Added shadow mapping support to Panda
This commit is contained in:
parent
a3db8b63df
commit
159026571b
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@ -46,6 +46,7 @@
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#include "depthWriteAttrib.h"
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#include "lightAttrib.h"
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#include "texGenAttrib.h"
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#include "shaderGenerator.h"
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#include <algorithm>
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#include <limits.h>
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@ -231,6 +232,8 @@ GraphicsStateGuardian(CoordinateSystem internal_coordinate_system,
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_gamma = 1.0f;
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_texture_quality_override = Texture::QL_default;
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_shader_generator = NULL;
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}
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////////////////////////////////////////////////////////////////////
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@ -246,6 +249,11 @@ GraphicsStateGuardian::
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delete _stencil_render_states;
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_stencil_render_states = 0;
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}
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if (_shader_generator) {
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delete _shader_generator;
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_shader_generator = 0;
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}
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GeomMunger::unregister_mungers_for_gsg(this);
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}
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@ -50,6 +50,7 @@
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class DrawableRegion;
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class GraphicsEngine;
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class ShaderGenerator;
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////////////////////////////////////////////////////////////////////
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// Class : GraphicsStateGuardian
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@ -483,6 +484,8 @@ protected:
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float _gamma;
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Texture::QualityLevel _texture_quality_override;
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ShaderGenerator* _shader_generator;
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#ifndef NDEBUG
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PT(Texture) _flash_texture;
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@ -60,6 +60,7 @@
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#include "lightAttrib.h"
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#include "scissorAttrib.h"
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#include "graphicsEngine.h"
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#include "shaderGenerator.h"
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#ifdef HAVE_CG
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#include "Cg/cgGL.h"
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@ -6275,7 +6276,14 @@ set_state_and_transform(const RenderState *target,
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_target_shader = DCAST(ShaderAttrib, _target_rs->get_attrib_def(ShaderAttrib::get_class_slot()));
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if (_target_shader->auto_shader()) {
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_target_shader = _target_rs->get_generated_shader();
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// If we don't have a generated shader, make sure we have a ShaderGenerator, then generate the shader.
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if (_target_rs->_generated_shader == NULL) {
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if (_shader_generator == NULL) {
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_shader_generator = new ShaderGenerator(this, _scene_setup->get_display_region()->get_window());
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}
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const_cast<RenderState*>(_target_rs.p())->_generated_shader = DCAST(ShaderAttrib, _shader_generator->synthesize_shader(_target_rs));
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}
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_target_shader = DCAST(ShaderAttrib, _target_rs->_generated_shader);
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}
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int alpha_test_slot = AlphaTestAttrib::get_class_slot();
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@ -1366,29 +1366,6 @@ get_geom_rendering(int geom_rendering) const {
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return geom_rendering;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_generated_shader
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// Access: Public
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// Description: Generate a ShaderAttrib for this RenderState. This
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// generated ShaderAttrib can be thought of as a
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// replacement for the regular ShaderAttrib that is a
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// standard part of the RenderState.
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////////////////////////////////////////////////////////////////////
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const ShaderAttrib *RenderState::
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get_generated_shader() const {
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// This method cannot be declared inline, because of the circular
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// dependency on shaderAttrib.h.
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if (_generated_shader != (RenderAttrib*)NULL) {
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return DCAST(ShaderAttrib, _generated_shader);
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}
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ShaderGeneratorBase *gen = ShaderGeneratorBase::get_default();
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((RenderState*)this)->_generated_shader =
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gen->synthesize_shader(this);
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return DCAST(ShaderAttrib, _generated_shader);
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::bin_removed
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// Access: Public, Static
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@ -1598,7 +1575,16 @@ do_compose(const RenderState *other) const {
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mask.clear_bit(slot);
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slot = mask.get_lowest_on_bit();
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}
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// If we have any ShaderAttrib with auto-shader enabled,
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// remove any shader inputs on it. This is a workaround for an
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// issue that makes the shader-generator regenerate the shader
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// every time a shader input changes.
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CPT(ShaderAttrib) sattrib = DCAST(ShaderAttrib, new_state->get_attrib_def(ShaderAttrib::get_class_slot()));
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if (sattrib->auto_shader()) {
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sattrib = DCAST(ShaderAttrib, sattrib->clear_all_shader_inputs());
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}
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return return_new(new_state);
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}
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@ -153,7 +153,6 @@ PUBLISHED:
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INLINE int get_draw_order() const;
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INLINE int get_bin_index() const;
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int get_geom_rendering(int geom_rendering) const;
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const ShaderAttrib *get_generated_shader() const;
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public:
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static void bin_removed(int bin_index);
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@ -206,6 +205,12 @@ private:
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public:
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static void init_states();
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// If this state contains an "auto" ShaderAttrib, then an explicit
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// ShaderAttrib will be synthesized by the runtime and stored here.
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// I can't declare this as a ShaderAttrib because that would create
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// a circular include-file dependency problem. Aaargh.
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CPT(RenderAttrib) _generated_shader;
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private:
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// This mutex protects _states. It also protects any modification
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// to the cache, which is encoded in _composition_cache and
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@ -291,12 +296,6 @@ private:
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int _bin_index;
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int _draw_order;
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// If this state contains an "auto" ShaderAttrib, then an explicit
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// ShaderAttrib will be synthesized by the runtime and stored here.
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// I can't declare this as a ShaderAttrib because that would create
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// a circular include-file dependency problem. Aaargh.
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CPT(RenderAttrib) _generated_shader;
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enum Flags {
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F_checked_bin_index = 0x000001,
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F_checked_cull_callback = 0x000002,
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@ -15,7 +15,6 @@
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#include "shaderGeneratorBase.h"
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TypeHandle ShaderGeneratorBase::_type_handle;
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ShaderGeneratorBase *ShaderGeneratorBase::_default_generator = NULL;
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGeneratorBase::Constructor
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@ -34,31 +33,3 @@ ShaderGeneratorBase() {
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ShaderGeneratorBase::
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~ShaderGeneratorBase() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGeneratorBase::get_default
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// Access: Published, Static
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// Description: Get a pointer to the default shader generator.
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////////////////////////////////////////////////////////////////////
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ShaderGeneratorBase *ShaderGeneratorBase::
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get_default() {
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return _default_generator;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGeneratorBase::set_default
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// Access: Published, Static
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// Description: Set the default shader generator.
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////////////////////////////////////////////////////////////////////
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void ShaderGeneratorBase::
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set_default(ShaderGeneratorBase *generator) {
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if (generator != _default_generator) {
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if (_default_generator != (ShaderGeneratorBase *)NULL) {
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unref_delete(_default_generator);
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}
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_default_generator = generator;
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if (_default_generator != (ShaderGeneratorBase *)NULL) {
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_default_generator->ref();
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}
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}
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}
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@ -23,16 +23,11 @@
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// Description : This is the abstract base class for ShaderGenerator.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA_PGRAPH ShaderGeneratorBase : public TypedWritableReferenceCount {
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private:
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static ShaderGeneratorBase *_default_generator;
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protected:
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ShaderGeneratorBase();
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PUBLISHED:
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virtual ~ShaderGeneratorBase();
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static ShaderGeneratorBase *get_default();
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static void set_default(ShaderGeneratorBase *generator);
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virtual CPT(RenderAttrib) synthesize_shader(const RenderState *rs)=0;
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public:
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@ -79,6 +79,4 @@ init_libpgraphnodes() {
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SequenceNode::register_with_read_factory();
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Spotlight::register_with_read_factory();
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SwitchNode::register_with_read_factory();
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ShaderGenerator::set_default(new ShaderGenerator());
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}
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@ -33,6 +33,9 @@
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#include "directionalLight.h"
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#include "pointLight.h"
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#include "spotlight.h"
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#include "lightLensNode.h"
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#include "graphicsEngine.h"
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#include "lvector4.h"
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TypeHandle ShaderGenerator::_type_handle;
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@ -41,9 +44,12 @@ TypeHandle ShaderGenerator::_type_handle;
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// Access: Published
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// Description: Create a ShaderGenerator. This has no state,
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// except possibly to cache certain results.
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// The parameter that must be passed is the GSG to
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// which the shader generator belongs.
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////////////////////////////////////////////////////////////////////
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ShaderGenerator::
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ShaderGenerator() {
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ShaderGenerator(PT(GraphicsStateGuardian) gsg, PT(GraphicsOutput) host) :
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_gsg (gsg), _host (host) {
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}
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////////////////////////////////////////////////////////////////////
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@ -73,7 +79,7 @@ reset_register_allocator() {
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::alloc_vreg
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// Access: Protected
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// Description: Allocate a vreg.
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// Description: Allocate a vreg.
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////////////////////////////////////////////////////////////////////
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INLINE char *ShaderGenerator::
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alloc_vreg() {
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@ -135,7 +141,7 @@ analyze_renderstate(const RenderState *rs) {
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int outputs = aux_bitplane->get_outputs();
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// Decide whether or not we need alpha testing or alpha blending.
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const AlphaTestAttrib *alpha_test = DCAST(AlphaTestAttrib, rs->get_attrib_def(AlphaTestAttrib::get_class_slot()));
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if ((alpha_test->get_mode() != RenderAttrib::M_none)&&
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(alpha_test->get_mode() != RenderAttrib::M_always)) {
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@ -150,9 +156,9 @@ analyze_renderstate(const RenderState *rs) {
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(transparency->get_mode() == TransparencyAttrib::M_dual)) {
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_have_alpha_blend = true;
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}
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// Decide what to send to the framebuffer alpha, if anything.
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if (outputs & AuxBitplaneAttrib::ABO_glow) {
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if (_have_alpha_blend) {
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_calc_primary_alpha = true;
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@ -171,18 +177,18 @@ analyze_renderstate(const RenderState *rs) {
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_calc_primary_alpha = true;
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}
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}
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// Determine what to put into the aux bitplane.
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_out_aux_normal = (outputs & AuxBitplaneAttrib::ABO_aux_normal) ? true:false;
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_out_aux_glow = (outputs & AuxBitplaneAttrib::ABO_aux_glow) ? true:false;
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_out_aux_any = (_out_aux_normal || _out_aux_glow);
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// Count number of textures.
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const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
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_num_textures = texture->get_num_on_stages();
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// Determine whether or not vertex colors or flat colors are present.
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const ColorAttrib *color = DCAST(ColorAttrib, rs->get_attrib_def(ColorAttrib::get_class_slot()));
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@ -194,13 +200,14 @@ analyze_renderstate(const RenderState *rs) {
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// Break out the lights by type.
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_shadows = false;
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const LightAttrib *la = DCAST(LightAttrib, rs->get_attrib_def(LightAttrib::get_class_slot()));
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for (int i=0; i<la->get_num_on_lights(); i++) {
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NodePath light = la->get_on_light(i);
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nassertv(!light.is_empty());
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PandaNode *light_obj = light.node();
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nassertv(light_obj != (PandaNode *)NULL);
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if (light_obj->get_type() == AmbientLight::get_class_type()) {
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_alights_np.push_back(light);
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_alights.push_back((AmbientLight*)light_obj);
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@ -208,6 +215,9 @@ analyze_renderstate(const RenderState *rs) {
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else if (light_obj->get_type() == DirectionalLight::get_class_type()) {
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_dlights_np.push_back(light);
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_dlights.push_back((DirectionalLight*)light_obj);
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if (DCAST(LightLensNode, light_obj)->is_shadow_caster()) {
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_shadows = true;
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}
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}
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else if (light_obj->get_type() == PointLight::get_class_type()) {
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_plights_np.push_back(light);
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@ -216,11 +226,14 @@ analyze_renderstate(const RenderState *rs) {
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else if (light_obj->get_type() == Spotlight::get_class_type()) {
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_slights_np.push_back(light);
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_slights.push_back((Spotlight*)light_obj);
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if (DCAST(LightLensNode, light_obj)->is_shadow_caster()) {
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_shadows = true;
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}
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}
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}
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// See if there is a normal map, height map, gloss map, or glow map.
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for (int i=0; i<_num_textures; i++) {
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TextureStage *stage = texture->get_on_stage(i);
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TextureStage::Mode mode = stage->get_mode();
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@ -237,25 +250,25 @@ analyze_renderstate(const RenderState *rs) {
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_map_index_gloss = i;
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}
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}
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// Determine whether lighting is needed.
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if (la->get_num_on_lights() > 0) {
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_lighting = true;
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}
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// Find the material.
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const MaterialAttrib *material = DCAST(MaterialAttrib, rs->get_attrib_def(MaterialAttrib::get_class_slot()));
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if (!material->is_off()) {
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_material = material->get_material();
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} else {
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_material = Material::get_default();
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}
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// Decide which material modes need to be calculated.
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if (_lighting && (_alights.size() > 0)) {
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if (_material->has_ambient()) {
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Colorf a = _material->get_ambient();
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@ -277,14 +290,14 @@ analyze_renderstate(const RenderState *rs) {
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_have_diffuse = true;
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}
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}
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if (_lighting && (_material->has_emission())) {
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Colorf e = _material->get_emission();
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if ((e[0]!=0.0)||(e[1]!=0.0)||(e[2]!=0.0)) {
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_have_emission = true;
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}
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}
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if (_lighting && (_dlights.size() + _plights.size() + _slights.size())) {
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if (_material->has_specular()) {
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Colorf s = _material->get_specular();
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@ -295,7 +308,7 @@ analyze_renderstate(const RenderState *rs) {
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_have_specular = true;
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}
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}
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// Decide whether to separate ambient and diffuse calculations.
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if (_have_ambient && _have_diffuse) {
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@ -315,14 +328,19 @@ analyze_renderstate(const RenderState *rs) {
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}
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const LightRampAttrib *light_ramp = DCAST(LightRampAttrib, rs->get_attrib_def(LightRampAttrib::get_class_slot()));
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if (_lighting &&
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if (_lighting &&
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(light_ramp->get_mode() != LightRampAttrib::LRT_identity)) {
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_separate_ambient_diffuse = true;
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}
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// Do we want to use the ARB_shadow extension?
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// This also allows us to use hardware shadows / PCF.
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_use_shadow_filter = _gsg->get_supports_shadow_filter();
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// Does the shader need material properties as input?
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_need_material_props =
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_need_material_props =
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(_have_ambient && (_material->has_ambient()))||
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(_have_diffuse && (_material->has_diffuse()))||
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(_have_emission && (_material->has_emission()))||
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@ -349,8 +367,6 @@ analyze_renderstate(const RenderState *rs) {
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::clear_analysis
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// Access: Protected
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@ -363,6 +379,7 @@ clear_analysis() {
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_vertex_colors = false;
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_flat_colors = false;
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_lighting = false;
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_shadows = false;
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_have_ambient = false;
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_have_diffuse = false;
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_have_emission = false;
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@ -378,10 +395,11 @@ clear_analysis() {
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_subsume_alpha_test = false;
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_disable_alpha_write = false;
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_num_clip_planes = 0;
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_use_shadow_filter = false;
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_out_primary_glow = false;
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_out_aux_normal = false;
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_out_aux_glow = false;
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_out_aux_any = false;
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_out_aux_normal = false;
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_out_aux_glow = false;
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_out_aux_any = false;
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_material = (Material*)NULL;
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_need_material_props = false;
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_alights.clear();
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@ -412,22 +430,110 @@ create_shader_attrib(const string &txt) {
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}
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for (int i=0; i<(int)_dlights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlight", i), _dlights_np[i]);
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||||
if (_shadows && _dlights[i]->_shadow_caster) {
|
||||
PT(Texture) tex = update_shadow_buffer(_dlights_np[i]);
|
||||
if (tex == NULL) {
|
||||
pgraph_cat.error() << "Failed to create shadow buffer for DirectionalLight '" << _dlights[i]->get_name() << "'!\n";
|
||||
}
|
||||
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlighttex", i), tex);
|
||||
} else {
|
||||
_dlights[i]->clear_shadow_buffers();
|
||||
}
|
||||
}
|
||||
for (int i=0; i<(int)_plights.size(); i++) {
|
||||
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("plight", i), _plights_np[i]);
|
||||
}
|
||||
for (int i=0; i<(int)_slights.size(); i++) {
|
||||
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slight", i), _slights_np[i]);
|
||||
if (_shadows && _slights[i]->_shadow_caster) {
|
||||
PT(Texture) tex = update_shadow_buffer(_slights_np[i]);
|
||||
if (tex == NULL) {
|
||||
pgraph_cat.error() << "Failed to create shadow buffer for Spotlight '" << _slights[i]->get_name() << "'!\n";
|
||||
}
|
||||
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slighttex", i), tex);
|
||||
} else {
|
||||
_slights[i]->clear_shadow_buffers();
|
||||
}
|
||||
}
|
||||
}
|
||||
return shattr;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: ShaderGenerator::update_shadow_buffer
|
||||
// Access: Protected, Virtual
|
||||
// Description: Updates the depth buffer of the specified light,
|
||||
// if it is configured to cast shadows.
|
||||
// Only call this function for DirectionalLights
|
||||
// and Spotlights. Returns the depth texture.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
PT(Texture) ShaderGenerator::
|
||||
update_shadow_buffer(NodePath light_np) {
|
||||
// Make sure everything is valid.
|
||||
nassertr(light_np.node()->is_of_type(DirectionalLight::get_class_type()) ||
|
||||
light_np.node()->is_of_type(Spotlight::get_class_type()), NULL);
|
||||
PT(LightLensNode) light = DCAST(LightLensNode, light_np.node());
|
||||
if (light == NULL || !light->_shadow_caster) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// See if we already have a buffer. If not, create one.
|
||||
PT(GraphicsOutput) sbuffer;
|
||||
PT(Texture) tex;
|
||||
if (light->_sbuffers.count(DCAST(GraphicsStateGuardianBase, _gsg)) == 0) {
|
||||
|
||||
// Nope, the light doesn't have a buffer for our GSG.
|
||||
FrameBufferProperties fbp;
|
||||
fbp.set_depth_bits(1); // We only need depth
|
||||
pgraph_cat.debug() << "Constructing shadow buffer for light '" << light->get_name()
|
||||
<< "', size=" << light->_sb_xsize << "x" << light->_sb_ysize
|
||||
<< ", sort=" << light->_sb_sort << "\n";
|
||||
sbuffer = _gsg->get_engine()->make_output(_gsg->get_pipe(), light->get_name(),
|
||||
light->_sb_sort, fbp, WindowProperties::size(light->_sb_xsize, light->_sb_ysize),
|
||||
GraphicsPipe::BF_refuse_window, _gsg, _host);
|
||||
nassertr(sbuffer != NULL, NULL);
|
||||
|
||||
// Create a texture and fill it in with some data to workaround an OpenGL error
|
||||
tex = new Texture(light->get_name());
|
||||
tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_stencil);
|
||||
tex->make_ram_image();
|
||||
sbuffer->add_render_texture(tex, GraphicsOutput::RTM_bind_or_copy,
|
||||
DrawableRegion::RTP_depth_stencil);
|
||||
// Set the wrap mode to BORDER_COLOR
|
||||
tex->set_wrap_u(Texture::WM_border_color);
|
||||
tex->set_wrap_v(Texture::WM_border_color);
|
||||
tex->set_border_color(LVecBase4f(1, 1, 1, 1));
|
||||
|
||||
if (_use_shadow_filter) {
|
||||
// If we have the ARB_shadow extension, enable shadow filtering.
|
||||
tex->set_minfilter(Texture::FT_shadow);
|
||||
tex->set_magfilter(Texture::FT_shadow);
|
||||
} else {
|
||||
// We only accept linear - this tells the GPU to use hardware PCF.
|
||||
tex->set_minfilter(Texture::FT_linear);
|
||||
tex->set_magfilter(Texture::FT_linear);
|
||||
}
|
||||
sbuffer->make_display_region(0, 1, 0, 1)->set_camera(light_np);
|
||||
light->_sbuffers[DCAST(GraphicsStateGuardianBase, _gsg)] = DCAST(GraphicsOutputBase, sbuffer);
|
||||
|
||||
} else {
|
||||
|
||||
// There's already a buffer - use that.
|
||||
sbuffer = DCAST(GraphicsOutput, light->_sbuffers[DCAST(GraphicsStateGuardianBase, _gsg)]);
|
||||
tex = sbuffer->get_texture();
|
||||
nassertr(tex != NULL, NULL);
|
||||
}
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: ShaderGenerator::synthesize_shader
|
||||
// Access: Published, Virtual
|
||||
// Description: This is the routine that implements the next-gen
|
||||
// fixed function pipeline by synthesizing a shader.
|
||||
// It also takes care of setting up any buffers
|
||||
// needed to produce the requested effects.
|
||||
//
|
||||
// Currently supports:
|
||||
// - flat colors
|
||||
|
|
@ -441,6 +547,7 @@ create_shader_attrib(const string &txt) {
|
|||
// - all texture stage modes, including combine modes
|
||||
// - color scale attrib
|
||||
// - light ramps (for cartoon shading)
|
||||
// - shadow mapping
|
||||
//
|
||||
// Not yet supported:
|
||||
// - 3D textures, cube textures
|
||||
|
|
@ -458,6 +565,8 @@ synthesize_shader(const RenderState *rs) {
|
|||
analyze_renderstate(rs);
|
||||
reset_register_allocator();
|
||||
|
||||
pgraph_cat.info() << "Generating shader for render state " << rs << "\n";
|
||||
|
||||
// These variables will hold the results of register allocation.
|
||||
|
||||
char *pos_freg = 0;
|
||||
|
|
@ -470,7 +579,7 @@ synthesize_shader(const RenderState *rs) {
|
|||
pvector<char *> texcoord_vreg;
|
||||
pvector<char *> texcoord_freg;
|
||||
pvector<char *> tslightvec_freg;
|
||||
|
||||
|
||||
if (_vertex_colors) {
|
||||
_vcregs_used = 1;
|
||||
_fcregs_used = 1;
|
||||
|
|
@ -479,7 +588,7 @@ synthesize_shader(const RenderState *rs) {
|
|||
// Generate the shader's text.
|
||||
|
||||
ostringstream text;
|
||||
|
||||
|
||||
text << "//Cg\n";
|
||||
|
||||
text << "void vshader(\n";
|
||||
|
|
@ -516,6 +625,20 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t out float4 l_tangent : " << tangent_freg << ",\n";
|
||||
text << "\t out float4 l_binormal : " << binormal_freg << ",\n";
|
||||
}
|
||||
if (_shadows) {
|
||||
for (int i=0; i<(int)_dlights.size(); i++) {
|
||||
if (_dlights[i]->_shadow_caster) {
|
||||
text << "\t uniform float4x4 trans_model_to_clip_of_dlight" << i << ",\n";
|
||||
text << "\t out float4 l_dlightcoord" << i << ",\n";
|
||||
}
|
||||
}
|
||||
for (int i=0; i<(int)_slights.size(); i++) {
|
||||
if (_slights[i]->_shadow_caster) {
|
||||
text << "\t uniform float4x4 trans_model_to_clip_of_slight" << i << ",\n";
|
||||
text << "\t out float4 l_slightcoord" << i << ",\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (_out_aux_normal) {
|
||||
normal_vreg = alloc_vreg();
|
||||
normal_freg = alloc_freg();
|
||||
|
|
@ -523,12 +646,12 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
|
||||
text << "\t out float4 l_normal : " << normal_freg << ",\n";
|
||||
}
|
||||
|
||||
|
||||
text << "\t float4 vtx_position : POSITION,\n";
|
||||
text << "\t out float4 l_position : POSITION,\n";
|
||||
text << "\t uniform float4x4 mat_modelproj\n";
|
||||
text << ") {\n";
|
||||
|
||||
|
||||
text << "\t l_position = mul(mat_modelproj, vtx_position);\n";
|
||||
if (_num_clip_planes > 0) {
|
||||
text << "\t l_worldpos = mul(trans_model_to_world, vtx_position);\n";
|
||||
|
|
@ -552,8 +675,23 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t l_binormal.xyz = mul((float3x3)tpose_view_to_model, -vtx_binormal" << _map_index_normal << ".xyz);\n";
|
||||
text << "\t l_binormal.w = 0;\n";
|
||||
}
|
||||
if (_shadows) {
|
||||
text << "\t float4x4 biasmat = {0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f};\n";
|
||||
for (int i=0; i<(int)_dlights.size(); i++) {
|
||||
if (_dlights[i]->_shadow_caster) {
|
||||
text << "\t l_dlightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_dlight"
|
||||
<< i << ", vtx_position + " << _dlights[i]->_push_bias << " * vtx_normal));\n";
|
||||
}
|
||||
}
|
||||
for (int i=0; i<(int)_slights.size(); i++) {
|
||||
if (_slights[i]->_shadow_caster) {
|
||||
text << "\t l_slightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_slight"
|
||||
<< i << ", vtx_position + " << _slights[i]->_push_bias << " * vtx_normal));\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
text << "}\n\n";
|
||||
|
||||
|
||||
text << "void fshader(\n";
|
||||
if (_num_clip_planes > 0) {
|
||||
text << "\t in float4 l_worldpos,\n";
|
||||
|
|
@ -571,11 +709,22 @@ synthesize_shader(const RenderState *rs) {
|
|||
}
|
||||
if (_lighting) {
|
||||
text << "\t in float4 l_pos : " << pos_freg << ",\n";
|
||||
if (_shadows) {
|
||||
text << "\t in float4 l_position : " << alloc_freg() << ",\n";
|
||||
}
|
||||
for (int i=0; i<(int)_alights.size(); i++) {
|
||||
text << "\t uniform float4 alight_alight" << i << ",\n";
|
||||
}
|
||||
for (int i=0; i<(int)_dlights.size(); i++) {
|
||||
text << "\t uniform float4x4 dlight_dlight" << i << "_rel_view,\n";
|
||||
if (_shadows && _dlights[i]->_shadow_caster) {
|
||||
if (_use_shadow_filter) {
|
||||
text << "\t uniform sampler2DShadow k_dlighttex" << i << ",\n";
|
||||
} else {
|
||||
text << "\t uniform sampler2D k_dlighttex" << i << ",\n";
|
||||
}
|
||||
text << "\t float4 l_dlightcoord" << i << ",\n";
|
||||
}
|
||||
}
|
||||
for (int i=0; i<(int)_plights.size(); i++) {
|
||||
text << "\t uniform float4x4 plight_plight" << i << "_rel_view,\n";
|
||||
|
|
@ -583,6 +732,14 @@ synthesize_shader(const RenderState *rs) {
|
|||
for (int i=0; i<(int)_slights.size(); i++) {
|
||||
text << "\t uniform float4x4 slight_slight" << i << "_rel_view,\n";
|
||||
text << "\t uniform float4 satten_slight" << i << ",\n";
|
||||
if (_shadows && _slights[i]->_shadow_caster) {
|
||||
if (_use_shadow_filter) {
|
||||
text << "\t uniform sampler2DShadow k_slighttex" << i << ",\n";
|
||||
} else {
|
||||
text << "\t uniform sampler2D k_slighttex" << i << ",\n";
|
||||
}
|
||||
text << "\t float4 l_slightcoord" << i << ",\n";
|
||||
}
|
||||
}
|
||||
if (_need_material_props) {
|
||||
text << "\t uniform float4x4 attr_material,\n";
|
||||
|
|
@ -644,7 +801,10 @@ synthesize_shader(const RenderState *rs) {
|
|||
if (_lighting) {
|
||||
text << "\t // Begin view-space light calculations\n";
|
||||
text << "\t float ldist,lattenv,langle;\n";
|
||||
text << "\t float4 lcolor,lspec,lvec,lpoint,latten,ldir,leye,lhalf;\n";
|
||||
text << "\t float4 lcolor,lspec,lvec,lpoint,latten,ldir,leye,lhalf;";
|
||||
if (_shadows) {
|
||||
text << "\t float lshad;\n";
|
||||
}
|
||||
if (_separate_ambient_diffuse) {
|
||||
if (_have_ambient) {
|
||||
text << "\t float4 tot_ambient = float4(0,0,0,0);\n";
|
||||
|
|
@ -680,6 +840,15 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t lspec = dlight_dlight" << i << "_rel_view[1];\n";
|
||||
text << "\t lvec = dlight_dlight" << i << "_rel_view[2];\n";
|
||||
text << "\t lcolor *= saturate(dot(l_normal, lvec.xyz));\n";
|
||||
if (_shadows && _dlights[i]->_shadow_caster) {
|
||||
if (_use_shadow_filter) {
|
||||
text << "\t lshad = shadow2DProj(k_dlighttex" << i << ", l_dlightcoord" << i << ").r;\n";
|
||||
} else {
|
||||
text << "\t lshad = tex2Dproj(k_dlighttex" << i << ", l_dlightcoord" << i << ").r > l_dlightcoord" << i << ".z / l_dlightcoord" << i << ".w;\n";
|
||||
}
|
||||
text << "\t lcolor *= lshad;\n";
|
||||
text << "\t lspec *= lshad;\n";
|
||||
}
|
||||
if (_have_diffuse) {
|
||||
text << "\t tot_diffuse += lcolor;\n";
|
||||
}
|
||||
|
|
@ -733,6 +902,16 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t lattenv *= pow(langle, latten.w);\n";
|
||||
text << "\t if (langle < ldir.w) lattenv = 0;\n";
|
||||
text << "\t lcolor *= lattenv * saturate(dot(l_normal, lvec.xyz));\n";
|
||||
if (_shadows && _slights[i]->_shadow_caster) {
|
||||
if (_use_shadow_filter) {
|
||||
text << "\t lshad = shadow2DProj(k_slighttex" << i << ", l_slightcoord" << i << ").r;\n";
|
||||
} else {
|
||||
text << "\t lshad = tex2Dproj(k_slighttex" << i << ", l_slightcoord" << i << ").r > l_slightcoord" << i << ".z / l_slightcoord" << i << ".w;\n";
|
||||
}
|
||||
text << "\t lcolor *= lshad;\n";
|
||||
text << "\t lspec *= lshad;\n";
|
||||
}
|
||||
|
||||
if (_have_diffuse) {
|
||||
text << "\t tot_diffuse += lcolor;\n";
|
||||
}
|
||||
|
|
@ -837,9 +1016,8 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t result = float4(1,1,1,1);\n";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
text << "\t float4 primary_color = result;\n";
|
||||
text << "\t float4 last_saved_result = result;\n";
|
||||
const TextureAttrib *texture = DCAST(TextureAttrib, rs->get_attrib_def(TextureAttrib::get_class_slot()));
|
||||
bool have_saved_result = false;
|
||||
for (int i=0; i<_num_textures; i++) {
|
||||
|
|
@ -869,14 +1047,14 @@ synthesize_shader(const RenderState *rs) {
|
|||
break;
|
||||
case TextureStage::M_combine:
|
||||
text << "\t result.rgb = ";
|
||||
text << combine_mode_as_string(stage, stage->get_combine_rgb_mode(), false, i, rs);
|
||||
text << "\n\t result.a = ";
|
||||
text << combine_mode_as_string(stage, stage->get_combine_alpha_mode(), true, i, rs);
|
||||
text << "\n";
|
||||
text << combine_mode_as_string(stage, stage->get_combine_rgb_mode(), false, i);
|
||||
text << ";\n\t result.a = ";
|
||||
text << combine_mode_as_string(stage, stage->get_combine_alpha_mode(), true, i);
|
||||
text << ";\n";
|
||||
break;
|
||||
case TextureStage::M_blend_color_scale: {
|
||||
case TextureStage::M_blend_color_scale:
|
||||
text << "\t result.rgb = lerp(result, tex" << i << " * attr_colorscale, tex" << i << ".r).rgb;\n";
|
||||
break; }
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
@ -906,7 +1084,7 @@ synthesize_shader(const RenderState *rs) {
|
|||
case RenderAttrib::M_greater_equal: text<<"\t if (result.a < "<<ref<<") discard;\n";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (_out_primary_glow) {
|
||||
if (_map_index_glow >= 0) {
|
||||
text << "\t result.a = tex" << _map_index_glow << ".a;\n";
|
||||
|
|
@ -921,7 +1099,7 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t o_aux.a = 0.5;\n";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (_lighting) {
|
||||
if (_have_specular) {
|
||||
if (_material->has_specular()) {
|
||||
|
|
@ -933,7 +1111,7 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t result.rgb = result.rgb + tot_specular.rgb;\n";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const LightRampAttrib *light_ramp = DCAST(LightRampAttrib, rs->get_attrib_def(LightRampAttrib::get_class_slot()));
|
||||
switch (light_ramp->get_mode()) {
|
||||
case LightRampAttrib::LRT_hdr0:
|
||||
|
|
@ -947,10 +1125,10 @@ synthesize_shader(const RenderState *rs) {
|
|||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
// The multiply is a workaround for a radeon driver bug.
|
||||
// It's annoying as heck, since it produces an extra instruction.
|
||||
text << "\t o_color = result * 1.000001;\n";
|
||||
text << "\t o_color = result * 1.000001;\n";
|
||||
if (_subsume_alpha_test) {
|
||||
text << "\t // Shader subsumes normal alpha test.\n";
|
||||
}
|
||||
|
|
@ -958,7 +1136,7 @@ synthesize_shader(const RenderState *rs) {
|
|||
text << "\t // Shader disables alpha write.\n";
|
||||
}
|
||||
text << "}\n";
|
||||
|
||||
|
||||
// Insert the shader into the shader attrib.
|
||||
CPT(RenderAttrib) shattr = create_shader_attrib(text.str());
|
||||
if (_subsume_alpha_test) {
|
||||
|
|
@ -978,38 +1156,35 @@ synthesize_shader(const RenderState *rs) {
|
|||
// Description: This 'synthesizes' a combine mode into a string.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
const string ShaderGenerator::
|
||||
combine_mode_as_string(CPT(TextureStage) stage, TextureStage::CombineMode c_mode, bool single_value, short texindex, const RenderState *rs) {
|
||||
combine_mode_as_string(CPT(TextureStage) stage, TextureStage::CombineMode c_mode, bool single_value, short texindex) {
|
||||
ostringstream text;
|
||||
switch (c_mode) {
|
||||
case TextureStage::CM_replace:
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex, rs);
|
||||
break;
|
||||
case TextureStage::CM_modulate:
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex, rs);
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex);
|
||||
text << " * ";
|
||||
text << combine_source_as_string(stage, 1, single_value, texindex, rs);
|
||||
text << combine_source_as_string(stage, 1, single_value, texindex);
|
||||
break;
|
||||
case TextureStage::CM_add:
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex, rs);
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex);
|
||||
text << " + ";
|
||||
text << combine_source_as_string(stage, 1, single_value, texindex, rs);
|
||||
text << combine_source_as_string(stage, 1, single_value, texindex);
|
||||
break;
|
||||
case TextureStage::CM_add_signed:
|
||||
pgraph_cat.error() << "TextureStage::CombineMode ADD_SIGNED not yet supported in per-pixel mode.\n";
|
||||
break;
|
||||
case TextureStage::CM_interpolate:
|
||||
text << "lerp(";
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex, rs);
|
||||
text << combine_source_as_string(stage, 1, single_value, texindex);
|
||||
text << ", ";
|
||||
text << combine_source_as_string(stage, 1, single_value, texindex, rs);
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex);
|
||||
text << ", ";
|
||||
text << combine_source_as_string(stage, 2, true, texindex, rs);
|
||||
text << combine_source_as_string(stage, 2, true, texindex);
|
||||
text << ")";
|
||||
break;
|
||||
case TextureStage::CM_subtract:
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex, rs);
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex);
|
||||
text << " + ";
|
||||
text << combine_source_as_string(stage, 1, single_value, texindex, rs);
|
||||
text << combine_source_as_string(stage, 1, single_value, texindex);
|
||||
break;
|
||||
case TextureStage::CM_dot3_rgb:
|
||||
pgraph_cat.error() << "TextureStage::CombineMode DOT3_RGB not yet supported in per-pixel mode.\n";
|
||||
|
|
@ -1017,6 +1192,10 @@ combine_mode_as_string(CPT(TextureStage) stage, TextureStage::CombineMode c_mode
|
|||
case TextureStage::CM_dot3_rgba:
|
||||
pgraph_cat.error() << "TextureStage::CombineMode DOT3_RGBA not yet supported in per-pixel mode.\n";
|
||||
break;
|
||||
case TextureStage::CM_replace:
|
||||
default: // Not sure if this is correct as default value.
|
||||
text << combine_source_as_string(stage, 0, single_value, texindex);
|
||||
break;
|
||||
}
|
||||
return text.str();
|
||||
}
|
||||
|
|
@ -1027,7 +1206,7 @@ combine_mode_as_string(CPT(TextureStage) stage, TextureStage::CombineMode c_mode
|
|||
// Description: This 'synthesizes' a combine source into a string.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
const string ShaderGenerator::
|
||||
combine_source_as_string(CPT(TextureStage) stage, short num, bool single_value, short texindex, const RenderState *rs) {
|
||||
combine_source_as_string(CPT(TextureStage) stage, short num, bool single_value, short texindex) {
|
||||
TextureStage::CombineSource c_src = TextureStage::CS_undefined;
|
||||
TextureStage::CombineOperand c_op = TextureStage::CO_undefined;
|
||||
switch (num) {
|
||||
|
|
@ -1063,11 +1242,9 @@ combine_source_as_string(CPT(TextureStage) stage, short num, bool single_value,
|
|||
case TextureStage::CS_previous:
|
||||
csource << "result";
|
||||
break;
|
||||
case TextureStage::CS_constant_color_scale: {
|
||||
const ColorScaleAttrib *color_scale = DCAST(ColorScaleAttrib, rs->get_attrib_def(ColorScaleAttrib::get_class_slot()));
|
||||
LVecBase4f s = color_scale->get_scale();
|
||||
csource << "float4(" << s[0] << ", " << s[1] << ", " << s[2] << ", " << s[3] << ")";
|
||||
break; }
|
||||
case TextureStage::CS_constant_color_scale:
|
||||
csource << "attr_colorscale";
|
||||
break;
|
||||
case TextureStage::CS_last_saved_result:
|
||||
csource << "last_saved_result";
|
||||
break;
|
||||
|
|
@ -1088,3 +1265,4 @@ combine_source_as_string(CPT(TextureStage) stage, short num, bool single_value,
|
|||
}
|
||||
return csource.str();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -16,6 +16,8 @@
|
|||
#define SHADERGENERATOR_H
|
||||
|
||||
#include "pandabase.h"
|
||||
#include "graphicsStateGuardian.h"
|
||||
#include "graphicsWindow.h"
|
||||
#include "shaderGeneratorBase.h"
|
||||
#include "nodePath.h"
|
||||
|
||||
|
|
@ -31,22 +33,23 @@ class ShaderAttrib;
|
|||
// Description : The ShaderGenerator is a device that effectively
|
||||
// replaces the classic fixed function pipeline with
|
||||
// a 'next-gen' fixed function pipeline. The next-gen
|
||||
// fixed function pipeline supports features like
|
||||
// fixed function pipeline supports features like
|
||||
// normal mapping, gloss mapping, cartoon lighting,
|
||||
// and so forth. It works by automatically generating
|
||||
// a shader from a given RenderState.
|
||||
//
|
||||
// Currently, there is a single default ShaderGenerator
|
||||
// object. It is our intent that in time, people will
|
||||
// write classes that derive from ShaderGenerator but
|
||||
// which yield slightly different results.
|
||||
// Currently, there is one ShaderGenerator object per
|
||||
// GraphicsStateGuardian. It is our intent that in
|
||||
// time, people will write classes that derive from
|
||||
// ShaderGenerator but which yield slightly different
|
||||
// results.
|
||||
//
|
||||
// The ShaderGenerator owes its existence to the
|
||||
// The ShaderGenerator owes its existence to the
|
||||
// 'Bamboo Team' at Carnegie Mellon's Entertainment
|
||||
// Technology Center. This is a group of students
|
||||
// who, as a semester project, decided that next-gen
|
||||
// graphics should be accessible to everyone, even if
|
||||
// they don't know shader programming. The group
|
||||
// they don't know shader programming. The group
|
||||
// consisted of:
|
||||
//
|
||||
// Aaron Lo, Programmer
|
||||
|
|
@ -59,18 +62,19 @@ class ShaderAttrib;
|
|||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
class EXPCL_PANDA_PGRAPHNODES ShaderGenerator : public ShaderGeneratorBase {
|
||||
class EXPCL_PANDA_PGRAPHNODES ShaderGenerator : public TypedObject {
|
||||
PUBLISHED:
|
||||
ShaderGenerator();
|
||||
ShaderGenerator(PT(GraphicsStateGuardian) gsg, PT(GraphicsOutput) host);
|
||||
virtual ~ShaderGenerator();
|
||||
virtual CPT(RenderAttrib) synthesize_shader(const RenderState *rs);
|
||||
|
||||
|
||||
protected:
|
||||
CPT(RenderAttrib) create_shader_attrib(const string &txt);
|
||||
PT(Texture) update_shadow_buffer(NodePath light_np);
|
||||
static const string combine_mode_as_string(CPT(TextureStage) stage,
|
||||
TextureStage::CombineMode c_mode, bool single_value, short texindex, const RenderState *rs);
|
||||
TextureStage::CombineMode c_mode, bool single_value, short texindex);
|
||||
static const string combine_source_as_string(CPT(TextureStage) stage,
|
||||
short num, bool single_value, short texindex, const RenderState *rs);
|
||||
short num, bool single_value, short texindex);
|
||||
|
||||
// Shader register allocation:
|
||||
|
||||
|
|
@ -87,7 +91,7 @@ protected:
|
|||
CPT(RenderState) _state;
|
||||
Material *_material;
|
||||
int _num_textures;
|
||||
|
||||
|
||||
pvector <AmbientLight *> _alights;
|
||||
pvector <DirectionalLight *> _dlights;
|
||||
pvector <PointLight *> _plights;
|
||||
|
|
@ -96,19 +100,20 @@ protected:
|
|||
pvector <NodePath> _dlights_np;
|
||||
pvector <NodePath> _plights_np;
|
||||
pvector <NodePath> _slights_np;
|
||||
|
||||
|
||||
bool _vertex_colors;
|
||||
bool _flat_colors;
|
||||
|
||||
|
||||
bool _lighting;
|
||||
bool _shadows;
|
||||
|
||||
bool _have_ambient;
|
||||
bool _have_diffuse;
|
||||
bool _have_emission;
|
||||
bool _have_specular;
|
||||
|
||||
|
||||
bool _separate_ambient_diffuse;
|
||||
|
||||
|
||||
int _map_index_normal;
|
||||
int _map_index_height;
|
||||
int _map_index_glow;
|
||||
|
|
@ -124,21 +129,27 @@ protected:
|
|||
bool _calc_primary_alpha;
|
||||
bool _subsume_alpha_test;
|
||||
bool _disable_alpha_write;
|
||||
|
||||
int _num_clip_planes;
|
||||
|
||||
bool _use_shadow_filter;
|
||||
|
||||
bool _need_material_props;
|
||||
|
||||
|
||||
void analyze_renderstate(const RenderState *rs);
|
||||
void clear_analysis();
|
||||
|
||||
|
||||
PT(GraphicsStateGuardian) _gsg;
|
||||
PT(GraphicsOutput) _host;
|
||||
pmap<WCPT(RenderState), CPT(ShaderAttrib)> _generated_shaders;
|
||||
|
||||
public:
|
||||
static TypeHandle get_class_type() {
|
||||
return _type_handle;
|
||||
}
|
||||
static void init_type() {
|
||||
ShaderGeneratorBase::init_type();
|
||||
TypedObject::init_type();
|
||||
register_type(_type_handle, "ShaderGenerator",
|
||||
ShaderGeneratorBase::get_class_type());
|
||||
TypedObject::get_class_type());
|
||||
}
|
||||
virtual TypeHandle get_type() const {
|
||||
return get_class_type();
|
||||
|
|
|
|||
Loading…
Reference in New Issue