GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			356 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			356 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #include "COpenGLParallaxMapRenderer.h"
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| 
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| #ifdef _IRR_COMPILE_WITH_OPENGL_
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| 
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| #include "IGPUProgrammingServices.h"
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| #include "IShaderConstantSetCallBack.h"
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| #include "IVideoDriver.h"
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| #include "os.h"
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| 
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| #include "COpenGLDriver.h"
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| 
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| namespace irr
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| {
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| namespace video
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| {
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| 
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| // Irrlicht Engine OpenGL render path parallax map vertex shader
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| // I guess it could be optimized a lot, because I wrote it in D3D ASM and
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| // transferred it 1:1 to OpenGL
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| const char OPENGL_PARALLAX_MAP_VSH[] =
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| 	"!!ARBvp1.0\n"\
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| 	"#input\n"\
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| 	"# 0-3: transposed world matrix;\n"\
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| 	"#;12: Light01 position \n"\
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| 	"#;13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
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| 	"#;14: Light02 position \n"\
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| 	"#;15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
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| 	"#;16: Eye position \n"\
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| 	"\n"\
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| 	"ATTRIB InPos = vertex.position;\n"\
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| 	"ATTRIB InColor = vertex.color;\n"\
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| 	"ATTRIB InNormal = vertex.normal;\n"\
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| 	"ATTRIB InTexCoord = vertex.texcoord[0];\n"\
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| 	"ATTRIB InTangent = vertex.texcoord[1];\n"\
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| 	"ATTRIB InBinormal = vertex.texcoord[2];\n"\
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| 	"\n"\
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| 	"#output\n"\
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| 	"OUTPUT OutPos = result.position;\n"\
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| 	"OUTPUT OutLightColor1 = result.color.primary;\n"\
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| 	"OUTPUT OutLightColor2 = result.color.secondary;\n"\
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| 	"OUTPUT OutTexCoord = result.texcoord[0];\n"\
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| 	"OUTPUT OutLightVector1 = result.texcoord[1];\n"\
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| 	"OUTPUT OutLightVector2 = result.texcoord[2];\n"\
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| 	"OUTPUT OutEyeVector = result.texcoord[3];\n"\
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| 	"\n"\
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| 	"PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.\n"\
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| 	"TEMP Temp;\n"\
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| 	"TEMP TempColor;\n"\
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| 	"TEMP TempLightVector1;\n"\
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| 	"TEMP TempLightVector2;\n"\
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| 	"TEMP TempEyeVector;\n"\
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| 	"TEMP TempTransLightV1;\n"\
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| 	"TEMP TempTransLightV2;\n"\
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| 	"\n"\
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| 	"# transform position to clip space \n"\
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| 	"DP4 OutPos.x, MVP[0], InPos;\n"\
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| 	"DP4 OutPos.y, MVP[1], InPos;\n"\
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| 	"DP4 Temp.z, MVP[2], InPos;\n"\
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| 	"DP4 OutPos.w, MVP[3], InPos;\n"\
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| 	"MOV OutPos.z, Temp.z;\n"\
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| 	"MOV result.fogcoord.x, Temp.z;\n"\
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| 	"\n"\
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| 	"# vertex - lightpositions \n"\
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| 	"SUB TempLightVector1, program.local[12], InPos; \n"\
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| 	"SUB TempLightVector2, program.local[14], InPos; \n"\
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| 	"\n"\
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| 	"# eye vector \n"\
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| 	"SUB Temp, program.local[16], InPos; \n"\
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| 	"\n"\
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| 	"# transform the light vector 1 with U, V, W \n"\
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| 	"DP3 TempTransLightV1.x, InTangent, TempLightVector1; \n"\
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| 	"DP3 TempTransLightV1.y, InBinormal, TempLightVector1; \n"\
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| 	"DP3 TempTransLightV1.z, InNormal, TempLightVector1; \n"\
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| 	"\n"\
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| 	"# transform the light vector 2 with U, V, W \n"\
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| 	"DP3 TempTransLightV2.x, InTangent, TempLightVector2; \n"\
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| 	"DP3 TempTransLightV2.y, InBinormal, TempLightVector2; \n"\
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| 	"DP3 TempTransLightV2.z, InNormal, TempLightVector2; \n"\
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| 	"\n"\
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| 	"# transform the eye vector with U, V, W \n"\
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| 	"DP3 TempEyeVector.x, InTangent, Temp; \n"\
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| 	"DP3 TempEyeVector.y, InBinormal, Temp; \n"\
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| 	"DP3 TempEyeVector.z, InNormal, Temp; \n"\
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| 	"\n"\
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| 	"# normalize light vector 1 \n"\
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| 	"DP3 TempTransLightV1.w, TempTransLightV1, TempTransLightV1; \n"\
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| 	"RSQ TempTransLightV1.w, TempTransLightV1.w; \n"\
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| 	"MUL TempTransLightV1, TempTransLightV1, TempTransLightV1.w;\n"\
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| 	"\n"\
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| 	"# normalize light vector 2 \n"\
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| 	"DP3 TempTransLightV2.w, TempTransLightV2, TempTransLightV2; \n"\
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| 	"RSQ TempTransLightV2.w, TempTransLightV2.w; \n"\
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| 	"MUL TempTransLightV2, TempTransLightV2, TempTransLightV2.w;\n"\
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| 	"\n"\
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| 	"# normalize eye vector \n"\
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| 	"DP3 TempEyeVector.w, TempEyeVector, TempEyeVector; \n"\
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| 	"RSQ TempEyeVector.w, TempEyeVector.w; \n"\
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| 	"MUL TempEyeVector, TempEyeVector, TempEyeVector.w;\n"\
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| 	"MUL TempEyeVector, TempEyeVector, {1,-1,-1,1}; # flip x \n"\
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| 	"\n"\
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| 	"\n"\
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| 	"# move light and eye vectors out\n"\
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| 	"MAD OutLightVector1, TempTransLightV1, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
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| 	"MAD OutLightVector2, TempTransLightV2, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
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| 	"MAD OutEyeVector, TempEyeVector, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
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| 	"\n"\
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| 	"# calculate attenuation of light 1\n"\
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| 	"MOV TempLightVector1.w, {0,0,0,0}; \n"\
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| 	"DP3 TempLightVector1.x, TempLightVector1, TempLightVector1; \n"\
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| 	"MUL TempLightVector1.x, TempLightVector1.x, program.local[13].w;  \n"\
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| 	"RSQ TempLightVector1, TempLightVector1.x; \n"\
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| 	"MUL OutLightColor1, TempLightVector1, program.local[13]; # resulting light color = lightcolor * attenuation \n"\
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| 	"\n"\
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| 	"# calculate attenuation of light 2\n"\
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| 	"MOV TempLightVector2.w, {0,0,0,0}; \n"\
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| 	"DP3 TempLightVector2.x, TempLightVector2, TempLightVector2; \n"\
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| 	"MUL TempLightVector2.x, TempLightVector2.x, program.local[15].w;  \n"\
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| 	"RSQ TempLightVector2, TempLightVector2.x; \n"\
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| 	"MUL OutLightColor2, TempLightVector2, program.local[15]; # resulting light color = lightcolor * attenuation \n"\
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| 	"\n"\
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| 	"# move out texture coordinates and original alpha value\n"\
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| 	"MOV OutTexCoord, InTexCoord; \n"\
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| 	"MOV OutLightColor1.w, InColor.w; \n"\
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| 	"\n"\
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| 	"END\n";
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| 
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| // Irrlicht Engine OpenGL render path parallax map pixel shader
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| // I guess it could be optimized a bit, because I wrote it in D3D ASM and
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| // transfered it 1:1 to OpenGL
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| const char OPENGL_PARALLAX_MAP_PSH[] =
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| 	"!!ARBfp1.0\n"\
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| 	"#_IRR_FOG_MODE_\n"\
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| 	"\n"\
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| 	"#Input\n"\
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| 	"ATTRIB inTexCoord = fragment.texcoord[0];   \n"\
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| 	"ATTRIB light1Vector = fragment.texcoord[1]; \n"\
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| 	"ATTRIB light2Vector = fragment.texcoord[2];    \n"\
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| 	"ATTRIB eyeVector = fragment.texcoord[3];    \n"\
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| 	"ATTRIB light1Color = fragment.color.primary;   \n"\
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| 	"ATTRIB light2Color = fragment.color.secondary; \n"\
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| 	"\n"\
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| 	"#Output\n"\
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| 	"OUTPUT outColor = result.color;\n"\
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| 	"TEMP temp;\n"\
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| 	"TEMP temp2;\n"\
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| 	"TEMP colorMapColor;\n"\
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| 	"TEMP normalMapColor;\n"\
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| 	"\n"\
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| 	"PARAM height_scale = program.local[0]; \n"\
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| 	"# fetch color and normal map; \n"\
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| 	"TXP normalMapColor, inTexCoord, texture[1], 2D; \n"\
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| 	"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
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| 	"\n"\
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| 	"\n"\
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| 	"# extract eye vector (so substract 0.5f and multiply by 2)\n"\
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| 	"MAD temp, eyeVector, {2,2,2,2}, {-1,-1,-1,-1};\n"\
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| 	"\n"\
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| 	"# height = height * scale \n"\
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| 	"MUL normalMapColor, normalMapColor, height_scale;\n"\
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| 	"\n"\
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| 	"# calculate new texture coord: height * eye + oldTexCoord\n"\
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| 	"MAD temp, temp, normalMapColor.wwww, inTexCoord;\n"\
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| 	"\n"\
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| 	"# fetch new textures \n"\
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| 	"TXP colorMapColor, temp, texture[0], 2D; \n"\
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| 	"TXP normalMapColor, temp, texture[1], 2D; \n"\
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| 	"\n"\
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| 	"# calculate color of light1; \n"\
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| 	"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
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| 	"MAD temp, light1Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
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| 	"DP3_SAT temp, normalMapColor, temp; \n"\
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| 	"MUL temp, light1Color, temp; \n"\
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| 	"\n"\
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| 	"# calculate color of light2; \n"\
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| 	"MAD temp2, light2Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
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| 	"DP3_SAT temp2, normalMapColor, temp2; \n"\
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| 	"MAD temp, light2Color, temp2, temp; \n"\
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| 	"\n"\
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| 	"# luminance * base color; \n"\
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| 	"MUL outColor, temp, colorMapColor; \n"\
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| 	"MOV outColor.a, light1Color.a; #write interpolated vertex alpha value\n"\
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| 	"\n"\
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| 	"END\n";
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| 
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| //! Constructor
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| COpenGLParallaxMapRenderer::COpenGLParallaxMapRenderer(video::COpenGLDriver* driver,
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| 	s32& outMaterialTypeNr, E_MATERIAL_TYPE baseMaterial)
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| 	: COpenGLShaderMaterialRenderer(driver, 0, baseMaterial), CompiledShaders(true)
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| {
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| 
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| 	#ifdef _DEBUG
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| 	setDebugName("COpenGLParallaxMapRenderer");
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| 	#endif
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| 
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| 	// set this as callback. We could have done this in
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| 	// the initialization list, but some compilers don't like it.
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| 
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| 	CallBack = this;
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| 
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| 	// basically, this simply compiles the hard coded shaders if the
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| 	// hardware is able to do them, otherwise it maps to the base material
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| 
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| 	if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
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| 		!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
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| 	{
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| 		// this hardware is not able to do shaders. Fall back to
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| 		// base material.
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| 		outMaterialTypeNr = driver->addMaterialRenderer(this);
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| 		return;
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| 	}
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| 
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| 	// check if already compiled normal map shaders are there.
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| 
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| 	video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID);
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| 
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| 	if (renderer)
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| 	{
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| 		// use the already compiled shaders
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| 		video::COpenGLParallaxMapRenderer* nmr = reinterpret_cast<video::COpenGLParallaxMapRenderer*>(renderer);
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| 		CompiledShaders = false;
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| 
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| 		VertexShader = nmr->VertexShader;
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| 		PixelShader = nmr->PixelShader;
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| 
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| 		outMaterialTypeNr = driver->addMaterialRenderer(this);
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| 	}
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| 	else
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| 	{
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| 		// compile shaders on our own
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| 		init(outMaterialTypeNr, OPENGL_PARALLAX_MAP_VSH, OPENGL_PARALLAX_MAP_PSH, EVT_TANGENTS);
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| 	}
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| 
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| 	// fallback if compilation has failed
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| 	if (-1==outMaterialTypeNr)
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| 		outMaterialTypeNr = driver->addMaterialRenderer(this);
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| }
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| 
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| 
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| //! Destructor
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| COpenGLParallaxMapRenderer::~COpenGLParallaxMapRenderer()
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| {
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| 	if (CallBack == this)
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| 		CallBack = 0;
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| 
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| 	if (!CompiledShaders)
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| 	{
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| 		// prevent this from deleting shaders we did not create
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| 		VertexShader = 0;
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| 		PixelShader.clear();
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| 	}
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| }
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| 
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| 
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| void COpenGLParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
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| 	const video::SMaterial& lastMaterial,
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| 	bool resetAllRenderstates, video::IMaterialRendererServices* services)
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| {
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| 	COpenGLShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
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| 			resetAllRenderstates, services);
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| 
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| 	CurrentScale = material.MaterialTypeParam;
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| }
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| 
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| 
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| 
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| //! Returns the render capability of the material.
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| s32 COpenGLParallaxMapRenderer::getRenderCapability() const
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| {
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| 	if (Driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) &&
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| 		Driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
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| 		return 0;
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| 
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| 	return 1;
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| }
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| 
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| 
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| //! Called by the engine when the vertex and/or pixel shader constants for an
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| //! material renderer should be set.
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| void COpenGLParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
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| {
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| 	video::IVideoDriver* driver = services->getVideoDriver();
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| 
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| 	// set transposed world matrix
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| 	const core::matrix4& tWorld = driver->getTransform(video::ETS_WORLD).getTransposed();
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| 	services->setVertexShaderConstant(tWorld.pointer(), 0, 4);
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| 
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| 	// set transposed worldViewProj matrix
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| 	core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
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| 	worldViewProj *= driver->getTransform(video::ETS_VIEW);
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| 	worldViewProj *= driver->getTransform(video::ETS_WORLD);
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| 	core::matrix4 tr(worldViewProj.getTransposed());
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| 	services->setVertexShaderConstant(tr.pointer(), 8, 4);
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| 
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| 	// here we fetch the fixed function lights from the driver
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| 	// and set them as constants
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| 
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| 	u32 cnt = driver->getDynamicLightCount();
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| 
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| 	// Load the inverse world matrix.
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| 	core::matrix4 invWorldMat;
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| 	driver->getTransform(video::ETS_WORLD).getInverse(invWorldMat);
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| 
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| 	for (u32 i=0; i<2; ++i)
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| 	{
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| 		video::SLight light;
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| 
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| 		if (i<cnt)
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| 			light = driver->getDynamicLight(i);
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| 		else
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| 		{
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| 			light.DiffuseColor.set(0,0,0); // make light dark
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| 			light.Radius = 1.0f;
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| 		}
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| 
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| 		light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
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| 
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| 		// Transform the light by the inverse world matrix to get it into object space.
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| 		invWorldMat.transformVect(light.Position);
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| 
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| 		services->setVertexShaderConstant(
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| 			reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
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| 
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| 		services->setVertexShaderConstant(
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| 			reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
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| 	}
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| 
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| 	// Obtain the view position by transforming 0,0,0 by the inverse view matrix
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| 	// and then multiply this by the inverse world matrix.
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| 	core::vector3df viewPos(0.0f, 0.0f, 0.0f);
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| 	core::matrix4 inverseView;
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| 	driver->getTransform(video::ETS_VIEW).getInverse(inverseView);
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| 	inverseView.transformVect(viewPos);
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| 	invWorldMat.transformVect(viewPos);
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| 	services->setVertexShaderConstant(reinterpret_cast<const f32*>(&viewPos.X), 16, 1);
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| 
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| 	// set scale factor
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| 	f32 factor = 0.02f; // default value
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| 	if (CurrentScale != 0.0f)
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| 		factor = CurrentScale;
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| 
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| 	f32 c6[] = {factor, factor, factor, factor};
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| 	services->setPixelShaderConstant(c6, 0, 1);
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| }
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| 
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| 
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| } // end namespace video
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| } // end namespace irr
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| 
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| 
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| #endif
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| 
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