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https://github.com/panda3d/panda3d.git
synced 2025-10-17 12:12:10 -04:00
Much progress implementing shader generator
This commit is contained in:
parent
c9478d0001
commit
1d44682463
@ -651,3 +651,4 @@ CompositionCycleDescEntry(const RenderState *obj,
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_inverted(inverted)
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{
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}
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@ -39,6 +39,7 @@
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#include "mutexHolder.h"
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#include "thread.h"
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#include "attribSlots.h"
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#include "shaderGenerator.h"
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ReMutex *RenderState::_states_lock = NULL;
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RenderState::States *RenderState::_states = NULL;
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@ -1142,8 +1143,9 @@ get_generated_shader() const {
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if (_generated_shader != (RenderAttrib*)NULL) {
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return DCAST(ShaderAttrib, _generated_shader);
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}
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ShaderGenerator *gen = ShaderGenerator::get_default();
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((RenderState*)this)->_generated_shader =
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ShaderGenerator::synthesize_shader(this);
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gen->synthesize_shader(this);
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return DCAST(ShaderAttrib, _generated_shader);
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}
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@ -36,7 +36,6 @@
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#include "deletedChain.h"
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#include "simpleHashMap.h"
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#include "cacheStats.h"
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#include "shaderGenerator.h"
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class GraphicsStateGuardianBase;
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class FogAttrib;
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@ -16,20 +16,3 @@
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::Constructor
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// Access: Private
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// Description: This class is never constructed.
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////////////////////////////////////////////////////////////////////
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ShaderGenerator::
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ShaderGenerator() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::Destructor
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// Access: Private
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// Description: This class is never constructed.
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////////////////////////////////////////////////////////////////////
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ShaderGenerator::
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~ShaderGenerator() {
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}
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@ -15,50 +15,407 @@
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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//
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// Lighting calculations. These can be done either in tangent space
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// or model space. Doing them in tangent space is necessary for
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// normal mapping. However, it is only possible if tangents have
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// been computed. If not, then model space is the only option.
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// The parameters needed for lighting are:
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//
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// Model Space:
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//
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// vshader:
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// model-space normal - varying
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// model-space vertex position - varying
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// fshader:
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// model-space normal - varying
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// model-space vertex position - varying
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// model-space light position (spot or point) - uniform
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// model-space light vector (directional) - uniform
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// model-space eye position - uniform
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//
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// Tangent Space:
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//
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// vshader:
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// model-space normal - varying
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// model-space tangent - varying
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// model-space binormal - varying
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// model-space light position (spot or point) - uniform
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// model-space light vector (directional) - uniform
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// model-space eye position - uniform
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// fshader:
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// model-space vertex position - varying
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// tangent-space light vector, one per light - varying
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// tangent-space eye vector - varying
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// model-space light position (spot) - uniform
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//
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/////////////////////////////////////////////////////////////////////
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#include "renderState.h"
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#include "shaderAttrib.h"
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#include "shaderGenerator.h"
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#include "ambientLight.h"
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#include "directionalLight.h"
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#include "pointLight.h"
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#include "spotLight.h"
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TypeHandle ShaderGenerator::_type_handle;
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PT(ShaderGenerator) ShaderGenerator::_default_generator;
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::Constructor
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// Access: Published
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// Description: Create a ShaderGenerator. This has no state,
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// except possibly to cache certain results.
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////////////////////////////////////////////////////////////////////
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ShaderGenerator::
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ShaderGenerator() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::Destructor
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// Access: Published, Virtual
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// Description: Destroy a ShaderGenerator.
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////////////////////////////////////////////////////////////////////
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ShaderGenerator::
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~ShaderGenerator() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::reset_register_allocator
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// Access: Protected
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// Description: Clears the register allocator. Initially, the pool
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// of available registers is empty. You have to add
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// some if you want there to be any.
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////////////////////////////////////////////////////////////////////
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void ShaderGenerator::
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reset_register_allocator() {
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_vtregs_used = 0;
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_vcregs_used = 0;
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_ftregs_used = 0;
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_fcregs_used = 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::alloc_vreg
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// Access: Protected
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// Description: Allocate a vreg.
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////////////////////////////////////////////////////////////////////
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INLINE char *ShaderGenerator::
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alloc_vreg() {
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switch (_vtregs_used) {
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case 0: _vtregs_used += 1; return "TEXCOORD0";
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case 1: _vtregs_used += 1; return "TEXCOORD1";
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case 2: _vtregs_used += 1; return "TEXCOORD2";
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case 3: _vtregs_used += 1; return "TEXCOORD3";
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case 4: _vtregs_used += 1; return "TEXCOORD4";
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case 5: _vtregs_used += 1; return "TEXCOORD5";
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case 6: _vtregs_used += 1; return "TEXCOORD6";
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case 7: _vtregs_used += 1; return "TEXCOORD7";
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}
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switch (_vcregs_used) {
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case 0: _vcregs_used += 1; return "COLOR0";
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case 1: _vcregs_used += 1; return "COLOR1";
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}
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return "UNKNOWN";
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::alloc_freg
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// Access: Protected
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// Description: Allocate a freg.
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////////////////////////////////////////////////////////////////////
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INLINE char *ShaderGenerator::
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alloc_freg() {
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switch (_ftregs_used) {
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case 0: _ftregs_used += 1; return "TEXCOORD0";
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case 1: _ftregs_used += 1; return "TEXCOORD1";
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case 2: _ftregs_used += 1; return "TEXCOORD2";
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case 3: _ftregs_used += 1; return "TEXCOORD3";
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case 4: _ftregs_used += 1; return "TEXCOORD4";
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case 5: _ftregs_used += 1; return "TEXCOORD5";
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case 6: _ftregs_used += 1; return "TEXCOORD6";
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case 7: _ftregs_used += 1; return "TEXCOORD7";
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}
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switch (_fcregs_used) {
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case 0: _fcregs_used += 1; return "COLOR0";
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case 1: _fcregs_used += 1; return "COLOR1";
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}
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return "UNKNOWN";
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::get_default
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// Access: Published, Static
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// Description: Get a pointer to the default shader generator.
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////////////////////////////////////////////////////////////////////
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ShaderGenerator *ShaderGenerator::
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get_default() {
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if (_default_generator == (ShaderGenerator *)NULL) {
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_default_generator = new ShaderGenerator;
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}
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return _default_generator;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::set_default
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// Access: Published, Static
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// Description: Set the default shader generator.
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////////////////////////////////////////////////////////////////////
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void ShaderGenerator::
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set_default(ShaderGenerator *generator) {
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_default_generator = generator;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::analyze_renderstate
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// Access: Protected
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// Description: Analyzes the RenderState prior to shader generation.
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// The results of the analysis are stored in instance
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// variables of the Shader Generator.
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////////////////////////////////////////////////////////////////////
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void ShaderGenerator::
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analyze_renderstate(const RenderState *rs) {
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clear_analysis();
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rs->store_into_slots(&_attribs);
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// Count number of textures.
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_num_textures = 0;
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if (_attribs._texture) {
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_num_textures = _attribs._texture->get_num_on_stages();
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}
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// Determine whether or not vertex colors or flat colors are present.
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if (_attribs._color != 0) {
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if (_attribs._color->get_color_type() == ColorAttrib::T_vertex) {
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_vertex_colors = true;
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} else if (_attribs._color->get_color_type() == ColorAttrib::T_flat) {
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_flat_colors = true;
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}
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}
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// Break out the lights by type.
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const LightAttrib *la = _attribs._light;
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for (int i=0; i<la->get_num_on_lights(); i++) {
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NodePath light = la->get_on_light(i);
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nassertv(!light.is_empty());
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PandaNode *light_obj = light.node();
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nassertv(light_obj != (PandaNode *)NULL);
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if (light_obj->get_type() == AmbientLight::get_class_type()) {
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_alights_np.push_back(light);
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_alights.push_back((AmbientLight*)light_obj);
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}
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else if (light_obj->get_type() == DirectionalLight::get_class_type()) {
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_dlights_np.push_back(light);
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_dlights.push_back((DirectionalLight*)light_obj);
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}
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else if (light_obj->get_type() == PointLight::get_class_type()) {
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_plights_np.push_back(light);
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_plights.push_back((PointLight*)light_obj);
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}
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else if (light_obj->get_type() == Spotlight::get_class_type()) {
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_slights_np.push_back(light);
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_slights.push_back((Spotlight*)light_obj);
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}
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}
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// Determine whether model-space or tangent-space lighting is recommended.
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if (_attribs._light->get_num_on_lights() > 0) {
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_ms_lighting = true;
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}
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// Find the material.
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if (!_attribs._material->is_off()) {
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_material = _attribs._material->get_material();
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} else {
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_material = Material::get_default();
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}
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// Decide which material modes need to be calculated.
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if (_alights.size() > 0) {
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if (_material->has_ambient()) {
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Colorf a = _material->get_ambient();
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if ((a[0]!=0.0)||(a[1]!=0.0)||(a[2]!=0.0)) {
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_have_ambient = true;
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}
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} else {
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_have_ambient = true;
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}
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}
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if (_dlights.size() + _plights.size() + _slights.size()) {
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if (_material->has_diffuse()) {
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Colorf d = _material->get_diffuse();
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if ((d[0]!=0.0)||(d[1]!=0.0)||(d[2]!=0.0)) {
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_have_diffuse = true;
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}
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} else {
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_have_diffuse = true;
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}
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}
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if (_material->has_emission()) {
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Colorf e = _material->get_emission();
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if ((e[0]!=0.0)||(e[1]!=0.0)||(e[2]!=0.0)) {
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_have_emission = true;
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}
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}
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if (_dlights.size() + _plights.size() + _slights.size()) {
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if (_material->has_specular()) {
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Colorf s = _material->get_specular();
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if ((s[0]!=0.0)||(s[1]!=0.0)||(s[2]!=0.0)) {
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_have_specular = true;
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}
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}
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}
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// Does the shader need material properties as input?
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_need_material_props =
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(_have_ambient && (_material->has_ambient()))||
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(_have_diffuse && (_material->has_diffuse()))||
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(_have_emission && (_material->has_emission()))||
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(_have_specular && (_material->has_specular()));
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::clear_analysis
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// Access: Protected
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// Description: Called after analyze_renderstate to discard all
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// the results of the analysis. This is generally done
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// after shader generation is complete.
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////////////////////////////////////////////////////////////////////
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void ShaderGenerator::
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clear_analysis() {
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_vertex_colors = false;
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_flat_colors = false;
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_ms_lighting = false;
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_ts_lighting = false;
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_have_ambient = false;
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_have_diffuse = false;
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_have_emission = false;
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_have_specular = false;
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_attribs.clear_to_defaults();
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_material = (Material*)NULL;
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_alights.clear();
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_dlights.clear();
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_plights.clear();
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_slights.clear();
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_alights_np.clear();
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_dlights_np.clear();
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_plights_np.clear();
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_slights_np.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::create_shader_attrib
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// Access: Protected
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// Description: Creates a ShaderAttrib given a generated shader's
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// body. Also inserts the lights into the shader
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// attrib.
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////////////////////////////////////////////////////////////////////
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CPT(RenderAttrib) ShaderGenerator::
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create_shader_attrib(const string &txt) {
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PT(Shader) shader = Shader::make(txt);
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CPT(RenderAttrib) shattr = ShaderAttrib::make();
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shattr=DCAST(ShaderAttrib, shattr)->set_shader(shader);
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if (_ms_lighting) {
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for (int i=0; i<(int)_alights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("alight", i), _alights_np[i]);
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}
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for (int i=0; i<(int)_dlights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlight", i), _dlights_np[i]);
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}
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for (int i=0; i<(int)_plights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("plight", i), _plights_np[i]);
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}
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for (int i=0; i<(int)_slights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slight", i), _slights_np[i]);
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}
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}
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return shattr;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::synthesize_shader
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// Access: Public, Static
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// Access: Published, Virtual
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// Description: This is the routine that implements the next-gen
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// fixed function pipeline by synthesizing a shader.
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//
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// Currently supports:
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// - textures
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// - materials
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// - 2D textures
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// - lights
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// - vertex colors
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// - flat colors
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// - materials
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//
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// Not yet supported:
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// - vertex colors
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// - 3D textures, cube textures
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// - color scale attrib
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// - texgen
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// - texmatrix
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// - separate normal and gloss
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// - normal and gloss
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// - lots of other things
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//
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////////////////////////////////////////////////////////////////////
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CPT(RenderAttrib) ShaderGenerator::
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synthesize_shader(const RenderState *rs) {
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AttribSlots attribs;
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rs->store_into_slots(&attribs);
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int num_textures = 0;
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if (attribs._texture) {
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num_textures = attribs._texture->get_num_on_stages();
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analyze_renderstate(rs);
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reset_register_allocator();
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// These variables will hold the results of register allocation.
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char *pos_freg = 0;
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char *normal_vreg = 0;
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char *tangent_vreg = 0;
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char *binormal_vreg = 0;
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char *normal_freg = 0;
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char *eyevec_freg = 0;
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pvector<char *> texcoord_vreg;
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pvector<char *> texcoord_freg;
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pvector<char *> tslightvec_freg;
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if (_vertex_colors) {
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_vcregs_used = 1;
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_fcregs_used = 1;
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}
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ostringstream text;
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CPT(RenderAttrib) rattrib = ShaderAttrib::make();
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// Generate the shader's text.
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ostringstream text;
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text << "//Cg\n";
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text << "void vshader(\n";
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for (int i=0; i<num_textures; i++) {
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text << "\t float2 vtx_texcoord" << i << " : TEXCOORD" << i << ",\n";
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text << "\t out float2 l_texcoord" << i << " : TEXCOORD" << i << ",\n";
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for (int i=0; i<_num_textures; i++) {
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texcoord_vreg.push_back(alloc_vreg());
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texcoord_freg.push_back(alloc_freg());
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text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
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text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
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}
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if (_vertex_colors) {
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text << "\t in float4 vtx_color : COLOR,\n";
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text << "\t out float4 l_color : COLOR,\n";
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}
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if (_ms_lighting) {
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pos_freg = alloc_freg();
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normal_vreg = alloc_vreg();
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normal_freg = alloc_freg();
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text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
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text << "\t out float4 l_normal : " << normal_freg << ",\n";
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text << "\t out float4 l_pos : " << pos_freg << ",\n";
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}
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|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -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"
|
||||
|
Loading…
x
Reference in New Issue
Block a user