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@ -15,50 +15,407 @@
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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//
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// Lighting calculations. These can be done either in tangent space
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// or model space. Doing them in tangent space is necessary for
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// normal mapping. However, it is only possible if tangents have
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// been computed. If not, then model space is the only option.
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// The parameters needed for lighting are:
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//
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// Model Space:
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//
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// vshader:
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// model-space normal - varying
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// model-space vertex position - varying
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// fshader:
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// model-space normal - varying
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// model-space vertex position - varying
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// model-space light position (spot or point) - uniform
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// model-space light vector (directional) - uniform
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// model-space eye position - uniform
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//
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// Tangent Space:
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//
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// vshader:
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// model-space normal - varying
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// model-space tangent - varying
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// model-space binormal - varying
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// model-space light position (spot or point) - uniform
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// model-space light vector (directional) - uniform
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// model-space eye position - uniform
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// fshader:
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// model-space vertex position - varying
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// tangent-space light vector, one per light - varying
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// tangent-space eye vector - varying
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// model-space light position (spot) - uniform
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//
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/////////////////////////////////////////////////////////////////////
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#include "renderState.h"
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#include "shaderAttrib.h"
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#include "shaderGenerator.h"
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#include "ambientLight.h"
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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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TypeHandle ShaderGenerator::_type_handle;
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PT(ShaderGenerator) ShaderGenerator::_default_generator;
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::Constructor
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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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////////////////////////////////////////////////////////////////////
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ShaderGenerator::
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ShaderGenerator() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::Destructor
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// Access: Published, Virtual
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// Description: Destroy a ShaderGenerator.
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////////////////////////////////////////////////////////////////////
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ShaderGenerator::
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~ShaderGenerator() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::reset_register_allocator
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// Access: Protected
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// Description: Clears the register allocator. Initially, the pool
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// of available registers is empty. You have to add
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// some if you want there to be any.
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////////////////////////////////////////////////////////////////////
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void ShaderGenerator::
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reset_register_allocator() {
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_vtregs_used = 0;
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_vcregs_used = 0;
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_ftregs_used = 0;
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_fcregs_used = 0;
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}
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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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////////////////////////////////////////////////////////////////////
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INLINE char *ShaderGenerator::
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alloc_vreg() {
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switch (_vtregs_used) {
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case 0: _vtregs_used += 1; return "TEXCOORD0";
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case 1: _vtregs_used += 1; return "TEXCOORD1";
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case 2: _vtregs_used += 1; return "TEXCOORD2";
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case 3: _vtregs_used += 1; return "TEXCOORD3";
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case 4: _vtregs_used += 1; return "TEXCOORD4";
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case 5: _vtregs_used += 1; return "TEXCOORD5";
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case 6: _vtregs_used += 1; return "TEXCOORD6";
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case 7: _vtregs_used += 1; return "TEXCOORD7";
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}
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switch (_vcregs_used) {
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case 0: _vcregs_used += 1; return "COLOR0";
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case 1: _vcregs_used += 1; return "COLOR1";
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}
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return "UNKNOWN";
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::alloc_freg
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// Access: Protected
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// Description: Allocate a freg.
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////////////////////////////////////////////////////////////////////
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INLINE char *ShaderGenerator::
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alloc_freg() {
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switch (_ftregs_used) {
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case 0: _ftregs_used += 1; return "TEXCOORD0";
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case 1: _ftregs_used += 1; return "TEXCOORD1";
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case 2: _ftregs_used += 1; return "TEXCOORD2";
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case 3: _ftregs_used += 1; return "TEXCOORD3";
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case 4: _ftregs_used += 1; return "TEXCOORD4";
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case 5: _ftregs_used += 1; return "TEXCOORD5";
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case 6: _ftregs_used += 1; return "TEXCOORD6";
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case 7: _ftregs_used += 1; return "TEXCOORD7";
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}
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switch (_fcregs_used) {
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case 0: _fcregs_used += 1; return "COLOR0";
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case 1: _fcregs_used += 1; return "COLOR1";
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}
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return "UNKNOWN";
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::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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ShaderGenerator *ShaderGenerator::
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get_default() {
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if (_default_generator == (ShaderGenerator *)NULL) {
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_default_generator = new ShaderGenerator;
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}
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return _default_generator;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::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 ShaderGenerator::
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set_default(ShaderGenerator *generator) {
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_default_generator = generator;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::analyze_renderstate
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// Access: Protected
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// Description: Analyzes the RenderState prior to shader generation.
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// The results of the analysis are stored in instance
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// variables of the Shader Generator.
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////////////////////////////////////////////////////////////////////
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void ShaderGenerator::
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analyze_renderstate(const RenderState *rs) {
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clear_analysis();
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rs->store_into_slots(&_attribs);
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// Count number of textures.
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_num_textures = 0;
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if (_attribs._texture) {
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_num_textures = _attribs._texture->get_num_on_stages();
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}
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// Determine whether or not vertex colors or flat colors are present.
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if (_attribs._color != 0) {
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if (_attribs._color->get_color_type() == ColorAttrib::T_vertex) {
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_vertex_colors = true;
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} else if (_attribs._color->get_color_type() == ColorAttrib::T_flat) {
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_flat_colors = true;
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}
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}
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// Break out the lights by type.
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const LightAttrib *la = _attribs._light;
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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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}
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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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}
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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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_plights.push_back((PointLight*)light_obj);
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}
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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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}
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}
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// Determine whether model-space or tangent-space lighting is recommended.
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if (_attribs._light->get_num_on_lights() > 0) {
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_ms_lighting = true;
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}
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// Find the material.
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if (!_attribs._material->is_off()) {
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_material = _attribs._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 (_alights.size() > 0) {
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if (_material->has_ambient()) {
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Colorf a = _material->get_ambient();
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if ((a[0]!=0.0)||(a[1]!=0.0)||(a[2]!=0.0)) {
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_have_ambient = true;
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}
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} else {
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_have_ambient = true;
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}
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}
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if (_dlights.size() + _plights.size() + _slights.size()) {
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if (_material->has_diffuse()) {
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Colorf d = _material->get_diffuse();
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if ((d[0]!=0.0)||(d[1]!=0.0)||(d[2]!=0.0)) {
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_have_diffuse = true;
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}
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} else {
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_have_diffuse = true;
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}
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}
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if (_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 (_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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if ((s[0]!=0.0)||(s[1]!=0.0)||(s[2]!=0.0)) {
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_have_specular = true;
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}
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}
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}
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// Does the shader need material properties as input?
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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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(_have_specular && (_material->has_specular()));
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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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// Description: Called after analyze_renderstate to discard all
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// the results of the analysis. This is generally done
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// after shader generation is complete.
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////////////////////////////////////////////////////////////////////
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void ShaderGenerator::
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clear_analysis() {
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_vertex_colors = false;
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_flat_colors = false;
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_ms_lighting = false;
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_ts_lighting = 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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_have_specular = false;
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_attribs.clear_to_defaults();
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_material = (Material*)NULL;
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_alights.clear();
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_dlights.clear();
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_plights.clear();
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_slights.clear();
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_alights_np.clear();
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_dlights_np.clear();
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_plights_np.clear();
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_slights_np.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderGenerator::create_shader_attrib
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// Access: Protected
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// Description: Creates a ShaderAttrib given a generated shader's
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// body. Also inserts the lights into the shader
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// attrib.
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////////////////////////////////////////////////////////////////////
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CPT(RenderAttrib) ShaderGenerator::
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create_shader_attrib(const string &txt) {
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PT(Shader) shader = Shader::make(txt);
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CPT(RenderAttrib) shattr = ShaderAttrib::make();
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shattr=DCAST(ShaderAttrib, shattr)->set_shader(shader);
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if (_ms_lighting) {
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for (int i=0; i<(int)_alights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("alight", i), _alights_np[i]);
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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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}
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for (int i=0; i<(int)_plights.size(); i++) {
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|
|
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]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return shattr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
|
// Function: ShaderGenerator::synthesize_shader
|
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|
|
|
// Access: Public, Static
|
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|
|
|
// Access: Published, Virtual
|
|
|
|
|
// Description: This is the routine that implements the next-gen
|
|
|
|
|
// fixed function pipeline by synthesizing a shader.
|
|
|
|
|
//
|
|
|
|
|
// Currently supports:
|
|
|
|
|
// - textures
|
|
|
|
|
// - materials
|
|
|
|
|
// - 2D textures
|
|
|
|
|
// - lights
|
|
|
|
|
// - vertex colors
|
|
|
|
|
// - flat colors
|
|
|
|
|
// - materials
|
|
|
|
|
//
|
|
|
|
|
// Not yet supported:
|
|
|
|
|
// - vertex colors
|
|
|
|
|
// - 3D textures, cube textures
|
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|
|
|
// - color scale attrib
|
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|
|
|
// - texgen
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|
|
// - texmatrix
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|
|
|
// - separate normal and gloss
|
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|
|
|
// - normal and gloss
|
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|
|
|
// - lots of other things
|
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|
|
|
//
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
|
CPT(RenderAttrib) ShaderGenerator::
|
|
|
|
|
synthesize_shader(const RenderState *rs) {
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|
|
|
|
AttribSlots attribs;
|
|
|
|
|
rs->store_into_slots(&attribs);
|
|
|
|
|
|
|
|
|
|
int num_textures = 0;
|
|
|
|
|
if (attribs._texture) {
|
|
|
|
|
num_textures = attribs._texture->get_num_on_stages();
|
|
|
|
|
analyze_renderstate(rs);
|
|
|
|
|
reset_register_allocator();
|
|
|
|
|
|
|
|
|
|
// These variables will hold the results of register allocation.
|
|
|
|
|
|
|
|
|
|
char *pos_freg = 0;
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|
|
|
|
char *normal_vreg = 0;
|
|
|
|
|
char *tangent_vreg = 0;
|
|
|
|
|
char *binormal_vreg = 0;
|
|
|
|
|
char *normal_freg = 0;
|
|
|
|
|
char *eyevec_freg = 0;
|
|
|
|
|
pvector<char *> texcoord_vreg;
|
|
|
|
|
pvector<char *> texcoord_freg;
|
|
|
|
|
pvector<char *> tslightvec_freg;
|
|
|
|
|
|
|
|
|
|
if (_vertex_colors) {
|
|
|
|
|
_vcregs_used = 1;
|
|
|
|
|
_fcregs_used = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ostringstream text;
|
|
|
|
|
CPT(RenderAttrib) rattrib = ShaderAttrib::make();
|
|
|
|
|
// Generate the shader's text.
|
|
|
|
|
|
|
|
|
|
ostringstream text;
|
|
|
|
|
|
|
|
|
|
text << "//Cg\n";
|
|
|
|
|
|
|
|
|
|
text << "void vshader(\n";
|
|
|
|
|
for (int i=0; i<num_textures; i++) {
|
|
|
|
|
text << "\t float2 vtx_texcoord" << i << " : TEXCOORD" << i << ",\n";
|
|
|
|
|
text << "\t out float2 l_texcoord" << i << " : TEXCOORD" << i << ",\n";
|
|
|
|
|
for (int i=0; i<_num_textures; i++) {
|
|
|
|
|
texcoord_vreg.push_back(alloc_vreg());
|
|
|
|
|
texcoord_freg.push_back(alloc_freg());
|
|
|
|
|
text << "\t in float4 vtx_texcoord" << i << " : " << texcoord_vreg[i] << ",\n";
|
|
|
|
|
text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
|
|
|
|
|
}
|
|
|
|
|
if (_vertex_colors) {
|
|
|
|
|
text << "\t in float4 vtx_color : COLOR,\n";
|
|
|
|
|
text << "\t out float4 l_color : COLOR,\n";
|
|
|
|
|
}
|
|
|
|
|
if (_ms_lighting) {
|
|
|
|
|
pos_freg = alloc_freg();
|
|
|
|
|
normal_vreg = alloc_vreg();
|
|
|
|
|
normal_freg = alloc_freg();
|
|
|
|
|
text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
|
|
|
|
|
text << "\t out float4 l_normal : " << normal_freg << ",\n";
|
|
|
|
|
text << "\t out float4 l_pos : " << pos_freg << ",\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
text << "\t float4 vtx_position : POSITION,\n";
|
|
|
|
|
text << "\t out float4 l_position : POSITION,\n";
|
|
|
|
|
text << "\t uniform float4x4 mat_modelproj\n";
|
|
|
|
|
@ -66,31 +423,195 @@ synthesize_shader(const RenderState *rs) {
|
|
|
|
|
|
|
|
|
|
text << "\t l_position = mul(mat_modelproj, vtx_position);\n";
|
|
|
|
|
|
|
|
|
|
for (int i=0; i<num_textures; i++) {
|
|
|
|
|
for (int i=0; i<_num_textures; i++) {
|
|
|
|
|
text << "\t l_texcoord" << i << " = vtx_texcoord" << i << ";\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_vertex_colors) {
|
|
|
|
|
text << "\t l_color = vtx_color;\n";
|
|
|
|
|
}
|
|
|
|
|
if (_ms_lighting) {
|
|
|
|
|
text << "\t l_normal = vtx_normal;\n";
|
|
|
|
|
text << "\t l_pos = vtx_position;\n";
|
|
|
|
|
}
|
|
|
|
|
text << "}\n\n";
|
|
|
|
|
|
|
|
|
|
text << "void fshader(\n";
|
|
|
|
|
|
|
|
|
|
for (int i=0; i<num_textures; i++) {
|
|
|
|
|
text << "\t in float2 l_texcoord" << i << " : TEXCOORD" << i << ",\n";
|
|
|
|
|
for (int i=0; i<_num_textures; i++) {
|
|
|
|
|
text << "\t in float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
|
|
|
|
|
text << "\t uniform sampler2D tex_" << i << ",\n";
|
|
|
|
|
}
|
|
|
|
|
if (_vertex_colors) {
|
|
|
|
|
text << "\t in float4 l_color : COLOR,\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t uniform float4 attr_color,\n";
|
|
|
|
|
}
|
|
|
|
|
if (_ms_lighting) {
|
|
|
|
|
text << "\t in float3 l_normal : " << normal_freg << ",\n";
|
|
|
|
|
text << "\t in float4 l_pos : " << pos_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_model,\n";
|
|
|
|
|
}
|
|
|
|
|
for (int i=0; i<(int)_plights.size(); i++) {
|
|
|
|
|
text << "\t uniform float4x4 plight_plight" << i << "_rel_model,\n";
|
|
|
|
|
}
|
|
|
|
|
for (int i=0; i<(int)_slights.size(); i++) {
|
|
|
|
|
text << "\t uniform float4x4 slight_slight" << i << "_rel_model,\n";
|
|
|
|
|
text << "\t uniform float4 satten_slight" << i << ",\n";
|
|
|
|
|
}
|
|
|
|
|
if (_need_material_props) {
|
|
|
|
|
text << "\t uniform float4x4 attr_material,\n";
|
|
|
|
|
}
|
|
|
|
|
if (_have_specular) {
|
|
|
|
|
if (_material->get_local()) {
|
|
|
|
|
text << "\t uniform float4 mspos_view,\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t uniform float4 row1_view_to_model,\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
text << "\t out float4 o_color : COLOR\n";
|
|
|
|
|
text << ") {\n";
|
|
|
|
|
|
|
|
|
|
text << "\t o_color = float4(1,1,1,1);\n";
|
|
|
|
|
for (int i=0; i<num_textures; i++) {
|
|
|
|
|
text << "\t o_color *= tex2D(tex_" << i << ", l_texcoord" << i << ");\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
text << "}\n";
|
|
|
|
|
if (_ms_lighting) {
|
|
|
|
|
if (_have_ambient) {
|
|
|
|
|
text << "\t float4 tot_ambient = float4(0,0,0,0);\n";
|
|
|
|
|
}
|
|
|
|
|
if (_have_diffuse) {
|
|
|
|
|
text << "\t float4 tot_diffuse = float4(0,0,0,0);\n";
|
|
|
|
|
}
|
|
|
|
|
if (_have_specular) {
|
|
|
|
|
text << "\t float4 tot_specular = float4(0,0,0,0);\n";
|
|
|
|
|
}
|
|
|
|
|
text << "\t l_normal = normalize(l_normal);\n";
|
|
|
|
|
text << "\t float ldist,lattenv,langle;\n";
|
|
|
|
|
text << "\t float4 lcolor,lspec,lvec,lpoint,latten,ldir,leye,lhalf;\n";
|
|
|
|
|
for (int i=0; i<(int)_alights.size(); i++) {
|
|
|
|
|
text << "\t // Ambient Light " << i << "\n";
|
|
|
|
|
text << "\t lcolor = alight_alight" << i << ";\n";
|
|
|
|
|
text << "\t tot_ambient += lcolor;\n";
|
|
|
|
|
}
|
|
|
|
|
for (int i=0; i<(int)_dlights.size(); i++) {
|
|
|
|
|
text << "\t // Directional Light " << i << "\n";
|
|
|
|
|
text << "\t lcolor = dlight_dlight" << i << "_rel_model[0];\n";
|
|
|
|
|
text << "\t lspec = dlight_dlight" << i << "_rel_model[1];\n";
|
|
|
|
|
text << "\t lvec = dlight_dlight" << i << "_rel_model[2];\n";
|
|
|
|
|
text << "\t lcolor *= saturate(dot(l_normal, lvec.xyz));\n";
|
|
|
|
|
text << "\t tot_diffuse += lcolor;\n";
|
|
|
|
|
if (_have_specular) {
|
|
|
|
|
if (_material->get_local()) {
|
|
|
|
|
text << "\t lhalf = normalize(normalize(mspos_view - l_pos) + lvec);\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t lhalf = dlight_dlight" << i << "_rel_model[3];\n";
|
|
|
|
|
}
|
|
|
|
|
text << "\t lspec *= pow(saturate(dot(l_normal, lhalf.xyz)), attr_material[3].w);\n";
|
|
|
|
|
text << "\t tot_specular += lspec;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (int i=0; i<(int)_plights.size(); i++) {
|
|
|
|
|
text << "\t // Point Light " << i << "\n";
|
|
|
|
|
text << "\t lcolor = plight_plight" << i << "_rel_model[0];\n";
|
|
|
|
|
text << "\t lspec = plight_plight" << i << "_rel_model[1];\n";
|
|
|
|
|
text << "\t lpoint = plight_plight" << i << "_rel_model[2];\n";
|
|
|
|
|
text << "\t latten = plight_plight" << i << "_rel_model[3];\n";
|
|
|
|
|
text << "\t lvec = lpoint - l_pos;\n";
|
|
|
|
|
text << "\t ldist = length(lvec);\n";
|
|
|
|
|
text << "\t lvec /= ldist;\n";
|
|
|
|
|
text << "\t lattenv = 1/(latten.x + latten.y*ldist + latten.z*ldist*ldist);\n";
|
|
|
|
|
text << "\t lcolor *= lattenv * saturate(dot(l_normal, lvec.xyz));\n";
|
|
|
|
|
text << "\t tot_diffuse += lcolor;\n";
|
|
|
|
|
if (_have_specular) {
|
|
|
|
|
if (_material->get_local()) {
|
|
|
|
|
text << "\t lhalf = normalize(normalize(mspos_view - l_pos) + lvec);\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t lhalf = normalize(lvec - row1_view_to_model);\n";
|
|
|
|
|
}
|
|
|
|
|
text << "\t lspec *= lattenv;\n";
|
|
|
|
|
text << "\t lspec *= pow(saturate(dot(l_normal, lhalf.xyz)), attr_material[3].w);\n";
|
|
|
|
|
text << "\t tot_specular += lspec;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (int i=0; i<(int)_slights.size(); i++) {
|
|
|
|
|
text << "\t // Spot Light " << i << "\n";
|
|
|
|
|
text << "\t lcolor = slight_slight" << i << "_rel_model[0];\n";
|
|
|
|
|
text << "\t lspec = slight_slight" << i << "_rel_model[1];\n";
|
|
|
|
|
text << "\t lpoint = slight_slight" << i << "_rel_model[2];\n";
|
|
|
|
|
text << "\t ldir = slight_slight" << i << "_rel_model[3];\n";
|
|
|
|
|
text << "\t latten = satten_slight" << i << ";\n";
|
|
|
|
|
text << "\t lvec = lpoint - l_pos;\n";
|
|
|
|
|
text << "\t ldist = length(lvec);\n";
|
|
|
|
|
text << "\t lvec /= ldist;\n";
|
|
|
|
|
text << "\t langle = saturate(dot(ldir.xyz, lvec.xyz));\n";
|
|
|
|
|
text << "\t lattenv = 1/(latten.x + latten.y*ldist + latten.z*ldist*ldist);\n";
|
|
|
|
|
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";
|
|
|
|
|
text << "\t tot_diffuse += lcolor;\n";
|
|
|
|
|
if (_have_specular) {
|
|
|
|
|
if (_material->get_local()) {
|
|
|
|
|
text << "\t lhalf = normalize(normalize(mspos_view - l_pos) + lvec);\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t lhalf = normalize(lvec - row1_view_to_model);\n";
|
|
|
|
|
}
|
|
|
|
|
text << "\t lspec *= lattenv;\n";
|
|
|
|
|
text << "\t lspec *= pow(saturate(dot(l_normal, lhalf.xyz)), attr_material[3].w);\n";
|
|
|
|
|
text << "\t tot_specular += lspec;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_have_emission) {
|
|
|
|
|
text << "\t o_color = attr_material[2];\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t o_color = float4(0,0,0,1);\n";
|
|
|
|
|
}
|
|
|
|
|
if (_have_ambient) {
|
|
|
|
|
if (_material->has_ambient()) {
|
|
|
|
|
text << "\t o_color += tot_ambient * attr_material[0];\n";
|
|
|
|
|
} else if (_vertex_colors) {
|
|
|
|
|
text << "\t o_color += tot_ambient * l_color;\n";
|
|
|
|
|
} else if (_flat_colors) {
|
|
|
|
|
text << "\t o_color += tot_ambient * attr_color;\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t o_color += tot_ambient;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (_have_diffuse) {
|
|
|
|
|
if (_material->has_diffuse()) {
|
|
|
|
|
text << "\t o_color += tot_diffuse * attr_material[1];\n";
|
|
|
|
|
} else if (_vertex_colors) {
|
|
|
|
|
text << "\t o_color += tot_diffuse * l_color;\n";
|
|
|
|
|
} else if (_flat_colors) {
|
|
|
|
|
text << "\t o_color += tot_diffuse * attr_color;\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t o_color += tot_diffuse;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (_vertex_colors) {
|
|
|
|
|
text << "\t o_color = l_color;\n";
|
|
|
|
|
} else if (_flat_colors) {
|
|
|
|
|
text << "\t o_color = attr_color;\n";
|
|
|
|
|
} else {
|
|
|
|
|
text << "\t o_color = float4(1,1,1,1);\n";
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}
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}
|
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for (int i=0; i<_num_textures; i++) {
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|
|
text << "\t o_color *= tex2D(tex_" << i << ", float2(l_texcoord" << i << "));\n";
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|
|
|
|
}
|
|
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|
|
if (_ms_lighting) {
|
|
|
|
|
if (_have_specular) {
|
|
|
|
|
text << "\t o_color += tot_specular;\n";
|
|
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|
|
}
|
|
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|
|
}
|
|
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|
|
text << "}\n";
|
|
|
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|
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|
|
// Insert the shader into the shader attrib.
|
|
|
|
|
PT(Shader) shader = Shader::make(text.str());
|
|
|
|
|
rattrib = DCAST(ShaderAttrib, rattrib)->set_shader(shader);
|
|
|
|
|
return rattrib;
|
|
|
|
|
CPT(RenderAttrib) shattr = create_shader_attrib(text.str());
|
|
|
|
|
clear_analysis();
|
|
|
|
|
reset_register_allocator();
|
|
|
|
|
return shattr;
|
|
|
|
|
}
|
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