forked from Mirrorlandia_minetest/irrlicht
Drop old shader material functions
I'm not sure what these actually are, but the situation is the same as the last commit.
This commit is contained in:
parent
92252f70d2
commit
e60921f0cb
@ -155,7 +155,7 @@ public:
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callback, baseMaterial, userData);
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}
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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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//! Like addHighLevelShaderMaterial(), but loads from files.
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/** \param vertexShaderProgramFileName Text file containing the source
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of the vertex shader program. Set to empty string if no vertex shader
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shall be created.
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@ -279,7 +279,7 @@ public:
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callback, baseMaterial, userData);
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}
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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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//! Like addHighLevelShaderMaterial(), but loads from files.
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/** \param vertexShaderProgram Text file handle containing the source
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of the vertex shader program. Set to 0 if no vertex shader shall be
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created.
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@ -356,95 +356,6 @@ public:
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData);
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}
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//! Adds a new ASM shader material renderer to the VideoDriver
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/** Note that it is a good idea to call IVideoDriver::queryFeature() in
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advance to check if the IVideoDriver supports the vertex and/or pixel
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shader version your are using.
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The material is added to the VideoDriver like with
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IVideoDriver::addMaterialRenderer() and can be used like it had been
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added with that method.
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\param vertexShaderProgram String containing the source of the vertex
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shader program. This can be 0 if no vertex program shall be used.
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For DX8 programs, the will always input registers look like this: v0:
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position, v1: normal, v2: color, v3: texture coordinates, v4: texture
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coordinates 2 if available.
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For DX9 programs, you can manually set the registers using the dcl_
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statements.
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\param pixelShaderProgram String containing the source of the pixel
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shader program. This can be 0 if you don't want to use a pixel shader.
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\param callback Pointer to an implementation of
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IShaderConstantSetCallBack in which you can set the needed vertex and
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pixel shader program constants. Set this to 0 if you don't need this.
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\param baseMaterial Base material which renderstates will be used to
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shade the material.
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\param userData a user data int. This int can be set to any value and
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will be set as parameter in the callback method when calling
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\return Returns the number of the material type which can be set in
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SMaterial::MaterialType to use the renderer. -1 is returned if an
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error occurred. -1 is returned for example if a vertex or pixel shader
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program could not be compiled, the error strings are then printed out
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into the error log, and can be caught with a custom event receiver. */
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
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const c8* pixelShaderProgram = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) = 0;
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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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/** \param vertexShaderProgram Text file containing the source of the
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vertex shader program. Set to 0 if no shader shall be created.
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\param pixelShaderProgram Text file containing the source of the pixel
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shader program. Set to 0 if no shader shall be created.
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\param callback Pointer to an IShaderConstantSetCallback object to
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which the OnSetConstants function is called.
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\param baseMaterial baseMaterial
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\param userData a user data int. This int can be set to any value and
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will be set as parameter in the callback method when calling
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\return Returns the number of the material type which can be set in
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SMaterial::MaterialType to use the renderer. -1 is returned if an
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error occurred. -1 is returned for example if a vertex or pixel shader
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program could not be compiled, the error strings are then printed out
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into the error log, and can be caught with a custom event receiver. */
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virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
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io::IReadFile* pixelShaderProgram,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) = 0;
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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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/** \param vertexShaderProgramFileName Text file name containing the
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source of the vertex shader program. Set to 0 if no shader shall be
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created.
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\param pixelShaderProgramFileName Text file name containing the source
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of the pixel shader program. Set to 0 if no shader shall be created.
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\param callback Pointer to an IShaderConstantSetCallback object on
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which the OnSetConstants function is called.
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\param baseMaterial baseMaterial
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\param userData a user data int. This int can be set to any value and
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will be set as parameter in the callback method when calling
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\return Returns the number of the material type which can be set in
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SMaterial::MaterialType to use the renderer. -1 is returned if an
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error occurred. -1 is returned for example if a vertex or pixel shader
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program could not be compiled, the error strings are then printed out
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into the error log, and can be caught with a custom event receiver. */
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virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
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const io::path& pixelShaderProgramFileName,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) = 0;
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};
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@ -355,7 +355,6 @@ if(ENABLE_OPENGL)
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${IRRDRVROBJ}
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COpenGLCacheHandler.cpp
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COpenGLDriver.cpp
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COpenGLShaderMaterialRenderer.cpp
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COpenGLSLMaterialRenderer.cpp
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COpenGLExtensionHandler.cpp
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)
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@ -1642,8 +1642,6 @@ s32 CNullDriver::addHighLevelShaderMaterial(
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}
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
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const io::path& vertexShaderProgramFileName,
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const c8* vertexShaderEntryPointName,
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@ -1714,8 +1712,6 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
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}
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
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io::IReadFile* vertexShaderProgram,
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const c8* vertexShaderEntryPointName,
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@ -1791,109 +1787,6 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
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}
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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s32 CNullDriver::addShaderMaterial(const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData)
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{
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os::Printer::log("Shader materials not implemented yet in this driver, sorry.");
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return -1;
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}
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//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
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//! programs from files.
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s32 CNullDriver::addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
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io::IReadFile* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData)
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{
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c8* vs = 0;
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c8* ps = 0;
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if (vertexShaderProgram)
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{
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const long size = vertexShaderProgram->getSize();
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if (size)
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{
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vs = new c8[size+1];
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vertexShaderProgram->read(vs, size);
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vs[size] = 0;
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}
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}
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if (pixelShaderProgram)
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{
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const long size = pixelShaderProgram->getSize();
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if (size)
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{
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ps = new c8[size+1];
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pixelShaderProgram->read(ps, size);
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ps[size] = 0;
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}
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}
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s32 result = addShaderMaterial(vs, ps, callback, baseMaterial, userData);
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delete [] vs;
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delete [] ps;
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return result;
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}
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//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
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//! programs from files.
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s32 CNullDriver::addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
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const io::path& pixelShaderProgramFileName,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData)
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{
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io::IReadFile* vsfile = 0;
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io::IReadFile* psfile = 0;
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if (vertexShaderProgramFileName.size())
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{
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vsfile = FileSystem->createAndOpenFile(vertexShaderProgramFileName);
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if (!vsfile)
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{
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os::Printer::log("Could not open vertex shader program file",
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vertexShaderProgramFileName, ELL_WARNING);
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return -1;
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}
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}
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if (pixelShaderProgramFileName.size())
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{
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psfile = FileSystem->createAndOpenFile(pixelShaderProgramFileName);
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if (!psfile)
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{
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os::Printer::log("Could not open pixel shader program file",
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pixelShaderProgramFileName, ELL_WARNING);
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if (vsfile)
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vsfile->drop();
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return -1;
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}
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}
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s32 result = addShaderMaterialFromFiles(vsfile, psfile, callback,
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baseMaterial, userData);
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if (psfile)
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psfile->drop();
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if (vsfile)
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vsfile->drop();
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return result;
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}
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//! Creates a render target texture.
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ITexture* CNullDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
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const io::path&name, const ECOLOR_FORMAT format)
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@ -464,30 +464,6 @@ namespace video
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//! Returns pointer to the IGPUProgrammingServices interface.
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IGPUProgrammingServices* getGPUProgrammingServices() override;
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
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const c8* pixelShaderProgram = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0) override;
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//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
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//! programs from files.
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virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram = 0,
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io::IReadFile* pixelShaderProgram = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0) override;
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//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
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//! programs from files.
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virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
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const io::path& pixelShaderProgramFileName,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0) override;
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//! Returns pointer to material renderer or null
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IMaterialRenderer* getMaterialRenderer(u32 idx) const override;
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@ -497,8 +473,7 @@ namespace video
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//! Returns name of the material renderer
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const char* getMaterialRendererName(u32 idx) const override;
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//! Adds a new material renderer to the VideoDriver, based on a high level shading
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//! language. Currently only HLSL in D3D9 is supported.
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//! Adds a new material renderer to the VideoDriver, based on a high level shading language.
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = 0,
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@ -516,8 +491,6 @@ namespace video
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) override;
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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virtual s32 addHighLevelShaderMaterialFromFiles(
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const io::path& vertexShaderProgramFile,
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const c8* vertexShaderEntryPointName = "main",
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@ -535,8 +508,6 @@ namespace video
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) override;
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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virtual s32 addHighLevelShaderMaterialFromFiles(
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io::IReadFile* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = "main",
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@ -2102,18 +2102,6 @@ COGLES2Driver::~COGLES2Driver()
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return false;
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}
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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s32 COGLES2Driver::addShaderMaterial(const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData)
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{
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os::Printer::log("No shader support.");
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return -1;
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}
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//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
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s32 COGLES2Driver::addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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@ -205,10 +205,6 @@ namespace video
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//! Uint interface for the above.
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bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
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//! Adds a new material renderer to the VideoDriver
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
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//! Adds a new material renderer to the VideoDriver
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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@ -2374,17 +2374,6 @@ bool COGLES1Driver::setPixelShaderConstant(s32 index, const u32* ints, int count
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return false;
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}
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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s32 COGLES1Driver::addShaderMaterial(const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData)
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{
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os::Printer::log("No shader support.");
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return -1;
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}
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//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
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s32 COGLES1Driver::addHighLevelShaderMaterial(
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@ -201,10 +201,6 @@ namespace video
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//! Uint interface for the above.
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bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
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//! Adds a new material renderer to the VideoDriver
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
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//! Adds a new material renderer to the VideoDriver
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virtual s32 addHighLevelShaderMaterial(const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName,
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@ -13,7 +13,6 @@
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#include "COpenGLCacheHandler.h"
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#include "COpenGLMaterialRenderer.h"
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#include "COpenGLShaderMaterialRenderer.h"
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#include "COpenGLSLMaterialRenderer.h"
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#include "COpenGLCoreTexture.h"
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@ -3424,23 +3423,6 @@ bool COpenGLDriver::setPixelShaderConstant(s32 index, const u32* ints, int count
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}
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData)
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{
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s32 nr = -1;
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COpenGLShaderMaterialRenderer* r = new COpenGLShaderMaterialRenderer(
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this, nr, vertexShaderProgram, pixelShaderProgram,
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callback, baseMaterial, userData);
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r->drop();
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return nr;
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}
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//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
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s32 COpenGLDriver::addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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@ -281,12 +281,6 @@ namespace video
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//! Returns whether disabling was successful or not.
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bool disableTextures(u32 fromStage=0);
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//! Adds a new material renderer to the VideoDriver, using
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//! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)
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//! pixel and/or vertex shaders to render geometry.
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
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//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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@ -1,403 +0,0 @@
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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 "COpenGLShaderMaterialRenderer.h"
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "IGPUProgrammingServices.h"
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#include "IShaderConstantSetCallBack.h"
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#include "IVideoDriver.h"
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#include "os.h"
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#include "COpenGLDriver.h"
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#include "COpenGLCacheHandler.h"
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#include "COpenGLMaterialRenderer.h"
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namespace irr
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{
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namespace video
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{
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//! Constructor
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COpenGLShaderMaterialRenderer::COpenGLShaderMaterialRenderer(video::COpenGLDriver* driver,
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s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData)
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: Driver(driver), CallBack(callback), Alpha(false), Blending(false), AlphaTest(false),
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VertexShader(0), UserData(userData)
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{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("COpenGLShaderMaterialRenderer");
|
||||
#endif
|
||||
|
||||
PixelShader.set_used(4);
|
||||
for (u32 i=0; i<4; ++i)
|
||||
{
|
||||
PixelShader[i]=0;
|
||||
}
|
||||
|
||||
switch (baseMaterial)
|
||||
{
|
||||
case EMT_TRANSPARENT_VERTEX_ALPHA:
|
||||
case EMT_TRANSPARENT_ALPHA_CHANNEL:
|
||||
Alpha = true;
|
||||
break;
|
||||
case EMT_ONETEXTURE_BLEND:
|
||||
Blending = true;
|
||||
break;
|
||||
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
|
||||
AlphaTest = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (CallBack)
|
||||
CallBack->grab();
|
||||
|
||||
init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram, EVT_STANDARD);
|
||||
}
|
||||
|
||||
|
||||
//! constructor only for use by derived classes who want to
|
||||
//! create a fall back material for example.
|
||||
COpenGLShaderMaterialRenderer::COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
|
||||
IShaderConstantSetCallBack* callback,
|
||||
E_MATERIAL_TYPE baseMaterial, s32 userData)
|
||||
: Driver(driver), CallBack(callback), Alpha(false), Blending(false), AlphaTest(false),
|
||||
VertexShader(0), UserData(userData)
|
||||
{
|
||||
PixelShader.set_used(4);
|
||||
for (u32 i=0; i<4; ++i)
|
||||
{
|
||||
PixelShader[i]=0;
|
||||
}
|
||||
|
||||
switch (baseMaterial)
|
||||
{
|
||||
case EMT_TRANSPARENT_VERTEX_ALPHA:
|
||||
case EMT_TRANSPARENT_ALPHA_CHANNEL:
|
||||
Alpha = true;
|
||||
break;
|
||||
case EMT_ONETEXTURE_BLEND:
|
||||
Blending = true;
|
||||
break;
|
||||
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
|
||||
AlphaTest = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (CallBack)
|
||||
CallBack->grab();
|
||||
}
|
||||
|
||||
|
||||
//! Destructor
|
||||
COpenGLShaderMaterialRenderer::~COpenGLShaderMaterialRenderer()
|
||||
{
|
||||
if (CallBack)
|
||||
CallBack->drop();
|
||||
|
||||
if (VertexShader)
|
||||
Driver->extGlDeletePrograms(1, &VertexShader);
|
||||
|
||||
for (u32 i=0; i<PixelShader.size(); ++i)
|
||||
if (PixelShader[i])
|
||||
Driver->extGlDeletePrograms(1, &PixelShader[i]);
|
||||
}
|
||||
|
||||
|
||||
void COpenGLShaderMaterialRenderer::init(s32& outMaterialTypeNr,
|
||||
const c8* vertexShaderProgram, const c8* pixelShaderProgram,
|
||||
E_VERTEX_TYPE type)
|
||||
{
|
||||
outMaterialTypeNr = -1;
|
||||
|
||||
bool success;
|
||||
|
||||
// create vertex shader
|
||||
success=createVertexShader(vertexShaderProgram);
|
||||
|
||||
// create pixel shader
|
||||
if (!createPixelShader(pixelShaderProgram) || !success)
|
||||
return;
|
||||
|
||||
// register as a new material
|
||||
outMaterialTypeNr = Driver->addMaterialRenderer(this);
|
||||
}
|
||||
|
||||
|
||||
bool COpenGLShaderMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
|
||||
{
|
||||
// call callback to set shader constants
|
||||
if (CallBack && (VertexShader || PixelShader[0]))
|
||||
CallBack->OnSetConstants(service, UserData);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void COpenGLShaderMaterialRenderer::OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, video::IMaterialRendererServices* services)
|
||||
{
|
||||
if (Driver->getFixedPipelineState() == COpenGLDriver::EOFPS_ENABLE)
|
||||
Driver->setFixedPipelineState(COpenGLDriver::EOFPS_ENABLE_TO_DISABLE);
|
||||
else
|
||||
Driver->setFixedPipelineState(COpenGLDriver::EOFPS_DISABLE);
|
||||
|
||||
COpenGLCacheHandler* cacheHandler = Driver->getCacheHandler();
|
||||
|
||||
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
||||
{
|
||||
if (VertexShader)
|
||||
{
|
||||
// set new vertex shader
|
||||
#ifdef GL_ARB_vertex_program
|
||||
Driver->extGlBindProgram(GL_VERTEX_PROGRAM_ARB, VertexShader);
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
#elif defined(GL_NV_vertex_program)
|
||||
Driver->extGlBindProgram(GL_VERTEX_PROGRAM_NV, VertexShader);
|
||||
glEnable(GL_VERTEX_PROGRAM_NV);
|
||||
#endif
|
||||
}
|
||||
|
||||
// set new pixel shader
|
||||
if (PixelShader[0])
|
||||
{
|
||||
GLuint nextShader=PixelShader[0];
|
||||
if (material.FogEnable)
|
||||
{
|
||||
GLint curFogMode;
|
||||
glGetIntegerv(GL_FOG_MODE, &curFogMode);
|
||||
// if (Driver->LinearFog && PixelShader[1])
|
||||
if (curFogMode==GL_LINEAR && PixelShader[1])
|
||||
nextShader=PixelShader[1];
|
||||
// else if (!Driver->LinearFog && PixelShader[2])
|
||||
else if (curFogMode==GL_EXP && PixelShader[2])
|
||||
nextShader=PixelShader[2];
|
||||
else if (curFogMode==GL_EXP2 && PixelShader[3])
|
||||
nextShader=PixelShader[3];
|
||||
}
|
||||
#ifdef GL_ARB_fragment_program
|
||||
Driver->extGlBindProgram(GL_FRAGMENT_PROGRAM_ARB, nextShader);
|
||||
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
#elif defined(GL_NV_fragment_program)
|
||||
Driver->extGlBindProgram(GL_FRAGMENT_PROGRAM_NV, nextShader);
|
||||
glEnable(GL_FRAGMENT_PROGRAM_NV);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||||
|
||||
if (Alpha)
|
||||
{
|
||||
cacheHandler->setBlend(true);
|
||||
cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
else if (Blending)
|
||||
{
|
||||
E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
|
||||
E_MODULATE_FUNC modulate;
|
||||
u32 alphaSource;
|
||||
unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
|
||||
|
||||
if (Driver->queryFeature(EVDF_BLEND_SEPARATE))
|
||||
{
|
||||
cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),
|
||||
Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));
|
||||
}
|
||||
else
|
||||
{
|
||||
cacheHandler->setBlendFunc(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact));
|
||||
}
|
||||
|
||||
cacheHandler->setBlend(true);
|
||||
}
|
||||
else if (AlphaTest)
|
||||
{
|
||||
cacheHandler->setAlphaTest(true);
|
||||
cacheHandler->setAlphaFunc(GL_GREATER, 0.5f);
|
||||
}
|
||||
|
||||
if (CallBack)
|
||||
CallBack->OnSetMaterial(material);
|
||||
}
|
||||
|
||||
|
||||
void COpenGLShaderMaterialRenderer::OnUnsetMaterial()
|
||||
{
|
||||
// disable vertex shader
|
||||
#ifdef GL_ARB_vertex_program
|
||||
if (VertexShader)
|
||||
glDisable(GL_VERTEX_PROGRAM_ARB);
|
||||
#elif defined(GL_NV_vertex_program)
|
||||
if (VertexShader)
|
||||
glDisable(GL_VERTEX_PROGRAM_NV);
|
||||
#endif
|
||||
|
||||
#ifdef GL_ARB_fragment_program
|
||||
if (PixelShader[0])
|
||||
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
#elif defined(GL_NV_fragment_program)
|
||||
if (PixelShader[0])
|
||||
glDisable(GL_FRAGMENT_PROGRAM_NV);
|
||||
#endif
|
||||
|
||||
COpenGLCacheHandler* cacheHandler = Driver->getCacheHandler();
|
||||
if (Alpha || Blending)
|
||||
{
|
||||
cacheHandler->setBlend(false);
|
||||
}
|
||||
else if (AlphaTest)
|
||||
{
|
||||
cacheHandler->setAlphaTest(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Returns if the material is transparent.
|
||||
bool COpenGLShaderMaterialRenderer::isTransparent() const
|
||||
{
|
||||
return (Alpha || Blending);
|
||||
}
|
||||
|
||||
|
||||
// This method needs a properly cleaned error state before the checked instruction is called
|
||||
bool COpenGLShaderMaterialRenderer::checkError(const irr::c8* type)
|
||||
{
|
||||
#if defined(GL_ARB_vertex_program) || defined(GL_NV_vertex_program) || defined(GL_ARB_fragment_program) || defined(GL_NV_fragment_program)
|
||||
GLenum g = glGetError();
|
||||
if (g == GL_NO_ERROR)
|
||||
return false;
|
||||
|
||||
core::stringc errString = type;
|
||||
errString += " compilation failed";
|
||||
|
||||
errString += " at position ";
|
||||
GLint errPos=-1;
|
||||
#if defined(GL_ARB_vertex_program) || defined(GL_ARB_fragment_program)
|
||||
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
|
||||
#else
|
||||
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_NV, &errPos );
|
||||
#endif
|
||||
errString += core::stringc(s32(errPos));
|
||||
errString += ":\n";
|
||||
#if defined(GL_ARB_vertex_program) || defined(GL_ARB_fragment_program)
|
||||
errString += reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_ARB));
|
||||
#else
|
||||
errString += reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV));
|
||||
#endif
|
||||
#else
|
||||
core::stringc errString("Shaders not supported.");
|
||||
#endif
|
||||
os::Printer::log(errString.c_str(), ELL_ERROR);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool COpenGLShaderMaterialRenderer::createPixelShader(const c8* pxsh)
|
||||
{
|
||||
if (!pxsh)
|
||||
return true;
|
||||
|
||||
const core::stringc inshdr(pxsh);
|
||||
core::stringc shdr;
|
||||
const s32 pos = inshdr.find("#_IRR_FOG_MODE_");
|
||||
const u32 numShaders = (-1 != pos)?4:1;
|
||||
|
||||
for (u32 i=0; i<numShaders; ++i)
|
||||
{
|
||||
if (i==0)
|
||||
{
|
||||
shdr=inshdr;
|
||||
}
|
||||
else
|
||||
{
|
||||
shdr = inshdr.subString(0, pos);
|
||||
switch (i) {
|
||||
case 1: shdr += "OPTION ARB_fog_linear;"; break;
|
||||
case 2: shdr += "OPTION ARB_fog_exp;"; break;
|
||||
case 3: shdr += "OPTION ARB_fog_exp2;"; break;
|
||||
}
|
||||
shdr += inshdr.subString(pos+16, inshdr.size()-pos-16);
|
||||
}
|
||||
Driver->extGlGenPrograms(1, &PixelShader[i]);
|
||||
#ifdef GL_ARB_fragment_program
|
||||
Driver->extGlBindProgram(GL_FRAGMENT_PROGRAM_ARB, PixelShader[i]);
|
||||
#elif defined GL_NV_fragment_program
|
||||
Driver->extGlBindProgram(GL_FRAGMENT_PROGRAM_NV, PixelShader[i]);
|
||||
#endif
|
||||
|
||||
// clear error buffer
|
||||
while(glGetError() != GL_NO_ERROR)
|
||||
{}
|
||||
|
||||
#ifdef GL_ARB_fragment_program
|
||||
// compile
|
||||
Driver->extGlProgramString(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
|
||||
shdr.size(), shdr.c_str());
|
||||
#elif defined GL_NV_fragment_program
|
||||
Driver->extGlLoadProgram(GL_FRAGMENT_PROGRAM_NV, PixelShader[i],
|
||||
shdr.size(), shdr.c_str());
|
||||
#endif
|
||||
|
||||
if (checkError("Pixel shader"))
|
||||
{
|
||||
Driver->extGlDeletePrograms(1, &PixelShader[i]);
|
||||
PixelShader[i]=0;
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool COpenGLShaderMaterialRenderer::createVertexShader(const c8* vtxsh)
|
||||
{
|
||||
if (!vtxsh)
|
||||
return true;
|
||||
|
||||
Driver->extGlGenPrograms(1, &VertexShader);
|
||||
#ifdef GL_ARB_vertex_program
|
||||
Driver->extGlBindProgram(GL_VERTEX_PROGRAM_ARB, VertexShader);
|
||||
#elif defined GL_NV_vertex_program
|
||||
Driver->extGlBindProgram(GL_VERTEX_PROGRAM_NV, VertexShader);
|
||||
#endif
|
||||
|
||||
// clear error buffer
|
||||
while(glGetError() != GL_NO_ERROR)
|
||||
{}
|
||||
|
||||
// compile
|
||||
#ifdef GL_ARB_vertex_program
|
||||
Driver->extGlProgramString(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
|
||||
(GLsizei)strlen(vtxsh), vtxsh);
|
||||
#elif defined GL_NV_vertex_program
|
||||
Driver->extGlLoadProgram(GL_VERTEX_PROGRAM_NV, VertexShader,
|
||||
(GLsizei)strlen(vtxsh), vtxsh);
|
||||
#endif
|
||||
|
||||
if (checkError("Vertex shader"))
|
||||
{
|
||||
Driver->extGlDeletePrograms(1, &VertexShader);
|
||||
VertexShader=0;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
@ -1,91 +0,0 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
||||
|
||||
#include "IMaterialRenderer.h"
|
||||
|
||||
#include "COpenGLCommon.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
class COpenGLDriver;
|
||||
class IShaderConstantSetCallBack;
|
||||
|
||||
//! Class for using vertex and pixel shaders with OpenGL (asm not glsl!)
|
||||
class COpenGLShaderMaterialRenderer : public IMaterialRenderer
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
|
||||
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
|
||||
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
|
||||
|
||||
//! Destructor
|
||||
virtual ~COpenGLShaderMaterialRenderer();
|
||||
|
||||
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services) override;
|
||||
|
||||
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) override;
|
||||
|
||||
void OnUnsetMaterial() override;
|
||||
|
||||
//! Returns if the material is transparent.
|
||||
bool isTransparent() const override;
|
||||
|
||||
//! Access the callback provided by the users when creating shader materials
|
||||
IShaderConstantSetCallBack* getShaderConstantSetCallBack() const override
|
||||
{
|
||||
return CallBack;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
//! constructor only for use by derived classes who want to
|
||||
//! create a fall back material for example.
|
||||
COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
|
||||
IShaderConstantSetCallBack* callback,
|
||||
E_MATERIAL_TYPE baseMaterial, s32 userData=0);
|
||||
|
||||
// must not be called more than once!
|
||||
void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram, E_VERTEX_TYPE type);
|
||||
|
||||
bool createPixelShader(const c8* pxsh);
|
||||
bool createVertexShader(const c8* vtxsh);
|
||||
bool checkError(const irr::c8* type);
|
||||
|
||||
COpenGLDriver* Driver;
|
||||
IShaderConstantSetCallBack* CallBack;
|
||||
|
||||
// I didn't write this, but here's my understanding:
|
||||
// Those flags seem to be exclusive so far (so could be an enum).
|
||||
// Maybe the idea was to make them non-exclusive in future (basically having a shader-material)
|
||||
// Actually currently there's not even any need to cache them (probably even slower than not doing so).
|
||||
// They seem to be mostly for downward compatibility.
|
||||
// I suppose the idea is to use SMaterial.BlendOperation + SMaterial.BlendFactor and a simple non-transparent type as base for more flexibility in the future.
|
||||
// Note that SMaterial.BlendOperation + SMaterial.BlendFactor are in some drivers already evaluated before OnSetMaterial.
|
||||
bool Alpha;
|
||||
bool Blending;
|
||||
bool AlphaTest;
|
||||
|
||||
GLuint VertexShader;
|
||||
// We have 4 values here, [0] is the non-fog version, the other three are
|
||||
// ARB_fog_linear, ARB_fog_exp, and ARB_fog_exp2 in that order
|
||||
core::array<GLuint> PixelShader;
|
||||
s32 UserData;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
@ -1739,18 +1739,6 @@ COpenGL3DriverBase::~COpenGL3DriverBase()
|
||||
return false;
|
||||
}
|
||||
|
||||
//! Adds a new material renderer to the VideoDriver, using pixel and/or
|
||||
//! vertex shaders to render geometry.
|
||||
s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram,
|
||||
IShaderConstantSetCallBack* callback,
|
||||
E_MATERIAL_TYPE baseMaterial, s32 userData)
|
||||
{
|
||||
os::Printer::log("No shader support.");
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
|
||||
s32 COpenGL3DriverBase::addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
|
@ -186,10 +186,6 @@ namespace video
|
||||
//! Uint interface for the above.
|
||||
bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
|
||||
|
||||
//! Adds a new material renderer to the VideoDriver
|
||||
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
|
||||
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
|
||||
|
||||
//! Adds a new material renderer to the VideoDriver
|
||||
virtual s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
|
Loading…
Reference in New Issue
Block a user