xyz, r1, r11, c0; \n"\
		"mad r2.xyz, r2, r11, c0; \n"\
		"mad r3.xyz, r3, r11, c0; \n"\
		" \n"\
		"dp3_sat r2, r1, r2 ; normal dot light 1 (_bx2 because moved into 0..1) \n"\
		"mul r2, r2, v0     ; luminance1 * light color 1 \n"\
		" \n"\
		"dp3_sat r3, r1, r3 ; normal dot light 2 (_bx2 because moved into 0..1) \n"\
		"mad r3, r3, v1, r2         ; (luminance2 * light color 2) + luminance1 \n"\
		" \n"\
		"mul r0.xyz, r0, r3          ; total luminance * base color \n"\
		"mov r0.a, v0.a             ; write original alpha value \n"\
		"mov oC0, r0; \n"\
		"\n";

	CD3D9ParallaxMapRenderer::CD3D9ParallaxMapRenderer(
		IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
		s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
		: CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial),
		CurrentScale(0.0f)
	{
	
		#ifdef _DEBUG
		setDebugName("CD3D9ParallaxMapRenderer");
		#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_4) ||
			!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 parallax map shaders are there.


		video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID);
		if (renderer)
		{
			// use the already compiled shaders

			video::CD3D9ParallaxMapRenderer* nmr = (video::CD3D9ParallaxMapRenderer*)renderer;
			VertexShader = nmr->VertexShader;
			if (VertexShader)
				VertexShader->AddRef();

			PixelShader = nmr->PixelShader;
			if (PixelShader)
				PixelShader->AddRef();

			outMaterialTypeNr = driver->addMaterialRenderer(this);
		}
		else
		{
			#ifdef SHADER_EXTERNAL_DEBUG

				// quickly load shader from external file

				io::CReadFile* file = new io::CReadFile("parallax.psh");
				s32 sz = file->getSize();
				char* s = new char[sz+1];
				file->read(s, sz);
				s[sz] = 0;

				init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, s);

				delete [] s;
				file->drop();

			#else

				// compile shaders on our own

				init(outMaterialTypeNr, D3D9_PARALLAX_MAP_VSH, D3D9_PARALLAX_MAP_PSH);

			#endif // SHADER_EXTERNAL_DEBUG

		}
		// something failed, use base material

		if (-1==outMaterialTypeNr)
			driver->addMaterialRenderer(this);
	}


	CD3D9ParallaxMapRenderer::~CD3D9ParallaxMapRenderer()
	{
		if (CallBack == this)
			CallBack = 0;
	}

	bool CD3D9ParallaxMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
	{
		if (vtxtype != video::EVT_TANGENTS)
		{
			os::Printer::log("Error: Parallax map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR);
			return false;
		}

		return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
	}


	void CD3D9ParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
		const video::SMaterial& lastMaterial,
		bool resetAllRenderstates, video::IMaterialRendererServices* services)
	{
		CD3D9ShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
			resetAllRenderstates, services);

		CurrentScale = material.MaterialTypeParam;
	}


	//! Returns the render capability of the material.

	s32 CD3D9ParallaxMapRenderer::getRenderCapability() const
	{
		if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_4) &&
			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 CD3D9ParallaxMapRenderer::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 eye position


		// The  viewpoint is at (0., 0., 0.) in eye space.

		// Turning this into a vector [0 0 0 1] and multiply it by

		// the inverse of the view matrix, the resulting vector is the

		// object space location of the camera.


		f32 floats[4] = {0,0,0,1};
		core::matrix4 minv = driver->getTransform(video::ETS_VIEW);
		minv.makeInverse();
		minv.multiplyWith1x4Matrix(floats);
		services->setVertexShaderConstant(floats, 4, 1);

		// set transposed worldViewProj matrix

		core::matrix4 worldViewProj;
		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


		const 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);
		}

		// this is not really necessary in d3d9 (used a def instruction), but to be sure:

		f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f};
		services->setVertexShaderConstant(c95, 95, 1);
		f32 c96[] = {-1, 1, 1, 1};
		services->setVertexShaderConstant(c96, 96, 1);

		// set scale factor

		f32 factor = 0.02f; // default value

		if (CurrentScale != 0)
			factor = CurrentScale;

		f32 c6[] = {factor, factor, factor, 0};
		services->setPixelShaderConstant(c6, 6, 1);
	}


} // end namespace video

} // end namespace irr


#endif // _IRR_COMPILE_WITH_DIRECT3D_9_


Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
883 membres
1429 sujets
11121 messages
Dernier membre inscrit: Saidov17
38 invités en ligne
Aucun membre connecté
RSS Feed