stk-code_catmod/lib/irrlicht/source/Irrlicht/COpenGLCgMaterialRenderer.cpp
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

245 lines
6.7 KiB
C++

// Copyright (C) 2012-2012 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#if defined(_IRR_COMPILE_WITH_OPENGL_) && defined(_IRR_COMPILE_WITH_CG_)
#include "COpenGLCgMaterialRenderer.h"
#include "COpenGLDriver.h"
#include "COpenGLTexture.h"
namespace irr
{
namespace video
{
COpenGLCgUniformSampler2D::COpenGLCgUniformSampler2D(const CGparameter& parameter, bool global) : CCgUniform(parameter, global)
{
Type = CG_SAMPLER2D;
}
void COpenGLCgUniformSampler2D::update(const void* data, const SMaterial& material) const
{
s32* Data = (s32*)data;
s32 LayerID = *Data;
if (material.TextureLayer[LayerID].Texture)
{
int TextureID = reinterpret_cast<COpenGLTexture*>(material.TextureLayer[LayerID].Texture)->getOpenGLTextureName();
cgGLSetTextureParameter(Parameter, TextureID);
cgGLEnableTextureParameter(Parameter);
}
}
COpenGLCgMaterialRenderer::COpenGLCgMaterialRenderer(COpenGLDriver* driver, s32& materialType,
const c8* vertexProgram, const c8* vertexEntry, E_VERTEX_SHADER_TYPE vertexProfile,
const c8* fragmentProgram, const c8* fragmentEntry, E_PIXEL_SHADER_TYPE fragmentProfile,
const c8* geometryProgram, const c8* geometryEntry, E_GEOMETRY_SHADER_TYPE geometryProfile,
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType, u32 vertices,
IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData) :
Driver(driver), CCgMaterialRenderer(callback, baseMaterial, userData)
{
#ifdef _DEBUG
setDebugName("COpenGLCgMaterialRenderer");
#endif
init(materialType, vertexProgram, vertexEntry, vertexProfile, fragmentProgram, fragmentEntry, fragmentProfile,
geometryProgram, geometryEntry, geometryProfile, inType, outType, vertices);
}
COpenGLCgMaterialRenderer::~COpenGLCgMaterialRenderer()
{
if (VertexProgram)
{
cgGLUnloadProgram(VertexProgram);
cgDestroyProgram(VertexProgram);
}
if (FragmentProgram)
{
cgGLUnloadProgram(FragmentProgram);
cgDestroyProgram(FragmentProgram);
}
if (GeometryProgram)
{
cgGLUnloadProgram(GeometryProgram);
cgDestroyProgram(GeometryProgram);
}
}
void COpenGLCgMaterialRenderer::OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services)
{
Material = material;
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (VertexProgram)
{
cgGLEnableProfile(VertexProfile);
cgGLBindProgram(VertexProgram);
}
if (FragmentProgram)
{
cgGLEnableProfile(FragmentProfile);
cgGLBindProgram(FragmentProgram);
}
if (GeometryProgram)
{
cgGLEnableProfile(GeometryProfile);
cgGLBindProgram(GeometryProgram);
}
if (BaseMaterial)
BaseMaterial->OnSetMaterial(material, material, true, this);
}
if (CallBack)
CallBack->OnSetMaterial(material);
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
Driver->setActiveTexture(i, material.getTexture(i));
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
bool COpenGLCgMaterialRenderer::OnRender(IMaterialRendererServices* services, E_VERTEX_TYPE vtxtype)
{
if (CallBack && (VertexProgram || FragmentProgram || GeometryProgram))
CallBack->OnSetConstants(this, UserData);
return true;
}
void COpenGLCgMaterialRenderer::OnUnsetMaterial()
{
if (VertexProgram)
{
cgGLUnbindProgram(VertexProfile);
cgGLDisableProfile(VertexProfile);
}
if (FragmentProgram)
{
cgGLUnbindProgram(FragmentProfile);
cgGLDisableProfile(FragmentProfile);
}
if (GeometryProgram)
{
cgGLUnbindProgram(GeometryProfile);
cgGLDisableProfile(GeometryProfile);
}
if (BaseMaterial)
BaseMaterial->OnUnsetMaterial();
Material = IdentityMaterial;;
}
void COpenGLCgMaterialRenderer::setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates)
{
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
IVideoDriver* COpenGLCgMaterialRenderer::getVideoDriver()
{
return Driver;
}
void COpenGLCgMaterialRenderer::init(s32& materialType,
const c8* vertexProgram, const c8* vertexEntry, E_VERTEX_SHADER_TYPE vertexProfile,
const c8* fragmentProgram, const c8* fragmentEntry, E_PIXEL_SHADER_TYPE fragmentProfile,
const c8* geometryProgram, const c8* geometryEntry, E_GEOMETRY_SHADER_TYPE geometryProfile,
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType, u32 vertices)
{
bool Status = true;
CGerror Error = CG_NO_ERROR;
materialType = -1;
// TODO: add profile selection
if (vertexProgram)
{
VertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
if (VertexProfile)
VertexProgram = cgCreateProgram(Driver->getCgContext(), CG_SOURCE, vertexProgram, VertexProfile, vertexEntry, 0);
if (!VertexProgram)
{
Error = cgGetError();
os::Printer::log("Cg vertex program failed to compile:", ELL_ERROR);
os::Printer::log(cgGetLastListing(Driver->getCgContext()), ELL_ERROR);
Status = false;
}
else
cgGLLoadProgram(VertexProgram);
}
if (fragmentProgram)
{
FragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
if (FragmentProfile)
FragmentProgram = cgCreateProgram(Driver->getCgContext(), CG_SOURCE, fragmentProgram, FragmentProfile, fragmentEntry, 0);
if (!FragmentProgram)
{
Error = cgGetError();
os::Printer::log("Cg fragment program failed to compile:", ELL_ERROR);
os::Printer::log(cgGetLastListing(Driver->getCgContext()), ELL_ERROR);
Status = false;
}
else
cgGLLoadProgram(FragmentProgram);
}
if (geometryProgram)
{
GeometryProfile = cgGLGetLatestProfile(CG_GL_GEOMETRY);
if (GeometryProfile)
GeometryProgram = cgCreateProgram(Driver->getCgContext(), CG_SOURCE, geometryProgram, GeometryProfile, geometryEntry, 0);
if (!GeometryProgram)
{
Error = cgGetError();
os::Printer::log("Cg geometry program failed to compile:", ELL_ERROR);
os::Printer::log(cgGetLastListing(Driver->getCgContext()), ELL_ERROR);
Status = false;
}
else
cgGLLoadProgram(GeometryProgram);
}
getUniformList();
// create OpenGL specifics sampler uniforms.
for (unsigned int i = 0; i < UniformInfo.size(); ++i)
{
if (UniformInfo[i]->getType() == CG_SAMPLER2D)
{
bool IsGlobal = true;
if (UniformInfo[i]->getSpace() == CG_PROGRAM)
IsGlobal = false;
CCgUniform* Uniform = new COpenGLCgUniformSampler2D(UniformInfo[i]->getParameter(), IsGlobal);
delete UniformInfo[i];
UniformInfo[i] = Uniform;
}
}
if (Status)
materialType = Driver->addMaterialRenderer(this);
}
}
}
#endif