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// 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_9_
#include "CD3D9NormalMapRenderer.h"
#include "IVideoDriver.h"
#include "IMaterialRendererServices.h"
#include "os.h"
#include "SLight.h"
namespace irr
{
namespace video
{
// 1.1 Shaders with two lights and vertex based attenuation
// Irrlicht Engine D3D9 render path normal map vertex shader
const char D3D9_NORMAL_MAP_VSH[] =
";Irrlicht Engine 0.8 D3D9 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"\
"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"\
"\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 D3D9 render path normal map pixel shader
const char D3D9_NORMAL_MAP_PSH_1_1[] =
";Irrlicht Engine 0.8 D3D9 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.xyz, t0, r0 ; total luminance * base color\n"\
"+mov r0.a, v0.a ; write interpolated vertex alpha value \n"\
"\n"\
"";
// Higher-quality normal map pixel shader (requires PS 2.0)
// uses per-pixel normalization for improved accuracy
const char D3D9_NORMAL_MAP_PSH_2_0[] =
";Irrlicht Engine 0.8 D3D9 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_2_0 \n"\
"def c0, 0, 0, 0, 0\n"\
"def c1, 1.0, 1.0, 1.0, 1.0\n"\
"def c2, 2.0, 2.0, 2.0, 2.0\n"\
"def c3, -.5, -.5, -.5, -.5\n"\
"dcl t0\n"\
"dcl t1\n"\
"dcl t2\n"\
"dcl t3\n"\
"dcl v1\n"\
"dcl v0\n"\
"dcl_2d s0\n"\
"dcl_2d s1\n"\
"texld r0, t0, s0 ; sample color map into r0 \n"\
"texld r4, t0, s1 ; sample normal map into r4\n"\
"add r4, r4, c3 ; bias the normal vector\n"\
"add r5, t2, c3 ; bias the light 1 vector into r5\n"\
"add r6, t3, c3 ; bias the light 2 vector into r6\n"\
"nrm r1, r4 ; normalize the normal vector into r1\n"\
"nrm r2, r5 ; normalize the light1 vector into r2\n"\
"nrm r3, r6 ; normalize the light2 vector into r3\n"\
"dp3 r2, r2, r1 ; let r2 = normal DOT light 1 vector\n"\
"max r2, r2, c0 ; clamp result to positive numbers\n"\
"mul r2, r2, v0 ; let r2 = luminance1 * light color 1 \n"\
"dp3 r3, r3, r1 ; let r3 = normal DOT light 2 vector\n"\
"max r3, r3, c0 ; clamp result to positive numbers\n"\
"mad r2, r3, v1, r2 ; let r2 = (luminance2 * light color 2) + (luminance2 * light color 1) \n"\
"mul r2, r2, r0 ; let r2 = total luminance * base color\n"\
"mov r2.w, v0.w ; write interpolated vertex alpha value \n"\
"mov oC0, r2 ; copy r2 to the output register \n"\
"\n"\
"";
CD3D9NormalMapRenderer::CD3D9NormalMapRenderer(
IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
: CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial)
{
#ifdef _DEBUG
setDebugName("CD3D9NormalMapRenderer");
#endif
// set this as callback. We could have done this in
// the initialization list, but some compilers don't like it.
CallBack = this;
// basically, this thing simply compiles the 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::CD3D9NormalMapRenderer* nmr = (video::CD3D9NormalMapRenderer*)renderer;
VertexShader = nmr->VertexShader;
if (VertexShader)
VertexShader->AddRef();
PixelShader = nmr->PixelShader;
if (PixelShader)
PixelShader->AddRef();
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
else
{
// compile shaders on our own
if (driver->queryFeature(video::EVDF_PIXEL_SHADER_2_0))
{
init(outMaterialTypeNr, D3D9_NORMAL_MAP_VSH, D3D9_NORMAL_MAP_PSH_2_0);
}
else
{
init(outMaterialTypeNr, D3D9_NORMAL_MAP_VSH, D3D9_NORMAL_MAP_PSH_1_1);
}
}
// something failed, use base material
if (-1==outMaterialTypeNr)
driver->addMaterialRenderer(this);
}
CD3D9NormalMapRenderer::~CD3D9NormalMapRenderer()
{
if (CallBack == this)
CallBack = 0;
}
bool CD3D9NormalMapRenderer::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 CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
}
//! Returns the render capability of the material.
s32 CD3D9NormalMapRenderer::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 CD3D9NormalMapRenderer::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);
}
// 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);
}
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
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