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20b3d56987
Burnings renderer changes. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6116 dfc29bdd-3216-0410-991c-e03cc46cb475
413 lines
13 KiB
C++
413 lines
13 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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#ifndef __I_BURNING_SHADER_H_INCLUDED__
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#define __I_BURNING_SHADER_H_INCLUDED__
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#include "SoftwareDriver2_compile_config.h"
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#include "IReferenceCounted.h"
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#include "irrMath.h"
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#include "irrMathFastCompat.h"
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#include "IImage.h"
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#include "S2DVertex.h"
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#include "rect.h"
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#include "CDepthBuffer.h"
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#include "S4DVertex.h"
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#include "irrArray.h"
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#include "SLight.h"
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#include "SMaterial.h"
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#include "os.h"
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#include "IMaterialRenderer.h"
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#include "IMaterialRendererServices.h"
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#include "IGPUProgrammingServices.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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struct SBurningShaderLight
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{
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//SLight org;
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sVec4 pos; //light position input
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sVec4 pos4; //light position Model*View (Identity*View)
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E_LIGHT_TYPE Type;
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f32 linearAttenuation;
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f32 constantAttenuation;
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f32 quadraticAttenuation;
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sVec4 spotDirection;
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sVec4 spotDirection4;
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f32 spotCosCutoff;
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f32 spotCosInnerCutoff;
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f32 spotExponent;
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bool LightIsOn;
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sVec3Color AmbientColor;
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sVec3Color DiffuseColor;
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sVec3Color SpecularColor;
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};
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enum eTransformLightFlags
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{
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//ENABLED = 0x01,
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TL_SCISSOR = 0x02,
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TL_LIGHT = 0x04,
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TL_SPECULAR = 0x08,
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TL_FOG = 0x10,
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TL_NORMALIZE_NORMALS = 0x20,
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TL_TEXTURE_TRANSFORM = 0x40,
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TL_LIGHT_LOCAL_VIEWER = 0x80,
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TL_LIGHT0_IS_NORMAL_MAP = 0x100 //sVec4 Light Vector is used as normal or specular
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};
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struct SBurningShaderEyeSpace
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{
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SBurningShaderEyeSpace() {}
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virtual ~SBurningShaderEyeSpace() {}
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void reset ()
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{
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Light.set_used ( 0 );
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Global_AmbientLight.set ( 0.f );
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TL_Flag = TL_LIGHT_LOCAL_VIEWER;
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}
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void resetFog()
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{
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fog_scale = 0.f;
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//cam_distance = 0.f;
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}
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core::array<SBurningShaderLight> Light;
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sVec3Color Global_AmbientLight;
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//sVec4 cam_eye_pos; //Camera Position in eye Space (0,0,-1)
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//sVec4 cam_world_pos; //Camera Position in world Space
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//sVec4 vertex4; //eye coordinate position of vertex
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sVec4 normal; //transformed normal
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sVec4 vertex; //eye coordinate position of vertex projected
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//derivative of vertex
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//f32 cam_distance; // vertex.length();
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sVec4 cam_dir; //vertex.normalize();
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f32 fog_scale; // 1 / (fog.end-fog.start)
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size_t TL_Flag; // eTransformLightFlags
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};
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enum eBurningCullFlag
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{
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CULL_FRONT = 1,
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CULL_BACK = 2,
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CULL_INVISIBLE = 4, //primitive smaller than a pixel (AreaMinDrawSize)
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CULL_FRONT_AND_BACK = 8,
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};
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enum eBurningStencilOp
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{
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StencilOp_KEEP = 0x1E00,
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StencilOp_INCR = 0x1E02,
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StencilOp_DECR = 0x1E03
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};
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struct SBurningShaderMaterial
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{
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SMaterial org;
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SMaterial lastMaterial;
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bool resetRenderStates;
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E_MATERIAL_TYPE Fallback_MaterialType;
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SMaterial mat2D;
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//SMaterial save3D;
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size_t CullFlag; //eCullFlag
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u32 depth_write;
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u32 depth_test;
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sVec3Color AmbientColor;
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sVec3Color DiffuseColor;
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sVec3Color SpecularColor;
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sVec3Color EmissiveColor;
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};
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enum EBurningFFShader
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{
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ETR_FLAT = 0,
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ETR_FLAT_WIRE,
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ETR_GOURAUD,
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ETR_GOURAUD_WIRE,
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ETR_TEXTURE_FLAT,
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ETR_TEXTURE_FLAT_WIRE,
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ETR_TEXTURE_GOURAUD,
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ETR_TEXTURE_GOURAUD_WIRE,
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ETR_TEXTURE_GOURAUD_NOZ,
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ETR_TEXTURE_GOURAUD_ADD,
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ETR_TEXTURE_GOURAUD_ADD_NO_Z,
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ETR_TEXTURE_GOURAUD_VERTEX_ALPHA,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M1,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M2,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M4,
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ETR_TEXTURE_LIGHTMAP_M4,
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ETR_TEXTURE_GOURAUD_DETAIL_MAP,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD,
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ETR_GOURAUD_NOZ,
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//ETR_GOURAUD_ALPHA,
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ETR_GOURAUD_ALPHA_NOZ,
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ETR_TEXTURE_GOURAUD_ALPHA,
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ETR_TEXTURE_GOURAUD_ALPHA_NOZ,
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ETR_TEXTURE_GOURAUD_ALPHA_NOZ_NOPERSPECTIVE_CORRECT,
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ETR_NORMAL_MAP_SOLID,
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ETR_STENCIL_SHADOW,
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ETR_TEXTURE_BLEND,
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ETR_TRANSPARENT_REFLECTION_2_LAYER,
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ETR_COLOR,
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//ETR_REFERENCE,
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ETR_INVALID,
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ETR2_COUNT
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};
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typedef enum
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{
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BL_VERTEX_PROGRAM = 1,
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BL_FRAGMENT_PROGRAM = 2,
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BL_TYPE_FLOAT = 4,
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BL_TYPE_INT = 8,
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BL_TYPE_UINT = 16,
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BL_VERTEX_FLOAT = (BL_VERTEX_PROGRAM | BL_TYPE_FLOAT),
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BL_VERTEX_INT = (BL_VERTEX_PROGRAM | BL_TYPE_INT),
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BL_VERTEX_UINT = (BL_VERTEX_PROGRAM | BL_TYPE_UINT),
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BL_FRAGMENT_FLOAT = (BL_FRAGMENT_PROGRAM | BL_TYPE_FLOAT),
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BL_FRAGMENT_INT = (BL_FRAGMENT_PROGRAM | BL_TYPE_INT),
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BL_FRAGMENT_UINT = (BL_FRAGMENT_PROGRAM | BL_TYPE_UINT),
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BL_ACTIVE_UNIFORM_MAX_LENGTH = 28
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} EBurningUniformFlags;
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struct BurningUniform
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{
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c8 name[BL_ACTIVE_UNIFORM_MAX_LENGTH];
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u32 type; //EBurningUniformFlags
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//int location; // UniformLocation is index
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f32 data[16]; // simple LocalParameter
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bool operator==(const BurningUniform& other) const
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{
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return tiny_istoken(name, other.name);
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}
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};
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class CBurningVideoDriver;
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class IBurningShader : public IMaterialRenderer, public IMaterialRendererServices
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{
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public:
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//! Constructor
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IBurningShader(CBurningVideoDriver* driver);
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//! Constructor
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IBurningShader(
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CBurningVideoDriver* driver,
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s32& outMaterialTypeNr,
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const c8* vertexShaderProgram = 0,
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const c8* vertexShaderEntryPointName = 0,
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E_VERTEX_SHADER_TYPE vsCompileTarget = video::EVST_VS_1_1,
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const c8* pixelShaderProgram = 0,
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const c8* pixelShaderEntryPointName = 0,
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E_PIXEL_SHADER_TYPE psCompileTarget = video::EPST_PS_1_1,
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const c8* geometryShaderProgram = 0,
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const c8* geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
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s32 userData = 0);
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//! destructor
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virtual ~IBurningShader();
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//! sets a render target
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virtual void setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort);
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//! sets the Texture
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virtual void setTextureParam( const size_t stage, video::CSoftwareTexture2* texture, s32 lodFactor);
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virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) {};
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virtual void drawLine ( const s4DVertex *a,const s4DVertex *b);
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virtual void drawPoint(const s4DVertex *a);
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void drawWireFrameTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c );
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virtual void OnSetMaterial( const SBurningShaderMaterial& material ) {};
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void pushEdgeTest(const int wireFrame,const int point,int save)
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{
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if ( save ) EdgeTestPass_stack = EdgeTestPass;
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EdgeTestPass = point ? edge_test_point : wireFrame ? edge_test_left : edge_test_pass;
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}
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void popEdgeTest() { EdgeTestPass = EdgeTestPass_stack; }
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virtual bool canWireFrame () { return false; }
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virtual bool canPointCloud() { return false; }
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void setStencilOp(eBurningStencilOp sfail, eBurningStencilOp dpfail, eBurningStencilOp dppass);
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//IMaterialRenderer
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_;
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virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) _IRR_OVERRIDE_;
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_;
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//! Returns if the material is transparent.
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virtual bool isTransparent() const _IRR_OVERRIDE_;
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//! Access the callback provided by the users when creating shader materials
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virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const _IRR_OVERRIDE_;
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// implementations for the render services
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virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) _IRR_OVERRIDE_;
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virtual s32 getVertexShaderConstantID(const c8* name) _IRR_OVERRIDE_;
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virtual s32 getPixelShaderConstantID(const c8* name) _IRR_OVERRIDE_;
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) _IRR_OVERRIDE_;
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) _IRR_OVERRIDE_;
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
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virtual IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;
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//used if no color interpolation is defined
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void setPrimitiveColor(const video::SColor& color)
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{
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#if BURNINGSHADER_COLOR_FORMAT == ECF_A8R8G8B8
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PrimitiveColor = color.color;
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#else
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PrimitiveColor = color.toA1R5G5B5();
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#endif
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}
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void setTLFlag(size_t in /*eTransformLightFlags*/)
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{
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TL_Flag = in;
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}
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void setFog(SColor color_fog)
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{
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#if BURNINGSHADER_COLOR_FORMAT == ECF_A8R8G8B8
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fog_color_sample = color_fog.color;
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#else
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fog_color_sample = color_fog.toA1R5G5B5();
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#endif
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color_to_fix(fog_color, fog_color_sample);
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}
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void setScissor(const AbsRectangle& scissor)
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{
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Scissor = scissor;
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}
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protected:
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void constructor_IBurningShader(CBurningVideoDriver* driver);
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CBurningVideoDriver *Driver;
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IShaderConstantSetCallBack* CallBack;
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E_MATERIAL_TYPE BaseMaterial;
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s32 UserData;
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core::array<BurningUniform> UniformInfo;
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s32 getShaderConstantID(EBurningUniformFlags program, const c8* name);
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bool setShaderConstantID(EBurningUniformFlags flags, s32 index, const void* data, size_t u32_count);
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video::CImage* RenderTarget;
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CDepthBuffer* DepthBuffer;
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CStencilBuffer* Stencil;
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tVideoSample ColorMask;
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sInternalTexture IT[ BURNING_MATERIAL_MAX_TEXTURES ];
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static const tFixPointu dithermask[ 4 * 4];
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//draw degenerate triangle as line (left edge) drawTriangle -> holes,drawLine dda/bresenham
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int EdgeTestPass; //edge_test_flag
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int EdgeTestPass_stack;
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eBurningStencilOp stencilOp[4];
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tFixPoint AlphaRef;
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int RenderPass_ShaderIsTransparent;
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sScanConvertData scan;
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sScanLineData line;
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tVideoSample PrimitiveColor; //used if no color interpolation is defined
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size_t /*eTransformLightFlags*/ TL_Flag;
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tFixPoint fog_color[4];
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tVideoSample fog_color_sample;
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AbsRectangle Scissor;
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};
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IBurningShader* createTriangleRendererTextureGouraud2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M1(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M4(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGTextureLightMap2_M4(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_Add(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureDetailMap2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureVertexAlpha2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureGouraudWire2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraud2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudAlpha2(CBurningVideoDriver* driver);
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IBurningShader* createTRGouraudAlphaNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudWire2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureFlat2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureFlatWire2(CBurningVideoDriver* driver);
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IBurningShader* createTRFlat2(CBurningVideoDriver* driver);
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IBurningShader* createTRFlatWire2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAdd2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAlpha(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAlphaNoZ(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureBlend(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureInverseAlphaBlend(CBurningVideoDriver* driver);
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IBurningShader* createTRNormalMap(CBurningVideoDriver* driver);
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IBurningShader* createTRStencilShadow(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererReference(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTexture_transparent_reflection_2_layer(CBurningVideoDriver* driver);
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IBurningShader* create_burning_shader_color(CBurningVideoDriver* driver);
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} // end namespace video
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} // end namespace irr
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#endif
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