void MirrorRenderLoop_cl::CreateSimpleShaders() { // create a dummy diffuse-only surface m_dummySurface.SetEffect(NULL); // make sure all lighting shaders are set properly VCompiledEffect *pFX = m_dummySurface.m_spCurrentEffect; VVERIFY_MSG(pFX != NULL,"failed to initialize mirror shaders"); VTechniqueConfig *pGlobalConfig = Vision::Shaders.GetGlobalTechniqueConfig(); VTechniqueConfig usageConfig; // default technique to render lightmapped geometry usageConfig.SetInclusionTags("MIRROR;LIGHTMAP"); m_spDefaultLightMapping = pFX->FindCompatibleTechnique(&usageConfig, pGlobalConfig); if (!m_spDefaultLightMapping) m_spDefaultLightMapping = pFX->GetDefaultTechnique(); // technique to render geometry with light grid usageConfig.SetInclusionTags("MIRROR;LIGHTGRID"); m_spDefaultLightGrid = pFX->FindCompatibleTechnique(&usageConfig, pGlobalConfig); if (!m_spDefaultLightGrid) m_spDefaultLightGrid = pFX->GetDefaultTechnique(); // depth stencil state m_dynLightDefaultState = *VisRenderStates_cl::GetDepthStencilDefaultState(); m_dynLightDefaultState.m_cDepthComparisonFunc = COMPARISON_EQUAL; m_dynLightDefaultState.m_iStencilReadMask = 0; m_dynLightDefaultState.m_bDepthWriteEnabled = false; m_dynLightDefaultState.ComputeHash(); VASSERT(m_spDefaultLightMapping && m_spDefaultLightGrid); }
void VImageState::SerializeX( VArchive &ar ) { char iLocalVersion = 1; if (ar.IsLoading()) { ar >> iLocalVersion; VASSERT_MSG(iLocalVersion<=1,"Invalid version"); ar >> (int &)m_eStretchMode >> m_iColor; SetTexture((VTextureObject *)ar.ReadProxyObject()); ar >> texCoord; m_spCursor = (VCursor *)ar.ReadProxyObject(); ar >> (int &)m_eTranspType >> m_iAdditionalStateFlags; if (iLocalVersion>=1) { VisEffectConfig_cl fxConfig; fxConfig.SerializeX(ar); VCompiledEffect *pFX = fxConfig.GetEffect(); if (pFX) m_spTechnique = pFX->GetDefaultTechnique(); } }
void VDebugShadingModes::Init() { Vision::Callbacks.OnAfterSceneLoaded += this; Vision::Callbacks.OnBeforeSceneUnloaded += this; m_debugShadingEffects.Clear(); m_spDebugShadingShaderLib = NULL; m_spDebugShadingShaderLib = Vision::Shaders.LoadShaderLibrary("Shaders\\DebugShadingEffects.ShaderLib"); if ((m_spDebugShadingShaderLib == NULL) || (m_spDebugShadingShaderLib && !m_spDebugShadingShaderLib->IsLoaded())) return; VAppMenu* pMainMenu = GetParent()->GetAppModule<VAppMenu>(); if (pMainMenu == NULL) return; VAppMenuItems items; VisShaderFXLibManager_cl &manager(Vision::Shaders.GetShaderFXLibManager()); // Enumerate all available effects and add them to a collection for later usage for (int i=0;i<m_spDebugShadingShaderLib->m_Effects.Count();i++) { VCompiledEffect *pFX = m_spDebugShadingShaderLib->m_Effects.GetAt(i)->CompileEffect(NULL, manager.m_ShaderInstances); // Skip the "NotAvailable" shader, because it is only used for fallback reasons in vForge if ((pFX==NULL) || (pFX && VStringHelper::SafeCompare(pFX->GetSourceEffect()->GetName(), "NotAvailable") == 0)) continue; // Use the effect's same as a description pFX->SetUserData((void *)pFX->GetSourceEffect()->GetName()); int iIndex = m_debugShadingEffects.Add(pFX); items.Add(VAppMenuItem(pFX->GetSourceEffect()->GetName(), iIndex, 0, true)); } m_callbacks = pMainMenu->RegisterGroup("Debug Shading", items, NULL, VAPP_DEFAULT_SORTING_2, false); RegisterCallbacks(); }
void VTerrainDecorationEntityModel::RecreateIRShaders(VisSurface_cl* pSurface, VShaderEffectLib* pEffectLib) { if (pSurface == NULL) return; // check for supported transparency types if (pSurface->GetTransparencyType() != VIS_TRANSP_NONE && pSurface->GetTransparencyType() != VIS_TRANSP_ALPHATEST && pSurface->GetTransparencyType() != VIS_TRANSP_ALPHA) return; char szParam[1024]; VTechniqueConfig baseCfg("INSTANCING;WIND", NULL); // if (Vision::Renderer.GetCurrentRendererNode() != NULL && Vision::Renderer.GetRendererNode()->GetMultisampleMode() != VVIDEO_MULTISAMPLE_OFF) // baseCfg.AddInclusionTag("MSAA"); switch (pSurface->GetGeometryTopology()) { case VisSurface_cl::VGT_3DMesh: baseCfg.AddInclusionTag("GEO_3D"); break; default: Vision::Error.Warning("VTerrainDecorationEntityModel::RecreateIRShaders: Only 3DMesh geometry topology is supported"); return; } hkvVec4 vWindPhaseParams(0.0071f, 0.0092f, 0.0f, 0.0f); const hkvAlignedBBox& bbox = m_spMesh->GetBoundingBox(); if (bbox.isValid()) vWindPhaseParams.w = -bbox.m_vMin.z; { // 1. Assign G-Pass pass technique //////////////////////////////////// szParam[0] = '\0'; // Get params needed for IR shader creation from IR renderer char* pszParamPos = GetParamStringForIRSurface(pSurface, szParam); pszParamPos += sprintf(pszParamPos, "WindPhaseParams=%g,%g,%g,%g;", vWindPhaseParams.x, vWindPhaseParams.y, vWindPhaseParams.z, vWindPhaseParams.w); VTechniqueConfig cfg(baseCfg); bool bHasMaterialTex = pSurface->GetAuxiliaryTextureCount() >= 1 && pSurface->GetAuxiliaryTexture(0) != NULL; bool bHasHotSpotTex = pSurface->GetAuxiliaryTextureCount() >= 2 && pSurface->GetAuxiliaryTexture(1) != NULL; if (bHasMaterialTex) { // --- Thermal params are taken from auxiliary texture cfg.AddInclusionTag("AUX_TEX"); } else { int iMaterialID = 0; if (pSurface->GetMesh() != NULL) iMaterialID = (int)pSurface->GetMesh()->GetBaseSubmesh(0)->GetGeometryInfo().m_sUserFlags; // --- Thermal params are taken from submesh user flags pszParamPos += sprintf(pszParamPos, "ThermalMaterialID=%i;", iMaterialID); } if (bHasHotSpotTex) cfg.AddInclusionTag("HEATING_POWER"); VCompiledEffect* pFX = Vision::Shaders.CreateEffect("InitialPass", szParam, EFFECTCREATEFLAG_NONE, pEffectLib); if (pFX == NULL) { Vision::Error.Warning("VTerrainDecorationEntityModel::RecreateIRShaders: Failed to create InitialPass effect"); return; } VCompiledTechnique* pTechnique = pFX->FindCompatibleTechnique(&cfg); if (pTechnique == NULL) { Vision::Error.Warning("VTerrainDecorationEntityModel::RecreateIRShaders: No compatible technique found; using default technique"); pTechnique = pFX->GetDefaultTechnique(); // find default technique } VASSERT(pTechnique != NULL && pTechnique->GetShaderCount() == 1); m_spInstancingTechIRMainPass = pTechnique; } { // 2. Assign Pre-Pass pass technique ///////////////////////////////////// szParam[0] = '\0'; char* pszParamPos = szParam; pszParamPos += sprintf(pszParamPos, "WindPhaseParams=%g,%g,%g,%g;", vWindPhaseParams.x, vWindPhaseParams.y, vWindPhaseParams.z, vWindPhaseParams.w); VTechniqueConfig cfg(baseCfg); if (pSurface->GetTransparencyType() == VIS_TRANSP_ALPHATEST || pSurface->GetTransparencyType() == VIS_TRANSP_ALPHA) { cfg.AddInclusionTag("ALPHATEST"); pszParamPos += sprintf(pszParamPos, "AlphaTestThreshold=%g;", pSurface->GetAlphaTestThreshold()); } VCompiledEffect* pFX = Vision::Shaders.CreateEffect("PrePass", szParam, EFFECTCREATEFLAG_NONE, pEffectLib); if (pFX == NULL) { Vision::Error.Warning("VTerrainDecorationEntityModel::RecreateIRShaders: Failed to create PrePass effect"); return; } VCompiledTechnique* pTechnique = pFX->FindCompatibleTechnique(&cfg); if (pTechnique == NULL) { Vision::Error.Warning("VTerrainDecorationEntityModel::RecreateIRShaders: No compatible technique found; using default technique"); pTechnique = pFX->GetDefaultTechnique(); // find default technique } VASSERT(pTechnique != NULL && pTechnique->GetShaderCount() == 1); m_spInstancingTechIRPrePass = pTechnique; } }
void VTerrainDecorationEntityModel::ReapplyShaders() { m_spVegetationShaders = NULL; // set default material to vegetation (when AUTO mode is used): if (m_spMesh!=NULL) { #if defined( HK_ANARCHY ) const BOOL bUseDeferred = FALSE; #else const BOOL bUseDeferred = Vision::Renderer.IsRendererNodeOfType(V_RUNTIME_CLASS(VDeferredRenderingSystem)); #endif int iSubmeshCount = m_spMesh->GetSubmeshCount(); for (int i=0;i<iSubmeshCount;i++) { VCompiledEffect *pVegetationFX = NULL; VBaseSubmesh *pSubmesh = m_spMesh->GetSubmesh(i); VisSurface_cl *pSurf = pSubmesh->GetSurface(); if (m_spVegetationShaders==NULL) m_spVegetationShaders = new VisShaderSet_cl(); if (pSurf->GetShaderMode()==VisSurface_cl::VSM_Auto) { char szParamStr[1024]; const hkvAlignedBBox &bbox = m_spMesh->GetBoundingBox(); float fBaseZ = bbox.isValid() ? -bbox.m_vMin.z : 0.f; sprintf(szParamStr,"MaterialParams=%.4f,%.4f,%.4f,%.4f;AlphaThreshold=%.3f;fBaseZ=%.2f", pSurf->GetSpecularMultiplier(), pSurf->GetSpecularExponent(), pSurf->GetParallaxScale (), pSurf->GetParallaxBias (), pSurf->GetAlphaTestThreshold(),fBaseZ ); if (bUseDeferred) { if (Vision::RenderLoopHelper.GetLightGrid()!=NULL) { VShaderEffectLib *pLib = Vision::Shaders.LoadShaderLibrary("\\Shaders\\DeferredShadingVegetationLG.ShaderLib", SHADERLIBFLAG_HIDDEN); pVegetationFX = Vision::Shaders.CreateEffect("DeferredVegetation_Wind_LG",szParamStr,EFFECTCREATEFLAG_NONE,pLib); } else { VShaderEffectLib *pLib = Vision::Shaders.LoadShaderLibrary("\\Shaders\\DeferredShadingVegetation.ShaderLib", SHADERLIBFLAG_HIDDEN); pVegetationFX = Vision::Shaders.CreateEffect("DeferredVegetation_Wind",szParamStr,EFFECTCREATEFLAG_NONE,pLib); } } else { BOOL bRes = Vision::Shaders.LoadShaderLibrary("\\Shaders\\TerrainVegetation.ShaderLib", SHADERLIBFLAG_HIDDEN) != NULL; if (pSurf->m_spNormalMap!=NULL) { if (pSurf->m_spSpecularMap!=NULL) pVegetationFX = Vision::Shaders.CreateEffect("VegetationNrmlSpec_Wind",szParamStr); else pVegetationFX = Vision::Shaders.CreateEffect("VegetationNrml_Wind",szParamStr); } else pVegetationFX = Vision::Shaders.CreateEffect("Vegetation_Wind",szParamStr); } } if (pVegetationFX==NULL) pVegetationFX = pSurf->GetEffect(); else { pSurf->SetEffect(pVegetationFX); // sets up depth technique etc. pSurf->SetShaderMode(VisSurface_cl::VSM_Auto); } if (pSurf->GetTechnique()) m_spVegetationShaders->Add(pSubmesh, pSurf, pSurf->GetTechnique()); } } if (m_spVegetationShaders==NULL) m_spVegetationShaders = m_spMesh->GetShaderSet(); // no clone // supports instancing at all? #if defined (WIN32) m_spInstancingTech = NULL; m_spInstancingTechShadow = NULL; m_spInstancingTechIRPrePass = NULL; m_spInstancingTechIRMainPass = NULL; if (Vision::Renderer.SupportsInstancing() && m_bValidState && m_spVegetationShaders->Count()==1) { const VisDrawCallInfo_t &drawCall(m_spVegetationShaders->GetDrawCallList()[0]); VisSurface_cl *pMat = drawCall.GetSurface(); bool bAnyInstancingShader = false; VCompiledEffect *pFX = pMat->m_spCurrentEffect; if (pFX) // checks whether the assigned shader effect holds an instancing version { VTechniqueConfig cfg; #ifdef _VR_DX10 if ((Vision::Renderer.GetRendererNode ()) && (Vision::Renderer.GetRendererNode ()->GetMultisampleMode() != VVIDEO_MULTISAMPLE_OFF)) cfg.SetInclusionTags("Instancing;MSAA"); else #endif cfg.SetInclusionTags("Instancing"); m_spInstancingTech = pFX->FindCompatibleTechnique(&cfg, Vision::Shaders.GetGlobalTechniqueConfig()); if (m_spInstancingTech!=NULL && m_spInstancingTech->GetShaderCount()==1) bAnyInstancingShader = true; // shadowmap instancing? VTechniqueConfig cfg_shadow("Instancing;SpecificShadowmapFill",NULL); m_spInstancingTechShadow = pFX->FindCompatibleTechnique(&cfg_shadow, Vision::Shaders.GetGlobalTechniqueConfig()); if (m_spInstancingTechShadow!=NULL && m_spInstancingTechShadow->GetShaderCount()==1) bAnyInstancingShader = true; } if (bAnyInstancingShader) { VisMBVertexDescriptor_t desc; int iIndexCount = m_spMesh->GetMeshBuffer()->GetIndexCount(); VVertexBuffer* pVB = m_spMesh->GetMeshBuffer()->GetVertexBuffer(); m_spMesh->GetMeshBuffer()->GetVertexDescriptor(desc); VIndexBuffer* pIB = m_spMesh->GetMeshBuffer()->GetIndexBuffer(); m_spModelMesh = new VisMeshBuffer_cl(); m_spModelMesh->SetVertexBuffer(pVB,desc,m_spMesh->GetNumOfVertices(),VIS_MEMUSAGE_STATIC, 0); m_spModelMesh->SetIndexBuffer(pIB,iIndexCount,pIB->GetUsageFlags(), 0); m_spModelMesh->SetPrimitiveCount(iIndexCount/3); m_spModelMesh->SetPrimitiveType(VisMeshBuffer_cl::MB_PRIMTYPE_INDEXED_TRILIST); #ifdef HK_DEBUG m_spModelMesh->SetFilename("<TerrainDecorationEntity>"); #endif m_iModelStreams = m_spModelMesh->GetStreamMask() & (m_spInstancingTech->GetShader(0)->GetStreamMask () | VERTEX_STREAM_INDEXBUFFER); } } #endif }