irrlicht/source/Irrlicht/COGLES2ParallaxMapRenderer.cpp

147 lines
4.8 KiB
C++

// Copyright (C) 2014 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "COGLES2ParallaxMapRenderer.h"
#ifdef _IRR_COMPILE_WITH_OGLES2_
#include "IMaterialRendererServices.h"
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "SLight.h"
#include "os.h"
namespace irr
{
namespace video
{
// EMT_PARALLAX_MAP_SOLID + EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR + EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
COGLES2MaterialParallaxMapCB::COGLES2MaterialParallaxMapCB() :
FirstUpdate(true), WVPMatrixID(-1), WVMatrixID(-1), EyePositionID(-1), LightPositionID(-1), LightColorID(-1), FactorID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1), FogEndID(-1), FogDensityID(-1), Factor(0.02f), TextureUnit0(0), TextureUnit1(1),
FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f)
{
for (u32 i = 0; i < 2; ++i)
{
LightPosition[i] = core::vector3df(0.f, 0.f, 0.f);
LightColor[i] = SColorf(0.f, 0.f, 0.f, 1.f);
}
}
void COGLES2MaterialParallaxMapCB::OnSetMaterial(const SMaterial& material)
{
if (!core::equals(material.MaterialTypeParam, 0.f))
Factor = material.MaterialTypeParam;
else
Factor = 0.02f;
if (material.FogEnable)
FogEnable = 1;
else
FogEnable = 0;
}
void COGLES2MaterialParallaxMapCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
IVideoDriver* driver = services->getVideoDriver();
if (FirstUpdate)
{
WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix");
WVMatrixID = services->getVertexShaderConstantID("uWVMatrix");
EyePositionID = services->getVertexShaderConstantID("uEyePosition");
LightPositionID = services->getVertexShaderConstantID("uLightPosition");
LightColorID = services->getVertexShaderConstantID("uLightColor");
FactorID = services->getVertexShaderConstantID("uFactor");
TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
FogEnableID = services->getVertexShaderConstantID("uFogEnable");
FogTypeID = services->getVertexShaderConstantID("uFogType");
FogColorID = services->getVertexShaderConstantID("uFogColor");
FogStartID = services->getVertexShaderConstantID("uFogStart");
FogEndID = services->getVertexShaderConstantID("uFogEnd");
FogDensityID = services->getVertexShaderConstantID("uFogDensity");
FirstUpdate = false;
}
const core::matrix4 W = driver->getTransform(ETS_WORLD);
const core::matrix4 V = driver->getTransform(ETS_VIEW);
const core::matrix4 P = driver->getTransform(ETS_PROJECTION);
core::matrix4 Matrix = P * V * W;
services->setPixelShaderConstant(WVPMatrixID, Matrix.pointer(), 16);
Matrix = V * W;
services->setPixelShaderConstant(WVMatrixID, Matrix.pointer(), 16);
core::vector3df EyePosition(0.0f, 0.0f, 0.0f);
Matrix.makeInverse();
Matrix.transformVect(EyePosition);
services->setPixelShaderConstant(EyePositionID, reinterpret_cast<f32*>(&EyePosition), 3);
Matrix = W;
Matrix.makeInverse();
const u32 LightCount = driver->getDynamicLightCount();
for (u32 i = 0; i < 2; ++i)
{
SLight CurrentLight;
if (i < LightCount)
CurrentLight = driver->getDynamicLight(i);
else
{
CurrentLight.DiffuseColor.set(0.f, 0.f, 0.f);
CurrentLight.Radius = 1.f;
}
CurrentLight.DiffuseColor.a = 1.f / (CurrentLight.Radius*CurrentLight.Radius);
Matrix.transformVect(CurrentLight.Position);
LightPosition[i] = CurrentLight.Position;
LightColor[i] = CurrentLight.DiffuseColor;
}
services->setPixelShaderConstant(LightPositionID, reinterpret_cast<f32*>(LightPosition), 6);
services->setPixelShaderConstant(LightColorID, reinterpret_cast<f32*>(LightColor), 8);
services->setPixelShaderConstant(FactorID, &Factor, 1);
services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
services->setPixelShaderConstant(FogEnableID, &FogEnable, 1);
if (FogEnable)
{
SColor TempColor(0);
E_FOG_TYPE TempType = EFT_FOG_LINEAR;
bool TempPerFragment = false;
bool TempRange = false;
driver->getFog(TempColor, TempType, FogStart, FogEnd, FogDensity, TempPerFragment, TempRange);
FogType = (s32)TempType;
FogColor = SColorf(TempColor);
services->setPixelShaderConstant(FogTypeID, &FogType, 1);
services->setPixelShaderConstant(FogColorID, reinterpret_cast<f32*>(&FogColor), 4);
services->setPixelShaderConstant(FogStartID, &FogStart, 1);
services->setPixelShaderConstant(FogEndID, &FogEnd, 1);
services->setPixelShaderConstant(FogDensityID, &FogDensity, 1);
}
}
}
}
#endif