stk-code_catmod/lib/irrlicht/source/Irrlicht/COGLES2MaterialRenderer.cpp

465 lines
12 KiB
C++

// Copyright (C) 2013 Patryk Nadrowski
// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
// OpenGL ES driver implemented by Christian Stehno and first OpenGL ES 2.0
// driver implemented by Amundis.
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OGLES2_
#include "COGLES2MaterialRenderer.h"
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IMaterialRendererServices.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COGLES2Driver.h"
#include "COGLES2MaterialRenderer.h"
namespace irr
{
namespace video
{
//! Constructor
COGLES2MaterialRenderer::COGLES2MaterialRenderer(COGLES2Driver* driver,
s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData)
: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)
{
#ifdef _DEBUG
setDebugName("COGLES2MaterialRenderer");
#endif
if (baseMaterial == EMT_TRANSPARENT_VERTEX_ALPHA || baseMaterial == EMT_TRANSPARENT_ALPHA_CHANNEL ||
/*baseMaterial == EMT_TRANSPARENT_ALPHA_CHANNEL_REF || */baseMaterial == EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA ||
baseMaterial == EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA)
{
Alpha = true;
}
else if (baseMaterial == EMT_TRANSPARENT_ADD_COLOR || baseMaterial == EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR ||
baseMaterial == EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR)
{
FixedBlending = true;
}
else if (baseMaterial == EMT_ONETEXTURE_BLEND)
Blending = true;
if (CallBack)
CallBack->grab();
init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);
}
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
COGLES2MaterialRenderer::COGLES2MaterialRenderer(COGLES2Driver* driver,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData)
: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)
{
if (baseMaterial == EMT_TRANSPARENT_VERTEX_ALPHA || baseMaterial == EMT_TRANSPARENT_ALPHA_CHANNEL ||
/*baseMaterial == EMT_TRANSPARENT_ALPHA_CHANNEL_REF || */baseMaterial == EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA ||
baseMaterial == EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA)
{
Alpha = true;
}
else if (baseMaterial == EMT_TRANSPARENT_ADD_COLOR || baseMaterial == EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR ||
baseMaterial == EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR)
{
FixedBlending = true;
}
else if (baseMaterial == EMT_ONETEXTURE_BLEND)
Blending = true;
if (CallBack)
CallBack->grab();
}
//! Destructor
COGLES2MaterialRenderer::~COGLES2MaterialRenderer()
{
if (CallBack)
CallBack->drop();
if (Program)
{
GLuint shaders[8];
GLint count = 0;
glGetAttachedShaders(Program, 8, &count, shaders);
count=core::min_(count,8);
for (GLint i=0; i<count; ++i)
glDeleteShader(shaders[i]);
glDeleteProgram(Program);
Program = 0;
}
UniformInfo.clear();
}
GLuint COGLES2MaterialRenderer::getProgram() const
{
return Program;
}
void COGLES2MaterialRenderer::init(s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
bool addMaterial)
{
outMaterialTypeNr = -1;
if (!vertexShaderProgram || !pixelShaderProgram)
return;
Program = glCreateProgram();
if (!Program)
return;
if (vertexShaderProgram)
if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))
return;
if (pixelShaderProgram)
if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))
return;
for ( size_t i = 0; i < EVA_COUNT; ++i )
glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);
if (!linkProgram())
return;
// register myself as new material
if (addMaterial)
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}
bool COGLES2MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
{
Driver->setTextureRenderStates(Driver->getCurrentMaterial(), false);
// call callback to set shader constants
if (CallBack && Program)
CallBack->OnSetConstants(this, UserData);
return true;
}
void COGLES2MaterialRenderer::OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates,
video::IMaterialRendererServices* services)
{
Driver->getBridgeCalls()->setProgram(Program);
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (FixedBlending)
{
Driver->getBridgeCalls()->setBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
Driver->getBridgeCalls()->setBlend(true);
}
else if (Blending)
{
E_BLEND_FACTOR srcFact,dstFact;
E_MODULATE_FUNC modulate;
u32 alphaSource;
unpack_textureBlendFunc(srcFact, dstFact, modulate, alphaSource, material.MaterialTypeParam);
Driver->getBridgeCalls()->setBlendFunc(Driver->getGLBlend(srcFact), Driver->getGLBlend(dstFact));
Driver->getBridgeCalls()->setBlend(true);
}
else
Driver->getBridgeCalls()->setBlend(false);
if (CallBack)
CallBack->OnSetMaterial(material);
}
void COGLES2MaterialRenderer::OnUnsetMaterial()
{
}
//! Returns if the material is transparent.
bool COGLES2MaterialRenderer::isTransparent() const
{
return (Alpha || Blending || FixedBlending);
}
bool COGLES2MaterialRenderer::createShader(GLenum shaderType, const char* shader)
{
if (Program)
{
GLuint shaderHandle = glCreateShader(shaderType);
glShaderSource(shaderHandle, 1, &shader, NULL);
glCompileShader(shaderHandle);
GLint status = 0;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
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;
glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
&maxLength);
if (maxLength)
{
GLchar *infoLog = new GLchar[maxLength];
glGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
glAttachShader(Program, shaderHandle);
}
return true;
}
bool COGLES2MaterialRenderer::linkProgram()
{
if (Program)
{
glLinkProgram(Program);
GLint status = 0;
glGetProgramiv(Program, GL_LINK_STATUS, &status);
if (!status)
{
os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLsizei length;
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength);
if (maxLength)
{
GLchar *infoLog = new GLchar[maxLength];
glGetProgramInfoLog(Program, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
// get uniforms information
GLint num = 0;
glGetProgramiv(Program, GL_ACTIVE_UNIFORMS, &num);
if (num == 0)
{
// no uniforms
return true;
}
GLint maxlen = 0;
glGetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
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;
glGetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
ui.name = buf;
ui.location = glGetUniformLocation(Program, buf);
UniformInfo.push_back(ui);
}
delete [] buf;
}
return true;
}
void COGLES2MaterialRenderer::setBasicRenderStates(const SMaterial& material,
const SMaterial& lastMaterial,
bool resetAllRenderstates)
{
// forward
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
s32 COGLES2MaterialRenderer::getVertexShaderConstantID(const c8* name)
{
return getPixelShaderConstantID(name);
}
s32 COGLES2MaterialRenderer::getPixelShaderConstantID(const c8* name)
{
for (u32 i = 0; i < UniformInfo.size(); ++i)
{
if (UniformInfo[i].name == name)
return i;
}
return -1;
}
void COGLES2MaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);
}
void COGLES2MaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);
}
bool COGLES2MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
{
return setPixelShaderConstant(index, floats, count);
}
bool COGLES2MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
{
return setPixelShaderConstant(index, ints, count);
}
bool COGLES2MaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
{
if(index < 0 || UniformInfo[index].location < 0)
return false;
bool status = true;
switch (UniformInfo[index].type)
{
case GL_FLOAT:
glUniform1fv(UniformInfo[index].location, count, floats);
break;
case GL_FLOAT_VEC2:
glUniform2fv(UniformInfo[index].location, count/2, floats);
break;
case GL_FLOAT_VEC3:
glUniform3fv(UniformInfo[index].location, count/3, floats);
break;
case GL_FLOAT_VEC4:
glUniform4fv(UniformInfo[index].location, count/4, floats);
break;
case GL_FLOAT_MAT2:
glUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);
break;
case GL_FLOAT_MAT3:
glUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);
break;
case GL_FLOAT_MAT4:
glUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);
break;
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
{
if(floats)
{
const GLint id = (GLint)(*floats);
glUniform1iv(UniformInfo[index].location, 1, &id);
}
else
status = false;
}
break;
default:
status = false;
break;
}
return status;
}
bool COGLES2MaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
{
if(index < 0 || UniformInfo[index].location < 0)
return false;
bool status = true;
switch (UniformInfo[index].type)
{
case GL_INT:
case GL_BOOL:
glUniform1iv(UniformInfo[index].location, count, ints);
break;
case GL_INT_VEC2:
case GL_BOOL_VEC2:
glUniform2iv(UniformInfo[index].location, count/2, ints);
break;
case GL_INT_VEC3:
case GL_BOOL_VEC3:
glUniform3iv(UniformInfo[index].location, count/3, ints);
break;
case GL_INT_VEC4:
case GL_BOOL_VEC4:
glUniform4iv(UniformInfo[index].location, count/4, ints);
break;
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
glUniform1iv(UniformInfo[index].location, 1, ints);
break;
default:
status = false;
break;
}
return status;
}
IVideoDriver* COGLES2MaterialRenderer::getVideoDriver()
{
return Driver;
}
} // end namespace video
} // end namespace irr
#endif