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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6475 dfc29bdd-3216-0410-991c-e03cc46cb475
4844 lines
145 KiB
C++
4844 lines
145 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#include "CSoftwareDriver2.h"
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#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
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#include "SoftwareDriver2_helper.h"
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#include "CSoftwareTexture.h"
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#include "CSoftwareTexture2.h"
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#include "CSoftware2MaterialRenderer.h"
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#include "S3DVertex.h"
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#include "S4DVertex.h"
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#include "CBlit.h"
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// Matrix now here
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template <class T>
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bool mat33_transposed_inverse(irr::core::CMatrix4<T>& out, const irr::core::CMatrix4<T>& M)
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{
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const T* burning_restrict m = M.pointer();
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double d =
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(m[0] * m[5] - m[1] * m[4]) * (m[10] * m[15] - m[11] * m[14]) -
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(m[0] * m[6] - m[2] * m[4]) * (m[9] * m[15] - m[11] * m[13]) +
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(m[0] * m[7] - m[3] * m[4]) * (m[9] * m[14] - m[10] * m[13]) +
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(m[1] * m[6] - m[2] * m[5]) * (m[8] * m[15] - m[11] * m[12]) -
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(m[1] * m[7] - m[3] * m[5]) * (m[8] * m[14] - m[10] * m[12]) +
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(m[2] * m[7] - m[3] * m[6]) * (m[8] * m[13] - m[9] * m[12]);
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if (fabs(d) < DBL_MIN)
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{
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out.makeIdentity();
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return false;
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}
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d = 1.0 / d;
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T* burning_restrict o = out.pointer();
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o[0] = (T)(d * (m[5] * (m[10] * m[15] - m[11] * m[14]) + m[6] * (m[11] * m[13] - m[9] * m[15]) + m[7] * (m[9] * m[14] - m[10] * m[13])));
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o[4] = (T)(d * (m[9] * (m[2] * m[15] - m[3] * m[14]) + m[10] * (m[3] * m[13] - m[1] * m[15]) + m[11] * (m[1] * m[14] - m[2] * m[13])));
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o[8] = (T)(d * (m[13] * (m[2] * m[7] - m[3] * m[6]) + m[14] * (m[3] * m[5] - m[1] * m[7]) + m[15] * (m[1] * m[6] - m[2] * m[5])));
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o[12] = 0.f;
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o[1] = (T)(d * (m[6] * (m[8] * m[15] - m[11] * m[12]) + m[7] * (m[10] * m[12] - m[8] * m[14]) + m[4] * (m[11] * m[14] - m[10] * m[15])));
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o[5] = (T)(d * (m[10] * (m[0] * m[15] - m[3] * m[12]) + m[11] * (m[2] * m[12] - m[0] * m[14]) + m[8] * (m[3] * m[14] - m[2] * m[15])));
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o[9] = (T)(d * (m[14] * (m[0] * m[7] - m[3] * m[4]) + m[15] * (m[2] * m[4] - m[0] * m[6]) + m[12] * (m[3] * m[6] - m[2] * m[7])));
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o[13] = 0.f;
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o[2] = (T)(d * (m[7] * (m[8] * m[13] - m[9] * m[12]) + m[4] * (m[9] * m[15] - m[11] * m[13]) + m[5] * (m[11] * m[12] - m[8] * m[15])));
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o[6] = (T)(d * (m[11] * (m[0] * m[13] - m[1] * m[12]) + m[8] * (m[1] * m[15] - m[3] * m[13]) + m[9] * (m[3] * m[12] - m[0] * m[15])));
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o[10] = (T)(d * (m[15] * (m[0] * m[5] - m[1] * m[4]) + m[12] * (m[1] * m[7] - m[3] * m[5]) + m[13] * (m[3] * m[4] - m[0] * m[7])));
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o[14] = 0.f;
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o[3] = 0.f;
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o[7] = 0.f;
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o[11] = 0.f;
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o[15] = 1.f;
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return true;
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}
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#if 0
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template <class T>
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bool mat44_transposed_inverse(irr::core::CMatrix4<T>& out, const irr::core::CMatrix4<T>& M)
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{
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const T* burning_restrict m = M.pointer();
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double d =
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(m[0] * m[5] - m[1] * m[4]) * (m[10] * m[15] - m[11] * m[14]) -
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(m[0] * m[6] - m[2] * m[4]) * (m[9] * m[15] - m[11] * m[13]) +
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(m[0] * m[7] - m[3] * m[4]) * (m[9] * m[14] - m[10] * m[13]) +
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(m[1] * m[6] - m[2] * m[5]) * (m[8] * m[15] - m[11] * m[12]) -
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(m[1] * m[7] - m[3] * m[5]) * (m[8] * m[14] - m[10] * m[12]) +
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(m[2] * m[7] - m[3] * m[6]) * (m[8] * m[13] - m[9] * m[12]);
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if (fabs(d) < DBL_MIN)
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{
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out.makeIdentity();
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return false;
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}
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d = 1.0 / d;
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T* burning_restrict o = out.pointer();
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o[0] = (T)(d * (m[5] * (m[10] * m[15] - m[11] * m[14]) + m[6] * (m[11] * m[13] - m[9] * m[15]) + m[7] * (m[9] * m[14] - m[10] * m[13])));
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o[4] = (T)(d * (m[9] * (m[2] * m[15] - m[3] * m[14]) + m[10] * (m[3] * m[13] - m[1] * m[15]) + m[11] * (m[1] * m[14] - m[2] * m[13])));
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o[8] = (T)(d * (m[13] * (m[2] * m[7] - m[3] * m[6]) + m[14] * (m[3] * m[5] - m[1] * m[7]) + m[15] * (m[1] * m[6] - m[2] * m[5])));
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o[12] = (T)(d * (m[1] * (m[7] * m[10] - m[6] * m[11]) + m[2] * (m[5] * m[11] - m[7] * m[9]) + m[3] * (m[6] * m[9] - m[5] * m[10])));
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o[1] = (T)(d * (m[6] * (m[8] * m[15] - m[11] * m[12]) + m[7] * (m[10] * m[12] - m[8] * m[14]) + m[4] * (m[11] * m[14] - m[10] * m[15])));
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o[5] = (T)(d * (m[10] * (m[0] * m[15] - m[3] * m[12]) + m[11] * (m[2] * m[12] - m[0] * m[14]) + m[8] * (m[3] * m[14] - m[2] * m[15])));
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o[9] = (T)(d * (m[14] * (m[0] * m[7] - m[3] * m[4]) + m[15] * (m[2] * m[4] - m[0] * m[6]) + m[12] * (m[3] * m[6] - m[2] * m[7])));
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o[13] = (T)(d * (m[2] * (m[7] * m[8] - m[4] * m[11]) + m[3] * (m[4] * m[10] - m[6] * m[8]) + m[0] * (m[6] * m[11] - m[7] * m[10])));
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o[2] = (T)(d * (m[7] * (m[8] * m[13] - m[9] * m[12]) + m[4] * (m[9] * m[15] - m[11] * m[13]) + m[5] * (m[11] * m[12] - m[8] * m[15])));
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o[6] = (T)(d * (m[11] * (m[0] * m[13] - m[1] * m[12]) + m[8] * (m[1] * m[15] - m[3] * m[13]) + m[9] * (m[3] * m[12] - m[0] * m[15])));
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o[10] = (T)(d * (m[15] * (m[0] * m[5] - m[1] * m[4]) + m[12] * (m[1] * m[7] - m[3] * m[5]) + m[13] * (m[3] * m[4] - m[0] * m[7])));
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o[14] = (T)(d * (m[3] * (m[5] * m[8] - m[4] * m[9]) + m[0] * (m[7] * m[9] - m[5] * m[11]) + m[1] * (m[4] * m[11] - m[7] * m[8])));
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o[3] = (T)(d * (m[4] * (m[10] * m[13] - m[9] * m[14]) + m[5] * (m[8] * m[14] - m[10] * m[12]) + m[6] * (m[9] * m[12] - m[8] * m[13])));
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o[7] = (T)(d * (m[8] * (m[2] * m[13] - m[1] * m[14]) + m[9] * (m[0] * m[14] - m[2] * m[12]) + m[10] * (m[1] * m[12] - m[0] * m[13])));
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o[11] = (T)(d * (m[12] * (m[2] * m[5] - m[1] * m[6]) + m[13] * (m[0] * m[6] - m[2] * m[4]) + m[14] * (m[1] * m[4] - m[0] * m[5])));
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o[15] = (T)(d * (m[0] * (m[5] * m[10] - m[6] * m[9]) + m[1] * (m[6] * m[8] - m[4] * m[10]) + m[2] * (m[4] * m[9] - m[5] * m[8])));
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return true;
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}
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#endif
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// difference to CMatrix4<T>::getInverse . higher precision in determinant. return identity on failure
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template <class T>
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bool mat44_inverse(irr::core::CMatrix4<T>& out, const irr::core::CMatrix4<T>& M)
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{
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const T* burning_restrict m = M.pointer();
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double d =
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(m[0] * m[5] - m[1] * m[4]) * (m[10] * m[15] - m[11] * m[14]) -
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(m[0] * m[6] - m[2] * m[4]) * (m[9] * m[15] - m[11] * m[13]) +
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(m[0] * m[7] - m[3] * m[4]) * (m[9] * m[14] - m[10] * m[13]) +
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(m[1] * m[6] - m[2] * m[5]) * (m[8] * m[15] - m[11] * m[12]) -
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(m[1] * m[7] - m[3] * m[5]) * (m[8] * m[14] - m[10] * m[12]) +
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(m[2] * m[7] - m[3] * m[6]) * (m[8] * m[13] - m[9] * m[12]);
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if (fabs(d) < DBL_MIN)
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{
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out.makeIdentity();
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return false;
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}
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d = 1.0 / d;
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T* burning_restrict o = out.pointer();
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o[0] = (T)(d * (m[5] * (m[10] * m[15] - m[11] * m[14]) + m[6] * (m[11] * m[13] - m[9] * m[15]) + m[7] * (m[9] * m[14] - m[10] * m[13])));
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o[1] = (T)(d * (m[9] * (m[2] * m[15] - m[3] * m[14]) + m[10] * (m[3] * m[13] - m[1] * m[15]) + m[11] * (m[1] * m[14] - m[2] * m[13])));
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o[2] = (T)(d * (m[13] * (m[2] * m[7] - m[3] * m[6]) + m[14] * (m[3] * m[5] - m[1] * m[7]) + m[15] * (m[1] * m[6] - m[2] * m[5])));
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o[3] = (T)(d * (m[1] * (m[7] * m[10] - m[6] * m[11]) + m[2] * (m[5] * m[11] - m[7] * m[9]) + m[3] * (m[6] * m[9] - m[5] * m[10])));
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o[4] = (T)(d * (m[6] * (m[8] * m[15] - m[11] * m[12]) + m[7] * (m[10] * m[12] - m[8] * m[14]) + m[4] * (m[11] * m[14] - m[10] * m[15])));
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o[5] = (T)(d * (m[10] * (m[0] * m[15] - m[3] * m[12]) + m[11] * (m[2] * m[12] - m[0] * m[14]) + m[8] * (m[3] * m[14] - m[2] * m[15])));
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o[6] = (T)(d * (m[14] * (m[0] * m[7] - m[3] * m[4]) + m[15] * (m[2] * m[4] - m[0] * m[6]) + m[12] * (m[3] * m[6] - m[2] * m[7])));
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o[7] = (T)(d * (m[2] * (m[7] * m[8] - m[4] * m[11]) + m[3] * (m[4] * m[10] - m[6] * m[8]) + m[0] * (m[6] * m[11] - m[7] * m[10])));
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o[8] = (T)(d * (m[7] * (m[8] * m[13] - m[9] * m[12]) + m[4] * (m[9] * m[15] - m[11] * m[13]) + m[5] * (m[11] * m[12] - m[8] * m[15])));
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o[9] = (T)(d * (m[11] * (m[0] * m[13] - m[1] * m[12]) + m[8] * (m[1] * m[15] - m[3] * m[13]) + m[9] * (m[3] * m[12] - m[0] * m[15])));
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o[10] = (T)(d * (m[15] * (m[0] * m[5] - m[1] * m[4]) + m[12] * (m[1] * m[7] - m[3] * m[5]) + m[13] * (m[3] * m[4] - m[0] * m[7])));
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o[11] = (T)(d * (m[3] * (m[5] * m[8] - m[4] * m[9]) + m[0] * (m[7] * m[9] - m[5] * m[11]) + m[1] * (m[4] * m[11] - m[7] * m[8])));
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o[12] = (T)(d * (m[4] * (m[10] * m[13] - m[9] * m[14]) + m[5] * (m[8] * m[14] - m[10] * m[12]) + m[6] * (m[9] * m[12] - m[8] * m[13])));
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o[13] = (T)(d * (m[8] * (m[2] * m[13] - m[1] * m[14]) + m[9] * (m[0] * m[14] - m[2] * m[12]) + m[10] * (m[1] * m[12] - m[0] * m[13])));
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o[14] = (T)(d * (m[12] * (m[2] * m[5] - m[1] * m[6]) + m[13] * (m[0] * m[6] - m[2] * m[4]) + m[14] * (m[1] * m[4] - m[0] * m[5])));
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o[15] = (T)(d * (m[0] * (m[5] * m[10] - m[6] * m[9]) + m[1] * (m[6] * m[8] - m[4] * m[10]) + m[2] * (m[4] * m[9] - m[5] * m[8])));
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return true;
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}
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// void CMatrix4<T>::transformVec4(T *out, const T * in) const
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template <class T>
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inline void transformVec4Vec4(const irr::core::CMatrix4<T>& m, T* burning_restrict out, const T* burning_restrict in)
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{
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const T* burning_restrict M = m.pointer();
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out[0] = in[0] * M[0] + in[1] * M[4] + in[2] * M[8] + in[3] * M[12];
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out[1] = in[0] * M[1] + in[1] * M[5] + in[2] * M[9] + in[3] * M[13];
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out[2] = in[0] * M[2] + in[1] * M[6] + in[2] * M[10] + in[3] * M[14];
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out[3] = in[0] * M[3] + in[1] * M[7] + in[2] * M[11] + in[3] * M[15];
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}
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template <class T>
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inline void transformVec3Vec3(const irr::core::CMatrix4<T>& m, T* burning_restrict out, const T* burning_restrict in)
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{
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const T* burning_restrict M = m.pointer();
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out[0] = in[0] * M[0] + in[1] * M[4] + in[2] * M[8] + M[12];
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out[1] = in[0] * M[1] + in[1] * M[5] + in[2] * M[9] + M[13];
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out[2] = in[0] * M[2] + in[1] * M[6] + in[2] * M[10] + M[14];
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}
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#if 0
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// void CMatrix4<T>::transformVect(T *out, const core::vector3df &in) const
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template <class T>
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inline void transformVec3Vec4(const irr::core::CMatrix4<T>& m, T* burning_restrict out, const core::vector3df& in)
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{
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const T* burning_restrict M = m.pointer();
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out[0] = in.X * M[0] + in.Y * M[4] + in.Z * M[8] + M[12];
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out[1] = in.X * M[1] + in.Y * M[5] + in.Z * M[9] + M[13];
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out[2] = in.X * M[2] + in.Y * M[6] + in.Z * M[10] + M[14];
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out[3] = in.X * M[3] + in.Y * M[7] + in.Z * M[11] + M[15];
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}
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#endif
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template <class T>
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inline void rotateMat44Vec3Vec4(const irr::core::CMatrix4<T>& m, T* burning_restrict out, const T* burning_restrict in)
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{
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const T* burning_restrict M = m.pointer();
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out[0] = in[0] * M[0] + in[1] * M[4] + in[2] * M[8];
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out[1] = in[0] * M[1] + in[1] * M[5] + in[2] * M[9];
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out[2] = in[0] * M[2] + in[1] * M[6] + in[2] * M[10];
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out[3] = in[0] * M[3] + in[1] * M[7] + in[2] * M[11];
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//out[3] = 0.f;
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}
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template <class T>
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inline void rotateMat33Vec3Vec4(const irr::core::CMatrix4<T>& m, T* burning_restrict out, const T* burning_restrict in)
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{
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const T* burning_restrict M = m.pointer();
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out[0] = in[0] * M[0] + in[1] * M[4] + in[2] * M[8];
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out[1] = in[0] * M[1] + in[1] * M[5] + in[2] * M[9];
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out[2] = in[0] * M[2] + in[1] * M[6] + in[2] * M[10];
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out[3] = 0.f; //in[0] * M[3] + in[1] * M[7] + in[2] * M[11];
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}
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#if 0
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template <class T>
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irr::video::sVec4 operator* (const irr::core::CMatrix4<T>& m, const irr::core::vector3df& in)
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{
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const T* burning_restrict M = m.pointer();
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return irr::video::sVec4(
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in.X * M[0] + in.Y * M[4] + in.Z * M[8] + M[12],
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in.X * M[1] + in.Y * M[5] + in.Z * M[9] + M[13],
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in.X * M[2] + in.Y * M[6] + in.Z * M[10] + M[14],
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in.X * M[3] + in.Y * M[7] + in.Z * M[11] + M[15]);
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}
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template <class T>
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irr::video::sVec4 operator* (const irr::core::vector3df& in, const irr::core::CMatrix4<T>& m)
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{
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const T* burning_restrict M = m.pointer();
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return irr::video::sVec4(
|
||
in.X * M[0] + in.Y * M[1] + in.Z * M[2] + M[3],
|
||
in.X * M[4] + in.Y * M[5] + in.Z * M[6] + M[7],
|
||
in.X * M[8] + in.Y * M[9] + in.Z * M[10] + M[11],
|
||
in.X * M[12] + in.Y * M[13] + in.Z * M[14] + M[15]);
|
||
}
|
||
#endif
|
||
|
||
template <class T>
|
||
irr::video::sVec4 operator* (const irr::core::CMatrix4<T>& m, const irr::video::sVec4& v)
|
||
{
|
||
const T* burning_restrict M = m.pointer();
|
||
const float* burning_restrict in = &v.x;
|
||
return irr::video::sVec4(
|
||
in[0] * M[0] + in[1] * M[4] + in[2] * M[8] + in[3] * M[12],
|
||
in[0] * M[1] + in[1] * M[5] + in[2] * M[9] + in[3] * M[13],
|
||
in[0] * M[2] + in[1] * M[6] + in[2] * M[10] + in[3] * M[14],
|
||
in[0] * M[3] + in[1] * M[7] + in[2] * M[11] + in[3] * M[15]);
|
||
}
|
||
|
||
template <class T>
|
||
irr::video::sVec4 operator* (const irr::video::sVec4& v, const irr::core::CMatrix4<T>& m)
|
||
{
|
||
const T* burning_restrict M = m.pointer();
|
||
const float* burning_restrict in = &v.x;
|
||
return irr::video::sVec4(
|
||
in[0] * M[0] + in[1] * M[1] + in[2] * M[2] + in[3] * M[3],
|
||
in[0] * M[4] + in[1] * M[5] + in[2] * M[6] + in[3] * M[7],
|
||
in[0] * M[8] + in[1] * M[9] + in[2] * M[10] + in[3] * M[11],
|
||
in[0] * M[12] + in[1] * M[13] + in[2] * M[14] + in[3] * M[15]);
|
||
}
|
||
|
||
static inline float dot(const irr::video::sVec4& a, const irr::video::sVec4& b)
|
||
{
|
||
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
|
||
}
|
||
|
||
static inline float inversesqrt(const float x )
|
||
{
|
||
return x!= 0.f ? 1.f / sqrtf(x) : 0.f;
|
||
}
|
||
|
||
|
||
static inline irr::video::sVec4 operator-(const irr::video::sVec4& a)
|
||
{
|
||
return irr::video::sVec4(-a.x, -a.y, -a.z, -a.w);
|
||
}
|
||
|
||
static inline irr::video::sVec4 normalize(const irr::video::sVec4& a)
|
||
{
|
||
float l = a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w;
|
||
if (l < 0.00000001f)
|
||
return irr::video::sVec4(0.f, 0.f, 1.f, 1.f);
|
||
l = 1.f / sqrtf(l);
|
||
return irr::video::sVec4(a.x * l, a.y * l, a.z * l, a.w * l);
|
||
}
|
||
|
||
// sVec3 xyz
|
||
static inline irr::video::sVec4 cross(const irr::video::sVec4& a, const irr::video::sVec4& b)
|
||
{
|
||
return irr::video::sVec4(a.y * b.z - b.y * a.z, a.z * b.x - b.z * a.x, a.x * b.y - b.x * a.y, 0.f);
|
||
}
|
||
|
||
|
||
void irr::video::sVec4::setA8R8G8B8(const u32 argb)
|
||
{
|
||
//error term necessary. cancels out(somehow) at 255 argb((tofixpoint(r/w)+fix_0.5)
|
||
static const f32 is = 1.f / (255.f);
|
||
r = ((argb & 0x00FF0000) >> 16) * is;
|
||
g = ((argb & 0x0000FF00) >> 8) * is;
|
||
b = ((argb & 0x000000FF)) * is;
|
||
a = ((argb & 0xFF000000) >> 24) * is;
|
||
}
|
||
|
||
|
||
//need to prevent floating point over/underflow
|
||
//based on https://github.com/ekmett/approximate/blob/master/cbits/fast.c powf_fast_precise
|
||
static inline float powf_limit(const float a, const float b)
|
||
{
|
||
if (a < 0.00000001f)
|
||
return 0.f;
|
||
else if (a >= 1.f)
|
||
return a * b;
|
||
|
||
/* calculate approximation with fraction of the exponent */
|
||
int e = (int)b;
|
||
union { float f; int x; } u = { a };
|
||
u.x = (int)((b - e) * (u.x - 1065353216) + 1065353216);
|
||
|
||
float r = 1.0f;
|
||
float ua = a;
|
||
while (e) {
|
||
if (e & 1) {
|
||
r *= ua;
|
||
}
|
||
if (ua < 0.000000001f)
|
||
return 0.f;
|
||
ua *= ua;
|
||
e >>= 1;
|
||
}
|
||
|
||
r *= u.f;
|
||
return r;
|
||
}
|
||
|
||
|
||
/*
|
||
if (condition) state |= m; else state &= ~m;
|
||
*/
|
||
REALINLINE void burning_setbit32(unsigned int& state, int condition, const unsigned int mask)
|
||
{
|
||
// 0, or any positive to mask
|
||
//s32 conmask = -condition >> 31;
|
||
state ^= ((-condition >> 31) ^ state) & mask;
|
||
}
|
||
|
||
/*
|
||
if (condition) state |= mask; else state &= ~mask;
|
||
*/
|
||
static inline void burning_setbit(size_t& state, int condition, size_t mask)
|
||
{
|
||
if (condition) state |= mask;
|
||
else state &= ~mask;
|
||
}
|
||
|
||
|
||
// IImage::fill
|
||
static void image_fill(irr::video::IImage* image, const irr::video::SColor& color, const interlaced_control interlaced)
|
||
{
|
||
if (0 == image)
|
||
return;
|
||
|
||
unsigned int c = color.color;
|
||
|
||
switch (image->getColorFormat())
|
||
{
|
||
case irr::video::ECF_A1R5G5B5:
|
||
c = color.toA1R5G5B5();
|
||
c |= c << 16;
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
irr::memset32_interlaced(image->getData(), c, image->getPitch(), image->getDimension().Height, interlaced);
|
||
}
|
||
|
||
|
||
|
||
//setup Antialias. v0.52 uses as Interlaced
|
||
void get_scale(interlaced_control& o, const irr::SIrrlichtCreationParameters& params)
|
||
{
|
||
o.raw = 0;
|
||
o.bypass = 1;
|
||
#if !defined(SOFTWARE_DRIVER_2_RENDERTARGET_SCALE)
|
||
return;
|
||
#endif
|
||
|
||
//test case
|
||
if (0 || params.WindowSize.Width <= 160 || params.WindowSize.Height <= 128)
|
||
{
|
||
return;
|
||
}
|
||
|
||
union scale_setup
|
||
{
|
||
struct
|
||
{
|
||
unsigned char x : 3;
|
||
unsigned char y : 3;
|
||
unsigned char i : 2;
|
||
};
|
||
unsigned char v;
|
||
};
|
||
|
||
scale_setup s;
|
||
s.x = 1;
|
||
s.y = 1;
|
||
s.i = 0;
|
||
|
||
switch (params.AntiAlias)
|
||
{
|
||
default:
|
||
case 0: s.x = 1; s.y = 1; s.i = 0; break;
|
||
case 2: s.x = 1; s.y = 1; s.i = 1; break;
|
||
case 4: s.x = 2; s.y = 2; s.i = 0; break;
|
||
case 8: s.x = 2; s.y = 2; s.i = params.Vsync ? 1 : 0; break;
|
||
case 16:s.x = 4; s.y = 4; s.i = 0; break;
|
||
case 32:s.x = 4; s.y = 4; s.i = 1; break;
|
||
|
||
case 3: s.x = 3; s.y = 3; s.i = 0; break;
|
||
case 5: s.x = 3; s.y = 3; s.i = 1; break;
|
||
}
|
||
|
||
/*
|
||
if (params.WindowSize.Height > 384)
|
||
{
|
||
s.i = params.Vsync ? 0 : 1;
|
||
s.x = params.AntiAlias ? 1 : 2;
|
||
s.y = params.AntiAlias ? 1 : 2;
|
||
}
|
||
*/
|
||
|
||
o.enable = s.i;
|
||
o.target_scalex = s.x - 1;
|
||
o.tex_scalex = 0; // s.x >= 2 ? s.x - 1 : 0;
|
||
|
||
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
o.enable = params.Vsync ? 0 : 1;
|
||
|
||
switch (params.AntiAlias)
|
||
{
|
||
default:
|
||
case 0: o.target_scalex = 0; o.tex_scalex = 0; break;
|
||
case 2: o.target_scalex = 1; o.tex_scalex = 0; break;
|
||
case 4: o.target_scalex = 1; o.tex_scalex = 1; break;
|
||
case 8: o.target_scalex = 2; o.tex_scalex = 1; break;
|
||
}
|
||
#endif
|
||
|
||
o.bypass = o.enable == 0;
|
||
o.nr = 0;
|
||
o.target_scaley = o.target_scalex;
|
||
o.tex_scaley = o.tex_scalex;
|
||
|
||
if (o.enable || o.target_scalex || o.tex_scalex)
|
||
{
|
||
char buf[256];
|
||
snprintf_irr(buf, sizeof(buf), "Burningvideo: Interlaced:%u,%u target:%u,%u tex:%u,%u",
|
||
o.enable,
|
||
o.bypass,
|
||
o.target_scalex,
|
||
o.target_scaley,
|
||
o.tex_scalex,
|
||
o.tex_scaley
|
||
);
|
||
irr::os::Printer::log(buf, irr::ELL_NONE);
|
||
}
|
||
}
|
||
|
||
#if 0
|
||
//code snippets
|
||
#include <IrrlichtDevice.h>
|
||
#include <ICameraSceneNode.h>
|
||
#include <ISceneManager.h>
|
||
#include <EDriverTypes.h>
|
||
void switch_between_ortho_and_perspective_projection(irr::IrrlichtDevice* device, irr::video::E_DRIVER_TYPE driverType)
|
||
{
|
||
//switch between ortho and perspective projection
|
||
irr::scene::ICameraSceneNode* cam = device->getSceneManager()->addCameraSceneNode();
|
||
cam->setPosition(irr::core::vector3df(300, 250, -300));
|
||
cam->setTarget(irr::core::vector3df(0, 20, 0));
|
||
if (1 || driverType != irr::video::EDT_BURNINGSVIDEO)
|
||
{
|
||
cam->setProjectionMatrix(irr::core::matrix4().buildProjectionMatrixOrthoLH(120, 90, 0.9f, 5000.f, driverType != irr::video::EDT_OPENGL), true);
|
||
}
|
||
else
|
||
{
|
||
irr::f32 w = (2.f * 0.9f) / (2.f / 120.f * (cam->getTarget() - cam->getPosition()).getLength());
|
||
cam->setProjectionMatrix(irr::core::matrix4().buildProjectionMatrixPerspectiveLH(w, w * (90.f / 120.f), 0.9f, 5000.f, driverType != irr::video::EDT_OPENGL), true);
|
||
}
|
||
}
|
||
|
||
/*
|
||
For using an alternative camera in the examples.
|
||
Try to translate the viewpoint (Maya internal CameraRotation)
|
||
*/
|
||
static inline void switchToMayaCamera(irr::IrrlichtDevice* device)
|
||
{
|
||
if (!device) return;
|
||
|
||
irr::scene::ICameraSceneNode* camera = device->getSceneManager()->getActiveCamera();
|
||
if (!camera || camera->getID() == 54321) return;
|
||
|
||
|
||
irr::core::vector3df target = camera->getTarget() - camera->getPosition();
|
||
irr::core::vector3df relativeRotation = target.getHorizontalAngle();
|
||
|
||
irr::scene::ICameraSceneNode* maya = device->getSceneManager()->addCameraSceneNodeMaya(
|
||
0, -1500, 1000, 1500,
|
||
54321,
|
||
target.getLength(),
|
||
true,
|
||
relativeRotation.X + 90, relativeRotation.Y
|
||
);
|
||
if (maya)
|
||
{
|
||
maya->setNearValue(camera->getNearValue());
|
||
maya->setFarValue(camera->getFarValue());
|
||
}
|
||
|
||
device->getCursorControl()->setVisible(true);
|
||
device->setResizable(true);
|
||
}
|
||
#endif
|
||
|
||
|
||
//turn on/off fpu exception
|
||
void fpu_exception(int on)
|
||
{
|
||
return;
|
||
#if defined(_WIN32)
|
||
_clearfp();
|
||
_controlfp(on ? _EM_INEXACT : -1, _MCW_EM);
|
||
#endif
|
||
}
|
||
|
||
burning_namespace_start
|
||
|
||
//! constructor
|
||
CBurningVideoDriver::CBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter)
|
||
: CNullDriver(io, params.WindowSize), BackBuffer(0), Presenter(presenter),
|
||
WindowId(0), SceneSourceRect(0),
|
||
RenderTargetTexture(0), RenderTargetSurface(0), CurrentShader(0),
|
||
DepthBuffer(0), StencilBuffer(0)
|
||
{
|
||
//enable fpu exception
|
||
fpu_exception(1);
|
||
|
||
#ifdef _DEBUG
|
||
setDebugName("CBurningVideoDriver");
|
||
#endif
|
||
|
||
VertexCache_map_source_format();
|
||
|
||
//Use AntiAlias(hack) to shrink BackBuffer Size and keep ScreenSize the same as Input
|
||
|
||
//Control Interlaced/scaled BackBuffer
|
||
get_scale(Interlaced, params);
|
||
TexBias[ETF_STACK_3D] = 1.f;
|
||
TexBias[ETF_STACK_2D] = 1.f;
|
||
|
||
// create backbuffer.
|
||
core::dimension2du use(params.WindowSize.Width / (Interlaced.target_scalex + 1),
|
||
params.WindowSize.Height / (Interlaced.target_scaley + 1));
|
||
BackBuffer = new CImage(SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT, use);
|
||
if (BackBuffer)
|
||
{
|
||
//BackBuffer->fill(SColor(0));
|
||
image_fill(BackBuffer, SColor(0), interlaced_disabled());
|
||
|
||
// create z buffer
|
||
if (params.ZBufferBits)
|
||
DepthBuffer = video::createDepthBuffer(BackBuffer->getDimension());
|
||
|
||
// create stencil buffer
|
||
if (params.Stencilbuffer)
|
||
StencilBuffer = video::createStencilBuffer(BackBuffer->getDimension(), 8);
|
||
}
|
||
|
||
DriverAttributes->setAttribute("MaxIndices", 1 << 16);
|
||
DriverAttributes->setAttribute("MaxTextures", BURNING_MATERIAL_MAX_TEXTURES);
|
||
DriverAttributes->setAttribute("MaxTextureSize", SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE);
|
||
DriverAttributes->setAttribute("MaxLights", 1024); //glsl::gl_MaxLights);
|
||
DriverAttributes->setAttribute("MaxTextureLODBias", 16.f);
|
||
DriverAttributes->setAttribute("Version", 50);
|
||
|
||
// create triangle renderers
|
||
|
||
memset(BurningShader, 0, sizeof(BurningShader));
|
||
//BurningShader[ETR_FLAT] = createTRFlat2(DepthBuffer);
|
||
//BurningShader[ETR_FLAT_WIRE] = createTRFlatWire2(DepthBuffer);
|
||
BurningShader[ETR_GOURAUD] = createTriangleRendererGouraud2(this);
|
||
BurningShader[ETR_GOURAUD_NOZ] = createTriangleRendererGouraudNoZ2(this);
|
||
//BurningShader[ETR_GOURAUD_ALPHA] = createTriangleRendererGouraudAlpha2(this );
|
||
BurningShader[ETR_GOURAUD_ALPHA_NOZ] = createTRGouraudAlphaNoZ2(this); // 2D
|
||
//BurningShader[ETR_GOURAUD_WIRE] = createTriangleRendererGouraudWire2(DepthBuffer);
|
||
//BurningShader[ETR_TEXTURE_FLAT] = createTriangleRendererTextureFlat2(DepthBuffer);
|
||
//BurningShader[ETR_TEXTURE_FLAT_WIRE] = createTriangleRendererTextureFlatWire2(DepthBuffer);
|
||
BurningShader[ETR_TEXTURE_GOURAUD] = createTriangleRendererTextureGouraud2(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M1] = createTriangleRendererTextureLightMap2_M1(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M2] = createTriangleRendererTextureLightMap2_M2(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M4] = createTriangleRendererGTextureLightMap2_M4(this);
|
||
BurningShader[ETR_TEXTURE_LIGHTMAP_M4] = createTriangleRendererTextureLightMap2_M4(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD] = createTriangleRendererTextureLightMap2_Add(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_DETAIL_MAP] = createTriangleRendererTextureDetailMap2(this);
|
||
|
||
BurningShader[ETR_TEXTURE_GOURAUD_WIRE] = createTriangleRendererTextureGouraudWire2(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_NOZ] = createTRTextureGouraudNoZ2(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_ADD] = createTRTextureGouraudAdd2(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_ADD_NO_Z] = createTRTextureGouraudAddNoZ2(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_VERTEX_ALPHA] = createTriangleRendererTextureVertexAlpha2(this);
|
||
|
||
BurningShader[ETR_TEXTURE_GOURAUD_ALPHA] = createTRTextureGouraudAlpha(this);
|
||
BurningShader[ETR_TEXTURE_GOURAUD_ALPHA_NOZ] = createTRTextureGouraudAlphaNoZ(this);
|
||
|
||
//BurningShader[ETR_NORMAL_MAP_SOLID] = createTRNormalMap(this, EMT_NORMAL_MAP_SOLID);
|
||
BurningShader[ETR_STENCIL_SHADOW] = createTRStencilShadow(this);
|
||
BurningShader[ETR_TEXTURE_BLEND] = createTRTextureBlend(this);
|
||
|
||
BurningShader[ETR_TRANSPARENT_REFLECTION_2_LAYER] = createTriangleRendererTexture_transparent_reflection_2_layer(this);
|
||
//BurningShader[ETR_REFERENCE] = createTriangleRendererReference ( this );
|
||
|
||
BurningShader[ETR_COLOR] = create_burning_shader_color(this);
|
||
|
||
// add the same renderer for all solid types
|
||
CSoftware2MaterialRenderer_SOLID* smr = new CSoftware2MaterialRenderer_SOLID(this);
|
||
CSoftware2MaterialRenderer_TRANSPARENT_ADD_COLOR* tmr = new CSoftware2MaterialRenderer_TRANSPARENT_ADD_COLOR(this);
|
||
//CSoftware2MaterialRenderer_UNSUPPORTED * umr = new CSoftware2MaterialRenderer_UNSUPPORTED ( this );
|
||
|
||
//!TODO: addMaterialRenderer depends on pushing order....
|
||
addMaterialRenderer(smr); // EMT_SOLID
|
||
addMaterialRenderer(smr); // EMT_SOLID_2_LAYER,
|
||
addMaterialRenderer(smr); // EMT_LIGHTMAP,
|
||
addMaterialRenderer(tmr); // EMT_LIGHTMAP_ADD,
|
||
addMaterialRenderer(smr); // EMT_LIGHTMAP_M2,
|
||
addMaterialRenderer(smr); // EMT_LIGHTMAP_M4,
|
||
addMaterialRenderer(smr); // EMT_LIGHTMAP_LIGHTING,
|
||
addMaterialRenderer(smr); // EMT_LIGHTMAP_LIGHTING_M2,
|
||
addMaterialRenderer(smr); // EMT_LIGHTMAP_LIGHTING_M4,
|
||
addMaterialRenderer(smr); // EMT_DETAIL_MAP,
|
||
addMaterialRenderer(smr); // EMT_SPHERE_MAP,
|
||
addMaterialRenderer(smr); // EMT_REFLECTION_2_LAYER,
|
||
addMaterialRenderer(tmr); // EMT_TRANSPARENT_ADD_COLOR,
|
||
addMaterialRenderer(tmr); // EMT_TRANSPARENT_ALPHA_CHANNEL,
|
||
addMaterialRenderer(tmr); // EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
|
||
addMaterialRenderer(tmr); // EMT_TRANSPARENT_VERTEX_ALPHA,
|
||
addMaterialRenderer(tmr); // EMT_TRANSPARENT_REFLECTION_2_LAYER,
|
||
|
||
#if 0
|
||
addMaterialRenderer(smr); // EMT_NORMAL_MAP_SOLID,
|
||
addMaterialRenderer(tmr); // EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
|
||
addMaterialRenderer(tmr); // EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
|
||
addMaterialRenderer(smr); // EMT_PARALLAX_MAP_SOLID,
|
||
addMaterialRenderer(tmr); // EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
|
||
addMaterialRenderer(tmr); // EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
|
||
#else
|
||
// add normal map renderers
|
||
s32 tmp = 0;
|
||
video::IMaterialRenderer* renderer = 0;
|
||
renderer = createTRNormalMap(this, tmp, EMT_NORMAL_MAP_SOLID); renderer->drop();
|
||
renderer = createTRNormalMap(this, tmp, EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR); renderer->drop();
|
||
renderer = createTRNormalMap(this, tmp, EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA); renderer->drop();
|
||
|
||
renderer = createTRParallaxMap(this, tmp, EMT_PARALLAX_MAP_SOLID); renderer->drop();
|
||
renderer = createTRParallaxMap(this, tmp, EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR); renderer->drop();
|
||
renderer = createTRParallaxMap(this, tmp, EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA); renderer->drop();
|
||
|
||
#endif
|
||
|
||
addMaterialRenderer(tmr); // EMT_ONETEXTURE_BLEND
|
||
|
||
smr->drop();
|
||
tmr->drop();
|
||
//umr->drop ();
|
||
|
||
// select render target
|
||
setRenderTargetImage2(BackBuffer, 0, 0);
|
||
|
||
//reset Lightspace
|
||
EyeSpace.init();
|
||
|
||
// select the right renderer
|
||
setMaterial(Material.org);
|
||
samples_passed = 0;
|
||
}
|
||
|
||
|
||
//! destructor
|
||
CBurningVideoDriver::~CBurningVideoDriver()
|
||
{
|
||
// delete Backbuffer
|
||
if (BackBuffer)
|
||
{
|
||
BackBuffer->drop();
|
||
BackBuffer = 0;
|
||
}
|
||
//release textures
|
||
if (CurrentShader)
|
||
{
|
||
}
|
||
Material.mat2D.setTexture(0, 0);
|
||
|
||
// deleteMaterialRenders
|
||
for (s32 i = 0; i < ETR2_COUNT; ++i)
|
||
{
|
||
if (BurningShader[i])
|
||
{
|
||
BurningShader[i]->drop();
|
||
BurningShader[i] = 0;
|
||
}
|
||
}
|
||
//deleteMaterialRenders();
|
||
|
||
// delete Additional buffer
|
||
if (StencilBuffer)
|
||
{
|
||
StencilBuffer->drop();
|
||
StencilBuffer = 0;
|
||
}
|
||
|
||
if (DepthBuffer)
|
||
{
|
||
DepthBuffer->drop();
|
||
DepthBuffer = 0;
|
||
}
|
||
|
||
if (RenderTargetTexture)
|
||
{
|
||
RenderTargetTexture->drop();
|
||
RenderTargetTexture = 0;
|
||
}
|
||
|
||
if (RenderTargetSurface)
|
||
{
|
||
RenderTargetSurface->drop();
|
||
RenderTargetSurface = 0;
|
||
}
|
||
|
||
fpu_exception(0);
|
||
}
|
||
|
||
|
||
|
||
//! queries the features of the driver, returns true if feature is available
|
||
bool CBurningVideoDriver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
|
||
{
|
||
int on = 0;
|
||
switch (feature)
|
||
{
|
||
#ifdef SOFTWARE_DRIVER_2_BILINEAR
|
||
case EVDF_BILINEAR_FILTER:
|
||
on = 1;
|
||
break;
|
||
#endif
|
||
#if SOFTWARE_DRIVER_2_MIPMAPPING_MAX > 1
|
||
case EVDF_MIP_MAP:
|
||
on = 1;
|
||
break;
|
||
#endif
|
||
case EVDF_STENCIL_BUFFER:
|
||
on = StencilBuffer != 0;
|
||
break;
|
||
|
||
case EVDF_RENDER_TO_TARGET:
|
||
case EVDF_MULTITEXTURE:
|
||
case EVDF_HARDWARE_TL:
|
||
case EVDF_TEXTURE_NSQUARE:
|
||
case EVDF_TEXTURE_MATRIX:
|
||
on = 1;
|
||
break;
|
||
|
||
case EVDF_ARB_FRAGMENT_PROGRAM_1:
|
||
case EVDF_ARB_VERTEX_PROGRAM_1:
|
||
on = 1;
|
||
break;
|
||
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
case EVDF_TEXTURE_NPOT:
|
||
case EVDF_ARB_GLSL:
|
||
on = 1;
|
||
break;
|
||
#else
|
||
case EVDF_TEXTURE_NPOT: // for 2D
|
||
on = 0;
|
||
break;
|
||
case EVDF_DEPTH_CLAMP: // shadow
|
||
on = 1;
|
||
break;
|
||
#endif
|
||
|
||
#if defined(SOFTWARE_DRIVER_2_2D_AS_3D)
|
||
#if defined(IRRLICHT_FREE_CANVAS)
|
||
case EVDF_VIEWPORT_SCALE_GUI:
|
||
on = 1;
|
||
break;
|
||
#endif
|
||
#endif
|
||
case EVDF_OCCLUSION_QUERY:
|
||
on = 1;
|
||
break;
|
||
default:
|
||
on = 0;
|
||
break;
|
||
}
|
||
|
||
return on && FeatureEnabled[feature];
|
||
}
|
||
|
||
|
||
//matrix multiplication
|
||
void CBurningVideoDriver::transform_calc(E_TRANSFORMATION_STATE_BURNING_VIDEO state)
|
||
{
|
||
size_t* flag = TransformationFlag[TransformationStack];
|
||
if (flag[state] & ETF_VALID) return;
|
||
|
||
//check
|
||
size_t ok = 0;
|
||
switch (state)
|
||
{
|
||
case ETS_MODEL_VIEW_PROJ:
|
||
if (0 == (flag[ETS_VIEW_PROJECTION] & ETF_VALID)) transform_calc(ETS_VIEW_PROJECTION);
|
||
ok = flag[ETS_WORLD] & flag[ETS_VIEW] & flag[ETS_PROJECTION] & flag[ETS_VIEW_PROJECTION] & ETF_VALID;
|
||
break;
|
||
case ETS_VIEW_PROJECTION:
|
||
ok = flag[ETS_VIEW] & flag[ETS_PROJECTION] & ETF_VALID;
|
||
break;
|
||
case ETS_MODEL_VIEW:
|
||
ok = flag[ETS_WORLD] & flag[ETS_VIEW] & ETF_VALID;
|
||
break;
|
||
case ETS_NORMAL:
|
||
ok = flag[ETS_MODEL_VIEW] & ETF_VALID;
|
||
break;
|
||
case ETS_MODEL_INVERSE:
|
||
ok = flag[ETS_WORLD] & ETF_VALID;
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
if (!ok)
|
||
{
|
||
char buf[256];
|
||
sprintf(buf, "transform_calc not valid for %d", state);
|
||
os::Printer::log(buf, ELL_WARNING);
|
||
}
|
||
|
||
core::matrix4* matrix = Transformation[TransformationStack];
|
||
|
||
switch (state)
|
||
{
|
||
case ETS_MODEL_VIEW_PROJ:
|
||
if (flag[ETS_WORLD] & ETF_IDENTITY)
|
||
{
|
||
matrix[state] = matrix[ETS_VIEW_PROJECTION];
|
||
}
|
||
else
|
||
{
|
||
matrix[state].setbyproduct_nocheck(matrix[ETS_VIEW_PROJECTION], matrix[ETS_WORLD]);
|
||
}
|
||
break;
|
||
|
||
case ETS_VIEW_PROJECTION:
|
||
matrix[state].setbyproduct_nocheck(matrix[ETS_PROJECTION], matrix[ETS_VIEW]);
|
||
break;
|
||
case ETS_MODEL_VIEW:
|
||
if (flag[ETS_WORLD] & ETF_IDENTITY)
|
||
{
|
||
matrix[state] = matrix[ETS_VIEW];
|
||
}
|
||
else
|
||
{
|
||
matrix[state].setbyproduct_nocheck(matrix[ETS_VIEW], matrix[ETS_WORLD]);
|
||
}
|
||
break;
|
||
case ETS_NORMAL:
|
||
mat33_transposed_inverse(matrix[state], matrix[ETS_MODEL_VIEW]);
|
||
break;
|
||
case ETS_MODEL_INVERSE:
|
||
if (flag[ETS_WORLD] & ETF_IDENTITY)
|
||
{
|
||
matrix[state] = matrix[ETS_WORLD];
|
||
}
|
||
else
|
||
{
|
||
mat44_inverse(matrix[state], matrix[ETS_WORLD]);
|
||
}
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
flag[state] |= ETF_VALID;
|
||
}
|
||
|
||
|
||
//! sets transformation
|
||
void CBurningVideoDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
|
||
{
|
||
size_t* flag = TransformationFlag[TransformationStack];
|
||
core::matrix4* matrix = Transformation[TransformationStack];
|
||
|
||
#if 0
|
||
int changed = 1;
|
||
if (flag[state] & ETF_VALID)
|
||
{
|
||
changed = memcmp(mat.pointer(), matrix[state].pointer(), sizeof(mat));
|
||
}
|
||
if (changed)
|
||
#endif
|
||
{
|
||
matrix[state] = mat;
|
||
flag[state] |= ETF_VALID;
|
||
}
|
||
|
||
//maybe identity (mostly for texturematrix to avoid costly multiplication)
|
||
#if defined ( USE_MATRIX_TEST )
|
||
burning_setbit(TransformationFlag[state], mat.getDefinitelyIdentityMatrix(), ETF_IDENTITY);
|
||
#else
|
||
burning_setbit(flag[state],
|
||
0 == memcmp(mat.pointer(), core::IdentityMatrix.pointer(), sizeof(mat)), ETF_IDENTITY
|
||
);
|
||
#endif
|
||
|
||
#if 0
|
||
if (changed)
|
||
#endif
|
||
switch (state)
|
||
{
|
||
case ETS_PROJECTION:
|
||
flag[ETS_MODEL_VIEW_PROJ] &= ~ETF_VALID;
|
||
flag[ETS_VIEW_PROJECTION] &= ~ETF_VALID;
|
||
break;
|
||
case ETS_VIEW:
|
||
flag[ETS_MODEL_VIEW_PROJ] &= ~ETF_VALID;
|
||
flag[ETS_VIEW_PROJECTION] &= ~ETF_VALID;
|
||
flag[ETS_MODEL_VIEW] &= ~ETF_VALID;
|
||
flag[ETS_NORMAL] &= ~ETF_VALID;
|
||
break;
|
||
case ETS_WORLD:
|
||
flag[ETS_MODEL_VIEW_PROJ] &= ~ETF_VALID;
|
||
flag[ETS_MODEL_VIEW] &= ~ETF_VALID;
|
||
flag[ETS_NORMAL] &= ~ETF_VALID;
|
||
flag[ETS_MODEL_INVERSE] &= ~ETF_VALID;
|
||
break;
|
||
case ETS_TEXTURE_0:
|
||
case ETS_TEXTURE_1:
|
||
case ETS_TEXTURE_2:
|
||
case ETS_TEXTURE_3:
|
||
#if _IRR_MATERIAL_MAX_TEXTURES_>4
|
||
case ETS_TEXTURE_4:
|
||
#endif
|
||
#if _IRR_MATERIAL_MAX_TEXTURES_>5
|
||
case ETS_TEXTURE_5:
|
||
#endif
|
||
#if _IRR_MATERIAL_MAX_TEXTURES_>6
|
||
case ETS_TEXTURE_6:
|
||
#endif
|
||
#if _IRR_MATERIAL_MAX_TEXTURES_>7
|
||
case ETS_TEXTURE_7:
|
||
#endif
|
||
if (0 == (flag[state] & ETF_IDENTITY))
|
||
{
|
||
flag[state] |= ETF_TEXGEN_MATRIX;
|
||
}
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
}
|
||
|
||
//! Returns the transformation set by setTransform
|
||
const core::matrix4& CBurningVideoDriver::getTransform(E_TRANSFORMATION_STATE state) const
|
||
{
|
||
return Transformation[TransformationStack][state];
|
||
}
|
||
|
||
|
||
bool CBurningVideoDriver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
|
||
{
|
||
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
CNullDriver::beginScene(clearFlag & ECBF_COLOR, clearFlag & ECBF_DEPTH, clearColor, videoData, sourceRect);
|
||
#else
|
||
CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
|
||
#endif
|
||
|
||
Interlaced.nr = (Interlaced.nr + 1) & interlace_control_mask;
|
||
WindowId = videoData.D3D9.HWnd;
|
||
SceneSourceRect = sourceRect;
|
||
|
||
clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
|
||
|
||
//memset ( TransformationFlag, 0, sizeof ( TransformationFlag ) );
|
||
return true;
|
||
}
|
||
|
||
bool CBurningVideoDriver::endScene()
|
||
{
|
||
CNullDriver::endScene();
|
||
|
||
return Presenter->present(BackBuffer, WindowId, SceneSourceRect);
|
||
}
|
||
|
||
|
||
//! Create render target.
|
||
IRenderTarget* CBurningVideoDriver::addRenderTarget()
|
||
{
|
||
CSoftwareRenderTarget2* renderTarget = new CSoftwareRenderTarget2(this);
|
||
RenderTargets.push_back(renderTarget);
|
||
|
||
return renderTarget;
|
||
}
|
||
|
||
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
bool CBurningVideoDriver::setRenderTarget(video::ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color)
|
||
{
|
||
CSoftwareRenderTarget2 target(this);
|
||
target.RenderTexture = texture;
|
||
target.TargetType = ERT_RENDER_TEXTURE;
|
||
target.Textures[0] = texture;
|
||
|
||
if (texture)
|
||
texture->grab();
|
||
|
||
u16 flag = 0;
|
||
if (clearBackBuffer) flag |= ECBF_COLOR;
|
||
if (clearZBuffer) flag |= ECBF_DEPTH;
|
||
|
||
return setRenderTargetEx(texture ? &target : 0, flag, color, 1.f, true);
|
||
}
|
||
#endif
|
||
|
||
bool CBurningVideoDriver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
|
||
{
|
||
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
if (target && target->getDriverType() != EDT_BURNINGSVIDEO)
|
||
{
|
||
os::Printer::log("Fatal Error: Tried to set a render target not owned by this driver.", ELL_ERROR);
|
||
return false;
|
||
}
|
||
#endif
|
||
if (RenderTargetTexture)
|
||
{
|
||
//switching from texture to backbuffer
|
||
if (target == 0)
|
||
{
|
||
RenderTargetTexture->regenerateMipMapLevels();
|
||
}
|
||
RenderTargetTexture->drop();
|
||
}
|
||
|
||
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
RenderTargetTexture = target ? target->getTexture()[0] : 0;
|
||
#else
|
||
RenderTargetTexture = target ? ((CSoftwareRenderTarget2*)target)->Textures[0] : 0;
|
||
#endif
|
||
|
||
if (RenderTargetTexture)
|
||
{
|
||
RenderTargetTexture->grab();
|
||
Interlaced.bypass = 1;
|
||
setRenderTargetImage2(((CSoftwareTexture2*)RenderTargetTexture)->getImage());
|
||
}
|
||
else
|
||
{
|
||
Interlaced.bypass = Interlaced.enable == 0;
|
||
setRenderTargetImage2(BackBuffer);
|
||
}
|
||
|
||
clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
|
||
|
||
return true;
|
||
}
|
||
|
||
/*
|
||
static inline f32 map_value(f32 x, f32 in_min, f32 in_max, f32 out_min, f32 out_max) {
|
||
return (x - in_min) * (out_max - out_min) / (f32)(in_max - in_min) + out_min;
|
||
}
|
||
*/
|
||
|
||
//! sets a render target
|
||
void CBurningVideoDriver::setRenderTargetImage2(video::IImage* color, video::IImage* depth, video::IImage* stencil)
|
||
{
|
||
if (RenderTargetSurface)
|
||
RenderTargetSurface->drop();
|
||
|
||
core::dimension2d<u32> current = RenderTargetSize;
|
||
RenderTargetSurface = color;
|
||
RenderTargetSize.Width = 0;
|
||
RenderTargetSize.Height = 0;
|
||
|
||
if (RenderTargetSurface)
|
||
{
|
||
RenderTargetSurface->grab();
|
||
RenderTargetSize = RenderTargetSurface->getDimension();
|
||
}
|
||
|
||
RatioRenderTargetScreen.x = ScreenSize.Width ? (f32)RenderTargetSize.Width / ScreenSize.Width : 1.f;
|
||
RatioRenderTargetScreen.y = ScreenSize.Height ? (f32)RenderTargetSize.Height / ScreenSize.Height : 1.f;
|
||
|
||
int not_changed = current == RenderTargetSize;
|
||
burning_setbit(TransformationFlag[0][ETS_PROJECTION], not_changed, ETF_VALID);
|
||
burning_setbit(TransformationFlag[1][ETS_PROJECTION], not_changed, ETF_VALID);
|
||
|
||
setViewPort(core::recti(RenderTargetSize));
|
||
|
||
if (DepthBuffer)
|
||
DepthBuffer->setSize(RenderTargetSize);
|
||
|
||
if (StencilBuffer)
|
||
StencilBuffer->setSize(RenderTargetSize);
|
||
}
|
||
|
||
|
||
//--------- Transform from NDC to DC, transform TexCoo ----------------------------------------------
|
||
|
||
|
||
|
||
//--------- Transform from NDC to DC ----------------------------------------------
|
||
|
||
// used to scale <-1,-1><1,1> to viewport [scale,center]
|
||
// controls subtexel and fill convention.
|
||
// Don't tweak SOFTWARE_DRIVER_2_SUBTEXEL (-0.5f in m[1]) anymore to control texture blur effect, it's used for viewport scaling.
|
||
// naming is misleading. it will write outside memory location..
|
||
|
||
//xw = (xn+1)*(w/2) + x
|
||
void buildNDCToDCMatrix(f32* burning_restrict dc_matrix, const core::rect<s32>& viewport, const f32 center)
|
||
{
|
||
//const f32 center = -0.5f; // combined with top / left fill convention to (0,0)-(x-1,y-1)
|
||
|
||
f32 x0 = viewport.UpperLeftCorner.X + center;
|
||
f32 x1 = viewport.LowerRightCorner.X - 1 - center;
|
||
f32 y0 = viewport.UpperLeftCorner.Y + center;
|
||
f32 y1 = viewport.LowerRightCorner.Y - 1 - center;
|
||
|
||
dc_matrix[0] = (x1 - x0) * 0.5f;
|
||
dc_matrix[1] = dc_matrix[0] + x0;
|
||
|
||
dc_matrix[2] = (y0 - y1) * 0.5f;
|
||
dc_matrix[3] = dc_matrix[2] + y1;
|
||
|
||
}
|
||
|
||
|
||
|
||
//! sets a viewport
|
||
void CBurningVideoDriver::setViewPort(const core::rect<s32>& area)
|
||
{
|
||
//const core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
|
||
const core::rect<s32> rendert(0, 0, RenderTargetSize.Width, RenderTargetSize.Height);
|
||
|
||
ViewPort = area;
|
||
ViewPort.clipAgainst(rendert);
|
||
const s32 viewarea = ViewPort.getArea();
|
||
|
||
//is this even possible to be pixel-perfect if i have not the same depth range as openGL?
|
||
//fill convention maybe flipped because window space is flipped so +-1 pixel always off?
|
||
buildNDCToDCMatrix(Transformation_ETS_CLIPSCALE[ETF_STACK_3D], ViewPort, -0.5f);
|
||
|
||
//Pixel Offset in window space here and not in view-space to avoid clipping
|
||
//[-0.5,-0.5]-[w-0.5,h-0.5]
|
||
buildNDCToDCMatrix(Transformation_ETS_CLIPSCALE[ETF_STACK_2D], ViewPort, -0.5f);
|
||
|
||
TexBias[ETF_STACK_3D] = viewarea <= (160 * 120) ? 1.5f : Interlaced.target_scalex ? 0.75f : 0.75f;
|
||
TexBias[ETF_STACK_2D] = 1.5f;
|
||
|
||
if (CurrentShader)
|
||
CurrentShader->setRenderTarget(RenderTargetSurface, ViewPort, Interlaced);
|
||
}
|
||
|
||
void CBurningVideoDriver::setScissor(int x, int y, int width, int height)
|
||
{
|
||
//openGL
|
||
//y = rt.Height - y - height;
|
||
|
||
//coming from GUI
|
||
AbsRectangle v0;
|
||
v0.x0 = core::floor32(x * RatioRenderTargetScreen.x);
|
||
v0.y0 = core::floor32(y * RatioRenderTargetScreen.y);
|
||
v0.x1 = core::floor32((x + width) * RatioRenderTargetScreen.x);
|
||
v0.y1 = core::floor32((y + height) * RatioRenderTargetScreen.y);
|
||
|
||
AbsRectangle v1;
|
||
v1.x0 = 0;
|
||
v1.y0 = 0;
|
||
v1.x1 = RenderTargetSize.Width;
|
||
v1.y1 = RenderTargetSize.Height;
|
||
|
||
intersect(Scissor, v0, v1);
|
||
}
|
||
|
||
/*
|
||
generic plane clipping in homogenous coordinates
|
||
special case ndc frustum <-w,w>,<-w,w>,<-w,w>
|
||
can be rewritten with compares e.q near plane, a.z < -a.w and b.z < -b.w
|
||
|
||
cam is (0,0,-1)
|
||
*/
|
||
|
||
static const sVec4 NDCPlane[6 + 2] =
|
||
{
|
||
sVec4(0.f, 0.f, 1.f, -1.f), // near
|
||
sVec4(0.f, 0.f, -1.f, -1.f), // far
|
||
sVec4(1.f, 0.f, 0.f, -1.f), // left
|
||
sVec4(-1.f, 0.f, 0.f, -1.f), // right
|
||
sVec4(0.f, 1.f, 0.f, -1.f), // bottom
|
||
sVec4(0.f, -1.f, 0.f, -1.f) // top
|
||
};
|
||
|
||
/*
|
||
test a vertex if it's inside the standard frustum
|
||
|
||
this is the generic one..
|
||
|
||
f32 dotPlane;
|
||
for ( u32 i = 0; i!= 6; ++i )
|
||
{
|
||
dotPlane = v->Pos.dotProduct ( NDCPlane[i] );
|
||
burning_setbit32( flag, dotPlane <= 0.f, 1 << i );
|
||
}
|
||
|
||
// this is the base for ndc frustum <-w,w>,<-w,w>,<-w,w>
|
||
burning_setbit32( flag, ( v->Pos.z - v->Pos.w ) <= 0.f, 1 );
|
||
burning_setbit32( flag, (-v->Pos.z - v->Pos.w ) <= 0.f, 2 );
|
||
burning_setbit32( flag, ( v->Pos.x - v->Pos.w ) <= 0.f, 4 );
|
||
burning_setbit32( flag, (-v->Pos.x - v->Pos.w ) <= 0.f, 8 );
|
||
burning_setbit32( flag, ( v->Pos.y - v->Pos.w ) <= 0.f, 16 );
|
||
burning_setbit32( flag, (-v->Pos.y - v->Pos.w ) <= 0.f, 32 );
|
||
|
||
*/
|
||
#ifdef IRRLICHT_FAST_MATH
|
||
|
||
REALINLINE size_t CBurningVideoDriver::clipToFrustumTest(const s4DVertex* v) const
|
||
{
|
||
size_t flag;
|
||
f32 test[8];
|
||
const f32 w = -v->Pos.w;
|
||
|
||
// a conditional move is needed....FCOMI ( but we don't have it )
|
||
// so let the fpu calculate and write it back.
|
||
// cpu makes the compare, interleaving
|
||
|
||
test[0] = v->Pos.z + w;
|
||
test[1] = -v->Pos.z + w;
|
||
test[2] = v->Pos.x + w;
|
||
test[3] = -v->Pos.x + w;
|
||
test[4] = v->Pos.y + w;
|
||
test[5] = -v->Pos.y + w;
|
||
|
||
const u32* a = F32_AS_U32_POINTER(test);
|
||
flag = (a[0]) >> 31;
|
||
flag |= (a[1] & 0x80000000) >> 30;
|
||
flag |= (a[2] & 0x80000000) >> 29;
|
||
flag |= (a[3] & 0x80000000) >> 28;
|
||
flag |= (a[4] & 0x80000000) >> 27;
|
||
flag |= (a[5] & 0x80000000) >> 26;
|
||
|
||
/*
|
||
flag = (IR ( test[0] ) ) >> 31;
|
||
flag |= (IR ( test[1] ) & 0x80000000 ) >> 30;
|
||
flag |= (IR ( test[2] ) & 0x80000000 ) >> 29;
|
||
flag |= (IR ( test[3] ) & 0x80000000 ) >> 28;
|
||
flag |= (IR ( test[4] ) & 0x80000000 ) >> 27;
|
||
flag |= (IR ( test[5] ) & 0x80000000 ) >> 26;
|
||
*/
|
||
/*
|
||
flag = F32_LOWER_EQUAL_0 ( test[0] );
|
||
flag |= F32_LOWER_EQUAL_0 ( test[1] ) << 1;
|
||
flag |= F32_LOWER_EQUAL_0 ( test[2] ) << 2;
|
||
flag |= F32_LOWER_EQUAL_0 ( test[3] ) << 3;
|
||
flag |= F32_LOWER_EQUAL_0 ( test[4] ) << 4;
|
||
flag |= F32_LOWER_EQUAL_0 ( test[5] ) << 5;
|
||
*/
|
||
return flag;
|
||
}
|
||
|
||
#else
|
||
|
||
|
||
REALINLINE u32 clipToFrustumTest(const s4DVertex* v)
|
||
{
|
||
u32 flag = 0;
|
||
|
||
flag |= v->Pos.z <= v->Pos.w ? (size_t)VERTEX4D_CLIP_NEAR : 0;
|
||
flag |= -v->Pos.z <= v->Pos.w ? (size_t)VERTEX4D_CLIP_FAR : 0;
|
||
|
||
flag |= v->Pos.x <= v->Pos.w ? (size_t)VERTEX4D_CLIP_LEFT : 0;
|
||
flag |= -v->Pos.x <= v->Pos.w ? (size_t)VERTEX4D_CLIP_RIGHT : 0;
|
||
|
||
flag |= v->Pos.y <= v->Pos.w ? (size_t)VERTEX4D_CLIP_BOTTOM : 0;
|
||
flag |= -v->Pos.y <= v->Pos.w ? (size_t)VERTEX4D_CLIP_TOP : 0;
|
||
|
||
|
||
//verify with plane
|
||
/*
|
||
size_t flag2 = 0;
|
||
for ( u32 i = 0; i < 6; ++i )
|
||
{
|
||
if (v->Pos.dot_xyzw(NDCPlane[i]) <= 0.f) flag2 |= ((size_t)1) << i;
|
||
}
|
||
if (flag != flag2)
|
||
{
|
||
int g = 1;
|
||
}
|
||
*/
|
||
return flag;
|
||
}
|
||
|
||
#endif // _MSC_VER
|
||
|
||
|
||
u32 clipToHyperPlane(
|
||
s4DVertexPair* burning_restrict dest,
|
||
const s4DVertexPair* burning_restrict source,
|
||
const u32 inCount,
|
||
const sVec4& plane
|
||
)
|
||
{
|
||
u32 outCount = 0;
|
||
s4DVertexPair* out = dest;
|
||
|
||
const s4DVertex* a;
|
||
const s4DVertex* b = source;
|
||
|
||
ipoltype bDotPlane;
|
||
bDotPlane = b->Pos.dot_xyzw(plane);
|
||
|
||
/*
|
||
for( u32 i = 1; i < inCount + 1; ++i)
|
||
{
|
||
#if 0
|
||
a = source + (i%inCount)*2;
|
||
#else
|
||
const s32 condition = i - inCount;
|
||
const s32 index = (( ( condition >> 31 ) & ( i ^ condition ) ) ^ condition ) << 1;
|
||
a = source + index;
|
||
#endif
|
||
*/
|
||
|
||
// polygon scan conversion edge sharing opposite side?
|
||
//Sutherland<6E>Hodgman
|
||
for (u32 i = 0; i < inCount; ++i)
|
||
{
|
||
a = source + (i == inCount - 1 ? 0 : s4DVertex_ofs(i + 1));
|
||
|
||
// current point inside
|
||
if (ipol_lower_equal_0(a->Pos.dot_xyzw(plane)))
|
||
{
|
||
// last point outside
|
||
if (ipol_greater_0(bDotPlane))
|
||
{
|
||
// intersect line segment with plane
|
||
//out->interpolate(*b, *a, bDotPlane / (b->Pos - a->Pos).dot_xyzw(plane));
|
||
ipoltype denom = (b->Pos - a->Pos).dot_xyzw(plane);
|
||
out->interpolate(*b, *a, bDotPlane / denom);
|
||
out += sizeof_s4DVertexPairRel;
|
||
outCount += 1;
|
||
}
|
||
|
||
// copy current to out
|
||
//*out = *a;
|
||
memcpy_s4DVertexPair(out, a);
|
||
b = out;
|
||
|
||
out += sizeof_s4DVertexPairRel;
|
||
outCount += 1;
|
||
}
|
||
else
|
||
{
|
||
// current point outside
|
||
if (ipol_lower_0(bDotPlane))
|
||
{
|
||
// previous was inside
|
||
// intersect line segment with plane
|
||
//out->interpolate(*b, *a, bDotPlane / (b->Pos - a->Pos).dot_xyzw(plane));
|
||
ipoltype denom = (b->Pos - a->Pos).dot_xyzw(plane);
|
||
out->interpolate(*b, *a, bDotPlane / denom);
|
||
out += sizeof_s4DVertexPairRel;
|
||
outCount += 1;
|
||
}
|
||
// pointer
|
||
b = a;
|
||
}
|
||
|
||
bDotPlane = b->Pos.dot_xyzw(plane);
|
||
}
|
||
|
||
return outCount;
|
||
}
|
||
|
||
|
||
/*
|
||
Clip on all planes. Clipper.data
|
||
clipmask per face
|
||
*/
|
||
u32 CBurningVideoDriver::clipToFrustum(const u32 vIn /*, const size_t clipmask_for_face*/)
|
||
{
|
||
s4DVertexPair* v0 = Clipper.data;
|
||
s4DVertexPair* v1 = Clipper_disjoint.data;
|
||
u32 vOut = vIn;
|
||
|
||
//clear all clipping & projected flags
|
||
const u32 flag = v0[0].flag & VERTEX4D_FORMAT_MASK;
|
||
for (u32 g = 0; g != Clipper.ElementSize; ++g)
|
||
{
|
||
v0[g].flag = flag;
|
||
v1[g].flag = flag;
|
||
}
|
||
|
||
#if 0
|
||
for (size_t i = 0; i < 6; ++i)
|
||
{
|
||
v0 = i & 1 ? Clipper_disjoint.data : Clipper.data;
|
||
v1 = i & 1 ? Clipper.data : Clipper_disjoint.data;
|
||
|
||
//clipMask checked outside - always clip all planes
|
||
#if 0
|
||
if (0 == (clipMask & ((size_t)1 << i)))
|
||
{
|
||
vOut = vIn;
|
||
memcpy_s4DVertexPair(v1, v0);
|
||
}
|
||
else
|
||
#endif
|
||
{
|
||
vOut = clipToHyperPlane(v1, v0, vOut, NDCPlane[i]);
|
||
if (vOut < vIn) return vOut;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
|
||
vOut = clipToHyperPlane(v1, v0, vOut, NDCPlane[0]); if (vOut < vIn) return vOut;
|
||
vOut = clipToHyperPlane(v0, v1, vOut, NDCPlane[1]); if (vOut < vIn) return vOut;
|
||
vOut = clipToHyperPlane(v1, v0, vOut, NDCPlane[2]); if (vOut < vIn) return vOut;
|
||
vOut = clipToHyperPlane(v0, v1, vOut, NDCPlane[3]); if (vOut < vIn) return vOut;
|
||
vOut = clipToHyperPlane(v1, v0, vOut, NDCPlane[4]); if (vOut < vIn) return vOut;
|
||
vOut = clipToHyperPlane(v0, v1, vOut, NDCPlane[5]);
|
||
|
||
return vOut;
|
||
}
|
||
|
||
/*!
|
||
Part I:
|
||
apply Clip Scale matrix
|
||
From Normalized Device Coordiante ( NDC ) Space to Device Coordinate ( DC ) Space
|
||
|
||
Part II:
|
||
Project homogeneous vector
|
||
homogeneous to non-homogenous coordinates ( dividebyW )
|
||
|
||
Incoming: ( xw, yw, zw, w, u, v, 1, R, G, B, A )
|
||
Outgoing: ( xw/w, yw/w, zw/w, w/w, u/w, v/w, 1/w, R/w, G/w, B/w, A/w )
|
||
|
||
replace w/w by 1/w
|
||
*/
|
||
//aliasing problems! [dest = source + 1]
|
||
|
||
inline void ndc_2_dc_and_project(s4DVertexPair* burning_restrict v, const u32 vIn,
|
||
const f32* burning_restrict dc_matrix
|
||
)
|
||
{
|
||
#define src v[g]
|
||
#define dst v[g+1]
|
||
|
||
for (u32 g = 0; g < vIn; g += sizeof_s4DVertexPairRel)
|
||
{
|
||
//cache doesn't work anymore?
|
||
//if ( dst.flag & VERTEX4D_PROJECTED ) continue;
|
||
//dst.flag = src.flag | VERTEX4D_PROJECTED;
|
||
|
||
const f32 iw = reciprocal_zero_pos_underflow(src.Pos.w);
|
||
|
||
// from normalized device to window coordinates (-1,-1) viewport
|
||
|
||
//limit sub pixel for consistent fill convention (wrong place)
|
||
#if SOFTWARE_DRIVER_2_SUBPIXEL_LIMIT > 0 && 0
|
||
dst.Pos.x = floorf((iw * src.Pos.x * dc_matrix[0] + dc_matrix[1]) * 128.f+0.5f) * (1.f / 128.f);
|
||
dst.Pos.y = floorf((iw * src.Pos.y * dc_matrix[2] + dc_matrix[3]) * 128.f + 0.5f) * (1.f/ 128.f);
|
||
#else
|
||
dst.Pos.x = iw * src.Pos.x * dc_matrix[0] + dc_matrix[1];
|
||
dst.Pos.y = iw * src.Pos.y * dc_matrix[2] + dc_matrix[3];
|
||
#endif
|
||
|
||
|
||
//burning uses direct Z. for OpenGL it should be -Z,[-1;1] and texture flip
|
||
#if !defined(SOFTWARE_DRIVER_2_USE_WBUFFER) || 1
|
||
dst.Pos.z = -iw * src.Pos.z * 0.5f + 0.5f;
|
||
#endif
|
||
dst.Pos.w = iw;
|
||
|
||
//ortographic projection w == 1 looses stencil
|
||
//dest[g].Pos.w = 1.f - dest[g].Pos.z;
|
||
|
||
// Texture Coordinates will be projected after mipmap selection
|
||
// satisfy write-combiner
|
||
//todo: only set on flag
|
||
#if 1
|
||
#if BURNING_MATERIAL_MAX_TEXTURES > 0
|
||
dst.Tex[0].x = src.Tex[0].x;
|
||
dst.Tex[0].y = src.Tex[0].y;
|
||
#endif
|
||
#if BURNING_MATERIAL_MAX_TEXTURES > 1
|
||
dst.Tex[1].x = src.Tex[1].x;
|
||
dst.Tex[1].y = src.Tex[1].y;
|
||
#endif
|
||
#if BURNING_MATERIAL_MAX_TEXTURES > 2
|
||
dst.Tex[2].x = src.Tex[2].x;
|
||
dst.Tex[2].y = src.Tex[2].y;
|
||
#endif
|
||
#if BURNING_MATERIAL_MAX_TEXTURES > 3
|
||
dst.Tex[3].x = src.Tex[3].x;
|
||
dst.Tex[3].y = src.Tex[3].y;
|
||
#endif
|
||
#endif
|
||
|
||
// alpha?
|
||
#if BURNING_MATERIAL_MAX_COLORS > 0
|
||
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
||
dst.Color[0].r = src.Color[0].r * iw;
|
||
dst.Color[0].g = src.Color[0].g * iw;
|
||
dst.Color[0].b = src.Color[0].b * iw;
|
||
dst.Color[0].a = src.Color[0].a * iw;
|
||
#else
|
||
dst.Color[0] = src.Color[0];
|
||
#endif
|
||
#endif
|
||
|
||
#if BURNING_MATERIAL_MAX_COLORS > 1
|
||
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
||
dst.Color[1].r = src.Color[1].r * iw;
|
||
dst.Color[1].g = src.Color[1].g * iw;
|
||
dst.Color[1].b = src.Color[1].b * iw;
|
||
dst.Color[1].a = src.Color[1].a * iw;
|
||
#else
|
||
dst.Color[1] = src.Color[1];
|
||
#endif
|
||
#endif
|
||
|
||
#if BURNING_MATERIAL_MAX_COLORS > 2
|
||
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
||
dst.Color[2].r = src.Color[2].r * iw;
|
||
dst.Color[2].g = src.Color[2].g * iw;
|
||
dst.Color[2].b = src.Color[2].b * iw;
|
||
dst.Color[2].a = src.Color[2].a * iw;
|
||
#else
|
||
dst.Color[2] = src.Color[2];
|
||
#endif
|
||
#endif
|
||
|
||
#if BURNING_MATERIAL_MAX_COLORS > 3
|
||
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
||
dst.Color[3].r = src.Color[3].r * iw;
|
||
dst.Color[3].g = src.Color[3].g * iw;
|
||
dst.Color[3].b = src.Color[3].b * iw;
|
||
dst.Color[3].a = src.Color[3].a * iw;
|
||
#else
|
||
dst.Color[3] = src.Color[3];
|
||
#endif
|
||
#endif
|
||
|
||
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
|
||
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
||
dst.LightTangent[0].x = src.LightTangent[0].x * iw;
|
||
dst.LightTangent[0].y = src.LightTangent[0].y * iw;
|
||
dst.LightTangent[0].z = src.LightTangent[0].z * iw;
|
||
#else
|
||
dst.LightTangent[0] = src.LightTangent[0];
|
||
#endif
|
||
#endif
|
||
}
|
||
|
||
#undef src
|
||
#undef dst
|
||
|
||
}
|
||
|
||
inline void ndc_2_dc_and_project_grid(s4DVertexPair* burning_restrict v, const u32 vIn,
|
||
const f32* burning_restrict dc_matrix
|
||
)
|
||
{
|
||
#define src v[g]
|
||
#define dst v[g+1]
|
||
|
||
u32 i;
|
||
u32 size;
|
||
|
||
for (u32 g = 0; g < vIn; g += sizeof_s4DVertexPairRel)
|
||
{
|
||
const f32 iw = reciprocal_zero_pos_underflow(src.Pos.w);
|
||
|
||
// from normalized device to window coordinates (-1,-1) viewport
|
||
|
||
//limit sub pixel for consistent fill convention (wrong place)
|
||
dst.Pos.x = floorf((iw * src.Pos.x * dc_matrix[0] + dc_matrix[1]) * 4096.f + 0.5f) * (1.f / 4096.f);
|
||
dst.Pos.y = floorf((iw * src.Pos.y * dc_matrix[2] + dc_matrix[3]) * 4096.f + 0.5f) * (1.f / 4096.f);
|
||
|
||
//burning uses direct Z. for OpenGL it should be -Z,[-1;1] and texture flip
|
||
#if !defined(SOFTWARE_DRIVER_2_USE_WBUFFER) || 1
|
||
dst.Pos.z = -iw * src.Pos.z * 0.5f + 0.5f;
|
||
#endif
|
||
dst.Pos.w = iw;
|
||
|
||
#if BURNING_MATERIAL_MAX_TEXTURES > 0
|
||
size = (src.flag & VERTEX4D_FORMAT_MASK_TEXTURE) >> 16;
|
||
for (i = 0; i != size; ++i)
|
||
{
|
||
dst.Tex[i].x = src.Tex[i].x;
|
||
dst.Tex[i].y = src.Tex[i].y;
|
||
}
|
||
#endif
|
||
|
||
#if BURNING_MATERIAL_MAX_COLORS > 0
|
||
size = (src.flag & VERTEX4D_FORMAT_MASK_COLOR) >> 20;
|
||
for (i = 0; i != size; ++i)
|
||
{
|
||
// alpha?
|
||
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
||
dst.Color[i].r = src.Color[i].r * iw;
|
||
dst.Color[i].g = src.Color[i].g * iw;
|
||
dst.Color[i].b = src.Color[i].b * iw;
|
||
dst.Color[i].a = src.Color[i].a * iw;
|
||
#else
|
||
dst.Color[i] = src.Color[i];
|
||
#endif
|
||
}
|
||
#endif
|
||
|
||
|
||
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
|
||
size = (src.flag & VERTEX4D_FORMAT_MASK_LIGHT) >> 24;
|
||
for (i = 0; i != size; ++i)
|
||
{
|
||
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
||
dst.LightTangent[i].x = src.LightTangent[i].x * iw;
|
||
dst.LightTangent[i].y = src.LightTangent[i].y * iw;
|
||
dst.LightTangent[i].z = src.LightTangent[i].z * iw;
|
||
#else
|
||
dst.LightTangent[i] = src.LightTangent[i];
|
||
#endif
|
||
}
|
||
#endif
|
||
|
||
}
|
||
|
||
#undef src
|
||
#undef dst
|
||
|
||
}
|
||
|
||
|
||
#define MAT_TEXTURE(tex) ( (video::CSoftwareTexture2*) Material.org.TextureLayer[tex].Texture )
|
||
|
||
//! clamp(value,0,1)
|
||
#if 0
|
||
static inline float clampfuv(const float v, const float b)
|
||
{
|
||
// b = 1.f - (2.f * (1/width))
|
||
return v < b ? b : v > 1.f - b ? 1.f - b : v;
|
||
//return v < b ? b : v > 1.f-b ? 1.f-b : v;
|
||
}
|
||
#endif
|
||
|
||
static inline float clampf01(const float v)
|
||
{
|
||
return v < 0.f ? 0.f : v > 1.f ? 1.f : v;
|
||
}
|
||
|
||
|
||
// Vertex Cache
|
||
|
||
//! setup Vertex Format
|
||
void CBurningVideoDriver::VertexCache_map_source_format()
|
||
{
|
||
const u32 s0 = sizeof(s4DVertex);
|
||
const u32 s1 = sizeof(s4DVertex_proxy);
|
||
|
||
if (s1 <= sizeof_s4DVertex / 2)
|
||
{
|
||
os::Printer::log("BurningVideo vertex format unnecessary to large", ELL_WARNING);
|
||
}
|
||
|
||
//memcpy_vertex
|
||
if (s0 != sizeof_s4DVertex || ((sizeof_s4DVertex * sizeof_s4DVertexPairRel) & 31))
|
||
{
|
||
os::Printer::log("BurningVideo vertex format compile problem", ELL_ERROR);
|
||
IRR_DEBUG_BREAK_IF(1);
|
||
}
|
||
|
||
#if defined(ENV64BIT)
|
||
if (sizeof(void*) != 8)
|
||
{
|
||
os::Printer::log("BurningVideo pointer should be 8 bytes", ELL_ERROR);
|
||
IRR_DEBUG_BREAK_IF(1);
|
||
}
|
||
|
||
if (((unsigned long long)Transformation & 15) || ((unsigned long long)TransformationFlag & 15))
|
||
{
|
||
os::Printer::log("BurningVideo Matrix Stack not 16 byte aligned", ELL_ERROR);
|
||
IRR_DEBUG_BREAK_IF(1);
|
||
}
|
||
#endif
|
||
|
||
|
||
SVSize* vSize = VertexShader.vSize;
|
||
vSize[E4VT_STANDARD].Format = VERTEX4D_FORMAT_TEXTURE_1 | VERTEX4D_FORMAT_COLOR_2_FOG;
|
||
vSize[E4VT_STANDARD].Pitch = sizeof(S3DVertex);
|
||
vSize[E4VT_STANDARD].TexSize = 1;
|
||
vSize[E4VT_STANDARD].TexCooSize = 1;
|
||
vSize[E4VT_STANDARD].ColSize = 2;
|
||
|
||
vSize[E4VT_2TCOORDS].Format = VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_2_FOG;
|
||
vSize[E4VT_2TCOORDS].Pitch = sizeof(S3DVertex2TCoords);
|
||
vSize[E4VT_2TCOORDS].TexSize = 2;
|
||
vSize[E4VT_2TCOORDS].TexCooSize = 2;
|
||
vSize[E4VT_2TCOORDS].ColSize = 2;
|
||
|
||
// EMT_NORMAL_MAP_SOLID,EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
|
||
vSize[E4VT_TANGENTS].Format = VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_4 | VERTEX4D_FORMAT_BUMP_DOT3;
|
||
vSize[E4VT_TANGENTS].Pitch = sizeof(S3DVertexTangents);
|
||
vSize[E4VT_TANGENTS].TexSize = 2;
|
||
vSize[E4VT_TANGENTS].TexCooSize = 2;
|
||
vSize[E4VT_TANGENTS].ColSize = 4;
|
||
|
||
// EMT_PARALLAX_MAP_SOLID,EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
|
||
vSize[E4VT_TANGENTS_PARALLAX].Format = VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_4 | VERTEX4D_FORMAT_PARALLAX;
|
||
vSize[E4VT_TANGENTS_PARALLAX].Pitch = sizeof(S3DVertexTangents);
|
||
vSize[E4VT_TANGENTS_PARALLAX].TexSize = 2;
|
||
vSize[E4VT_TANGENTS_PARALLAX].TexCooSize = 2;
|
||
vSize[E4VT_TANGENTS_PARALLAX].ColSize = 4;
|
||
|
||
// EMT_TRANSPARENT_REFLECTION_2_LAYER map
|
||
vSize[E4VT_REFLECTION_MAP].Format = VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_2_FOG;
|
||
vSize[E4VT_REFLECTION_MAP].Pitch = sizeof(S3DVertex);
|
||
vSize[E4VT_REFLECTION_MAP].TexSize = 2;
|
||
vSize[E4VT_REFLECTION_MAP].TexCooSize = 1; //TexCoo2 generated
|
||
vSize[E4VT_REFLECTION_MAP].ColSize = 2;
|
||
|
||
// shadow
|
||
vSize[E4VT_SHADOW].Format = 0;
|
||
vSize[E4VT_SHADOW].Pitch = sizeof(f32) * 3; // core::vector3df*
|
||
vSize[E4VT_SHADOW].TexSize = 0;
|
||
vSize[E4VT_SHADOW].TexCooSize = 0;
|
||
vSize[E4VT_SHADOW].ColSize = 0;
|
||
|
||
// color shading only (no texture)
|
||
vSize[E4VT_NO_TEXTURE].Format = VERTEX4D_FORMAT_COLOR_2_FOG;
|
||
vSize[E4VT_NO_TEXTURE].Pitch = sizeof(S3DVertex);
|
||
vSize[E4VT_NO_TEXTURE].TexSize = 0;
|
||
vSize[E4VT_NO_TEXTURE].TexCooSize = 0;
|
||
vSize[E4VT_NO_TEXTURE].ColSize = 2;
|
||
|
||
//Line
|
||
vSize[E4VT_LINE].Format = VERTEX4D_FORMAT_COLOR_1;
|
||
vSize[E4VT_LINE].Pitch = sizeof(S3DVertex);
|
||
vSize[E4VT_LINE].TexSize = 0;
|
||
vSize[E4VT_LINE].TexCooSize = 0;
|
||
vSize[E4VT_LINE].ColSize = 1;
|
||
|
||
//verify with global defines
|
||
u32 size;
|
||
for (size_t i = 0; i < E4VT_COUNT; ++i)
|
||
{
|
||
u32& flag = vSize[i].Format;
|
||
|
||
#if !defined(SOFTWARE_DRIVER_2_USE_SEPARATE_SPECULAR_COLOR)
|
||
//flag &= ~VERTEX4D_FORMAT_SPECULAR;
|
||
#endif
|
||
|
||
if (vSize[i].TexSize > BURNING_MATERIAL_MAX_TEXTURES)
|
||
vSize[i].TexSize = BURNING_MATERIAL_MAX_TEXTURES;
|
||
|
||
size = (flag & VERTEX4D_FORMAT_MASK_TEXTURE) >> 16;
|
||
if (size > BURNING_MATERIAL_MAX_TEXTURES)
|
||
{
|
||
flag = (flag & ~VERTEX4D_FORMAT_MASK_TEXTURE) | (BURNING_MATERIAL_MAX_TEXTURES << 16);
|
||
}
|
||
|
||
size = (flag & VERTEX4D_FORMAT_MASK_COLOR) >> 20;
|
||
if (size > BURNING_MATERIAL_MAX_COLORS)
|
||
{
|
||
flag = (flag & ~VERTEX4D_FORMAT_MASK_COLOR) | (BURNING_MATERIAL_MAX_COLORS << 20);
|
||
}
|
||
|
||
size = (flag & VERTEX4D_FORMAT_MASK_LIGHT) >> 24;
|
||
if (size > BURNING_MATERIAL_MAX_LIGHT_TANGENT)
|
||
{
|
||
flag = (flag & ~VERTEX4D_FORMAT_MASK_LIGHT) | (BURNING_MATERIAL_MAX_LIGHT_TANGENT << 24);
|
||
}
|
||
}
|
||
|
||
VertexShader.mem.resize(VERTEXCACHE_ELEMENT * 2);
|
||
VertexShader.vType = E4VT_STANDARD;
|
||
|
||
Clipper.resize(VERTEXCACHE_ELEMENT * 2);
|
||
Clipper_disjoint.resize(VERTEXCACHE_ELEMENT * 2);
|
||
|
||
TransformationStack = ETF_STACK_3D;
|
||
memset(TransformationFlag, 0, sizeof(TransformationFlag));
|
||
memset(Transformation_ETS_CLIPSCALE, 0, sizeof(Transformation_ETS_CLIPSCALE));
|
||
|
||
Material.resetRenderStates = true;
|
||
Material.Fallback_MaterialType = EMT_SOLID;
|
||
Material.VertexShader = BVT_Fix;
|
||
|
||
PushShader.CurrentShader = 0;
|
||
PushShader.EdgeTestPass = 0;
|
||
}
|
||
|
||
|
||
|
||
/*!
|
||
fill a cache line with transformed, light and clip test triangles
|
||
overhead - if primitive is outside or culled, vertexLighting and TextureTransform is still done
|
||
*/
|
||
void CBurningVideoDriver::VertexCache_fill(const u32 sourceIndex, const u32 destIndex)
|
||
{
|
||
const u8* burning_restrict source;
|
||
s4DVertex* burning_restrict dest;
|
||
|
||
source = (u8*)VertexShader.vertices + (sourceIndex * VertexShader.vSize[VertexShader.vType].Pitch);
|
||
|
||
// it's a look ahead so we never hit it..
|
||
// but give priority...
|
||
//VertexShader.info[ destIndex ].hit = hitCount;
|
||
|
||
// store info
|
||
VertexShader.info[destIndex].index = sourceIndex;
|
||
VertexShader.info[destIndex].hit = 0;
|
||
|
||
// destination Vertex
|
||
dest = VertexShader.mem.data + s4DVertex_ofs(destIndex);
|
||
dest->reset_interpolate();
|
||
|
||
//Irrlicht S3DVertex,S3DVertex2TCoords,S3DVertexTangents
|
||
const S3DVertex* base = ((S3DVertex*)source);
|
||
const core::matrix4* matrix = Transformation[TransformationStack];
|
||
|
||
if (Material.VertexShader == BVT_Fix) goto fftransform;
|
||
|
||
{
|
||
IBurningShader* shader = (u32)Material.org.MaterialType < MaterialRenderers.size() ?
|
||
(IBurningShader*)MaterialRenderers[Material.org.MaterialType].Renderer : CurrentShader;
|
||
|
||
// Vertex program attribute inputs:
|
||
sVec4 gl_Vertex(base->Pos.X, base->Pos.Y, base->Pos.Z, 1.f);
|
||
sVec4 gl_Normal(base->Normal.X, base->Normal.Y, base->Normal.Z, 1.f);
|
||
sVec4 gl_Color; gl_Color.setA8R8G8B8(base->Color.color);
|
||
|
||
// Irrlicht TCoords and TCoords2 must be contiguous memory. baseTCoord has no 4 byte aligned start address!
|
||
sVec4 gl_MultiTexCoord[4];
|
||
const sVec2Pack* baseTCoord = (const sVec2Pack*)&base->TCoords.X;
|
||
for (u32 m = 0; m < array_size(gl_MultiTexCoord); ++m)
|
||
{
|
||
if (m < VertexShader.vSize[VertexShader.vType].TexCooSize)
|
||
{
|
||
gl_MultiTexCoord[m].s = baseTCoord[m].x;
|
||
gl_MultiTexCoord[m].t = baseTCoord[m].y;
|
||
}
|
||
else
|
||
{
|
||
gl_MultiTexCoord[m].s = 0.f;
|
||
gl_MultiTexCoord[m].t = 0.f;
|
||
}
|
||
|
||
gl_MultiTexCoord[m].p = 1.f;
|
||
gl_MultiTexCoord[m].q = 1.f;
|
||
}
|
||
|
||
#define gl_MultiTexCoord0 gl_MultiTexCoord[0]
|
||
#define gl_MultiTexCoord1 gl_MultiTexCoord[1]
|
||
#define gl_MultiTexCoord2 gl_MultiTexCoord[2]
|
||
#define gl_MultiTexCoord3 gl_MultiTexCoord[3]
|
||
#define gl_Position dest->Pos
|
||
#define gl_TexCoord dest->Tex
|
||
#define gl_FrontColor dest->Color[0]
|
||
#define gl_BackColor dest->Color[1]
|
||
#define vec2 sVec2
|
||
#define vec3 sVec4
|
||
#define vec4 sVec4
|
||
#define mat4 core::matrix4
|
||
#define gl_NormalMatrix matrix[ETS_NORMAL]
|
||
#define gl_ModelViewMatrix matrix[ETS_MODEL_VIEW]
|
||
#define gl_ModelViewProjectionMatrix matrix[ETS_MODEL_VIEW_PROJ]
|
||
#define ftransform() (matrix[ETS_MODEL_VIEW_PROJ] * gl_Vertex)
|
||
|
||
#define uniform(var,name) const var& name = (const var&)*shader->getUniform(#name,BL_VERTEX_FLOAT)
|
||
#define varying(var,name) var& name = (var&)*shader->getUniform(#name,BL_FRAGMENT_FLOAT)
|
||
|
||
#ifdef _MSC_VER
|
||
#pragma warning (disable: 4244) // float/double conversion
|
||
#pragma warning (disable: 4305) // truncation
|
||
#endif
|
||
//init for default pixelshader
|
||
gl_FrontColor = gl_Color;
|
||
|
||
//gl_FrontColor.setA8R8G8B8(gl_Color);
|
||
if (Material.VertexShader == BVT_815_0x1f847599)
|
||
{
|
||
//varying(vec2,TexCoords);
|
||
gl_Position = gl_Vertex;
|
||
|
||
// TexCoords = (gl_Vertex.xy * 0.5 + 0.5);
|
||
gl_TexCoord[0].x = gl_Vertex.x * 0.5f + 0.5f;
|
||
gl_TexCoord[0].y = gl_Vertex.y * -0.5f + 0.5f; // runtime flip
|
||
}
|
||
else if (Material.VertexShader == BVT_opengl_vsh_shaderexample)
|
||
{
|
||
uniform(mat4, mWorldViewProj);
|
||
uniform(mat4, mInvWorld);
|
||
uniform(mat4, mTransWorld);
|
||
uniform(vec3, mLightPos); // actually just camera-pos in this case
|
||
uniform(vec4, mLightColor);
|
||
|
||
gl_Position = mWorldViewProj * gl_Vertex;
|
||
|
||
// transform normal somehow (NOTE: for the real vertex normal you would use an inverse-transpose world matrix instead of mInvWorld)
|
||
vec4 normal = vec4(gl_Normal, 0.0);
|
||
normal = mInvWorld * normal;
|
||
normal = normalize(normal);
|
||
|
||
// (NOTE: not sure why transposed world is used instead of world?)
|
||
vec4 worldpos = gl_Vertex * mTransWorld;
|
||
|
||
vec4 lightVector = worldpos - vec4(mLightPos, 1.0);
|
||
lightVector = normalize(lightVector);
|
||
|
||
float tmp2 = dot(-lightVector, normal);
|
||
|
||
sVec4 tmp = mLightColor * tmp2;
|
||
gl_FrontColor = gl_BackColor = vec4(tmp.x, tmp.y, tmp.z, 0.0);
|
||
|
||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||
|
||
gl_FrontColor.clampf01();
|
||
}
|
||
else if (Material.VertexShader == STK_1259_0xc8226e1a)
|
||
{
|
||
// Creates a bubble (wave) effect by distorting the texture depending on time
|
||
|
||
uniform(float, time);
|
||
varying(vec2, uv);
|
||
|
||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||
gl_Position = ftransform();
|
||
|
||
float delta_x = cos(time * 3.0) * sin(4.0 * gl_TexCoord[0].st.s * 6.28318531);
|
||
float delta_y = cos(time * 2.0) * sin(3.0 * gl_TexCoord[0].st.t * 6.28318531);
|
||
|
||
uv = gl_TexCoord[0].st_op() + vec2(0.02 * delta_x, 0.02 * delta_y);
|
||
|
||
//fragment
|
||
uniform(float, transparency);
|
||
gl_TexCoord[0] = uv;
|
||
gl_FrontColor.a *= transparency;
|
||
|
||
}
|
||
else if (Material.VertexShader == STK_958_0xa048973b)
|
||
{
|
||
// motion_blur.vert
|
||
gl_TexCoord[0].st_op() = vec2(gl_MultiTexCoord0.s, gl_MultiTexCoord0.t);
|
||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||
gl_Position = gl_Vertex;
|
||
}
|
||
else if (Material.VertexShader == STK_1309_0x1fd689c2)
|
||
{
|
||
varying(vec3, lightVec);
|
||
varying(vec3, halfVec);
|
||
varying(vec3, eyeVec);
|
||
|
||
uniform(vec3, lightdir);
|
||
|
||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||
|
||
// Building the matrix Eye Space -> Tangent Space
|
||
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
|
||
vec3 t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz()); // tangent
|
||
vec3 b = cross(n, t);
|
||
|
||
vec3 vertexPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
|
||
|
||
// transform light and half angle vectors by tangent basis
|
||
vec3 v;
|
||
v.x = dot(lightdir, t);
|
||
v.y = dot(lightdir, b);
|
||
v.z = dot(lightdir, n);
|
||
v.w = 0;
|
||
lightVec = normalize(v);
|
||
|
||
v.x = dot(vertexPosition, t);
|
||
v.y = dot(vertexPosition, b);
|
||
v.z = dot(vertexPosition, n);
|
||
v.w = 0;
|
||
eyeVec = normalize(v);
|
||
|
||
vertexPosition = normalize(vertexPosition);
|
||
|
||
// Normalize the halfVector to pass it to the fragment shader
|
||
|
||
// No need to divide by two, the result is normalized anyway.
|
||
// vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
|
||
vec3 halfVector = normalize(vertexPosition + lightdir);
|
||
v.x = dot(halfVector, t);
|
||
v.y = dot(halfVector, b);
|
||
v.z = dot(halfVector, n);
|
||
|
||
// No need to normalize, t,b,n and halfVector are normal vectors.
|
||
//normalize (v);
|
||
halfVec = v;
|
||
|
||
|
||
gl_Position = ftransform();
|
||
}
|
||
else if (Material.VertexShader == STK_1204_0x072a4094)
|
||
{
|
||
varying(vec3, normal);
|
||
varying(vec4, vertex_color);
|
||
varying(vec3, lightdir2);
|
||
uniform(vec3, lightdir);
|
||
|
||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||
gl_TexCoord[1] = gl_MultiTexCoord1;
|
||
gl_Position = ftransform();
|
||
vertex_color = gl_Color;
|
||
|
||
//normal = normalize(gl_NormalMatrix * gl_Normal);
|
||
normal = normalize(gl_Normal);
|
||
lightdir2 = normalize(lightdir);
|
||
}
|
||
else if (Material.VertexShader == STK_1303_0xd872cdb6)
|
||
{
|
||
// Shader based on work by Fabien Sanglard
|
||
// Released under the terms of CC-BY 3.0
|
||
|
||
varying(vec3,lightVec);
|
||
varying(vec3,halfVec);
|
||
varying(vec3,eyeVec);
|
||
|
||
uniform(vec3,lightdir);
|
||
|
||
//void main()
|
||
{
|
||
|
||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||
|
||
// Building the matrix Eye Space -> Tangent Space
|
||
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
|
||
// gl_MultiTexCoord1.xyz
|
||
vec3 t = normalize(gl_NormalMatrix * vec3(1.0, 0.0, 0.0)); // tangent
|
||
vec3 b = cross(n, t);
|
||
|
||
vec3 vertexPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
|
||
|
||
// transform light and half angle vectors by tangent basis
|
||
vec3 v;
|
||
v.x = dot(lightdir, t);
|
||
v.y = dot(lightdir, b);
|
||
v.z = dot(lightdir, n);
|
||
lightVec = normalize(v);
|
||
|
||
vertexPosition = normalize(vertexPosition);
|
||
|
||
eyeVec = normalize(-vertexPosition); // we are in Eye Coordinates, so EyePos is (0,0,0)
|
||
|
||
// Normalize the halfVector to pass it to the fragment shader
|
||
|
||
// No need to divide by two, the result is normalized anyway.
|
||
// vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
|
||
vec3 halfVector = normalize(vertexPosition + lightdir);
|
||
v.x = dot(halfVector, t);
|
||
v.y = dot(halfVector, b);
|
||
v.z = dot(halfVector, n);
|
||
|
||
// No need to normalize, t,b,n and halfVector are normal vectors.
|
||
//normalize (v);
|
||
halfVec = v;
|
||
|
||
gl_Position = ftransform();
|
||
}
|
||
}
|
||
#ifdef _MSC_VER
|
||
#pragma warning (default: 4244) // conversion
|
||
#pragma warning (default: 4305) // truncation
|
||
#endif
|
||
|
||
#undef gl_MultiTexCoord0
|
||
#undef gl_MultiTexCoord1
|
||
#undef gl_MultiTexCoord2
|
||
#undef gl_MultiTexCoord3
|
||
#undef vec2
|
||
#undef vec3
|
||
#undef vec4
|
||
#undef mat4
|
||
#undef uniform
|
||
#undef varying
|
||
#undef gl_TexCoord
|
||
#undef gl_FrontColor
|
||
#undef gl_BackColor
|
||
#undef ftransform
|
||
#undef gl_NormalMatrix
|
||
#undef gl_ModelViewMatrix
|
||
#undef gl_ModelViewProjectionMatrix
|
||
|
||
goto clipandproject;
|
||
}
|
||
|
||
fftransform:
|
||
// transform Model * World * Camera * Projection * NDCSpace matrix
|
||
matrix[ETS_MODEL_VIEW_PROJ].transformVect(&dest[0].Pos.x, base->Pos);
|
||
|
||
/*
|
||
ieee754* p = (ieee754*) &dest[0].Pos.x;
|
||
p[0].fields.frac &= 0xFFFFFFF0;
|
||
p[1].fields.frac &= 0xFFFFFFF0;
|
||
p[2].fields.frac &= 0xFFFFFFF0;
|
||
//p[3].fields.frac &= 0xFFFFFFF0;
|
||
*/
|
||
//dest[0].Pos.x = floorf(dest[0].Pos.x * 4096.f + 0.5f) * (1.f / 4096.f);
|
||
//dest[0].Pos.y = floorf(dest[0].Pos.y * 4096.f + 0.5f) * (1.f / 4096.f);
|
||
//dest[0].Pos.z = floorf(dest[0].Pos.z * 4096.f + 0.5f) * (1.f / 4096.f);
|
||
//dest[0].Pos.w = floorf(dest[0].Pos.w * 4096.f + 0.5f) * (1.f / 4096.f);
|
||
|
||
//mhm ... maybe no goto
|
||
if (VertexShader.vType == E4VT_SHADOW)
|
||
{
|
||
//core::vector3df i = base->Pos;
|
||
//i.Z -= 0.5f;
|
||
//matrix[ETS_MODEL_VIEW_PROJ].transformVect(&dest->Pos.x, i);
|
||
|
||
//GL_DEPTH_CLAMP,EVDF_DEPTH_CLAMP
|
||
//if ( dest->Pos.z < dest->Pos.w)
|
||
// dest->Pos.z = dest->Pos.w*0.99f;
|
||
|
||
//glPolygonOffset // self shadow wanted or not?
|
||
dest->Pos.w *= 1.005f;
|
||
|
||
//flag |= v->Pos.z <= v->Pos.w ? VERTEX4D_CLIP_NEAR : 0;
|
||
//flag |= -v->Pos.z <= v->Pos.w ? VERTEX4D_CLIP_FAR : 0;
|
||
|
||
goto clipandproject;
|
||
}
|
||
|
||
|
||
#if defined (SOFTWARE_DRIVER_2_LIGHTING) || defined ( SOFTWARE_DRIVER_2_TEXTURE_TRANSFORM )
|
||
|
||
// vertex, normal in light(eye) space
|
||
if (EyeSpace.TL_Flag & (TL_TEXTURE_TRANSFORM | TL_FOG | TL_LIGHT))
|
||
{
|
||
sVec4 vertex4; //eye coordinate position of vertex
|
||
matrix[ETS_MODEL_VIEW].transformVect(&vertex4.x, base->Pos);
|
||
|
||
f32 iw = reciprocal_zero_pos_underflow(vertex4.w);
|
||
EyeSpace.vertex.x = vertex4.x * iw;
|
||
EyeSpace.vertex.y = vertex4.y * iw;
|
||
EyeSpace.vertex.z = vertex4.z * iw;
|
||
EyeSpace.vertex.w = iw;
|
||
|
||
//EyeSpace.cam_distance = EyeSpace.vertex.length_xyz();
|
||
/*
|
||
if ( GL_LIGHT_MODEL_LOCAL_VIEWER == 0 )
|
||
{
|
||
EyeSpace.cam_dir.x = 0.f;
|
||
EyeSpace.cam_dir.y = 0.f;
|
||
EyeSpace.cam_dir.z = 1.f;
|
||
}
|
||
*/
|
||
EyeSpace.vertexn = EyeSpace.vertex;
|
||
EyeSpace.vertexn.normalize_dir_xyz();
|
||
|
||
//matrix[ETS_NORMAL].rotateVect(&EyeSpace.normal.x, base->Normal);
|
||
rotateMat33Vec3Vec4(matrix[ETS_NORMAL], &EyeSpace.normal.x, &base->Normal.X);
|
||
if (EyeSpace.TL_Flag & TL_NORMALIZE_NORMALS)
|
||
{
|
||
EyeSpace.normal.normalize_dir_xyz_zero();
|
||
}
|
||
|
||
}
|
||
|
||
#endif
|
||
|
||
|
||
#if BURNING_MATERIAL_MAX_COLORS > 0
|
||
// apply lighting model
|
||
#if defined (SOFTWARE_DRIVER_2_LIGHTING)
|
||
if (EyeSpace.TL_Flag & TL_LIGHT)
|
||
{
|
||
lightVertex_eye(dest, base->Color.color);
|
||
}
|
||
else
|
||
{
|
||
dest->Color[0].setA8R8G8B8(base->Color.color);
|
||
}
|
||
#else
|
||
dest->Color[0].setA8R8G8B8(base->Color.color);
|
||
#endif
|
||
#endif
|
||
|
||
//vertex fog
|
||
if (EyeSpace.TL_Flag & TL_FOG) //Material.org.FogEnable
|
||
{
|
||
f32 fog_factor = 1.f;
|
||
|
||
// GL_FRAGMENT_DEPTH -> abs(EyeSpace.vertex.z)
|
||
ieee754 fog_frag_coord;
|
||
fog_frag_coord.f = EyeSpace.vertex.z;
|
||
fog_frag_coord.fields.sign = 0;
|
||
|
||
switch (FogType)
|
||
{
|
||
case EFT_FOG_LINEAR:
|
||
fog_factor = (FogEnd - fog_frag_coord.f) * EyeSpace.fog_scale;
|
||
break;
|
||
case EFT_FOG_EXP:
|
||
fog_factor = (f32)exp(-FogDensity * fog_frag_coord.f);
|
||
break;
|
||
case EFT_FOG_EXP2:
|
||
fog_factor = (f32)exp(-FogDensity * FogDensity * fog_frag_coord.f * fog_frag_coord.f);
|
||
break;
|
||
}
|
||
|
||
sVec4* a = dest->Color + (((VertexShader.vSize[VertexShader.vType].Format & VERTEX4D_FORMAT_MASK_COLOR)>=VERTEX4D_FORMAT_COLOR_2_FOG) ? 1 : 0);
|
||
a->a = clampf01(fog_factor);
|
||
}
|
||
|
||
// Texture Coo Generation and Transform
|
||
for (u32 m = 0; m < VertexShader.vSize[VertexShader.vType].TexSize; ++m)
|
||
{
|
||
sVec4 r;
|
||
f32 tx, ty;
|
||
|
||
// texgen
|
||
const size_t& flag = TransformationFlag[TransformationStack][ETS_TEXTURE_0 + m];
|
||
if (flag & ETF_TEXGEN_CAMERA_SPHERE)
|
||
{
|
||
//reflect(u,N) u - 2.0 * dot(N, u) * N
|
||
|
||
const sVec4& u = EyeSpace.vertexn; // EyeSpace.vertex.normalized
|
||
const sVec4& n = EyeSpace.normal;
|
||
|
||
f32 dot = -2.f * n.dot_xyz(u);
|
||
r.x = u.x + dot * n.x;
|
||
r.y = u.y + dot * n.y;
|
||
r.z = u.z + dot * n.z;
|
||
|
||
//openGL
|
||
f32 m = 2.f * sqrtf(r.x * r.x + r.y * r.y + (r.z + 1.f) * (r.z + 1.f));
|
||
tx = r.x / m + 0.5f;
|
||
ty = -(r.y / m + 0.5f); // tex flipped
|
||
|
||
|
||
/*
|
||
//~d3d with spheremap scale
|
||
f32 m = 0.25f / (0.00001f + sqrtf(r.x*r.x+r.y*r.y+r.z*r.z));
|
||
dest[0].Tex[t].x = r.x * m + 0.5f;
|
||
dest[0].Tex[t].y = -r.y * m + 0.5f;
|
||
*/
|
||
}
|
||
else if (flag & ETF_TEXGEN_CAMERA_REFLECTION)
|
||
{
|
||
//reflect(u,N) u - 2.0 * dot(N, u) * N
|
||
|
||
const sVec4& u = EyeSpace.vertexn; // EyeSpace.vertex.normalized
|
||
const sVec4& n = EyeSpace.normal;
|
||
|
||
f32 dot = -2.f * n.dot_xyz(u);
|
||
|
||
//openGL
|
||
tx = /*r.x =*/ u.x + dot * n.x;
|
||
ty = /*r.y =*/ u.y + dot * n.y;
|
||
//r.z = u.z + dot * n.z;
|
||
|
||
//~d3d with spheremap transform
|
||
//tx = r.x * 0.5f + 0.5f;
|
||
//ty = r.y * -0.5f + 0.5f;
|
||
}
|
||
else if (m < VertexShader.vSize[VertexShader.vType].TexCooSize)
|
||
{
|
||
// Irrlicht TCoords and TCoords2 must be contiguous memory. baseTCoord has no 4 byte aligned start address!
|
||
const sVec2Pack* baseTCoord = (const sVec2Pack*)&base->TCoords.X;
|
||
|
||
tx = baseTCoord[m].x;
|
||
ty = baseTCoord[m].y;
|
||
}
|
||
else
|
||
{
|
||
tx = 0.f;
|
||
ty = 0.f;
|
||
}
|
||
|
||
#if 0
|
||
static const CSoftwareTexture2_Bound empty_bound = { 0.f,0.f,0.f,0.f,0 };
|
||
|
||
const video::CSoftwareTexture2* tex = MAT_TEXTURE(t);
|
||
const CSoftwareTexture2_Bound& texb = tex ? tex->getTexBound_index()[0] : empty_bound;
|
||
const bool filter = Material.org.TextureLayer[t].BilinearFilter;
|
||
#endif
|
||
|
||
//Texture Matrix Transform
|
||
if (flag & ETF_TEXGEN_MATRIX) // !(flag & ETF_IDENTITY)
|
||
{
|
||
/*
|
||
Generate texture coordinates as linear functions so that:
|
||
u = Ux*x + Uy*y + Uz*z + Uw
|
||
v = Vx*x + Vy*y + Vz*z + Vw
|
||
The matrix M for this case is:
|
||
Ux Vx 0 0
|
||
Uy Vy 0 0
|
||
Uz Vz 0 0
|
||
Uw Vw 0 0
|
||
*/
|
||
|
||
const f32* M = matrix[ETS_TEXTURE_0 + m].pointer();
|
||
|
||
f32 _tx = tx;
|
||
f32 _ty = ty;
|
||
tx = M[0] * _tx + M[4] * _ty + M[8];
|
||
ty = M[1] * _tx + M[5] * _ty + M[9];
|
||
}
|
||
|
||
switch (Material.org.TextureLayer[m].TextureWrapU)
|
||
{
|
||
case ETC_CLAMP:
|
||
tx = clampf01(tx);
|
||
break;
|
||
|
||
case ETC_CLAMP_TO_EDGE:
|
||
case ETC_CLAMP_TO_BORDER:
|
||
tx = clampf01(tx);
|
||
break;
|
||
case ETC_MIRROR:
|
||
if (core::fract(tx) > 0.5f)
|
||
tx = 1.f - tx;
|
||
break;
|
||
case ETC_MIRROR_CLAMP:
|
||
case ETC_MIRROR_CLAMP_TO_EDGE:
|
||
case ETC_MIRROR_CLAMP_TO_BORDER:
|
||
tx = clampf01(tx);
|
||
if (core::fract(tx) > 0.5f)
|
||
tx = 1.f - tx;
|
||
break;
|
||
case ETC_REPEAT:
|
||
// texel access is always modulo
|
||
default:
|
||
break;
|
||
}
|
||
switch (Material.org.TextureLayer[m].TextureWrapV)
|
||
{
|
||
case ETC_CLAMP:
|
||
ty = clampf01(ty);
|
||
break;
|
||
case ETC_CLAMP_TO_EDGE:
|
||
case ETC_CLAMP_TO_BORDER:
|
||
//if (ty < 0.f) ty = 0.f;
|
||
//else if (ty > texb.pixelclampy) ty = texb.pixelclampy;
|
||
|
||
//ty = clampfuv(ty, filter ? texb.pixelclampy : 0.f);
|
||
ty = clampf01(ty);
|
||
break;
|
||
case ETC_MIRROR:
|
||
if (core::fract(ty) > 0.5f)
|
||
ty = 1.f - ty;
|
||
break;
|
||
case ETC_MIRROR_CLAMP:
|
||
case ETC_MIRROR_CLAMP_TO_EDGE:
|
||
case ETC_MIRROR_CLAMP_TO_BORDER:
|
||
ty = clampf01(ty);
|
||
if (core::fract(ty) > 0.5f)
|
||
ty = 1.f - ty;
|
||
break;
|
||
case ETC_REPEAT:
|
||
// texel access is always modulo
|
||
default:
|
||
break;
|
||
}
|
||
|
||
dest->Tex[m].x = tx;
|
||
dest->Tex[m].y = ty;
|
||
}
|
||
|
||
|
||
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
|
||
if ((EyeSpace.TL_Flag & TL_LIGHT0_IS_NORMAL_MAP) &&
|
||
((VertexShader.vSize[VertexShader.vType].Format & VERTEX4D_FORMAT_MASK_TANGENT) >= VERTEX4D_FORMAT_BUMP_DOT3)
|
||
)
|
||
{
|
||
const S3DVertexTangents* tangent = ((S3DVertexTangents*)source);
|
||
|
||
sVec4 vp;
|
||
|
||
sVec4 light_accu;
|
||
light_accu.set(0.f);
|
||
|
||
/*
|
||
* Color[0] lightcolor[0] a: vertexalpha
|
||
* Color[1] lightcolor[1] a: fogdistance
|
||
* Color[2] lightvector[0]
|
||
* Color[3] lightvector[1]
|
||
* LightVector[0] eyevector
|
||
*/
|
||
|
||
if ((VertexShader.vSize[VertexShader.vType].Format & VERTEX4D_FORMAT_MASK_TANGENT) >= VERTEX4D_FORMAT_PARALLAX)
|
||
{
|
||
vp.x = EyeSpace.leye.x - base->Pos.X;
|
||
vp.y = EyeSpace.leye.y - base->Pos.Y;
|
||
vp.z = EyeSpace.leye.z - base->Pos.Z;
|
||
|
||
light_accu.x = vp.dot(tangent->Tangent);
|
||
light_accu.y = -vp.dot(tangent->Binormal);
|
||
light_accu.z = -vp.dot(tangent->Normal);
|
||
light_accu.normalize_pack_xyz(dest->LightTangent[0], 1.f, 0.f);
|
||
}
|
||
|
||
const u32 maxLight = core::min_((u32)BURNING_MATERIAL_MAX_COLORS,(u32)2, EyeSpace.Light.size());
|
||
for (u32 i = 0; i < maxLight; ++i)
|
||
{
|
||
const SBurningShaderLight& light = EyeSpace.Light[i];
|
||
if (!light.LightIsOn)
|
||
continue;
|
||
|
||
vp.x = light.pos_local.x - base->Pos.X;
|
||
vp.y = light.pos_local.y - base->Pos.Y;
|
||
vp.z = light.pos_local.z - base->Pos.Z;
|
||
|
||
f32 attenuation = inversesqrt(vp.dot_xyz(vp) * light.nmap_linearAttenuation);
|
||
dest->Color[i].r = light.DiffuseColor.r * attenuation;
|
||
dest->Color[i].g = light.DiffuseColor.g * attenuation;
|
||
dest->Color[i].b = light.DiffuseColor.b * attenuation;
|
||
dest->Color[i].clampf01();
|
||
|
||
// lightvector transform by tangent matrix
|
||
#if BURNING_MATERIAL_MAX_COLORS >=4
|
||
dest->Color[2+i].x = vp.dot(tangent->Tangent);
|
||
dest->Color[2+i].y = vp.dot(tangent->Binormal);
|
||
dest->Color[2+i].z = vp.dot(tangent->Normal);
|
||
dest->Color[2 + i].normalize_dir_xyz_zero();
|
||
#else
|
||
light_accu.x += (vp.x * tangent->Tangent.X + vp.y * tangent->Tangent.Y + vp.z * tangent->Tangent.Z);
|
||
light_accu.y += (vp.x * tangent->Binormal.X + vp.y * tangent->Binormal.Y + vp.z * tangent->Binormal.Z);
|
||
light_accu.z += (vp.x * tangent->Normal.X + vp.y * tangent->Normal.Y + vp.z * tangent->Normal.Z);
|
||
#endif
|
||
}
|
||
|
||
#if BURNING_MATERIAL_MAX_COLORS >=4
|
||
#else
|
||
//normalize [-1,+1] to [0,1] -> obsolete
|
||
light_accu.normalize_pack_xyz(dest->LightTangent[0], 1.f, 0.f);
|
||
#endif
|
||
dest->Tex[1].x = dest->Tex[0].x;
|
||
dest->Tex[1].y = dest->Tex[0].y;
|
||
|
||
}
|
||
else if (EyeSpace.TL_Flag & TL_LIGHT)
|
||
{
|
||
//dest->LightTangent[0].x = 0.f;
|
||
//dest->LightTangent[0].y = 0.f;
|
||
//dest->LightTangent[0].z = 0.f;
|
||
}
|
||
#endif //if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
|
||
|
||
//#endif // SOFTWARE_DRIVER_2_TEXTURE_TRANSFORM
|
||
|
||
clipandproject:
|
||
|
||
// test vertex visibility
|
||
const u32 flag = clipToFrustumTest(dest) | VertexShader.vSize[VertexShader.vType].Format;
|
||
|
||
dest[s4DVertex_ofs(0)].flag =
|
||
dest[s4DVertex_pro(0)].flag = flag;
|
||
|
||
// to DC Space, project homogenous vertex
|
||
if ((flag & VERTEX4D_CLIPMASK) == VERTEX4D_INSIDE)
|
||
{
|
||
ndc_2_dc_and_project(dest, s4DVertex_ofs(1), Transformation_ETS_CLIPSCALE[TransformationStack]);
|
||
}
|
||
|
||
}
|
||
|
||
|
||
void SVertexShader::setIndices(const void* _indices, const video::E_INDEX_TYPE _iType)
|
||
{
|
||
indices = _indices;
|
||
indicesIndex = 0;
|
||
indicesRun = 0;
|
||
|
||
switch (_iType)
|
||
{
|
||
case EIT_16BIT: iType = E4IT_16BIT; break;
|
||
case EIT_32BIT: iType = E4IT_32BIT; break;
|
||
default: iType = (e4DIndexType)iType; break;
|
||
}
|
||
if (!indices)
|
||
iType = E4IT_NONE;
|
||
}
|
||
|
||
void SVertexShader::setPrimitiveType(const scene::E_PRIMITIVE_TYPE primitiveType, const u32 primitiveCount)
|
||
{
|
||
pType = primitiveType;
|
||
primitiveHasVertex = 3;
|
||
indicesPitch = 1;
|
||
|
||
switch (pType)
|
||
{
|
||
default:
|
||
case scene::EPT_POINTS:
|
||
case scene::EPT_POINT_SPRITES:
|
||
indexCount = primitiveCount;
|
||
indicesPitch = 1;
|
||
primitiveHasVertex = 1;
|
||
break;
|
||
|
||
case scene::EPT_LINE_STRIP:
|
||
case scene::EPT_LINE_LOOP:
|
||
indexCount = primitiveCount + 1;
|
||
indicesPitch = 1;
|
||
primitiveHasVertex = 2;
|
||
break;
|
||
case scene::EPT_LINES:
|
||
indexCount = 2 * primitiveCount;
|
||
indicesPitch = 2;
|
||
primitiveHasVertex = 2;
|
||
break;
|
||
case scene::EPT_TRIANGLE_STRIP:
|
||
indexCount = primitiveCount + 2;
|
||
indicesPitch = 1;
|
||
primitiveHasVertex = 3;
|
||
break;
|
||
case scene::EPT_TRIANGLES:
|
||
indexCount = primitiveCount + primitiveCount + primitiveCount;
|
||
indicesPitch = 3;
|
||
primitiveHasVertex = 3;
|
||
break;
|
||
case scene::EPT_TRIANGLE_FAN:
|
||
indexCount = primitiveCount + 2;
|
||
indicesPitch = 1;
|
||
primitiveHasVertex = 3;
|
||
break;
|
||
case scene::EPT_POLYGON:
|
||
indexCount = primitiveCount;
|
||
indicesPitch = 1;
|
||
primitiveHasVertex = 3; // drawn a triangle fan
|
||
break;
|
||
|
||
case scene::EPT_QUAD_STRIP:
|
||
indexCount = 2 * primitiveCount + 2;
|
||
indicesPitch = 2;
|
||
primitiveHasVertex = 4;
|
||
break;
|
||
case scene::EPT_QUADS:
|
||
indexCount = 4 * primitiveCount;
|
||
indicesPitch = 4;
|
||
primitiveHasVertex = 4;
|
||
//draw two triangles..
|
||
break;
|
||
}
|
||
}
|
||
|
||
void SVertexShader::set_info_miss()
|
||
{
|
||
//memset(info, VERTEXCACHE_MISS, sizeof(info));
|
||
for (size_t i = 0; i != VERTEXCACHE_ELEMENT; ++i)
|
||
{
|
||
info[i].hit = VERTEXCACHE_MISS;
|
||
info[i].index = VERTEXCACHE_MISS;
|
||
}
|
||
}
|
||
|
||
// get the next unique index cache line
|
||
void SVertexShader::get_next_index_cacheline()
|
||
{
|
||
u32 i;
|
||
|
||
// cache element 0
|
||
switch (pType)
|
||
{
|
||
case scene::EPT_POLYGON:
|
||
case scene::EPT_TRIANGLE_FAN:
|
||
fillIndex = indicesRun ? 1 : 0;
|
||
break;
|
||
default:
|
||
fillIndex = 0;
|
||
break;
|
||
}
|
||
|
||
// set_info_temp_miss
|
||
for (i = fillIndex; i != VERTEXCACHE_ELEMENT; ++i)
|
||
{
|
||
info_temp[i].hit = VERTEXCACHE_MISS;
|
||
info_temp[i].index = VERTEXCACHE_MISS;
|
||
}
|
||
|
||
// rewind to start of primitive
|
||
indicesIndex = indicesRun;
|
||
|
||
while (indicesIndex < indexCount && fillIndex < VERTEXCACHE_ELEMENT)
|
||
{
|
||
u32 sourceIndex = index(indicesIndex);
|
||
indicesIndex += 1;
|
||
|
||
// if not exist, push back
|
||
u32 exist = 0;
|
||
for (u32 dIndex = 0; dIndex < fillIndex; ++dIndex)
|
||
{
|
||
if (info_temp[dIndex].index == sourceIndex)
|
||
{
|
||
exist = 1;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (0 == exist)
|
||
{
|
||
info_temp[fillIndex].index = sourceIndex;
|
||
fillIndex += 1;
|
||
}
|
||
}
|
||
|
||
// clear marks
|
||
for (i = 0; i != VERTEXCACHE_ELEMENT; ++i)
|
||
{
|
||
info[i].hit = 0;
|
||
}
|
||
|
||
// mark all existing
|
||
for (i = 0; i != fillIndex; ++i)
|
||
{
|
||
for (u32 dIndex = 0; dIndex < VERTEXCACHE_ELEMENT; ++dIndex)
|
||
{
|
||
if (info[dIndex].index == info_temp[i].index)
|
||
{
|
||
info_temp[i].hit = dIndex;
|
||
info[dIndex].hit = 1;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/*
|
||
Cache based on linear walk indices
|
||
fill blockwise on the next 16(Cache_Size) unique vertices in indexlist
|
||
merge the next 16 vertices with the current
|
||
*/
|
||
void SVertexShader::getPrimitive(s4DVertexPair* face[4], CBurningVideoDriver* driver)
|
||
{
|
||
// next primitive must be complete in cache
|
||
if (indicesIndex - indicesRun < primitiveHasVertex && indicesIndex < indexCount)
|
||
{
|
||
// get the next unique indices cache line
|
||
get_next_index_cacheline();
|
||
|
||
// fill new
|
||
for (u32 i = 0; i != fillIndex; ++i)
|
||
{
|
||
if (info_temp[i].hit != VERTEXCACHE_MISS)
|
||
continue;
|
||
|
||
for (u32 dIndex = 0; dIndex < VERTEXCACHE_ELEMENT; ++dIndex)
|
||
{
|
||
if (0 == info[dIndex].hit)
|
||
{
|
||
driver->VertexCache_fill(info_temp[i].index, dIndex);
|
||
info[dIndex].hit += 1;
|
||
info_temp[i].hit = dIndex;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// all primitive indices are in the index cache line
|
||
switch (pType)
|
||
{
|
||
case scene::EPT_POLYGON:
|
||
case scene::EPT_TRIANGLE_FAN:
|
||
face[0] = vertex(index(0));
|
||
face[1] = vertex(index(indicesRun + 1));
|
||
face[2] = vertex(index(indicesRun + 2));
|
||
break;
|
||
case scene::EPT_TRIANGLE_STRIP:
|
||
face[0] = vertex(index(indicesRun + 0));
|
||
face[(primitiveRun & 1) ? 2 : 1] = vertex(index(indicesRun + 1));
|
||
face[(primitiveRun & 1) ? 1 : 2] = vertex(index(indicesRun + 2));
|
||
break;
|
||
default:
|
||
for (u32 i = 0; i < primitiveHasVertex; ++i)
|
||
{
|
||
face[i] = vertex(index(indicesRun + i));
|
||
}
|
||
break;
|
||
}
|
||
indicesRun += indicesPitch;
|
||
}
|
||
|
||
|
||
/*!
|
||
*/
|
||
int CBurningVideoDriver::VertexCache_reset(const void* vertices, u32 vertexCount,
|
||
const void* indices, u32 primitiveCount,
|
||
E_VERTEX_TYPE vType,
|
||
scene::E_PRIMITIVE_TYPE pType,
|
||
E_INDEX_TYPE iType)
|
||
{
|
||
|
||
if (0 == CurrentShader)
|
||
{
|
||
return 1;
|
||
}
|
||
|
||
VertexShader.vertices = vertices;
|
||
VertexShader.vertexCount = vertexCount;
|
||
|
||
switch (Material.org.MaterialType) // (Material.Fallback_MaterialType)
|
||
{
|
||
case EMT_PARALLAX_MAP_SOLID:
|
||
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
|
||
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
|
||
VertexShader.vType = vType == EVT_TANGENTS ? E4VT_TANGENTS_PARALLAX : (e4DVertexType)vType;
|
||
break;
|
||
case EMT_REFLECTION_2_LAYER:
|
||
case EMT_TRANSPARENT_REFLECTION_2_LAYER:
|
||
VertexShader.vType = vType == EVT_STANDARD ? E4VT_REFLECTION_MAP : (e4DVertexType)vType;
|
||
break;
|
||
default:
|
||
VertexShader.vType = (e4DVertexType)vType;
|
||
break;
|
||
}
|
||
|
||
//check material material->OnRender(VertexType)
|
||
SVSize* vSize = VertexShader.vSize;
|
||
for (int m = (int)vSize[VertexShader.vType].TexSize - 1; m >= 0; --m)
|
||
{
|
||
const ITexture* tex = MAT_TEXTURE(m);
|
||
if (!tex)
|
||
{
|
||
//vSize[E4VT_NO_TEXTURE] = vSize[VertexShader.vType];
|
||
vSize[E4VT_NO_TEXTURE].Format = (vSize[VertexShader.vType].Format & ~VERTEX4D_FORMAT_MASK_COLOR) | VERTEX4D_FORMAT_COLOR_1;
|
||
vSize[E4VT_NO_TEXTURE].Pitch = vSize[VertexShader.vType].Pitch;
|
||
vSize[E4VT_NO_TEXTURE].TexSize = m;
|
||
vSize[E4VT_NO_TEXTURE].TexCooSize = m;
|
||
|
||
VertexShader.vType = E4VT_NO_TEXTURE;
|
||
//flags downconvert?
|
||
}
|
||
}
|
||
|
||
VertexShader.setIndices(indices, iType);
|
||
VertexShader.setPrimitiveType(pType, primitiveCount);
|
||
|
||
VertexShader.set_info_miss();
|
||
return 0;
|
||
}
|
||
|
||
|
||
//! draws a vertex primitive list
|
||
void CBurningVideoDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
|
||
const void* indexList, u32 primitiveCount,
|
||
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
|
||
|
||
{
|
||
if (!checkPrimitiveCount(primitiveCount))
|
||
return;
|
||
|
||
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
|
||
|
||
if (VertexCache_reset(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType))
|
||
return;
|
||
|
||
pushShader(pType, 1);
|
||
|
||
//Matrices needed for this primitive
|
||
transform_calc(ETS_MODEL_VIEW_PROJ);
|
||
if ((EyeSpace.TL_Flag & (TL_TEXTURE_TRANSFORM | TL_FOG | TL_LIGHT)) ||
|
||
Material.VertexShader != BVT_Fix)
|
||
{
|
||
transform_calc(ETS_MODEL_VIEW);
|
||
transform_calc(ETS_NORMAL);
|
||
}
|
||
|
||
//objectspace
|
||
if (EyeSpace.TL_Flag & TL_LIGHT0_IS_NORMAL_MAP)
|
||
{
|
||
transform_calc(ETS_MODEL_INVERSE);
|
||
|
||
const core::matrix4* matrix = Transformation[TransformationStack];
|
||
if ((VertexShader.vSize[VertexShader.vType].Format & VERTEX4D_FORMAT_MASK_TANGENT) >= VERTEX4D_FORMAT_PARALLAX)
|
||
{
|
||
transform_calc(ETS_MODEL_VIEW);
|
||
mat44_inverse(EyeSpace.mvi, matrix[ETS_MODEL_VIEW]);
|
||
|
||
sVec4 eye(0.f, 0.f, 0.f, 1.f);
|
||
transformVec3Vec3(EyeSpace.mvi, &EyeSpace.leye.x, &eye.x);
|
||
}
|
||
|
||
const u32 maxLight = core::min_((u32)BURNING_MATERIAL_MAX_COLORS, (u32)2, EyeSpace.Light.size());
|
||
for (u32 i = 0; i < maxLight; ++i)
|
||
{
|
||
SBurningShaderLight& light = EyeSpace.Light[i];
|
||
if (!light.LightIsOn)
|
||
continue;
|
||
|
||
transformVec3Vec3(matrix[ETS_MODEL_INVERSE], &light.pos_local.x, &light.pos.x);
|
||
}
|
||
|
||
}
|
||
|
||
if ((u32)Material.org.MaterialType < MaterialRenderers.size())
|
||
{
|
||
MaterialRenderers[Material.org.MaterialType].Renderer->OnRender(this, (video::E_VERTEX_TYPE)VertexShader.vType);
|
||
}
|
||
|
||
s4DVertexPair* face[4];
|
||
|
||
u32 vOut;
|
||
u32 vertex_from_clipper; // from VertexShader or CurrentOut
|
||
u32 has_vertex_run;
|
||
|
||
// magnitude crossproduct (area of parallelogram * 0.5 = triangle screen size, winding)
|
||
ieee754 dc_area;
|
||
|
||
CurrentShader->fragment_draw_count = 0;
|
||
for (VertexShader.primitiveRun = 0; VertexShader.primitiveRun < primitiveCount; ++VertexShader.primitiveRun)
|
||
{
|
||
//collect pointer to face vertices
|
||
VertexShader.getPrimitive(face, this);
|
||
|
||
size_t clipMask_i;
|
||
size_t clipMask_o;
|
||
|
||
clipMask_i = face[0]->flag;
|
||
clipMask_o = face[0]->flag;
|
||
|
||
for (has_vertex_run = 1; has_vertex_run < VertexShader.primitiveHasVertex; ++has_vertex_run)
|
||
{
|
||
clipMask_i |= face[has_vertex_run]->flag; // if fully outside or outside on same side
|
||
clipMask_o &= face[has_vertex_run]->flag; // if fully inside
|
||
}
|
||
|
||
clipMask_i &= VERTEX4D_CLIPMASK;
|
||
clipMask_o &= VERTEX4D_CLIPMASK;
|
||
|
||
if (clipMask_i != VERTEX4D_INSIDE)
|
||
{
|
||
// if primitive fully outside or outside on same side
|
||
continue;
|
||
//vOut = 0;
|
||
//vertex_from_clipper = 0;
|
||
}
|
||
else if (clipMask_o == VERTEX4D_INSIDE)
|
||
{
|
||
// if primitive fully inside
|
||
vOut = VertexShader.primitiveHasVertex;
|
||
vertex_from_clipper = 0;
|
||
}
|
||
else
|
||
#if defined(SOFTWARE_DRIVER_2_CLIPPING)
|
||
{
|
||
// else if not complete inside clipping necessary
|
||
|
||
// todo: clipping should reuse vertexcache (try to minimize clipping)
|
||
for (has_vertex_run = 0; has_vertex_run < VertexShader.primitiveHasVertex; ++has_vertex_run)
|
||
{
|
||
memcpy_s4DVertexPair(Clipper.data + s4DVertex_ofs(has_vertex_run), face[has_vertex_run]);
|
||
}
|
||
|
||
//clipping should happen in R^3 before perspective divide, avoid flipping points
|
||
//x = A_x * (1 - da/(da - db)) + A_y * (da/(da-db))
|
||
vOut = clipToFrustum(VertexShader.primitiveHasVertex);
|
||
vertex_from_clipper = 1;
|
||
|
||
|
||
// to DC Space, project homogenous vertex
|
||
if (vOut > VertexShader.primitiveHasVertex )
|
||
ndc_2_dc_and_project_grid(Clipper.data, s4DVertex_ofs(vOut), Transformation_ETS_CLIPSCALE[TransformationStack]);
|
||
else
|
||
ndc_2_dc_and_project(Clipper.data, s4DVertex_ofs(vOut), Transformation_ETS_CLIPSCALE[TransformationStack]);
|
||
|
||
}
|
||
#else
|
||
{
|
||
continue;
|
||
vOut = 0;
|
||
vertex_from_clipper = 0;
|
||
}
|
||
#endif
|
||
|
||
#if BURNING_MATERIAL_MAX_TEXTURES > 0
|
||
s32 lod_max[BURNING_MATERIAL_MAX_TEXTURES];
|
||
for (u32 m = 0; m < VertexShader.vSize[VertexShader.vType].TexSize; ++m)
|
||
{
|
||
lod_max[m] = 0;
|
||
}
|
||
#endif
|
||
|
||
f32 t[4];
|
||
|
||
|
||
#define BURNING_MAX_MIP_CLIPPER 1
|
||
|
||
#if BURNING_MAX_MIP_CLIPPER == 1
|
||
//select largest texture for clipped triangle
|
||
//very small long triangles are very undersampled here ("skybox flicker")
|
||
int use_max_mip = vertex_from_clipper && VertexShader.vSize[VertexShader.vType].TexSize &&
|
||
vOut > VertexShader.primitiveHasVertex ? 1 : 0;
|
||
|
||
for (int probe = use_max_mip; probe >= 0; probe -= 1)
|
||
#endif
|
||
{
|
||
// re-tesselate
|
||
for (has_vertex_run = 0; (has_vertex_run + VertexShader.primitiveHasVertex) <= vOut; has_vertex_run += 1)
|
||
{
|
||
// set from clipped geometry ( triangle fan 0-1-2,0-2-3.. )
|
||
if (vertex_from_clipper)
|
||
{
|
||
face[0] = Clipper.data + s4DVertex_ofs(0);
|
||
face[1] = Clipper.data + s4DVertex_ofs(has_vertex_run + 1);
|
||
face[2] = Clipper.data + s4DVertex_ofs(has_vertex_run + 2);
|
||
face[3] = Clipper.data + s4DVertex_ofs(has_vertex_run + 3);
|
||
}
|
||
|
||
//area of primitive in device space
|
||
// projected triangle screen area is used for culling ( sign of normal ) and mipmap selection
|
||
//f32 dc_area = screenarea_inside(face);
|
||
|
||
// magnitude crossproduct
|
||
dc_area.f = 1.f;
|
||
if (VertexShader.primitiveHasVertex >= 3)
|
||
{
|
||
const sVec4& v0 = (face[0] + s4DVertex_pro(0))->Pos;
|
||
const sVec4& v1 = (face[1] + s4DVertex_pro(0))->Pos;
|
||
const sVec4& v2 = (face[2] + s4DVertex_pro(0))->Pos;
|
||
|
||
//dc_area = 2d triangle normal.crossproduct (a.x * b.y - b.x * a.y).length/2;
|
||
dc_area.f = ((v1.x - v0.x) * (v2.y - v0.y) - (v2.x - v0.x) * (v1.y - v0.y)) /* * 0.5f */;
|
||
|
||
//geometric clipping has problem with invisible or very small Triangles
|
||
//size_t sign = dc_area < 0.001f ? CULL_BACK : dc_area > 0.001f ? CULL_FRONT : CULL_INVISIBLE;
|
||
|
||
size_t sign = dc_area.fields.sign ? CULL_BACK : CULL_FRONT;
|
||
sign |= dc_area.abs.frac_exp < CULL_EPSILON_00001 ? CULL_INVISIBLE : 0;
|
||
|
||
if (Material.CullFlag & sign)
|
||
continue; //not break; per clipper triangle
|
||
|
||
|
||
// select mipmap
|
||
#if BURNING_MAX_MIP_CLIPPER == 1
|
||
if (probe == use_max_mip)
|
||
#endif
|
||
for (u32 m = 0; m < VertexShader.vSize[VertexShader.vType].TexSize; ++m)
|
||
{
|
||
video::CSoftwareTexture2* tex = MAT_TEXTURE(m);
|
||
|
||
const sVec2& v0 = (face[0] + s4DVertex_ofs(0))->Tex[m];
|
||
const sVec2& v1 = (face[1] + s4DVertex_ofs(0))->Tex[m];
|
||
const sVec2& v2 = (face[2] + s4DVertex_ofs(0))->Tex[m];
|
||
|
||
//todo: get triangle setup here
|
||
//bbox
|
||
t[0] = t[2] = v0.x;
|
||
t[1] = t[3] = v0.y;
|
||
if (v1.x < t[0]) t[0] = v1.x;
|
||
if (v1.y < t[1]) t[1] = v1.y;
|
||
if (v1.x > t[2]) t[2] = v1.x;
|
||
if (v1.y > t[3]) t[3] = v1.y;
|
||
|
||
if (v2.x < t[0]) t[0] = v2.x;
|
||
if (v2.y < t[1]) t[1] = v2.y;
|
||
if (v2.x > t[2]) t[2] = v2.x;
|
||
if (v2.y > t[3]) t[3] = v2.y;
|
||
|
||
f32 tex_area = fabsf((t[2] - t[0]) * (t[3] - t[1]));
|
||
|
||
//tex_area = |a.x * b.y - b.x * a.y| * 0.5; // crossproduct
|
||
//f32 tex_area = fabsf((v1.x - v0.x) * (v2.y - v0.y) - (v2.x - v0.x) * (v1.y - v0.y));
|
||
|
||
//various over and underflow cases
|
||
if (tex_area <= 0.000001f)
|
||
tex_area = 0.000001f;
|
||
else if (tex_area > 1.01f)
|
||
tex_area = 1.f / tex_area;
|
||
|
||
/* 2.f * tex_area * 1.6f bias. 1.6 too much for detailsmap3 */
|
||
//not dc_area * 0.5 cancel out 2 * TexBias
|
||
const u32 dc_area_over_tex_area = (u32)floorf( /*/tex_area > 0.0000001f ? */
|
||
fabsf(dc_area.f) * TexBias[TransformationStack] / tex_area
|
||
/*: 0.f*/
|
||
);
|
||
|
||
// get a near 1:1 ratio between pixel and texel
|
||
// tex_area * b[lodFactor].w * b[lodFactor].h > dc_area_abs
|
||
|
||
s32 lodFactor = 0;
|
||
const CSoftwareTexture2_Bound* b = tex->getTexBound_index();
|
||
while (lodFactor < SOFTWARE_DRIVER_2_MIPMAPPING_MAX &&
|
||
b[lodFactor].area > dc_area_over_tex_area
|
||
)
|
||
{
|
||
lodFactor += 1;
|
||
}
|
||
|
||
//clipped triangle should take single area based mipmap from unclipped face
|
||
//skybox,billboard test case
|
||
//if (vertex_from_clipper) lodFactor -= 1;
|
||
if (has_vertex_run == 0) lod_max[m] = lodFactor;
|
||
else if (lodFactor < lod_max[m]) lod_max[m] = lodFactor;
|
||
|
||
//CurrentShader->setTextureParam(m, tex, lodFactor);
|
||
//select_polygon_mipmap_inside(face, m, tex->getTexBound());
|
||
}
|
||
|
||
}
|
||
//else /* if (VertexShader.primitiveHasVertex == 3) */
|
||
#if BURNING_MAX_MIP_CLIPPER == 1
|
||
if (probe > 0)
|
||
continue;
|
||
#endif
|
||
// set single mipmap
|
||
for (u32 m = 0; m < VertexShader.vSize[VertexShader.vType].TexSize; ++m)
|
||
{
|
||
video::CSoftwareTexture2* tex = MAT_TEXTURE(m);
|
||
CurrentShader->setTextureParam(m, tex, lod_max[m]);
|
||
|
||
//select_polygon_mipmap_inside(face, m, tex->getTexBound());
|
||
//currently shader receives texture coordinate as Pixelcoo of 1 Texture
|
||
const CSoftwareTexture2_Bound& b = tex->getTexBound();
|
||
for (u32 v = 0; v < VertexShader.primitiveHasVertex; ++v)
|
||
{
|
||
const sVec2& src = (face[v] + s4DVertex_ofs(0))->Tex[m];
|
||
sVec2& dst = (face[v] + s4DVertex_pro(0))->Tex[m];
|
||
|
||
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
||
const f32 iw = (face[v] + s4DVertex_pro(0))->Pos.w;
|
||
dst.x = src.x * iw * b.mat[0] + b.mat[1];
|
||
dst.y = src.y * iw * b.mat[2] + b.mat[3];
|
||
#else
|
||
dst.x = src.x * b.mat[0] + b.mat[1];
|
||
dst.y = src.y * b.mat[2] + b.mat[3];
|
||
#endif
|
||
}
|
||
}
|
||
|
||
switch (VertexShader.primitiveHasVertex)
|
||
{
|
||
case 1:
|
||
CurrentShader->drawPoint(face[0] + s4DVertex_pro(0));
|
||
break;
|
||
case 2:
|
||
CurrentShader->drawLine(face[0] + s4DVertex_pro(0), face[1] + s4DVertex_pro(0));
|
||
break;
|
||
case 3:
|
||
CurrentShader->drawWireFrameTriangle(face[0] + s4DVertex_pro(0), face[1] + s4DVertex_pro(0), face[2] + s4DVertex_pro(0));
|
||
break;
|
||
case 4:
|
||
//todo:
|
||
CurrentShader->drawWireFrameTriangle(face[0] + s4DVertex_pro(0), face[1] + s4DVertex_pro(0), face[2] + s4DVertex_pro(0));
|
||
CurrentShader->drawWireFrameTriangle(face[0] + s4DVertex_pro(0), face[2] + s4DVertex_pro(0), face[3] + s4DVertex_pro(0));
|
||
break;
|
||
}
|
||
|
||
//vertex_from_clipper = 1;
|
||
}
|
||
} // probe
|
||
|
||
}
|
||
|
||
this->samples_passed += CurrentShader->fragment_draw_count;
|
||
|
||
//release texture
|
||
for (u32 m = 0; m < VertexShader.vSize[VertexShader.vType].TexSize; ++m)
|
||
{
|
||
CurrentShader->setTextureParam(m, 0, 0);
|
||
}
|
||
}
|
||
|
||
|
||
//! Sets the dynamic ambient light color. The default color is
|
||
//! (0,0,0,0) which means it is dark.
|
||
//! \param color: New color of the ambient light.
|
||
void CBurningVideoDriver::setAmbientLight(const SColorf& color)
|
||
{
|
||
EyeSpace.Global_AmbientLight.setColorf(color);
|
||
}
|
||
|
||
|
||
void CBurningVideoDriver::assignHardwareLight(SBurningShaderLight& l, const SLight& dl)
|
||
{
|
||
// l.org = dl;
|
||
l.Type = dl.Type;
|
||
l.LightIsOn = true;
|
||
|
||
l.AmbientColor.setColorf(dl.AmbientColor);
|
||
l.DiffuseColor.setColorf(dl.DiffuseColor);
|
||
l.SpecularColor.setColorf(dl.SpecularColor);
|
||
|
||
//should always be valid?
|
||
sVec4 nDirection;
|
||
nDirection.x = dl.Direction.X;
|
||
nDirection.y = dl.Direction.Y;
|
||
nDirection.z = dl.Direction.Z;
|
||
nDirection.normalize_dir_xyz();
|
||
|
||
switch (dl.Type)
|
||
{
|
||
case ELT_DIRECTIONAL:
|
||
l.pos.x = -nDirection.x;
|
||
l.pos.y = -nDirection.y;
|
||
l.pos.z = -nDirection.z;
|
||
l.pos.w = 0.f;
|
||
|
||
l.constantAttenuation = 1.f;
|
||
l.linearAttenuation = 0.f;
|
||
l.quadraticAttenuation = 0.f;
|
||
|
||
l.spotDirection.x = 0.f;
|
||
l.spotDirection.y = 0.f;
|
||
l.spotDirection.z = -1.f;
|
||
l.spotDirection.w = 0.f;
|
||
l.spotCosCutoff = -1.f;
|
||
l.spotCosInnerCutoff = 1.f;
|
||
l.spotExponent = 0.f;
|
||
break;
|
||
|
||
case ELT_POINT:
|
||
l.pos.x = dl.Position.X;
|
||
l.pos.y = dl.Position.Y;
|
||
l.pos.z = dl.Position.Z;
|
||
l.pos.w = 1.f;
|
||
|
||
l.constantAttenuation = dl.Attenuation.X;
|
||
l.linearAttenuation = dl.Attenuation.Y;
|
||
l.quadraticAttenuation = dl.Attenuation.Z;
|
||
|
||
l.spotDirection.x = 0.f;
|
||
l.spotDirection.y = 0.f;
|
||
l.spotDirection.z = -1.f;
|
||
l.spotDirection.w = 0.f;
|
||
l.spotCosCutoff = -1.f;
|
||
l.spotCosInnerCutoff = 1.f;
|
||
l.spotExponent = 0.f;
|
||
break;
|
||
|
||
case ELT_SPOT:
|
||
l.pos.x = dl.Position.X;
|
||
l.pos.y = dl.Position.Y;
|
||
l.pos.z = dl.Position.Z;
|
||
l.pos.w = 1.f;
|
||
|
||
l.constantAttenuation = dl.Attenuation.X;
|
||
l.linearAttenuation = dl.Attenuation.Y;
|
||
l.quadraticAttenuation = dl.Attenuation.Z;
|
||
|
||
l.spotDirection.x = nDirection.x;
|
||
l.spotDirection.y = nDirection.y;
|
||
l.spotDirection.z = nDirection.z;
|
||
l.spotDirection.w = 0.0f;
|
||
l.spotCosCutoff = cosf(dl.OuterCone * 2.0f * core::DEGTORAD * 0.5f);
|
||
l.spotCosInnerCutoff = cosf(dl.InnerCone * 2.0f * core::DEGTORAD * 0.5f);
|
||
l.spotExponent = dl.Falloff;
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
//which means ETS_VIEW, irrlicht openGL
|
||
setTransform(ETS_WORLD, irr::core::IdentityMatrix);
|
||
transform_calc(ETS_MODEL_VIEW);
|
||
//transform_calc(ETS_NORMAL);
|
||
|
||
const core::matrix4* matrix = Transformation[TransformationStack];
|
||
transformVec4Vec4(matrix[ETS_MODEL_VIEW], &l.pos4.x, &l.pos.x);
|
||
rotateMat44Vec3Vec4(matrix[ETS_MODEL_VIEW], &l.spotDirection4.x, &l.spotDirection.x);
|
||
|
||
l.nmap_linearAttenuation = 1.f / (0.001f + dl.Radius * dl.Radius);
|
||
|
||
/*
|
||
//case ELT_DIRECTIONAL:
|
||
if (l.pos.w == 0.f)
|
||
{
|
||
l.pos4n = l.pos4;
|
||
l.pos4n.normalize_dir_xyz();
|
||
|
||
//GL_LIGHT_MODEL_LOCAL_VIEWER = 0
|
||
|
||
l.halfVector = l.pos4n;
|
||
l.halfVector.z += 1.f;
|
||
l.halfVector.normalize_dir_xyz();
|
||
|
||
}
|
||
*/
|
||
}
|
||
|
||
//! adds a dynamic light
|
||
s32 CBurningVideoDriver::addDynamicLight(const SLight& dl)
|
||
{
|
||
/*s32 i0 = */CNullDriver::addDynamicLight(dl);
|
||
|
||
SBurningShaderLight l;
|
||
EyeSpace.Light.push_back(l);
|
||
s32 i1 = EyeSpace.Light.size() - 1;
|
||
|
||
//i0 and i1 must be in sync
|
||
assignHardwareLight(EyeSpace.Light[i1], dl);
|
||
|
||
return i1;
|
||
}
|
||
|
||
|
||
//! Turns a dynamic light on or off
|
||
void CBurningVideoDriver::turnLightOn(s32 lightIndex, bool turnOn)
|
||
{
|
||
if ((u32)lightIndex < EyeSpace.Light.size())
|
||
{
|
||
SBurningShaderLight& l = EyeSpace.Light[lightIndex];
|
||
// some glitches with STK, always set, currently twice. openGL forces ModelMatrix to Identity
|
||
if (!l.LightIsOn && turnOn)
|
||
{
|
||
assignHardwareLight(l, CNullDriver::getDynamicLight(lightIndex));
|
||
}
|
||
l.LightIsOn = turnOn;
|
||
}
|
||
}
|
||
|
||
//! deletes all dynamic lights there are
|
||
void CBurningVideoDriver::deleteAllDynamicLights()
|
||
{
|
||
EyeSpace.deleteAllDynamicLights();
|
||
CNullDriver::deleteAllDynamicLights();
|
||
|
||
}
|
||
|
||
//! returns the maximal amount of dynamic lights the device can handle
|
||
u32 CBurningVideoDriver::getMaximalDynamicLightAmount() const
|
||
{
|
||
return 8; //no limit 8 only for convenience
|
||
}
|
||
|
||
|
||
// a != b
|
||
size_t compare_3d_material(const SMaterial& a, const SMaterial& b)
|
||
{
|
||
size_t flag = 0;
|
||
flag |= a.MaterialType == b.MaterialType ? 0 : 1;
|
||
flag |= a.TextureLayer[0].Texture == b.TextureLayer[0].Texture ? 0 : 4;
|
||
if (flag) return flag;
|
||
return a != b;
|
||
}
|
||
|
||
//! sets a material
|
||
void CBurningVideoDriver::setMaterial(const SMaterial& material)
|
||
{
|
||
// ---------- Override
|
||
Material.org = material;
|
||
OverrideMaterial.apply(Material.org);
|
||
|
||
const SMaterial& in = Material.org;
|
||
|
||
const u32 shaderid = (u32)in.MaterialType;
|
||
|
||
//basically set always. 2d does its own compare
|
||
//if (TransformationStack == ETF_STACK_2D || Material.resetRenderStates || compare_3d_material(Material.lastMaterial,in))
|
||
{
|
||
// ---------- Notify Shader
|
||
// unset old material
|
||
u32 shaderid_old = (u32)Material.lastMaterial.MaterialType;
|
||
|
||
if (shaderid != shaderid_old && shaderid_old < MaterialRenderers.size())
|
||
{
|
||
MaterialRenderers[shaderid_old].Renderer->OnUnsetMaterial();
|
||
}
|
||
|
||
// set new material.
|
||
if (shaderid < MaterialRenderers.size())
|
||
{
|
||
MaterialRenderers[shaderid].Renderer->OnSetMaterial(
|
||
in, Material.lastMaterial, Material.resetRenderStates, this);
|
||
}
|
||
|
||
Material.lastMaterial = in;
|
||
Material.resetRenderStates = false;
|
||
}
|
||
|
||
//CSoftware2MaterialRenderer sets Material.Fallback_MaterialType
|
||
|
||
//Material.Fallback_MaterialType = material.MaterialType;
|
||
|
||
//-----------------
|
||
|
||
//Material.org = material;
|
||
Material.CullFlag = CULL_INVISIBLE | (in.BackfaceCulling ? CULL_BACK : 0) | (in.FrontfaceCulling ? CULL_FRONT : 0);
|
||
|
||
size_t* flag = TransformationFlag[TransformationStack];
|
||
|
||
EyeSpace.TL_Flag &= ~(TL_TEXTURE_TRANSFORM | TL_LIGHT0_IS_NORMAL_MAP);
|
||
|
||
#ifdef SOFTWARE_DRIVER_2_TEXTURE_TRANSFORM
|
||
//vertextype not set!
|
||
for (u32 m = 0; m < BURNING_MATERIAL_MAX_TEXTURES /*VertexShader.vSize[VertexShader.vType].TexSize*/; ++m)
|
||
{
|
||
flag[ETS_TEXTURE_0 + m] &= ~ETF_TEXGEN_MASK;
|
||
setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + m), in.getTextureMatrix(m));
|
||
}
|
||
#endif
|
||
|
||
#ifdef SOFTWARE_DRIVER_2_LIGHTING
|
||
|
||
burning_setbit(EyeSpace.TL_Flag, in.FogEnable, TL_FOG);
|
||
burning_setbit(EyeSpace.TL_Flag, in.NormalizeNormals, TL_NORMALIZE_NORMALS);
|
||
|
||
burning_setbit(EyeSpace.TL_Flag, in.Lighting, TL_LIGHT);
|
||
if (EyeSpace.TL_Flag & TL_LIGHT)
|
||
{
|
||
burning_setbit(EyeSpace.TL_Flag, in.ColorMaterial == ECM_AMBIENT || in.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT, TL_COLORMAT_AMBIENT);
|
||
burning_setbit(EyeSpace.TL_Flag, in.ColorMaterial == ECM_DIFFUSE || in.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT, TL_COLORMAT_DIFFUSE);
|
||
burning_setbit(EyeSpace.TL_Flag, in.ColorMaterial == ECM_SPECULAR, TL_COLORMAT_SPECULAR);
|
||
|
||
Material.AmbientColor.setA8R8G8B8(in.AmbientColor.color);
|
||
Material.DiffuseColor.setA8R8G8B8(in.DiffuseColor.color);
|
||
Material.EmissiveColor.setA8R8G8B8(in.EmissiveColor.color);
|
||
Material.SpecularColor.setA8R8G8B8(in.SpecularColor.color);
|
||
|
||
burning_setbit(EyeSpace.TL_Flag, (in.Shininess != 0.f) && (in.SpecularColor.color & 0x00ffffff), TL_SPECULAR);
|
||
}
|
||
|
||
#endif
|
||
|
||
//--------------- setCurrentShader
|
||
|
||
ITexture* texture0 = in.getTexture(0);
|
||
ITexture* texture1 = in.getTexture(1);
|
||
//ITexture* texture2 = in.getTexture(2);
|
||
//ITexture* texture3 = in.getTexture(3);
|
||
|
||
//visual studio code analysis
|
||
u32 maxTex = BURNING_MATERIAL_MAX_TEXTURES;
|
||
if (maxTex < 1) texture0 = 0;
|
||
if (maxTex < 2) texture1 = 0;
|
||
//if (maxTex < 3) texture2 = 0;
|
||
//if (maxTex < 4) texture3 = 0;
|
||
|
||
|
||
//todo: separate depth test from depth write
|
||
Material.depth_write = getWriteZBuffer(in);
|
||
Material.depth_test = in.ZBuffer != ECFN_DISABLED && Material.depth_write;
|
||
|
||
EBurningFFShader shader = Material.depth_test ? ETR_TEXTURE_GOURAUD : ETR_TEXTURE_GOURAUD_NOZ;
|
||
|
||
switch (Material.Fallback_MaterialType) //(Material.org.MaterialType) // Material.Fallback_MaterialType)
|
||
{
|
||
case EMT_ONETEXTURE_BLEND:
|
||
shader = ETR_TEXTURE_BLEND;
|
||
break;
|
||
|
||
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
|
||
Material.org.MaterialTypeParam = 0.5f;
|
||
//fallthrough
|
||
|
||
case EMT_TRANSPARENT_ALPHA_CHANNEL:
|
||
if (texture0 && texture0->hasAlpha())
|
||
{
|
||
shader = Material.depth_test ? ETR_TEXTURE_GOURAUD_ALPHA : ETR_TEXTURE_GOURAUD_ALPHA_NOZ;
|
||
}
|
||
else
|
||
{
|
||
//fall back to EMT_TRANSPARENT_VERTEX_ALPHA
|
||
shader = ETR_TEXTURE_GOURAUD_VERTEX_ALPHA;
|
||
}
|
||
break;
|
||
|
||
case EMT_TRANSPARENT_ADD_COLOR:
|
||
shader = Material.depth_test ? ETR_TEXTURE_GOURAUD_ADD : ETR_TEXTURE_GOURAUD_ADD_NO_Z;
|
||
if (Material.org.BlendOperation == EBO_ADD)
|
||
shader = ETR_TEXTURE_GOURAUD_ADD_NO_Z;
|
||
break;
|
||
|
||
case EMT_TRANSPARENT_VERTEX_ALPHA:
|
||
shader = ETR_TEXTURE_GOURAUD_VERTEX_ALPHA;
|
||
break;
|
||
|
||
case EMT_LIGHTMAP:
|
||
case EMT_LIGHTMAP_LIGHTING:
|
||
if (texture1)
|
||
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M1;
|
||
break;
|
||
|
||
case EMT_LIGHTMAP_M2:
|
||
case EMT_LIGHTMAP_LIGHTING_M2:
|
||
if (texture1)
|
||
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M2;
|
||
break;
|
||
|
||
case EMT_LIGHTMAP_LIGHTING_M4:
|
||
if (texture1)
|
||
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M4;
|
||
break;
|
||
case EMT_LIGHTMAP_M4:
|
||
if (texture1)
|
||
shader = ETR_TEXTURE_LIGHTMAP_M4;
|
||
break;
|
||
|
||
case EMT_LIGHTMAP_ADD:
|
||
if (texture1)
|
||
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD;
|
||
break;
|
||
|
||
case EMT_DETAIL_MAP:
|
||
if (texture1)
|
||
shader = ETR_TEXTURE_GOURAUD_DETAIL_MAP;
|
||
break;
|
||
|
||
case EMT_SPHERE_MAP:
|
||
flag[ETS_TEXTURE_0] |= ETF_TEXGEN_CAMERA_SPHERE;
|
||
EyeSpace.TL_Flag |= TL_TEXTURE_TRANSFORM;
|
||
break;
|
||
case EMT_REFLECTION_2_LAYER:
|
||
case EMT_TRANSPARENT_REFLECTION_2_LAYER:
|
||
if (texture1)
|
||
{
|
||
shader = ETR_TRANSPARENT_REFLECTION_2_LAYER;
|
||
flag[ETS_TEXTURE_1] |= ETF_TEXGEN_CAMERA_REFLECTION;
|
||
EyeSpace.TL_Flag |= TL_TEXTURE_TRANSFORM;
|
||
}
|
||
break;
|
||
|
||
case EMT_NORMAL_MAP_SOLID:
|
||
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
|
||
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
|
||
if (texture1)
|
||
{
|
||
shader = ETR_NORMAL_MAP_SOLID;
|
||
EyeSpace.TL_Flag |= TL_TEXTURE_TRANSFORM | TL_LIGHT0_IS_NORMAL_MAP;
|
||
EyeSpace.TL_Flag &= ~TL_LIGHT;
|
||
}
|
||
break;
|
||
case EMT_PARALLAX_MAP_SOLID:
|
||
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
|
||
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
|
||
if (texture1)
|
||
{
|
||
shader = ETR_PARALLAX_MAP_SOLID;
|
||
EyeSpace.TL_Flag |= TL_TEXTURE_TRANSFORM | TL_LIGHT0_IS_NORMAL_MAP;
|
||
EyeSpace.TL_Flag &= ~TL_LIGHT;
|
||
}
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
|
||
}
|
||
|
||
if (!texture0)
|
||
{
|
||
shader = Material.depth_test ? ETR_GOURAUD :
|
||
shader == ETR_TEXTURE_GOURAUD_VERTEX_ALPHA ?
|
||
ETR_GOURAUD_ALPHA_NOZ : // 2D Gradient
|
||
ETR_GOURAUD_NOZ;
|
||
|
||
shader = ETR_COLOR;
|
||
}
|
||
|
||
if (in.Wireframe)
|
||
{
|
||
IBurningShader* candidate = BurningShader[shader];
|
||
if (!candidate || (candidate && !candidate->canWireFrame()))
|
||
{
|
||
shader = ETR_TEXTURE_GOURAUD_WIRE;
|
||
}
|
||
}
|
||
|
||
if (in.PointCloud)
|
||
{
|
||
IBurningShader* candidate = BurningShader[shader];
|
||
if (!candidate || (candidate && !candidate->canPointCloud()))
|
||
{
|
||
shader = ETR_TEXTURE_GOURAUD_WIRE;
|
||
}
|
||
}
|
||
|
||
//shader = ETR_REFERENCE;
|
||
|
||
// switchToTriangleRenderer
|
||
CurrentShader = BurningShader[shader];
|
||
if (!CurrentShader && shaderid < MaterialRenderers.size())
|
||
{
|
||
CurrentShader = (IBurningShader *) MaterialRenderers[shaderid].Renderer;
|
||
}
|
||
|
||
if (CurrentShader)
|
||
{
|
||
CurrentShader->setTLFlag(EyeSpace.TL_Flag);
|
||
if (EyeSpace.TL_Flag & TL_FOG) CurrentShader->setFog(FogColor);
|
||
if (EyeSpace.TL_Flag & TL_SCISSOR) CurrentShader->setScissor(Scissor);
|
||
CurrentShader->setRenderTarget(RenderTargetSurface, ViewPort, Interlaced);
|
||
CurrentShader->OnSetMaterialBurning(Material);
|
||
CurrentShader->setEdgeTest(in.Wireframe, in.PointCloud);
|
||
}
|
||
|
||
|
||
#if 0
|
||
{
|
||
//u32 shaderid = (u32)Material.org.MaterialType;
|
||
if (shaderid < MaterialRenderers.size())
|
||
MaterialRenderers[shaderid].Renderer->OnRender(this, (video::E_VERTEX_TYPE)VertexShader.vType);
|
||
}
|
||
#endif
|
||
}
|
||
|
||
|
||
//! Sets the fog mode.
|
||
void CBurningVideoDriver::setFog(SColor color, E_FOG_TYPE fogType, f32 start,
|
||
f32 end, f32 density, bool pixelFog, bool rangeFog)
|
||
{
|
||
CNullDriver::setFog(color, fogType, start, end, density, pixelFog, rangeFog);
|
||
|
||
EyeSpace.fog_scale = reciprocal_zero(FogEnd - FogStart);
|
||
}
|
||
|
||
|
||
|
||
#if defined(SOFTWARE_DRIVER_2_LIGHTING) && BURNING_MATERIAL_MAX_COLORS > 0
|
||
|
||
|
||
/*!
|
||
applies lighting model
|
||
*/
|
||
|
||
void CBurningVideoDriver::lightVertex_eye(s4DVertex* dest, const u32 vertexargb)
|
||
{
|
||
//gl_FrontLightModelProduct.sceneColor = gl_FrontMaterial.emission + gl_FrontMaterial.ambient * gl_LightModel.ambient
|
||
|
||
sVec3Color ambient;
|
||
sVec3Color diffuse;
|
||
sVec3Color specular;
|
||
|
||
// the universe started in darkness..
|
||
ambient.set(0.f);
|
||
diffuse.set(0.f);
|
||
specular.set(0.f);
|
||
|
||
|
||
u32 i;
|
||
f32 dot;
|
||
f32 distance;
|
||
f32 attenuation;
|
||
sVec4 vp; // vertex to light
|
||
sVec4 lightHalf; // blinn-phong reflection
|
||
|
||
f32 spotDot; // cos of angle between spotlight and point on surface
|
||
|
||
for (i = 0; i < EyeSpace.Light.size(); ++i)
|
||
{
|
||
const SBurningShaderLight& light = EyeSpace.Light[i];
|
||
if (!light.LightIsOn)
|
||
continue;
|
||
|
||
switch (light.Type | (EyeSpace.TL_Flag & TL_SPECULAR))
|
||
{
|
||
case ELT_DIRECTIONAL:
|
||
case ELT_DIRECTIONAL | TL_SPECULAR:
|
||
// surface to light vp = light.pos4n = light.pos4
|
||
|
||
// attenuation = 1
|
||
// distance = 1
|
||
|
||
// accumulate ambient
|
||
ambient.add_rgb(light.AmbientColor);
|
||
|
||
//angle between normal and light vector
|
||
dot = EyeSpace.normal.dot_xyz(light.pos4);
|
||
if (dot <= 0.f) continue;
|
||
|
||
diffuse.mad_rgb(light.DiffuseColor, dot);
|
||
|
||
if (!(EyeSpace.TL_Flag & TL_SPECULAR))
|
||
continue;
|
||
|
||
//light.halfvector
|
||
lightHalf.x = light.pos4.x - EyeSpace.vertexn.x; // + 0.f;
|
||
lightHalf.y = light.pos4.y - EyeSpace.vertexn.y; // + 0.f;
|
||
lightHalf.z = light.pos4.z - EyeSpace.vertexn.z; // + 1.f;
|
||
//lightHalf.normalize_dir_xyz();
|
||
|
||
dot = EyeSpace.normal.dot_xyz(lightHalf);
|
||
if (dot <= 0.f) continue;
|
||
|
||
distance = lightHalf.length_xyz();
|
||
distance = reciprocal_zero(distance);
|
||
|
||
specular.mad_rgb(light.SpecularColor, powf_limit(dot * distance, Material.org.Shininess));
|
||
|
||
break;
|
||
|
||
case ELT_POINT:
|
||
// surface to light
|
||
vp.x = light.pos4.x - EyeSpace.vertex.x;
|
||
vp.y = light.pos4.y - EyeSpace.vertex.y;
|
||
vp.z = light.pos4.z - EyeSpace.vertex.z;
|
||
|
||
distance = vp.length_xyz();
|
||
attenuation = light.constantAttenuation
|
||
+ distance * (light.linearAttenuation + light.quadraticAttenuation * distance);
|
||
|
||
attenuation = reciprocal_one(attenuation);
|
||
|
||
//att = clamp(1.0 - dist/radius, 0.0, 1.0); att *= att
|
||
|
||
// accumulate ambient
|
||
ambient.mad_rgb(light.AmbientColor, attenuation);
|
||
|
||
// build diffuse reflection
|
||
|
||
//angle between normal and light vector
|
||
//vp.mul_xyz(reciprocal_zero(distance)); //normalize
|
||
dot = EyeSpace.normal.dot_xyz(vp);
|
||
if (dot <= 0.f) continue;
|
||
|
||
distance = reciprocal_zero(distance);
|
||
|
||
// diffuse component
|
||
diffuse.mad_rgb(light.DiffuseColor, (dot * distance) * attenuation);
|
||
break;
|
||
|
||
case ELT_POINT | TL_SPECULAR:
|
||
// surface to light
|
||
vp.x = light.pos4.x - EyeSpace.vertex.x;
|
||
vp.y = light.pos4.y - EyeSpace.vertex.y;
|
||
vp.z = light.pos4.z - EyeSpace.vertex.z;
|
||
|
||
distance = vp.length_xyz();
|
||
attenuation = light.constantAttenuation
|
||
+ distance * (light.linearAttenuation + light.quadraticAttenuation * distance);
|
||
attenuation = reciprocal_one(attenuation);
|
||
|
||
// accumulate ambient
|
||
ambient.mad_rgb(light.AmbientColor, attenuation);
|
||
|
||
// build diffuse reflection
|
||
dot = EyeSpace.normal.dot_xyz(vp);
|
||
if (dot <= 0.f) continue;
|
||
|
||
distance = reciprocal_zero(distance);
|
||
|
||
// diffuse component
|
||
diffuse.mad_rgb(light.DiffuseColor, (dot * distance) * attenuation);
|
||
|
||
//vp.mul_xyz(distance); //normalize
|
||
|
||
//halfVector = normalize(VP + eye), GL_LIGHT_MODEL_LOCAL_VIEWER
|
||
lightHalf.x = vp.x * distance - EyeSpace.vertexn.x; // + 0.f;
|
||
lightHalf.y = vp.y * distance - EyeSpace.vertexn.y; // + 0.f;
|
||
lightHalf.z = vp.z * distance - EyeSpace.vertexn.z; // + 1.f;
|
||
|
||
//lightHalf.normalize_dir_xyz();
|
||
dot = EyeSpace.normal.dot_xyz(lightHalf);
|
||
if (dot <= 0.f) continue;
|
||
|
||
distance = lightHalf.length_xyz();
|
||
dot *= reciprocal_zero(distance);
|
||
|
||
//specular += light.SpecularColor * pow(max(dot(Eyespace.normal,lighthalf),0,Material.org.Shininess)*attenuation
|
||
specular.mad_rgb(light.SpecularColor, powf_limit(dot, Material.org.Shininess) * attenuation);
|
||
|
||
break;
|
||
|
||
case ELT_SPOT:
|
||
case ELT_SPOT | TL_SPECULAR:
|
||
// surface to light
|
||
vp.x = light.pos4.x - EyeSpace.vertex.x;
|
||
vp.y = light.pos4.y - EyeSpace.vertex.y;
|
||
vp.z = light.pos4.z - EyeSpace.vertex.z;
|
||
|
||
distance = vp.length_xyz();
|
||
|
||
//normalize
|
||
vp.mul_xyz(reciprocal_zero(distance));
|
||
|
||
// point on surface inside cone of illumination
|
||
spotDot = vp.dot_minus_xyz(light.spotDirection4);
|
||
if (spotDot < light.spotCosCutoff)
|
||
continue;
|
||
|
||
attenuation = light.constantAttenuation
|
||
+ light.linearAttenuation * distance
|
||
+ light.quadraticAttenuation * distance * distance;
|
||
attenuation = reciprocal_one(attenuation);
|
||
attenuation *= powf_limit(spotDot, light.spotExponent);
|
||
|
||
// accumulate ambient
|
||
ambient.mad_rgb(light.AmbientColor, attenuation);
|
||
|
||
|
||
// build diffuse reflection
|
||
//angle between normal and light vector
|
||
dot = EyeSpace.normal.dot_xyz(vp);
|
||
if (dot < 0.f) continue;
|
||
|
||
// diffuse component
|
||
diffuse.mad_rgb(light.DiffuseColor, dot * attenuation);
|
||
|
||
if (!(EyeSpace.TL_Flag & TL_SPECULAR))
|
||
continue;
|
||
|
||
lightHalf.x = vp.x - EyeSpace.vertexn.x; // + 0.f;
|
||
lightHalf.y = vp.y - EyeSpace.vertexn.y; // + 0.f;
|
||
lightHalf.z = vp.z - EyeSpace.vertexn.z; // + 1.f;
|
||
lightHalf.normalize_dir_xyz();
|
||
|
||
//specular += light.SpecularColor * pow(max(dot(Eyespace.normal,lighthalf),0,Material.org.Shininess)*attenuation
|
||
specular.mad_rgb(light.SpecularColor,
|
||
powf_limit(EyeSpace.normal.dot_xyz(lightHalf), Material.org.Shininess) * attenuation
|
||
);
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
|
||
}
|
||
|
||
sVec3Color vertexColor;
|
||
vertexColor.setA8R8G8B8(vertexargb);
|
||
|
||
// sum up lights
|
||
//If = Ia + Id + Is
|
||
sVec3Color dColor;
|
||
dColor.set(0.f);
|
||
|
||
//Ia = gl_light_model_ambient* ambient_material + ambient_light * ambient_material
|
||
const sVec4& amb_mat = (EyeSpace.TL_Flag & TL_COLORMAT_AMBIENT) ? vertexColor : Material.AmbientColor;
|
||
dColor.mad_rgbv(EyeSpace.Global_AmbientLight, amb_mat);
|
||
dColor.mad_rgbv(ambient, amb_mat);
|
||
|
||
//Id = diffuse_light * lambertTerm dot(N,L) * diffuse_material
|
||
dColor.mad_rgbv(diffuse, (EyeSpace.TL_Flag & TL_COLORMAT_DIFFUSE) ? vertexColor : Material.DiffuseColor);
|
||
#if 0
|
||
dColor.mad_rgbv(diffuse, Material.DiffuseColor);
|
||
|
||
//diffuse * vertex color.
|
||
//has to move to shader (for vertex color only this will fit [except clamping])
|
||
|
||
dColor.r *= vertexColor.r;
|
||
dColor.g *= vertexColor.g;
|
||
dColor.b *= vertexColor.b;
|
||
#endif
|
||
|
||
//separate specular
|
||
const sVec4& spec_mat = (EyeSpace.TL_Flag & TL_COLORMAT_SPECULAR) ? vertexColor : Material.SpecularColor;
|
||
#if defined(SOFTWARE_DRIVER_2_USE_SEPARATE_SPECULAR_COLOR)
|
||
if ((VertexShader.vSize[VertexShader.vType].Format & VERTEX4D_FORMAT_MASK_COLOR)>=VERTEX4D_FORMAT_COLOR_2_FOG)
|
||
{
|
||
specular.sat_mul_xyz(dest->Color[1], spec_mat);
|
||
}
|
||
else if (!(EyeSpace.TL_Flag & TL_LIGHT0_IS_NORMAL_MAP) &&
|
||
(VertexShader.vSize[VertexShader.vType].Format & VERTEX4D_FORMAT_MASK_LIGHT)
|
||
)
|
||
{
|
||
specular.sat_mul_xyz(dest->LightTangent[0], spec_mat);
|
||
}
|
||
else
|
||
#endif
|
||
{
|
||
dColor.mad_rgbv(specular, spec_mat);
|
||
}
|
||
|
||
|
||
dColor.add_rgb(Material.EmissiveColor);
|
||
|
||
dColor.sat_alpha_pass(dest->Color[0], vertexColor.a);
|
||
|
||
}
|
||
|
||
#endif
|
||
|
||
/*
|
||
draw2DImage with single color scales into destination quad & cliprect(more like viewport)
|
||
draw2DImage with 4 color scales on destination and cliprect is scissor
|
||
*/
|
||
|
||
static const u32 quad_triangle_indexList[6 + 2] = { 0,1,2,0,2,3, 3,3 };
|
||
|
||
|
||
#if defined(SOFTWARE_DRIVER_2_2D_AS_2D)
|
||
|
||
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
|
||
void CBurningVideoDriver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
|
||
const core::rect<s32>& sourceRect,
|
||
const core::rect<s32>* clipRect, SColor color,
|
||
bool useAlphaChannelOfTexture)
|
||
{
|
||
if (texture)
|
||
{
|
||
if (texture->getOriginalSize() != texture->getSize())
|
||
{
|
||
core::rect<s32> destRect(destPos, sourceRect.getSize());
|
||
SColor c4[4] = { color,color,color,color };
|
||
draw2DImage(texture, destRect, sourceRect, clipRect, c4, useAlphaChannelOfTexture);
|
||
return;
|
||
}
|
||
|
||
if (texture->getDriverType() != EDT_BURNINGSVIDEO)
|
||
{
|
||
os::Printer::log("Fatal Error: Tried to copy from a surface not owned by this driver.", ELL_ERROR);
|
||
return;
|
||
}
|
||
|
||
if (useAlphaChannelOfTexture)
|
||
((CSoftwareTexture2*)texture)->getImage()->copyToWithAlpha(
|
||
RenderTargetSurface, destPos, sourceRect, color, clipRect);
|
||
else
|
||
((CSoftwareTexture2*)texture)->getImage()->copyTo(
|
||
RenderTargetSurface, destPos, sourceRect, clipRect);
|
||
}
|
||
}
|
||
|
||
|
||
//! Draws a part of the texture into the rectangle.
|
||
void CBurningVideoDriver::draw2DImage(const video::ITexture* texture,
|
||
const core::rect<s32>& destRect,
|
||
const core::rect<s32>& sourceRect,
|
||
const core::rect<s32>* clipRect,
|
||
const video::SColor* const colors, bool useAlphaChannelOfTexture)
|
||
{
|
||
if (texture)
|
||
{
|
||
if (texture->getDriverType() != EDT_BURNINGSVIDEO)
|
||
{
|
||
os::Printer::log("Fatal Error: Tried to copy from a surface not owned by this driver.", ELL_ERROR);
|
||
return;
|
||
}
|
||
|
||
u32 argb = (colors ? colors[0].color : 0xFFFFFFFF);
|
||
eBlitter op = useAlphaChannelOfTexture ?
|
||
(argb == 0xFFFFFFFF ? BLITTER_TEXTURE_ALPHA_BLEND : BLITTER_TEXTURE_ALPHA_COLOR_BLEND) : BLITTER_TEXTURE;
|
||
|
||
StretchBlit(op, RenderTargetSurface, clipRect, &destRect,
|
||
((CSoftwareTexture2*)texture)->getImage(), &sourceRect, &texture->getOriginalSize(), argb
|
||
);
|
||
|
||
}
|
||
}
|
||
|
||
//!Draws an 2d rectangle with a gradient.
|
||
void CBurningVideoDriver::draw2DRectangle(const core::rect<s32>& position,
|
||
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
|
||
const core::rect<s32>* clip)
|
||
{
|
||
core::rect<s32> p(position);
|
||
if (clip) p.clipAgainst(*clip);
|
||
if (p.isValid()) drawRectangle(RenderTargetSurface, p, colorLeftUp);
|
||
}
|
||
|
||
#endif //defined(SOFTWARE_DRIVER_2_2D_AS_2D)
|
||
|
||
|
||
|
||
//! Enable the 2d override material
|
||
void CBurningVideoDriver::enableMaterial2D(bool enable)
|
||
{
|
||
CNullDriver::enableMaterial2D(enable);
|
||
//burning_setbit(TransformationFlag[1][ETS_PROJECTION], 0, ETF_VALID);
|
||
}
|
||
|
||
|
||
// a != b
|
||
size_t compare_2d_material(const SMaterial& a, const SMaterial& b)
|
||
{
|
||
size_t flag = 0;
|
||
flag |= a.MaterialType == b.MaterialType ? 0 : 1;
|
||
flag |= a.ZBuffer == b.ZBuffer ? 0 : 2;
|
||
flag |= a.TextureLayer[0].Texture == b.TextureLayer[0].Texture ? 0 : 4;
|
||
flag |= a.TextureLayer[0].BilinearFilter == b.TextureLayer[0].BilinearFilter ? 0 : 8;
|
||
flag |= a.TextureLayer[0].TextureWrapU == b.TextureLayer[0].TextureWrapU ? 0 : 16;
|
||
flag |= a.MaterialTypeParam == b.MaterialTypeParam ? 0 : 32;
|
||
if (flag) return flag;
|
||
|
||
flag |= a.TextureLayer[1].Texture == b.TextureLayer[1].Texture ? 0 : 64;
|
||
flag |= a.ZWriteEnable == b.ZWriteEnable ? 0 : 128;
|
||
|
||
return flag;
|
||
}
|
||
|
||
void CBurningVideoDriver::setRenderStates2DMode(const video::SColor& color, const video::ITexture* texture, bool useAlphaChannelOfTexture)
|
||
{
|
||
//save current 3D Material
|
||
//Material.save3D = Material.org;
|
||
|
||
//build new 2D Material
|
||
|
||
bool vertexAlpha = color.getAlpha() < 255;
|
||
|
||
//2D uses textureAlpa*vertexAlpha 3D not..
|
||
if (useAlphaChannelOfTexture && texture && texture->hasAlpha())
|
||
{
|
||
Material.mat2D.MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||
}
|
||
else if (vertexAlpha)
|
||
{
|
||
Material.mat2D.MaterialType = EMT_TRANSPARENT_VERTEX_ALPHA;
|
||
}
|
||
else
|
||
{
|
||
Material.mat2D.MaterialType = EMT_SOLID;
|
||
}
|
||
|
||
Material.mat2D.ZBuffer = ECFN_DISABLED;
|
||
Material.mat2D.ZWriteEnable = EZW_OFF;
|
||
Material.mat2D.Lighting = false;
|
||
|
||
Material.mat2D.setTexture(0, (video::ITexture*)texture);
|
||
|
||
//used for text. so stay as sharp as possible (like HW Driver)
|
||
bool filter = false;
|
||
|
||
const SMaterial& currentMaterial = (!OverrideMaterial2DEnabled) ? InitMaterial2D : OverrideMaterial2D;
|
||
|
||
filter = texture && currentMaterial.TextureLayer[0].BilinearFilter;
|
||
Material.mat2D.setFlag(video::EMF_BILINEAR_FILTER, filter);
|
||
|
||
Material.mat2D.TextureLayer[0].TextureWrapU = currentMaterial.TextureLayer[0].TextureWrapU;
|
||
Material.mat2D.TextureLayer[0].TextureWrapV = currentMaterial.TextureLayer[0].TextureWrapV;
|
||
|
||
//compare
|
||
size_t cmp_mat = compare_2d_material(Material.org, Material.mat2D);
|
||
|
||
//switch to 2D Matrix Stack [ Material set Texture Matrix ]
|
||
//if (TransformationStack != ETF_STACK_2D) cmp_mat |= 256;
|
||
TransformationStack = ETF_STACK_2D;
|
||
|
||
//2D GUI Matrix
|
||
if ((cmp_mat & 256) || !(TransformationFlag[TransformationStack][ETS_PROJECTION] & ETF_VALID))
|
||
{
|
||
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
||
core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
|
||
m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0f, 1.0f);
|
||
m.setTranslation(core::vector3df(-1.f, 1.f, 0));
|
||
setTransform(ETS_PROJECTION, m);
|
||
|
||
m.makeIdentity();
|
||
setTransform(ETS_WORLD, m);
|
||
|
||
// pixel perfect
|
||
//if(filter)
|
||
//currently done in ndc to dc -0.5f
|
||
//m.setTranslation(core::vector3df(-0.5f, -0.5f, 0.0f));
|
||
|
||
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
m.setTranslation(core::vector3df(0.375f, 0.375f, 0.0f));
|
||
#endif
|
||
|
||
setTransform(ETS_VIEW, m);
|
||
cmp_mat |= 8;
|
||
|
||
}
|
||
|
||
//compare
|
||
if (cmp_mat)
|
||
{
|
||
setMaterial(Material.mat2D);
|
||
}
|
||
|
||
if (CurrentShader)
|
||
{
|
||
CurrentShader->setPrimitiveColor(color.color);
|
||
CurrentShader->setTLFlag(EyeSpace.TL_Flag);
|
||
if (EyeSpace.TL_Flag & TL_SCISSOR) CurrentShader->setScissor(Scissor);
|
||
}
|
||
|
||
}
|
||
|
||
void CBurningVideoDriver::setRenderStates3DMode()
|
||
{
|
||
//restoreRenderStates3DMode
|
||
|
||
//setMaterial(Material.save3D);
|
||
//switch to 3D Matrix Stack
|
||
TransformationStack = ETF_STACK_3D;
|
||
}
|
||
|
||
//! draws a vertex primitive list in 2d
|
||
void CBurningVideoDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
|
||
const void* indexList, u32 primitiveCount,
|
||
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
|
||
{
|
||
if (!checkPrimitiveCount(primitiveCount))
|
||
return;
|
||
|
||
CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
|
||
|
||
bool useAlphaChannelOfTexture = false;
|
||
video::SColor color(0xFFFFFFFF);
|
||
switch (Material.org.MaterialType)
|
||
{
|
||
case EMT_TRANSPARENT_ALPHA_CHANNEL:
|
||
useAlphaChannelOfTexture = true;
|
||
break;
|
||
case EMT_TRANSPARENT_VERTEX_ALPHA:
|
||
color.setAlpha(127);
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
setRenderStates2DMode(color, Material.org.getTexture(0), useAlphaChannelOfTexture);
|
||
|
||
drawVertexPrimitiveList(vertices, vertexCount,
|
||
indexList, primitiveCount,
|
||
vType, pType, iType);
|
||
|
||
setRenderStates3DMode();
|
||
|
||
}
|
||
|
||
//wrapper if both enabled
|
||
#if defined(SOFTWARE_DRIVER_2_2D_AS_2D) && defined(SOFTWARE_DRIVER_2_2D_AS_3D)
|
||
#endif
|
||
|
||
//setup a quad
|
||
#if defined(SOFTWARE_DRIVER_2_2D_AS_3D)
|
||
|
||
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
|
||
void CBurningVideoDriver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
|
||
const core::rect<s32>& sourceRect,
|
||
const core::rect<s32>* clipRect, SColor color,
|
||
bool useAlphaChannelOfTexture)
|
||
{
|
||
if (!texture)
|
||
return;
|
||
|
||
if (!sourceRect.isValid())
|
||
return;
|
||
|
||
// clip these coordinates
|
||
core::rect<s32> targetRect(destPos, sourceRect.getSize());
|
||
if (clipRect)
|
||
{
|
||
targetRect.clipAgainst(*clipRect);
|
||
if (targetRect.getWidth() < 0 || targetRect.getHeight() < 0)
|
||
return;
|
||
}
|
||
|
||
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
||
targetRect.clipAgainst(core::rect<s32>(0, 0, (s32)renderTargetSize.Width, (s32)renderTargetSize.Height));
|
||
if (targetRect.getWidth() < 0 || targetRect.getHeight() < 0)
|
||
return;
|
||
|
||
// ok, we've clipped everything.
|
||
// now draw it.
|
||
const core::dimension2d<s32> sourceSize(targetRect.getSize());
|
||
core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner + (targetRect.UpperLeftCorner - destPos));
|
||
|
||
const core::dimension2d<u32>& tex_orgsize = texture->getOriginalSize();
|
||
const f32 invW = 1.f / static_cast<f32>(tex_orgsize.Width);
|
||
const f32 invH = 1.f / static_cast<f32>(tex_orgsize.Height);
|
||
const core::rect<f32> tcoords(
|
||
sourcePos.X * invW,
|
||
sourcePos.Y * invH,
|
||
(sourcePos.X + sourceSize.Width) * invW,
|
||
(sourcePos.Y + sourceSize.Height) * invH);
|
||
|
||
Quad2DVertices[0].Color = color;
|
||
Quad2DVertices[1].Color = color;
|
||
Quad2DVertices[2].Color = color;
|
||
Quad2DVertices[3].Color = color;
|
||
|
||
Quad2DVertices[0].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
|
||
Quad2DVertices[1].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
|
||
Quad2DVertices[2].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
|
||
Quad2DVertices[3].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
|
||
|
||
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
||
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
||
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
||
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
||
|
||
setRenderStates2DMode(color, texture, useAlphaChannelOfTexture);
|
||
|
||
drawVertexPrimitiveList(Quad2DVertices, 4,
|
||
quad_triangle_indexList, 2,
|
||
EVT_STANDARD, scene::EPT_TRIANGLES, EIT_32BIT);
|
||
|
||
setRenderStates3DMode();
|
||
|
||
}
|
||
|
||
|
||
//! Draws a part of the texture into the rectangle.
|
||
void CBurningVideoDriver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
|
||
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
|
||
const video::SColor* const colors, bool useAlphaChannelOfTexture)
|
||
{
|
||
if (!texture)
|
||
return;
|
||
|
||
const core::dimension2d<u32>& st = texture->getOriginalSize();
|
||
const f32 invW = 1.f / static_cast<f32>(st.Width);
|
||
const f32 invH = 1.f / static_cast<f32>(st.Height);
|
||
const core::rect<f32> tcoords(
|
||
sourceRect.UpperLeftCorner.X * invW,
|
||
sourceRect.UpperLeftCorner.Y * invH,
|
||
sourceRect.LowerRightCorner.X * invW,
|
||
sourceRect.LowerRightCorner.Y * invH);
|
||
|
||
const video::SColor temp[4] =
|
||
{
|
||
0xFFFFFFFF,
|
||
0xFFFFFFFF,
|
||
0xFFFFFFFF,
|
||
0xFFFFFFFF
|
||
};
|
||
|
||
const video::SColor* const useColor = colors ? colors : temp;
|
||
|
||
|
||
Quad2DVertices[0].Color = useColor[0];
|
||
Quad2DVertices[1].Color = useColor[3];
|
||
Quad2DVertices[2].Color = useColor[2];
|
||
Quad2DVertices[3].Color = useColor[1];
|
||
|
||
Quad2DVertices[0].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
|
||
Quad2DVertices[1].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
|
||
Quad2DVertices[2].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
|
||
Quad2DVertices[3].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
|
||
|
||
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
||
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
||
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
||
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
||
|
||
|
||
if (clipRect)
|
||
{
|
||
if (!clipRect->isValid())
|
||
return;
|
||
|
||
//glEnable(GL_SCISSOR_TEST);
|
||
EyeSpace.TL_Flag |= TL_SCISSOR;
|
||
setScissor(clipRect->UpperLeftCorner.X, clipRect->UpperLeftCorner.Y,//renderTargetSize.Height - clipRect->LowerRightCorner.Y
|
||
clipRect->getWidth(), clipRect->getHeight());
|
||
}
|
||
|
||
video::SColor alphaTest;
|
||
alphaTest.color = useColor[0].color & useColor[0].color & useColor[0].color & useColor[0].color;
|
||
|
||
setRenderStates2DMode(alphaTest, texture, useAlphaChannelOfTexture);
|
||
|
||
drawVertexPrimitiveList(Quad2DVertices, 4,
|
||
quad_triangle_indexList, 2,
|
||
EVT_STANDARD, scene::EPT_TRIANGLES, EIT_32BIT);
|
||
|
||
if (clipRect)
|
||
EyeSpace.TL_Flag &= ~TL_SCISSOR;
|
||
|
||
setRenderStates3DMode();
|
||
|
||
}
|
||
|
||
|
||
//!Draws an 2d rectangle with a gradient.
|
||
void CBurningVideoDriver::draw2DRectangle(const core::rect<s32>& position,
|
||
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
|
||
const core::rect<s32>* clip)
|
||
{
|
||
core::rect<s32> pos = position;
|
||
|
||
if (clip)
|
||
pos.clipAgainst(*clip);
|
||
|
||
if (!pos.isValid())
|
||
return;
|
||
|
||
Quad2DVertices[0].Color = colorLeftUp;
|
||
Quad2DVertices[1].Color = colorRightUp;
|
||
Quad2DVertices[2].Color = colorRightDown;
|
||
Quad2DVertices[3].Color = colorLeftDown;
|
||
|
||
Quad2DVertices[0].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
|
||
Quad2DVertices[1].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
|
||
Quad2DVertices[2].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
|
||
Quad2DVertices[3].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
|
||
|
||
Quad2DVertices[0].TCoords.X = 0.f;
|
||
Quad2DVertices[0].TCoords.Y = 0.f;
|
||
Quad2DVertices[1].TCoords.X = 0.f;
|
||
Quad2DVertices[1].TCoords.Y = 0.f;
|
||
Quad2DVertices[2].TCoords.X = 0.f;
|
||
Quad2DVertices[3].TCoords.Y = 0.f;
|
||
Quad2DVertices[3].TCoords.X = 0.f;
|
||
Quad2DVertices[3].TCoords.Y = 0.f;
|
||
|
||
|
||
video::SColor alphaTest;
|
||
alphaTest.color = colorLeftUp.color & colorRightUp.color & colorRightDown.color & colorLeftDown.color;
|
||
setRenderStates2DMode(alphaTest, 0, 0);
|
||
|
||
drawVertexPrimitiveList(Quad2DVertices, 4,
|
||
quad_triangle_indexList, 2,
|
||
EVT_STANDARD, scene::EPT_TRIANGLES, EIT_32BIT);
|
||
|
||
setRenderStates3DMode();
|
||
|
||
}
|
||
|
||
|
||
#endif // SOFTWARE_DRIVER_2_2D_AS_3D
|
||
|
||
|
||
|
||
|
||
|
||
//! Draws a 2d line.
|
||
void CBurningVideoDriver::draw2DLine(const core::position2d<s32>& start,
|
||
const core::position2d<s32>& end,
|
||
SColor color)
|
||
{
|
||
drawLine(RenderTargetSurface, start, end, color);
|
||
}
|
||
|
||
|
||
//! Draws a pixel
|
||
void CBurningVideoDriver::drawPixel(u32 x, u32 y, const SColor& color)
|
||
{
|
||
RenderTargetSurface->setPixel(x, y, color, true);
|
||
}
|
||
|
||
|
||
//! Only used by the internal engine. Used to notify the driver that
|
||
//! the window was resized.
|
||
void CBurningVideoDriver::OnResize(const core::dimension2d<u32>& size)
|
||
{
|
||
// make sure width and height are multiples of 2
|
||
core::dimension2d<u32> realSize(size);
|
||
/*
|
||
if (realSize.Width % 2)
|
||
realSize.Width += 1;
|
||
|
||
if (realSize.Height % 2)
|
||
realSize.Height += 1;
|
||
*/
|
||
if (ScreenSize != realSize)
|
||
{
|
||
if (ViewPort.getWidth() == (s32)ScreenSize.Width &&
|
||
ViewPort.getHeight() == (s32)ScreenSize.Height)
|
||
{
|
||
ViewPort.UpperLeftCorner.X = 0;
|
||
ViewPort.UpperLeftCorner.Y = 0;
|
||
ViewPort.LowerRightCorner.X = realSize.Width;
|
||
ViewPort.LowerRightCorner.X = realSize.Height;
|
||
}
|
||
|
||
ScreenSize = realSize;
|
||
|
||
bool resetRT = (RenderTargetSurface == BackBuffer);
|
||
|
||
if (BackBuffer)
|
||
BackBuffer->drop();
|
||
BackBuffer = new CImage(SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT, realSize);
|
||
|
||
if (resetRT)
|
||
setRenderTargetImage2(BackBuffer);
|
||
}
|
||
}
|
||
|
||
|
||
//! returns the current render target size
|
||
const core::dimension2d<u32>& CBurningVideoDriver::getCurrentRenderTargetSize() const
|
||
{
|
||
return (RenderTargetSurface == BackBuffer) ? ScreenSize : RenderTargetSize;
|
||
}
|
||
|
||
|
||
|
||
//! Draws a 3d line.
|
||
void CBurningVideoDriver::draw3DLine(const core::vector3df& start,
|
||
const core::vector3df& end, SColor color_start)
|
||
{
|
||
SColor color_end = color_start;
|
||
|
||
VertexShader.primitiveHasVertex = 2;
|
||
VertexShader.vType = E4VT_LINE;
|
||
|
||
s4DVertex* v = Clipper.data;
|
||
|
||
transform_calc(ETS_MODEL_VIEW_PROJ);
|
||
const core::matrix4* matrix = Transformation[TransformationStack];
|
||
matrix[ETS_MODEL_VIEW_PROJ].transformVect(&v[s4DVertex_ofs(0)].Pos.x, start);
|
||
matrix[ETS_MODEL_VIEW_PROJ].transformVect(&v[s4DVertex_ofs(1)].Pos.x, end);
|
||
|
||
u32 has_vertex_run;
|
||
const u32 flag = (VertexShader.vSize[VertexShader.vType].Format);
|
||
for (has_vertex_run = 0; has_vertex_run < VertexShader.primitiveHasVertex; has_vertex_run += 1)
|
||
{
|
||
v[s4DVertex_ofs(has_vertex_run)].reset_interpolate();
|
||
v[s4DVertex_ofs(has_vertex_run)].flag = flag;
|
||
v[s4DVertex_pro(has_vertex_run)].flag = flag;
|
||
}
|
||
|
||
#if BURNING_MATERIAL_MAX_COLORS > 0
|
||
v[s4DVertex_ofs(0)].Color[0].setA8R8G8B8(color_start.color);
|
||
v[s4DVertex_ofs(1)].Color[0].setA8R8G8B8(color_end.color);
|
||
#endif
|
||
|
||
u32 vOut;
|
||
|
||
// vertices count per line
|
||
vOut = clipToFrustum(VertexShader.primitiveHasVertex);
|
||
if (vOut < VertexShader.primitiveHasVertex)
|
||
return;
|
||
|
||
// to DC Space, project homogenous vertex
|
||
ndc_2_dc_and_project(v, s4DVertex_ofs(vOut), Transformation_ETS_CLIPSCALE[TransformationStack]);
|
||
|
||
// unproject vertex color
|
||
#if 0
|
||
#if BURNING_MATERIAL_MAX_COLORS > 0
|
||
for (g = 0; g != vOut; g += 2)
|
||
{
|
||
v[g + 1].Color[0].setA8R8G8B8(color.color);
|
||
}
|
||
#endif
|
||
#endif
|
||
|
||
pushShader(scene::EPT_LINES, 0);
|
||
for (has_vertex_run = 0; (has_vertex_run + VertexShader.primitiveHasVertex) <= vOut; has_vertex_run += 1)
|
||
{
|
||
CurrentShader->drawLine(v + s4DVertex_pro(has_vertex_run), v + s4DVertex_pro(has_vertex_run + 1));
|
||
}
|
||
PushShader.pop();
|
||
}
|
||
|
||
// set Shader Mode based on primitive type
|
||
void CBurningVideoDriver::pushShader(scene::E_PRIMITIVE_TYPE pType, int testCurrent)
|
||
{
|
||
int wireFrame = 0;
|
||
int pointCloud = 0;
|
||
|
||
switch (pType)
|
||
{
|
||
case scene::EPT_POINTS:
|
||
case scene::EPT_POINT_SPRITES:
|
||
pointCloud = 1;
|
||
break;
|
||
case scene::EPT_LINE_STRIP:
|
||
case scene::EPT_LINE_LOOP:
|
||
case scene::EPT_LINES:
|
||
wireFrame = 1;
|
||
break;
|
||
default:
|
||
return;
|
||
}
|
||
|
||
IBurningShader* shader = 0;
|
||
if (wireFrame)
|
||
{
|
||
if (testCurrent && CurrentShader && CurrentShader->canWireFrame()) shader = CurrentShader;
|
||
else shader = BurningShader[ETR_TEXTURE_GOURAUD_WIRE];
|
||
}
|
||
if (pointCloud)
|
||
{
|
||
if (testCurrent && CurrentShader && CurrentShader->canPointCloud()) shader = CurrentShader;
|
||
else shader = BurningShader[ETR_TEXTURE_GOURAUD_WIRE];
|
||
}
|
||
|
||
if (shader)
|
||
{
|
||
if (shader != CurrentShader)
|
||
{
|
||
PushShader.push(CurrentShader);
|
||
CurrentShader = shader;
|
||
shader->setRenderTarget(RenderTargetSurface, ViewPort, Interlaced);
|
||
shader->OnSetMaterialBurning(Material);
|
||
}
|
||
shader->setEdgeTest(wireFrame, pointCloud);
|
||
}
|
||
}
|
||
|
||
//! \return Returns the name of the video driver. Example: In case of the DirectX8
|
||
//! driver, it would return "Direct3D8.1".
|
||
const wchar_t* CBurningVideoDriver::getName() const
|
||
{
|
||
#ifdef BURNINGVIDEO_RENDERER_BEAUTIFUL
|
||
return L"Burning's Video 0.54 beautiful";
|
||
#elif defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
return L"Burning's Video 0.54 STK";
|
||
#elif defined ( BURNINGVIDEO_RENDERER_ULTRA_FAST )
|
||
return L"Burning's Video 0.54 ultra fast";
|
||
#elif defined ( BURNINGVIDEO_RENDERER_FAST )
|
||
return L"Burning's Video 0.54 fast";
|
||
#elif defined ( BURNINGVIDEO_RENDERER_CE )
|
||
return L"Burning's Video 0.54 CE";
|
||
#else
|
||
return L"Burning's Video 0.54";
|
||
#endif
|
||
}
|
||
|
||
//! Returns the graphics card vendor name.
|
||
core::stringc CBurningVideoDriver::getVendorInfo()
|
||
{
|
||
return "Burning's Video: Ing. Thomas Alten (c) 2006-2022";
|
||
}
|
||
|
||
|
||
//! Returns type of video driver
|
||
E_DRIVER_TYPE CBurningVideoDriver::getDriverType() const
|
||
{
|
||
return EDT_BURNINGSVIDEO;
|
||
}
|
||
|
||
|
||
//! returns color format
|
||
ECOLOR_FORMAT CBurningVideoDriver::getColorFormat() const
|
||
{
|
||
return BackBuffer ? BackBuffer->getColorFormat() : CNullDriver::getColorFormat();
|
||
}
|
||
|
||
|
||
//! Creates a render target texture.
|
||
ITexture* CBurningVideoDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
|
||
const io::path& name, const ECOLOR_FORMAT format
|
||
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
, const bool useStencil
|
||
#endif
|
||
)
|
||
{
|
||
if (IImage::isCompressedFormat(format))
|
||
return 0;
|
||
|
||
//IImage* img = createImage(SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT, size);
|
||
//empty proxy image
|
||
IImage* img = createImageFromData(format, size, 0, true, false);
|
||
ITexture* tex = new CSoftwareTexture2(img, name, CSoftwareTexture2::IS_RENDERTARGET /*| CSoftwareTexture2::GEN_MIPMAP */, this);
|
||
if (img) img->drop();
|
||
addTexture(tex);
|
||
tex->drop();
|
||
return tex;
|
||
}
|
||
|
||
void CBurningVideoDriver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
|
||
{
|
||
if ((flag & ECBF_COLOR) && RenderTargetSurface) image_fill(RenderTargetSurface, color, Interlaced);
|
||
if ((flag & ECBF_DEPTH) && DepthBuffer) DepthBuffer->clear(depth, Interlaced);
|
||
if ((flag & ECBF_STENCIL) && StencilBuffer) StencilBuffer->clear(stencil, Interlaced);
|
||
}
|
||
|
||
#if 0
|
||
void CBurningVideoDriver::saveBuffer()
|
||
{
|
||
static int shotCount = 0;
|
||
char buf[256];
|
||
if (BackBuffer)
|
||
{
|
||
sprintf(buf, "shot/%04d_b.png", shotCount);
|
||
writeImageToFile(BackBuffer, buf);
|
||
}
|
||
if (StencilBuffer)
|
||
{
|
||
CImage stencil(ECF_A8R8G8B8, StencilBuffer->getSize(), StencilBuffer->lock(), true, false);
|
||
sprintf(buf, "shot/%04d_s.ppm", shotCount);
|
||
writeImageToFile(&stencil, buf);
|
||
}
|
||
shotCount += 1;
|
||
}
|
||
#endif
|
||
|
||
//! Returns an image created from the last rendered frame.
|
||
IImage* CBurningVideoDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
|
||
{
|
||
if (target != video::ERT_FRAME_BUFFER)
|
||
return 0;
|
||
|
||
if (BackBuffer)
|
||
{
|
||
IImage* tmp = createImage(BackBuffer->getColorFormat(), BackBuffer->getDimension());
|
||
BackBuffer->copyTo(tmp);
|
||
return tmp;
|
||
}
|
||
else
|
||
return 0;
|
||
}
|
||
|
||
ITexture* CBurningVideoDriver::createDeviceDependentTexture(const io::path& name, IImage* image)
|
||
{
|
||
u32 flags =
|
||
((TextureCreationFlags & ETCF_CREATE_MIP_MAPS) ? CSoftwareTexture2::GEN_MIPMAP : 0)
|
||
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
| CSoftwareTexture2::GEN_MIPMAP_AUTO
|
||
#else
|
||
| ((TextureCreationFlags & ETCF_AUTO_GENERATE_MIP_MAPS) ? CSoftwareTexture2::GEN_MIPMAP_AUTO : 0)
|
||
#endif
|
||
| ((TextureCreationFlags & ETCF_ALLOW_NON_POWER_2) ? CSoftwareTexture2::ALLOW_NPOT : 0)
|
||
#if defined(IRRLICHT_sRGB)
|
||
| ((TextureCreationFlags & ETCF_IMAGE_IS_LINEAR) ? CSoftwareTexture2::IMAGE_IS_LINEAR : 0)
|
||
| ((TextureCreationFlags & ETCF_TEXTURE_IS_LINEAR) ? CSoftwareTexture2::TEXTURE_IS_LINEAR : 0)
|
||
#endif
|
||
;
|
||
|
||
CSoftwareTexture2* texture = new CSoftwareTexture2(image, name, flags, this);
|
||
return texture;
|
||
}
|
||
|
||
ITexture* CBurningVideoDriver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
//! Returns the maximum amount of primitives (mostly vertices) which
|
||
//! the device is able to render with one drawIndexedTriangleList
|
||
//! call.
|
||
u32 CBurningVideoDriver::getMaximalPrimitiveCount() const
|
||
{
|
||
return 0x7FFFFFFF;
|
||
}
|
||
|
||
|
||
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
|
||
//! this: First, draw all geometry. Then use this method, to draw the shadow
|
||
//! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
|
||
void CBurningVideoDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
|
||
{
|
||
const u32 count = triangles.size();
|
||
if (!StencilBuffer || !count)
|
||
return;
|
||
|
||
Material.org.MaterialType = video::EMT_SOLID;
|
||
Material.org.Lighting = false;
|
||
Material.org.ZWriteEnable = video::EZW_OFF;
|
||
Material.org.ZBuffer = ECFN_LESS;
|
||
|
||
CurrentShader = BurningShader[ETR_STENCIL_SHADOW];
|
||
|
||
CurrentShader->setRenderTarget(RenderTargetSurface, ViewPort, Interlaced);
|
||
CurrentShader->setEdgeTest(Material.org.Wireframe, 0);
|
||
|
||
//setMaterial
|
||
EyeSpace.TL_Flag &= ~(TL_TEXTURE_TRANSFORM | TL_LIGHT0_IS_NORMAL_MAP);
|
||
CurrentShader->setTLFlag(EyeSpace.TL_Flag);
|
||
//glStencilMask(~0);
|
||
//glStencilFunc(GL_ALWAYS, 0, ~0);
|
||
|
||
//glEnable(GL_DEPTH_CLAMP);
|
||
|
||
if (zfail)
|
||
{
|
||
Material.org.BackfaceCulling = false;
|
||
Material.org.FrontfaceCulling = true;
|
||
Material.CullFlag = CULL_FRONT | CULL_INVISIBLE;
|
||
|
||
CurrentShader->setStencilOp(StencilOp_KEEP, StencilOp_INCR, StencilOp_KEEP);
|
||
drawVertexPrimitiveList(triangles.const_pointer(), count, 0, count / 3, (video::E_VERTEX_TYPE)E4VT_SHADOW, scene::EPT_TRIANGLES, (video::E_INDEX_TYPE)E4IT_NONE);
|
||
|
||
Material.org.BackfaceCulling = true;
|
||
Material.org.FrontfaceCulling = false;
|
||
Material.CullFlag = CULL_BACK | CULL_INVISIBLE;
|
||
|
||
CurrentShader->setStencilOp(StencilOp_KEEP, StencilOp_DECR, StencilOp_KEEP);
|
||
drawVertexPrimitiveList(triangles.const_pointer(), count, 0, count / 3, (video::E_VERTEX_TYPE)E4VT_SHADOW, scene::EPT_TRIANGLES, (video::E_INDEX_TYPE)E4IT_NONE);
|
||
}
|
||
else // zpass
|
||
{
|
||
Material.org.BackfaceCulling = true;
|
||
Material.org.FrontfaceCulling = false;
|
||
Material.CullFlag = CULL_BACK | CULL_INVISIBLE;
|
||
|
||
CurrentShader->setStencilOp(StencilOp_KEEP, StencilOp_KEEP, StencilOp_INCR);
|
||
drawVertexPrimitiveList(triangles.const_pointer(), count, 0, count / 3, (video::E_VERTEX_TYPE)E4VT_SHADOW, scene::EPT_TRIANGLES, (video::E_INDEX_TYPE)E4IT_NONE);
|
||
|
||
Material.org.BackfaceCulling = false;
|
||
Material.org.FrontfaceCulling = true;
|
||
Material.CullFlag = CULL_FRONT | CULL_INVISIBLE;
|
||
|
||
CurrentShader->setStencilOp(StencilOp_KEEP, StencilOp_KEEP, StencilOp_DECR);
|
||
drawVertexPrimitiveList(triangles.const_pointer(), count, 0, count / 3, (video::E_VERTEX_TYPE)E4VT_SHADOW, scene::EPT_TRIANGLES, (video::E_INDEX_TYPE)E4IT_NONE);
|
||
}
|
||
//glDisable(GL_DEPTH_CLAMP);
|
||
|
||
}
|
||
|
||
//! Fills the stencil shadow with color. After the shadow volume has been drawn
|
||
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
|
||
//! to draw the color of the shadow.
|
||
void CBurningVideoDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
|
||
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
|
||
{
|
||
if (!StencilBuffer)
|
||
return;
|
||
|
||
// draw a shadow rectangle covering the entire screen using stencil buffer
|
||
const u32 h = RenderTargetSurface->getDimension().Height;
|
||
const u32 w = RenderTargetSurface->getDimension().Width;
|
||
|
||
const bool bit32 = RenderTargetSurface->getColorFormat() == ECF_A8R8G8B8;
|
||
const tVideoSample alpha = extractAlpha(leftUpEdge.color) >> (bit32 ? 0 : 3);
|
||
const tVideoSample src = bit32 ? leftUpEdge.color : video::A8R8G8B8toA1R5G5B5(leftUpEdge.color);
|
||
|
||
interlace_scanline_data line;
|
||
for (line.y = 0; line.y < h; line.y += SOFTWARE_DRIVER_2_STEP_Y)
|
||
{
|
||
if_interlace_scanline
|
||
{
|
||
tVideoSample * dst = (tVideoSample*)RenderTargetSurface->getData() + (line.y * w);
|
||
const tStencilSample* stencil = (tStencilSample*)StencilBuffer->lock() + (line.y * w);
|
||
|
||
if (bit32)
|
||
{
|
||
for (u32 x = 0; x < w; x += SOFTWARE_DRIVER_2_STEP_X)
|
||
{
|
||
if (stencil[x]) dst[x] = PixelBlend32(dst[x], src, alpha);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
for (u32 x = 0; x < w; x += SOFTWARE_DRIVER_2_STEP_X)
|
||
{
|
||
if (stencil[x]) dst[x] = PixelBlend16(dst[x], src, alpha);
|
||
}
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
if (clearStencilBuffer)
|
||
StencilBuffer->clear(0, Interlaced);
|
||
}
|
||
|
||
|
||
core::dimension2du CBurningVideoDriver::getMaxTextureSize() const
|
||
{
|
||
return core::dimension2du(SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE, SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE);
|
||
}
|
||
|
||
bool CBurningVideoDriver::queryTextureFormat(ECOLOR_FORMAT format) const
|
||
{
|
||
return format == SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT || format == SOFTWARE_DRIVER_2_TEXTURE_COLOR_FORMAT;
|
||
}
|
||
|
||
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
bool CBurningVideoDriver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
|
||
{
|
||
return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation(); // || material.isTransparent();
|
||
}
|
||
#endif
|
||
|
||
s32 CBurningVideoDriver::addShaderMaterial(const c8* vertexShaderProgram,
|
||
const c8* pixelShaderProgram,
|
||
IShaderConstantSetCallBack* callback,
|
||
E_MATERIAL_TYPE baseMaterial,
|
||
s32 userData)
|
||
{
|
||
s32 materialID = -1;
|
||
|
||
IBurningShader* shader = new IBurningShader(
|
||
this, materialID,
|
||
vertexShaderProgram, 0, video::EVST_VS_1_1,
|
||
pixelShaderProgram, 0, video::EPST_PS_1_1,
|
||
0, 0, EGST_GS_4_0,
|
||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||
callback, baseMaterial, userData);
|
||
|
||
shader->drop();
|
||
|
||
if (callback && materialID >= 0)
|
||
callback->OnCreate(shader, userData);
|
||
|
||
return materialID;
|
||
}
|
||
|
||
//! Adds a new material renderer to the VideoDriver, based on a high level shading language.
|
||
s32 CBurningVideoDriver::addHighLevelShaderMaterial(
|
||
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
|
||
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
|
||
, E_GPU_SHADING_LANGUAGE shadingLang
|
||
#endif
|
||
)
|
||
{
|
||
s32 materialID = -1;
|
||
|
||
IBurningShader* shader = new IBurningShader(
|
||
this, materialID,
|
||
vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget,
|
||
pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
|
||
geometryShaderProgram, geometryShaderEntryPointName, gsCompileTarget,
|
||
inType, outType, verticesOut,
|
||
callback, baseMaterial, userData);
|
||
|
||
shader->drop();
|
||
|
||
if (callback && materialID >= 0)
|
||
callback->OnCreate(shader, userData);
|
||
|
||
return materialID;
|
||
}
|
||
|
||
|
||
void CBurningVideoDriver::setFallback_Material(E_MATERIAL_TYPE fallback_MaterialType, eBurningVertexShader vertexShader)
|
||
{
|
||
//this should be in material....
|
||
Material.Fallback_MaterialType = fallback_MaterialType;
|
||
Material.VertexShader = vertexShader;
|
||
}
|
||
|
||
void CBurningVideoDriver::setBasicRenderStates(const SMaterial& material,
|
||
const SMaterial& lastMaterial,
|
||
bool resetAllRenderstates)
|
||
{
|
||
|
||
}
|
||
|
||
//! Return an index constant for the vertex shader based on a name.
|
||
s32 CBurningVideoDriver::getVertexShaderConstantID(const c8* name)
|
||
{
|
||
return getPixelShaderConstantID(name);
|
||
}
|
||
|
||
bool CBurningVideoDriver::setVertexShaderConstant(s32 index, const f32* floats, int count)
|
||
{
|
||
return setPixelShaderConstant(index, floats, count);
|
||
}
|
||
|
||
bool CBurningVideoDriver::setVertexShaderConstant(s32 index, const s32* ints, int count)
|
||
{
|
||
return setPixelShaderConstant(index, ints, count);
|
||
}
|
||
|
||
bool CBurningVideoDriver::setVertexShaderConstant(s32 index, const u32* ints, int count)
|
||
{
|
||
return setPixelShaderConstant(index, ints, count);
|
||
}
|
||
|
||
void CBurningVideoDriver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
||
{
|
||
//used?
|
||
if (CurrentShader)
|
||
{
|
||
CurrentShader->setVertexShaderConstant(data, startRegister, constantAmount);
|
||
}
|
||
}
|
||
|
||
//! Return an index constant for the pixel shader based on a name.
|
||
s32 CBurningVideoDriver::getPixelShaderConstantID(const c8* name)
|
||
{
|
||
return -1;
|
||
}
|
||
|
||
bool CBurningVideoDriver::setPixelShaderConstant(s32 index, const f32* floats, int count)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
bool CBurningVideoDriver::setPixelShaderConstant(s32 index, const s32* ints, int count)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
bool CBurningVideoDriver::setPixelShaderConstant(s32 index, const u32* ints, int count)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
void CBurningVideoDriver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1)
|
||
{
|
||
//used?
|
||
if (CurrentShader)
|
||
{
|
||
CurrentShader->setPixelShaderConstant(data, startRegister, constantAmount);
|
||
}
|
||
}
|
||
|
||
//! Get pointer to the IVideoDriver interface
|
||
/** \return Pointer to the IVideoDriver interface */
|
||
IVideoDriver* CBurningVideoDriver::getVideoDriver()
|
||
{
|
||
return this;
|
||
}
|
||
|
||
|
||
//! Run occlusion query. Draws mesh stored in query.
|
||
/** If the mesh shall not be rendered visible, use
|
||
overrideMaterial to disable the color and depth buffer. */
|
||
void CBurningVideoDriver::runOcclusionQuery(scene::ISceneNode* node, bool visible)
|
||
{
|
||
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
|
||
if (index != -1)
|
||
{
|
||
//extGlBeginQuery(GL_SAMPLES_PASSED_ARB, OcclusionQueries[index].UID);
|
||
samples_passed = 0;
|
||
CNullDriver::runOcclusionQuery(node, visible);
|
||
//extGlEndQuery(GL_SAMPLES_PASSED_ARB);
|
||
}
|
||
}
|
||
|
||
|
||
//! Update occlusion query. Retrieves results from GPU.
|
||
/** If the query shall not block, set the flag to false.
|
||
Update might not occur in this case, though */
|
||
void CBurningVideoDriver::updateOcclusionQuery(scene::ISceneNode* node, bool block)
|
||
{
|
||
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
|
||
if (index < 0) return;
|
||
|
||
OcclusionQueries[index].Result = samples_passed;
|
||
|
||
}
|
||
|
||
|
||
//! Return query result.
|
||
/** Return value is the number of visible pixels/fragments.
|
||
The value is a safe approximation, i.e. can be larger than the
|
||
actual value of pixels. */
|
||
u32 CBurningVideoDriver::getOcclusionQueryResult(const scene::ISceneNode* node) const
|
||
{
|
||
const s32 index = OcclusionQueries.linear_search(node);
|
||
return index < 0 ? ~0 : OcclusionQueries[index].Result;
|
||
}
|
||
|
||
burning_namespace_end
|
||
|
||
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
||
|
||
|
||
burning_namespace_start
|
||
|
||
//! creates a video driver
|
||
IVideoDriver* createBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter)
|
||
{
|
||
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
||
return new CBurningVideoDriver(params, io, presenter);
|
||
#else
|
||
return 0;
|
||
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
||
}
|
||
|
||
burning_namespace_end
|
||
|