Supermodel/Src/Graphics/New3D/R3DShader.cpp

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#include "R3DShader.h"
#include "R3DShaderQuads.h"
#include "R3DShaderTriangles.h"
// having 2 sets of shaders to maintain is really less than ideal
// but hopefully not too many breaking changes at this point
namespace New3D {
R3DShader::R3DShader(const Util::Config::Node &config)
: m_config(config)
{
m_shaderProgram = 0;
m_vertexShader = 0;
m_geoShader = 0;
m_fragmentShader = 0;
Start(); // reset attributes
}
void R3DShader::Start()
{
m_textured1 = false;
m_textured2 = false;
m_textureAlpha = false; // use alpha in texture
m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
m_lightEnabled = false;
m_specularEnabled = false;
m_layered = false;
m_textureInverted = false;
m_fixedShading = false;
m_translatorMap = false;
m_modelScale = 1.0f;
m_shininess = 0;
m_specularValue = 0;
m_microTexScale = 0;
m_microTexID = -1;
m_baseTexInfo[0] = -1;
m_baseTexInfo[1] = -1;
m_baseTexInfo[2] = -1;
m_baseTexInfo[3] = -1;
m_baseTexType = -1;
m_transX = -1;
m_transY = -1;
m_transPage = -1;
m_texWrapMode[0] = 0;
m_texWrapMode[1] = 0;
m_dirtyMesh = true; // dirty means all the above are dirty, ie first run
m_dirtyModel = true;
}
bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
{
bool quads = m_config["QuadRendering"].ValueAs<bool>();
const char* vShader = vertexShaderR3D;
const char* gShader = "";
const char* fShader = fragmentShaderR3D;
std::string fragmentShaderCombined;
if (quads) {
vShader = vertexShaderR3DQuads;
gShader = geometryShaderR3DQuads;
fragmentShaderCombined += fragmentShaderR3DQuads1;
fragmentShaderCombined += fragmentShaderR3DQuads2;
fShader = fragmentShaderCombined.c_str();
}
m_shaderProgram = glCreateProgram();
m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(m_vertexShader, 1, (const GLchar **)&vShader, NULL);
glShaderSource(m_fragmentShader, 1, (const GLchar **)&fShader, NULL);
glCompileShader(m_vertexShader);
glCompileShader(m_fragmentShader);
if (quads) {
m_geoShader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(m_geoShader, 1, (const GLchar **)&gShader, NULL);
glCompileShader(m_geoShader);
glAttachShader(m_shaderProgram, m_geoShader);
PrintShaderResult(m_geoShader);
}
PrintShaderResult(m_vertexShader);
PrintShaderResult(m_fragmentShader);
glAttachShader(m_shaderProgram, m_vertexShader);
glAttachShader(m_shaderProgram, m_fragmentShader);
glLinkProgram(m_shaderProgram);
PrintProgramResult(m_shaderProgram);
m_locTexture1 = glGetUniformLocation(m_shaderProgram, "tex1");
m_locTexture1Enabled = glGetUniformLocation(m_shaderProgram, "textureEnabled");
m_locTexture2Enabled = glGetUniformLocation(m_shaderProgram, "microTexture");
m_locTextureAlpha = glGetUniformLocation(m_shaderProgram, "textureAlpha");
m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale");
m_locMicroTexID = glGetUniformLocation(m_shaderProgram, "microTextureID");
m_locBaseTexInfo = glGetUniformLocation(m_shaderProgram, "baseTexInfo");
m_locBaseTexType = glGetUniformLocation(m_shaderProgram, "baseTexType");
m_locTextureInverted = glGetUniformLocation(m_shaderProgram, "textureInverted");
m_locTexWrapMode = glGetUniformLocation(m_shaderProgram, "textureWrapMode");
m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
m_locLightEnabled = glGetUniformLocation(m_shaderProgram, "lightEnabled");
m_locSunClamp = glGetUniformLocation(m_shaderProgram, "sunClamp");
m_locIntensityClamp = glGetUniformLocation(m_shaderProgram, "intensityClamp");
m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
m_locSpecularValue = glGetUniformLocation(m_shaderProgram, "specularValue");
m_locSpecularEnabled = glGetUniformLocation(m_shaderProgram, "specularEnabled");
m_locFixedShading = glGetUniformLocation(m_shaderProgram, "fixedShading");
m_locTranslatorMap = glGetUniformLocation(m_shaderProgram, "translatorMap");
m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
m_locModelScale = glGetUniformLocation(m_shaderProgram, "modelScale");
m_locProjMat = glGetUniformLocation(m_shaderProgram, "projMat");
m_locModelMat = glGetUniformLocation(m_shaderProgram, "modelMat");
m_locHardwareStep = glGetUniformLocation(m_shaderProgram, "hardwareStep");
m_locDiscardAlpha = glGetUniformLocation(m_shaderProgram, "discardAlpha");
return true;
}
void R3DShader::UnloadShader()
{
// make sure no shader is bound
glUseProgram(0);
if (m_vertexShader) {
glDeleteShader(m_vertexShader);
m_vertexShader = 0;
}
if (m_geoShader) {
glDeleteShader(m_geoShader);
m_geoShader = 0;
}
if (m_fragmentShader) {
glDeleteShader(m_fragmentShader);
m_fragmentShader = 0;
}
if (m_shaderProgram) {
glDeleteProgram(m_shaderProgram);
m_shaderProgram = 0;
}
}
GLint R3DShader::GetVertexAttribPos(const std::string& attrib)
{
if (m_vertexLocCache.count(attrib)==0) {
auto pos = glGetAttribLocation(m_shaderProgram, attrib.c_str());
m_vertexLocCache[attrib] = pos;
}
return m_vertexLocCache[attrib];
}
void R3DShader::SetShader(bool enable)
{
if (enable) {
glUseProgram(m_shaderProgram);
Start();
DiscardAlpha(false); // need some default
}
else {
glUseProgram(0);
}
}
void R3DShader::SetMeshUniforms(const Mesh* m)
{
if (m == nullptr) {
return; // sanity check
}
if (m_dirtyMesh) {
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glUniform1i(m_locTexture1, 0);
}
if (m_dirtyMesh || m->textured != m_textured1) {
glUniform1i(m_locTexture1Enabled, m->textured);
m_textured1 = m->textured;
}
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if (m_dirtyMesh || m->microTexture != m_textured2) {
glUniform1i(m_locTexture2Enabled, m->microTexture);
m_textured2 = m->microTexture;
}
if (m_dirtyMesh || m->microTextureScale != m_microTexScale) {
glUniform1f(m_locMicroTexScale, m->microTextureScale);
m_microTexScale = m->microTextureScale;
}
if (m_dirtyMesh || m->microTextureID != m_microTexID) {
glUniform1i(m_locMicroTexID, m->microTextureID);
m_microTexID = m->microTextureID;
}
if (m_dirtyMesh || (m_baseTexInfo[0] != m->x || m_baseTexInfo[1] != m->y) || m_baseTexInfo[2] != m->width || m_baseTexInfo[3] != m->height) {
m_baseTexInfo[0] = m->x;
m_baseTexInfo[1] = m->y;
m_baseTexInfo[2] = m->width;
m_baseTexInfo[3] = m->height;
int translatedX, translatedY;
CalcTexOffset(m_transX, m_transY, m_transPage, m->x, m->y, translatedX, translatedY); // need to apply model translation
glUniform4i(m_locBaseTexInfo, translatedX, translatedY, m->width, m->height);
}
if (m_dirtyMesh || m_baseTexType != m->format) {
m_baseTexType = m->format;
glUniform1i(m_locBaseTexType, m_baseTexType);
}
if (m_dirtyMesh || m->inverted != m_textureInverted) {
glUniform1i(m_locTextureInverted, m->inverted);
m_textureInverted = m->inverted;
}
if (m_dirtyMesh || m->alphaTest != m_alphaTest) {
glUniform1i(m_locAlphaTest, m->alphaTest);
m_alphaTest = m->alphaTest;
}
if (m_dirtyMesh || m->textureAlpha != m_textureAlpha) {
glUniform1i(m_locTextureAlpha, m->textureAlpha);
m_textureAlpha = m->textureAlpha;
}
if (m_dirtyMesh || m->fogIntensity != m_fogIntensity) {
glUniform1f(m_locFogIntensity, m->fogIntensity);
m_fogIntensity = m->fogIntensity;
}
if (m_dirtyMesh || m->lighting != m_lightEnabled) {
glUniform1i(m_locLightEnabled, m->lighting);
m_lightEnabled = m->lighting;
}
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if (m_dirtyMesh || m->shininess != m_shininess) {
glUniform1f(m_locShininess, m->shininess);
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m_shininess = m->shininess;
}
if (m_dirtyMesh || m->specular != m_specularEnabled) {
glUniform1i(m_locSpecularEnabled, m->specular);
m_specularEnabled = m->specular;
}
if (m_dirtyMesh || m->specularValue != m_specularValue) {
glUniform1f(m_locSpecularValue, m->specularValue);
m_specularValue = m->specularValue;
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}
if (m_dirtyMesh || m->fixedShading != m_fixedShading) {
glUniform1i(m_locFixedShading, m->fixedShading);
m_fixedShading = m->fixedShading;
}
if (m_dirtyMesh || m->translatorMap != m_translatorMap) {
glUniform1i(m_locTranslatorMap, m->translatorMap);
m_translatorMap = m->translatorMap;
}
if (m_dirtyMesh || m->wrapModeU != m_texWrapMode[0] || m->wrapModeV != m_texWrapMode[1]) {
m_texWrapMode[0] = m->wrapModeU;
m_texWrapMode[1] = m->wrapModeV;
glUniform2iv(m_locTexWrapMode, 1, m_texWrapMode);
}
if (m_dirtyMesh || m->layered != m_layered) {
m_layered = m->layered;
if (m_layered) {
glEnable(GL_STENCIL_TEST);
}
else {
glDisable(GL_STENCIL_TEST);
}
}
m_dirtyMesh = false;
}
void R3DShader::SetViewportUniforms(const Viewport *vp)
{
//didn't bother caching these, they don't get frequently called anyway
glUniform1f(m_locFogDensity, vp->fogParams[3]);
glUniform1f(m_locFogStart, vp->fogParams[4]);
glUniform3fv(m_locFogColour, 1, vp->fogParams);
glUniform1f(m_locFogAttenuation, vp->fogParams[5]);
glUniform1f(m_locFogAmbient, vp->fogParams[6]);
glUniform3fv(m_locLighting, 2, vp->lightingParams);
glUniform1i(m_locSunClamp, vp->sunClamp);
glUniform1i(m_locIntensityClamp, vp->intensityClamp);
glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
glUniform2fv(m_locSpotRange, 1, vp->spotRange);
glUniform3fv(m_locSpotColor, 1, vp->spotColor);
glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor);
glUniformMatrix4fv(m_locProjMat, 1, GL_FALSE, vp->projectionMatrix);
glUniform1i(m_locHardwareStep, vp->hardwareStep);
}
void R3DShader::SetModelStates(const Model* model)
{
if (m_dirtyModel || model->scale != m_modelScale) {
glUniform1f(m_locModelScale, model->scale);
m_modelScale = model->scale;
}
m_transX = model->textureOffsetX;
m_transY = model->textureOffsetY;
m_transPage = model->page;
// reset texture values
for (auto& i : m_baseTexInfo) { i = -1; }
glUniformMatrix4fv(m_locModelMat, 1, GL_FALSE, model->modelMat);
m_dirtyModel = false;
}
void R3DShader::DiscardAlpha(bool discard)
{
glUniform1i(m_locDiscardAlpha, discard);
}
void R3DShader::PrintShaderResult(GLuint shader)
{
//===========
GLint result;
GLint length;
//===========
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
std::vector<char> msg(length);
glGetShaderInfoLog(shader, length, NULL, msg.data());
printf("%s\n", msg.data());
}
}
}
void R3DShader::PrintProgramResult(GLuint program)
{
//===========
GLint result;
//===========
glGetProgramiv(program, GL_LINK_STATUS, &result);
if (result == GL_FALSE) {
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
//The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, infoLog.data());
printf("%s\n", infoLog.data());
}
}
void R3DShader::CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY)
{
newX = (x + offX) & 2047; // wrap around 2048, shouldn't be required
int oldPage = y / 1024;
y -= (oldPage * 1024); // remove page from tex y
// calc newY with wrap around, wraps around in the same sheet, not into another memory sheet
newY = (y + offY) & 1023;
// add page to Y
newY += ((oldPage + page) & 1) * 1024; // max page 0-1
}
} // New3D