irrlicht/source/Irrlicht/IBurningShader.cpp
cutealien c57da57edc Remove IMaterialRendererServices::setBasicRenderStates
Wasn't ever used by anything and not that well defined anyway.
So they all just passed it on to the drivers. And then sometimes the driver version was called and sometimes the IMaterialRendererServices version. So now everything just calls the driver - all places which need it have access to the driver anyway. Also made the driver version non-virtual for now. If someone actually really needs this for some reason I can add it back as virtual function directly in IVideoDriver. But I doubt it - the interface was hardly accessible until recently and originally only meant for internal stuff.
GLES version still to do, but checked them earlier and they also just do nothing with it.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6486 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-05 18:47:22 +00:00

504 lines
13 KiB
C++

// 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, E_MATERIAL_TYPE baseMaterial)
{
#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;
PrimitiveColor = COLOR_BRIGHT_WHITE;
TL_Flag = 0;
fragment_draw_count = 0;
VertexShaderProgram_buildin = BVT_Fix;
//set default Transparent/Solid
BaseMaterial = baseMaterial;
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;
}
}
IBurningShader::IBurningShader(CBurningVideoDriver* driver,E_MATERIAL_TYPE baseMaterial)
{
constructor_IBurningShader(driver, baseMaterial);
}
//! 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);
UserData = userData;
CallBack = callback;
if (CallBack)
CallBack->grab();
//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 */
else if (len == 1303 && hash == 0xd872cdb6) VertexShaderProgram_buildin = STK_1303_0xd872cdb6; /* supertuxkart water.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 buildIn:%d\n"
, outMaterialTypeNr, len, hash, VertexShaderProgram_buildin);
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);
Driver->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;
}
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;
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*4);
}
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*4);
}
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_