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- // 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
- #include "IrrCompileConfig.h"
- #ifdef _IRR_COMPILE_WITH_OPENGL_
- #include "COpenGLParallaxMapRenderer.h"
- #include "COpenGLDriver.h"
- #include "IGPUProgrammingServices.h"
- #include "IShaderConstantSetCallBack.h"
- #include "IVideoDriver.h"
- #include "os.h"
- namespace irr
- {
- namespace video
- {
- // Irrlicht Engine OpenGL render path parallax map vertex shader
- // I guess it could be optimized a lot, because I wrote it in D3D ASM and
- // transferred it 1:1 to OpenGL
- const char OPENGL_PARALLAX_MAP_VSH[] =
- "!!ARBvp1.0\n"\
- "#input\n"\
- "# 0-3: transposed world matrix;\n"\
- "#;12: Light01 position \n"\
- "#;13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
- "#;14: Light02 position \n"\
- "#;15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
- "#;16: Eye position \n"\
- "\n"\
- "ATTRIB InPos = vertex.position;\n"\
- "ATTRIB InColor = vertex.color;\n"\
- "ATTRIB InNormal = vertex.normal;\n"\
- "ATTRIB InTexCoord = vertex.texcoord[0];\n"\
- "ATTRIB InTangent = vertex.texcoord[1];\n"\
- "ATTRIB InBinormal = vertex.texcoord[2];\n"\
- "\n"\
- "#output\n"\
- "OUTPUT OutPos = result.position;\n"\
- "OUTPUT OutLightColor1 = result.color.primary;\n"\
- "OUTPUT OutLightColor2 = result.color.secondary;\n"\
- "OUTPUT OutTexCoord = result.texcoord[0];\n"\
- "OUTPUT OutLightVector1 = result.texcoord[1];\n"\
- "OUTPUT OutLightVector2 = result.texcoord[2];\n"\
- "OUTPUT OutEyeVector = result.texcoord[3];\n"\
- "\n"\
- "PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.\n"\
- "TEMP Temp;\n"\
- "TEMP TempColor;\n"\
- "TEMP TempLightVector1;\n"\
- "TEMP TempLightVector2;\n"\
- "TEMP TempEyeVector;\n"\
- "TEMP TempTransLightV1;\n"\
- "TEMP TempTransLightV2;\n"\
- "\n"\
- "# transform position to clip space \n"\
- "DP4 OutPos.x, MVP[0], InPos;\n"\
- "DP4 OutPos.y, MVP[1], InPos;\n"\
- "DP4 Temp.z, MVP[2], InPos;\n"\
- "DP4 OutPos.w, MVP[3], InPos;\n"\
- "MOV OutPos.z, Temp.z;\n"\
- "MOV result.fogcoord.x, Temp.z;\n"\
- "\n"\
- "# vertex - lightpositions \n"\
- "SUB TempLightVector1, program.local[12], InPos; \n"\
- "SUB TempLightVector2, program.local[14], InPos; \n"\
- "\n"\
- "# eye vector \n"\
- "SUB Temp, program.local[16], InPos; \n"\
- "\n"\
- "# transform the light vector 1 with U, V, W \n"\
- "DP3 TempTransLightV1.x, InTangent, TempLightVector1; \n"\
- "DP3 TempTransLightV1.y, InBinormal, TempLightVector1; \n"\
- "DP3 TempTransLightV1.z, InNormal, TempLightVector1; \n"\
- "\n"\
- "# transform the light vector 2 with U, V, W \n"\
- "DP3 TempTransLightV2.x, InTangent, TempLightVector2; \n"\
- "DP3 TempTransLightV2.y, InBinormal, TempLightVector2; \n"\
- "DP3 TempTransLightV2.z, InNormal, TempLightVector2; \n"\
- "\n"\
- "# transform the eye vector with U, V, W \n"\
- "DP3 TempEyeVector.x, InTangent, Temp; \n"\
- "DP3 TempEyeVector.y, InBinormal, Temp; \n"\
- "DP3 TempEyeVector.z, InNormal, Temp; \n"\
- "\n"\
- "# normalize light vector 1 \n"\
- "DP3 TempTransLightV1.w, TempTransLightV1, TempTransLightV1; \n"\
- "RSQ TempTransLightV1.w, TempTransLightV1.w; \n"\
- "MUL TempTransLightV1, TempTransLightV1, TempTransLightV1.w;\n"\
- "\n"\
- "# normalize light vector 2 \n"\
- "DP3 TempTransLightV2.w, TempTransLightV2, TempTransLightV2; \n"\
- "RSQ TempTransLightV2.w, TempTransLightV2.w; \n"\
- "MUL TempTransLightV2, TempTransLightV2, TempTransLightV2.w;\n"\
- "\n"\
- "# normalize eye vector \n"\
- "DP3 TempEyeVector.w, TempEyeVector, TempEyeVector; \n"\
- "RSQ TempEyeVector.w, TempEyeVector.w; \n"\
- "MUL TempEyeVector, TempEyeVector, TempEyeVector.w;\n"\
- "MUL TempEyeVector, TempEyeVector, {1,-1,-1,1}; # flip x \n"\
- "\n"\
- "\n"\
- "# move light and eye vectors out\n"\
- "MAD OutLightVector1, TempTransLightV1, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
- "MAD OutLightVector2, TempTransLightV2, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
- "MAD OutEyeVector, TempEyeVector, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
- "\n"\
- "# calculate attenuation of light 1\n"\
- "MOV TempLightVector1.w, {0,0,0,0}; \n"\
- "DP3 TempLightVector1.x, TempLightVector1, TempLightVector1; \n"\
- "MUL TempLightVector1.x, TempLightVector1.x, program.local[13].w; \n"\
- "RSQ TempLightVector1, TempLightVector1.x; \n"\
- "MUL OutLightColor1, TempLightVector1, program.local[13]; # resulting light color = lightcolor * attenuation \n"\
- "\n"\
- "# calculate attenuation of light 2\n"\
- "MOV TempLightVector2.w, {0,0,0,0}; \n"\
- "DP3 TempLightVector2.x, TempLightVector2, TempLightVector2; \n"\
- "MUL TempLightVector2.x, TempLightVector2.x, program.local[15].w; \n"\
- "RSQ TempLightVector2, TempLightVector2.x; \n"\
- "MUL OutLightColor2, TempLightVector2, program.local[15]; # resulting light color = lightcolor * attenuation \n"\
- "\n"\
- "# move out texture coordinates and original alpha value\n"\
- "MOV OutTexCoord, InTexCoord; \n"\
- "MOV OutLightColor1.w, InColor.w; \n"\
- "\n"\
- "END\n";
- // Irrlicht Engine OpenGL render path parallax map pixel shader
- // I guess it could be optimized a bit, because I wrote it in D3D ASM and
- // transfered it 1:1 to OpenGL
- const char OPENGL_PARALLAX_MAP_PSH[] =
- "!!ARBfp1.0\n"\
- "#_IRR_FOG_MODE_\n"\
- "\n"\
- "#Input\n"\
- "ATTRIB inTexCoord = fragment.texcoord[0]; \n"\
- "ATTRIB light1Vector = fragment.texcoord[1]; \n"\
- "ATTRIB light2Vector = fragment.texcoord[2]; \n"\
- "ATTRIB eyeVector = fragment.texcoord[3]; \n"\
- "ATTRIB light1Color = fragment.color.primary; \n"\
- "ATTRIB light2Color = fragment.color.secondary; \n"\
- "\n"\
- "#Output\n"\
- "OUTPUT outColor = result.color;\n"\
- "TEMP temp;\n"\
- "TEMP temp2;\n"\
- "TEMP colorMapColor;\n"\
- "TEMP normalMapColor;\n"\
- "\n"\
- "PARAM height_scale = program.local[0]; \n"\
- "# fetch color and normal map; \n"\
- "TXP normalMapColor, inTexCoord, texture[1], 2D; \n"\
- "MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
- "\n"\
- "\n"\
- "# extract eye vector (so substract 0.5f and multiply by 2)\n"\
- "MAD temp, eyeVector, {2,2,2,2}, {-1,-1,-1,-1};\n"\
- "\n"\
- "# height = height * scale \n"\
- "MUL normalMapColor, normalMapColor, height_scale;\n"\
- "\n"\
- "# calculate new texture coord: height * eye + oldTexCoord\n"\
- "MAD temp, temp, normalMapColor.wwww, inTexCoord;\n"\
- "\n"\
- "# fetch new textures \n"\
- "TXP colorMapColor, temp, texture[0], 2D; \n"\
- "TXP normalMapColor, temp, texture[1], 2D; \n"\
- "\n"\
- "# calculate color of light1; \n"\
- "MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
- "MAD temp, light1Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
- "DP3_SAT temp, normalMapColor, temp; \n"\
- "MUL temp, light1Color, temp; \n"\
- "\n"\
- "# calculate color of light2; \n"\
- "MAD temp2, light2Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
- "DP3_SAT temp2, normalMapColor, temp2; \n"\
- "MAD temp, light2Color, temp2, temp; \n"\
- "\n"\
- "# luminance * base color; \n"\
- "MUL outColor, temp, colorMapColor; \n"\
- "MOV outColor.a, light1Color.a; #write interpolated vertex alpha value\n"\
- "\n"\
- "END\n";
- //! Constructor
- COpenGLParallaxMapRenderer::COpenGLParallaxMapRenderer(video::COpenGLDriver* driver,
- s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
- : COpenGLShaderMaterialRenderer(driver, 0, baseMaterial), CompiledShaders(true)
- {
- #ifdef _DEBUG
- setDebugName("COpenGLParallaxMapRenderer");
- #endif
- // set this as callback. We could have done this in
- // the initialization list, but some compilers don't like it.
- CallBack = this;
- // basically, this simply compiles the hard coded shaders if the
- // hardware is able to do them, otherwise it maps to the base material
- if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
- !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
- {
- // this hardware is not able to do shaders. Fall back to
- // base material.
- outMaterialTypeNr = driver->addMaterialRenderer(this);
- return;
- }
- // check if already compiled normal map shaders are there.
- video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID);
- if (renderer)
- {
- // use the already compiled shaders
- video::COpenGLParallaxMapRenderer* nmr = reinterpret_cast<video::COpenGLParallaxMapRenderer*>(renderer);
- CompiledShaders = false;
- VertexShader = nmr->VertexShader;
- PixelShader = nmr->PixelShader;
- outMaterialTypeNr = driver->addMaterialRenderer(this);
- }
- else
- {
- // compile shaders on our own
- init(outMaterialTypeNr, OPENGL_PARALLAX_MAP_VSH, OPENGL_PARALLAX_MAP_PSH, EVT_TANGENTS);
- }
- // fallback if compilation has failed
- if (-1==outMaterialTypeNr)
- outMaterialTypeNr = driver->addMaterialRenderer(this);
- }
- //! Destructor
- COpenGLParallaxMapRenderer::~COpenGLParallaxMapRenderer()
- {
- if (CallBack == this)
- CallBack = 0;
- if (!CompiledShaders)
- {
- // prevent this from deleting shaders we did not create
- VertexShader = 0;
- PixelShader.clear();
- }
- }
- void COpenGLParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
- const video::SMaterial& lastMaterial,
- bool resetAllRenderstates, video::IMaterialRendererServices* services)
- {
- COpenGLShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
- resetAllRenderstates, services);
- CurrentScale = material.MaterialTypeParam;
- }
- //! Returns the render capability of the material.
- s32 COpenGLParallaxMapRenderer::getRenderCapability() const
- {
- if (Driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) &&
- Driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
- return 0;
- return 1;
- }
- //! Called by the engine when the vertex and/or pixel shader constants for an
- //! material renderer should be set.
- void COpenGLParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
- {
- video::IVideoDriver* driver = services->getVideoDriver();
- // set transposed world matrix
- const core::matrix4& tWorld = driver->getTransform(video::ETS_WORLD).getTransposed();
- services->setVertexShaderConstant(tWorld.pointer(), 0, 4);
- // set transposed worldViewProj matrix
- core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
- worldViewProj *= driver->getTransform(video::ETS_VIEW);
- worldViewProj *= driver->getTransform(video::ETS_WORLD);
- core::matrix4 tr(worldViewProj.getTransposed());
- services->setVertexShaderConstant(tr.pointer(), 8, 4);
- // here we fetch the fixed function lights from the driver
- // and set them as constants
- u32 cnt = driver->getDynamicLightCount();
- // Load the inverse world matrix.
- core::matrix4 invWorldMat;
- driver->getTransform(video::ETS_WORLD).getInverse(invWorldMat);
- for (u32 i=0; i<2; ++i)
- {
- video::SLight light;
- if (i<cnt)
- light = driver->getDynamicLight(i);
- else
- {
- light.DiffuseColor.set(0,0,0); // make light dark
- light.Radius = 1.0f;
- }
- light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
- // Transform the light by the inverse world matrix to get it into object space.
- invWorldMat.transformVect(light.Position);
-
- services->setVertexShaderConstant(
- reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
- services->setVertexShaderConstant(
- reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
- }
- // Obtain the view position by transforming 0,0,0 by the inverse view matrix
- // and then multiply this by the inverse world matrix.
- core::vector3df viewPos(0.0f, 0.0f, 0.0f);
- core::matrix4 inverseView;
- driver->getTransform(video::ETS_VIEW).getInverse(inverseView);
- inverseView.transformVect(viewPos);
- invWorldMat.transformVect(viewPos);
- services->setVertexShaderConstant(reinterpret_cast<const f32*>(&viewPos.X), 16, 1);
- // set scale factor
- f32 factor = 0.02f; // default value
- if (CurrentScale != 0.0f)
- factor = CurrentScale;
- f32 c6[] = {factor, factor, factor, factor};
- services->setPixelShaderConstant(c6, 0, 1);
- }
- } // end namespace video
- } // end namespace irr
- #endif
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