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OpenGLShaderPass.cpp
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OpenGLShaderPass.cpp
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#include "OpenGLShaderPass.h"
#include "OpenGLShader.h"
#include "math/Matrix4.h"
#include "math/AABB.h"
#include "irender.h"
#include "ishaders.h"
#include "texturelib.h"
#include "iglprogram.h"
#include "debugging/render.h"
#include "debugging/gl.h"
#include "glprogram/GLSLDepthFillAlphaProgram.h"
namespace render
{
// Bind the given texture to the texture unit, if it is different from the
// current state, then set the current state to the new texture.
void OpenGLShaderPass::setTextureState(GLint& current,
const GLint& texture,
GLenum textureUnit,
GLenum textureMode)
{
if (texture != current)
{
glActiveTexture(textureUnit);
glClientActiveTexture(textureUnit);
glBindTexture(textureMode, texture);
debug::assertNoGlErrors();
current = texture;
}
}
// Same as setTextureState() above without texture unit parameter
void OpenGLShaderPass::setTextureState(GLint& current,
const GLint& texture,
GLenum textureMode)
{
if (texture != current)
{
glBindTexture(textureMode, texture);
debug::assertNoGlErrors();
current = texture;
}
}
namespace
{
// Utility function to toggle an OpenGL state flag
inline void setState(unsigned int state,
unsigned int delta,
unsigned int flag,
GLenum glflag)
{
if (delta & state & flag)
{
glEnable(glflag);
debug::assertNoGlErrors();
}
else if(delta & ~state & flag)
{
glDisable(glflag);
debug::assertNoGlErrors();
}
}
inline void evaluateStage(const IShaderLayer::Ptr& stage, std::size_t time, const IRenderEntity* entity)
{
if (stage)
{
if (entity)
{
stage->evaluateExpressions(time, *entity);
}
else
{
stage->evaluateExpressions(time);
}
}
}
} // namespace
// GL state enabling/disabling helpers
void OpenGLShaderPass::setTexture0()
{
if (GLEW_VERSION_1_3)
{
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
}
}
void OpenGLShaderPass::enableTexture2D()
{
debug::assertNoGlErrors();
setTexture0();
glEnable(GL_TEXTURE_2D);
debug::assertNoGlErrors();
}
void OpenGLShaderPass::disableTexture2D()
{
setTexture0();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
debug::assertNoGlErrors();
}
// Enable cubemap texturing and texcoord array
void OpenGLShaderPass::enableTextureCubeMap()
{
setTexture0();
glEnable(GL_TEXTURE_CUBE_MAP);
debug::assertNoGlErrors();
}
// Disable cubemap texturing and texcoord array
void OpenGLShaderPass::disableTextureCubeMap()
{
setTexture0();
glDisable(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
debug::assertNoGlErrors();
}
void OpenGLShaderPass::enableRenderBlend()
{
glEnable(GL_BLEND);
setTexture0();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
debug::assertNoGlErrors();
}
void OpenGLShaderPass::disableRenderBlend()
{
glDisable(GL_BLEND);
setTexture0();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
debug::assertNoGlErrors();
}
void OpenGLShaderPass::setupTextureMatrix(GLenum textureUnit, const IShaderLayer::Ptr& stage)
{
// Set the texture matrix for the given unit
glActiveTexture(textureUnit);
glClientActiveTexture(textureUnit);
if (stage)
{
auto tex = stage->getTextureTransform();
glLoadMatrixd(tex);
}
else
{
glLoadMatrixd(Matrix4::getIdentity());
}
}
// Apply all textures to texture units
void OpenGLShaderPass::applyAllTextures(OpenGLState& current,
unsigned requiredState)
{
// Set the texture dimensionality from render flags. There is only a global
// mode for all textures, we can't have texture1 as 2D and texture2 as
// CUBE_MAP for example.
GLenum textureMode = 0;
if (requiredState & RENDER_TEXTURE_CUBEMAP) // cube map has priority
{
textureMode = GL_TEXTURE_CUBE_MAP;
}
else if (requiredState & RENDER_TEXTURE_2D)
{
textureMode = GL_TEXTURE_2D;
}
// Apply our texture numbers to the current state
if (textureMode != 0) // only if one of the RENDER_TEXTURE options
{
glMatrixMode(GL_TEXTURE);
if (GLEW_VERSION_1_3)
{
setTextureState(current.texture0, _glState.texture0, GL_TEXTURE0, textureMode);
setupTextureMatrix(GL_TEXTURE0, _glState.stage0);
setTextureState(current.texture1, _glState.texture1, GL_TEXTURE1, textureMode);
setupTextureMatrix(GL_TEXTURE1, _glState.stage1);
setTextureState(current.texture2, _glState.texture2, GL_TEXTURE2, textureMode);
setupTextureMatrix(GL_TEXTURE2, _glState.stage2);
setTextureState(current.texture3, _glState.texture2, GL_TEXTURE2, textureMode);
setTextureState(current.texture4, _glState.texture2, GL_TEXTURE2, textureMode);
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
}
else
{
setTextureState(current.texture0, _glState.texture0, textureMode);
setupTextureMatrix(GL_TEXTURE0, _glState.stage0);
}
glMatrixMode(GL_MODELVIEW);
}
}
// Set up cube map
void OpenGLShaderPass::setUpCubeMapAndTexGen(OpenGLState& current,
unsigned requiredState,
const Vector3& viewer)
{
if (requiredState & RENDER_TEXTURE_CUBEMAP)
{
// Copy cubemap mode enum to current state object
current.cubeMapMode = _glState.cubeMapMode;
// Apply axis transformation (swap Y and Z coordinates)
Matrix4 transform = Matrix4::byRows(
1, 0, 0, 0,
0, 0, 1, 0,
0, 1, 0, 0,
0, 0, 0, 1
);
// Subtract the viewer position
transform.translateBy(-viewer);
// Apply to the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadMatrixd(transform);
glMatrixMode(GL_MODELVIEW);
}
}
// Apply own state to current state object
void OpenGLShaderPass::applyState(OpenGLState& current,
unsigned int globalStateMask,
const Vector3& viewer,
std::size_t time,
const IRenderEntity* entity)
{
// Evaluate any shader expressions
if (_glState.stage0)
{
evaluateStage(_glState.stage0, time, entity);
// The alpha test value might change over time
if (_glState.stage0->getAlphaTest() > 0)
{
_glState.setRenderFlag(RENDER_ALPHATEST);
}
else
{
_glState.clearRenderFlag(RENDER_ALPHATEST);
}
}
if (_glState.stage1) evaluateStage(_glState.stage1, time, entity);
if (_glState.stage2) evaluateStage(_glState.stage2, time, entity);
if (_glState.stage3) evaluateStage(_glState.stage3, time, entity);
if (_glState.stage4) evaluateStage(_glState.stage4, time, entity);
if (_glState.testRenderFlag(RENDER_OVERRIDE))
{
globalStateMask |= RENDER_FILL | RENDER_DEPTHWRITE;
}
// Apply the global state mask to our own desired render flags to determine
// the final set of flags that must bet set
const unsigned requiredState = _glState.getRenderFlags() & globalStateMask;
// Construct a mask containing all the flags that will be changing between
// the current state and the required state. This avoids performing
// unnecessary GL calls to set the state to its existing value.
const unsigned changingBitsMask = requiredState ^ current.getRenderFlags();
// Set the GLProgram if required
if (requiredState & RENDER_PROGRAM)
{
activateShaderProgram(current);
}
else
{
deactivateShaderProgram(current);
}
// State changes. Only perform these if changingBitsMask > 0, since if there are
// no changes required we don't want a whole load of unnecessary bit
// operations.
if (changingBitsMask != 0)
{
if(changingBitsMask & requiredState & RENDER_FILL)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
debug::assertNoGlErrors();
}
else if(changingBitsMask & ~requiredState & RENDER_FILL)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
debug::assertNoGlErrors();
}
setState(requiredState, changingBitsMask, RENDER_OFFSETLINE, GL_POLYGON_OFFSET_LINE);
if(changingBitsMask & requiredState & RENDER_LIGHTING)
{
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_NORMAL_ARRAY);
debug::assertNoGlErrors();
}
else if(changingBitsMask & ~requiredState & RENDER_LIGHTING)
{
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_NORMAL_ARRAY);
debug::assertNoGlErrors();
}
// RENDER_TEXTURE_CUBEMAP
if(changingBitsMask & requiredState & RENDER_TEXTURE_CUBEMAP)
{
enableTextureCubeMap();
}
else if(changingBitsMask & ~requiredState & RENDER_TEXTURE_CUBEMAP)
{
disableTextureCubeMap();
}
// RENDER_TEXTURE_2D
if(changingBitsMask & requiredState & RENDER_TEXTURE_2D)
{
enableTexture2D();
}
else if(changingBitsMask & ~requiredState & RENDER_TEXTURE_2D)
{
disableTexture2D();
}
// RENDER_BLEND
if(changingBitsMask & requiredState & RENDER_BLEND)
{
enableRenderBlend();
}
else if(changingBitsMask & ~requiredState & RENDER_BLEND)
{
disableRenderBlend();
}
setState(requiredState, changingBitsMask, RENDER_CULLFACE, GL_CULL_FACE);
if(changingBitsMask & requiredState & RENDER_SMOOTH)
{
glShadeModel(GL_SMOOTH);
debug::assertNoGlErrors();
}
else if(changingBitsMask & ~requiredState & RENDER_SMOOTH)
{
glShadeModel(GL_FLAT);
debug::assertNoGlErrors();
}
setState(requiredState, changingBitsMask, RENDER_SCALED, GL_NORMALIZE); // not GL_RESCALE_NORMAL
setState(requiredState, changingBitsMask, RENDER_DEPTHTEST, GL_DEPTH_TEST);
if(changingBitsMask & requiredState & RENDER_DEPTHWRITE)
{
glDepthMask(GL_TRUE);
debug::assertNoGlErrors();
}
else if(changingBitsMask & ~requiredState & RENDER_DEPTHWRITE)
{
glDepthMask(GL_FALSE);
debug::assertNoGlErrors();
}
// Disable colour buffer writes if required
if(changingBitsMask & requiredState & RENDER_MASKCOLOUR)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
debug::assertNoGlErrors();
}
else if(changingBitsMask & ~requiredState & RENDER_MASKCOLOUR)
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
debug::assertNoGlErrors();
}
setState(requiredState, changingBitsMask, RENDER_ALPHATEST, GL_ALPHA_TEST);
// Set GL states corresponding to RENDER_ flags
setState(requiredState, changingBitsMask, RENDER_LINESTIPPLE, GL_LINE_STIPPLE);
setState(requiredState, changingBitsMask, RENDER_POLYGONSTIPPLE, GL_POLYGON_STIPPLE);
} // end of changingBitsMask-dependent changes
// Set depth function
if (requiredState & RENDER_DEPTHTEST
&& _glState.getDepthFunc() != current.getDepthFunc())
{
glDepthFunc(_glState.getDepthFunc());
debug::assertNoGlErrors();
current.setDepthFunc(_glState.getDepthFunc());
}
if(requiredState & RENDER_LINESTIPPLE
&& (_glState.m_linestipple_factor != current.m_linestipple_factor
|| _glState.m_linestipple_pattern != current.m_linestipple_pattern))
{
glLineStipple(_glState.m_linestipple_factor, _glState.m_linestipple_pattern);
debug::assertNoGlErrors();
current.m_linestipple_factor = _glState.m_linestipple_factor;
current.m_linestipple_pattern = _glState.m_linestipple_pattern;
}
// Set up the alpha test parameters
if (requiredState & RENDER_ALPHATEST
&& ( _glState.alphaFunc != current.alphaFunc
|| _glState.alphaThreshold != current.alphaThreshold)
)
{
// Set alpha function in GL
glAlphaFunc(_glState.alphaFunc, _glState.alphaThreshold);
debug::assertNoGlErrors();
// Store state values
current.alphaFunc = _glState.alphaFunc;
current.alphaThreshold = _glState.alphaThreshold;
}
// Apply polygon offset
if (_glState.polygonOffset != current.polygonOffset)
{
current.polygonOffset = _glState.polygonOffset;
if (current.polygonOffset > 0.0f)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1, -1 *_glState.polygonOffset);
}
else
{
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
// Apply the GL textures
applyAllTextures(current, requiredState);
// Set the GL colour. Do this unconditionally, since setting glColor is
// cheap and it avoids problems with leaked colour states.
if (_glState.stage0)
{
_glState.setColour(_glState.stage0->getColour());
}
glColor4fv(_glState.getColour());
current.setColour(_glState.getColour());
debug::assertNoGlErrors();
// Set up the cubemap and texgen parameters
setUpCubeMapAndTexGen(current, requiredState, viewer);
if(requiredState & RENDER_BLEND
&& (_glState.m_blend_src != current.m_blend_src || _glState.m_blend_dst != current.m_blend_dst))
{
glBlendFunc(_glState.m_blend_src, _glState.m_blend_dst);
debug::assertNoGlErrors();
current.m_blend_src = _glState.m_blend_src;
current.m_blend_dst = _glState.m_blend_dst;
}
if(!(requiredState & RENDER_FILL)
&& _glState.m_linewidth != current.m_linewidth)
{
glLineWidth(_glState.m_linewidth);
debug::assertNoGlErrors();
current.m_linewidth = _glState.m_linewidth;
}
if(!(requiredState & RENDER_FILL)
&& _glState.m_pointsize != current.m_pointsize)
{
glPointSize(_glState.m_pointsize);
debug::assertNoGlErrors();
current.m_pointsize = _glState.m_pointsize;
}
current.setRenderFlags(requiredState);
debug::assertNoGlErrors();
}
void OpenGLShaderPass::activateShaderProgram(OpenGLState& current)
{
if (current.glProgram == _glState.glProgram)
{
// nothing to do
return;
}
// Deactivate the previous program first
deactivateShaderProgram(current);
if (_glState.glProgram != nullptr)
{
current.glProgram = _glState.glProgram;
current.glProgram->enable();
}
}
void OpenGLShaderPass::deactivateShaderProgram(OpenGLState& current)
{
if (current.glProgram == nullptr) return;
current.glProgram->disable();
glColor4fv(current.getColour());
current.glProgram = nullptr;
}
// Add a Renderable to this bucket
void OpenGLShaderPass::addRenderable(const OpenGLRenderable& renderable,
const Matrix4& modelview,
const RendererLight* light,
const IRenderEntity* entity)
{
if (entity)
{
// Find or insert the render entity in our map
auto i = _renderables.find(entity);
if (i == _renderables.end())
{
i = _renderables.insert(std::make_pair(entity, Renderables())).first;
}
// Add this renderable to the list of renderables associated with the entity
i->second.push_back(
TransformedRenderable(renderable, modelview, light, entity)
);
}
else
{
_renderablesWithoutEntity.push_back(
TransformedRenderable(renderable, modelview, light, nullptr)
);
}
}
// Render the bucket contents
void OpenGLShaderPass::render(OpenGLState& current,
unsigned int flagsMask,
const Vector3& viewer,
std::size_t time)
{
// Reset the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadMatrixd(Matrix4::getIdentity());
glMatrixMode(GL_MODELVIEW);
// Apply our state to the current state object
applyState(current, flagsMask, viewer, time, NULL);
_owner.drawSurfaces();
if (!_renderablesWithoutEntity.empty())
{
renderAllContained(_renderablesWithoutEntity, current, viewer, time);
}
for (RenderablesByEntity::const_iterator i = _renderables.begin();
i != _renderables.end();
++i)
{
// Apply our state to the current state object
applyState(current, flagsMask, viewer, time, i->first);
if (!stateIsActive())
{
continue;
}
renderAllContained(i->second, current, viewer, time);
}
_renderablesWithoutEntity.clear();
_renderables.clear();
}
bool OpenGLShaderPass::empty()
{
return _renderables.empty() && _renderablesWithoutEntity.empty() && _owner.hasSurfaces();
}
bool OpenGLShaderPass::stateIsActive()
{
return ((_glState.stage0 == NULL || _glState.stage0->isVisible()) &&
(_glState.stage1 == NULL || _glState.stage1->isVisible()) &&
(_glState.stage2 == NULL || _glState.stage2->isVisible()) &&
(_glState.stage3 == NULL || _glState.stage3->isVisible()));
}
// Setup lighting
void OpenGLShaderPass::setUpLightingCalculation(OpenGLState& current,
const RendererLight* light,
const Vector3& viewer,
const Matrix4& objTransform,
std::size_t time)
{
// Get the light shader and examine its first (and only valid) layer
assert(light);
ShaderPtr shader = light->getShader();
assert(shader);
const MaterialPtr& lightMat = shader->getMaterial();
IShaderLayer* layer = lightMat ? lightMat->firstLayer() : nullptr;
if (!layer) return;
// Calculate viewer location in object space
Matrix4 inverseObjTransform = objTransform.getInverse();
Vector3 osViewer = inverseObjTransform.transformPoint(viewer);
// Calculate all dynamic values in the layer
layer->evaluateExpressions(time, light->getLightEntity());
// Get the XY and Z falloff texture numbers.
GLuint attenuation_xy = layer->getTexture()->getGLTexNum();
GLuint attenuation_z = lightMat->lightFalloffImage()->getGLTexNum();
// Bind the falloff textures
assert(current.testRenderFlag(RENDER_TEXTURE_2D));
setTextureState(
current.texture3, attenuation_xy, GL_TEXTURE3, GL_TEXTURE_2D
);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
setTextureState(
current.texture4, attenuation_z, GL_TEXTURE4, GL_TEXTURE_2D
);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
// Get the world-space to light-space transformation matrix
Matrix4 world2light = light->getLightTextureTransformation();
// Set the GL program parameters
GLProgram::Params parms(
light->getLightOrigin(), layer->getColour(), world2light
);
parms.isAmbientLight = lightMat->isAmbientLight();
parms.invertVertexColour = _glState.isColourInverted();
assert(current.glProgram);
current.glProgram->applyRenderParams(osViewer, objTransform, parms);
}
// Flush renderables
void OpenGLShaderPass::renderAllContained(const Renderables& renderables,
OpenGLState& current,
const Vector3& viewer,
std::size_t time)
{
// Keep a pointer to the last transform matrix used
const Matrix4* transform = nullptr;
glPushMatrix();
// Iterate over each transformed renderable in the vector
for (const TransformedRenderable& r : renderables)
{
// If the current iteration's transform matrix was different from the
// last, apply it and store for the next iteration
if (!transform || !transform->isAffineEqual(r.transform))
{
transform = &r.transform;
glPopMatrix();
glPushMatrix();
glMultMatrixd(*transform);
// Determine the face direction
if (current.testRenderFlag(RENDER_CULLFACE)
&& transform->getHandedness() == Matrix4::RIGHTHANDED)
{
glFrontFace(GL_CW);
}
else
{
glFrontFace(GL_CCW);
}
}
// If we are using a lighting program and this renderable is lit, set
// up the lighting calculation
const RendererLight* light = r.light;
if (current.glProgram && light)
{
setUpLightingCalculation(current, light, viewer, *transform, time);
}
// Render the renderable
RenderInfo info(current.getRenderFlags(), viewer, current.cubeMapMode);
r.renderable->render(info);
}
// Cleanup
glPopMatrix();
}
// Stream insertion operator
std::ostream& operator<<(std::ostream& st, const OpenGLShaderPass& self)
{
if (!self.state().getName().empty())
{
st << "Name: " << self.state().getName() << ": ";
}
const MaterialPtr& material = self._owner.getMaterial();
st << (material ? material->getName() : "null material") << " - ";
st << "Renderflags: " << debug::StateFlagsInserter(self._glState.getRenderFlags());
st << " - ";
st << "Sort: " << self._glState.getSortPosition() << " - ";
st << "PolygonOffset: " << self._glState.polygonOffset << " - ";
if (self._glState.texture0 > 0) st << "Texture0: " << self._glState.texture0 << " - ";
if (self._glState.texture1 > 0) st << "Texture1: " << self._glState.texture1 << " - ";
if (self._glState.texture2 > 0) st << "Texture2: " << self._glState.texture2 << " - ";
if (self._glState.texture3 > 0) st << "Texture3: " << self._glState.texture3 << " - ";
if (self._glState.texture4 > 0) st << "Texture4: " << self._glState.texture4 << " - ";
st << "Colour: " << self._glState.getColour() << " - ";
st << "CubeMapMode: " << self._glState.cubeMapMode;
st << std::endl;
return st;
}
}