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