add fog support to shader generator

This commit is contained in:
rdb 2011-10-08 13:27:40 +00:00
parent d86356f122
commit 58124af9f5
2 changed files with 38 additions and 3 deletions

View File

@ -442,10 +442,10 @@ analyze_renderstate(const RenderState *rs) {
_auto_shadow_on = shader_attrib->auto_shadow_on();
}
// Check for unimplemented features and issue warnings.
// Check for fog.
const FogAttrib *fog = DCAST(FogAttrib, rs->get_attrib_def(FogAttrib::get_class_slot()));
if (!fog->is_off()) {
pgraph_cat.error() << "Shader Generator does not support Fog yet.\n";
_fog = true;
}
}
@ -462,6 +462,7 @@ clear_analysis() {
_flat_colors = false;
_lighting = false;
_shadows = false;
_fog = false;
_have_ambient = false;
_have_diffuse = false;
_have_emission = false;
@ -608,10 +609,10 @@ update_shadow_buffer(NodePath light_np) {
// - most texgen modes
// - texmatrix
// - 1D/2D/3D textures, cube textures
// - linear/exp/exp2 fog
//
// Not yet supported:
// - dot3_rgb and dot3_rgba combine modes
// - fog
//
// Potential optimizations
// - omit attenuation calculations if attenuation off
@ -643,6 +644,7 @@ synthesize_shader(const RenderState *rs) {
char *world_normal_freg = 0;
char *eye_position_freg = 0;
char *eye_normal_freg = 0;
char *hpos_freg = 0;
if (_vertex_colors) {
_vcregs_used = 1;
@ -734,12 +736,19 @@ synthesize_shader(const RenderState *rs) {
}
}
}
if (_fog) {
hpos_freg = alloc_freg();
text << "\t out float4 l_hpos : " << hpos_freg << ",\n";
}
text << "\t float4 vtx_position : POSITION,\n";
text << "\t out float4 l_position : POSITION,\n";
text << "\t uniform float4x4 mat_modelproj\n";
text << ") {\n";
text << "\t l_position = mul(mat_modelproj, vtx_position);\n";
if (_fog) {
text << "\t l_hpos = l_position;\n";
}
if (_need_world_position) {
text << "\t l_world_position = mul(trans_model_to_world, vtx_position);\n";
}
@ -789,7 +798,14 @@ synthesize_shader(const RenderState *rs) {
}
text << "}\n\n";
// Fragment shader
text << "void fshader(\n";
if (_fog) {
text << "\t in float4 l_hpos : " << hpos_freg << ",\n";
text << "\t in uniform float4 attr_fog,\n";
text << "\t in uniform float4 attr_fogcolor,\n";
}
if (_need_world_position) {
text << "\t in float4 l_world_position : " << world_position_freg << ",\n";
}
@ -1378,6 +1394,24 @@ synthesize_shader(const RenderState *rs) {
}
}
// Apply fog.
if (_fog) {
const FogAttrib *fog_attr = DCAST(FogAttrib, rs->get_attrib_def(FogAttrib::get_class_slot()));
Fog *fog = fog_attr->get_fog();
switch (fog->get_mode()) {
case Fog::M_linear:
text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate((attr_fog.z - l_hpos.z) * attr_fog.w));\n";
break;
case Fog::M_exponential:
text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate(exp2(attr_fog.x * l_hpos.z * -1.442695f)));\n";
break;
case Fog::M_exponential_squared:
text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate(exp2(attr_fog.x * attr_fog.x * l_hpos.z * l_hpos.z * -1.442695f)));\n";
break;
}
}
// The multiply is a workaround for a radeon driver bug.
// It's annoying as heck, since it produces an extra instruction.
text << "\t o_color = result * 1.000001;\n";

View File

@ -109,6 +109,7 @@ protected:
bool _lighting;
bool _shadows;
bool _fog;
bool _have_ambient;
bool _have_diffuse;