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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 "string/predicate.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());
}
}
// Triplet of diffuse, bump and specular shaders
struct OpenGLShader::DBSTriplet
{
// DBS layers
IShaderLayer::Ptr diffuse;
IShaderLayer::Ptr bump;
IShaderLayer::Ptr specular;
// Need-depth-fill flag
bool needDepthFill;
// Initialise
DBSTriplet()
: needDepthFill(true)
{ }
// Clear pointers
void reset()
{
diffuse.reset();
bump.reset();
specular.reset();
needDepthFill = false;
}
};
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);
glEnableClientState(GL_COLOR_ARRAY);
// Always using CW culling by default
glFrontFace(GL_CW);
if (hasSurfaces())
{
_geometryRenderer.render();
// 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, bool reactivateSlot)
{
_geometryRenderer.updateGeometry(slot, vertices, indices, reactivateSlot);
}
void OpenGLShader::renderGeometry(IGeometryRenderer::Slot slot)
{
_geometryRenderer.renderGeometry(slot);
}
AABB OpenGLShader::getGeometryBounds(IGeometryRenderer::Slot slot)
{
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();
}
OpenGLState& OpenGLShader::appendInteractionPass()
{
_interactionPass = std::make_shared<InteractionPass>(*this, _renderSystem);
_shaderPasses.push_back(_interactionPass);
return _interactionPass->state();
}
// Test if we can render in bump map mode
bool OpenGLShader::canUseLightingMode() const
{
return _renderSystem.shaderProgramsAvailable() &&
_renderSystem.getCurrentShaderProgram() == RenderSystem::SHADER_PROGRAM_INTERACTION;
}
void OpenGLShader::setGLTexturesFromTriplet(OpenGLState& pass,
const DBSTriplet& triplet)
{
// Get texture components. If any of the triplet is missing, look up the
// default from the shader system.
if (triplet.diffuse)
{
pass.texture0 = getTextureOrInteractionDefault(triplet.diffuse)->getGLTexNum();
pass.stage0 = triplet.diffuse;
}
else
{
pass.texture0 = getDefaultInteractionTexture(IShaderLayer::DIFFUSE)->getGLTexNum();
}
if (triplet.bump)
{
pass.texture1 = getTextureOrInteractionDefault(triplet.bump)->getGLTexNum();
pass.stage1 = triplet.bump;
}
else
{
pass.texture1 = getDefaultInteractionTexture(IShaderLayer::BUMP)->getGLTexNum();
}
if (triplet.specular)
{
pass.texture2 = getTextureOrInteractionDefault(triplet.specular)->getGLTexNum();
pass.stage2 = triplet.specular;
}
else
{
pass.texture2 = getDefaultInteractionTexture(IShaderLayer::SPECULAR)->getGLTexNum();
}
}
// Add an interaction layer
void OpenGLShader::appendInteractionLayer(const DBSTriplet& triplet)
{
// Set layer vertex colour mode and alphatest parameters
IShaderLayer::VertexColourMode vcolMode = IShaderLayer::VERTEX_COLOUR_NONE;
double alphaTest = -1;
if (triplet.diffuse)
{
vcolMode = triplet.diffuse->getVertexColourMode();
alphaTest = triplet.diffuse->getAlphaTest();
}
// Append a depthfill shader pass if requested
if (triplet.needDepthFill && triplet.diffuse)
{
// Create depth-buffer fill pass with alpha test
auto& zPass = appendDepthFillPass();
// Store the alpha test value
zPass.alphaThreshold = static_cast<GLfloat>(alphaTest);
// We need a diffuse stage to be able to performthe alpha test
zPass.stage0 = triplet.diffuse;
zPass.texture0 = getTextureOrInteractionDefault(triplet.diffuse)->getGLTexNum();
}
// Add the DBS pass
auto& dbsPass = appendInteractionPass();
// Populate the textures and remember the stage reference
setGLTexturesFromTriplet(dbsPass, triplet);
dbsPass.setVertexColourMode(vcolMode);
if (vcolMode != IShaderLayer::VERTEX_COLOUR_NONE)
{
// Vertex colours allowed
dbsPass.setRenderFlag(RENDER_VERTEX_COLOUR);
}
applyAlphaTestToPass(dbsPass, alphaTest);
// Apply the diffuse colour modulation
if (triplet.diffuse)
{
dbsPass.setColour(triplet.diffuse->getColour());
}
}
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 triplets as they are found. A
// new triplet is found when (1) the same DBS layer type is seen twice, (2)
// we have at least one DBS layer then see a blend layer, or (3) we have at
// least one DBS layer then reach the end of the layers.
DBSTriplet triplet;
const IShaderLayerVector& allLayers = _material->getAllLayers();
for (const auto& layer : allLayers)
{
// Skip programmatically disabled layers
if (!layer->isEnabled()) continue;
// Make sure we had at least one evaluation call to fill the material registers
layer->evaluateExpressions(0);
switch (layer->getType())
{
case IShaderLayer::DIFFUSE:
if (triplet.diffuse)
{
appendInteractionLayer(triplet);
triplet.reset();
}
triplet.diffuse = layer;
break;
case IShaderLayer::BUMP:
if (triplet.bump)
{
appendInteractionLayer(triplet);
triplet.reset();
}
triplet.bump = layer;
break;
case IShaderLayer::SPECULAR:
if (triplet.specular)
{
appendInteractionLayer(triplet);
triplet.reset();
}
triplet.specular = layer;
break;
case IShaderLayer::BLEND:
if (triplet.specular || triplet.bump || triplet.diffuse)
{
appendInteractionLayer(triplet);
triplet.reset();
}
appendBlendLayer(layer);
}
}
// Submit final pass if we reach the end
if (triplet.specular || triplet.bump || triplet.diffuse)
{
appendInteractionLayer(triplet);
}
}
void OpenGLShader::determineBlendModeForEditorPass(OpenGLState& pass)
{
bool hasDiffuseLayer = false;
// Determine alphatest from first diffuse layer
const IShaderLayerVector allLayers = _material->getAllLayers();
for (IShaderLayerVector::const_iterator i = allLayers.begin();
i != allLayers.end();
++i)
{
const IShaderLayer::Ptr& layer = *i;
if (layer->getType() == IShaderLayer::DIFFUSE)
{
hasDiffuseLayer = true;
if (layer->getAlphaTest() > 0)
{
applyAlphaTestToPass(pass, layer->getAlphaTest());
break;
}
}
}
// If this is a purely blend material (no DBS layers), set the editor blend
// mode from the first blend layer.
// greebo: Hack to let "shader not found" textures be handled as diffusemaps
if (!hasDiffuseLayer && !allLayers.empty() && _material->getName() != "_default")
{
pass.setRenderFlag(RENDER_BLEND);
pass.setSortPosition(OpenGLState::SORT_TRANSLUCENT);
BlendFunc bf = allLayers[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;
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);
// Set the GL color to white
previewPass.setColour(Colour4::WHITE());
// 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();
// 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
{
state.glProgram = _renderSystem.getGLProgramFactory().getBuiltInProgram(ShaderProgram::RegularStage);
state.setRenderFlag(RENDER_TEXTURE_2D);
state.setRenderFlag(RENDER_PROGRAM);
}
// Colour modulation
state.setColour(layer->getColour());
// 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()
{
switch (_name[0])
{
// greebo: For a small amount of commits, I'll leave these here to catch my attention
case '(': // fill shader
case '[':
case '<': // wireframe shader
case '{': // cam + wireframe shader
case '$': // hardcoded legacy stuff
{
rWarning() << "Legacy shader request encountered" << std::endl;
assert(false);
return;
}
}
// 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();
}
}