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https://github.com/panda3d/panda3d.git
synced 2025-09-27 15:25:54 -04:00
ShaderGenerator: Fix support for hardware point sprites
In gp5fp and glslf profiles, we can rely on per-fragment point coordinates to be available, otherwise we have to emulate support by calculating it from the fragment pixel coordinates
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@ -3679,7 +3679,7 @@ ensure_generated_shader(const RenderState *state) {
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if (!_supports_basic_shaders) {
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return;
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}
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_shader_generator = new ShaderGenerator(this);
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_shader_generator = new ShaderGenerator(_shader_caps, _supports_shadow_filter);
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}
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if (state->_generated_shader == nullptr ||
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state->_generated_shader_seq != _generated_shader_seq) {
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@ -73,13 +73,33 @@ pack_combine(TextureStage::CombineSource src0, TextureStage::CombineOperand op0,
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static PStatCollector lookup_collector("*:Munge:ShaderGen:Lookup");
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static PStatCollector synthesize_collector("*:Munge:ShaderGen:Synthesize");
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/**
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* Create a ShaderGenerator. This has no state, except possibly to cache
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* certain results. The given parameters contain information about the
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* capabilities of the target for which the shader will be compiled.
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*/
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ShaderGenerator::
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ShaderGenerator(const Shader::ShaderCaps &caps, bool use_shadow_filter) :
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_use_shadow_filter(use_shadow_filter) {
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#ifdef _WIN32
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// Check matches all OpenGL profiles
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_use_generic_attr = (caps._active_vprofile <= 6151 || caps._active_vprofile >= 7000);
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#else
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_use_generic_attr = true;
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#endif
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// Matches gp5fp and glslf profiles
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_use_pointcoord = (caps._active_fprofile == 7017 || caps._active_fprofile == 7008);
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}
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/**
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* Create a ShaderGenerator. This has no state, except possibly to cache
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* certain results. The parameter that must be passed is the GSG to which the
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* shader generator belongs.
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*/
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ShaderGenerator::
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ShaderGenerator(const GraphicsStateGuardianBase *gsg) {
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ShaderGenerator(const GraphicsStateGuardianBase *gsg) : _use_pointcoord(false) {
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// The ATTR# input semantics seem to map to generic vertex attributes in
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// both arbvp1 and glslv, which behave more consistently. However, they
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// don't exist in Direct3D 9. Use this silly little check for now.
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@ -717,6 +737,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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const char *eye_position_freg = nullptr;
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const char *eye_normal_freg = nullptr;
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const char *hpos_freg = nullptr;
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const char *pointcoord_freg = nullptr;
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const char *position_vreg;
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const char *transform_weight_vreg = nullptr;
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@ -762,6 +783,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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bool need_eye_normal = !key._lights.empty() || ((key._outputs & AuxBitplaneAttrib::ABO_aux_normal) != 0);
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bool need_tangents = ((key._texture_flags & ShaderKey::TF_map_normal) != 0);
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bool need_point_size = (key._fog_mode & 0x10000) != 0;
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bool need_point_coord = false;
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// If we have binormal/tangent and eye position, we can pack eye normal in
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// the w channels of the others.
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@ -817,6 +839,9 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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case TexGenAttrib::M_eye_position:
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need_eye_position = true;
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break;
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case TexGenAttrib::M_point_sprite:
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need_point_coord = true;
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break;
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default:
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break;
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}
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@ -947,6 +972,13 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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text << "\t uniform float3 attr_pointparams,\n";
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text << "\t out float l_point_size : PSIZE,\n";
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}
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if (need_point_coord && !_use_pointcoord) {
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if (!need_point_size) {
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text << "\t uniform float3 attr_pointparams,\n";
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}
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pointcoord_freg = alloc_freg();
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text << "\t out float3 l_pointcoord : " << pointcoord_freg << ",\n";
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}
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text << "\t in float4 vtx_position : " << position_vreg << ",\n";
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text << "\t out float4 l_position : POSITION,\n";
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text << "\t uniform float4x4 mat_modelproj\n";
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@ -996,6 +1028,14 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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if (need_point_size) {
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text << "\t l_point_size = attr_pointparams.y + attr_pointparams.z / length(l_eye_position.xyz);\n";
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}
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if (need_point_coord && !_use_pointcoord) {
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if (need_point_size) {
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text << "\t l_pointcoord = float3(l_position.xy / (2.0f * l_position.w) + float2(0.5f, 0.5f), 1.0f / l_point_size);\n";
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} else {
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// Static point size (non-perspective points)
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text << "\t l_pointcoord = float3(l_position.xy / (2.0f * l_position.w) + float2(0.5f, 0.5f), 1.0f / attr_pointparams.x);\n";
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}
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}
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pmap<const InternalName *, const char *>::const_iterator it;
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for (it = texcoord_fregs.begin(); it != texcoord_fregs.end(); ++it) {
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@ -1047,6 +1087,17 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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text << "\t in uniform float4 attr_fog,\n";
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text << "\t in uniform float4 attr_fogcolor,\n";
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}
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if (need_point_coord) {
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if (_use_pointcoord) {
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// In OpenGL, we have point coordinates available in glslf and gp5fp.
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text << "\t in float2 l_pointcoord : POINTCOORD,\n";
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} else {
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// In DirectX 9, we need to calculate them from the fragment coordinates.
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text << "\t in float3 l_pointcoord : " << pointcoord_freg << ",\n";
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text << "\t in float2 l_fragcoord : WPOS,\n";
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text << "\t in uniform float2 sys_windowsize,\n";
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}
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}
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if (need_world_position) {
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text << "\t in float4 l_world_position : " << world_position_freg << ",\n";
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}
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@ -1207,6 +1258,16 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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case TexGenAttrib::M_eye_position:
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text << "\t float4 texcoord" << i << " = float4(l_eye_position.xyz, 1.0f);\n";
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break;
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case TexGenAttrib::M_point_sprite:
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if (_use_pointcoord) {
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text << "\t float4 texcoord" << i << " = float4(l_pointcoord, 0.0f, 1.0f);\n";
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} else {
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if (!_use_generic_attr) {
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text << "\t l_fragcoord.y = sys_windowsize.y - l_fragcoord.y;\n";
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}
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text << "\t float4 texcoord" << i << " = float4((l_fragcoord - l_pointcoord.xy * sys_windowsize) * l_pointcoord.z * float2(1.0f, -1.0f) - float2(0.5f, 0.5f), 0.0f, 1.0f);\n";
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}
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break;
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case TexGenAttrib::M_constant:
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text << "\t float4 texcoord" << i << " = texconst_" << i << ";\n";
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break;
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@ -64,6 +64,9 @@ class GeomVertexAnimationSpec;
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*
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*/
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class EXPCL_PANDA_PGRAPHNODES ShaderGenerator : public TypedReferenceCount {
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public:
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ShaderGenerator(const Shader::ShaderCaps &caps, bool use_shadow_filter);
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PUBLISHED:
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ShaderGenerator(const GraphicsStateGuardianBase *gsg);
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virtual ~ShaderGenerator();
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@ -76,7 +79,8 @@ PUBLISHED:
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protected:
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// Shader register allocation:
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bool _use_generic_attr;
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bool _use_generic_attr : 1;
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bool _use_pointcoord : 1;
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int _vcregs_used;
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int _fcregs_used;
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int _vtregs_used;
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