diff options
Diffstat (limited to 'source/Irrlicht/CD3D9ParallaxMapRenderer.cpp')
-rw-r--r-- | source/Irrlicht/CD3D9ParallaxMapRenderer.cpp | 409 |
1 files changed, 0 insertions, 409 deletions
diff --git a/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp b/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp deleted file mode 100644 index f036fb7..0000000 --- a/source/Irrlicht/CD3D9ParallaxMapRenderer.cpp +++ /dev/null @@ -1,409 +0,0 @@ -// 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 "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/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"\
- "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.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 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;
-
- // basically, 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_
-
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