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OpenGLShader.cpp
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OpenGLShader.cpp
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#include "OpenGLShader.h"
#include "GLProgramFactory.h"
#include "../OpenGLRenderSystem.h"
#include "DepthFillPass.h"
#include "InteractionPass.h"
#include "icolourscheme.h"
#include "ishaders.h"
#include "ifilter.h"
#include "irender.h"
#include "texturelib.h"
#include <functional>
namespace render
{
namespace
{
TexturePtr getDefaultInteractionTexture(IShaderLayer::Type type)
{
return GlobalMaterialManager().getDefaultInteractionTexture(type);
}
TexturePtr getTextureOrInteractionDefault(const IShaderLayer::Ptr& layer)
{
auto texture = layer->getTexture();
return texture ? texture : getDefaultInteractionTexture(layer->getType());
}
IShaderLayer::Ptr findFirstLayerOfType(const MaterialPtr& material, IShaderLayer::Type type)
{
IShaderLayer::Ptr found;
material->foreachLayer([&](const IShaderLayer::Ptr& layer)
{
if (layer->getType() == type)
{
found = layer;
return false;
}
return true;
});
return found;
}
}
OpenGLShader::OpenGLShader(const std::string& name, OpenGLRenderSystem& renderSystem) :
_name(name),
_renderSystem(renderSystem),
_isVisible(true),
_useCount(0),
_geometryRenderer(renderSystem.getGeometryStore(), renderSystem.getObjectRenderer()),
_surfaceRenderer(renderSystem.getGeometryStore(), renderSystem.getObjectRenderer()),
_enabledViewTypes(0),
_mergeModeActive(false)
{
_windingRenderer.reset(new WindingRenderer<WindingIndexer_Triangles>(
renderSystem.getGeometryStore(), renderSystem.getObjectRenderer(), this));
}
OpenGLShader::~OpenGLShader()
{
destroy();
}
OpenGLRenderSystem& OpenGLShader::getRenderSystem()
{
return _renderSystem;
}
void OpenGLShader::destroy()
{
_enabledViewTypes = 0;
_materialChanged.disconnect();
_material.reset();
clearPasses();
}
void OpenGLShader::addRenderable(const OpenGLRenderable& renderable,
const Matrix4& modelview)
{
if (!_isVisible) return;
// Add the renderable to all of our shader passes
for (const OpenGLShaderPassPtr& pass : _shaderPasses)
{
// Submit the renderable to each pass
pass->addRenderable(renderable, modelview);
}
}
void OpenGLShader::drawSurfaces(const VolumeTest& view)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
// Always using CW culling by default
glFrontFace(GL_CW);
if (hasSurfaces())
{
if (supportsVertexColours())
{
glEnableClientState(GL_COLOR_ARRAY);
}
else
{
glDisableClientState(GL_COLOR_ARRAY);
}
_geometryRenderer.renderAllVisibleGeometry();
// Surfaces are not allowed to render vertex colours (for now)
// otherwise they don't show up in their parent entity's colour
glDisableClientState(GL_COLOR_ARRAY);
_surfaceRenderer.render(view);
}
// Render all windings (without vertex colours)
glDisableClientState(GL_COLOR_ARRAY);
_windingRenderer->renderAllWindings();
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
bool OpenGLShader::hasSurfaces() const
{
return !_geometryRenderer.empty() || !_surfaceRenderer.empty();
}
void OpenGLShader::prepareForRendering()
{
_surfaceRenderer.prepareForRendering();
_windingRenderer->prepareForRendering();
// _geometryRenderer doesn't need to prepare at this point
}
IGeometryRenderer::Slot OpenGLShader::addGeometry(GeometryType indexType,
const std::vector<RenderVertex>& vertices, const std::vector<unsigned int>& indices)
{
return _geometryRenderer.addGeometry(indexType, vertices, indices);
}
void OpenGLShader::activateGeometry(IGeometryRenderer::Slot slot)
{
_geometryRenderer.activateGeometry(slot);
}
void OpenGLShader::deactivateGeometry(IGeometryRenderer::Slot slot)
{
_geometryRenderer.deactivateGeometry(slot);
}
void OpenGLShader::removeGeometry(IGeometryRenderer::Slot slot)
{
_geometryRenderer.removeGeometry(slot);
}
void OpenGLShader::updateGeometry(IGeometryRenderer::Slot slot, const std::vector<RenderVertex>& vertices,
const std::vector<unsigned int>& indices)
{
_geometryRenderer.updateGeometry(slot, vertices, indices);
}
void OpenGLShader::renderAllVisibleGeometry()
{
_geometryRenderer.renderAllVisibleGeometry();
}
void OpenGLShader::renderGeometry(IGeometryRenderer::Slot slot)
{
_geometryRenderer.renderGeometry(slot);
}
AABB OpenGLShader::getGeometryBounds(IGeometryRenderer::Slot slot) const
{
return _geometryRenderer.getGeometryBounds(slot);
}
IGeometryStore::Slot OpenGLShader::getGeometryStorageLocation(IGeometryRenderer::Slot slot)
{
return _geometryRenderer.getGeometryStorageLocation(slot);
}
ISurfaceRenderer::Slot OpenGLShader::addSurface(IRenderableSurface& surface)
{
return _surfaceRenderer.addSurface(surface);
}
void OpenGLShader::removeSurface(ISurfaceRenderer::Slot slot)
{
_surfaceRenderer.removeSurface(slot);
}
void OpenGLShader::updateSurface(ISurfaceRenderer::Slot slot)
{
_surfaceRenderer.updateSurface(slot);
}
void OpenGLShader::renderSurface(ISurfaceRenderer::Slot slot)
{
_surfaceRenderer.renderSurface(slot);
}
IGeometryStore::Slot OpenGLShader::getSurfaceStorageLocation(ISurfaceRenderer::Slot slot)
{
return _surfaceRenderer.getSurfaceStorageLocation(slot);
}
IWindingRenderer::Slot OpenGLShader::addWinding(const std::vector<RenderVertex>& vertices, IRenderEntity* entity)
{
return _windingRenderer->addWinding(vertices, entity);
}
void OpenGLShader::removeWinding(IWindingRenderer::Slot slot)
{
_windingRenderer->removeWinding(slot);
}
void OpenGLShader::updateWinding(IWindingRenderer::Slot slot, const std::vector<RenderVertex>& vertices)
{
_windingRenderer->updateWinding(slot, vertices);
}
bool OpenGLShader::hasWindings() const
{
return !_windingRenderer->empty();
}
void OpenGLShader::renderWinding(IWindingRenderer::RenderMode mode, IWindingRenderer::Slot slot)
{
_windingRenderer->renderWinding(mode, slot);
}
void OpenGLShader::setVisible(bool visible)
{
// Control visibility by inserting or removing our shader passes from the GL
// state manager
if (!_isVisible && visible)
{
insertPasses();
}
else if (_isVisible && !visible)
{
removePasses();
}
_isVisible = visible;
}
bool OpenGLShader::isVisible() const
{
return _isVisible && (!_material || _material->isVisible());
}
void OpenGLShader::incrementUsed()
{
if (++_useCount == 1 && _material)
{
_material->SetInUse(true);
}
}
void OpenGLShader::decrementUsed()
{
if (--_useCount == 0 && _material)
{
_material->SetInUse(false);
}
}
void OpenGLShader::attachObserver(Observer& observer)
{
std::pair<Observers::iterator, bool> result = _observers.insert(&observer);
// Prevent double-attach operations in debug mode
assert(result.second);
// Emit the signal immediately if we're in realised state
if (isRealised())
{
observer.onShaderRealised();
}
}
void OpenGLShader::detachObserver(Observer& observer)
{
// Emit the signal immediately if we're in realised state
if (isRealised())
{
observer.onShaderUnrealised();
}
// Prevent invalid detach operations in debug mode
assert(_observers.find(&observer) != _observers.end());
_observers.erase(&observer);
}
bool OpenGLShader::isRealised()
{
return _material != 0;
}
void OpenGLShader::realise()
{
// Construct the shader passes based on the name
construct();
if (_material)
{
// greebo: Check the filtersystem whether we're filtered
_material->setVisible(GlobalFilterSystem().isVisible(FilterRule::TYPE_TEXTURE, _name));
if (_useCount != 0)
{
_material->SetInUse(true);
}
}
insertPasses();
for (Observer* observer : _observers)
{
observer->onShaderRealised();
}
}
void OpenGLShader::insertPasses()
{
// Insert all shader passes into the GL state manager
for (auto& shaderPass : _shaderPasses)
{
if (shaderPass == _depthFillPass) continue; // don't insert the depth fill pass
_renderSystem.insertSortedState(std::make_pair(shaderPass->statePtr(), shaderPass));
}
}
void OpenGLShader::removePasses()
{
// Remove shader passes from the GL state manager
for (auto& shaderPass : _shaderPasses)
{
if (shaderPass == _depthFillPass) continue; // don't handle the depth fill pass
_renderSystem.eraseSortedState(shaderPass->statePtr());
}
}
void OpenGLShader::clearPasses()
{
_interactionPass.reset();
_depthFillPass.reset();
_shaderPasses.clear();
}
void OpenGLShader::unrealise()
{
for (Observer* observer : _observers)
{
observer->onShaderUnrealised();
}
removePasses();
destroy();
}
const MaterialPtr& OpenGLShader::getMaterial() const
{
return _material;
}
unsigned int OpenGLShader::getFlags() const
{
return _material->getMaterialFlags();
}
// Append a default shader pass onto the back of the state list
OpenGLState& OpenGLShader::appendDefaultPass()
{
_shaderPasses.push_back(std::make_shared<OpenGLShaderPass>(*this));
OpenGLState& state = _shaderPasses.back()->state();
return state;
}
OpenGLState& OpenGLShader::appendDepthFillPass()
{
_depthFillPass = std::make_shared<DepthFillPass>(*this, _renderSystem);
_shaderPasses.push_back(_depthFillPass);
return _depthFillPass->state();
}
// Test if we can render in bump map mode
bool OpenGLShader::canUseLightingMode() const
{
return _renderSystem.shaderProgramsAvailable() &&
_renderSystem.getCurrentShaderProgram() == RenderSystem::SHADER_PROGRAM_INTERACTION;
}
OpenGLState& OpenGLShader::appendInteractionPass(std::vector<IShaderLayer::Ptr>& stages)
{
// Store all stages in a single interaction pass
_interactionPass = std::make_shared<InteractionPass>(*this, _renderSystem, stages);
_shaderPasses.push_back(_interactionPass);
return _interactionPass->state();
}
void OpenGLShader::applyAlphaTestToPass(OpenGLState& pass, double alphaTest)
{
if (alphaTest > 0)
{
pass.setRenderFlag(RENDER_ALPHATEST);
pass.alphaFunc = GL_GEQUAL; // alpha >= threshold
pass.alphaThreshold = static_cast<GLfloat>(alphaTest);
}
}
// Construct lighting mode render passes
void OpenGLShader::constructLightingPassesFromMaterial()
{
// Build up and add shader passes for DBS stages similar to the game code.
// DBS stages are first sorted and stored in the interaction pass where
// they will be evaluated and grouped to DBS triplets in every frame.
// All other layers are treated as independent blend layers.
std::vector<IShaderLayer::Ptr> interactionLayers;
IShaderLayer::Ptr diffuseForDepthFillPass;
_material->foreachLayer([&] (const IShaderLayer::Ptr& layer)
{
// Skip programmatically disabled layers
if (!layer->isEnabled()) return true;
// Make sure we had at least one evaluation call to fill the material registers
layer->evaluateExpressions(0);
switch (layer->getType())
{
case IShaderLayer::DIFFUSE:
// Use the diffusemap with the highest opacity for the z-fill pass
if (!diffuseForDepthFillPass ||
(diffuseForDepthFillPass->getAlphaTest() != -1 && layer->getAlphaTest() == -1))
{
diffuseForDepthFillPass = layer;
}
interactionLayers.push_back(layer);
break;
case IShaderLayer::BUMP:
case IShaderLayer::SPECULAR:
interactionLayers.push_back(layer);
break;
case IShaderLayer::BLEND:
appendBlendLayer(layer);
}
return true;
});
// Sort interaction stages: bumps go first, then diffuses, speculars last
std::sort(interactionLayers.begin(), interactionLayers.end(), [](const IShaderLayer::Ptr& a, const IShaderLayer::Ptr& b)
{
// Use the enum value to sort stages
return static_cast<int>(a->getType()) < static_cast<int>(b->getType());
});
if (!interactionLayers.empty())
{
// Translucent materials don't contribute to the depth buffer
if (_material->getCoverage() != Material::MC_TRANSLUCENT)
{
// Create depth-buffer fill pass, possibly with alpha test
auto& zPass = appendDepthFillPass();
zPass.stage0 = diffuseForDepthFillPass;
zPass.texture0 = diffuseForDepthFillPass ?
getTextureOrInteractionDefault(diffuseForDepthFillPass)->getGLTexNum() :
getDefaultInteractionTexture(IShaderLayer::DIFFUSE)->getGLTexNum();
zPass.alphaThreshold = diffuseForDepthFillPass ? diffuseForDepthFillPass->getAlphaTest() : -1.0f;
}
appendInteractionPass(interactionLayers);
}
}
void OpenGLShader::determineBlendModeForEditorPass(OpenGLState& pass, const IShaderLayer::Ptr& diffuseLayer)
{
// Determine alphatest from first diffuse layer
if (diffuseLayer && diffuseLayer->getAlphaTest() > 0)
{
applyAlphaTestToPass(pass, diffuseLayer->getAlphaTest());
}
// If this is a purely blend material (no DBS layers), set the editor blend
// mode from the first layer.
// greebo: Hack to let "shader not found" textures be handled as diffusemaps
if (!diffuseLayer && _material->getNumLayers() > 0 && _material->getName() != "_default")
{
pass.setRenderFlag(RENDER_BLEND);
pass.setSortPosition(OpenGLState::SORT_TRANSLUCENT);
BlendFunc bf = _material->getLayer(0)->getBlendFunc();
pass.m_blend_src = bf.src;
pass.m_blend_dst = bf.dest;
}
}
// Construct editor-image-only render passes
void OpenGLShader::constructEditorPreviewPassFromMaterial()
{
OpenGLState& previewPass = appendDefaultPass();
// Render the editor texture in legacy mode
auto editorTex = _material->getEditorImage();
previewPass.texture0 = editorTex ? editorTex->getGLTexNum() : 0;
// If there's a diffuse stage's, link it to this shader pass to inherit
// settings like scale and translate
previewPass.stage0 = findFirstLayerOfType(_material, IShaderLayer::DIFFUSE);
// Evaluate the expressions of the diffuse stage once to be able to get a meaningful alphatest value
if (previewPass.stage0)
{
previewPass.stage0->evaluateExpressions(0);
}
previewPass.setRenderFlag(RENDER_FILL);
previewPass.setRenderFlag(RENDER_TEXTURE_2D);
previewPass.setRenderFlag(RENDER_DEPTHTEST);
previewPass.setRenderFlag(RENDER_LIGHTING);
previewPass.setRenderFlag(RENDER_SMOOTH);
// Don't let translucent materials write to the depth buffer
if (!(_material->getMaterialFlags() & Material::FLAG_TRANSLUCENT))
{
previewPass.setRenderFlag(RENDER_DEPTHWRITE);
}
// Handle certain shader flags
if (_material->getCullType() != Material::CULL_NONE)
{
previewPass.setRenderFlag(RENDER_CULLFACE);
}
// Set up blend properties
determineBlendModeForEditorPass(previewPass, previewPass.stage0);
// Set the GL color to white
previewPass.setColour(Colour4::WHITE());
// For the editor preview pass we always ignore the evaluated colour of the material stage
previewPass.ignoreStageColour = true;
// Sort position
if (_material->getSortRequest() >= Material::SORT_DECAL)
{
previewPass.setSortPosition(OpenGLState::SORT_OVERLAY_FIRST);
}
else if (previewPass.getSortPosition() != OpenGLState::SORT_TRANSLUCENT)
{
previewPass.setSortPosition(OpenGLState::SORT_FULLBRIGHT);
}
// Polygon offset
previewPass.polygonOffset = _material->getPolygonOffset();
}
// Append a blend (non-interaction) layer
void OpenGLShader::appendBlendLayer(const IShaderLayer::Ptr& layer)
{
TexturePtr layerTex = layer->getTexture();
if (!layerTex) return;
OpenGLState& state = appendDefaultPass();
state.setRenderFlag(RENDER_FILL);
state.setRenderFlag(RENDER_BLEND);
state.setRenderFlag(RENDER_DEPTHTEST);
state.setDepthFunc(GL_LEQUAL);
// Remember the stage for later evaluation of shader expressions
state.stage0 = layer;
// Set the texture
state.texture0 = layerTex->getGLTexNum();
// BlendLights need to load the fall off image into texture unit 1
if (_material->isBlendLight())
{
state.texture1 = _material->lightFalloffImage()->getGLTexNum();
state.setRenderFlag(RENDER_CULLFACE);
}
// Get the blend function
BlendFunc blendFunc = layer->getBlendFunc();
state.m_blend_src = blendFunc.src;
state.m_blend_dst = blendFunc.dest;
if (_material->getCoverage() == Material::MC_TRANSLUCENT)
{
// Material is blending with the background, don't write to the depth buffer
state.clearRenderFlag(RENDER_DEPTHWRITE);
}
// Alpha-tested stages or one-over-zero blends should use the depth buffer
else if (state.m_blend_src == GL_SRC_ALPHA || state.m_blend_dst == GL_SRC_ALPHA ||
(state.m_blend_src == GL_ONE && state.m_blend_dst == GL_ZERO))
{
state.setRenderFlag(RENDER_DEPTHWRITE);
}
// Set texture dimensionality (cube map or 2D)
state.cubeMapMode = layer->getCubeMapMode();
if (state.cubeMapMode == IShaderLayer::CUBE_MAP_CAMERA)
{
state.glProgram = _renderSystem.getGLProgramFactory().getBuiltInProgram(ShaderProgram::CubeMap);
state.setRenderFlag(RENDER_PROGRAM);
state.setRenderFlag(RENDER_TEXTURE_CUBEMAP);
state.clearRenderFlag(RENDER_TEXTURE_2D);
}
else if (_material && _material->isBlendLight())
{
state.glProgram = _renderSystem.getGLProgramFactory().getBuiltInProgram(ShaderProgram::BlendLight);
state.setRenderFlag(RENDER_TEXTURE_2D);
state.setRenderFlag(RENDER_PROGRAM);
}
else
{
state.glProgram = _renderSystem.getGLProgramFactory().getBuiltInProgram(ShaderProgram::RegularStage);
state.setRenderFlag(RENDER_TEXTURE_2D);
state.setRenderFlag(RENDER_PROGRAM);
}
// Colour modulation
state.setColour(layer->getColour());
state.setVertexColourMode(layer->getVertexColourMode());
// Sort position
if (_material->getSortRequest() >= Material::SORT_DECAL)
{
state.setSortPosition(OpenGLState::SORT_OVERLAY_FIRST);
}
else
{
state.setSortPosition(OpenGLState::SORT_FULLBRIGHT);
}
// Polygon offset: use the one defined on the material if it has one,
// otherwise use a sensible default to avoid z-fighting with the depth layer
if (_material->getMaterialFlags() & Material::FLAG_POLYGONOFFSET)
{
state.polygonOffset = _material->getPolygonOffset();
}
else if (!(state.getRenderFlags() & RENDER_DEPTHWRITE))
{
// #5938: Blending stages seem to z-fight with the result of the depth-buffer
// apply a slight polygon offset to stop that
state.polygonOffset = 0.1f;
}
#if 0
if (!layer->getVertexProgram().empty() || !layer->getFragmentProgram().empty())
{
try
{
state.glProgram = _renderSystem.getGLProgramFactory().getProgram(
layer->getVertexProgram(),
layer->getFragmentProgram()
);
}
catch (std::runtime_error& ex)
{
rError() << "Failed to create GL program for material " <<
_material->getName() << ": " << ex.what() << std::endl;
state.glProgram = nullptr;
}
}
#endif
}
void OpenGLShader::constructFromMaterial(const MaterialPtr& material)
{
assert(material);
_material = material;
_materialChanged = _material->sig_materialChanged().connect(
sigc::mem_fun(this, &OpenGLShader::onMaterialChanged));
// Determine whether we can render this shader in lighting/bump-map mode,
// and construct the appropriate shader passes
if (canUseLightingMode())
{
// Full lighting, DBS and blend modes
constructLightingPassesFromMaterial();
}
else
{
// Editor image rendering only
constructEditorPreviewPassFromMaterial();
}
}
void OpenGLShader::construct()
{
// Construct the shader from the material definition
constructFromMaterial(GlobalMaterialManager().getMaterial(_name));
enableViewType(RenderViewType::Camera);
}
void OpenGLShader::onMaterialChanged()
{
// It's possible that the name of the material got changed, update it
if (_material && _material->getName() != _name)
{
_name = _material->getName();
}
unrealise();
realise();
}
bool OpenGLShader::isApplicableTo(RenderViewType renderViewType) const
{
return (_enabledViewTypes & static_cast<std::size_t>(renderViewType)) != 0;
}
void OpenGLShader::enableViewType(RenderViewType renderViewType)
{
_enabledViewTypes |= static_cast<std::size_t>(renderViewType);
}
const IBackendWindingRenderer& OpenGLShader::getWindingRenderer() const
{
return *_windingRenderer;
}
void OpenGLShader::setWindingRenderer(std::unique_ptr<IBackendWindingRenderer> renderer)
{
_windingRenderer = std::move(renderer);
}
bool OpenGLShader::isMergeModeEnabled() const
{
return _mergeModeActive;
}
void OpenGLShader::setMergeModeEnabled(bool enabled)
{
if (_mergeModeActive == enabled) return;
_mergeModeActive = enabled;
onMergeModeChanged();
}
void OpenGLShader::foreachPass(const std::function<void(OpenGLShaderPass&)>& functor)
{
for (auto& pass : _shaderPasses)
{
functor(*pass);
}
}
void OpenGLShader::foreachNonInteractionPass(const std::function<void(OpenGLShaderPass&)>& functor)
{
for (auto& pass : _shaderPasses)
{
if (pass != _depthFillPass && pass != _interactionPass)
{
functor(*pass);
}
}
}
DepthFillPass* OpenGLShader::getDepthFillPass() const
{
return _depthFillPass.get();
}
InteractionPass* OpenGLShader::getInteractionPass() const
{
return _interactionPass.get();
}
}