void VTerrainDecorationEntityModel::UpdateParameter() { VBaseMesh *pOldMesh = m_spMesh; m_spMesh = Vision::Game.LoadDynamicMesh(GetFilename(),true); m_bNeedsLightmap = false; m_iLightmapSampler = -1; bool bSupportsDepthRendering = true; bool bSupportsShadowmapRendering = true; if (m_spMesh) { m_spMesh->GetVisibilityBoundingBox(m_LocalBBox); // check shader requirements for (int i=0;i<(int)m_spMesh->GetSurfaceCount();i++) { VisSurface_cl *pSrf = m_spMesh->GetSurface(i); if (pSrf->m_spDepthFill==NULL) bSupportsDepthRendering = false; if (pSrf->m_spShadowmapFill==NULL) bSupportsShadowmapRendering = false; VCompiledTechnique *pSrfTech = pSrf->GetTechnique(); if (!pSrfTech) continue; for (int j=0;j<pSrfTech->GetShaderCount();j++) { const VCompiledShaderPass *pShader = pSrfTech->GetShader(j); const int iActiveSamplerCount = (int)pShader->GetActiveSamplerCount(VSS_PixelShader); for (int k=0;k<iActiveSamplerCount;k++) { const VStateGroupTexture *pStateGroupTexture = pShader->GetStateGroupTexture(VSS_PixelShader, k); VASSERT(pStateGroupTexture != NULL); if (pStateGroupTexture->m_cTextureType == TEXTURETYPE_LIGHTMAP) { m_iLightmapSampler = k; m_bNeedsLightmap = true; } } } } } IVTerrainDecorationModel::UpdateParameter(); if (pOldMesh != m_spMesh) ReapplyShaders(); if (!bSupportsShadowmapRendering) m_iSupportedContextTypes &= ~(1<<VIS_CONTEXTUSAGE_DEPTHSHADOW); if (bSupportsDepthRendering) m_iSupportedContextTypes |= (1<<VIS_CONTEXTUSAGE_DEPTHFILL); }
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 }