// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_OPENGL_ #include "COpenGLShaderMaterialRenderer.h" #include "IGPUProgrammingServices.h" #include "IShaderConstantSetCallBack.h" #include "IVideoDriver.h" #include "os.h" #include "COpenGLDriver.h" namespace irr { namespace video { //! Constructor COpenGLShaderMaterialRenderer::COpenGLShaderMaterialRenderer(video::COpenGLDriver* driver, s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData) : Driver(driver), CallBack(callback), BaseMaterial(baseMaterial), VertexShader(0), UserData(userData) { #ifdef _DEBUG setDebugName("COpenGLShaderMaterialRenderer"); #endif PixelShader.set_used(4); for (u32 i=0; i<4; ++i) { PixelShader[i]=0; } if (BaseMaterial) BaseMaterial->grab(); 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, IMaterialRenderer* baseMaterial, s32 userData) : Driver(driver), CallBack(callback), BaseMaterial(baseMaterial), VertexShader(0), UserData(userData) { PixelShader.set_used(4); for (u32 i=0; i<4; ++i) { PixelShader[i]=0; } if (BaseMaterial) BaseMaterial->grab(); 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]); if (BaseMaterial) BaseMaterial->drop(); } 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 (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 } if (BaseMaterial) BaseMaterial->OnSetMaterial(material, material, true, services); } //let callback know used material if (CallBack) CallBack->OnSetMaterial(material); for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i) Driver->setActiveTexture(i, material.getTexture(i)); Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } 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 if (BaseMaterial) BaseMaterial->OnUnsetMaterial(); } //! Returns if the material is transparent. bool COpenGLShaderMaterialRenderer::isTransparent() const { return BaseMaterial ? BaseMaterial->isTransparent() : false; } // 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
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