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1444 lines
54 KiB
C++
1444 lines
54 KiB
C++
// Filename: shaderGenerator.cxx
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// Created by: jyelon (15Dec07)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "shaderGenerator.h"
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#include "renderState.h"
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#include "shaderAttrib.h"
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#include "auxBitplaneAttrib.h"
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#include "alphaTestAttrib.h"
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#include "colorBlendAttrib.h"
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#include "transparencyAttrib.h"
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#include "textureAttrib.h"
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#include "colorAttrib.h"
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#include "lightAttrib.h"
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#include "materialAttrib.h"
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#include "lightRampAttrib.h"
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#include "texMatrixAttrib.h"
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#include "texGenAttrib.h"
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#include "colorScaleAttrib.h"
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#include "fogAttrib.h"
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#include "texture.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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#include "lightLensNode.h"
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#include "lvector4.h"
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TypeHandle ShaderGenerator::_type_handle;
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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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// The parameter that must be passed is the GSG to
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// which the shader generator belongs.
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////////////////////////////////////////////////////////////////////
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ShaderGenerator::
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ShaderGenerator(PT(GraphicsStateGuardianBase) gsg, PT(GraphicsOutputBase) host) :
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_gsg (gsg), _host (host) {
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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 (char*)"TEXCOORD0";
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case 1: _vtregs_used += 1; return (char*)"TEXCOORD1";
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case 2: _vtregs_used += 1; return (char*)"TEXCOORD2";
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case 3: _vtregs_used += 1; return (char*)"TEXCOORD3";
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case 4: _vtregs_used += 1; return (char*)"TEXCOORD4";
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case 5: _vtregs_used += 1; return (char*)"TEXCOORD5";
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case 6: _vtregs_used += 1; return (char*)"TEXCOORD6";
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case 7: _vtregs_used += 1; return (char*)"TEXCOORD7";
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}
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switch (_vcregs_used) {
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case 0: _vcregs_used += 1; return (char*)"COLOR0";
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case 1: _vcregs_used += 1; return (char*)"COLOR1";
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}
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return (char*)"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 (char*)"TEXCOORD0";
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case 1: _ftregs_used += 1; return (char*)"TEXCOORD1";
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case 2: _ftregs_used += 1; return (char*)"TEXCOORD2";
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case 3: _ftregs_used += 1; return (char*)"TEXCOORD3";
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case 4: _ftregs_used += 1; return (char*)"TEXCOORD4";
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case 5: _ftregs_used += 1; return (char*)"TEXCOORD5";
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case 6: _ftregs_used += 1; return (char*)"TEXCOORD6";
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case 7: _ftregs_used += 1; return (char*)"TEXCOORD7";
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}
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switch (_fcregs_used) {
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case 0: _fcregs_used += 1; return (char*)"COLOR0";
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case 1: _fcregs_used += 1; return (char*)"COLOR1";
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}
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return (char*)"UNKNOWN";
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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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// verify_enforce_attrib_lock();
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_state = rs;
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const AuxBitplaneAttrib *aux_bitplane = DCAST(AuxBitplaneAttrib, rs->get_attrib_def(AuxBitplaneAttrib::get_class_slot()));
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int outputs = aux_bitplane->get_outputs();
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// Decide whether or not we need alpha testing or alpha blending.
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const AlphaTestAttrib *alpha_test = DCAST(AlphaTestAttrib, rs->get_attrib_def(AlphaTestAttrib::get_class_slot()));
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if ((alpha_test->get_mode() != RenderAttrib::M_none)&&
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(alpha_test->get_mode() != RenderAttrib::M_always)) {
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_have_alpha_test = true;
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}
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const ColorBlendAttrib *color_blend = DCAST(ColorBlendAttrib, rs->get_attrib_def(ColorBlendAttrib::get_class_slot()));
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if (color_blend->get_mode() != ColorBlendAttrib::M_none) {
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_have_alpha_blend = true;
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}
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const TransparencyAttrib *transparency = DCAST(TransparencyAttrib, rs->get_attrib_def(TransparencyAttrib::get_class_slot()));
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if ((transparency->get_mode() == TransparencyAttrib::M_alpha)||
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(transparency->get_mode() == TransparencyAttrib::M_dual)) {
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_have_alpha_blend = true;
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}
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// Decide what to send to the framebuffer alpha, if anything.
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if (outputs & AuxBitplaneAttrib::ABO_glow) {
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if (_have_alpha_blend) {
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_calc_primary_alpha = true;
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_out_primary_glow = false;
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_disable_alpha_write = true;
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} else if (_have_alpha_test) {
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_calc_primary_alpha = true;
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_out_primary_glow = true;
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_subsume_alpha_test = true;
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} else {
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_calc_primary_alpha = false;
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_out_primary_glow = true;
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}
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} else {
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if (_have_alpha_blend || _have_alpha_test) {
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_calc_primary_alpha = true;
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}
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}
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// Determine what to put into the aux bitplane.
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_out_aux_normal = (outputs & AuxBitplaneAttrib::ABO_aux_normal) ? true:false;
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_out_aux_glow = (outputs & AuxBitplaneAttrib::ABO_aux_glow) ? true:false;
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_out_aux_any = (_out_aux_normal || _out_aux_glow);
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if (_out_aux_normal) {
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_need_eye_normal = true;
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}
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// Count number of textures.
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const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
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_num_textures = texture->get_num_on_stages();
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// Determine whether or not vertex colors or flat colors are present.
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const ColorAttrib *color = DCAST(ColorAttrib, rs->get_attrib_def(ColorAttrib::get_class_slot()));
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if (color->get_color_type() == ColorAttrib::T_vertex) {
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_vertex_colors = true;
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} else if (color->get_color_type() == ColorAttrib::T_flat) {
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_flat_colors = true;
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}
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// Break out the lights by type.
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_shadows = false;
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const LightAttrib *la = DCAST(LightAttrib, rs->get_attrib_def(LightAttrib::get_class_slot()));
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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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if (DCAST(LightLensNode, light_obj)->is_shadow_caster()) {
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_shadows = true;
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}
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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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if (DCAST(LightLensNode, light_obj)->is_shadow_caster()) {
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_shadows = true;
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}
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}
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}
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// See if there is a normal map, height map, gloss map, or glow map.
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// Also check if anything has TexGen.
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const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot()));
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for (int i=0; i<_num_textures; i++) {
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TextureStage *stage = texture->get_on_stage(i);
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TextureStage::Mode mode = stage->get_mode();
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if ((mode == TextureStage::M_normal)||(mode == TextureStage::M_normal_height)) {
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_map_index_normal = i;
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}
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if ((mode == TextureStage::M_height)||(mode == TextureStage::M_normal_height)) {
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_map_index_height = i;
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}
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if ((mode == TextureStage::M_glow)||(mode == TextureStage::M_modulate_glow)) {
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_map_index_glow = i;
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}
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if ((mode == TextureStage::M_gloss)||(mode == TextureStage::M_modulate_gloss)) {
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_map_index_gloss = i;
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}
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if (mode == TextureStage::M_height) {
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_map_height_in_alpha = false;
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}
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if (mode == TextureStage::M_normal_height) {
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_map_height_in_alpha = true;
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}
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if (tex_gen->has_stage(stage)) {
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switch (tex_gen->get_mode(stage)) {
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case TexGenAttrib::M_world_position:
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_need_world_position = true;
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break;
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case TexGenAttrib::M_world_normal:
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_need_world_normal = true;
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break;
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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_eye_normal:
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_need_eye_normal = true;
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break;
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}
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}
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}
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// Determine whether lighting is needed.
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if (la->get_num_on_lights() > 0) {
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_lighting = true;
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_need_eye_position = true;
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_need_eye_normal = true;
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}
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// Find the material.
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const MaterialAttrib *material = DCAST(MaterialAttrib, rs->get_attrib_def(MaterialAttrib::get_class_slot()));
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if (!material->is_off()) {
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_material = 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 (_lighting && (_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 (_lighting && (_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 (_lighting && (_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 (_lighting && (_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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} else if (_map_index_gloss >= 0) {
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_have_specular = true;
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}
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}
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// Decide whether to separate ambient and diffuse calculations.
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if (_have_ambient && _have_diffuse) {
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if (_material->has_ambient()) {
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if (_material->has_diffuse()) {
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_separate_ambient_diffuse = _material->get_ambient() != _material->get_diffuse();
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} else {
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_separate_ambient_diffuse = true;
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}
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} else {
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if (_material->has_diffuse()) {
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_separate_ambient_diffuse = true;
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} else {
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_separate_ambient_diffuse = false;
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}
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}
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}
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const LightRampAttrib *light_ramp = DCAST(LightRampAttrib, rs->get_attrib_def(LightRampAttrib::get_class_slot()));
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if (_lighting &&
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(light_ramp->get_mode() != LightRampAttrib::LRT_identity)) {
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_separate_ambient_diffuse = true;
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}
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// Do we want to use the ARB_shadow extension?
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// This also allows us to use hardware shadows / PCF.
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_use_shadow_filter = _gsg->get_supports_shadow_filter();
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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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// Check for clip planes.
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const ClipPlaneAttrib *clip_plane = DCAST(ClipPlaneAttrib, rs->get_attrib_def(ClipPlaneAttrib::get_class_slot()));
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_num_clip_planes = clip_plane->get_num_on_planes();
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if (_num_clip_planes > 0) {
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_need_world_position = true;
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}
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// Check for unimplemented features and issue warnings.
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const FogAttrib *fog = DCAST(FogAttrib, rs->get_attrib_def(FogAttrib::get_class_slot()));
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if (!fog->is_off()) {
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pgraph_cat.error() << "Shader Generator does not support Fog yet.\n";
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}
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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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_lighting = false;
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_shadows = 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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_separate_ambient_diffuse = false;
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_map_index_normal = -1;
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_map_index_glow = -1;
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_map_index_gloss = -1;
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_map_index_height = -1;
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_map_height_in_alpha = false;
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_calc_primary_alpha = false;
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_have_alpha_test = false;
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_have_alpha_blend = false;
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_subsume_alpha_test = false;
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_disable_alpha_write = false;
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_num_clip_planes = 0;
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_use_shadow_filter = false;
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_out_primary_glow = false;
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_out_aux_normal = false;
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_out_aux_glow = false;
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_out_aux_any = false;
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_material = (Material*)NULL;
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_need_material_props = false;
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_need_world_position = false;
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_need_world_normal = false;
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_need_eye_position = false;
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_need_eye_normal = false;
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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 (_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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if (_shadows && _dlights[i]->_shadow_caster) {
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PT(Texture) tex = update_shadow_buffer(_dlights_np[i]);
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if (tex == NULL) {
|
|
pgraph_cat.error() << "Failed to create shadow buffer for DirectionalLight '" << _dlights[i]->get_name() << "'!\n";
|
|
}
|
|
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlighttex", i), tex);
|
|
} else {
|
|
_dlights[i]->clear_shadow_buffers();
|
|
}
|
|
}
|
|
for (int i=0; i<(int)_plights.size(); i++) {
|
|
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("plight", i), _plights_np[i]);
|
|
}
|
|
for (int i=0; i<(int)_slights.size(); i++) {
|
|
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slight", i), _slights_np[i]);
|
|
if (_shadows && _slights[i]->_shadow_caster) {
|
|
PT(Texture) tex = update_shadow_buffer(_slights_np[i]);
|
|
if (tex == NULL) {
|
|
pgraph_cat.error() << "Failed to create shadow buffer for Spotlight '" << _slights[i]->get_name() << "'!\n";
|
|
}
|
|
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slighttex", i), tex);
|
|
} else {
|
|
_slights[i]->clear_shadow_buffers();
|
|
}
|
|
}
|
|
}
|
|
return shattr;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: ShaderGenerator::update_shadow_buffer
|
|
// Access: Protected, Virtual
|
|
// Description: Updates the depth buffer of the specified light,
|
|
// if it is configured to cast shadows.
|
|
// Only call this function for DirectionalLights
|
|
// and Spotlights. Returns the depth texture.
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(Texture) ShaderGenerator::
|
|
update_shadow_buffer(NodePath light_np) {
|
|
// Make sure everything is valid.
|
|
nassertr(light_np.node()->is_of_type(DirectionalLight::get_class_type()) ||
|
|
light_np.node()->is_of_type(Spotlight::get_class_type()), NULL);
|
|
PT(LightLensNode) light = DCAST(LightLensNode, light_np.node());
|
|
if (light == NULL || !light->_shadow_caster) {
|
|
return NULL;
|
|
}
|
|
|
|
// See if we already have a buffer. If not, create one.
|
|
PT(Texture) tex;
|
|
if (light->_sbuffers.count(_gsg) == 0) {
|
|
// Nope, the light doesn't have a buffer for our GSG. Make one.
|
|
tex = _gsg->make_shadow_buffer(light_np, _host);
|
|
} else {
|
|
// There's already a buffer - use that.
|
|
tex = light->_sbuffers[_gsg]->get_texture();
|
|
}
|
|
nassertr(tex != NULL, NULL);
|
|
|
|
return tex;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: ShaderGenerator::synthesize_shader
|
|
// Access: Published, Virtual
|
|
// Description: 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, but not 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
|
|
//
|
|
// Not yet supported:
|
|
// - dot3_rgb and dot3_rgba combine modes
|
|
// - fog
|
|
//
|
|
// Potential optimizations
|
|
// - omit attenuation calculations if attenuation off
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderAttrib) ShaderGenerator::
|
|
synthesize_shader(const RenderState *rs) {
|
|
analyze_renderstate(rs);
|
|
reset_register_allocator();
|
|
|
|
pgraph_cat.info() << "Generating shader for render state " << rs << "\n";
|
|
|
|
// These variables will hold the results of register allocation.
|
|
|
|
char *normal_vreg = 0;
|
|
char *ntangent_vreg = 0;
|
|
char *ntangent_freg = 0;
|
|
char *nbinormal_vreg = 0;
|
|
char *nbinormal_freg = 0;
|
|
char *htangent_vreg = 0;
|
|
char *hbinormal_vreg = 0;
|
|
pvector<char *> texcoord_vreg;
|
|
pvector<char *> texcoord_freg;
|
|
pvector<char *> tslightvec_freg;
|
|
char *world_position_freg = 0;
|
|
char *world_normal_freg = 0;
|
|
char *eye_position_freg = 0;
|
|
char *eye_normal_freg = 0;
|
|
|
|
if (_vertex_colors) {
|
|
_vcregs_used = 1;
|
|
_fcregs_used = 1;
|
|
}
|
|
|
|
// Generate the shader's text.
|
|
|
|
ostringstream text;
|
|
|
|
text << "//Cg\n";
|
|
|
|
text << "void vshader(\n";
|
|
const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
|
|
const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot()));
|
|
for (int i=0; i<_num_textures; i++) {
|
|
texcoord_vreg.push_back(alloc_vreg());
|
|
texcoord_freg.push_back(alloc_freg());
|
|
text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
|
|
text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
|
|
}
|
|
if (_vertex_colors) {
|
|
text << "\t in float4 vtx_color : COLOR,\n";
|
|
text << "\t out float4 l_color : COLOR,\n";
|
|
}
|
|
if (_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";
|
|
}
|
|
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 (_map_index_height >= 0 || _need_world_normal || _need_eye_normal) {
|
|
normal_vreg = alloc_vreg();
|
|
text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
|
|
}
|
|
if (_map_index_height >= 0) {
|
|
htangent_vreg = alloc_vreg();
|
|
hbinormal_vreg = alloc_vreg();
|
|
if (_map_index_normal == _map_index_height) {
|
|
ntangent_vreg = htangent_vreg;
|
|
nbinormal_vreg = hbinormal_vreg;
|
|
}
|
|
text << "\t in float4 vtx_tangent" << _map_index_height << " : " << htangent_vreg << ",\n";
|
|
text << "\t in float4 vtx_binormal" << _map_index_height << " : " << hbinormal_vreg << ",\n";
|
|
text << "\t uniform float4 mspos_view,\n";
|
|
text << "\t out float3 l_eyevec,\n";
|
|
}
|
|
if (_lighting) {
|
|
if (_map_index_normal >= 0) {
|
|
// If we had a height map and it used the same stage, that means we already have those inputs.
|
|
if (_map_index_normal != _map_index_height) {
|
|
ntangent_vreg = alloc_vreg();
|
|
nbinormal_vreg = alloc_vreg();
|
|
text << "\t in float4 vtx_tangent" << _map_index_normal << " : " << ntangent_vreg << ",\n";
|
|
text << "\t in float4 vtx_binormal" << _map_index_normal << " : " << nbinormal_vreg << ",\n";
|
|
}
|
|
ntangent_freg = alloc_freg();
|
|
nbinormal_freg = alloc_freg();
|
|
text << "\t out float4 l_tangent : " << ntangent_freg << ",\n";
|
|
text << "\t out float4 l_binormal : " << nbinormal_freg << ",\n";
|
|
}
|
|
if (_shadows) {
|
|
for (int i=0; i<(int)_dlights.size(); i++) {
|
|
if (_dlights[i]->_shadow_caster) {
|
|
text << "\t uniform float4x4 trans_model_to_clip_of_dlight" << i << ",\n";
|
|
text << "\t out float4 l_dlightcoord" << i << ",\n";
|
|
}
|
|
}
|
|
for (int i=0; i<(int)_slights.size(); i++) {
|
|
if (_slights[i]->_shadow_caster) {
|
|
text << "\t uniform float4x4 trans_model_to_clip_of_slight" << i << ",\n";
|
|
text << "\t out float4 l_slightcoord" << i << ",\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 (_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, vtx_normal);\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 = mul((float3x3)tpose_view_to_model, vtx_normal.xyz);\n";
|
|
text << "\t l_eye_normal.w = 0;\n";
|
|
}
|
|
for (int i=0; i<_num_textures; i++) {
|
|
if (!tex_gen->has_stage(texture->get_on_stage(i))) {
|
|
text << "\t l_texcoord" << i << " = vtx_texcoord" << i << ";\n";
|
|
}
|
|
}
|
|
if (_vertex_colors) {
|
|
text << "\t l_color = vtx_color;\n";
|
|
}
|
|
if (_lighting && (_map_index_normal >= 0)) {
|
|
text << "\t l_tangent.xyz = mul((float3x3)tpose_view_to_model, vtx_tangent" << _map_index_normal << ".xyz);\n";
|
|
text << "\t l_tangent.w = 0;\n";
|
|
text << "\t l_binormal.xyz = mul((float3x3)tpose_view_to_model, -vtx_binormal" << _map_index_normal << ".xyz);\n";
|
|
text << "\t l_binormal.w = 0;\n";
|
|
}
|
|
if (_shadows) {
|
|
text << "\t float4x4 biasmat = {0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f};\n";
|
|
for (int i=0; i<(int)_dlights.size(); i++) {
|
|
if (_dlights[i]->_shadow_caster) {
|
|
text << "\t l_dlightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_dlight" << i << ", vtx_position));\n";
|
|
}
|
|
}
|
|
for (int i=0; i<(int)_slights.size(); i++) {
|
|
if (_slights[i]->_shadow_caster) {
|
|
text << "\t l_slightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_slight" << i << ", vtx_position));\n";
|
|
}
|
|
}
|
|
}
|
|
if (_map_index_height >= 0) {
|
|
text << "\t float3 eyedir = mspos_view.xyz - vtx_position.xyz;\n";
|
|
text << "\t l_eyevec.x = dot(vtx_tangent" << _map_index_height << ".xyz, eyedir);\n";
|
|
text << "\t l_eyevec.y = dot(vtx_binormal" << _map_index_height << ".xyz, eyedir);\n";
|
|
text << "\t l_eyevec.z = dot(vtx_normal.xyz, eyedir);\n";
|
|
text << "\t l_eyevec = normalize(l_eyevec);\n";
|
|
}
|
|
text << "}\n\n";
|
|
|
|
text << "void fshader(\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";
|
|
}
|
|
const TexMatrixAttrib *tex_matrix = DCAST(TexMatrixAttrib, rs->get_attrib_def(TexMatrixAttrib::get_class_slot()));
|
|
for (int i=0; i<_num_textures; i++) {
|
|
TextureStage *stage = texture->get_on_stage(i);
|
|
Texture *tex = texture->get_on_texture(stage);
|
|
nassertr(tex != NULL, NULL);
|
|
text << "\t uniform sampler" << texture_type_as_string(tex->get_texture_type()) << " tex_" << i << ",\n";
|
|
if (!tex_gen->has_stage(stage)) {
|
|
text << "\t in float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
|
|
}
|
|
if (tex_matrix->has_stage(stage)) {
|
|
text << "\t uniform float4x4 texmat_" << i << ",\n";
|
|
}
|
|
}
|
|
if (_lighting && (_map_index_normal >= 0)) {
|
|
text << "\t in float3 l_tangent : " << ntangent_freg << ",\n";
|
|
text << "\t in float3 l_binormal : " << nbinormal_freg << ",\n";
|
|
}
|
|
if (_lighting) {
|
|
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_view,\n";
|
|
if (_shadows && _dlights[i]->_shadow_caster) {
|
|
if (_use_shadow_filter) {
|
|
text << "\t uniform sampler2DShadow k_dlighttex" << i << ",\n";
|
|
} else {
|
|
text << "\t uniform sampler2D k_dlighttex" << i << ",\n";
|
|
}
|
|
text << "\t float4 l_dlightcoord" << i << ",\n";
|
|
}
|
|
}
|
|
for (int i=0; i<(int)_plights.size(); i++) {
|
|
text << "\t uniform float4x4 plight_plight" << i << "_rel_view,\n";
|
|
}
|
|
for (int i=0; i<(int)_slights.size(); i++) {
|
|
text << "\t uniform float4x4 slight_slight" << i << "_rel_view,\n";
|
|
text << "\t uniform float4 satten_slight" << i << ",\n";
|
|
if (_shadows && _slights[i]->_shadow_caster) {
|
|
if (_use_shadow_filter) {
|
|
text << "\t uniform sampler2DShadow k_slighttex" << i << ",\n";
|
|
} else {
|
|
text << "\t uniform sampler2D k_slighttex" << i << ",\n";
|
|
}
|
|
text << "\t float4 l_slightcoord" << 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";
|
|
}
|
|
}
|
|
}
|
|
if (_map_index_height >= 0) {
|
|
text << "\t float3 l_eyevec,\n";
|
|
}
|
|
if (_out_aux_any) {
|
|
text << "\t out float4 o_aux : COLOR1,\n";
|
|
}
|
|
text << "\t out float4 o_color : COLOR0,\n";
|
|
if (_vertex_colors) {
|
|
text << "\t in float4 l_color : COLOR,\n";
|
|
} else {
|
|
text << "\t uniform float4 attr_color,\n";
|
|
}
|
|
for (int i=0; i<_num_clip_planes; ++i) {
|
|
text << "\t uniform float4 clipplane_" << i << ",\n";
|
|
}
|
|
text << "\t uniform float4 attr_colorscale\n";
|
|
text << ") {\n";
|
|
// Clipping first!
|
|
for (int i=0; i<_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 (_out_aux_any) {
|
|
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 (int i=0; i<_num_textures; i++) {
|
|
TextureStage *stage = texture->get_on_stage(i);
|
|
if (tex_gen != NULL && tex_gen->has_stage(stage)) {
|
|
switch (tex_gen->get_mode(stage)) {
|
|
case TexGenAttrib::M_world_position:
|
|
text << "\t float4 l_texcoord" << i << " = l_world_position;\n";
|
|
break;
|
|
case TexGenAttrib::M_world_normal:
|
|
text << "\t float4 l_texcoord" << i << " = l_world_normal;\n";
|
|
break;
|
|
case TexGenAttrib::M_eye_position:
|
|
text << "\t float4 l_texcoord" << i << " = l_eye_position;\n";
|
|
break;
|
|
case TexGenAttrib::M_eye_normal:
|
|
text << "\t float4 l_texcoord" << i << " = l_eye_normal;\n";
|
|
text << "\t l_texcoord" << i << ".w = 1.0f;\n";
|
|
break;
|
|
default:
|
|
pgraph_cat.error() << "Unsupported TexGenAttrib mode\n";
|
|
text << "\t float4 l_texcoord" << i << " = float4(0, 0, 0, 0);\n";
|
|
}
|
|
}
|
|
if (tex_matrix != NULL && tex_matrix->has_stage(stage)) {
|
|
text << "\t l_texcoord" << i << " = mul(texmat_" << i << ", l_texcoord" << i << ");\n";
|
|
text << "\t l_texcoord" << i << ".xyz /= l_texcoord" << i << ".w;\n";
|
|
}
|
|
}
|
|
text << "\t // Fetch all textures.\n";
|
|
if (_map_index_height >= 0) {
|
|
Texture *tex = texture->get_on_texture(texture->get_on_stage(_map_index_height));
|
|
nassertr(tex != NULL, NULL);
|
|
text << "\t float4 tex" << _map_index_height << " = tex" << texture_type_as_string(tex->get_texture_type());
|
|
text << "(tex_" << _map_index_height << ", l_texcoord" << _map_index_height << ".";
|
|
switch(tex->get_texture_type()) {
|
|
case Texture::TT_cube_map:
|
|
case Texture::TT_3d_texture: text << "xyz"; break;
|
|
case Texture::TT_2d_texture: text << "xy"; break;
|
|
case Texture::TT_1d_texture: text << "x"; break;
|
|
}
|
|
text << ");\n\t float3 parallax_offset = l_eyevec.xyz * (tex" << _map_index_height;
|
|
if (_map_height_in_alpha) {
|
|
text << ".aaa";
|
|
} else {
|
|
text << ".rgb";
|
|
}
|
|
text << " * 0.2 - 0.1);\n";
|
|
}
|
|
for (int i=0; i<_num_textures; i++) {
|
|
if (i != _map_index_height) {
|
|
Texture *tex = texture->get_on_texture(texture->get_on_stage(i));
|
|
nassertr(tex != NULL, NULL);
|
|
// Parallax mapping pushes the texture coordinates of the other textures away from the camera.
|
|
// The normal map coordinates aren't pushed (since that would give inconsistent behaviour when
|
|
// the height map is packed with the normal map together).
|
|
if (_map_index_height >= 0 && i != _map_index_normal) {
|
|
text << "\t l_texcoord" << i << ".xyz += parallax_offset;\n";
|
|
}
|
|
text << "\t float4 tex" << i << " = tex" << texture_type_as_string(tex->get_texture_type());
|
|
text << "(tex_" << i << ", l_texcoord" << i << ".";
|
|
switch(tex->get_texture_type()) {
|
|
case Texture::TT_cube_map:
|
|
case Texture::TT_3d_texture: text << "xyz"; break;
|
|
case Texture::TT_2d_texture: text << "xy"; break;
|
|
case Texture::TT_1d_texture: text << "x"; break;
|
|
}
|
|
text << ");\n";
|
|
}
|
|
}
|
|
if (_lighting) {
|
|
if (_map_index_normal >= 0) {
|
|
text << "\t // Translate tangent-space normal in map to view-space.\n";
|
|
text << "\t float3 tsnormal = ((float3)tex" << _map_index_normal << " * 2) - 1;\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";
|
|
text << "\t l_eye_normal.xyz = normalize(l_eye_normal.xyz);\n";
|
|
} else {
|
|
text << "\t // Correct the surface normal for interpolation effects\n";
|
|
text << "\t l_eye_normal.xyz = normalize(l_eye_normal.xyz);\n";
|
|
}
|
|
}
|
|
if (_out_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 (_lighting) {
|
|
text << "\t // Begin view-space light calculations\n";
|
|
text << "\t float ldist,lattenv,langle;\n";
|
|
text << "\t float4 lcolor,lspec,lvec,lpoint,latten,ldir,leye,lhalf;";
|
|
if (_shadows) {
|
|
text << "\t float lshad;\n";
|
|
}
|
|
if (_separate_ambient_diffuse) {
|
|
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";
|
|
}
|
|
} else {
|
|
if (_have_ambient || _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";
|
|
if (_material->has_specular()) {
|
|
text << "\t float shininess = attr_material[3].w;\n";
|
|
} else {
|
|
text << "\t float shininess = 50; // no shininess specified, using default\n";
|
|
}
|
|
}
|
|
for (int i=0; i<(int)_alights.size(); i++) {
|
|
text << "\t // Ambient Light " << i << "\n";
|
|
text << "\t lcolor = alight_alight" << i << ";\n";
|
|
if (_separate_ambient_diffuse && _have_ambient) {
|
|
text << "\t tot_ambient += lcolor;\n";
|
|
} else if(_have_diffuse) {
|
|
text << "\t tot_diffuse += lcolor;\n";
|
|
}
|
|
}
|
|
for (int i=0; i<(int)_dlights.size(); i++) {
|
|
text << "\t // Directional Light " << i << "\n";
|
|
text << "\t lcolor = dlight_dlight" << i << "_rel_view[0];\n";
|
|
text << "\t lspec = dlight_dlight" << i << "_rel_view[1];\n";
|
|
text << "\t lvec = dlight_dlight" << i << "_rel_view[2];\n";
|
|
text << "\t lcolor *= saturate(dot(l_eye_normal.xyz, lvec.xyz));\n";
|
|
if (_shadows && _dlights[i]->_shadow_caster) {
|
|
if (_use_shadow_filter) {
|
|
text << "\t lshad = shadow2DProj(k_dlighttex" << i << ", l_dlightcoord" << i << ").r;\n";
|
|
} else {
|
|
text << "\t lshad = tex2Dproj(k_dlighttex" << i << ", l_dlightcoord" << i << ").r > l_dlightcoord" << i << ".z / l_dlightcoord" << i << ".w;\n";
|
|
}
|
|
text << "\t lcolor *= lshad;\n";
|
|
text << "\t lspec *= lshad;\n";
|
|
}
|
|
if (_have_diffuse) {
|
|
text << "\t tot_diffuse += lcolor;\n";
|
|
}
|
|
if (_have_specular) {
|
|
if (_material->get_local()) {
|
|
text << "\t lhalf = normalize(lvec - normalize(l_eye_position));\n";
|
|
} else {
|
|
text << "\t lhalf = dlight_dlight" << i << "_rel_view[3];\n";
|
|
}
|
|
text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf.xyz)), shininess);\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_view[0];\n";
|
|
text << "\t lspec = plight_plight" << i << "_rel_view[1];\n";
|
|
text << "\t lpoint = plight_plight" << i << "_rel_view[2];\n";
|
|
text << "\t latten = plight_plight" << i << "_rel_view[3];\n";
|
|
text << "\t lvec = lpoint - l_eye_position;\n";
|
|
text << "\t ldist = length(float3(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_eye_normal.xyz, lvec.xyz));\n";
|
|
if (_have_diffuse) {
|
|
text << "\t tot_diffuse += lcolor;\n";
|
|
}
|
|
if (_have_specular) {
|
|
if (_material->get_local()) {
|
|
text << "\t lhalf = normalize(lvec - normalize(l_eye_position));\n";
|
|
} else {
|
|
text << "\t lhalf = normalize(lvec - float4(0,1,0,0));\n";
|
|
}
|
|
text << "\t lspec *= lattenv;\n";
|
|
text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf.xyz)), shininess);\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_view[0];\n";
|
|
text << "\t lspec = slight_slight" << i << "_rel_view[1];\n";
|
|
text << "\t lpoint = slight_slight" << i << "_rel_view[2];\n";
|
|
text << "\t ldir = slight_slight" << i << "_rel_view[3];\n";
|
|
text << "\t latten = satten_slight" << i << ";\n";
|
|
text << "\t lvec = lpoint - l_eye_position;\n";
|
|
text << "\t ldist = length(float3(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_eye_normal.xyz, lvec.xyz));\n";
|
|
if (_shadows && _slights[i]->_shadow_caster) {
|
|
if (_use_shadow_filter) {
|
|
text << "\t lshad = shadow2DProj(k_slighttex" << i << ", l_slightcoord" << i << ").r;\n";
|
|
} else {
|
|
text << "\t lshad = tex2Dproj(k_slighttex" << i << ", l_slightcoord" << i << ").r > l_slightcoord" << i << ".z / l_slightcoord" << i << ".w;\n";
|
|
}
|
|
text << "\t lcolor *= lshad;\n";
|
|
text << "\t lspec *= lshad;\n";
|
|
}
|
|
|
|
if (_have_diffuse) {
|
|
text << "\t tot_diffuse += lcolor;\n";
|
|
}
|
|
if (_have_specular) {
|
|
if (_material->get_local()) {
|
|
text << "\t lhalf = normalize(lvec - normalize(l_eye_position));\n";
|
|
} else {
|
|
text << "\t lhalf = normalize(lvec - float4(0,1,0,0));\n";
|
|
}
|
|
text << "\t lspec *= lattenv;\n";
|
|
text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf.xyz)), shininess);\n";
|
|
text << "\t tot_specular += lspec;\n";
|
|
}
|
|
}
|
|
|
|
const LightRampAttrib *light_ramp = DCAST(LightRampAttrib, rs->get_attrib_def(LightRampAttrib::get_class_slot()));
|
|
switch (light_ramp->get_mode()) {
|
|
case LightRampAttrib::LRT_single_threshold:
|
|
{
|
|
float t = light_ramp->get_threshold(0);
|
|
float l0 = 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:
|
|
{
|
|
float t0 = light_ramp->get_threshold(0);
|
|
float t1 = light_ramp->get_threshold(1);
|
|
float l0 = light_ramp->get_level(0);
|
|
float l1 = light_ramp->get_level(1);
|
|
float l2 = light_ramp->get_level(2);
|
|
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 = " << l0 << "\n";
|
|
text << "\t if (lr_in > " << t0 << ") lr_out=" << l1 << ";\n";
|
|
text << "\t if (lr_in > " << t1 << ") lr_out=" << l2 << ";\n";
|
|
text << "\t tot_diffuse = tot_diffuse * (lr_out / lr_in);\n";
|
|
break;
|
|
}
|
|
}
|
|
text << "\t // Begin view-space light summation\n";
|
|
if (_have_emission) {
|
|
if (_map_index_glow >= 0) {
|
|
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 (_map_index_glow >= 0) {
|
|
text << "\t result = saturate(2 * (tex" << _map_index_glow << ".a - 0.5));\n";
|
|
} else {
|
|
text << "\t result = float4(0,0,0,0);\n";
|
|
}
|
|
}
|
|
if ((_have_ambient)&&(_separate_ambient_diffuse)) {
|
|
if (_material->has_ambient()) {
|
|
text << "\t result += tot_ambient * attr_material[0];\n";
|
|
} else if (_vertex_colors) {
|
|
text << "\t result += tot_ambient * l_color;\n";
|
|
} else if (_flat_colors) {
|
|
text << "\t result += tot_ambient * attr_color;\n";
|
|
} else {
|
|
text << "\t result += tot_ambient;\n";
|
|
}
|
|
}
|
|
if (_have_diffuse) {
|
|
if (_material->has_diffuse()) {
|
|
text << "\t result += tot_diffuse * attr_material[1];\n";
|
|
} else if (_vertex_colors) {
|
|
text << "\t result += tot_diffuse * l_color;\n";
|
|
} else if (_flat_colors) {
|
|
text << "\t result += tot_diffuse * attr_color;\n";
|
|
} else {
|
|
text << "\t result += tot_diffuse;\n";
|
|
}
|
|
}
|
|
if (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 (_calc_primary_alpha) {
|
|
if (_vertex_colors) {
|
|
text << "\t result.a = l_color.a;\n";
|
|
} else if (_flat_colors) {
|
|
text << "\t result.a = attr_color.a;\n";
|
|
} else {
|
|
text << "\t result.a = 1;\n";
|
|
}
|
|
}
|
|
} else {
|
|
if (_vertex_colors) {
|
|
text << "\t result = l_color;\n";
|
|
} else if (_flat_colors) {
|
|
text << "\t result = attr_color;\n";
|
|
} else {
|
|
text << "\t result = float4(1,1,1,1);\n";
|
|
}
|
|
}
|
|
|
|
// Loop first to see if something is using primary_color or last_saved_result.
|
|
bool have_saved_result = false;
|
|
bool have_primary_color = false;
|
|
for (int i=0; i<_num_textures; i++) {
|
|
TextureStage *stage = texture->get_on_stage(i);
|
|
if (stage->get_mode() != TextureStage::M_combine) continue;
|
|
if (stage->uses_primary_color() && !have_primary_color) {
|
|
text << "\t float4 primary_color = result;\n";
|
|
have_primary_color = true;
|
|
}
|
|
if (stage->uses_last_saved_result() && !have_saved_result) {
|
|
text << "\t float4 last_saved_result = result;\n";
|
|
have_saved_result = true;
|
|
}
|
|
}
|
|
|
|
// Now loop through the textures to compose our magic blending formulas.
|
|
for (int i=0; i<_num_textures; i++) {
|
|
TextureStage *stage = texture->get_on_stage(i);
|
|
switch (stage->get_mode()) {
|
|
case TextureStage::M_modulate:
|
|
case TextureStage::M_modulate_glow:
|
|
case TextureStage::M_modulate_gloss:
|
|
text << "\t result *= 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: {
|
|
LVecBase4f c = stage->get_color();
|
|
text << "\t result.rgb = lerp(result, tex" << i << " * float4("
|
|
<< c[0] << ", " << c[1] << ", " << c[2] << ", " << c[3] << "), tex" << i << ".r).rgb;\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 (_calc_primary_alpha) {
|
|
text << "\t result.a *= tex" << i << ".a;\n";
|
|
}
|
|
break;
|
|
case TextureStage::M_combine:
|
|
text << "\t result.rgb = ";
|
|
if (stage->get_combine_rgb_mode() != TextureStage::CM_undefined) {
|
|
text << combine_mode_as_string(stage, stage->get_combine_rgb_mode(), false, i);
|
|
} else {
|
|
text << "tex" << i << ".rgb";
|
|
}
|
|
if (stage->get_rgb_scale() != 1) {
|
|
text << " * " << stage->get_rgb_scale();
|
|
}
|
|
text << ";\n\t result.a = ";
|
|
if (stage->get_combine_alpha_mode() != TextureStage::CM_undefined) {
|
|
text << combine_mode_as_string(stage, stage->get_combine_alpha_mode(), true, i);
|
|
} else {
|
|
text << "tex" << i << ".a";
|
|
}
|
|
if (stage->get_alpha_scale() != 1) {
|
|
text << " * " << stage->get_alpha_scale();
|
|
}
|
|
text << ";\n";
|
|
break;
|
|
case TextureStage::M_blend_color_scale:
|
|
text << "\t result.rgb = lerp(result, tex" << i << " * attr_colorscale, tex" << i << ".r).rgb;\n";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (stage->get_saved_result() && have_saved_result) {
|
|
text << "\t last_saved_result = result;\n";
|
|
}
|
|
}
|
|
// Apply the color scale.
|
|
text << "\t result *= attr_colorscale;\n";
|
|
|
|
if (_subsume_alpha_test) {
|
|
const AlphaTestAttrib *alpha_test = DCAST(AlphaTestAttrib, rs->get_attrib_def(AlphaTestAttrib::get_class_slot()));
|
|
text << "\t // Shader includes alpha test:\n";
|
|
double ref = alpha_test->get_reference_alpha();
|
|
switch (alpha_test->get_mode()) {
|
|
case RenderAttrib::M_never: text<<"\t discard;\n";
|
|
case RenderAttrib::M_less: text<<"\t if (result.a >= "<<ref<<") discard;\n";
|
|
case RenderAttrib::M_equal: text<<"\t if (result.a != "<<ref<<") discard;\n";
|
|
case RenderAttrib::M_less_equal: text<<"\t if (result.a > "<<ref<<") discard;\n";
|
|
case RenderAttrib::M_greater: text<<"\t if (result.a <= "<<ref<<") discard;\n";
|
|
case RenderAttrib::M_not_equal: text<<"\t if (result.a == "<<ref<<") discard;\n";
|
|
case RenderAttrib::M_greater_equal: text<<"\t if (result.a < "<<ref<<") discard;\n";
|
|
}
|
|
}
|
|
|
|
if (_out_primary_glow) {
|
|
if (_map_index_glow >= 0) {
|
|
text << "\t result.a = tex" << _map_index_glow << ".a;\n";
|
|
} else {
|
|
text << "\t result.a = 0.5;\n";
|
|
}
|
|
}
|
|
if (_out_aux_glow) {
|
|
if (_map_index_glow >= 0) {
|
|
text << "\t o_aux.a = tex" << _map_index_glow << ".a;\n";
|
|
} else {
|
|
text << "\t o_aux.a = 0.5;\n";
|
|
}
|
|
}
|
|
|
|
if (_lighting) {
|
|
if (_have_specular) {
|
|
if (_material->has_specular()) {
|
|
text << "\t tot_specular *= attr_material[3];\n";
|
|
}
|
|
if (_map_index_gloss >= 0) {
|
|
text << "\t tot_specular *= tex" << _map_index_gloss << ".a;\n";
|
|
}
|
|
text << "\t result.rgb = result.rgb + tot_specular.rgb;\n";
|
|
}
|
|
}
|
|
|
|
const LightRampAttrib *light_ramp = DCAST(LightRampAttrib, rs->get_attrib_def(LightRampAttrib::get_class_slot()));
|
|
switch (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;
|
|
}
|
|
|
|
// 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 (_subsume_alpha_test) {
|
|
text << "\t // Shader subsumes normal alpha test.\n";
|
|
}
|
|
if (_disable_alpha_write) {
|
|
text << "\t // Shader disables alpha write.\n";
|
|
}
|
|
text << "}\n";
|
|
|
|
// Insert the shader into the shader attrib.
|
|
CPT(RenderAttrib) shattr = create_shader_attrib(text.str());
|
|
if (_subsume_alpha_test) {
|
|
shattr=DCAST(ShaderAttrib, shattr)->set_flag(ShaderAttrib::F_subsume_alpha_test, true);
|
|
}
|
|
if (_disable_alpha_write) {
|
|
shattr=DCAST(ShaderAttrib, shattr)->set_flag(ShaderAttrib::F_disable_alpha_write, true);
|
|
}
|
|
clear_analysis();
|
|
reset_register_allocator();
|
|
return shattr;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: ShaderGenerator::combine_mode_as_string
|
|
// Access: Protected, Static
|
|
// Description: This 'synthesizes' a combine mode into a string.
|
|
////////////////////////////////////////////////////////////////////
|
|
const string ShaderGenerator::
|
|
combine_mode_as_string(CPT(TextureStage) stage, TextureStage::CombineMode c_mode, bool alpha, short texindex) {
|
|
ostringstream text;
|
|
switch (c_mode) {
|
|
case TextureStage::CM_modulate:
|
|
text << combine_source_as_string(stage, 0, alpha, alpha, texindex);
|
|
text << " * ";
|
|
text << combine_source_as_string(stage, 1, alpha, alpha, texindex);
|
|
break;
|
|
case TextureStage::CM_add:
|
|
text << combine_source_as_string(stage, 0, alpha, alpha, texindex);
|
|
text << " + ";
|
|
text << combine_source_as_string(stage, 1, alpha, alpha, texindex);
|
|
break;
|
|
case TextureStage::CM_add_signed:
|
|
pgraph_cat.error() << "TextureStage::CombineMode ADD_SIGNED not yet supported in per-pixel mode.\n";
|
|
break;
|
|
case TextureStage::CM_interpolate:
|
|
text << "lerp(";
|
|
text << combine_source_as_string(stage, 1, alpha, alpha, texindex);
|
|
text << ", ";
|
|
text << combine_source_as_string(stage, 0, alpha, alpha, texindex);
|
|
text << ", ";
|
|
text << combine_source_as_string(stage, 2, alpha, true, texindex);
|
|
text << ")";
|
|
break;
|
|
case TextureStage::CM_subtract:
|
|
text << combine_source_as_string(stage, 0, alpha, alpha, texindex);
|
|
text << " + ";
|
|
text << combine_source_as_string(stage, 1, alpha, alpha, texindex);
|
|
break;
|
|
case TextureStage::CM_dot3_rgb:
|
|
pgraph_cat.error() << "TextureStage::CombineMode DOT3_RGB not yet supported in per-pixel mode.\n";
|
|
break;
|
|
case TextureStage::CM_dot3_rgba:
|
|
pgraph_cat.error() << "TextureStage::CombineMode DOT3_RGBA not yet supported in per-pixel mode.\n";
|
|
break;
|
|
case TextureStage::CM_replace:
|
|
default: // Not sure if this is correct as default value.
|
|
text << combine_source_as_string(stage, 0, alpha, alpha, texindex);
|
|
break;
|
|
}
|
|
return text.str();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: ShaderGenerator::combine_source_as_string
|
|
// Access: Protected, Static
|
|
// Description: This 'synthesizes' a combine source into a string.
|
|
////////////////////////////////////////////////////////////////////
|
|
const string ShaderGenerator::
|
|
combine_source_as_string(CPT(TextureStage) stage, short num, bool alpha, bool single_value, short texindex) {
|
|
TextureStage::CombineSource c_src = TextureStage::CS_undefined;
|
|
TextureStage::CombineOperand c_op = TextureStage::CO_undefined;
|
|
if (alpha) {
|
|
switch (num) {
|
|
case 0:
|
|
c_src = stage->get_combine_alpha_source0();
|
|
c_op = stage->get_combine_alpha_operand0();
|
|
break;
|
|
case 1:
|
|
c_src = stage->get_combine_alpha_source1();
|
|
c_op = stage->get_combine_alpha_operand1();
|
|
break;
|
|
case 2:
|
|
c_src = stage->get_combine_alpha_source2();
|
|
c_op = stage->get_combine_alpha_operand2();
|
|
break;
|
|
}
|
|
} else {
|
|
switch (num) {
|
|
case 0:
|
|
c_src = stage->get_combine_rgb_source0();
|
|
c_op = stage->get_combine_rgb_operand0();
|
|
break;
|
|
case 1:
|
|
c_src = stage->get_combine_rgb_source1();
|
|
c_op = stage->get_combine_rgb_operand1();
|
|
break;
|
|
case 2:
|
|
c_src = stage->get_combine_rgb_source2();
|
|
c_op = stage->get_combine_rgb_operand2();
|
|
break;
|
|
}
|
|
}
|
|
ostringstream csource;
|
|
if (c_op == TextureStage::CO_one_minus_src_color ||
|
|
c_op == TextureStage::CO_one_minus_src_alpha) {
|
|
csource << "1.0f - ";
|
|
}
|
|
switch (c_src) {
|
|
case TextureStage::CS_texture:
|
|
csource << "tex" << texindex;
|
|
break;
|
|
case TextureStage::CS_constant: {
|
|
LVecBase4f c = stage->get_color();
|
|
csource << "float4(" << c[0] << ", " << c[1] << ", " << c[2] << ", " << c[3] << ")";
|
|
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_src_color || c_op == TextureStage::CO_one_minus_src_color) {
|
|
if (single_value) {
|
|
// Let's take the red channel.
|
|
csource << ".r";
|
|
} else {
|
|
csource << ".rgb";
|
|
}
|
|
} else {
|
|
csource << ".a";
|
|
if (!single_value) {
|
|
// Dunno if it's legal in the FPP at all, but let's just allow it.
|
|
return "float3(" + csource.str() + ")";
|
|
}
|
|
}
|
|
return csource.str();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: ShaderGenerator::texture_type_as_string
|
|
// Access: Protected, Static
|
|
// Description: Returns 1D, 2D, 3D or CUBE, depending on the given
|
|
// texture type.
|
|
////////////////////////////////////////////////////////////////////
|
|
const string 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;
|
|
default:
|
|
pgraph_cat.error() << "Unsupported texture type!\n";
|
|
return "2D";
|
|
}
|
|
}
|
|
|