panda3d/panda/src/pgraphnodes/shaderGenerator.cxx

1952 lines
69 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file shaderGenerator.cxx
* @author jyelon
* @date 2007-12-15
* @author weifengh, PandaSE
* @date 2010-04-15
* @author agartner, PandaSE
* @date 2010-04-16
* TextureStage::M_modulate (before this, separate textures formatted as
* alpha wiped color off resulting rgb)
*/
#include "shaderGenerator.h"
#include "renderState.h"
#include "shaderAttrib.h"
#include "auxBitplaneAttrib.h"
#include "alphaTestAttrib.h"
#include "colorBlendAttrib.h"
#include "transparencyAttrib.h"
#include "textureAttrib.h"
#include "colorAttrib.h"
#include "lightAttrib.h"
#include "materialAttrib.h"
#include "lightRampAttrib.h"
#include "texMatrixAttrib.h"
#include "texGenAttrib.h"
#include "colorScaleAttrib.h"
#include "clipPlaneAttrib.h"
#include "fogAttrib.h"
#include "texture.h"
#include "ambientLight.h"
#include "directionalLight.h"
#include "rescaleNormalAttrib.h"
#include "pointLight.h"
#include "sphereLight.h"
#include "spotlight.h"
#include "lightLensNode.h"
#include "lvector4.h"
#include "config_pgraphnodes.h"
#include "pStatTimer.h"
using std::string;
TypeHandle ShaderGenerator::_type_handle;
#ifdef HAVE_CG
#define PACK_COMBINE(src0, op0, src1, op1, src2, op2) ( \
((uint16_t)src0) | ((((uint16_t)op0 - 1u) & 3u) << 3u) | \
((uint16_t)src1 << 5u) | ((((uint16_t)op1 - 1u) & 3u) << 8u) | \
((uint16_t)src2 << 10u) | ((((uint16_t)op2 - 1u) & 3u) << 13u))
#define UNPACK_COMBINE_SRC(from, n) (TextureStage::CombineSource)((from >> ((uint16_t)n * 5u)) & 7u)
#define UNPACK_COMBINE_OP(from, n) (TextureStage::CombineOperand)(((from >> (((uint16_t)n * 5u) + 3u)) & 3u) + 1u)
static PStatCollector lookup_collector("*:Munge:ShaderGen:Lookup");
static PStatCollector synthesize_collector("*:Munge:ShaderGen:Synthesize");
/**
* Create a ShaderGenerator. This has no state, except possibly to cache
* certain results. The parameter that must be passed is the GSG to which the
* shader generator belongs.
*/
ShaderGenerator::
ShaderGenerator(const GraphicsStateGuardianBase *gsg) {
// The ATTR# input semantics seem to map to generic vertex attributes in
// both arbvp1 and glslv, which behave more consistently. However, they
// don't exist in Direct3D 9. Use this silly little check for now.
#ifdef _WIN32
_use_generic_attr = !gsg->get_supports_hlsl();
#else
_use_generic_attr = true;
#endif
// Do we want to use the ARB_shadow extension? This also allows us to use
// hardware shadows PCF.
_use_shadow_filter = gsg->get_supports_shadow_filter();
}
/**
* Destroy a ShaderGenerator.
*/
ShaderGenerator::
~ShaderGenerator() {
}
/**
* 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;
}
/**
* Allocate a vreg.
*/
const char *ShaderGenerator::
alloc_vreg() {
if (_use_generic_attr) {
// OpenGL case.
switch (_vtregs_used) {
case 0: _vtregs_used += 1; return "ATTR8";
case 1: _vtregs_used += 1; return "ATTR9";
case 2: _vtregs_used += 1; return "ATTR10";
case 3: _vtregs_used += 1; return "ATTR11";
case 4: _vtregs_used += 1; return "ATTR12";
case 5: _vtregs_used += 1; return "ATTR13";
case 6: _vtregs_used += 1; return "ATTR14";
case 7: _vtregs_used += 1; return "ATTR15";
}
switch (_vcregs_used) {
case 0: _vcregs_used += 1; return "ATTR3";
case 1: _vcregs_used += 1; return "ATTR4";
case 2: _vcregs_used += 1; return "ATTR5";
case 3: _vcregs_used += 1; return "ATTR6";
case 4: _vcregs_used += 1; return "ATTR7";
case 5: _vcregs_used += 1; return "ATTR1";
}
} else {
// DirectX 9 case.
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";
}
}
// These don't exist in arbvp1, though they're reportedly supported by other
// profiles.
switch (_vtregs_used) {
case 8: _vtregs_used += 1; return "TEXCOORD8";
case 9: _vtregs_used += 1; return "TEXCOORD9";
case 10: _vtregs_used += 1; return "TEXCOORD10";
case 11: _vtregs_used += 1; return "TEXCOORD11";
case 12: _vtregs_used += 1; return "TEXCOORD12";
case 13: _vtregs_used += 1; return "TEXCOORD13";
case 14: _vtregs_used += 1; return "TEXCOORD14";
case 15: _vtregs_used += 1; return "TEXCOORD15";
}
return "UNKNOWN";
}
/**
* Allocate a freg.
*/
const 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";
}
// NB. We really shouldn't use the COLOR fregs, since the clamping can have
// unexpected side-effects.
switch (_ftregs_used) {
case 8: _ftregs_used += 1; return "TEXCOORD8";
case 9: _ftregs_used += 1; return "TEXCOORD9";
case 10: _ftregs_used += 1; return "TEXCOORD10";
case 11: _ftregs_used += 1; return "TEXCOORD11";
case 12: _ftregs_used += 1; return "TEXCOORD12";
case 13: _ftregs_used += 1; return "TEXCOORD13";
case 14: _ftregs_used += 1; return "TEXCOORD14";
case 15: _ftregs_used += 1; return "TEXCOORD15";
}
return "UNKNOWN";
}
/**
* 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(ShaderKey &key, const RenderState *rs) {
const ShaderAttrib *shader_attrib;
rs->get_attrib_def(shader_attrib);
nassertv(shader_attrib->auto_shader());
// verify_enforce_attrib_lock();
const AuxBitplaneAttrib *aux_bitplane;
rs->get_attrib_def(aux_bitplane);
key._outputs = aux_bitplane->get_outputs();
// Decide whether or not we need alpha testing or alpha blending.
bool have_alpha_test = false;
bool have_alpha_blend = false;
const AlphaTestAttrib *alpha_test;
rs->get_attrib_def(alpha_test);
if (alpha_test->get_mode() != RenderAttrib::M_none &&
alpha_test->get_mode() != RenderAttrib::M_always) {
have_alpha_test = true;
}
const ColorBlendAttrib *color_blend;
rs->get_attrib_def(color_blend);
if (color_blend->get_mode() != ColorBlendAttrib::M_none) {
have_alpha_blend = true;
}
const TransparencyAttrib *transparency;
rs->get_attrib_def(transparency);
if (transparency->get_mode() == TransparencyAttrib::M_alpha ||
transparency->get_mode() == TransparencyAttrib::M_premultiplied_alpha ||
transparency->get_mode() == TransparencyAttrib::M_dual) {
have_alpha_blend = true;
}
// Decide what to send to the framebuffer alpha, if anything.
if (key._outputs & AuxBitplaneAttrib::ABO_glow) {
if (have_alpha_blend) {
key._outputs &= ~AuxBitplaneAttrib::ABO_glow;
key._disable_alpha_write = true;
} else if (have_alpha_test) {
// Subsume the alpha test in our shader.
key._alpha_test_mode = alpha_test->get_mode();
key._alpha_test_ref = alpha_test->get_reference_alpha();
}
}
if (have_alpha_blend || have_alpha_test) {
key._calc_primary_alpha = true;
}
// Determine whether or not vertex colors or flat colors are present.
const ColorAttrib *color;
rs->get_attrib_def(color);
key._color_type = color->get_color_type();
// Store the material flags (not the material values itself).
const MaterialAttrib *material;
rs->get_attrib_def(material);
Material *mat = material->get_material();
if (mat != nullptr) {
// The next time the Material flags change, the Material should cause the
// states to be rehashed.
mat->mark_used_by_auto_shader();
key._material_flags = mat->get_flags();
if ((key._material_flags & Material::F_base_color) != 0) {
key._material_flags |= (Material::F_diffuse | Material::F_specular | Material::F_ambient);
key._material_flags &= ~Material::F_base_color;
}
}
// Break out the lights by type.
const LightAttrib *la;
rs->get_attrib_def(la);
bool have_ambient = false;
for (size_t i = 0; i < la->get_num_on_lights(); ++i) {
NodePath np = la->get_on_light(i);
nassertv(!np.is_empty());
PandaNode *node = np.node();
nassertv(node != nullptr);
if (node->is_ambient_light()) {
have_ambient = true;
key._lighting = true;
} else {
ShaderKey::LightInfo info;
info._type = node->get_type();
info._flags = 0;
if (node->is_of_type(LightLensNode::get_class_type())) {
const LightLensNode *llnode = (const LightLensNode *)node;
if (shader_attrib->auto_shadow_on() && llnode->is_shadow_caster()) {
info._flags |= ShaderKey::LF_has_shadows;
}
if (llnode->has_specular_color()) {
info._flags |= ShaderKey::LF_has_specular_color;
}
}
key._lights.push_back(info);
key._lighting = true;
}
}
// See if there is a normal map, height map, gloss map, or glow map. Also
// check if anything has TexGen.
const TextureAttrib *texture;
rs->get_attrib_def(texture);
const TexGenAttrib *tex_gen;
rs->get_attrib_def(tex_gen);
const TexMatrixAttrib *tex_matrix;
rs->get_attrib_def(tex_matrix);
size_t num_textures = texture->get_num_on_stages();
for (size_t i = 0; i < num_textures; ++i) {
TextureStage *stage = texture->get_on_stage(i);
Texture *tex = texture->get_on_texture(stage);
nassertd(tex != nullptr) continue;
// Mark this TextureStage as having been used by the shader generator, so
// that the next time its properties change, it will cause the state to be
// rehashed to ensure that the shader is regenerated if needed.
stage->mark_used_by_auto_shader();
ShaderKey::TextureInfo info;
info._type = tex->get_texture_type();
info._mode = stage->get_mode();
info._flags = 0;
info._combine_rgb = 0u;
info._combine_alpha = 0u;
// While we look at the mode, determine whether we need to change the mode
// in order to reflect disabled features.
switch (info._mode) {
case TextureStage::M_modulate:
{
Texture::Format format = tex->get_format();
if (format != Texture::F_alpha) {
info._flags |= ShaderKey::TF_has_rgb;
}
if (Texture::has_alpha(format)) {
info._flags |= ShaderKey::TF_has_alpha;
}
}
break;
case TextureStage::M_modulate_glow:
if (shader_attrib->auto_glow_on()) {
info._flags = ShaderKey::TF_map_glow;
} else {
info._mode = TextureStage::M_modulate;
info._flags = ShaderKey::TF_has_rgb;
}
break;
case TextureStage::M_modulate_gloss:
if (shader_attrib->auto_gloss_on()) {
info._flags = ShaderKey::TF_map_gloss;
} else {
info._mode = TextureStage::M_modulate;
info._flags = ShaderKey::TF_has_rgb;
}
break;
case TextureStage::M_normal_height:
if (parallax_mapping_samples == 0) {
info._mode = TextureStage::M_normal;
} else if (!shader_attrib->auto_normal_on() ||
(key._lights.empty() && (key._outputs & AuxBitplaneAttrib::ABO_aux_normal) == 0)) {
info._mode = TextureStage::M_height;
info._flags = ShaderKey::TF_has_alpha;
} else {
info._flags = ShaderKey::TF_map_normal | ShaderKey::TF_map_height;
}
break;
case TextureStage::M_normal_gloss:
if (!shader_attrib->auto_gloss_on() || key._lights.empty()) {
info._mode = TextureStage::M_normal;
} else if (!shader_attrib->auto_normal_on()) {
info._mode = TextureStage::M_gloss;
} else {
info._flags = ShaderKey::TF_map_normal | ShaderKey::TF_map_gloss;
}
break;
case TextureStage::M_combine:
// If we have this rare, special mode, we encode all these extra
// parameters as flags to prevent bloating the shader key.
info._flags |= (uint32_t)stage->get_combine_rgb_mode() << ShaderKey::TF_COMBINE_RGB_MODE_SHIFT;
info._flags |= (uint32_t)stage->get_combine_alpha_mode() << ShaderKey::TF_COMBINE_ALPHA_MODE_SHIFT;
if (stage->get_rgb_scale() == 2) {
info._flags |= ShaderKey::TF_rgb_scale_2;
}
if (stage->get_rgb_scale() == 4) {
info._flags |= ShaderKey::TF_rgb_scale_4;
}
if (stage->get_alpha_scale() == 2) {
info._flags |= ShaderKey::TF_alpha_scale_2;
}
if (stage->get_alpha_scale() == 4) {
info._flags |= ShaderKey::TF_alpha_scale_4;
}
info._combine_rgb = PACK_COMBINE(
stage->get_combine_rgb_source0(), stage->get_combine_rgb_operand0(),
stage->get_combine_rgb_source1(), stage->get_combine_rgb_operand1(),
stage->get_combine_rgb_source2(), stage->get_combine_rgb_operand2());
info._combine_alpha = PACK_COMBINE(
stage->get_combine_alpha_source0(), stage->get_combine_alpha_operand0(),
stage->get_combine_alpha_source1(), stage->get_combine_alpha_operand1(),
stage->get_combine_alpha_source2(), stage->get_combine_alpha_operand2());
if (stage->uses_primary_color()) {
info._flags |= ShaderKey::TF_uses_primary_color;
}
if (stage->uses_last_saved_result()) {
info._flags |= ShaderKey::TF_uses_last_saved_result;
}
break;
default:
break;
}
// In fact, perhaps this stage should be disabled altogether?
bool skip = false;
switch (info._mode) {
case TextureStage::M_normal:
if (!shader_attrib->auto_normal_on() ||
(key._lights.empty() && (key._outputs & AuxBitplaneAttrib::ABO_aux_normal) == 0)) {
skip = true;
} else {
info._flags = ShaderKey::TF_map_normal;
}
break;
case TextureStage::M_glow:
if (shader_attrib->auto_glow_on()) {
info._flags = ShaderKey::TF_map_glow;
} else {
skip = true;
}
break;
case TextureStage::M_gloss:
if (!key._lights.empty() && shader_attrib->auto_gloss_on()) {
info._flags = ShaderKey::TF_map_gloss;
} else {
skip = true;
}
break;
case TextureStage::M_height:
if (parallax_mapping_samples > 0) {
info._flags = ShaderKey::TF_map_height;
} else {
skip = true;
}
break;
default:
break;
}
// We can't just drop a disabled slot from the list, since then the
// indices for the texture stages will no longer match up. So we keep it,
// but set it to a noop state to indicate that it should be skipped.
if (skip) {
info._type = Texture::TT_1d_texture;
info._mode = TextureStage::M_modulate;
info._flags = 0;
key._textures.push_back(info);
continue;
}
// Check if this state has a texture matrix to transform the texture
// coordinates.
if (tex_matrix->has_stage(stage)) {
CPT(TransformState) transform = tex_matrix->get_transform(stage);
if (!transform->is_identity()) {
// Optimize for common case: if we only have a scale component, we
// can get away with fewer shader inputs and operations.
if (transform->has_components() && !transform->has_nonzero_shear() &&
transform->get_pos() == LPoint3::zero() &&
transform->get_hpr() == LVecBase3::zero()) {
info._flags |= ShaderKey::TF_has_texscale;
} else {
info._flags |= ShaderKey::TF_has_texmat;
}
}
}
if (tex_gen->has_stage(stage)) {
info._texcoord_name = nullptr;
info._gen_mode = tex_gen->get_mode(stage);
} else {
info._texcoord_name = stage->get_texcoord_name();
info._gen_mode = TexGenAttrib::M_off;
}
// Does this stage require saving its result?
if (stage->get_saved_result()) {
info._flags |= ShaderKey::TF_saved_result;
}
// Does this stage need a texcolor_# input?
if (stage->uses_color()) {
info._flags |= ShaderKey::TF_uses_color;
}
key._textures.push_back(info);
key._texture_flags |= info._flags;
}
// Does nothing use the saved result? If so, don't bother saving it.
if ((key._texture_flags & ShaderKey::TF_uses_last_saved_result) == 0 &&
(key._texture_flags & ShaderKey::TF_saved_result) != 0) {
pvector<ShaderKey::TextureInfo>::iterator it;
for (it = key._textures.begin(); it != key._textures.end(); ++it) {
(*it)._flags &= ~ShaderKey::TF_saved_result;
}
key._texture_flags &= ~ShaderKey::TF_saved_result;
}
// Decide whether to separate ambient and diffuse calculations.
if (have_ambient) {
if (key._material_flags & Material::F_ambient) {
key._have_separate_ambient = true;
} else {
if (key._material_flags & Material::F_diffuse) {
key._have_separate_ambient = true;
} else {
key._have_separate_ambient = false;
}
}
}
if (shader_attrib->auto_ramp_on()) {
const LightRampAttrib *light_ramp;
if (rs->get_attrib(light_ramp)) {
key._light_ramp = light_ramp;
if (key._lighting) {
key._have_separate_ambient = true;
}
}
}
// Check for clip planes.
const ClipPlaneAttrib *clip_plane;
rs->get_attrib_def(clip_plane);
key._num_clip_planes = clip_plane->get_num_on_planes();
// Check for fog.
const FogAttrib *fog;
if (rs->get_attrib(fog) && !fog->is_off()) {
key._fog_mode = (int)fog->get_fog()->get_mode() + 1;
}
}
/**
* Rehashes all the states with generated shaders, removing the ones that are
* no longer fresh.
*
* Call this if certain state has changed in such a way as to require a rerun
* of the shader generator. This should be rare because in most cases, the
* shader generator will automatically regenerate shaders as necessary.
*/
void ShaderGenerator::
rehash_generated_shaders() {
LightReMutexHolder holder(*RenderState::_states_lock);
// With uniquify-states turned on, we can actually go through all the states
// and check whether their generated shader is still OK.
size_t size = RenderState::_states->get_num_entries();
for (size_t si = 0; si < size; ++si) {
const RenderState *state = RenderState::_states->get_key(si);
if (state->_generated_shader != nullptr) {
ShaderKey key;
analyze_renderstate(key, state);
GeneratedShaders::const_iterator si;
si = _generated_shaders.find(key);
if (si != _generated_shaders.end()) {
if (si->second != state->_generated_shader) {
state->_generated_shader = si->second;
state->_munged_states.clear();
}
} else {
// We have not yet generated a shader for this modified state.
state->_generated_shader.clear();
state->_munged_states.clear();
}
}
}
// If we don't have uniquify-states, however, the above list won't contain
// all the state. We can change a global seq value to require Panda to
// rehash the states the next time it tries to render an object with it.
if (!uniquify_states) {
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
}
/**
* Removes all previously generated shaders, requiring all shaders to be
* regenerated. Does not clear cache of compiled shaders.
*/
void ShaderGenerator::
clear_generated_shaders() {
LightReMutexHolder holder(*RenderState::_states_lock);
size_t size = RenderState::_states->get_num_entries();
for (size_t si = 0; si < size; ++si) {
const RenderState *state = RenderState::_states->get_key(si);
state->_generated_shader.clear();
}
_generated_shaders.clear();
// If we don't have uniquify-states, we can't clear all the ShaderAttribs
// that are cached on the states, but we can simulate the effect of that.
if (!uniquify_states) {
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
}
/**
* This is the routine that implements the next-gen fixed function pipeline by
* synthesizing a shader. It also takes care of setting up any buffers needed
* to produce the requested effects.
*
* Currently supports:
* - flat colors
* - vertex colors
* - lighting
* - normal maps, even multiple
* - gloss maps, but not multiple
* - glow maps, but not multiple
* - materials, but not updates to materials
* - 2D textures
* - all texture stage modes, including combine modes
* - color scale attrib
* - light ramps (for cartoon shading)
* - shadow mapping
* - most texgen modes
* - texmatrix
* - 1D/2D/3D textures, cube textures, 2D tex arrays
* - linear/exp/exp2 fog
* - animation
*
* Potential optimizations
* - omit attenuation calculations if attenuation off
*
*/
CPT(ShaderAttrib) ShaderGenerator::
synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
ShaderKey key;
// First look up the state key in the table of already generated shaders.
{
PStatTimer timer(lookup_collector);
key._anim_spec = anim;
analyze_renderstate(key, rs);
GeneratedShaders::const_iterator si;
si = _generated_shaders.find(key);
if (si != _generated_shaders.end()) {
// We've already generated a shader for this state.
return si->second;
}
}
PStatTimer timer(synthesize_collector);
reset_register_allocator();
if (pgraphnodes_cat.is_debug()) {
pgraphnodes_cat.debug()
<< "Generating shader for render state " << rs << ":\n";
rs->write(pgraphnodes_cat.debug(false), 2);
}
// These variables will hold the results of register allocation.
const char *tangent_freg = nullptr;
const char *binormal_freg = nullptr;
string tangent_input;
string binormal_input;
pmap<const InternalName *, const char *> texcoord_fregs;
pvector<const char *> lightcoord_fregs;
const char *world_position_freg = nullptr;
const char *world_normal_freg = nullptr;
const char *eye_position_freg = nullptr;
const char *eye_normal_freg = nullptr;
const char *hpos_freg = nullptr;
const char *position_vreg;
const char *transform_weight_vreg = nullptr;
const char *normal_vreg;
const char *color_vreg = nullptr;
const char *transform_index_vreg = nullptr;
if (_use_generic_attr) {
position_vreg = "ATTR0";
transform_weight_vreg = "ATTR1";
normal_vreg = "ATTR2";
transform_index_vreg = "ATTR7";
} else {
position_vreg = "POSITION";
normal_vreg = "NORMAL";
}
if (key._color_type == ColorAttrib::T_vertex) {
// Reserve COLOR0
color_vreg = _use_generic_attr ? "ATTR3" : "COLOR0";
_vcregs_used = 1;
_fcregs_used = 1;
}
// Generate the shader's text.
std::ostringstream text;
text << "//Cg\n";
text << "/* Generated shader for render state:\n";
rs->write(text, 2);
text << "*/\n";
int map_index_glow = -1;
int map_index_gloss = -1;
// Figure out whether we need to calculate any of these variables.
bool need_world_position = (key._num_clip_planes > 0);
bool need_world_normal = false;
bool need_eye_position = key._lighting;
bool need_eye_normal = !key._lights.empty() || ((key._outputs & AuxBitplaneAttrib::ABO_aux_normal) != 0);
bool have_specular = false;
if (key._lighting) {
if (key._material_flags & Material::F_specular) {
have_specular = true;
} else if ((key._texture_flags & ShaderKey::TF_map_gloss) != 0) {
have_specular = true;
}
}
bool need_color = false;
if (key._color_type != ColorAttrib::T_off) {
if (key._lighting) {
if (((key._material_flags & Material::F_ambient) == 0 && key._have_separate_ambient) ||
(key._material_flags & Material::F_diffuse) == 0 ||
key._calc_primary_alpha) {
need_color = true;
}
} else {
need_color = true;
}
}
text << "void vshader(\n";
for (size_t i = 0; i < key._textures.size(); ++i) {
const ShaderKey::TextureInfo &tex = key._textures[i];
switch (tex._gen_mode) {
case TexGenAttrib::M_world_position:
need_world_position = true;
break;
case TexGenAttrib::M_world_normal:
need_world_normal = true;
break;
case TexGenAttrib::M_eye_position:
need_eye_position = true;
break;
case TexGenAttrib::M_eye_normal:
need_eye_normal = true;
break;
default:
break;
}
if (tex._texcoord_name != nullptr) {
if (texcoord_fregs.count(tex._texcoord_name) == 0) {
const char *freg = alloc_freg();
texcoord_fregs[tex._texcoord_name] = freg;
string tcname = tex._texcoord_name->join("_");
text << "\t in float4 vtx_" << tcname << " : " << alloc_vreg() << ",\n";
text << "\t out float4 l_" << tcname << " : " << freg << ",\n";
}
}
if (tangent_input.empty() &&
(tex._flags & (ShaderKey::TF_map_normal | ShaderKey::TF_map_height)) != 0) {
PT(InternalName) tangent_name = InternalName::get_tangent();
PT(InternalName) binormal_name = InternalName::get_binormal();
if (tex._texcoord_name != nullptr &&
tex._texcoord_name != InternalName::get_texcoord()) {
tangent_name = tangent_name->append(tex._texcoord_name->get_basename());
binormal_name = binormal_name->append(tex._texcoord_name->get_basename());
}
tangent_input = tangent_name->join("_");
binormal_input = binormal_name->join("_");
text << "\t in float4 vtx_" << tangent_input << " : " << alloc_vreg() << ",\n";
text << "\t in float4 vtx_" << binormal_input << " : " << alloc_vreg() << ",\n";
}
if (tex._flags & ShaderKey::TF_map_glow) {
map_index_glow = i;
}
if (tex._flags & ShaderKey::TF_map_gloss) {
map_index_gloss = i;
}
}
if (key._texture_flags & ShaderKey::TF_map_normal) {
tangent_freg = alloc_freg();
binormal_freg = alloc_freg();
text << "\t out float4 l_tangent : " << tangent_freg << ",\n";
text << "\t out float4 l_binormal : " << binormal_freg << ",\n";
}
if (need_color && key._color_type == ColorAttrib::T_vertex) {
text << "\t in float4 vtx_color : " << color_vreg << ",\n";
text << "\t out float4 l_color : COLOR0,\n";
}
if (need_world_position || need_world_normal) {
text << "\t uniform float4x4 trans_model_to_world,\n";
}
if (need_world_position) {
world_position_freg = alloc_freg();
text << "\t out float4 l_world_position : " << world_position_freg << ",\n";
}
if (need_world_normal) {
world_normal_freg = alloc_freg();
text << "\t out float4 l_world_normal : " << world_normal_freg << ",\n";
}
if (need_eye_position) {
text << "\t uniform float4x4 trans_model_to_view,\n";
eye_position_freg = alloc_freg();
text << "\t out float4 l_eye_position : " << eye_position_freg << ",\n";
} else if (key._texture_flags & ShaderKey::TF_map_normal) {
text << "\t uniform float4x4 trans_model_to_view,\n";
}
if (need_eye_normal) {
eye_normal_freg = alloc_freg();
text << "\t uniform float4x4 tpose_view_to_model,\n";
text << "\t out float4 l_eye_normal : " << eye_normal_freg << ",\n";
}
if ((key._texture_flags & ShaderKey::TF_map_height) != 0 || need_world_normal || need_eye_normal) {
text << "\t in float3 vtx_normal : " << normal_vreg << ",\n";
}
if (key._texture_flags & ShaderKey::TF_map_height) {
text << "\t uniform float4 mspos_view,\n";
text << "\t out float3 l_eyevec,\n";
}
for (size_t i = 0; i < key._lights.size(); ++i) {
const ShaderKey::LightInfo &light = key._lights[i];
if (light._flags & ShaderKey::LF_has_shadows) {
lightcoord_fregs.push_back(alloc_freg());
text << "\t uniform float4x4 mat_shadow_" << i << ",\n";
text << "\t out float4 l_lightcoord" << i << " : " << lightcoord_fregs[i] << ",\n";
} else {
lightcoord_fregs.push_back(nullptr);
}
}
if (key._fog_mode != 0) {
hpos_freg = alloc_freg();
text << "\t out float4 l_hpos : " << hpos_freg << ",\n";
}
if (key._anim_spec.get_animation_type() == GeomEnums::AT_hardware &&
key._anim_spec.get_num_transforms() > 0) {
int num_transforms;
if (key._anim_spec.get_indexed_transforms()) {
num_transforms = 120;
} else {
num_transforms = key._anim_spec.get_num_transforms();
}
if (transform_weight_vreg == nullptr) {
transform_weight_vreg = alloc_vreg();
}
if (transform_index_vreg == nullptr) {
transform_index_vreg = alloc_vreg();
}
text << "\t uniform float4x4 tbl_transforms[" << num_transforms << "],\n";
text << "\t in float4 vtx_transform_weight : " << transform_weight_vreg << ",\n";
if (key._anim_spec.get_indexed_transforms()) {
text << "\t in uint4 vtx_transform_index : " << transform_index_vreg << ",\n";
}
}
text << "\t in float4 vtx_position : " << position_vreg << ",\n";
text << "\t out float4 l_position : POSITION,\n";
text << "\t uniform float4x4 mat_modelproj\n";
text << ") {\n";
if (key._anim_spec.get_animation_type() == GeomEnums::AT_hardware &&
key._anim_spec.get_num_transforms() > 0) {
if (!key._anim_spec.get_indexed_transforms()) {
text << "\t const uint4 vtx_transform_index = uint4(0, 1, 2, 3);\n";
}
text << "\t float4x4 matrix = tbl_transforms[vtx_transform_index.x] * vtx_transform_weight.x";
if (key._anim_spec.get_num_transforms() > 1) {
text << "\n\t + tbl_transforms[vtx_transform_index.y] * vtx_transform_weight.y";
}
if (key._anim_spec.get_num_transforms() > 2) {
text << "\n\t + tbl_transforms[vtx_transform_index.z] * vtx_transform_weight.z";
}
if (key._anim_spec.get_num_transforms() > 3) {
text << "\n\t + tbl_transforms[vtx_transform_index.w] * vtx_transform_weight.w";
}
text << ";\n";
text << "\t vtx_position = mul(matrix, vtx_position);\n";
if (need_world_normal || need_eye_normal) {
text << "\t vtx_normal = mul((float3x3)matrix, vtx_normal);\n";
}
}
text << "\t l_position = mul(mat_modelproj, vtx_position);\n";
if (key._fog_mode != 0) {
text << "\t l_hpos = l_position;\n";
}
if (need_world_position) {
text << "\t l_world_position = mul(trans_model_to_world, vtx_position);\n";
}
if (need_world_normal) {
text << "\t l_world_normal = mul(trans_model_to_world, float4(vtx_normal, 0));\n";
}
if (need_eye_position) {
text << "\t l_eye_position = mul(trans_model_to_view, vtx_position);\n";
}
if (need_eye_normal) {
text << "\t l_eye_normal.xyz = normalize(mul((float3x3)tpose_view_to_model, vtx_normal));\n";
text << "\t l_eye_normal.w = 0;\n";
}
pmap<const InternalName *, const char *>::const_iterator it;
for (it = texcoord_fregs.begin(); it != texcoord_fregs.end(); ++it) {
// Pass through all texcoord inputs as-is.
string tcname = it->first->join("_");
text << "\t l_" << tcname << " = vtx_" << tcname << ";\n";
}
if (need_color && key._color_type == ColorAttrib::T_vertex) {
text << "\t l_color = vtx_color;\n";
}
if (key._texture_flags & ShaderKey::TF_map_normal) {
text << "\t l_tangent.xyz = normalize(mul((float3x3)trans_model_to_view, vtx_" << tangent_input << ".xyz));\n";
text << "\t l_tangent.w = 0;\n";
text << "\t l_binormal.xyz = normalize(mul((float3x3)trans_model_to_view, -vtx_" << binormal_input << ".xyz));\n";
text << "\t l_binormal.w = 0;\n";
}
for (size_t i = 0; i < key._lights.size(); ++i) {
if (key._lights[i]._flags & ShaderKey::LF_has_shadows) {
text << "\t l_lightcoord" << i << " = mul(mat_shadow_" << i << ", l_eye_position);\n";
}
}
if (key._texture_flags & ShaderKey::TF_map_height) {
text << "\t float3 eyedir = mspos_view.xyz - vtx_position.xyz;\n";
text << "\t l_eyevec.x = dot(vtx_" << tangent_input << ".xyz, eyedir);\n";
text << "\t l_eyevec.y = dot(vtx_" << binormal_input << ".xyz, eyedir);\n";
text << "\t l_eyevec.z = dot(vtx_normal, eyedir);\n";
text << "\t l_eyevec = normalize(l_eyevec);\n";
}
text << "}\n\n";
// Fragment shader
text << "void fshader(\n";
if (key._fog_mode != 0) {
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";
}
if (need_world_normal) {
text << "\t in float4 l_world_normal : " << world_normal_freg << ",\n";
}
if (need_eye_position) {
text << "\t in float4 l_eye_position : " << eye_position_freg << ",\n";
}
if (need_eye_normal) {
text << "\t in float4 l_eye_normal : " << eye_normal_freg << ",\n";
}
for (it = texcoord_fregs.begin(); it != texcoord_fregs.end(); ++it) {
text << "\t in float4 l_" << it->first->join("_") << " : " << it->second << ",\n";
}
for (size_t i = 0; i < key._textures.size(); ++i) {
const ShaderKey::TextureInfo &tex = key._textures[i];
if (tex._mode == TextureStage::M_modulate && tex._flags == 0) {
// Skip this stage.
continue;
}
text << "\t uniform sampler" << texture_type_as_string(tex._type) << " tex_" << i << ",\n";
if (tex._flags & ShaderKey::TF_has_texscale) {
text << "\t uniform float3 texscale_" << i << ",\n";
} else if (tex._flags & ShaderKey::TF_has_texmat) {
text << "\t uniform float4x4 texmat_" << i << ",\n";
}
if (tex._flags & ShaderKey::TF_uses_color) {
text << "\t uniform float4 texcolor_" << i << ",\n";
}
}
if (key._texture_flags & ShaderKey::TF_map_normal) {
text << "\t in float3 l_tangent : " << tangent_freg << ",\n";
text << "\t in float3 l_binormal : " << binormal_freg << ",\n";
}
for (size_t i = 0; i < key._lights.size(); ++i) {
text << "\t uniform float4x4 attr_light" << i << ",\n";
const ShaderKey::LightInfo &light = key._lights[i];
if (light._flags & ShaderKey::LF_has_shadows) {
if (light._type.is_derived_from(PointLight::get_class_type())) {
text << "\t uniform samplerCUBE shadow_" << i << ",\n";
} else if (_use_shadow_filter) {
text << "\t uniform sampler2DShadow shadow_" << i << ",\n";
} else {
text << "\t uniform sampler2D shadow_" << i << ",\n";
}
text << "\t in float4 l_lightcoord" << i << " : " << lightcoord_fregs[i] << ",\n";
}
if (light._flags & ShaderKey::LF_has_specular_color) {
text << "\t uniform float4 attr_lspec" << i << ",\n";
}
}
// Does the shader need material properties as input?
if (key._material_flags & (Material::F_ambient | Material::F_diffuse | Material::F_emission | Material::F_specular)) {
text << "\t uniform float4x4 attr_material,\n";
}
if (key._texture_flags & ShaderKey::TF_map_height) {
text << "\t float3 l_eyevec,\n";
}
if (key._outputs & (AuxBitplaneAttrib::ABO_aux_normal | AuxBitplaneAttrib::ABO_aux_glow)) {
text << "\t out float4 o_aux : COLOR1,\n";
}
text << "\t out float4 o_color : COLOR0,\n";
if (need_color) {
if (key._color_type == ColorAttrib::T_vertex) {
text << "\t in float4 l_color : COLOR0,\n";
} else if (key._color_type == ColorAttrib::T_flat) {
text << "\t uniform float4 attr_color,\n";
}
}
for (int i = 0; i < key._num_clip_planes; ++i) {
text << "\t uniform float4 clipplane_" << i << ",\n";
}
text << "\t uniform float4 attr_ambient,\n";
text << "\t uniform float4 attr_colorscale\n";
text << ") {\n";
// Clipping first!
for (int i = 0; i < key._num_clip_planes; ++i) {
text << "\t if (l_world_position.x * clipplane_" << i << ".x + l_world_position.y ";
text << "* clipplane_" << i << ".y + l_world_position.z * clipplane_" << i << ".z + clipplane_" << i << ".w <= 0) {\n";
text << "\t discard;\n";
text << "\t }\n";
}
text << "\t float4 result;\n";
if (key._outputs & (AuxBitplaneAttrib::ABO_aux_normal | AuxBitplaneAttrib::ABO_aux_glow)) {
text << "\t o_aux = float4(0, 0, 0, 0);\n";
}
// Now generate any texture coordinates according to TexGenAttrib. If it
// has a TexMatrixAttrib, also transform them.
for (size_t i = 0; i < key._textures.size(); ++i) {
const ShaderKey::TextureInfo &tex = key._textures[i];
if (tex._mode == TextureStage::M_modulate && tex._flags == 0) {
// Skip this stage.
continue;
}
switch (tex._gen_mode) {
case TexGenAttrib::M_off:
// Cg seems to be able to optimize this temporary away when appropriate.
text << "\t float4 texcoord" << i << " = l_" << tex._texcoord_name->join("_") << ";\n";
break;
case TexGenAttrib::M_world_position:
text << "\t float4 texcoord" << i << " = l_world_position;\n";
break;
case TexGenAttrib::M_world_normal:
text << "\t float4 texcoord" << i << " = l_world_normal;\n";
break;
case TexGenAttrib::M_eye_position:
text << "\t float4 texcoord" << i << " = l_eye_position;\n";
break;
case TexGenAttrib::M_eye_normal:
text << "\t float4 texcoord" << i << " = l_eye_normal;\n";
text << "\t texcoord" << i << ".w = 1.0f;\n";
break;
default:
text << "\t float4 texcoord" << i << " = float4(0, 0, 0, 0);\n";
pgraphnodes_cat.error()
<< "Unsupported TexGenAttrib mode: " << tex._gen_mode << "\n";
}
if (tex._flags & ShaderKey::TF_has_texscale) {
text << "\t texcoord" << i << ".xyz *= texscale_" << i << ";\n";
} else if (tex._flags & ShaderKey::TF_has_texmat) {
text << "\t texcoord" << i << " = mul(texmat_" << i << ", texcoord" << i << ");\n";
text << "\t texcoord" << i << ".xyz /= texcoord" << i << ".w;\n";
}
}
text << "\t // Fetch all textures.\n";
for (size_t i = 0; i < key._textures.size(); ++i) {
const ShaderKey::TextureInfo &tex = key._textures[i];
if ((tex._flags & ShaderKey::TF_map_height) == 0) {
continue;
}
text << "\t float4 tex" << i << " = tex" << texture_type_as_string(tex._type);
text << "(tex_" << i << ", texcoord" << i << ".";
switch (tex._type) {
case Texture::TT_cube_map:
case Texture::TT_3d_texture:
case Texture::TT_2d_texture_array:
text << "xyz";
break;
case Texture::TT_2d_texture:
text << "xy";
break;
case Texture::TT_1d_texture:
text << "x";
break;
default:
break;
}
text << ");\n\t float3 parallax_offset = l_eyevec.xyz * (tex" << i;
if (tex._mode == TextureStage::M_normal_height ||
(tex._flags & ShaderKey::TF_has_alpha) != 0) {
text << ".aaa";
} else {
text << ".rgb";
}
text << " * 2.0 - 1.0) * " << parallax_mapping_scale << ";\n";
// Additional samples
for (int j = 0; j < parallax_mapping_samples - 1; ++j) {
text << "\t parallax_offset = l_eyevec.xyz * (parallax_offset + (tex" << i;
if (tex._mode == TextureStage::M_normal_height ||
(tex._flags & ShaderKey::TF_has_alpha) != 0) {
text << ".aaa";
} else {
text << ".rgb";
}
text << " * 2.0 - 1.0)) * " << 0.5 * parallax_mapping_scale << ";\n";
}
}
for (size_t i = 0; i < key._textures.size(); ++i) {
ShaderKey::TextureInfo &tex = key._textures[i];
if (tex._mode == TextureStage::M_modulate && tex._flags == 0) {
// Skip this stage.
continue;
}
if ((tex._flags & ShaderKey::TF_map_height) == 0) {
// Parallax mapping pushes the texture coordinates of the other textures
// away from the camera.
if (key._texture_flags & ShaderKey::TF_map_height) {
text << "\t texcoord" << i << ".xyz -= parallax_offset;\n";
}
text << "\t float4 tex" << i << " = tex" << texture_type_as_string(tex._type);
text << "(tex_" << i << ", texcoord" << i << ".";
switch (tex._type) {
case Texture::TT_cube_map:
case Texture::TT_3d_texture:
case Texture::TT_2d_texture_array:
text << "xyz";
break;
case Texture::TT_2d_texture:
text << "xy";
break;
case Texture::TT_1d_texture:
text << "x";
break;
default:
break;
}
text << ");\n";
}
}
if (key._texture_flags & ShaderKey::TF_map_normal) {
text << "\t // Translate tangent-space normal in map to view-space.\n";
// Use Reoriented Normal Mapping to blend additional normal maps.
bool is_first = true;
for (size_t i = 0; i < key._textures.size(); ++i) {
const ShaderKey::TextureInfo &tex = key._textures[i];
if (tex._flags & ShaderKey::TF_map_normal) {
if (is_first) {
text << "\t float3 tsnormal = (tex" << i << ".xyz * 2) - 1;\n";
is_first = false;
continue;
}
text << "\t tsnormal.z += 1;\n";
text << "\t float3 tmp" << i << " = tex" << i << ".xyz * float3(-2, -2, 2) + float3(1, 1, -1);\n";
text << "\t tsnormal = normalize(tsnormal * dot(tsnormal, tmp" << i << ") - tmp" << i << " * tsnormal.z);\n";
}
}
text << "\t l_eye_normal.xyz *= tsnormal.z;\n";
text << "\t l_eye_normal.xyz += l_tangent * tsnormal.x;\n";
text << "\t l_eye_normal.xyz += l_binormal * tsnormal.y;\n";
}
if (need_eye_normal) {
text << "\t // Correct the surface normal for interpolation effects\n";
text << "\t l_eye_normal.xyz = normalize(l_eye_normal.xyz);\n";
}
if (key._outputs & AuxBitplaneAttrib::ABO_aux_normal) {
text << "\t // Output the camera-space surface normal\n";
text << "\t o_aux.rgb = (l_eye_normal.xyz*0.5) + float3(0.5,0.5,0.5);\n";
}
if (key._lighting) {
text << "\t // Begin view-space light calculations\n";
text << "\t float ldist,lattenv,langle,lshad;\n";
text << "\t float4 lcolor,lspec,lpoint,latten,ldir,leye;\n";
text << "\t float3 lvec,lhalf;\n";
if (key._have_separate_ambient) {
text << "\t float4 tot_ambient = float4(0,0,0,0);\n";
}
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";
if (key._material_flags & Material::F_specular) {
text << "\t float shininess = attr_material[3].w;\n";
} else {
text << "\t float shininess = 50; // no shininess specified, using default\n";
}
}
if (key._have_separate_ambient) {
text << "\t tot_ambient += attr_ambient;\n";
} else {
text << "\t tot_diffuse += attr_ambient;\n";
}
}
for (size_t i = 0; i < key._lights.size(); ++i) {
const ShaderKey::LightInfo &light = key._lights[i];
if (light._type.is_derived_from(DirectionalLight::get_class_type())) {
text << "\t // Directional Light " << i << "\n";
text << "\t lcolor = attr_light" << i << "[0];\n";
if (light._flags & ShaderKey::LF_has_specular_color) {
text << "\t lspec = attr_lspec" << i << ";\n";
} else {
text << "\t lspec = lcolor;\n";
}
text << "\t lvec = attr_light" << i << "[3].xyz;\n";
text << "\t lcolor *= saturate(dot(l_eye_normal.xyz, lvec.xyz));\n";
if (light._flags & ShaderKey::LF_has_shadows) {
if (_use_shadow_filter) {
text << "\t lshad = shadow2DProj(shadow_" << i << ", l_lightcoord" << i << ").r;\n";
} else {
text << "\t lshad = tex2Dproj(shadow_" << i << ", l_lightcoord" << i << ").r > l_lightcoord" << i << ".z / l_lightcoord" << i << ".w;\n";
}
text << "\t lcolor *= lshad;\n";
text << "\t lspec *= lshad;\n";
}
text << "\t tot_diffuse += lcolor;\n";
if (have_specular) {
if (key._material_flags & Material::F_local) {
text << "\t lhalf = normalize(lvec - normalize(l_eye_position.xyz));\n";
} else {
text << "\t lhalf = normalize(lvec - float3(0, 1, 0));\n";
}
text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf)), shininess);\n";
text << "\t tot_specular += lspec;\n";
}
} else if (light._type.is_derived_from(PointLight::get_class_type())) {
text << "\t // Point Light " << i << "\n";
text << "\t lcolor = attr_light" << i << "[0];\n";
if (light._flags & ShaderKey::LF_has_specular_color) {
text << "\t lspec = attr_lspec" << i << ";\n";
} else {
text << "\t lspec = lcolor;\n";
}
text << "\t latten = attr_light" << i << "[1];\n";
text << "\t lpoint = attr_light" << i << "[3];\n";
text << "\t lvec = lpoint.xyz - l_eye_position.xyz;\n";
text << "\t ldist = length(lvec);\n";
text << "\t lvec /= ldist;\n";
if (light._type.is_derived_from(SphereLight::get_class_type())) {
text << "\t ldist = max(ldist, attr_light" << i << "[2].w);\n";
}
text << "\t lattenv = 1/(latten.x + latten.y*ldist + latten.z*ldist*ldist);\n";
text << "\t lcolor *= lattenv * saturate(dot(l_eye_normal.xyz, lvec));\n";
if (light._flags & ShaderKey::LF_has_shadows) {
text << "\t ldist = max(abs(l_lightcoord" << i << ".x), max(abs(l_lightcoord" << i << ".y), abs(l_lightcoord" << i << ".z)));\n";
text << "\t ldist = ((latten.w+lpoint.w)/(latten.w-lpoint.w))+((-2*latten.w*lpoint.w)/(ldist * (latten.w-lpoint.w)));\n";
text << "\t lshad = texCUBE(shadow_" << i << ", l_lightcoord" << i << ".xyz).r >= ldist * 0.5 + 0.5;\n";
text << "\t lcolor *= lshad;\n";
text << "\t lspec *= lshad;\n";
}
text << "\t tot_diffuse += lcolor;\n";
if (have_specular) {
if (key._material_flags & Material::F_local) {
text << "\t lhalf = normalize(lvec - normalize(l_eye_position.xyz));\n";
} else {
text << "\t lhalf = normalize(lvec - float3(0, 1, 0));\n";
}
text << "\t lspec *= lattenv;\n";
text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf)), shininess);\n";
text << "\t tot_specular += lspec;\n";
}
} else if (light._type.is_derived_from(Spotlight::get_class_type())) {
text << "\t // Spot Light " << i << "\n";
text << "\t lcolor = attr_light" << i << "[0];\n";
if (light._flags & ShaderKey::LF_has_specular_color) {
text << "\t lspec = attr_lspec" << i << ";\n";
} else {
text << "\t lspec = lcolor;\n";
}
text << "\t latten = attr_light" << i << "[1];\n";
text << "\t ldir = attr_light" << i << "[2];\n";
text << "\t lpoint = attr_light" << i << "[3];\n";
text << "\t lvec = lpoint.xyz - l_eye_position.xyz;\n";
text << "\t ldist = length(lvec);\n";
text << "\t lvec /= ldist;\n";
text << "\t langle = saturate(dot(ldir.xyz, lvec));\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_eye_normal.xyz, lvec));\n";
if (light._flags & ShaderKey::LF_has_shadows) {
if (_use_shadow_filter) {
text << "\t lshad = shadow2DProj(shadow_" << i << ", l_lightcoord" << i << ").r;\n";
} else {
text << "\t lshad = tex2Dproj(shadow_" << i << ", l_lightcoord" << i << ").r > l_lightcoord" << i << ".z / l_lightcoord" << i << ".w;\n";
}
text << "\t lcolor *= lshad;\n";
text << "\t lspec *= lshad;\n";
}
text << "\t tot_diffuse += lcolor;\n";
if (have_specular) {
if (key._material_flags & Material::F_local) {
text << "\t lhalf = normalize(lvec - normalize(l_eye_position.xyz));\n";
} else {
text << "\t lhalf = normalize(lvec - float3(0,1,0));\n";
}
text << "\t lspec *= lattenv;\n";
text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf)), shininess);\n";
text << "\t tot_specular += lspec;\n";
}
}
}
if (key._lighting) {
if (key._light_ramp != nullptr) {
switch (key._light_ramp->get_mode()) {
case LightRampAttrib::LRT_single_threshold:
{
PN_stdfloat t = key._light_ramp->get_threshold(0);
PN_stdfloat l0 = key._light_ramp->get_level(0);
text << "\t // Single-threshold light ramp\n";
text << "\t float lr_in = dot(tot_diffuse.rgb, float3(0.33,0.34,0.33));\n";
text << "\t float lr_scale = (lr_in < " << t << ") ? 0.0 : (" << l0 << "/lr_in);\n";
text << "\t tot_diffuse = tot_diffuse * lr_scale;\n";
break;
}
case LightRampAttrib::LRT_double_threshold:
{
PN_stdfloat t0 = key._light_ramp->get_threshold(0);
PN_stdfloat t1 = key._light_ramp->get_threshold(1);
PN_stdfloat l0 = key._light_ramp->get_level(0);
PN_stdfloat l1 = key._light_ramp->get_level(1);
text << "\t // Double-threshold light ramp\n";
text << "\t float lr_in = dot(tot_diffuse.rgb, float3(0.33,0.34,0.33));\n";
text << "\t float lr_out = 0.0;\n";
text << "\t if (lr_in > " << t0 << ") lr_out=" << l0 << ";\n";
text << "\t if (lr_in > " << t1 << ") lr_out=" << l1 << ";\n";
text << "\t tot_diffuse = tot_diffuse * (lr_out / lr_in);\n";
break;
}
default:
break;
}
}
text << "\t // Begin view-space light summation\n";
if (key._material_flags & Material::F_emission) {
if (key._texture_flags & ShaderKey::TF_map_glow) {
text << "\t result = attr_material[2] * saturate(2 * (tex" << map_index_glow << ".a - 0.5));\n";
} else {
text << "\t result = attr_material[2];\n";
}
} else {
if (key._texture_flags & ShaderKey::TF_map_glow) {
text << "\t result = saturate(2 * (tex" << map_index_glow << ".a - 0.5));\n";
} else {
text << "\t result = float4(0,0,0,0);\n";
}
}
if (key._have_separate_ambient) {
if (key._material_flags & Material::F_ambient) {
text << "\t result += tot_ambient * attr_material[0];\n";
} else if (key._color_type == ColorAttrib::T_vertex) {
text << "\t result += tot_ambient * l_color;\n";
} else if (key._color_type == ColorAttrib::T_flat) {
text << "\t result += tot_ambient * attr_color;\n";
} else {
text << "\t result += tot_ambient;\n";
}
}
if (key._material_flags & Material::F_diffuse) {
text << "\t result += tot_diffuse * attr_material[1];\n";
} else if (key._color_type == ColorAttrib::T_vertex) {
text << "\t result += tot_diffuse * l_color;\n";
} else if (key._color_type == ColorAttrib::T_flat) {
text << "\t result += tot_diffuse * attr_color;\n";
} else {
text << "\t result += tot_diffuse;\n";
}
if (key._light_ramp == nullptr ||
key._light_ramp->get_mode() == LightRampAttrib::LRT_default) {
text << "\t result = saturate(result);\n";
}
text << "\t // End view-space light calculations\n";
// Combine in alpha, which bypasses lighting calculations. Use of lerp
// here is a workaround for a radeon driver bug.
if (key._calc_primary_alpha) {
if (key._color_type == ColorAttrib::T_vertex) {
text << "\t result.a = l_color.a;\n";
} else if (key._color_type == ColorAttrib::T_flat) {
text << "\t result.a = attr_color.a;\n";
} else {
text << "\t result.a = 1;\n";
}
}
} else {
if (key._color_type == ColorAttrib::T_vertex) {
text << "\t result = l_color;\n";
} else if (key._color_type == ColorAttrib::T_flat) {
text << "\t result = attr_color;\n";
} else {
text << "\t result = float4(1, 1, 1, 1);\n";
}
}
// Apply the color scale.
text << "\t result *= attr_colorscale;\n";
// Store these if any stages will use it.
if (key._texture_flags & ShaderKey::TF_uses_primary_color) {
text << "\t float4 primary_color = result;\n";
}
if (key._texture_flags & ShaderKey::TF_uses_last_saved_result) {
text << "\t float4 last_saved_result = result;\n";
}
// Now loop through the textures to compose our magic blending formulas.
for (size_t i = 0; i < key._textures.size(); ++i) {
const ShaderKey::TextureInfo &tex = key._textures[i];
TextureStage::CombineMode combine_rgb, combine_alpha;
switch (tex._mode) {
case TextureStage::M_modulate:
if ((tex._flags & ShaderKey::TF_has_rgb) != 0 &&
(tex._flags & ShaderKey::TF_has_alpha) != 0) {
text << "\t result.rgba *= tex" << i << ".rgba;\n";
} else if (tex._flags & ShaderKey::TF_has_alpha) {
text << "\t result.a *= tex" << i << ".a;\n";
} else if (tex._flags & ShaderKey::TF_has_rgb) {
text << "\t result.rgb *= tex" << i << ".rgb;\n";
}
break;
case TextureStage::M_modulate_glow:
case TextureStage::M_modulate_gloss:
// in the case of glow or spec we currently see the specularity evenly
// across the surface even if transparency or masking is present not
// sure if this is desired behavior or not. *MOST* would construct a
// spec map based off of what isisn't seen based on the masktransparency
// this may have to be left alone for now agartner
text << "\t result.rgb *= tex" << i << ";\n";
break;
case TextureStage::M_decal:
text << "\t result.rgb = lerp(result, tex" << i << ", tex" << i << ".a).rgb;\n";
break;
case TextureStage::M_blend:
text << "\t result.rgb = lerp(result.rgb, texcolor_" << i << ".rgb, tex" << i << ".rgb);\n";
if (key._calc_primary_alpha) {
text << "\t result.a *= tex" << i << ".a;\n";
}
break;
case TextureStage::M_replace:
text << "\t result = tex" << i << ";\n";
break;
case TextureStage::M_add:
text << "\t result.rgb += tex" << i << ".rgb;\n";
if (key._calc_primary_alpha) {
text << "\t result.a *= tex" << i << ".a;\n";
}
break;
case TextureStage::M_combine:
combine_rgb = (TextureStage::CombineMode)((tex._flags & ShaderKey::TF_COMBINE_RGB_MODE_MASK) >> ShaderKey::TF_COMBINE_RGB_MODE_SHIFT);
combine_alpha = (TextureStage::CombineMode)((tex._flags & ShaderKey::TF_COMBINE_ALPHA_MODE_MASK) >> ShaderKey::TF_COMBINE_ALPHA_MODE_SHIFT);
if (combine_rgb == TextureStage::CM_dot3_rgba) {
text << "\t result = ";
text << combine_mode_as_string(tex, combine_rgb, false, i);
text << ";\n";
} else {
text << "\t result.rgb = ";
text << combine_mode_as_string(tex, combine_rgb, false, i);
text << ";\n\t result.a = ";
text << combine_mode_as_string(tex, combine_alpha, true, i);
text << ";\n";
}
if (tex._flags & ShaderKey::TF_rgb_scale_2) {
text << "\t result.rgb *= 2;\n";
}
if (tex._flags & ShaderKey::TF_rgb_scale_4) {
text << "\t result.rgb *= 4;\n";
}
if (tex._flags & ShaderKey::TF_alpha_scale_2) {
text << "\t result.a *= 2;\n";
}
if (tex._flags & ShaderKey::TF_alpha_scale_4) {
text << "\t result.a *= 4;\n";
}
break;
case TextureStage::M_blend_color_scale:
text << "\t result.rgb = lerp(result.rgb, texcolor_" << i << ".rgb * attr_colorscale.rgb, tex" << i << ".rgb);\n";
if (key._calc_primary_alpha) {
text << "\t result.a *= texcolor_" << i << ".a * attr_colorscale.a;\n";
}
break;
default:
break;
}
if (tex._flags & ShaderKey::TF_saved_result) {
text << "\t last_saved_result = result;\n";
}
}
if (key._alpha_test_mode != RenderAttrib::M_none) {
text << "\t // Shader includes alpha test:\n";
double ref = key._alpha_test_ref;
switch (key._alpha_test_mode) {
case RenderAttrib::M_never:
text << "\t discard;\n";
break;
case RenderAttrib::M_less:
text << "\t if (result.a >= " << ref << ") discard;\n";
break;
case RenderAttrib::M_equal:
text << "\t if (result.a != " << ref << ") discard;\n";
break;
case RenderAttrib::M_less_equal:
text << "\t if (result.a > " << ref << ") discard;\n";
break;
case RenderAttrib::M_greater:
text << "\t if (result.a <= " << ref << ") discard;\n";
break;
case RenderAttrib::M_not_equal:
text << "\t if (result.a == " << ref << ") discard;\n";
break;
case RenderAttrib::M_greater_equal:
text << "\t if (result.a < " << ref << ") discard;\n";
break;
case RenderAttrib::M_none:
case RenderAttrib::M_always:
break;
}
}
if (key._outputs & AuxBitplaneAttrib::ABO_glow) {
if (key._texture_flags & ShaderKey::TF_map_glow) {
text << "\t result.a = tex" << map_index_glow << ".a;\n";
} else {
text << "\t result.a = 0.5;\n";
}
}
if (key._outputs & AuxBitplaneAttrib::ABO_aux_glow) {
if (key._texture_flags & ShaderKey::TF_map_glow) {
text << "\t o_aux.a = tex" << map_index_glow << ".a;\n";
} else {
text << "\t o_aux.a = 0.5;\n";
}
}
if (have_specular) {
if (key._material_flags & Material::F_specular) {
text << "\t tot_specular *= attr_material[3];\n";
}
if (key._texture_flags & ShaderKey::TF_map_gloss) {
text << "\t tot_specular *= tex" << map_index_gloss << ".a;\n";
}
text << "\t result.rgb = result.rgb + tot_specular.rgb;\n";
}
if (key._light_ramp != nullptr) {
switch (key._light_ramp->get_mode()) {
case LightRampAttrib::LRT_hdr0:
text << "\t result.rgb = (result*result*result + result*result + result) / (result*result*result + result*result + result + 1);\n";
break;
case LightRampAttrib::LRT_hdr1:
text << "\t result.rgb = (result*result + result) / (result*result + result + 1);\n";
break;
case LightRampAttrib::LRT_hdr2:
text << "\t result.rgb = result / (result + 1);\n";
break;
default: break;
}
}
// Apply fog.
if (key._fog_mode != 0) {
Fog::Mode fog_mode = (Fog::Mode)(key._fog_mode - 1);
switch (fog_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: // 1.442695f = 1 / log(2)
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";
if (key._alpha_test_mode != RenderAttrib::M_none) {
text << "\t // Shader subsumes normal alpha test.\n";
}
if (key._disable_alpha_write) {
text << "\t // Shader disables alpha write.\n";
}
text << "}\n";
// Insert the shader into the shader attrib.
PT(Shader) shader = Shader::make(text.str(), Shader::SL_Cg);
nassertr(shader != nullptr, nullptr);
CPT(RenderAttrib) shattr = ShaderAttrib::make(shader);
if (key._alpha_test_mode != RenderAttrib::M_none) {
shattr = DCAST(ShaderAttrib, shattr)->set_flag(ShaderAttrib::F_subsume_alpha_test, true);
}
if (key._disable_alpha_write) {
shattr = DCAST(ShaderAttrib, shattr)->set_flag(ShaderAttrib::F_disable_alpha_write, true);
}
reset_register_allocator();
CPT(ShaderAttrib) attr = DCAST(ShaderAttrib, shattr);
_generated_shaders[key] = attr;
return attr;
}
/**
* This 'synthesizes' a combine mode into a string.
*/
string ShaderGenerator::
combine_mode_as_string(const ShaderKey::TextureInfo &info, TextureStage::CombineMode c_mode, bool alpha, short texindex) {
std::ostringstream text;
switch (c_mode) {
case TextureStage::CM_modulate:
text << combine_source_as_string(info, 0, alpha, texindex);
text << " * ";
text << combine_source_as_string(info, 1, alpha, texindex);
break;
case TextureStage::CM_add:
text << combine_source_as_string(info, 0, alpha, texindex);
text << " + ";
text << combine_source_as_string(info, 1, alpha, texindex);
break;
case TextureStage::CM_add_signed:
text << combine_source_as_string(info, 0, alpha, texindex);
text << " + ";
text << combine_source_as_string(info, 1, alpha, texindex);
if (alpha) {
text << " - 0.5";
} else {
text << " - float3(0.5, 0.5, 0.5)";
}
break;
case TextureStage::CM_interpolate:
text << "lerp(";
text << combine_source_as_string(info, 1, alpha, texindex);
text << ", ";
text << combine_source_as_string(info, 0, alpha, texindex);
text << ", ";
text << combine_source_as_string(info, 2, alpha, texindex);
text << ")";
break;
case TextureStage::CM_subtract:
text << combine_source_as_string(info, 0, alpha, texindex);
text << " - ";
text << combine_source_as_string(info, 1, alpha, texindex);
break;
case TextureStage::CM_dot3_rgb:
case TextureStage::CM_dot3_rgba:
text << "4 * dot(";
text << combine_source_as_string(info, 0, alpha, texindex);
text << " - float3(0.5), ";
text << combine_source_as_string(info, 1, alpha, texindex);
text << " - float3(0.5))";
break;
case TextureStage::CM_replace:
default: // Not sure if this is correct as default value.
text << combine_source_as_string(info, 0, alpha, texindex);
break;
}
return text.str();
}
/**
* This 'synthesizes' a combine source into a string.
*/
string ShaderGenerator::
combine_source_as_string(const ShaderKey::TextureInfo &info, short num, bool alpha, short texindex) {
TextureStage::CombineSource c_src;
TextureStage::CombineOperand c_op;
if (!alpha) {
c_src = UNPACK_COMBINE_SRC(info._combine_rgb, num);
c_op = UNPACK_COMBINE_OP(info._combine_rgb, num);
} else {
c_src = UNPACK_COMBINE_SRC(info._combine_alpha, num);
c_op = UNPACK_COMBINE_OP(info._combine_alpha, num);
}
std::ostringstream csource;
if (c_op == TextureStage::CO_one_minus_src_color ||
c_op == TextureStage::CO_one_minus_src_alpha) {
csource << "saturate(1.0f - ";
}
switch (c_src) {
case TextureStage::CS_undefined:
case TextureStage::CS_texture:
csource << "tex" << texindex;
break;
case TextureStage::CS_constant:
csource << "texcolor_" << texindex;
break;
case TextureStage::CS_primary_color:
csource << "primary_color";
break;
case TextureStage::CS_previous:
csource << "result";
break;
case TextureStage::CS_constant_color_scale:
csource << "attr_colorscale";
break;
case TextureStage::CS_last_saved_result:
csource << "last_saved_result";
break;
}
if (c_op == TextureStage::CO_one_minus_src_color ||
c_op == TextureStage::CO_one_minus_src_alpha) {
csource << ")";
}
if (c_op == TextureStage::CO_src_color || c_op == TextureStage::CO_one_minus_src_color) {
csource << ".rgb";
} else {
csource << ".a";
if (!alpha) {
// Dunno if it's legal in the FPP at all, but let's just allow it.
return "float3(" + csource.str() + ")";
}
}
return csource.str();
}
/**
* Returns 1D, 2D, 3D or CUBE, depending on the given texture type.
*/
const char *ShaderGenerator::
texture_type_as_string(Texture::TextureType ttype) {
switch (ttype) {
case Texture::TT_1d_texture:
return "1D";
break;
case Texture::TT_2d_texture:
return "2D";
break;
case Texture::TT_3d_texture:
return "3D";
break;
case Texture::TT_cube_map:
return "CUBE";
break;
case Texture::TT_2d_texture_array:
return "2DARRAY";
break;
default:
pgraphnodes_cat.error() << "Unsupported texture type!\n";
return "2D";
}
}
/**
* Initializes the ShaderKey to the empty state.
*/
ShaderGenerator::ShaderKey::
ShaderKey() :
_color_type(ColorAttrib::T_vertex),
_material_flags(0),
_texture_flags(0),
_lighting(false),
_have_separate_ambient(false),
_fog_mode(0),
_outputs(0),
_calc_primary_alpha(false),
_disable_alpha_write(false),
_alpha_test_mode(RenderAttrib::M_none),
_alpha_test_ref(0.0),
_num_clip_planes(0),
_light_ramp(nullptr) {
}
/**
* Returns true if this ShaderKey sorts less than the other one. This is an
* arbitrary, but consistent ordering.
*/
bool ShaderGenerator::ShaderKey::
operator < (const ShaderKey &other) const {
if (_anim_spec != other._anim_spec) {
return _anim_spec < other._anim_spec;
}
if (_color_type != other._color_type) {
return _color_type < other._color_type;
}
if (_material_flags != other._material_flags) {
return _material_flags < other._material_flags;
}
if (_texture_flags != other._texture_flags) {
return _texture_flags < other._texture_flags;
}
if (_textures.size() != other._textures.size()) {
return _textures.size() < other._textures.size();
}
for (size_t i = 0; i < _textures.size(); ++i) {
const ShaderKey::TextureInfo &tex = _textures[i];
const ShaderKey::TextureInfo &other_tex = other._textures[i];
if (tex._texcoord_name != other_tex._texcoord_name) {
return tex._texcoord_name < other_tex._texcoord_name;
}
if (tex._type != other_tex._type) {
return tex._type < other_tex._type;
}
if (tex._mode != other_tex._mode) {
return tex._mode < other_tex._mode;
}
if (tex._gen_mode != other_tex._gen_mode) {
return tex._gen_mode < other_tex._gen_mode;
}
if (tex._flags != other_tex._flags) {
return tex._flags < other_tex._flags;
}
if (tex._combine_rgb != other_tex._combine_rgb) {
return tex._combine_rgb < other_tex._combine_rgb;
}
if (tex._combine_alpha != other_tex._combine_alpha) {
return tex._combine_alpha < other_tex._combine_alpha;
}
}
if (_lights.size() != other._lights.size()) {
return _lights.size() < other._lights.size();
}
for (size_t i = 0; i < _lights.size(); ++i) {
const ShaderKey::LightInfo &light = _lights[i];
const ShaderKey::LightInfo &other_light = other._lights[i];
if (light._type != other_light._type) {
return light._type < other_light._type;
}
if (light._flags != other_light._flags) {
return light._flags < other_light._flags;
}
}
if (_lighting != other._lighting) {
return _lighting < other._lighting;
}
if (_have_separate_ambient != other._have_separate_ambient) {
return _have_separate_ambient < other._have_separate_ambient;
}
if (_fog_mode != other._fog_mode) {
return _fog_mode < other._fog_mode;
}
if (_outputs != other._outputs) {
return _outputs < other._outputs;
}
if (_calc_primary_alpha != other._calc_primary_alpha) {
return _calc_primary_alpha < other._calc_primary_alpha;
}
if (_disable_alpha_write != other._disable_alpha_write) {
return _disable_alpha_write < other._disable_alpha_write;
}
if (_alpha_test_mode != other._alpha_test_mode) {
return _alpha_test_mode < other._alpha_test_mode;
}
if (_alpha_test_ref != other._alpha_test_ref) {
return _alpha_test_ref < other._alpha_test_ref;
}
if (_num_clip_planes != other._num_clip_planes) {
return _num_clip_planes < other._num_clip_planes;
}
return _light_ramp < other._light_ramp;
}
/**
* Returns true if this ShaderKey is equal to the other one.
*/
bool ShaderGenerator::ShaderKey::
operator == (const ShaderKey &other) const {
if (_anim_spec != other._anim_spec) {
return false;
}
if (_color_type != other._color_type) {
return false;
}
if (_material_flags != other._material_flags) {
return false;
}
if (_texture_flags != other._texture_flags) {
return false;
}
if (_textures.size() != other._textures.size()) {
return false;
}
for (size_t i = 0; i < _textures.size(); ++i) {
const ShaderKey::TextureInfo &tex = _textures[i];
const ShaderKey::TextureInfo &other_tex = other._textures[i];
if (tex._texcoord_name != other_tex._texcoord_name ||
tex._type != other_tex._type ||
tex._mode != other_tex._mode ||
tex._gen_mode != other_tex._gen_mode ||
tex._flags != other_tex._flags ||
tex._combine_rgb != other_tex._combine_rgb ||
tex._combine_alpha != other_tex._combine_alpha) {
return false;
}
}
if (_lights.size() != other._lights.size()) {
return false;
}
for (size_t i = 0; i < _lights.size(); ++i) {
const ShaderKey::LightInfo &light = _lights[i];
const ShaderKey::LightInfo &other_light = other._lights[i];
if (light._type != other_light._type ||
light._flags != other_light._flags) {
return false;
}
}
return _lighting == other._lighting
&& _have_separate_ambient == other._have_separate_ambient
&& _fog_mode == other._fog_mode
&& _outputs == other._outputs
&& _calc_primary_alpha == other._calc_primary_alpha
&& _disable_alpha_write == other._disable_alpha_write
&& _alpha_test_mode == other._alpha_test_mode
&& _alpha_test_ref == other._alpha_test_ref
&& _num_clip_planes == other._num_clip_planes
&& _light_ramp == other._light_ramp;
}
#endif // HAVE_CG