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Doom3ShaderLayer.h
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Doom3ShaderLayer.h
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#pragma once
#include <vector>
#include "ishaders.h"
#include "math/Vector4.h"
#include "MapExpression.h"
#include "NamedBindable.h"
#include "ShaderExpression.h"
#include "ExpressionSlots.h"
#include "TextureMatrix.h"
namespace shaders
{
typedef std::pair<std::string, std::string> StringPair;
class ShaderTemplate;
/**
* \brief
* Implementation of IShaderLayer for Doom 3 shaders.
*/
class Doom3ShaderLayer :
public IEditableShaderLayer
{
private:
// The owning material template
ShaderTemplate& _material;
// The registers keeping the results of expression evaluations
Registers _registers;
// The expressions used in this stage
ExpressionSlots _expressionSlots;
static const IShaderExpression::Ptr NULL_EXPRESSION;
static const std::size_t NOT_DEFINED = std::numeric_limits<std::size_t>::max();
// The bindable texture for this stage
NamedBindablePtr _bindableTex;
// The Texture object, created from the bindable texture
mutable TexturePtr _texture;
// Layer type (diffuse, bump, specular or nothing)
Type _type;
// Map type (map, cubemap, mirrorRenderMap, etc.)
MapType _mapType;
// Blend function as strings (e.g. "gl_one", "gl_zero")
StringPair _blendFuncStrings;
// Vertex colour blend mode
VertexColourMode _vertexColourMode;
// Cube map mode
CubeMapMode _cubeMapMode;
// Flags for this stage (forceHighQuality, ignoreAlphaTest, etc.)
int _stageFlags;
// Per-stage clamping
ClampType _clampType;
// texgen normal, reflect, skybox, wobblesky
TexGenType _texGenType;
// The list of declared transformations
std::vector<IShaderLayer::Transformation> _transformations;
// Handles the expressions used to calculcate the final texture matrix
TextureMatrix _textureMatrix;
// The shader programs used in this stage
std::string _vertexProgram;
std::string _fragmentProgram;
// A variable sized array of vertexParms (or rather their indices into the registers array)
// since a single vertex parm consists of 4 values, the _vertexParms array is usually of size 0, 4, 8, etc.
std::vector<ExpressionSlot> _vertexParms;
std::vector<VertexParm> _vertexParmDefinitions;
// The array of fragment maps
std::vector<FragmentMap> _fragmentMaps;
// Stage-specific polygon offset, is 0 if not used
float _privatePolygonOffset;
Vector2 _renderMapSize;
int _parseFlags;
public:
using Ptr = std::shared_ptr<Doom3ShaderLayer>;
Doom3ShaderLayer(ShaderTemplate& material,
IShaderLayer::Type type = IShaderLayer::BLEND,
const NamedBindablePtr& btex = NamedBindablePtr());
// Copy-constructor, needs the new owner template as argument
Doom3ShaderLayer(const Doom3ShaderLayer& other, ShaderTemplate& material);
/* IShaderLayer implementation */
TexturePtr getTexture() const;
BlendFunc getBlendFunc() const;
Colour4 getColour() const;
VertexColourMode getVertexColourMode() const;
CubeMapMode getCubeMapMode() const;
MapType getMapType() const override;
void setMapType(MapType type);
const Vector2& getRenderMapSize() const override;
void setRenderMapSize(const Vector2& size);
bool hasAlphaTest() const override;
float getAlphaTest() const override;
const shaders::IShaderExpression::Ptr& getAlphaTestExpression() const override;
void setAlphaTestExpressionFromString(const std::string& expression) override
{
_expressionSlots.assignFromString(Expression::AlphaTest, expression, REG_ZERO);
}
// True if the condition for this stage is fulfilled
// (expressions must have been evaluated before this call)
bool isVisible() const
{
return _registers[_expressionSlots[Expression::Condition].registerIndex] != 0;
}
const shaders::IShaderExpression::Ptr& getConditionExpression() const override
{
return _expressionSlots[Expression::Condition].expression;
}
void setCondition(const IShaderExpression::Ptr& conditionExpr)
{
_expressionSlots.assign(Expression::Condition, conditionExpr, REG_ONE);
}
void evaluateExpressions(std::size_t time)
{
for (const auto& slot : _expressionSlots)
{
if (slot.expression)
{
slot.expression->evaluate(time);
}
}
for (const auto& parm : _vertexParms)
{
if (parm.expression)
{
parm.expression->evaluate(time);
}
}
}
void evaluateExpressions(std::size_t time, const IRenderEntity& entity)
{
for (const auto& slot : _expressionSlots)
{
if (slot.expression)
{
slot.expression->evaluate(time, entity);
}
}
for (const auto& parm : _vertexParms)
{
if (parm.expression)
{
parm.expression->evaluate(time, entity);
}
}
}
shaders::IShaderExpression::Ptr getExpression(Expression::Slot slot) override
{
return _expressionSlots[slot].expression;
}
/**
* \brief
* Set the bindable texture object.
*/
void setBindableTexture(NamedBindablePtr btex)
{
_bindableTex = btex;
}
/**
* \brief
* Get the bindable texture object.
*/
NamedBindablePtr getBindableTexture() const
{
return _bindableTex;
}
/**
* \brief
* Set the layer type.
*/
void setLayerType(IShaderLayer::Type type)
{
_type = type;
}
/**
* \brief
* Get the layer type.
*/
IShaderLayer::Type getType() const
{
return _type;
}
int getStageFlags() const
{
return _stageFlags;
}
void setStageFlags(int flags)
{
_stageFlags = flags;
}
void setStageFlag(IShaderLayer::Flags flag)
{
_stageFlags |= flag;
}
void clearStageFlag(IShaderLayer::Flags flag)
{
_stageFlags &= ~flag;
}
ClampType getClampType() const
{
return _clampType;
}
void setClampType(ClampType type)
{
_clampType = type;
}
TexGenType getTexGenType() const
{
return _texGenType;
}
void setTexGenType(TexGenType type)
{
_texGenType = type;
}
float getTexGenParam(std::size_t index) const override
{
assert(index < 3);
auto slot = static_cast<Expression::Slot>(Expression::TexGenParam1 + index);
return _registers[_expressionSlots[slot].registerIndex];
}
IShaderExpression::Ptr getTexGenExpression(std::size_t index) const override
{
assert(index < 3);
return _expressionSlots[static_cast<Expression::Slot>(Expression::TexGenParam1 + index)].expression;
}
void setTexGenExpression(std::size_t index, const IShaderExpression::Ptr& expression)
{
assert(index < 3);
// Store the expression in our list
auto slot = static_cast<Expression::Slot>(Expression::TexGenParam1 + index);
_expressionSlots.assign(slot, expression, REG_ZERO);
}
/**
* \brief
* Set the blend function string.
*/
void setBlendFuncStrings(const StringPair& func)
{
_blendFuncStrings = func;
}
const StringPair& getBlendFuncStrings() const override
{
return _blendFuncStrings;
}
/**
* \brief
* Set vertex colour mode.
*/
void setVertexColourMode(VertexColourMode mode) override
{
_vertexColourMode = mode;
}
/**
* \brief
* Set the colour to a constant Vector4. Calling this method
* will override any colour expressions that might have been assigned to
* this shader layer at an earlier point.
*/
void setColour(const Vector4& col);
const IShaderExpression::Ptr& getColourExpression(ColourComponentSelector component) const override;
/**
* Set the given colour component to use the given expression. This can be a single
* component out of the 4 available ones (R, G, B, A) or one of the two combos RGB and RGBA.
*/
void setColourExpression(ColourComponentSelector comp, const IShaderExpression::Ptr& expr);
/**
* \brief
* Set a texture object (overrides the map expression when getTexture is
* called).
*/
void setTexture(const TexturePtr& tex)
{
_texture = tex;
}
void appendTransformation(const Transformation& transform) override;
const std::vector<Transformation>& getTransformations() override;
Matrix4 getTextureTransform() override;
/**
* \brief
* Set cube map mode.
*/
void setCubeMapMode(CubeMapMode mode)
{
_cubeMapMode = mode;
}
/**
* \brief
* Set alphatest expression
*/
void setAlphaTest(const IShaderExpression::Ptr& expression)
{
_expressionSlots.assign(Expression::AlphaTest, expression, REG_ZERO);
}
// Returns the value of the given register
float getRegisterValue(std::size_t index) const
{
assert(index < _registers.size());
return _registers[index];
}
void setRegister(std::size_t index, float value)
{
assert(index < _registers.size());
_registers[index] = value;
}
// Allocates a new register, initialised with the given value
std::size_t getNewRegister(float newVal)
{
_registers.push_back(newVal);
return _registers.size() - 1;
}
// Vertex program name
const std::string& getVertexProgram() const override
{
return _vertexProgram;
}
void setVertexProgram(const std::string& name)
{
_vertexProgram = name;
}
Vector4 getVertexParmValue(int parm) const override;
const VertexParm& getVertexParm(int parm) const override;
int getNumVertexParms() const override;
void addVertexParm(const VertexParm& parm);
// Fragment program name
const std::string& getFragmentProgram() const override
{
return _fragmentProgram;
}
void setFragmentProgram(const std::string& name)
{
_fragmentProgram = name;
}
std::size_t getNumFragmentMaps() const override
{
return _fragmentMaps.size();
}
const FragmentMap& getFragmentMap(int index) const override;
TexturePtr getFragmentMapTexture(int index) const override;
void addFragmentMap(const FragmentMap& fragmentMap);
float getPrivatePolygonOffset() const override
{
return _privatePolygonOffset;
}
void setPrivatePolygonOffset(float value)
{
_privatePolygonOffset = value;
}
std::string getMapImageFilename() const override;
shaders::IMapExpression::Ptr getMapExpression() const override;
void setMapExpressionFromString(const std::string& expression) override;
std::size_t addTransformation(TransformType type, const std::string& expression1, const std::string& expression2) override;
void removeTransformation(std::size_t index) override;
void updateTransformation(std::size_t index, TransformType type, const std::string& expression1, const std::string& expression2) override;
void setColourExpressionFromString(ColourComponentSelector component, const std::string& expression) override;
void setConditionExpressionFromString(const std::string& expression) override;
int getParseFlags() const override;
void setParseFlag(ParseFlags flag);
private:
void recalculateTransformationMatrix();
};
}