open_toontown_panda3d/panda/src/pgraphnodes/shaderGenerator.h

174 lines
5.3 KiB
C++

// Filename: shaderGenerator.h
// Created by: jyelon (15Dec07)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef SHADERGENERATOR_H
#define SHADERGENERATOR_H
#include "pandabase.h"
#include "graphicsStateGuardianBase.h"
#include "graphicsOutputBase.h"
#include "nodePath.h"
#include "shaderAttrib.h"
#include "renderState.h"
#include "renderAttrib.h"
class AmbientLight;
class DirectionalLight;
class PointLight;
class Spotlight;
class LightAttrib;
////////////////////////////////////////////////////////////////////
// Class : ShaderGenerator
// 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
// normal mapping, gloss mapping, cartoon lighting,
// and so forth. It works by automatically generating
// a shader from a given RenderState.
//
// 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
// '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
// consisted of:
//
// Aaron Lo, Programmer
// Heegun Lee, Programmer
// Erin Fernandez, Artist/Tester
// Joe Grubb, Artist/Tester
// Ivan Ortega, Technical Artist/Tester
//
// Thanks to them!
//
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_PGRAPHNODES ShaderGenerator : public TypedObject {
PUBLISHED:
ShaderGenerator(PT(GraphicsStateGuardianBase) gsg, PT(GraphicsOutputBase) 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 alpha, short texindex);
static const string combine_source_as_string(CPT(TextureStage) stage,
short num, bool alpha, bool single_value, short texindex);
static const string texture_type_as_string(Texture::TextureType ttype);
// Shader register allocation:
int _vcregs_used;
int _fcregs_used;
int _vtregs_used;
int _ftregs_used;
void reset_register_allocator();
INLINE char *alloc_vreg();
INLINE char *alloc_freg();
// RenderState analysis information. Created by analyze_renderstate:
CPT(RenderState) _state;
Material *_material;
int _num_textures;
pvector <AmbientLight *> _alights;
pvector <DirectionalLight *> _dlights;
pvector <PointLight *> _plights;
pvector <Spotlight *> _slights;
pvector <NodePath> _alights_np;
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;
int _map_index_gloss;
bool _map_height_in_alpha;
bool _out_primary_glow;
bool _out_aux_normal;
bool _out_aux_glow;
bool _out_aux_any;
bool _have_alpha_test;
bool _have_alpha_blend;
bool _calc_primary_alpha;
bool _subsume_alpha_test;
bool _disable_alpha_write;
int _num_clip_planes;
bool _use_shadow_filter;
bool _need_material_props;
bool _need_world_position;
bool _need_world_normal;
bool _need_eye_position;
bool _need_eye_normal;
void analyze_renderstate(const RenderState *rs);
void clear_analysis();
PT(GraphicsStateGuardianBase) _gsg;
PT(GraphicsOutputBase) _host;
pmap<WCPT(RenderState), CPT(ShaderAttrib)> _generated_shaders;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedObject::init_type();
register_type(_type_handle, "ShaderGenerator",
TypedObject::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "shaderGenerator.I"
#endif // SHADERGENERATOR_H