Much progress implementing shader generator

This commit is contained in:
Josh Yelon 2008-01-25 03:35:12 +00:00
parent c9478d0001
commit 1d44682463
6 changed files with 635 additions and 52 deletions

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@ -651,3 +651,4 @@ CompositionCycleDescEntry(const RenderState *obj,
_inverted(inverted)
{
}

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@ -39,6 +39,7 @@
#include "mutexHolder.h"
#include "thread.h"
#include "attribSlots.h"
#include "shaderGenerator.h"
ReMutex *RenderState::_states_lock = NULL;
RenderState::States *RenderState::_states = NULL;
@ -1142,8 +1143,9 @@ get_generated_shader() const {
if (_generated_shader != (RenderAttrib*)NULL) {
return DCAST(ShaderAttrib, _generated_shader);
}
ShaderGenerator *gen = ShaderGenerator::get_default();
((RenderState*)this)->_generated_shader =
ShaderGenerator::synthesize_shader(this);
gen->synthesize_shader(this);
return DCAST(ShaderAttrib, _generated_shader);
}

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@ -36,7 +36,6 @@
#include "deletedChain.h"
#include "simpleHashMap.h"
#include "cacheStats.h"
#include "shaderGenerator.h"
class GraphicsStateGuardianBase;
class FogAttrib;

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@ -16,20 +16,3 @@
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::Constructor
// Access: Private
// Description: This class is never constructed.
////////////////////////////////////////////////////////////////////
ShaderGenerator::
ShaderGenerator() {
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::Destructor
// Access: Private
// Description: This class is never constructed.
////////////////////////////////////////////////////////////////////
ShaderGenerator::
~ShaderGenerator() {
}

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@ -15,50 +15,407 @@
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
//
// Lighting calculations. These can be done either in tangent space
// or model space. Doing them in tangent space is necessary for
// normal mapping. However, it is only possible if tangents have
// been computed. If not, then model space is the only option.
// The parameters needed for lighting are:
//
// Model Space:
//
// vshader:
// model-space normal - varying
// model-space vertex position - varying
// fshader:
// model-space normal - varying
// model-space vertex position - varying
// model-space light position (spot or point) - uniform
// model-space light vector (directional) - uniform
// model-space eye position - uniform
//
// Tangent Space:
//
// vshader:
// model-space normal - varying
// model-space tangent - varying
// model-space binormal - varying
// model-space light position (spot or point) - uniform
// model-space light vector (directional) - uniform
// model-space eye position - uniform
// fshader:
// model-space vertex position - varying
// tangent-space light vector, one per light - varying
// tangent-space eye vector - varying
// model-space light position (spot) - uniform
//
/////////////////////////////////////////////////////////////////////
#include "renderState.h"
#include "shaderAttrib.h"
#include "shaderGenerator.h"
#include "ambientLight.h"
#include "directionalLight.h"
#include "pointLight.h"
#include "spotLight.h"
TypeHandle ShaderGenerator::_type_handle;
PT(ShaderGenerator) ShaderGenerator::_default_generator;
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::Constructor
// Access: Published
// Description: Create a ShaderGenerator. This has no state,
// except possibly to cache certain results.
////////////////////////////////////////////////////////////////////
ShaderGenerator::
ShaderGenerator() {
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::Destructor
// Access: Published, Virtual
// Description: Destroy a ShaderGenerator.
////////////////////////////////////////////////////////////////////
ShaderGenerator::
~ShaderGenerator() {
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::reset_register_allocator
// Access: Protected
// Description: Clears the register allocator. Initially, the pool
// of available registers is empty. You have to add
// some if you want there to be any.
////////////////////////////////////////////////////////////////////
void ShaderGenerator::
reset_register_allocator() {
_vtregs_used = 0;
_vcregs_used = 0;
_ftregs_used = 0;
_fcregs_used = 0;
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::alloc_vreg
// Access: Protected
// Description: Allocate a vreg.
////////////////////////////////////////////////////////////////////
INLINE char *ShaderGenerator::
alloc_vreg() {
switch (_vtregs_used) {
case 0: _vtregs_used += 1; return "TEXCOORD0";
case 1: _vtregs_used += 1; return "TEXCOORD1";
case 2: _vtregs_used += 1; return "TEXCOORD2";
case 3: _vtregs_used += 1; return "TEXCOORD3";
case 4: _vtregs_used += 1; return "TEXCOORD4";
case 5: _vtregs_used += 1; return "TEXCOORD5";
case 6: _vtregs_used += 1; return "TEXCOORD6";
case 7: _vtregs_used += 1; return "TEXCOORD7";
}
switch (_vcregs_used) {
case 0: _vcregs_used += 1; return "COLOR0";
case 1: _vcregs_used += 1; return "COLOR1";
}
return "UNKNOWN";
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::alloc_freg
// Access: Protected
// Description: Allocate a freg.
////////////////////////////////////////////////////////////////////
INLINE char *ShaderGenerator::
alloc_freg() {
switch (_ftregs_used) {
case 0: _ftregs_used += 1; return "TEXCOORD0";
case 1: _ftregs_used += 1; return "TEXCOORD1";
case 2: _ftregs_used += 1; return "TEXCOORD2";
case 3: _ftregs_used += 1; return "TEXCOORD3";
case 4: _ftregs_used += 1; return "TEXCOORD4";
case 5: _ftregs_used += 1; return "TEXCOORD5";
case 6: _ftregs_used += 1; return "TEXCOORD6";
case 7: _ftregs_used += 1; return "TEXCOORD7";
}
switch (_fcregs_used) {
case 0: _fcregs_used += 1; return "COLOR0";
case 1: _fcregs_used += 1; return "COLOR1";
}
return "UNKNOWN";
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::get_default
// Access: Published, Static
// Description: Get a pointer to the default shader generator.
////////////////////////////////////////////////////////////////////
ShaderGenerator *ShaderGenerator::
get_default() {
if (_default_generator == (ShaderGenerator *)NULL) {
_default_generator = new ShaderGenerator;
}
return _default_generator;
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::set_default
// Access: Published, Static
// Description: Set the default shader generator.
////////////////////////////////////////////////////////////////////
void ShaderGenerator::
set_default(ShaderGenerator *generator) {
_default_generator = generator;
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::analyze_renderstate
// Access: Protected
// Description: Analyzes the RenderState prior to shader generation.
// The results of the analysis are stored in instance
// variables of the Shader Generator.
////////////////////////////////////////////////////////////////////
void ShaderGenerator::
analyze_renderstate(const RenderState *rs) {
clear_analysis();
rs->store_into_slots(&_attribs);
// Count number of textures.
_num_textures = 0;
if (_attribs._texture) {
_num_textures = _attribs._texture->get_num_on_stages();
}
// Determine whether or not vertex colors or flat colors are present.
if (_attribs._color != 0) {
if (_attribs._color->get_color_type() == ColorAttrib::T_vertex) {
_vertex_colors = true;
} else if (_attribs._color->get_color_type() == ColorAttrib::T_flat) {
_flat_colors = true;
}
}
// Break out the lights by type.
const LightAttrib *la = _attribs._light;
for (int i=0; i<la->get_num_on_lights(); i++) {
NodePath light = la->get_on_light(i);
nassertv(!light.is_empty());
PandaNode *light_obj = light.node();
nassertv(light_obj != (PandaNode *)NULL);
if (light_obj->get_type() == AmbientLight::get_class_type()) {
_alights_np.push_back(light);
_alights.push_back((AmbientLight*)light_obj);
}
else if (light_obj->get_type() == DirectionalLight::get_class_type()) {
_dlights_np.push_back(light);
_dlights.push_back((DirectionalLight*)light_obj);
}
else if (light_obj->get_type() == PointLight::get_class_type()) {
_plights_np.push_back(light);
_plights.push_back((PointLight*)light_obj);
}
else if (light_obj->get_type() == Spotlight::get_class_type()) {
_slights_np.push_back(light);
_slights.push_back((Spotlight*)light_obj);
}
}
// Determine whether model-space or tangent-space lighting is recommended.
if (_attribs._light->get_num_on_lights() > 0) {
_ms_lighting = true;
}
// Find the material.
if (!_attribs._material->is_off()) {
_material = _attribs._material->get_material();
} else {
_material = Material::get_default();
}
// Decide which material modes need to be calculated.
if (_alights.size() > 0) {
if (_material->has_ambient()) {
Colorf a = _material->get_ambient();
if ((a[0]!=0.0)||(a[1]!=0.0)||(a[2]!=0.0)) {
_have_ambient = true;
}
} else {
_have_ambient = true;
}
}
if (_dlights.size() + _plights.size() + _slights.size()) {
if (_material->has_diffuse()) {
Colorf d = _material->get_diffuse();
if ((d[0]!=0.0)||(d[1]!=0.0)||(d[2]!=0.0)) {
_have_diffuse = true;
}
} else {
_have_diffuse = true;
}
}
if (_material->has_emission()) {
Colorf e = _material->get_emission();
if ((e[0]!=0.0)||(e[1]!=0.0)||(e[2]!=0.0)) {
_have_emission = true;
}
}
if (_dlights.size() + _plights.size() + _slights.size()) {
if (_material->has_specular()) {
Colorf s = _material->get_specular();
if ((s[0]!=0.0)||(s[1]!=0.0)||(s[2]!=0.0)) {
_have_specular = true;
}
}
}
// Does the shader need material properties as input?
_need_material_props =
(_have_ambient && (_material->has_ambient()))||
(_have_diffuse && (_material->has_diffuse()))||
(_have_emission && (_material->has_emission()))||
(_have_specular && (_material->has_specular()));
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::clear_analysis
// Access: Protected
// Description: Called after analyze_renderstate to discard all
// the results of the analysis. This is generally done
// after shader generation is complete.
////////////////////////////////////////////////////////////////////
void ShaderGenerator::
clear_analysis() {
_vertex_colors = false;
_flat_colors = false;
_ms_lighting = false;
_ts_lighting = false;
_have_ambient = false;
_have_diffuse = false;
_have_emission = false;
_have_specular = false;
_attribs.clear_to_defaults();
_material = (Material*)NULL;
_alights.clear();
_dlights.clear();
_plights.clear();
_slights.clear();
_alights_np.clear();
_dlights_np.clear();
_plights_np.clear();
_slights_np.clear();
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::create_shader_attrib
// Access: Protected
// Description: Creates a ShaderAttrib given a generated shader's
// body. Also inserts the lights into the shader
// attrib.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) ShaderGenerator::
create_shader_attrib(const string &txt) {
PT(Shader) shader = Shader::make(txt);
CPT(RenderAttrib) shattr = ShaderAttrib::make();
shattr=DCAST(ShaderAttrib, shattr)->set_shader(shader);
if (_ms_lighting) {
for (int i=0; i<(int)_alights.size(); i++) {
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("alight", i), _alights_np[i]);
}
for (int i=0; i<(int)_dlights.size(); i++) {
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlight", i), _dlights_np[i]);
}
for (int i=0; i<(int)_plights.size(); i++) {
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("plight", i), _plights_np[i]);
}
for (int i=0; i<(int)_slights.size(); i++) {
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slight", i), _slights_np[i]);
}
}
return shattr;
}
////////////////////////////////////////////////////////////////////
// Function: ShaderGenerator::synthesize_shader
// Access: Public, Static
// Access: Published, Virtual
// Description: This is the routine that implements the next-gen
// fixed function pipeline by synthesizing a shader.
//
// Currently supports:
// - textures
// - materials
// - 2D textures
// - lights
// - vertex colors
// - flat colors
// - materials
//
// Not yet supported:
// - vertex colors
// - 3D textures, cube textures
// - color scale attrib
// - texgen
// - texmatrix
// - separate normal and gloss
// - normal and gloss
// - lots of other things
//
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) ShaderGenerator::
synthesize_shader(const RenderState *rs) {
AttribSlots attribs;
rs->store_into_slots(&attribs);
int num_textures = 0;
if (attribs._texture) {
num_textures = attribs._texture->get_num_on_stages();
analyze_renderstate(rs);
reset_register_allocator();
// These variables will hold the results of register allocation.
char *pos_freg = 0;
char *normal_vreg = 0;
char *tangent_vreg = 0;
char *binormal_vreg = 0;
char *normal_freg = 0;
char *eyevec_freg = 0;
pvector<char *> texcoord_vreg;
pvector<char *> texcoord_freg;
pvector<char *> tslightvec_freg;
if (_vertex_colors) {
_vcregs_used = 1;
_fcregs_used = 1;
}
ostringstream text;
CPT(RenderAttrib) rattrib = ShaderAttrib::make();
// Generate the shader's text.
ostringstream text;
text << "//Cg\n";
text << "void vshader(\n";
for (int i=0; i<num_textures; i++) {
text << "\t float2 vtx_texcoord" << i << " : TEXCOORD" << i << ",\n";
text << "\t out float2 l_texcoord" << i << " : TEXCOORD" << i << ",\n";
for (int i=0; i<_num_textures; i++) {
texcoord_vreg.push_back(alloc_vreg());
texcoord_freg.push_back(alloc_freg());
text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
}
if (_vertex_colors) {
text << "\t in float4 vtx_color : COLOR,\n";
text << "\t out float4 l_color : COLOR,\n";
}
if (_ms_lighting) {
pos_freg = alloc_freg();
normal_vreg = alloc_vreg();
normal_freg = alloc_freg();
text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
text << "\t out float4 l_normal : " << normal_freg << ",\n";
text << "\t out float4 l_pos : " << pos_freg << ",\n";
}
text << "\t float4 vtx_position : POSITION,\n";
text << "\t out float4 l_position : POSITION,\n";
text << "\t uniform float4x4 mat_modelproj\n";
@ -66,31 +423,195 @@ synthesize_shader(const RenderState *rs) {
text << "\t l_position = mul(mat_modelproj, vtx_position);\n";
for (int i=0; i<num_textures; i++) {
for (int i=0; i<_num_textures; i++) {
text << "\t l_texcoord" << i << " = vtx_texcoord" << i << ";\n";
}
if (_vertex_colors) {
text << "\t l_color = vtx_color;\n";
}
if (_ms_lighting) {
text << "\t l_normal = vtx_normal;\n";
text << "\t l_pos = vtx_position;\n";
}
text << "}\n\n";
text << "void fshader(\n";
for (int i=0; i<num_textures; i++) {
text << "\t in float2 l_texcoord" << i << " : TEXCOORD" << i << ",\n";
for (int i=0; i<_num_textures; i++) {
text << "\t in float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
text << "\t uniform sampler2D tex_" << i << ",\n";
}
if (_vertex_colors) {
text << "\t in float4 l_color : COLOR,\n";
} else {
text << "\t uniform float4 attr_color,\n";
}
if (_ms_lighting) {
text << "\t in float3 l_normal : " << normal_freg << ",\n";
text << "\t in float4 l_pos : " << pos_freg << ",\n";
for (int i=0; i<(int)_alights.size(); i++) {
text << "\t uniform float4 alight_alight" << i << ",\n";
}
for (int i=0; i<(int)_dlights.size(); i++) {
text << "\t uniform float4x4 dlight_dlight" << i << "_rel_model,\n";
}
for (int i=0; i<(int)_plights.size(); i++) {
text << "\t uniform float4x4 plight_plight" << i << "_rel_model,\n";
}
for (int i=0; i<(int)_slights.size(); i++) {
text << "\t uniform float4x4 slight_slight" << i << "_rel_model,\n";
text << "\t uniform float4 satten_slight" << i << ",\n";
}
if (_need_material_props) {
text << "\t uniform float4x4 attr_material,\n";
}
if (_have_specular) {
if (_material->get_local()) {
text << "\t uniform float4 mspos_view,\n";
} else {
text << "\t uniform float4 row1_view_to_model,\n";
}
}
}
text << "\t out float4 o_color : COLOR\n";
text << ") {\n";
text << "\t o_color = float4(1,1,1,1);\n";
for (int i=0; i<num_textures; i++) {
text << "\t o_color *= tex2D(tex_" << i << ", l_texcoord" << i << ");\n";
}
text << "}\n";
if (_ms_lighting) {
if (_have_ambient) {
text << "\t float4 tot_ambient = float4(0,0,0,0);\n";
}
if (_have_diffuse) {
text << "\t float4 tot_diffuse = float4(0,0,0,0);\n";
}
if (_have_specular) {
text << "\t float4 tot_specular = float4(0,0,0,0);\n";
}
text << "\t l_normal = normalize(l_normal);\n";
text << "\t float ldist,lattenv,langle;\n";
text << "\t float4 lcolor,lspec,lvec,lpoint,latten,ldir,leye,lhalf;\n";
for (int i=0; i<(int)_alights.size(); i++) {
text << "\t // Ambient Light " << i << "\n";
text << "\t lcolor = alight_alight" << i << ";\n";
text << "\t tot_ambient += lcolor;\n";
}
for (int i=0; i<(int)_dlights.size(); i++) {
text << "\t // Directional Light " << i << "\n";
text << "\t lcolor = dlight_dlight" << i << "_rel_model[0];\n";
text << "\t lspec = dlight_dlight" << i << "_rel_model[1];\n";
text << "\t lvec = dlight_dlight" << i << "_rel_model[2];\n";
text << "\t lcolor *= saturate(dot(l_normal, lvec.xyz));\n";
text << "\t tot_diffuse += lcolor;\n";
if (_have_specular) {
if (_material->get_local()) {
text << "\t lhalf = normalize(normalize(mspos_view - l_pos) + lvec);\n";
} else {
text << "\t lhalf = dlight_dlight" << i << "_rel_model[3];\n";
}
text << "\t lspec *= pow(saturate(dot(l_normal, lhalf.xyz)), attr_material[3].w);\n";
text << "\t tot_specular += lspec;\n";
}
}
for (int i=0; i<(int)_plights.size(); i++) {
text << "\t // Point Light " << i << "\n";
text << "\t lcolor = plight_plight" << i << "_rel_model[0];\n";
text << "\t lspec = plight_plight" << i << "_rel_model[1];\n";
text << "\t lpoint = plight_plight" << i << "_rel_model[2];\n";
text << "\t latten = plight_plight" << i << "_rel_model[3];\n";
text << "\t lvec = lpoint - l_pos;\n";
text << "\t ldist = length(lvec);\n";
text << "\t lvec /= ldist;\n";
text << "\t lattenv = 1/(latten.x + latten.y*ldist + latten.z*ldist*ldist);\n";
text << "\t lcolor *= lattenv * saturate(dot(l_normal, lvec.xyz));\n";
text << "\t tot_diffuse += lcolor;\n";
if (_have_specular) {
if (_material->get_local()) {
text << "\t lhalf = normalize(normalize(mspos_view - l_pos) + lvec);\n";
} else {
text << "\t lhalf = normalize(lvec - row1_view_to_model);\n";
}
text << "\t lspec *= lattenv;\n";
text << "\t lspec *= pow(saturate(dot(l_normal, lhalf.xyz)), attr_material[3].w);\n";
text << "\t tot_specular += lspec;\n";
}
}
for (int i=0; i<(int)_slights.size(); i++) {
text << "\t // Spot Light " << i << "\n";
text << "\t lcolor = slight_slight" << i << "_rel_model[0];\n";
text << "\t lspec = slight_slight" << i << "_rel_model[1];\n";
text << "\t lpoint = slight_slight" << i << "_rel_model[2];\n";
text << "\t ldir = slight_slight" << i << "_rel_model[3];\n";
text << "\t latten = satten_slight" << i << ";\n";
text << "\t lvec = lpoint - l_pos;\n";
text << "\t ldist = length(lvec);\n";
text << "\t lvec /= ldist;\n";
text << "\t langle = saturate(dot(ldir.xyz, lvec.xyz));\n";
text << "\t lattenv = 1/(latten.x + latten.y*ldist + latten.z*ldist*ldist);\n";
text << "\t lattenv *= pow(langle, latten.w);\n";
text << "\t if (langle < ldir.w) lattenv = 0;\n";
text << "\t lcolor *= lattenv * saturate(dot(l_normal, lvec.xyz));\n";
text << "\t tot_diffuse += lcolor;\n";
if (_have_specular) {
if (_material->get_local()) {
text << "\t lhalf = normalize(normalize(mspos_view - l_pos) + lvec);\n";
} else {
text << "\t lhalf = normalize(lvec - row1_view_to_model);\n";
}
text << "\t lspec *= lattenv;\n";
text << "\t lspec *= pow(saturate(dot(l_normal, lhalf.xyz)), attr_material[3].w);\n";
text << "\t tot_specular += lspec;\n";
}
}
if (_have_emission) {
text << "\t o_color = attr_material[2];\n";
} else {
text << "\t o_color = float4(0,0,0,1);\n";
}
if (_have_ambient) {
if (_material->has_ambient()) {
text << "\t o_color += tot_ambient * attr_material[0];\n";
} else if (_vertex_colors) {
text << "\t o_color += tot_ambient * l_color;\n";
} else if (_flat_colors) {
text << "\t o_color += tot_ambient * attr_color;\n";
} else {
text << "\t o_color += tot_ambient;\n";
}
}
if (_have_diffuse) {
if (_material->has_diffuse()) {
text << "\t o_color += tot_diffuse * attr_material[1];\n";
} else if (_vertex_colors) {
text << "\t o_color += tot_diffuse * l_color;\n";
} else if (_flat_colors) {
text << "\t o_color += tot_diffuse * attr_color;\n";
} else {
text << "\t o_color += tot_diffuse;\n";
}
}
} else {
if (_vertex_colors) {
text << "\t o_color = l_color;\n";
} else if (_flat_colors) {
text << "\t o_color = attr_color;\n";
} else {
text << "\t o_color = float4(1,1,1,1);\n";
}
}
for (int i=0; i<_num_textures; i++) {
text << "\t o_color *= tex2D(tex_" << i << ", float2(l_texcoord" << i << "));\n";
}
if (_ms_lighting) {
if (_have_specular) {
text << "\t o_color += tot_specular;\n";
}
}
text << "}\n";
// Insert the shader into the shader attrib.
PT(Shader) shader = Shader::make(text.str());
rattrib = DCAST(ShaderAttrib, rattrib)->set_shader(shader);
return rattrib;
CPT(RenderAttrib) shattr = create_shader_attrib(text.str());
clear_analysis();
reset_register_allocator();
return shattr;
}

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@ -20,6 +20,14 @@
#define SHADERGENERATOR_H
#include "pandabase.h"
#include "typedWritableReferenceCount.h"
#include "nodePath.h"
class AmbientLight;
class DirectionalLight;
class PointLight;
class Spotlight;
class LightAttrib;
class ShaderAttrib;
////////////////////////////////////////////////////////////////////
// Class : ShaderGenerator
@ -31,6 +39,11 @@
// and so forth. It works by automatically generating
// a shader from a given RenderState.
//
// Currently, there is a single default ShaderGenerator
// object. It is our intent that in time, people will
// write classes that derive from ShaderGenerator but
// which yield slightly different results.
//
// The ShaderGenerator owes its existence to the
// 'Bamboo Team' at Carnegie Mellon's Entertainment
// Technology Center. This is a group of students
@ -49,13 +62,77 @@
//
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_PGRAPH ShaderGenerator {
class EXPCL_PANDA_PGRAPH ShaderGenerator : public TypedWritableReferenceCount {
private:
INLINE ShaderGenerator();
INLINE ~ShaderGenerator();
static PT(ShaderGenerator) _default_generator;
PUBLISHED:
ShaderGenerator();
virtual ~ShaderGenerator();
static ShaderGenerator *get_default();
static void set_default(ShaderGenerator *generator);
virtual CPT(RenderAttrib) synthesize_shader(const RenderState *rs);
protected:
CPT(RenderAttrib) create_shader_attrib(const string &txt);
// Shader register allocation:
int _vcregs_used;
int _fcregs_used;
int _vtregs_used;
int _ftregs_used;
void reset_register_allocator();
INLINE char *alloc_vreg();
INLINE char *alloc_freg();
// RenderState analysis information. Created by analyze_renderstate:
AttribSlots _attribs;
Material *_material;
int _num_textures;
pvector <AmbientLight *> _alights;
pvector <DirectionalLight *> _dlights;
pvector <PointLight *> _plights;
pvector <Spotlight *> _slights;
pvector <NodePath> _alights_np;
pvector <NodePath> _dlights_np;
pvector <NodePath> _plights_np;
pvector <NodePath> _slights_np;
bool _vertex_colors;
bool _flat_colors;
bool _ms_lighting;
bool _ts_lighting;
bool _have_ambient;
bool _have_diffuse;
bool _have_emission;
bool _have_specular;
bool _need_material_props;
void analyze_renderstate(const RenderState *rs);
void clear_analysis();
public:
static CPT(RenderAttrib) synthesize_shader(const RenderState *rs);
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedReferenceCount::init_type();
register_type(_type_handle, "ShaderGenerator",
TypedReferenceCount::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "shaderGenerator.I"