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CShader.cpp
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CShader.cpp
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#include "CShader.h"
#include "Doom3ShaderSystem.h"
#include "iregistry.h"
#include "ishaders.h"
#include "texturelib.h"
#include "gamelib.h"
#include "parser/DefTokeniser.h"
/* CONSTANTS */
namespace {
// Registry path for default light shader
const std::string DEFAULT_LIGHT_PATH = "/defaults/lightShader";
}
namespace shaders
{
/* Constructor. Sets the name and the ShaderDefinition to use.
*/
CShader::CShader(const std::string& name, const ShaderDefinition& definition) :
_template(definition.shaderTemplate),
_fileInfo(definition.file),
_name(name),
m_bInUse(false),
_visible(true)
{
// Realise the shader
realise();
}
CShader::~CShader() {
unrealise();
GetTextureManager().checkBindings();
}
int CShader::getSortRequest() const
{
return _template->getSortRequest();
}
float CShader::getPolygonOffset() const
{
return _template->getPolygonOffset();
}
TexturePtr CShader::getEditorImage()
{
if (!_editorTexture)
{
// Pass the call to the GLTextureManager to realise this image
_editorTexture = GetTextureManager().getBinding(
_template->getEditorTexture()
);
}
return _editorTexture;
}
bool CShader::isEditorImageNoTex()
{
return (getEditorImage() == GetTextureManager().getShaderNotFound());
}
// Return the falloff texture name
std::string CShader::getFalloffName() const {
return _template->getLightFalloff()->getIdentifier();
}
/*
* Return the light falloff texture (Z dimension).
*/
TexturePtr CShader::lightFalloffImage() {
// Construct the texture if necessary
if (!_texLightFalloff) {
// Create image. If there is no falloff image defined, use the
// default.
if (_template->getLightFalloff()) {
// create the image
_texLightFalloff = GetTextureManager().getBinding(_template->getLightFalloff());
}
else {
// Find the default light shader in the ShaderSystem and query its
// falloff texture name.
std::string defLight = game::current::getValue<std::string>(DEFAULT_LIGHT_PATH);
MaterialPtr defLightShader = GetShaderSystem()->getMaterialForName(defLight);
// Cast to a CShader so we can call getFalloffName().
CShaderPtr cshaderPtr = std::static_pointer_cast<CShader>(defLightShader);
// create the image
_texLightFalloff = GetTextureManager().getBinding(cshaderPtr->_template->getLightFalloff());
}
}
// Return the texture
return _texLightFalloff;
}
/*
* Return name of shader.
*/
std::string CShader::getName() const
{
return _name;
}
std::string CShader::getDescription() const {
return _template->getDescription();
}
bool CShader::IsInUse() const {
return m_bInUse;
}
void CShader::SetInUse(bool bInUse) {
m_bInUse = bInUse;
GetShaderSystem()->activeShadersChangedNotify();
}
// get the shader flags
int CShader::getMaterialFlags() const
{
return _template->getMaterialFlags();
}
// test if it's a true shader, or a default shader created to wrap around a texture
bool CShader::IsDefault() const
{
return _fileInfo.name.empty();
}
// get the cull type
Material::CullType CShader::getCullType() const
{
return _template->getCullType();
}
ClampType CShader::getClampType() const
{
return _template->getClampType();
}
int CShader::getSurfaceFlags() const
{
return _template->getSurfaceFlags();
}
Material::SurfaceType CShader::getSurfaceType() const
{
return _template->getSurfaceType();
}
Material::DeformType CShader::getDeformType() const
{
return _template->getDeformType();
}
int CShader::getSpectrum() const
{
return _template->getSpectrum();
}
const Material::DecalInfo& CShader::getDecalInfo() const
{
return _template->getDecalInfo();
}
Material::Coverage CShader::getCoverage() const
{
return _template->getCoverage();
}
// get shader file name (ie the file where this one is defined)
const char* CShader::getShaderFileName() const
{
return _fileInfo.name.c_str();
}
const vfs::FileInfo& CShader::getShaderFileInfo() const
{
return _fileInfo;
}
std::string CShader::getDefinition()
{
return _template->getBlockContents();
}
int CShader::getParseFlags() const
{
return _template->getParseFlags();
}
// -----------------------------------------
void CShader::realise() {
realiseLighting();
}
void CShader::unrealise() {
unrealiseLighting();
}
// Parse and load image maps for this shader
void CShader::realiseLighting()
{
// Only realises extra layers (no diffuse/bump/specular)
for (ShaderTemplate::Layers::const_iterator i = _template->getLayers().begin();
i != _template->getLayers().end();
++i)
{
_layers.push_back(*i);
}
}
void CShader::unrealiseLighting()
{
_layers.clear();
}
/*
* Set name of shader.
*/
void CShader::setName(const std::string& name) {
_name = name;
}
ShaderLayer* CShader::firstLayer() const
{
if (_layers.empty())
{
return NULL;
}
return _layers.front().get();
}
// Get all layers
const ShaderLayerVector& CShader::getAllLayers() const
{
return _layers;
}
/* Required Material light type predicates */
bool CShader::isAmbientLight() const {
return _template->isAmbientLight();
}
bool CShader::isBlendLight() const {
return _template->isBlendLight();
}
bool CShader::isFogLight() const {
return _template->isFogLight();
}
bool CShader::isCubicLight() const
{
return _template->isCubicLight();
}
bool CShader::lightCastsShadows() const
{
int flags = getMaterialFlags();
return (flags & FLAG_FORCESHADOWS) ||
(!isFogLight() && !isAmbientLight() && !isBlendLight() && !(flags & FLAG_NOSHADOWS));
}
bool CShader::surfaceCastsShadow() const
{
int flags = getMaterialFlags();
return (flags & FLAG_FORCESHADOWS) || !(flags & FLAG_NOSHADOWS);
}
bool CShader::isDrawn() const
{
return _template->getLayers().size() > 0 || (getSurfaceFlags() & SURF_ENTITYGUI) /*|| gui != NULL*/;
}
bool CShader::isDiscrete() const
{
int flags = getSurfaceFlags();
return (flags & SURF_ENTITYGUI) /*|| gui*/ || getDeformType() != DEFORM_NONE ||
getSortRequest() == SORT_SUBVIEW || (flags & SURF_DISCRETE);
}
bool CShader::isVisible() const {
return _visible;
}
void CShader::setVisible(bool visible) {
_visible = visible;
}
bool CShader::m_lightingEnabled = false;
} // namespace shaders