stk-code_catmod/lib/irrlicht/source/Irrlicht/COpenGLSLMaterialRenderer.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

703 lines
18 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// This file was originally written by William Finlayson. I (Nikolaus
// Gebhardt) did some minor modifications and changes to it and integrated it
// into Irrlicht. Thanks a lot to William for his work on this and that he gave
// me his permission to add it into Irrlicht using the zlib license.
// After Irrlicht 0.12, Michael Zoech did some improvements to this renderer, I
// merged this into Irrlicht 0.14, thanks to him for his work.
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "COpenGLSLMaterialRenderer.h"
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IMaterialRendererServices.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COpenGLDriver.h"
namespace irr
{
namespace video
{
//! Constructor
COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderProgram,
const c8* geometryShaderEntryPointName,
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
u32 verticesOut,
IShaderConstantSetCallBack* callback,
video::IMaterialRenderer* baseMaterial,
s32 userData)
: Driver(driver), CallBack(callback), BaseMaterial(baseMaterial),
Program(0), Program2(0), UserData(userData)
{
#ifdef _DEBUG
setDebugName("COpenGLSLMaterialRenderer");
#endif
//entry points must always be main, and the compile target isn't selectable
//it is fine to ignore what has been asked for, as the compiler should spot anything wrong
//just check that GLSL is available
if (BaseMaterial)
BaseMaterial->grab();
if (CallBack)
CallBack->grab();
if (!Driver->queryFeature(EVDF_ARB_GLSL))
return;
init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram, geometryShaderProgram);
}
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(COpenGLDriver* driver,
IShaderConstantSetCallBack* callback,
IMaterialRenderer* baseMaterial, s32 userData)
: Driver(driver), CallBack(callback), BaseMaterial(baseMaterial),
Program(0), Program2(0), UserData(userData)
{
if (BaseMaterial)
BaseMaterial->grab();
if (CallBack)
CallBack->grab();
}
//! Destructor
COpenGLSLMaterialRenderer::~COpenGLSLMaterialRenderer()
{
if (CallBack)
CallBack->drop();
if (Program)
{
GLhandleARB shaders[8];
GLint count;
Driver->extGlGetAttachedObjects(Program, 8, &count, shaders);
// avoid bugs in some drivers, which return larger numbers
count=core::min_(count,8);
for (GLint i=0; i<count; ++i)
Driver->extGlDeleteObject(shaders[i]);
Driver->extGlDeleteObject(Program);
Program = 0;
}
if (Program2)
{
GLuint shaders[8];
GLint count;
Driver->extGlGetAttachedShaders(Program2, 8, &count, shaders);
// avoid bugs in some drivers, which return larger numbers
count=core::min_(count,8);
for (GLint i=0; i<count; ++i)
Driver->extGlDeleteShader(shaders[i]);
Driver->extGlDeleteProgram(Program2);
Program2 = 0;
}
UniformInfo.clear();
if (BaseMaterial)
BaseMaterial->drop();
}
void COpenGLSLMaterialRenderer::init(s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
const c8* geometryShaderProgram,
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
u32 verticesOut)
{
outMaterialTypeNr = -1;
if (!createProgram())
return;
#if defined(GL_ARB_vertex_shader) && defined (GL_ARB_fragment_shader)
if (vertexShaderProgram)
if (!createShader(GL_VERTEX_SHADER_ARB, vertexShaderProgram))
return;
if (pixelShaderProgram)
if (!createShader(GL_FRAGMENT_SHADER_ARB, pixelShaderProgram))
return;
#endif
#if defined(GL_ARB_geometry_shader4) || defined(GL_EXT_geometry_shader4) || defined(GL_NV_geometry_program4) || defined(GL_NV_geometry_shader4)
if (geometryShaderProgram && Driver->queryFeature(EVDF_GEOMETRY_SHADER))
{
if (!createShader(GL_GEOMETRY_SHADER_EXT, geometryShaderProgram))
return;
#if defined(GL_ARB_geometry_shader4) || defined(GL_EXT_geometry_shader4) || defined(GL_NV_geometry_shader4)
if (Program2)
{
Driver->extGlProgramParameteri((GLhandleARB)Program2, GL_GEOMETRY_INPUT_TYPE_EXT, Driver->primitiveTypeToGL(inType));
Driver->extGlProgramParameteri((GLhandleARB)Program2, GL_GEOMETRY_OUTPUT_TYPE_EXT, Driver->primitiveTypeToGL(outType));
if (verticesOut==0)
Driver->extGlProgramParameteri((GLhandleARB)Program2, GL_GEOMETRY_VERTICES_OUT_EXT, Driver->MaxGeometryVerticesOut);
else
Driver->extGlProgramParameteri((GLhandleARB)Program2, GL_GEOMETRY_VERTICES_OUT_EXT, core::min_(verticesOut, Driver->MaxGeometryVerticesOut));
}
else
{
Driver->extGlProgramParameteri(Program, GL_GEOMETRY_INPUT_TYPE_EXT, Driver->primitiveTypeToGL(inType));
Driver->extGlProgramParameteri(Program, GL_GEOMETRY_OUTPUT_TYPE_EXT, Driver->primitiveTypeToGL(outType));
if (verticesOut==0)
Driver->extGlProgramParameteri(Program, GL_GEOMETRY_VERTICES_OUT_EXT, Driver->MaxGeometryVerticesOut);
else
Driver->extGlProgramParameteri(Program, GL_GEOMETRY_VERTICES_OUT_EXT, core::min_(verticesOut, Driver->MaxGeometryVerticesOut));
}
#elif defined(GL_NV_geometry_program4)
if (verticesOut==0)
Driver->extGlProgramVertexLimit(GL_GEOMETRY_PROGRAM_NV, Driver->MaxGeometryVerticesOut);
else
Driver->extGlProgramVertexLimit(GL_GEOMETRY_PROGRAM_NV, core::min_(verticesOut, Driver->MaxGeometryVerticesOut));
#endif
}
#endif
if (!linkProgram())
return;
// register myself as new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}
bool COpenGLSLMaterialRenderer::OnRender(IMaterialRendererServices* service,
E_VERTEX_TYPE vtxtype)
{
// call callback to set shader constants
if (CallBack && (Program||Program2))
CallBack->OnSetConstants(this, UserData);
return true;
}
void COpenGLSLMaterialRenderer::OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates,
video::IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (Program2)
Driver->extGlUseProgram(Program2);
else if (Program)
Driver->extGlUseProgramObject(Program);
if (BaseMaterial)
BaseMaterial->OnSetMaterial(material, material, true, this);
}
//let callback know used material
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);
}
void COpenGLSLMaterialRenderer::OnUnsetMaterial()
{
if (Program)
Driver->extGlUseProgramObject(0);
if (Program2)
Driver->extGlUseProgram(0);
if (BaseMaterial)
BaseMaterial->OnUnsetMaterial();
}
//! Returns if the material is transparent.
bool COpenGLSLMaterialRenderer::isTransparent() const
{
return BaseMaterial ? BaseMaterial->isTransparent() : false;
}
bool COpenGLSLMaterialRenderer::createProgram()
{
if (Driver->Version>=200)
Program2 = Driver->extGlCreateProgram();
else
Program = Driver->extGlCreateProgramObject();
return true;
}
bool COpenGLSLMaterialRenderer::createShader(GLenum shaderType, const char* shader)
{
if (Program2)
{
GLuint shaderHandle = Driver->extGlCreateShader(shaderType);
Driver->extGlShaderSource(shaderHandle, 1, &shader, NULL);
Driver->extGlCompileShader(shaderHandle);
GLint status = 0;
#ifdef GL_VERSION_2_0
Driver->extGlGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
#endif
if (status != GL_TRUE)
{
os::Printer::log("GLSL shader failed to compile", ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLint length;
#ifdef GL_VERSION_2_0
Driver->extGlGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
&maxLength);
#endif
if (maxLength)
{
GLchar *infoLog = new GLchar[maxLength];
Driver->extGlGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
Driver->extGlAttachShader(Program2, shaderHandle);
}
else
{
GLhandleARB shaderHandle = Driver->extGlCreateShaderObject(shaderType);
Driver->extGlShaderSourceARB(shaderHandle, 1, &shader, NULL);
Driver->extGlCompileShaderARB(shaderHandle);
GLint status = 0;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status);
#endif
if (!status)
{
os::Printer::log("GLSL shader failed to compile", ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLsizei length;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(shaderHandle,
GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
#endif
if (maxLength)
{
GLcharARB *infoLog = new GLcharARB[maxLength];
Driver->extGlGetInfoLog(shaderHandle, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
Driver->extGlAttachObject(Program, shaderHandle);
}
return true;
}
bool COpenGLSLMaterialRenderer::linkProgram()
{
if (Program2)
{
Driver->extGlLinkProgram(Program2);
GLint status = 0;
#ifdef GL_VERSION_2_0
Driver->extGlGetProgramiv(Program2, GL_LINK_STATUS, &status);
#endif
if (!status)
{
os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLsizei length;
#ifdef GL_VERSION_2_0
Driver->extGlGetProgramiv(Program2, GL_INFO_LOG_LENGTH, &maxLength);
#endif
if (maxLength)
{
GLchar *infoLog = new GLchar[maxLength];
Driver->extGlGetProgramInfoLog(Program2, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
// get uniforms information
GLint num = 0;
#ifdef GL_VERSION_2_0
Driver->extGlGetProgramiv(Program2, GL_ACTIVE_UNIFORMS, &num);
#endif
if (num == 0)
{
// no uniforms
return true;
}
GLint maxlen = 0;
#ifdef GL_VERSION_2_0
Driver->extGlGetProgramiv(Program2, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
#endif
if (maxlen == 0)
{
os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);
return false;
}
// seems that some implementations use an extra null terminator
++maxlen;
c8 *buf = new c8[maxlen];
UniformInfo.clear();
UniformInfo.reallocate(num);
for (GLint i=0; i < num; ++i)
{
SUniformInfo ui;
memset(buf, 0, maxlen);
GLint size;
Driver->extGlGetActiveUniform(Program2, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
ui.name = buf;
UniformInfo.push_back(ui);
}
delete [] buf;
}
else
{
Driver->extGlLinkProgramARB(Program);
GLint status = 0;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_LINK_STATUS_ARB, &status);
#endif
if (!status)
{
os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLsizei length;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(Program,
GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
#endif
if (maxLength)
{
GLcharARB *infoLog = new GLcharARB[maxLength];
Driver->extGlGetInfoLog(Program, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
// get uniforms information
GLint num = 0;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &num);
#endif
if (num == 0)
{
// no uniforms
return true;
}
GLint maxlen = 0;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB, &maxlen);
#endif
if (maxlen == 0)
{
os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);
return false;
}
// seems that some implementations use an extra null terminator
++maxlen;
c8 *buf = new c8[maxlen];
UniformInfo.clear();
UniformInfo.reallocate(num);
for (int i=0; i < num; ++i)
{
SUniformInfo ui;
memset(buf, 0, maxlen);
GLint size;
Driver->extGlGetActiveUniformARB(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLcharARB*>(buf));
ui.name = buf;
UniformInfo.push_back(ui);
}
delete [] buf;
}
return true;
}
void COpenGLSLMaterialRenderer::setBasicRenderStates(const SMaterial& material,
const SMaterial& lastMaterial,
bool resetAllRenderstates)
{
// forward
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
bool COpenGLSLMaterialRenderer::setVertexShaderConstant(const c8* name, const f32* floats, int count)
{
return setPixelShaderConstant(name, floats, count);
}
bool COpenGLSLMaterialRenderer::setVertexShaderConstant(const c8* name, const bool* bools, int count)
{
return setPixelShaderConstant(name, bools, count);
}
bool COpenGLSLMaterialRenderer::setVertexShaderConstant(const c8* name, const s32* ints, int count)
{
return setPixelShaderConstant(name, ints, count);
}
void COpenGLSLMaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);
}
bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const f32* floats, int count)
{
u32 i;
const u32 num = UniformInfo.size();
for (i=0; i < num; ++i)
{
if (UniformInfo[i].name == name)
break;
}
if (i == num)
return false;
#if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects)
GLint Location=0;
if (Program2)
Location=Driver->extGlGetUniformLocation(Program2,name);
else
Location=Driver->extGlGetUniformLocationARB(Program,name);
bool status = true;
switch (UniformInfo[i].type)
{
case GL_FLOAT:
Driver->extGlUniform1fv(Location, count, floats);
break;
case GL_FLOAT_VEC2:
Driver->extGlUniform2fv(Location, count/2, floats);
break;
case GL_FLOAT_VEC3:
Driver->extGlUniform3fv(Location, count/3, floats);
break;
case GL_FLOAT_VEC4:
Driver->extGlUniform4fv(Location, count/4, floats);
break;
case GL_FLOAT_MAT2:
Driver->extGlUniformMatrix2fv(Location, count/4, false, floats);
break;
case GL_FLOAT_MAT3:
Driver->extGlUniformMatrix3fv(Location, count/9, false, floats);
break;
case GL_FLOAT_MAT4:
Driver->extGlUniformMatrix4fv(Location, count/16, false, floats);
break;
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
{
const GLint id = static_cast<GLint>(*floats);
Driver->extGlUniform1iv(Location, 1, &id);
}
break;
default:
status = false;
break;
}
return status;
#else
return false;
#endif
}
bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const bool* bools, int count)
{
u32 i;
const u32 num = UniformInfo.size();
for (i=0; i < num; ++i)
{
if (UniformInfo[i].name == name)
break;
}
if (i == num)
return false;
#if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects)
GLint Location=0;
if (Program2)
Location=Driver->extGlGetUniformLocation(Program2,name);
else
Location=Driver->extGlGetUniformLocationARB(Program,name);
bool status = true;
switch (UniformInfo[i].type)
{
case GL_BOOL:
Driver->extGlUniform1iv(Location, count, (GLint*)bools);
break;
case GL_BOOL_VEC2:
Driver->extGlUniform2iv(Location, count/2, (GLint*)bools);
break;
case GL_BOOL_VEC3:
Driver->extGlUniform3iv(Location, count/3, (GLint*)bools);
break;
case GL_BOOL_VEC4:
Driver->extGlUniform4iv(Location, count/4, (GLint*)bools);
break;
default:
status = false;
break;
}
return status;
#else
return false;
#endif
}
bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const s32* ints, int count)
{
u32 i;
const u32 num = UniformInfo.size();
for (i=0; i < num; ++i)
{
if (UniformInfo[i].name == name)
break;
}
if (i == num)
return false;
#if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects)
GLint Location=0;
if (Program2)
Location=Driver->extGlGetUniformLocation(Program2,name);
else
Location=Driver->extGlGetUniformLocationARB(Program,name);
bool status = true;
switch (UniformInfo[i].type)
{
case GL_INT:
Driver->extGlUniform1iv(Location, count, ints);
break;
case GL_INT_VEC2:
Driver->extGlUniform2iv(Location, count/2, ints);
break;
case GL_INT_VEC3:
Driver->extGlUniform3iv(Location, count/3, ints);
break;
case GL_INT_VEC4:
Driver->extGlUniform4iv(Location, count/4, ints);
break;
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
Driver->extGlUniform1iv(Location, 1, ints);
break;
default:
status = false;
break;
}
return status;
#else
return false;
#endif
}
void COpenGLSLMaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);
}
IVideoDriver* COpenGLSLMaterialRenderer::getVideoDriver()
{
return Driver;
}
} // end namespace video
} // end namespace irr
#endif