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 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 }
void VPostProcessFXAA::InitializePostProcessor() { if (m_bIsInitialized || !m_bActive) return; SetupContext(); // Load glow shader library BOOL bResult = Vision::Shaders.LoadShaderLibrary("\\Shaders\\FXAA.ShaderLib", SHADERLIBFLAG_HIDDEN) != NULL; VASSERT(bResult); // file not found? GetTargetContext()->GetSize(m_iWidth, m_iHeight); m_spMask = new VisScreenMask_cl(); m_spMask->SetPos(0,0); m_spMask->SetTargetSize((float)m_iWidth,(float)m_iHeight); m_spMask->SetTextureRange(0.0f, 0.0f, (float)m_iWidth, (float)m_iHeight); #ifdef _VR_DX9 m_spMask->SetUseOpenGLTexelShift(TRUE); #else m_spMask->SetUseOpenGLTexelShift(FALSE); #endif //m_spMask->SetUseOpenGLTexelShift(FALSE); m_spMask->SetTransparency(VIS_TRANSP_NONE); m_spMask->SetVisible(FALSE); m_spMask->SetDepthWrite(FALSE); m_spMask->SetWrapping(FALSE, FALSE); m_spMask->SetVisibleBitmask(0); // this mask is rendered manually via a collection // no wireframe for this mask VSimpleRenderState_t s = m_spMask->GetRenderState(); s.SetFlag(RENDERSTATEFLAG_NOWIREFRAME); m_spMask->SetRenderState(s); VTechniqueConfig vc; VString tags; tags.Format("FXAA_PRESET=%d", (int)Quality); vc.SetInclusionTags(tags); VCompiledTechnique *pTech = Vision::Shaders.CreateTechnique("FXAA", NULL, &vc, EFFECTFLAGS_FORCEUNIQUE); VASSERT(pTech!=NULL && "Could not create technique for FXAA postprocessor!"); m_spMask->SetTechnique(pTech); m_spMask->SetTransparency(VIS_TRANSP_NONE); VShaderConstantBuffer *pPS = pTech->GetShader(0)->GetConstantBuffer(VSS_PixelShader); m_iRegScreenSize = pPS->GetRegisterByName("rcpFrame"); // make frame copy only if this is not the last PP bool bFrameCopy = !IsLastComponent(); if (bFrameCopy && GetTargetContext()->GetRenderTarget() == m_spSourceTextures[0]) { m_spFrameCopyTexture = ScratchTexturePool_cl::GlobalManager().GetScratchTexture(m_iWidth, m_iHeight, m_spSourceTextures[0]->GetTextureFormat(), 0); m_spMask->SetTextureObject(m_spFrameCopyTexture); } else { m_spFrameCopyTexture = NULL; m_spMask->SetTextureObject(m_spSourceTextures[0]); } m_bIsInitialized = true; }