irrlicht/source/Irrlicht/IBurningShader.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
#include "SoftwareDriver2_compile_config.h"
#include "IBurningShader.h"
#include "CSoftwareDriver2.h"
#include "IShaderConstantSetCallBack.h"
burning_namespace_start
const tFixPointu IBurningShader::dithermask[] =
{
0x00,0x80,0x20,0xa0,
0xc0,0x40,0xe0,0x60,
0x30,0xb0,0x10,0x90,
0xf0,0x70,0xd0,0x50
};
void IBurningShader::constructor_IBurningShader(CBurningVideoDriver* driver)
{
#ifdef _DEBUG
setDebugName("IBurningShader");
#endif
#if defined(ENV64BIT)
if (((unsigned long long) & scan & 15) || ((unsigned long long) & line & 15))
{
os::Printer::log("BurningVideo Shader not 16 byte aligned", ELL_ERROR);
IRR_DEBUG_BREAK_IF(1);
}
#endif
Interlaced.enable = 0;
Interlaced.bypass = 1;
Interlaced.nr = 0;
EdgeTestPass = edge_test_pass;
for (u32 i = 0; i < BURNING_MATERIAL_MAX_TEXTURES; ++i)
{
IT[i].Texture = 0;
}
Driver = driver;
CallBack = 0;
RenderTarget = 0;
ColorMask = COLOR_BRIGHT_WHITE;
DepthBuffer = (CDepthBuffer*)driver->getDepthBuffer();
if (DepthBuffer)
DepthBuffer->grab();
Stencil = (CStencilBuffer*)driver->getStencilBuffer();
if (Stencil)
Stencil->grab();
stencilOp[0] = StencilOp_KEEP;
stencilOp[1] = StencilOp_KEEP;
stencilOp[2] = StencilOp_KEEP;
AlphaRef = 0;
RenderPass_ShaderIsTransparent = 0;
PrimitiveColor = COLOR_BRIGHT_WHITE;
TL_Flag = 0;
fragment_draw_count = 0;
VertexShaderProgram_buildin = BVT_Fix;
}
IBurningShader::IBurningShader(CBurningVideoDriver* driver)
{
constructor_IBurningShader(driver);
}
//! Constructor
IBurningShader::IBurningShader(
CBurningVideoDriver* driver,
s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderProgram,
const c8* geometryShaderEntryPointName,
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
scene::E_PRIMITIVE_TYPE inType,
scene::E_PRIMITIVE_TYPE outType,
u32 verticesOut,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData)
{
constructor_IBurningShader(driver);
BaseMaterial = baseMaterial;
UserData = userData;
CallBack = callback;
if (CallBack)
CallBack->grab();
//set default Transparent/Solid
switch (BaseMaterial)
{
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_REFLECTION_2_LAYER:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_ONETEXTURE_BLEND:
RenderPass_ShaderIsTransparent = 1;
break;
default:
RenderPass_ShaderIsTransparent = 0;
break;
}
//v0.53 compile. only buildin
const c8* ip = vertexShaderProgram;
unsigned hash = 0;
unsigned len = 0;
if (ip)
{
while (ip[len])
{
hash = ip[len] + (hash << 6) + (hash << 16) - hash;
len += 1;
}
}
if (len == 815 && hash == 0x1f847599) VertexShaderProgram_buildin = BVT_815_0x1f847599; /* pp_opengl.vert */
else if (len == 1100 && hash == 0x12c79d1c) VertexShaderProgram_buildin = BVT_opengl_vsh_shaderexample; /*opengl.vert */
else if (len == 1259 && hash == 0xc8226e1a) VertexShaderProgram_buildin = STK_1259_0xc8226e1a; /* supertuxkart bubble.vert */
else if (len == 958 && hash == 0xa048973b) VertexShaderProgram_buildin = STK_958_0xa048973b; /* supertuxkart motion_blur.vert */
else if (len == 1309 && hash == 0x1fd689c2) VertexShaderProgram_buildin = STK_1309_0x1fd689c2; /* supertuxkart normalmap.vert */
else if (len == 1204 && hash == 0x072a4094) VertexShaderProgram_buildin = STK_1204_0x072a4094; /* supertuxkart splatting.vert */
//VertexShaderProgram = vertexShaderProgram;
//PixelShaderProgram = pixelShaderProgram;
// register myself as new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
//save info
#if 0
static int run = 0;
FILE* f = fopen("shader_id.txt", run ? "a" : "wb");
if (f)
{
fprintf(f, "--- start outMaterialTypeNr:%d len:%d hash: 0x%08x\n", outMaterialTypeNr, len, hash);
fprintf(f, "%s", vertexShaderProgram);
fprintf(f, "\n-------------- end ---------------------------\n");
fclose(f);
}
run += 1;
#endif
}
//! destructor
IBurningShader::~IBurningShader()
{
if (RenderTarget)
RenderTarget->drop();
if (DepthBuffer)
DepthBuffer->drop();
if (Stencil)
Stencil->drop();
for (u32 i = 0; i != BURNING_MATERIAL_MAX_TEXTURES; ++i)
{
if (IT[i].Texture)
IT[i].Texture->drop();
}
if (CallBack)
CallBack->drop();
}
//! sets a render target
void IBurningShader::setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort, const interlaced_control interlaced)
{
Interlaced = interlaced;
if (RenderTarget)
RenderTarget->drop();
RenderTarget = (video::CImage*)surface;
if (RenderTarget)
{
RenderTarget->grab();
//(fp24*) DepthBuffer->lock() = DepthBuffer->lock();
}
}
//! sets the Texture
void IBurningShader::setTextureParam(const size_t stage, video::CSoftwareTexture2* texture, s32 lodFactor)
{
sInternalTexture* it = &IT[stage];
if (it->Texture)
{
it->Texture->drop();
}
it->Texture = texture;
if (it->Texture)
{
it->Texture->grab();
// select mignify and magnify
it->lodFactor = lodFactor;
//only mipmap chain (means positive lodFactor)
u32 existing_level = it->Texture->getMipmapLevel(lodFactor);
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
it->data = (tVideoSample*)it->Texture->lock(ETLM_READ_ONLY, existing_level, 0);
#else
it->data = (tVideoSample*)it->Texture->lock(ETLM_READ_ONLY, existing_level);
#endif
// prepare for optimal fixpoint
it->pitchlog2 = s32_log2_s32(it->Texture->getPitch());
const core::dimension2d<u32>& dim = it->Texture->getSize();
it->textureXMask = s32_to_fixPoint(dim.Width - 1) & FIX_POINT_UNSIGNED_MASK;
it->textureYMask = s32_to_fixPoint(dim.Height - 1) & FIX_POINT_UNSIGNED_MASK;
}
}
//emulate a line with degenerate triangle and special shader mode (not perfect...)
void IBurningShader::drawLine(const s4DVertex* a, const s4DVertex* b)
{
sVec2 d;
d.x = b->Pos.x - a->Pos.x; d.x *= d.x;
d.y = b->Pos.y - a->Pos.y; d.y *= d.y;
//if ( d.x * d.y < 0.001f ) return;
if (a->Pos.x > b->Pos.x) swapVertexPointer(&a, &b);
s4DVertex c = *a;
const f32 w = (f32)RenderTarget->getDimension().Width - 1;
const f32 h = (f32)RenderTarget->getDimension().Height - 1;
if (d.x < 2.f) { c.Pos.x = b->Pos.x + 1.f + d.y; if (c.Pos.x > w) c.Pos.x = w; }
else c.Pos.x = b->Pos.x;
if (d.y < 2.f) { c.Pos.y = b->Pos.y + 1.f; if (c.Pos.y > h) c.Pos.y = h; EdgeTestPass |= edge_test_first_line; }
drawTriangle(a, b, &c);
EdgeTestPass &= ~edge_test_first_line;
}
void IBurningShader::drawPoint(const s4DVertex* a)
{
}
void IBurningShader::drawWireFrameTriangle(s4DVertex* a, s4DVertex* b, s4DVertex* c)
{
if (EdgeTestPass & edge_test_pass)
{
drawTriangle(a, b, c);
}
else if (EdgeTestPass & edge_test_point)
{
drawPoint(a);
drawPoint(b);
drawPoint(c);
}
else
{
drawLine(a, b);
drawLine(b, c);
drawLine(a, c);
}
}
void IBurningShader::OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (Driver)
Driver->setFallback_Material(BaseMaterial, VertexShaderProgram_buildin);
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (CallBack)
CallBack->OnSetMaterial(material);
}
void IBurningShader::OnUnsetMaterial()
{
//restore previous state
}
bool IBurningShader::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
{
// call callback to set shader constants
if (CallBack)
CallBack->OnSetConstants(this, UserData);
return true;
}
//! Returns if the material is transparent.
bool IBurningShader::isTransparent() const
{
return RenderPass_ShaderIsTransparent != 0;
}
//! Access the callback provided by the users when creating shader materials
IShaderConstantSetCallBack* IBurningShader::getShaderConstantSetCallBack() const
{
return CallBack;
}
// implementations for the render services
void IBurningShader::setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates)
{
// forward
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
#if 0
const core::matrix4& IBurningShader::uniform_mat4(const c8* name)
{
return (const core::matrix4&)*getUniform(name, BL_VERTEX_FLOAT);
}
video::sVec4 IBurningShader::uniform_vec4(const c8* name)
{
const f32* v = getUniform(name, BL_VERTEX_FLOAT);
return video::sVec4(v[0], v[1], v[2], v[3]);
}
video::sVec4 IBurningShader::uniform_vec3(const c8* name)
{
const f32* v = getUniform(name, BL_VERTEX_FLOAT);
return video::sVec4(v[0], v[1], v[2], 0.f);
}
core::matrix4& IBurningShader::varying_mat4(const c8* name)
{
return (core::matrix4&)*getUniform(name, BL_FRAGMENT_FLOAT);
}
video::sVec4 IBurningShader::varying_vec4(const c8* name)
{
const f32* v = getUniform(name, BL_FRAGMENT_FLOAT);
return video::sVec4(v[0], v[1], v[2], v[3]);
}
video::sVec4 IBurningShader::varying_vec3(const c8* name)
{
const f32* v = getUniform(name, BL_FRAGMENT_FLOAT);
return video::sVec4(v[0], v[1], v[2], 0.f);
}
#endif
static BurningUniform _empty = { "null",BL_VERTEX_FLOAT,{0.f,0.f,0.f,0.f} };
const f32* IBurningShader::getUniform(const c8* name, EBurningUniformFlags flags) const
{
const size_t size = UniformInfo.size();
if (size && name && name[0])
{
const BurningUniform* b = &UniformInfo[0];
for (size_t i = 0; i < size; ++i)
{
if (tiny_istoken(b[i].name, name))
return b[i].data;
}
}
return _empty.data;
}
s32 IBurningShader::getShaderConstantID(EBurningUniformFlags flags, const c8* name)
{
if (!name || !name[0])
return -1;
BurningUniform add;
tiny_strcpy(add.name, name);
add.type = flags;
s32 index = UniformInfo.linear_search(add);
if (index < 0)
{
UniformInfo.push_back(add);
index = UniformInfo.size() - 1;
}
return index;
}
const char* tiny_itoa(s32 value, int base)
{
static char b[32];
int p = 31;
//int sign = 0;
//if (value < 0) { sign = 1; value = -value; }
b[p] = '\0';
do {
b[--p] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"[value % base];
value /= base;
} while (value && p > 0);
//if (sign && p > 0) { b[--p] = '-'; }
return b + p;
}
bool IBurningShader::setShaderConstantID(EBurningUniformFlags flags, s32 index, const void* data, size_t u32_count)
{
if ((u32)index >= UniformInfo.size())
return false;
#if 0
BurningUniform add;
while ((u32)index >= UniformInfo.size())
{
tiny_strcpy(add.name, tiny_itoa(UniformInfo.size(), 10));
add.type = flags;
UniformInfo.push_back(add);
}
#endif
BurningUniform& use = UniformInfo[index];
use.type = flags;
const u32* s = (u32*)data;
u32* d = (u32*)use.data;
if (!s) u32_count = 0;
if (u32_count > array_size(use.data)) u32_count = array_size(use.data);
for (size_t i = 0; i < u32_count; ++i)
{
d[i] = s[i];
}
return true;
}
s32 IBurningShader::getVertexShaderConstantID(const c8* name)
{
return getShaderConstantID(BL_VERTEX_PROGRAM, name);
}
s32 IBurningShader::getPixelShaderConstantID(const c8* name)
{
return getShaderConstantID(BL_FRAGMENT_PROGRAM, name);
}
void IBurningShader::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
c8 name[BL_ACTIVE_UNIFORM_MAX_LENGTH];
tiny_strcpy(name, tiny_itoa(startRegister, 10));
setShaderConstantID(BL_VERTEX_FLOAT, getShaderConstantID(BL_VERTEX_PROGRAM, name), data, constantAmount);
}
void IBurningShader::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
c8 name[BL_ACTIVE_UNIFORM_MAX_LENGTH];
tiny_strcpy(name, tiny_itoa(startRegister, 10));
setShaderConstantID(BL_FRAGMENT_FLOAT, getShaderConstantID(BL_FRAGMENT_PROGRAM, name), data, constantAmount);
}
bool IBurningShader::setVertexShaderConstant(s32 index, const f32* floats, int count)
{
return setShaderConstantID(BL_VERTEX_FLOAT, index, floats, count);
}
bool IBurningShader::setVertexShaderConstant(s32 index, const s32* ints, int count)
{
return setShaderConstantID(BL_VERTEX_INT, index, ints, count);
}
bool IBurningShader::setVertexShaderConstant(s32 index, const u32* ints, int count)
{
return setShaderConstantID(BL_VERTEX_UINT, index, ints, count);
}
bool IBurningShader::setPixelShaderConstant(s32 index, const f32* floats, int count)
{
return setShaderConstantID(BL_FRAGMENT_FLOAT, index, floats, count);
}
bool IBurningShader::setPixelShaderConstant(s32 index, const s32* ints, int count)
{
return setShaderConstantID(BL_FRAGMENT_INT, index, ints, count);
}
bool IBurningShader::setPixelShaderConstant(s32 index, const u32* ints, int count)
{
return setShaderConstantID(BL_FRAGMENT_UINT, index, ints, count);
}
void IBurningShader::setStencilOp(eBurningStencilOp sfail, eBurningStencilOp dpfail, eBurningStencilOp dppass)
{
stencilOp[0] = sfail;
stencilOp[1] = dpfail;
stencilOp[2] = dppass;
}
void PushShaderData::push(IBurningShader* shader)
{
CurrentShader = shader;
if (shader) shader->pushShader(this,1);
}
void PushShaderData::pop()
{
if (CurrentShader) CurrentShader->pushShader(this, 0);
}
void IBurningShader::pushShader(PushShaderData* data, int save)
{
if (save)
{
data->EdgeTestPass = EdgeTestPass;
}
else
{
EdgeTestPass = data->EdgeTestPass;
}
}
IVideoDriver* IBurningShader::getVideoDriver()
{
return Driver;
}
burning_namespace_end
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_