forked from Mirrors/openclonk
1055 lines
41 KiB
C++
1055 lines
41 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2013-2015, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* OpenGL implementation of Mesh Rendering */
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#include "C4Include.h"
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#include <C4Object.h>
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#include <C4DrawGL.h>
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#include <C4FoWRegion.h>
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#include <SHA1.h>
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#include "StdMesh.h"
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#include "graphics/C4GraphicsResource.h"
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#ifndef USE_CONSOLE
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namespace
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{
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////////////////////////////////////////////
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// Shader code generation
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// This translates the fixed function instructions in a material script
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// to an equivalent fragment shader. The generated code can certainly
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// be optimized more.
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////////////////////////////////////////////
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StdStrBuf TextureUnitSourceToCode(int index, StdMeshMaterialTextureUnit::BlendOpSourceType source, const float manualColor[3], float manualAlpha)
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{
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switch(source)
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{
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case StdMeshMaterialTextureUnit::BOS_Current: return StdStrBuf("currentColor");
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case StdMeshMaterialTextureUnit::BOS_Texture: return FormatString("texture2D(oc_Texture%d, texcoord)", index);
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case StdMeshMaterialTextureUnit::BOS_Diffuse: return StdStrBuf("diffuse");
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case StdMeshMaterialTextureUnit::BOS_Specular: return StdStrBuf("diffuse"); // TODO: Should be specular
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case StdMeshMaterialTextureUnit::BOS_PlayerColor: return StdStrBuf("vec4(oc_PlayerColor, 1.0)");
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case StdMeshMaterialTextureUnit::BOS_Manual: return FormatString("vec4(%f, %f, %f, %f)", manualColor[0], manualColor[1], manualColor[2], manualAlpha);
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default: assert(false); return StdStrBuf("vec4(0.0, 0.0, 0.0, 0.0)");
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}
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}
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StdStrBuf TextureUnitBlendToCode(int index, StdMeshMaterialTextureUnit::BlendOpExType blend_type, const char* source1, const char* source2, float manualFactor)
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{
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switch(blend_type)
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{
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case StdMeshMaterialTextureUnit::BOX_Source1: return StdStrBuf(source1);
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case StdMeshMaterialTextureUnit::BOX_Source2: return StdStrBuf(source2);
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case StdMeshMaterialTextureUnit::BOX_Modulate: return FormatString("%s * %s", source1, source2);
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case StdMeshMaterialTextureUnit::BOX_ModulateX2: return FormatString("2.0 * %s * %s", source1, source2);
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case StdMeshMaterialTextureUnit::BOX_ModulateX4: return FormatString("4.0 * %s * %s", source1, source2);
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case StdMeshMaterialTextureUnit::BOX_Add: return FormatString("%s + %s", source1, source2);
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case StdMeshMaterialTextureUnit::BOX_AddSigned: return FormatString("%s + %s - 0.5", source1, source2);
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case StdMeshMaterialTextureUnit::BOX_AddSmooth: return FormatString("%s + %s - %s*%s", source1, source2, source1, source2);
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case StdMeshMaterialTextureUnit::BOX_Subtract: return FormatString("%s - %s", source1, source2);
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case StdMeshMaterialTextureUnit::BOX_BlendDiffuseAlpha: return FormatString("diffuse.a * %s + (1.0 - diffuse.a) * %s", source1, source2);
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case StdMeshMaterialTextureUnit::BOX_BlendTextureAlpha: return FormatString("texture2D(oc_Texture%d, texcoord).a * %s + (1.0 - texture2D(oc_Texture%d, texcoord).a) * %s", index, source1, index, source2);
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case StdMeshMaterialTextureUnit::BOX_BlendCurrentAlpha: return FormatString("currentColor.a * %s + (1.0 - currentColor.a) * %s", source1, source2);
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case StdMeshMaterialTextureUnit::BOX_BlendManual: return FormatString("%f * %s + (1.0 - %f) * %s", manualFactor, source1, manualFactor, source2);
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case StdMeshMaterialTextureUnit::BOX_Dotproduct: return FormatString("vec3(4.0 * dot(%s - 0.5, %s - 0.5), 4.0 * dot(%s - 0.5, %s - 0.5), 4.0 * dot(%s - 0.5, %s - 0.5));", source1, source2, source1, source2, source1, source2); // TODO: Needs special handling for the case of alpha
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case StdMeshMaterialTextureUnit::BOX_BlendDiffuseColor: return FormatString("diffuse.rgb * %s + (1.0 - diffuse.rgb) * %s", source1, source2);
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default: assert(false); return StdStrBuf(source1);
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}
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}
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StdStrBuf TextureUnitToCode(int index, const StdMeshMaterialTextureUnit& texunit)
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{
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StdStrBuf color_source1 = FormatString("%s.rgb", TextureUnitSourceToCode(index, texunit.ColorOpSources[0], texunit.ColorOpManualColor1, texunit.AlphaOpManualAlpha1).getData());
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StdStrBuf color_source2 = FormatString("%s.rgb", TextureUnitSourceToCode(index, texunit.ColorOpSources[1], texunit.ColorOpManualColor2, texunit.AlphaOpManualAlpha2).getData());
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StdStrBuf alpha_source1 = FormatString("%s.a", TextureUnitSourceToCode(index, texunit.AlphaOpSources[0], texunit.ColorOpManualColor1, texunit.AlphaOpManualAlpha1).getData());
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StdStrBuf alpha_source2 = FormatString("%s.a", TextureUnitSourceToCode(index, texunit.AlphaOpSources[1], texunit.ColorOpManualColor2, texunit.AlphaOpManualAlpha2).getData());
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return FormatString("currentColor = vec4(%s, %s);\n", TextureUnitBlendToCode(index, texunit.ColorOpEx, color_source1.getData(), color_source2.getData(), texunit.ColorOpManualFactor).getData(), TextureUnitBlendToCode(index, texunit.AlphaOpEx, alpha_source1.getData(), alpha_source2.getData(), texunit.AlphaOpManualFactor).getData());
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}
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// Simple helper function
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inline GLenum OgreBlendTypeToGL(StdMeshMaterialPass::SceneBlendType blend)
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{
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switch(blend)
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{
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case StdMeshMaterialPass::SB_One: return GL_ONE;
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case StdMeshMaterialPass::SB_Zero: return GL_ZERO;
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case StdMeshMaterialPass::SB_DestColor: return GL_DST_COLOR;
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case StdMeshMaterialPass::SB_SrcColor: return GL_SRC_COLOR;
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case StdMeshMaterialPass::SB_OneMinusDestColor: return GL_ONE_MINUS_DST_COLOR;
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case StdMeshMaterialPass::SB_OneMinusSrcColor: return GL_ONE_MINUS_SRC_COLOR;
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case StdMeshMaterialPass::SB_DestAlpha: return GL_DST_ALPHA;
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case StdMeshMaterialPass::SB_SrcAlpha: return GL_SRC_ALPHA;
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case StdMeshMaterialPass::SB_OneMinusDestAlpha: return GL_ONE_MINUS_DST_ALPHA;
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case StdMeshMaterialPass::SB_OneMinusSrcAlpha: return GL_ONE_MINUS_SRC_ALPHA;
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default: assert(false); return GL_ZERO;
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}
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}
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StdStrBuf GetVertexShaderCodeForPass(const StdMeshMaterialPass& pass)
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{
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StdStrBuf buf;
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if (!::GraphicsResource.Files.LoadEntryString("ObjectDefaultVS.glsl", &buf))
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{
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// Fall back just in case
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buf.Copy(
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"varying vec3 normalDir;\n"
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"\n"
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"slice(position)\n"
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"{\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n"
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"\n"
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"slice(texcoord)\n"
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"{\n"
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" texcoord = gl_MultiTexCoord0.xy;\n"
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"}\n"
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"\n"
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"slice(normal)\n"
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"{\n"
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" normalDir = normalize(gl_NormalMatrix * gl_Normal);\n"
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"}\n"
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);
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}
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if (pGL->Workarounds.LowMaxVertexUniformCount)
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return StdStrBuf("#define OC_WA_LOW_MAX_VERTEX_UNIFORM_COMPONENTS\n") + buf;
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else
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return buf;
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}
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// Note this only gets the code which inserts the slices specific for the pass
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// -- other slices are independent from this!
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StdStrBuf GetFragmentShaderCodeForPass(const StdMeshMaterialPass& pass, StdMeshMaterialShaderParameters& params)
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{
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StdStrBuf buf;
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// Produce the fragment shader... first we create one code fragment for each
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// texture unit, and we count the number of active textures, i.e. texture
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// units that actually use a texture.
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unsigned int texIndex = 0;
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StdStrBuf textureUnitCode(""), textureUnitDeclCode("");
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for(unsigned int i = 0; i < pass.TextureUnits.size(); ++i)
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{
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const StdMeshMaterialTextureUnit& texunit = pass.TextureUnits[i];
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textureUnitCode.Append(TextureUnitToCode(texIndex, texunit));
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if(texunit.HasTexture())
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{
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textureUnitDeclCode.Append(FormatString("uniform sampler2D oc_Texture%u;\n", texIndex).getData());
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params.AddParameter(FormatString("oc_Texture%u", texIndex).getData(), StdMeshMaterialShaderParameter::INT).GetInt() = texIndex;
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++texIndex;
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}
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}
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return FormatString(
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"%s\n" // Texture units with active textures, only if >0 texture units
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"uniform vec3 oc_PlayerColor;\n" // This needs to be in-sync with the naming in StdMeshMaterialProgram::CompileShader()
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"\n"
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"slice(texture)\n"
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"{\n"
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" vec4 diffuse = color;\n"
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" vec4 currentColor = diffuse;\n"
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" %s\n"
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" color = currentColor;\n"
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"}\n",
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textureUnitDeclCode.getData(),
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textureUnitCode.getData()
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);
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}
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StdStrBuf GetSHA1HexDigest(const char* text, std::size_t len)
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{
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sha1 ctx;
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ctx.process_bytes(text, len);
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unsigned int digest[5];
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ctx.get_digest(digest);
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return FormatString("%08x%08x%08x%08x%08x", digest[0], digest[1], digest[2], digest[3], digest[4]);
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}
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} // anonymous namespace
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bool CStdGL::PrepareMaterial(StdMeshMatManager& mat_manager, StdMeshMaterialLoader& loader, StdMeshMaterial& mat)
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{
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// TODO: If a technique is not available, show an error message what the problem is
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// select context, if not already done
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if (!pCurrCtx) return false;
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for (unsigned int i = 0; i < mat.Techniques.size(); ++i)
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{
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StdMeshMaterialTechnique& technique = mat.Techniques[i];
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technique.Available = true;
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for (unsigned int j = 0; j < technique.Passes.size(); ++j)
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{
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StdMeshMaterialPass& pass = technique.Passes[j];
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GLint max_texture_units;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &max_texture_units);
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assert(max_texture_units >= 1);
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unsigned int active_texture_units = 0;
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for(unsigned int k = 0; k < pass.TextureUnits.size(); ++k)
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if(pass.TextureUnits[k].HasTexture())
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++active_texture_units;
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if (active_texture_units > static_cast<unsigned int>(max_texture_units))
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technique.Available = false;
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for (unsigned int k = 0; k < pass.TextureUnits.size(); ++k)
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{
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StdMeshMaterialTextureUnit& texunit = pass.TextureUnits[k];
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for (unsigned int l = 0; l < texunit.GetNumTextures(); ++l)
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{
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const C4TexRef& texture = texunit.GetTexture(l);
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glBindTexture(GL_TEXTURE_2D, texture.texName);
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switch (texunit.TexAddressMode)
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{
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case StdMeshMaterialTextureUnit::AM_Wrap:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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break;
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case StdMeshMaterialTextureUnit::AM_Border:
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, texunit.TexBorderColor);
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// fallthrough
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case StdMeshMaterialTextureUnit::AM_Clamp:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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break;
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case StdMeshMaterialTextureUnit::AM_Mirror:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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break;
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}
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if (texunit.Filtering[2] == StdMeshMaterialTextureUnit::F_Point ||
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texunit.Filtering[2] == StdMeshMaterialTextureUnit::F_Linear)
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{
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// If mipmapping is enabled, then autogenerate mipmap data.
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// In OGRE this is deactivated for several OS/graphics card
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// combinations because of known bugs...
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// This does work for me, but requires re-upload of texture data...
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// so the proper way would be to set this prior to the initial
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// upload, which would be the same place where we could also use
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// gluBuild2DMipmaps. GL_GENERATE_MIPMAP is probably still more
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// efficient though.
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// Disabled for now, until we find a better place for this (C4TexRef?)
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#if 0
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if (GLEW_VERSION_1_4)
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{ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); const_cast<C4TexRef*>(&texunit.GetTexture())->Lock(); const_cast<C4TexRef*>(&texunit.GetTexture())->Unlock(); }
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else
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technique.Available = false;
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#else
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// Disable mipmap for now as a workaround.
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texunit.Filtering[2] = StdMeshMaterialTextureUnit::F_None;
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#endif
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}
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switch (texunit.Filtering[0]) // min
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{
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case StdMeshMaterialTextureUnit::F_None:
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technique.Available = false;
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break;
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case StdMeshMaterialTextureUnit::F_Point:
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switch (texunit.Filtering[2]) // mip
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{
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case StdMeshMaterialTextureUnit::F_None:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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break;
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case StdMeshMaterialTextureUnit::F_Point:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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break;
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case StdMeshMaterialTextureUnit::F_Linear:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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break;
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case StdMeshMaterialTextureUnit::F_Anisotropic:
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technique.Available = false; // invalid
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break;
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}
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break;
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case StdMeshMaterialTextureUnit::F_Linear:
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switch (texunit.Filtering[2]) // mip
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{
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case StdMeshMaterialTextureUnit::F_None:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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break;
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case StdMeshMaterialTextureUnit::F_Point:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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break;
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case StdMeshMaterialTextureUnit::F_Linear:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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break;
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case StdMeshMaterialTextureUnit::F_Anisotropic:
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technique.Available = false; // invalid
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break;
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}
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break;
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case StdMeshMaterialTextureUnit::F_Anisotropic:
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// unsupported
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technique.Available = false;
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break;
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}
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switch (texunit.Filtering[1]) // max
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{
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case StdMeshMaterialTextureUnit::F_None:
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technique.Available = false; // invalid
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break;
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case StdMeshMaterialTextureUnit::F_Point:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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break;
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case StdMeshMaterialTextureUnit::F_Linear:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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break;
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case StdMeshMaterialTextureUnit::F_Anisotropic:
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// unsupported
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technique.Available = false;
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break;
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}
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for (unsigned int m = 0; m < texunit.Transformations.size(); ++m)
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{
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StdMeshMaterialTextureUnit::Transformation& trans = texunit.Transformations[m];
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if (trans.TransformType == StdMeshMaterialTextureUnit::Transformation::T_TRANSFORM)
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{
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// transpose so we can directly pass it to glMultMatrixf
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std::swap(trans.Transform.M[ 1], trans.Transform.M[ 4]);
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std::swap(trans.Transform.M[ 2], trans.Transform.M[ 8]);
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std::swap(trans.Transform.M[ 3], trans.Transform.M[12]);
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std::swap(trans.Transform.M[ 6], trans.Transform.M[ 9]);
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std::swap(trans.Transform.M[ 7], trans.Transform.M[13]);
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std::swap(trans.Transform.M[11], trans.Transform.M[14]);
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}
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}
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} // loop over textures
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} // loop over texture units
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// Create fragment and/or vertex shader
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// if a custom shader is not provided.
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// Re-use existing programs if the generated
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// code is the same (determined by SHA1 hash).
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if(!pass.VertexShader.Shader)
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{
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StdStrBuf buf = GetVertexShaderCodeForPass(pass);
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StdStrBuf hash = GetSHA1HexDigest(buf.getData(), buf.getLength());
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pass.VertexShader.Shader = mat_manager.AddShader("auto-generated vertex shader", hash.getData(), "glsl", SMMS_VERTEX, buf.getData(), true);
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}
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if(!pass.FragmentShader.Shader)
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{
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// TODO: Should use shared_params once we introduce them
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StdStrBuf buf = GetFragmentShaderCodeForPass(pass, pass.FragmentShader.Parameters);
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StdStrBuf hash = GetSHA1HexDigest(buf.getData(), buf.getLength());
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pass.FragmentShader.Shader = mat_manager.AddShader("auto-generated fragment shader", hash.getData(), "glsl", SMMS_FRAGMENT, buf.getData(), true);
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}
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// Then, link the program, and resolve parameter locations
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StdStrBuf name(FormatString("%s:%s:%s", mat.Name.getData(), technique.Name.getData(), pass.Name.getData()));
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const StdMeshMaterialProgram* added_program = mat_manager.AddProgram(name.getData(), loader, pass.FragmentShader, pass.VertexShader, pass.GeometryShader);
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if(!added_program)
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{
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technique.Available = false;
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}
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else
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{
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std::unique_ptr<StdMeshMaterialPass::ProgramInstance> program_instance(new StdMeshMaterialPass::ProgramInstance(added_program, &pass.FragmentShader, &pass.VertexShader, &pass.GeometryShader));
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pass.Program = std::move(program_instance);
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}
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}
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if (technique.Available && mat.BestTechniqueIndex == -1)
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mat.BestTechniqueIndex = i;
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}
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return mat.BestTechniqueIndex != -1;
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}
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// TODO: We should add a class, C4MeshRenderer, which contains all the functions
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// in this namespace, and avoids passing around so many parameters.
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namespace
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{
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// Apply Zoom and Transformation to the current matrix stack. Return
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// parity of the transformation.
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bool ApplyZoomAndTransform(float ZoomX, float ZoomY, float Zoom, C4BltTransform* pTransform)
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{
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// Apply zoom
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glTranslatef(ZoomX, ZoomY, 0.0f);
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glScalef(Zoom, Zoom, 1.0f);
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glTranslatef(-ZoomX, -ZoomY, 0.0f);
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// Apply transformation
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if (pTransform)
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{
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const GLfloat transform[16] = { pTransform->mat[0], pTransform->mat[3], 0, pTransform->mat[6], pTransform->mat[1], pTransform->mat[4], 0, pTransform->mat[7], 0, 0, 1, 0, pTransform->mat[2], pTransform->mat[5], 0, pTransform->mat[8] };
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glMultMatrixf(transform);
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// Compute parity of the transformation matrix - if parity is swapped then
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// we need to cull front faces instead of back faces.
|
|
const float det = transform[0]*transform[5]*transform[15]
|
|
+ transform[4]*transform[13]*transform[3]
|
|
+ transform[12]*transform[1]*transform[7]
|
|
- transform[0]*transform[13]*transform[7]
|
|
- transform[4]*transform[1]*transform[15]
|
|
- transform[12]*transform[5]*transform[3];
|
|
return det > 0;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void SetStandardUniforms(C4ShaderCall& call, DWORD dwModClr, DWORD dwPlayerColor, DWORD dwBlitMode, bool cullFace, const C4FoWRegion* pFoW, const C4Rect& clipRect, const C4Rect& outRect)
|
|
{
|
|
// Draw transform
|
|
const float fMod[4] = {
|
|
((dwModClr >> 16) & 0xff) / 255.0f,
|
|
((dwModClr >> 8) & 0xff) / 255.0f,
|
|
((dwModClr ) & 0xff) / 255.0f,
|
|
((dwModClr >> 24) & 0xff) / 255.0f
|
|
};
|
|
call.SetUniform4fv(C4SSU_ClrMod, 1, fMod);
|
|
|
|
// Player color
|
|
const float fPlrClr[3] = {
|
|
((dwPlayerColor >> 16) & 0xff) / 255.0f,
|
|
((dwPlayerColor >> 8) & 0xff) / 255.0f,
|
|
((dwPlayerColor ) & 0xff) / 255.0f,
|
|
};
|
|
call.SetUniform3fv(C4SSU_OverlayClr, 1, fPlrClr);
|
|
|
|
// Backface culling flag
|
|
call.SetUniform1f(C4SSU_CullMode, cullFace ? 0.0f : 1.0f);
|
|
|
|
// Dynamic light
|
|
if(pFoW != NULL)
|
|
{
|
|
call.AllocTexUnit(C4SSU_LightTex, GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, pFoW->getSurface()->textures[0].texName);
|
|
float lightTransform[6];
|
|
pFoW->GetFragTransform(clipRect, outRect, lightTransform);
|
|
call.SetUniformMatrix2x3fv(C4SSU_LightTransform, 1, lightTransform);
|
|
|
|
call.AllocTexUnit(C4SSU_AmbientTex, GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, pFoW->getFoW()->Ambient.Tex);
|
|
call.SetUniform1f(C4SSU_AmbientBrightness, pFoW->getFoW()->Ambient.GetBrightness());
|
|
float ambientTransform[6];
|
|
pFoW->getFoW()->Ambient.GetFragTransform(pFoW->getViewportRegion(), clipRect, outRect, ambientTransform);
|
|
call.SetUniformMatrix2x3fv(C4SSU_AmbientTransform, 1, ambientTransform);
|
|
}
|
|
}
|
|
|
|
bool ResolveAutoParameter(C4ShaderCall& call, StdMeshMaterialShaderParameter& parameter, StdMeshMaterialShaderParameter::Auto value, DWORD dwModClr, DWORD dwPlayerColor, DWORD dwBlitMode, const C4FoWRegion* pFoW, const C4Rect& clipRect)
|
|
{
|
|
// There are no auto parameters implemented yet
|
|
assert(false);
|
|
return false;
|
|
}
|
|
|
|
void RenderSubMeshImpl(const StdMeshInstance& mesh_instance, const StdSubMeshInstance& instance, DWORD dwModClr, DWORD dwBlitMode, DWORD dwPlayerColor, const C4FoWRegion* pFoW, const C4Rect& clipRect, const C4Rect& outRect, bool parity)
|
|
{
|
|
const StdMeshMaterial& material = instance.GetMaterial();
|
|
assert(material.BestTechniqueIndex != -1);
|
|
const StdMeshMaterialTechnique& technique = material.Techniques[material.BestTechniqueIndex];
|
|
|
|
bool using_shared_vertices = instance.GetSubMesh().GetVertices().empty();
|
|
GLuint vbo = mesh_instance.GetMesh().GetVBO();
|
|
size_t buffer_offset = using_shared_vertices ? 0 : instance.GetSubMesh().GetOffsetInBuffer();
|
|
|
|
// Cook the bone transform matrixes into something that OpenGL can use. This could be moved into RenderMeshImpl.
|
|
// Or, even better, we could upload them into a UBO, but Intel doesn't support them prior to Sandy Bridge.
|
|
struct BoneTransform
|
|
{
|
|
float m[3][4];
|
|
};
|
|
std::vector<BoneTransform> bones;
|
|
if (mesh_instance.GetBoneCount() == 0)
|
|
{
|
|
// Upload dummy bone so we don't have to do branching in the vertex shader
|
|
static const BoneTransform dummy_bone = {
|
|
1.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f
|
|
};
|
|
bones.push_back(dummy_bone);
|
|
}
|
|
else
|
|
{
|
|
bones.reserve(mesh_instance.GetBoneCount());
|
|
for (size_t bone_index = 0; bone_index < mesh_instance.GetBoneCount(); ++bone_index)
|
|
{
|
|
const StdMeshMatrix &bone = mesh_instance.GetBoneTransform(bone_index);
|
|
BoneTransform cooked_bone = {
|
|
bone(0, 0), bone(0, 1), bone(0, 2), bone(0, 3),
|
|
bone(1, 0), bone(1, 1), bone(1, 2), bone(1, 3),
|
|
bone(2, 0), bone(2, 1), bone(2, 2), bone(2, 3)
|
|
};
|
|
bones.push_back(cooked_bone);
|
|
}
|
|
}
|
|
|
|
// Render each pass
|
|
for (unsigned int i = 0; i < technique.Passes.size(); ++i)
|
|
{
|
|
const StdMeshMaterialPass& pass = technique.Passes[i];
|
|
|
|
if(!pass.DepthCheck)
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glDepthMask(pass.DepthWrite ? GL_TRUE : GL_FALSE);
|
|
|
|
if(pass.AlphaToCoverage)
|
|
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
else
|
|
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
|
if (pass.AlphaRejectionFunction != StdMeshMaterialPass::DF_AlwaysPass)
|
|
{
|
|
glEnable(GL_ALPHA_TEST);
|
|
|
|
switch (pass.AlphaRejectionFunction)
|
|
{
|
|
case StdMeshMaterialPass::DF_AlwaysPass:
|
|
glAlphaFunc(GL_ALWAYS, 0.0f);
|
|
break;
|
|
case StdMeshMaterialPass::DF_AlwaysFail:
|
|
glAlphaFunc(GL_NEVER, 0.0f);
|
|
break;
|
|
case StdMeshMaterialPass::DF_Less:
|
|
glAlphaFunc(GL_LESS, pass.AlphaRejectionValue);
|
|
break;
|
|
case StdMeshMaterialPass::DF_LessEqual:
|
|
glAlphaFunc(GL_LEQUAL, pass.AlphaRejectionValue);
|
|
break;
|
|
case StdMeshMaterialPass::DF_Equal:
|
|
glAlphaFunc(GL_EQUAL, pass.AlphaRejectionValue);
|
|
break;
|
|
case StdMeshMaterialPass::DF_NotEqual:
|
|
glAlphaFunc(GL_NOTEQUAL, pass.AlphaRejectionValue);
|
|
break;
|
|
case StdMeshMaterialPass::DF_Greater:
|
|
glAlphaFunc(GL_GREATER, pass.AlphaRejectionValue);
|
|
break;
|
|
case StdMeshMaterialPass::DF_GreaterEqual:
|
|
glAlphaFunc(GL_GEQUAL, pass.AlphaRejectionValue);
|
|
break;
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Set material properties
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pass.Ambient);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pass.Diffuse);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pass.Specular);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, pass.Emissive);
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pass.Shininess);
|
|
|
|
glFrontFace(parity ? GL_CW : GL_CCW);
|
|
if(mesh_instance.GetCompletion() < 1.0f)
|
|
{
|
|
// Backfaces might be visible when completion is < 1.0f since front
|
|
// faces might be omitted.
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
else
|
|
{
|
|
switch (pass.CullHardware)
|
|
{
|
|
case StdMeshMaterialPass::CH_Clockwise:
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
break;
|
|
case StdMeshMaterialPass::CH_CounterClockwise:
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT);
|
|
break;
|
|
case StdMeshMaterialPass::CH_None:
|
|
glDisable(GL_CULL_FACE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Overwrite blend mode with default alpha blending when alpha in clrmod
|
|
// is <255. This makes sure that normal non-blended meshes can have
|
|
// blending disabled in their material script (which disables expensive
|
|
// face ordering) but when they are made translucent via clrmod
|
|
if(!(dwBlitMode & C4GFXBLIT_ADDITIVE))
|
|
{
|
|
if( ((dwModClr >> 24) & 0xff) < 0xff) // && (!(dwBlitMode & C4GFXBLIT_MOD2)) )
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
else
|
|
glBlendFunc(OgreBlendTypeToGL(pass.SceneBlendFactors[0]),
|
|
OgreBlendTypeToGL(pass.SceneBlendFactors[1]));
|
|
}
|
|
else
|
|
{
|
|
if( ((dwModClr >> 24) & 0xff) < 0xff) // && (!(dwBlitMode & C4GFXBLIT_MOD2)) )
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
else
|
|
glBlendFunc(OgreBlendTypeToGL(pass.SceneBlendFactors[0]), GL_ONE);
|
|
}
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
assert(pass.Program.get() != NULL);
|
|
|
|
// Upload all parameters to the shader (keep GL_TEXTURE matrix mode for this)
|
|
int ssc = 0;
|
|
if(dwBlitMode & C4GFXBLIT_MOD2) ssc |= C4SSC_MOD2;
|
|
if(pFoW != NULL) ssc |= C4SSC_LIGHT;
|
|
const C4Shader* shader = pass.Program->Program->GetShader(ssc);
|
|
C4ShaderCall call(shader);
|
|
call.Start();
|
|
|
|
// Upload the current bone transformation matrixes (if there are any)
|
|
if (!bones.empty())
|
|
{
|
|
if (pGL->Workarounds.LowMaxVertexUniformCount)
|
|
glUniformMatrix3x4fv(shader->GetUniform(C4SSU_Bones), bones.size(), GL_FALSE, &bones[0].m[0][0]);
|
|
else
|
|
glUniformMatrix4x3fv(shader->GetUniform(C4SSU_Bones), bones.size(), GL_TRUE, &bones[0].m[0][0]);
|
|
}
|
|
|
|
// Bind the vertex data of the mesh
|
|
#define VERTEX_OFFSET(field) reinterpret_cast<const uint8_t *>(offsetof(StdMeshVertex, field))
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(StdMeshVertex), buffer_offset + VERTEX_OFFSET(u));
|
|
glVertexPointer(3, GL_FLOAT, sizeof(StdMeshVertex), buffer_offset + VERTEX_OFFSET(x));
|
|
glNormalPointer(GL_FLOAT, sizeof(StdMeshVertex), buffer_offset + VERTEX_OFFSET(nx));
|
|
for (int attrib_index = 0; attrib_index <= C4Shader::VAI_BoneIndicesMax - C4Shader::VAI_BoneIndices; ++attrib_index)
|
|
{
|
|
glVertexAttribPointer(C4Shader::VAI_BoneWeights + attrib_index, 4, GL_FLOAT, GL_FALSE, sizeof(StdMeshVertex),
|
|
buffer_offset + VERTEX_OFFSET(bone_weight) + sizeof(std::remove_all_extents<decltype(StdMeshVertex::bone_weight)>::type) * 4 * attrib_index);
|
|
glEnableVertexAttribArray(C4Shader::VAI_BoneWeights + attrib_index);
|
|
glVertexAttribPointer(C4Shader::VAI_BoneIndices + attrib_index, 4, GL_SHORT, GL_FALSE, sizeof(StdMeshVertex),
|
|
buffer_offset + VERTEX_OFFSET(bone_index) + sizeof(std::remove_all_extents<decltype(StdMeshVertex::bone_index)>::type) * 4 * attrib_index);
|
|
glEnableVertexAttribArray(C4Shader::VAI_BoneIndices + attrib_index);
|
|
}
|
|
#undef VERTEX_OFFSET
|
|
|
|
for (unsigned int j = 0; j < pass.TextureUnits.size(); ++j)
|
|
{
|
|
const StdMeshMaterialTextureUnit& texunit = pass.TextureUnits[j];
|
|
if (texunit.HasTexture())
|
|
{
|
|
call.AllocTexUnit(-1, GL_TEXTURE_2D);
|
|
const unsigned int Phase = instance.GetTexturePhase(i, j);
|
|
glBindTexture(GL_TEXTURE_2D, texunit.GetTexture(Phase).texName);
|
|
|
|
// Setup texture coordinate transform
|
|
glLoadIdentity();
|
|
const double Position = instance.GetTexturePosition(i, j);
|
|
for (unsigned int k = 0; k < texunit.Transformations.size(); ++k)
|
|
{
|
|
const StdMeshMaterialTextureUnit::Transformation& trans = texunit.Transformations[k];
|
|
switch (trans.TransformType)
|
|
{
|
|
case StdMeshMaterialTextureUnit::Transformation::T_SCROLL:
|
|
glTranslatef(trans.Scroll.X, trans.Scroll.Y, 0.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::T_SCROLL_ANIM:
|
|
glTranslatef(trans.GetScrollX(Position), trans.GetScrollY(Position), 0.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::T_ROTATE:
|
|
glRotatef(trans.Rotate.Angle, 0.0f, 0.0f, 1.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::T_ROTATE_ANIM:
|
|
glRotatef(trans.GetRotate(Position), 0.0f, 0.0f, 1.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::T_SCALE:
|
|
glScalef(trans.Scale.X, trans.Scale.Y, 1.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::T_TRANSFORM:
|
|
glMultMatrixf(trans.Transform.M);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::T_WAVE_XFORM:
|
|
switch (trans.WaveXForm.XForm)
|
|
{
|
|
case StdMeshMaterialTextureUnit::Transformation::XF_SCROLL_X:
|
|
glTranslatef(trans.GetWaveXForm(Position), 0.0f, 0.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::XF_SCROLL_Y:
|
|
glTranslatef(0.0f, trans.GetWaveXForm(Position), 0.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::XF_ROTATE:
|
|
glRotatef(trans.GetWaveXForm(Position), 0.0f, 0.0f, 1.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::XF_SCALE_X:
|
|
glScalef(trans.GetWaveXForm(Position), 1.0f, 1.0f);
|
|
break;
|
|
case StdMeshMaterialTextureUnit::Transformation::XF_SCALE_Y:
|
|
glScalef(1.0f, trans.GetWaveXForm(Position), 1.0f);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set uniforms and instance parameters
|
|
SetStandardUniforms(call, dwModClr, dwPlayerColor, dwBlitMode, pass.CullHardware != StdMeshMaterialPass::CH_None, pFoW, clipRect, outRect);
|
|
for(unsigned int i = 0; i < pass.Program->Parameters.size(); ++i)
|
|
{
|
|
const int uniform = pass.Program->Parameters[i].UniformIndex;
|
|
if(!shader->HaveUniform(uniform)) continue; // optimized out
|
|
|
|
const StdMeshMaterialShaderParameter* parameter = pass.Program->Parameters[i].Parameter;
|
|
|
|
StdMeshMaterialShaderParameter auto_resolved;
|
|
if(parameter->GetType() == StdMeshMaterialShaderParameter::AUTO)
|
|
{
|
|
if(!ResolveAutoParameter(call, auto_resolved, parameter->GetAuto(), dwModClr, dwPlayerColor, dwBlitMode, pFoW, clipRect))
|
|
continue;
|
|
parameter = &auto_resolved;
|
|
}
|
|
|
|
switch(parameter->GetType())
|
|
{
|
|
case StdMeshMaterialShaderParameter::INT:
|
|
call.SetUniform1i(uniform, parameter->GetInt());
|
|
break;
|
|
case StdMeshMaterialShaderParameter::FLOAT:
|
|
call.SetUniform1f(uniform, parameter->GetFloat());
|
|
break;
|
|
case StdMeshMaterialShaderParameter::FLOAT2:
|
|
call.SetUniform2fv(uniform, 1, parameter->GetFloatv());
|
|
break;
|
|
case StdMeshMaterialShaderParameter::FLOAT3:
|
|
call.SetUniform3fv(uniform, 1, parameter->GetFloatv());
|
|
break;
|
|
case StdMeshMaterialShaderParameter::FLOAT4:
|
|
call.SetUniform4fv(uniform, 1, parameter->GetFloatv());
|
|
break;
|
|
case StdMeshMaterialShaderParameter::MATRIX_4X4:
|
|
call.SetUniformMatrix4x4fv(uniform, 1, parameter->GetMatrix());
|
|
break;
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
size_t vertex_count = 3 * instance.GetNumFaces();
|
|
glDrawElements(GL_TRIANGLES, vertex_count, GL_UNSIGNED_INT, instance.GetFaces());
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
for (int attrib_index = 0; attrib_index <= C4Shader::VAI_BoneIndicesMax - C4Shader::VAI_BoneIndices; ++attrib_index)
|
|
{
|
|
glDisableVertexAttribArray(C4Shader::VAI_BoneIndices + attrib_index);
|
|
glDisableVertexAttribArray(C4Shader::VAI_BoneWeights + attrib_index);
|
|
}
|
|
call.Finish();
|
|
|
|
if(!pass.DepthCheck)
|
|
glEnable(GL_DEPTH_TEST);
|
|
if (pass.AlphaRejectionFunction != StdMeshMaterialPass::DF_AlwaysPass)
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
}
|
|
|
|
void RenderMeshImpl(StdMeshInstance& instance, DWORD dwModClr, DWORD dwBlitMode, DWORD dwPlayerColor, const C4FoWRegion* pFoW, const C4Rect& clipRect, const C4Rect& outRect, bool parity); // Needed by RenderAttachedMesh
|
|
|
|
void RenderAttachedMesh(StdMeshInstance::AttachedMesh* attach, DWORD dwModClr, DWORD dwBlitMode, DWORD dwPlayerColor, const C4FoWRegion* pFoW, const C4Rect& clipRect, const C4Rect& outRect, bool parity)
|
|
{
|
|
const StdMeshMatrix& FinalTrans = attach->GetFinalTransformation();
|
|
|
|
// Convert matrix to column-major order, add fourth row
|
|
const float attach_trans_gl[16] =
|
|
{
|
|
FinalTrans(0,0), FinalTrans(1,0), FinalTrans(2,0), 0,
|
|
FinalTrans(0,1), FinalTrans(1,1), FinalTrans(2,1), 0,
|
|
FinalTrans(0,2), FinalTrans(1,2), FinalTrans(2,2), 0,
|
|
FinalTrans(0,3), FinalTrans(1,3), FinalTrans(2,3), 1
|
|
};
|
|
|
|
// Take the player color from the C4Object, if the attached object is not a definition
|
|
// This is a bit unfortunate because it requires access to C4Object which is otherwise
|
|
// avoided in this code. It could be replaced by virtual function calls to StdMeshDenumerator
|
|
C4MeshDenumerator* denumerator = dynamic_cast<C4MeshDenumerator*>(attach->ChildDenumerator);
|
|
if(denumerator && denumerator->GetObject())
|
|
{
|
|
dwModClr = denumerator->GetObject()->ColorMod;
|
|
dwBlitMode = denumerator->GetObject()->BlitMode;
|
|
dwPlayerColor = denumerator->GetObject()->Color;
|
|
}
|
|
|
|
// TODO: Take attach transform's parity into account
|
|
glPushMatrix();
|
|
glMultMatrixf(attach_trans_gl);
|
|
RenderMeshImpl(*attach->Child, dwModClr, dwBlitMode, dwPlayerColor, pFoW, clipRect, outRect, parity);
|
|
glPopMatrix();
|
|
}
|
|
|
|
void RenderMeshImpl(StdMeshInstance& instance, DWORD dwModClr, DWORD dwBlitMode, DWORD dwPlayerColor, const C4FoWRegion* pFoW, const C4Rect& clipRect, const C4Rect& outRect, bool parity)
|
|
{
|
|
const StdMesh& mesh = instance.GetMesh();
|
|
|
|
// Render AM_DrawBefore attached meshes
|
|
StdMeshInstance::AttachedMeshIter attach_iter = instance.AttachedMeshesBegin();
|
|
|
|
for (; attach_iter != instance.AttachedMeshesEnd() && ((*attach_iter)->GetFlags() & StdMeshInstance::AM_DrawBefore); ++attach_iter)
|
|
RenderAttachedMesh(*attach_iter, dwModClr, dwBlitMode, dwPlayerColor, pFoW, clipRect, outRect, parity);
|
|
|
|
GLint modes[2];
|
|
// Check if we should draw in wireframe or normal mode
|
|
if(dwBlitMode & C4GFXBLIT_WIREFRAME)
|
|
{
|
|
// save old mode
|
|
glGetIntegerv(GL_POLYGON_MODE, modes);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
}
|
|
|
|
// Render each submesh
|
|
for (unsigned int i = 0; i < mesh.GetNumSubMeshes(); ++i)
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RenderSubMeshImpl(instance, instance.GetSubMeshOrdered(i), dwModClr, dwBlitMode, dwPlayerColor, pFoW, clipRect, outRect, parity);
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|
|
|
// reset old mode to prevent rendering errors
|
|
if(dwBlitMode & C4GFXBLIT_WIREFRAME)
|
|
{
|
|
glPolygonMode(GL_FRONT, modes[0]);
|
|
glPolygonMode(GL_BACK, modes[1]);
|
|
}
|
|
|
|
// Render non-AM_DrawBefore attached meshes
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|
for (; attach_iter != instance.AttachedMeshesEnd(); ++attach_iter)
|
|
RenderAttachedMesh(*attach_iter, dwModClr, dwBlitMode, dwPlayerColor, pFoW, clipRect, outRect, parity);
|
|
}
|
|
}
|
|
|
|
void CStdGL::PerformMesh(StdMeshInstance &instance, float tx, float ty, float twdt, float thgt, DWORD dwPlayerColor, C4BltTransform* pTransform)
|
|
{
|
|
// Field of View for perspective projection, in degrees
|
|
static const float FOV = 60.0f;
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|
static const float TAN_FOV = tan(FOV / 2.0f / 180.0f * M_PI);
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|
|
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const StdMesh& mesh = instance.GetMesh();
|
|
|
|
bool parity = false;
|
|
|
|
// Convert bounding box to clonk coordinate system
|
|
// (TODO: We should cache this, not sure where though)
|
|
const StdMeshBox& box = mesh.GetBoundingBox();
|
|
StdMeshVector v1, v2;
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|
v1.x = box.x1; v1.y = box.y1; v1.z = box.z1;
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|
v2.x = box.x2; v2.y = box.y2; v2.z = box.z2;
|
|
|
|
// Vector from origin of mesh to center of mesh
|
|
const StdMeshVector MeshCenter = (v1 + v2)/2.0f;
|
|
|
|
glEnable(GL_DEPTH_TEST);
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|
glEnable(GL_BLEND); // TODO: Shouldn't this always be enabled? - blending does not work for meshes without this though.
|
|
|
|
glClientActiveTexture(GL_TEXTURE0); // our only texcoord corresponds to tex0
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
// TODO: We ignore the additive drawing flag for meshes but instead
|
|
// set the blending mode of the corresponding material. I'm not sure
|
|
// how the two could be combined.
|
|
// TODO: Maybe they can be combined using a pixel shader which does
|
|
// ftransform() and then applies colormod, additive and mod2
|
|
// on the result (with alpha blending).
|
|
//int iAdditive = dwBlitMode & C4GFXBLIT_ADDITIVE;
|
|
//glBlendFunc(GL_SRC_ALPHA, iAdditive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// Set up projection matrix first. We do transform and Zoom with the
|
|
// projection matrix, so that lighting is applied to the untransformed/unzoomed
|
|
// mesh.
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
|
|
// Mesh extents
|
|
const float b = fabs(v2.x - v1.x)/2.0f;
|
|
const float h = fabs(v2.y - v1.y)/2.0f;
|
|
const float l = fabs(v2.z - v1.z)/2.0f;
|
|
|
|
if (!fUsePerspective)
|
|
{
|
|
// Orthographic projection. The orthographic projection matrix
|
|
// is already loaded in the GL matrix stack.
|
|
|
|
if (!ApplyZoomAndTransform(ZoomX, ZoomY, Zoom, pTransform))
|
|
parity = !parity;
|
|
|
|
// Scale so that the mesh fits in (tx,ty,twdt,thgt)
|
|
const float rx = -std::min(v1.x,v2.x) / fabs(v2.x - v1.x);
|
|
const float ry = -std::min(v1.y,v2.y) / fabs(v2.y - v1.y);
|
|
const float dx = tx + rx*twdt;
|
|
const float dy = ty + ry*thgt;
|
|
|
|
// Scale so that Z coordinate is between -1 and 1, otherwise parts of
|
|
// the mesh could be clipped away by the near or far clipping plane.
|
|
// Note that this only works for the projection matrix, otherwise
|
|
// lighting is screwed up.
|
|
|
|
// This technique might also enable us not to clear the depth buffer
|
|
// after every mesh rendering - we could simply scale the first mesh
|
|
// of the scene so that it's Z coordinate is between 0 and 1, scale
|
|
// the second mesh that it is between 1 and 2, and so on.
|
|
// This of course requires an orthogonal projection so that the
|
|
// meshes don't look distorted - if we should ever decide to use
|
|
// a perspective projection we need to think of something different.
|
|
// Take also into account that the depth is not linear but linear
|
|
// in the logarithm (if I am not mistaken), so goes as 1/z
|
|
|
|
// Don't scale by Z extents since mesh might be transformed
|
|
// by MeshTransformation, so use GetBoundingRadius to be safe.
|
|
// Note this still fails if mesh is scaled in Z direction or
|
|
// there are attached meshes.
|
|
const float scz = 1.0/(mesh.GetBoundingRadius());
|
|
|
|
glTranslatef(dx, dy, 0.0f);
|
|
glScalef(1.0f, 1.0f, scz);
|
|
}
|
|
else
|
|
{
|
|
// Perspective projection. We need current viewport size.
|
|
const int iWdt=Min(iClipX2, RenderTarget->Wdt-1)-iClipX1+1;
|
|
const int iHgt=Min(iClipY2, RenderTarget->Hgt-1)-iClipY1+1;
|
|
|
|
// Get away with orthographic projection matrix currently loaded
|
|
glLoadIdentity();
|
|
|
|
// Back to GL device coordinates
|
|
glTranslatef(-1.0f, 1.0f, 0.0f);
|
|
glScalef(2.0f/iWdt, -2.0f/iHgt, 1.0f);
|
|
|
|
glTranslatef(-iClipX1, -iClipY1, 0.0f);
|
|
if (!ApplyZoomAndTransform(ZoomX, ZoomY, Zoom, pTransform))
|
|
parity = !parity;
|
|
|
|
// Move to target location and compensate for 1.0f aspect
|
|
float ttx = tx, tty = ty, ttwdt = twdt, tthgt = thgt;
|
|
if(twdt > thgt)
|
|
{
|
|
tty += (thgt-twdt)/2.0;
|
|
tthgt = twdt;
|
|
}
|
|
else
|
|
{
|
|
ttx += (twdt-thgt)/2.0;
|
|
ttwdt = thgt;
|
|
}
|
|
|
|
glTranslatef(ttx, tty, 0.0f);
|
|
glScalef(((float)ttwdt)/iWdt, ((float)tthgt)/iHgt, 1.0f);
|
|
|
|
// Return to Clonk coordinate frame
|
|
glScalef(iWdt/2.0, -iHgt/2.0, 1.0f);
|
|
glTranslatef(1.0f, -1.0f, 0.0f);
|
|
|
|
// Fix for the case when we have a non-square target
|
|
const float ta = twdt / thgt;
|
|
const float ma = b / h;
|
|
if(ta <= 1 && ta/ma <= 1)
|
|
glScalef(std::max(ta, ta/ma), std::max(ta, ta/ma), 1.0f);
|
|
else if(ta >= 1 && ta/ma >= 1)
|
|
glScalef(std::max(1.0f/ta, ma/ta), std::max(1.0f/ta, ma/ta), 1.0f);
|
|
|
|
// Apply perspective projection. After this, x and y range from
|
|
// -1 to 1, and this is mapped into tx/ty/twdt/thgt by the above code.
|
|
// Aspect is 1.0f which is accounted for above.
|
|
gluPerspective(FOV, 1.0f, 0.1f, 100.0f);
|
|
}
|
|
|
|
// Now set up modelview matrix
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
if (fUsePerspective)
|
|
{
|
|
// Setup camera position so that the mesh with uniform transformation
|
|
// fits well into a square target (without distortion).
|
|
const float EyeR = l + std::max(b/TAN_FOV, h/TAN_FOV);
|
|
const float EyeX = MeshCenter.x;
|
|
const float EyeY = MeshCenter.y;
|
|
const float EyeZ = MeshCenter.z + EyeR;
|
|
|
|
// Up vector is unit vector in theta direction
|
|
const float UpX = 0;//-sinEyePhi * sinEyeTheta;
|
|
const float UpY = -1;//-cosEyeTheta;
|
|
const float UpZ = 0;//-cosEyePhi * sinEyeTheta;
|
|
|
|
// Fix X axis (???)
|
|
glScalef(-1.0f, 1.0f, 1.0f);
|
|
// center on mesh's bounding box, so that the mesh is really in the center of the viewport
|
|
gluLookAt(EyeX, EyeY, EyeZ, MeshCenter.x, MeshCenter.y, MeshCenter.z, UpX, UpY, UpZ);
|
|
}
|
|
|
|
// Apply mesh transformation matrix
|
|
if (MeshTransform)
|
|
{
|
|
// Convert to column-major order
|
|
const float Matrix[16] =
|
|
{
|
|
(*MeshTransform)(0,0), (*MeshTransform)(1,0), (*MeshTransform)(2,0), 0,
|
|
(*MeshTransform)(0,1), (*MeshTransform)(1,1), (*MeshTransform)(2,1), 0,
|
|
(*MeshTransform)(0,2), (*MeshTransform)(1,2), (*MeshTransform)(2,2), 0,
|
|
(*MeshTransform)(0,3), (*MeshTransform)(1,3), (*MeshTransform)(2,3), 1
|
|
};
|
|
|
|
const float det = MeshTransform->Determinant();
|
|
if (det < 0) parity = !parity;
|
|
|
|
// Renormalize if transformation resizes the mesh
|
|
// for lighting to be correct.
|
|
// TODO: Also needs to check for orthonormality to be correct
|
|
if (det != 1 && det != -1)
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
// Apply MeshTransformation (in the Mesh's coordinate system)
|
|
glMultMatrixf(Matrix);
|
|
}
|
|
|
|
DWORD dwModClr = BlitModulated ? BlitModulateClr : 0xffffffff;
|
|
|
|
const C4Rect clipRect = GetClipRect();
|
|
const C4Rect outRect = GetOutRect();
|
|
RenderMeshImpl(instance, dwModClr, dwBlitMode, dwPlayerColor, pFoW, clipRect, outRect, parity);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
glActiveTexture(GL_TEXTURE0); // switch back to default
|
|
glClientActiveTexture(GL_TEXTURE0); // switch back to default
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glDisable(GL_NORMALIZE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
|
// TODO: glScissor, so that we only clear the area the mesh covered.
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
#endif // USE_CONSOLE
|