irrlicht/source/Irrlicht/IBurningShader.h

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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
#ifndef __I_BURNING_SHADER_H_INCLUDED__
#define __I_BURNING_SHADER_H_INCLUDED__
#include "SoftwareDriver2_compile_config.h"
#include "IReferenceCounted.h"
#include "irrMath.h"
#include "irrMathFastCompat.h"
#include "IImage.h"
#include "S2DVertex.h"
#include "rect.h"
#include "CDepthBuffer.h"
#include "S4DVertex.h"
#include "irrArray.h"
#include "SLight.h"
#include "SMaterial.h"
#include "os.h"
#include "IMaterialRenderer.h"
#include "IMaterialRendererServices.h"
#include "IGPUProgrammingServices.h"
namespace irr
{
namespace video
{
struct SBurningShaderLight
{
//SLight org;
sVec4 pos; //light position input
sVec4 pos4; //light position Model*View (Identity*View)
E_LIGHT_TYPE Type;
f32 linearAttenuation;
f32 constantAttenuation;
f32 quadraticAttenuation;
sVec4 spotDirection;
sVec4 spotDirection4;
f32 spotCosCutoff;
f32 spotCosInnerCutoff;
f32 spotExponent;
bool LightIsOn;
sVec3Color AmbientColor;
sVec3Color DiffuseColor;
sVec3Color SpecularColor;
};
enum eTransformLightFlags
{
//ENABLED = 0x01,
TL_SCISSOR = 0x02,
TL_LIGHT = 0x04,
TL_SPECULAR = 0x08,
TL_FOG = 0x10,
TL_NORMALIZE_NORMALS = 0x20,
TL_TEXTURE_TRANSFORM = 0x40,
TL_LIGHT_LOCAL_VIEWER = 0x80,
TL_LIGHT0_IS_NORMAL_MAP = 0x100 //sVec4 Light Vector is used as normal or specular
};
struct SBurningShaderEyeSpace
{
SBurningShaderEyeSpace() {}
virtual ~SBurningShaderEyeSpace() {}
void reset ()
{
Light.set_used ( 0 );
Global_AmbientLight.set ( 0.f );
TL_Flag = TL_LIGHT_LOCAL_VIEWER;
}
void resetFog()
{
fog_scale = 0.f;
//cam_distance = 0.f;
}
core::array<SBurningShaderLight> Light;
sVec3Color Global_AmbientLight;
//sVec4 cam_eye_pos; //Camera Position in eye Space (0,0,-1)
//sVec4 cam_world_pos; //Camera Position in world Space
//sVec4 vertex4; //eye coordinate position of vertex
sVec4 normal; //transformed normal
sVec4 vertex; //eye coordinate position of vertex projected
//derivative of vertex
//f32 cam_distance; // vertex.length();
sVec4 cam_dir; //vertex.normalize();
f32 fog_scale; // 1 / (fog.end-fog.start)
size_t TL_Flag; // eTransformLightFlags
};
enum eBurningCullFlag
{
CULL_FRONT = 1,
CULL_BACK = 2,
CULL_INVISIBLE = 4, //primitive smaller than a pixel (AreaMinDrawSize)
CULL_FRONT_AND_BACK = 8,
};
enum eBurningStencilOp
{
StencilOp_KEEP = 0x1E00,
StencilOp_INCR = 0x1E02,
StencilOp_DECR = 0x1E03
};
struct SBurningShaderMaterial
{
SMaterial org;
SMaterial lastMaterial;
bool resetRenderStates;
E_MATERIAL_TYPE Fallback_MaterialType;
SMaterial mat2D;
//SMaterial save3D;
size_t CullFlag; //eCullFlag
u32 depth_write;
u32 depth_test;
sVec3Color AmbientColor;
sVec3Color DiffuseColor;
sVec3Color SpecularColor;
sVec3Color EmissiveColor;
};
enum EBurningFFShader
{
ETR_FLAT = 0,
ETR_FLAT_WIRE,
ETR_GOURAUD,
ETR_GOURAUD_WIRE,
ETR_TEXTURE_FLAT,
ETR_TEXTURE_FLAT_WIRE,
ETR_TEXTURE_GOURAUD,
ETR_TEXTURE_GOURAUD_WIRE,
ETR_TEXTURE_GOURAUD_NOZ,
ETR_TEXTURE_GOURAUD_ADD,
ETR_TEXTURE_GOURAUD_ADD_NO_Z,
ETR_TEXTURE_GOURAUD_VERTEX_ALPHA,
ETR_TEXTURE_GOURAUD_LIGHTMAP_M1,
ETR_TEXTURE_GOURAUD_LIGHTMAP_M2,
ETR_TEXTURE_GOURAUD_LIGHTMAP_M4,
ETR_TEXTURE_LIGHTMAP_M4,
ETR_TEXTURE_GOURAUD_DETAIL_MAP,
ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD,
ETR_GOURAUD_NOZ,
//ETR_GOURAUD_ALPHA,
ETR_GOURAUD_ALPHA_NOZ,
ETR_TEXTURE_GOURAUD_ALPHA,
ETR_TEXTURE_GOURAUD_ALPHA_NOZ,
ETR_TEXTURE_GOURAUD_ALPHA_NOZ_NOPERSPECTIVE_CORRECT,
ETR_NORMAL_MAP_SOLID,
ETR_STENCIL_SHADOW,
ETR_TEXTURE_BLEND,
ETR_TRANSPARENT_REFLECTION_2_LAYER,
ETR_COLOR,
//ETR_REFERENCE,
ETR_INVALID,
ETR2_COUNT
};
typedef enum
{
BL_VERTEX_PROGRAM = 1,
BL_FRAGMENT_PROGRAM = 2,
BL_TYPE_FLOAT = 4,
BL_TYPE_INT = 8,
BL_TYPE_UINT = 16,
BL_VERTEX_FLOAT = (BL_VERTEX_PROGRAM | BL_TYPE_FLOAT),
BL_VERTEX_INT = (BL_VERTEX_PROGRAM | BL_TYPE_INT),
BL_VERTEX_UINT = (BL_VERTEX_PROGRAM | BL_TYPE_UINT),
BL_FRAGMENT_FLOAT = (BL_FRAGMENT_PROGRAM | BL_TYPE_FLOAT),
BL_FRAGMENT_INT = (BL_FRAGMENT_PROGRAM | BL_TYPE_INT),
BL_FRAGMENT_UINT = (BL_FRAGMENT_PROGRAM | BL_TYPE_UINT),
BL_ACTIVE_UNIFORM_MAX_LENGTH = 28
} EBurningUniformFlags;
struct BurningUniform
{
c8 name[BL_ACTIVE_UNIFORM_MAX_LENGTH];
u32 type; //EBurningUniformFlags
//int location; // UniformLocation is index
f32 data[16]; // simple LocalParameter
bool operator==(const BurningUniform& other) const
{
return tiny_istoken(name, other.name);
}
};
class CBurningVideoDriver;
class IBurningShader : public IMaterialRenderer, public IMaterialRendererServices
{
public:
//! Constructor
IBurningShader(CBurningVideoDriver* driver);
//! Constructor
IBurningShader(
CBurningVideoDriver* driver,
s32& outMaterialTypeNr,
const c8* vertexShaderProgram = 0,
const c8* vertexShaderEntryPointName = 0,
E_VERTEX_SHADER_TYPE vsCompileTarget = video::EVST_VS_1_1,
const c8* pixelShaderProgram = 0,
const c8* pixelShaderEntryPointName = 0,
E_PIXEL_SHADER_TYPE psCompileTarget = video::EPST_PS_1_1,
const c8* geometryShaderProgram = 0,
const c8* geometryShaderEntryPointName = "main",
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
s32 userData = 0);
//! destructor
virtual ~IBurningShader();
//! sets a render target
virtual void setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort, const interlaced_control interlaced);
//! sets the Texture
virtual void setTextureParam( const size_t stage, video::CSoftwareTexture2* texture, s32 lodFactor);
virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) {};
virtual void drawLine ( const s4DVertex *a,const s4DVertex *b);
virtual void drawPoint(const s4DVertex *a);
void drawWireFrameTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c );
virtual void OnSetMaterial( const SBurningShaderMaterial& material ) {};
void pushEdgeTest(const int wireFrame,const int point,int save)
{
if ( save ) EdgeTestPass_stack = EdgeTestPass;
EdgeTestPass = point ? edge_test_point : wireFrame ? edge_test_left : edge_test_pass;
}
void popEdgeTest() { EdgeTestPass = EdgeTestPass_stack; }
virtual bool canWireFrame () { return false; }
virtual bool canPointCloud() { return false; }
void setStencilOp(eBurningStencilOp sfail, eBurningStencilOp dpfail, eBurningStencilOp dppass);
//IMaterialRenderer
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_;
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) _IRR_OVERRIDE_;
virtual void OnUnsetMaterial() _IRR_OVERRIDE_;
//! Returns if the material is transparent.
virtual bool isTransparent() const _IRR_OVERRIDE_;
//! Access the callback provided by the users when creating shader materials
virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const _IRR_OVERRIDE_;
// implementations for the render services
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) _IRR_OVERRIDE_;
virtual s32 getVertexShaderConstantID(const c8* name) _IRR_OVERRIDE_;
virtual s32 getPixelShaderConstantID(const c8* name) _IRR_OVERRIDE_;
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) _IRR_OVERRIDE_;
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) _IRR_OVERRIDE_;
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
virtual IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
}
virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), (const s32*)bools, count);
}
virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count);
}
virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count);
}
virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), (const s32*)bools, count);
}
virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count);
}
#endif
//used if no color interpolation is defined
void setPrimitiveColor(const video::SColor& color)
{
PrimitiveColor = color_to_sample(color);
}
void setTLFlag(size_t in /*eTransformLightFlags*/)
{
TL_Flag = in;
}
void setFog(SColor color_fog)
{
fog_color_sample = color_to_sample(color_fog);
color_to_fix(fog_color, fog_color_sample);
}
void setScissor(const AbsRectangle& scissor)
{
Scissor = scissor;
}
protected:
void constructor_IBurningShader(CBurningVideoDriver* driver);
CBurningVideoDriver *Driver;
IShaderConstantSetCallBack* CallBack;
E_MATERIAL_TYPE BaseMaterial;
s32 UserData;
core::array<BurningUniform> UniformInfo;
s32 getShaderConstantID(EBurningUniformFlags program, const c8* name);
bool setShaderConstantID(EBurningUniformFlags flags, s32 index, const void* data, size_t u32_count);
video::CImage* RenderTarget;
CDepthBuffer* DepthBuffer;
CStencilBuffer* Stencil;
tVideoSample ColorMask;
sInternalTexture IT[ BURNING_MATERIAL_MAX_TEXTURES ];
static const tFixPointu dithermask[ 4 * 4];
//draw degenerate triangle as line (left edge) drawTriangle -> holes,drawLine dda/bresenham
size_t EdgeTestPass; //edge_test_flag
size_t EdgeTestPass_stack;
interlaced_control Interlaced; // passed from driver
eBurningStencilOp stencilOp[4];
tFixPoint AlphaRef;
int RenderPass_ShaderIsTransparent;
sScanConvertData ALIGN(16) scan;
sScanLineData line;
tVideoSample PrimitiveColor; //used if no color interpolation is defined
size_t /*eTransformLightFlags*/ TL_Flag;
tFixPoint fog_color[4];
tVideoSample fog_color_sample;
AbsRectangle Scissor;
inline tVideoSample color_to_sample(const video::SColor& color) const
{
//RenderTarget->getColorFormat()
#if SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT == ECF_A8R8G8B8
return color.color;
#else
return color.toA1R5G5B5();
#endif
}
};
IBurningShader* createTriangleRendererTextureGouraud2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureLightMap2_M1(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureLightMap2_M2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureLightMap2_M4(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererGTextureLightMap2_M4(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureLightMap2_Add(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureDetailMap2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureVertexAlpha2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureGouraudWire2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererGouraud2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererGouraudNoZ2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererGouraudAlpha2(CBurningVideoDriver* driver);
IBurningShader* createTRGouraudAlphaNoZ2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererGouraudWire2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureFlat2(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTextureFlatWire2(CBurningVideoDriver* driver);
IBurningShader* createTRFlat2(CBurningVideoDriver* driver);
IBurningShader* createTRFlatWire2(CBurningVideoDriver* driver);
IBurningShader* createTRTextureGouraudNoZ2(CBurningVideoDriver* driver);
IBurningShader* createTRTextureGouraudAdd2(CBurningVideoDriver* driver);
IBurningShader* createTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver);
IBurningShader* createTRTextureGouraudAlpha(CBurningVideoDriver* driver);
IBurningShader* createTRTextureGouraudAlphaNoZ(CBurningVideoDriver* driver);
IBurningShader* createTRTextureBlend(CBurningVideoDriver* driver);
IBurningShader* createTRTextureInverseAlphaBlend(CBurningVideoDriver* driver);
IBurningShader* createTRNormalMap(CBurningVideoDriver* driver);
IBurningShader* createTRStencilShadow(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererReference(CBurningVideoDriver* driver);
IBurningShader* createTriangleRendererTexture_transparent_reflection_2_layer(CBurningVideoDriver* driver);
IBurningShader* create_burning_shader_color(CBurningVideoDriver* driver);
} // end namespace video
} // end namespace irr
#endif