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Doom3ShaderLayer.cpp
483 lines (416 loc) · 14.9 KB
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Doom3ShaderLayer.cpp
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#include "Doom3ShaderLayer.h"
#include "Doom3ShaderSystem.h"
namespace shaders
{
// Map string blend functions to their GLenum equivalents
GLenum glBlendFromString(const std::string& value)
{
if (value == "gl_zero") {
return GL_ZERO;
}
if (value == "gl_one") {
return GL_ONE;
}
if (value == "gl_src_color") {
return GL_SRC_COLOR;
}
if (value == "gl_one_minus_src_color") {
return GL_ONE_MINUS_SRC_COLOR;
}
if (value == "gl_src_alpha") {
return GL_SRC_ALPHA;
}
if (value == "gl_one_minus_src_alpha") {
return GL_ONE_MINUS_SRC_ALPHA;
}
if (value == "gl_dst_color") {
return GL_DST_COLOR;
}
if (value == "gl_one_minus_dst_color") {
return GL_ONE_MINUS_DST_COLOR;
}
if (value == "gl_dst_alpha") {
return GL_DST_ALPHA;
}
if (value == "gl_one_minus_dst_alpha") {
return GL_ONE_MINUS_DST_ALPHA;
}
if (value == "gl_src_alpha_saturate") {
return GL_SRC_ALPHA_SATURATE;
}
return GL_ZERO;
}
// Convert a string pair describing a blend function into a BlendFunc object
BlendFunc blendFuncFromStrings(const StringPair& blendFunc)
{
// Handle predefined blend modes first: add, modulate, filter
if (blendFunc.first == "add")
{
return BlendFunc(GL_ONE, GL_ONE);
}
else if (blendFunc.first == "modulate" || blendFunc.first == "filter")
{
return BlendFunc(GL_DST_COLOR, GL_ZERO);
}
else if (blendFunc.first == "blend")
{
return BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (blendFunc.first == "none")
{
return BlendFunc(GL_ZERO, GL_ONE);
}
else
{
// Not predefined, just use the specified blend function directly
return BlendFunc(
glBlendFromString(blendFunc.first),
glBlendFromString(blendFunc.second)
);
}
}
// IShaderLayer implementation
const IShaderExpression::Ptr Doom3ShaderLayer::NULL_EXPRESSION;
Doom3ShaderLayer::Doom3ShaderLayer(ShaderTemplate& material, IShaderLayer::Type type, const NamedBindablePtr& btex)
: _material(material),
_registers(NUM_RESERVED_REGISTERS),
_expressionSlots(_registers),
_bindableTex(btex),
_type(type),
_mapType(MapType::Map),
_blendFuncStrings("gl_one", "gl_zero"), // needs to be lowercase
_vertexColourMode(VERTEX_COLOUR_NONE),
_cubeMapMode(CUBE_MAP_NONE),
_stageFlags(0),
_clampType(CLAMP_REPEAT),
_texGenType(TEXGEN_NORMAL),
_textureMatrix(_expressionSlots, _registers),
_privatePolygonOffset(0),
_parseFlags(0)
{
_registers[REG_ZERO] = 0;
_registers[REG_ONE] = 1;
_expressionSlots[Expression::AlphaTest].registerIndex = REG_ZERO;
_expressionSlots[Expression::Condition].registerIndex = REG_ONE;
// Init the colour to 1,1,1,1
_expressionSlots[Expression::ColourRed].registerIndex = REG_ONE;
_expressionSlots[Expression::ColourGreen].registerIndex = REG_ONE;
_expressionSlots[Expression::ColourBlue].registerIndex = REG_ONE;
_expressionSlots[Expression::ColourAlpha].registerIndex = REG_ONE;
// Initialise the texture matrix to an identity transform
_textureMatrix.setIdentity();
_expressionSlots[Expression::TexGenParam1].registerIndex = REG_ZERO;
_expressionSlots[Expression::TexGenParam2].registerIndex = REG_ZERO;
_expressionSlots[Expression::TexGenParam3].registerIndex = REG_ZERO;
}
Doom3ShaderLayer::Doom3ShaderLayer(const Doom3ShaderLayer& other, ShaderTemplate& material) :
_material(material),
_registers(other._registers),
_expressionSlots(other._expressionSlots, _registers),
_bindableTex(other._bindableTex),
_texture(other._texture),
_type(other._type),
_mapType(other._mapType),
_blendFuncStrings(other._blendFuncStrings),
_vertexColourMode(other._vertexColourMode),
_cubeMapMode(other._cubeMapMode),
_stageFlags(other._stageFlags),
_clampType(other._clampType),
_texGenType(other._texGenType),
_transformations(other._transformations),
_textureMatrix(_expressionSlots, _registers), // no copying necessary
_vertexProgram(other._vertexProgram),
_fragmentProgram(other._fragmentProgram),
_vertexParms(other._vertexParms),
_vertexParmDefinitions(other._vertexParmDefinitions),
_fragmentMaps(other._fragmentMaps),
_privatePolygonOffset(other._privatePolygonOffset),
_renderMapSize(other._renderMapSize),
_parseFlags(other._parseFlags)
{}
TexturePtr Doom3ShaderLayer::getTexture() const
{
// Bind texture to GL if needed
if (!_texture && _bindableTex)
{
_texture = GetTextureManager().getBinding(_bindableTex);
}
return _texture;
}
BlendFunc Doom3ShaderLayer::getBlendFunc() const
{
return blendFuncFromStrings(_blendFuncStrings);
}
Colour4 Doom3ShaderLayer::getColour() const
{
// Resolve the register values
Colour4 colour(getRegisterValue(_expressionSlots[Expression::ColourRed].registerIndex),
getRegisterValue(_expressionSlots[Expression::ColourGreen].registerIndex),
getRegisterValue(_expressionSlots[Expression::ColourBlue].registerIndex),
getRegisterValue(_expressionSlots[Expression::ColourAlpha].registerIndex));
if (!colour.isValid())
{
return Colour4::WHITE();
}
return colour;
}
const IShaderExpression::Ptr& Doom3ShaderLayer::getColourExpression(ColourComponentSelector component) const
{
switch (component)
{
case COMP_RED:
return _expressionSlots[Expression::ColourRed].expression;
case COMP_GREEN:
return _expressionSlots[Expression::ColourGreen].expression;
case COMP_BLUE:
return _expressionSlots[Expression::ColourBlue].expression;
case COMP_ALPHA:
return _expressionSlots[Expression::ColourAlpha].expression;
case COMP_RGB:
// Select if all RGB are using the same expression
if (_expressionSlots[Expression::ColourRed].expression == _expressionSlots[Expression::ColourGreen].expression &&
_expressionSlots[Expression::ColourGreen].expression == _expressionSlots[Expression::ColourBlue].expression)
{
return _expressionSlots[Expression::ColourRed].expression;
}
break;
case COMP_RGBA:
if (_expressionSlots[Expression::ColourRed].expression == _expressionSlots[Expression::ColourGreen].expression &&
_expressionSlots[Expression::ColourGreen].expression == _expressionSlots[Expression::ColourBlue].expression &&
_expressionSlots[Expression::ColourBlue].expression == _expressionSlots[Expression::ColourAlpha].expression)
{
return _expressionSlots[Expression::ColourRed].expression;
}
break;
};
return NULL_EXPRESSION;
}
void Doom3ShaderLayer::setColourExpression(ColourComponentSelector comp, const IShaderExpression::Ptr& expr)
{
// Now assign the index to our colour components
switch (comp)
{
case COMP_RED:
_expressionSlots.assign(Expression::ColourRed, expr, REG_ONE);
break;
case COMP_GREEN:
_expressionSlots.assign(Expression::ColourGreen, expr, REG_ONE);
break;
case COMP_BLUE:
_expressionSlots.assign(Expression::ColourBlue, expr, REG_ONE);
break;
case COMP_ALPHA:
_expressionSlots.assign(Expression::ColourAlpha, expr, REG_ONE);
break;
case COMP_RGB:
_expressionSlots.assign(Expression::ColourRed, expr, REG_ONE);
_expressionSlots[Expression::ColourGreen].registerIndex = _expressionSlots[Expression::ColourRed].registerIndex;
_expressionSlots[Expression::ColourGreen].expression = _expressionSlots[Expression::ColourRed].expression;
_expressionSlots[Expression::ColourBlue].registerIndex = _expressionSlots[Expression::ColourRed].registerIndex;
_expressionSlots[Expression::ColourBlue].expression = _expressionSlots[Expression::ColourRed].expression;
break;
case COMP_RGBA:
_expressionSlots.assign(Expression::ColourRed, expr, REG_ONE);
_expressionSlots[Expression::ColourGreen].registerIndex = _expressionSlots[Expression::ColourRed].registerIndex;
_expressionSlots[Expression::ColourGreen].expression = _expressionSlots[Expression::ColourRed].expression;
_expressionSlots[Expression::ColourBlue].registerIndex = _expressionSlots[Expression::ColourRed].registerIndex;
_expressionSlots[Expression::ColourBlue].expression = _expressionSlots[Expression::ColourRed].expression;
_expressionSlots[Expression::ColourAlpha].registerIndex = _expressionSlots[Expression::ColourRed].registerIndex;
_expressionSlots[Expression::ColourAlpha].expression = _expressionSlots[Expression::ColourRed].expression;
break;
};
}
void Doom3ShaderLayer::setColour(const Vector4& col)
{
// Assign all 3 components of the colour, allocating new registers on the fly where needed
for (std::size_t i = 0; i < 4; ++i)
{
auto slot = static_cast<Expression::Slot>(Expression::ColourRed + i);
// Does this colour component refer to a reserved constant index?
if (_expressionSlots[slot].registerIndex < NUM_RESERVED_REGISTERS)
{
// Yes, break this up by allocating a new register for this value
_expressionSlots[slot].registerIndex = getNewRegister(static_cast<float>(col[i]));
}
else
{
// Already using a custom register
setRegister(_expressionSlots[slot].registerIndex, static_cast<float>(col[i]));
}
}
}
void Doom3ShaderLayer::appendTransformation(const Transformation& transform)
{
// Store this original transformation, we need it later
_transformations.emplace_back(transform);
// Construct a transformation matrix and multiply it on top of the existing one
_textureMatrix.applyTransformation(transform);
}
const std::vector<IShaderLayer::Transformation>& Doom3ShaderLayer::getTransformations()
{
return _transformations;
}
Matrix4 Doom3ShaderLayer::getTextureTransform()
{
return _textureMatrix.getMatrix4();
}
IShaderLayer::VertexColourMode Doom3ShaderLayer::getVertexColourMode() const
{
return _vertexColourMode;
}
IShaderLayer::CubeMapMode Doom3ShaderLayer::getCubeMapMode() const
{
return _cubeMapMode;
}
IShaderLayer::MapType Doom3ShaderLayer::getMapType() const
{
return _mapType;
}
void Doom3ShaderLayer::setMapType(MapType type)
{
_mapType = type;
}
const Vector2& Doom3ShaderLayer::getRenderMapSize() const
{
return _renderMapSize;
}
void Doom3ShaderLayer::setRenderMapSize(const Vector2& size)
{
_renderMapSize = size;
}
bool Doom3ShaderLayer::hasAlphaTest() const
{
return _expressionSlots[Expression::AlphaTest].expression != nullptr;
}
float Doom3ShaderLayer::getAlphaTest() const
{
return _registers[_expressionSlots[Expression::AlphaTest].registerIndex];
}
const IShaderExpression::Ptr& Doom3ShaderLayer::getAlphaTestExpression() const
{
return _expressionSlots[Expression::AlphaTest].expression;
}
TexturePtr Doom3ShaderLayer::getFragmentMapTexture(int index) const
{
if (index < 0 || index >= static_cast<int>(_fragmentMaps.size()))
{
return TexturePtr();
}
return GetTextureManager().getBinding(std::dynamic_pointer_cast<NamedBindable>(_fragmentMaps[index].map));
}
const Doom3ShaderLayer::FragmentMap& Doom3ShaderLayer::getFragmentMap(int index) const
{
assert(index >= 0 && index < static_cast<int>(_fragmentMaps.size()));
return _fragmentMaps[index];
}
void Doom3ShaderLayer::addFragmentMap(const IShaderLayer::FragmentMap& fragmentMap)
{
assert(fragmentMap.index >= 0);
if (fragmentMap.index >= _fragmentMaps.size())
{
_fragmentMaps.resize(fragmentMap.index + 1);
}
_fragmentMaps[fragmentMap.index] = fragmentMap;
}
std::string Doom3ShaderLayer::getMapImageFilename() const
{
auto image = std::dynamic_pointer_cast<ImageExpression>(_bindableTex);
if (image)
{
return image->getIdentifier();
}
return std::string();
}
IMapExpression::Ptr Doom3ShaderLayer::getMapExpression() const
{
return std::dynamic_pointer_cast<IMapExpression>(_bindableTex);
}
void Doom3ShaderLayer::setMapExpressionFromString(const std::string& expression)
{
_texture.reset();
setBindableTexture(MapExpression::createForString(expression));
}
int Doom3ShaderLayer::getParseFlags() const
{
return _parseFlags;
}
void Doom3ShaderLayer::setParseFlag(ParseFlags flag)
{
_parseFlags |= flag;
}
Vector4 Doom3ShaderLayer::getVertexParmValue(int parm) const
{
if (static_cast<std::size_t>(parm) >= _vertexParms.size() / 4)
{
return Vector4(0, 0, 0, 1);
}
std::size_t offset = parm * 4;
return Vector4(_registers[_vertexParms[offset + 0].registerIndex],
_registers[_vertexParms[offset + 1].registerIndex],
_registers[_vertexParms[offset + 2].registerIndex],
_registers[_vertexParms[offset + 3].registerIndex]);
}
const IShaderLayer::VertexParm& Doom3ShaderLayer::getVertexParm(int parm) const
{
return _vertexParmDefinitions[parm];
}
int Doom3ShaderLayer::getNumVertexParms() const
{
return static_cast<int>(_vertexParmDefinitions.size());
}
void Doom3ShaderLayer::addVertexParm(const VertexParm& parm)
{
assert(parm.expressions[0]);
if (_vertexParmDefinitions.size() <= parm.index)
{
_vertexParmDefinitions.resize(parm.index + 1);
}
// Store the expressions in a separate location
_vertexParmDefinitions[parm.index] = parm;
// Resize the parms array, it will take multiples of 4
if (_vertexParms.size() <= (parm.index + 1) * 4)
{
_vertexParms.resize((parm.index + 1) * 4);
}
auto offset = parm.index * 4;
// Store the first expression
_vertexParms[offset + 0].expression = parm.expressions[0];
std::size_t parm0Reg = parm.expressions[0]->linkToRegister(_registers);
_vertexParms[offset + 0].registerIndex = parm0Reg;
if (parm.expressions[1])
{
_vertexParms[offset + 1].expression = parm.expressions[1];
_vertexParms[offset + 1].registerIndex = parm.expressions[1]->linkToRegister(_registers);
if (parm.expressions[2])
{
_vertexParms[offset + 2].expression = parm.expressions[2];
_vertexParms[offset + 2].registerIndex = parm.expressions[2]->linkToRegister(_registers);
if (parm.expressions[3])
{
_vertexParms[offset + 3].expression = parm.expressions[3];
_vertexParms[offset + 3].registerIndex = parm.expressions[3]->linkToRegister(_registers);
}
else
{
// No fourth parameter set, set w to 1
_vertexParms[offset + 3].registerIndex = REG_ONE;
}
}
else
{
// Only 2 expressions given, set z and w to 0 and 1, respectively.
_vertexParms[offset + 2].registerIndex = REG_ZERO;
_vertexParms[offset + 3].registerIndex = REG_ONE;
}
}
else
{
// no parm1 given, repeat the one we have 4 times => insert 3 more times
_vertexParms[offset + 1].registerIndex = parm0Reg;
_vertexParms[offset + 2].registerIndex = parm0Reg;
_vertexParms[offset + 3].registerIndex = parm0Reg;
}
// At this point the array needs to be empty or its size a multiple of 4
assert(_vertexParms.size() % 4 == 0);
}
}