Serious-Engine/Sources/Engine/Graphics/Shader.cpp
2016-03-11 15:57:17 +02:00

837 lines
19 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "stdh.h"
#include <Engine/Base/Stream.h>
#include <Engine/Math/Projection.h>
#include <Engine/Ska/Render.h>
#include <Engine/Graphics/Shader.h>
#include <Engine/Graphics/Texture.h>
#include <Engine/Graphics/Fog_internal.h>
static INDEX _ctVertices =-1;
static INDEX _ctIndices =-1;
static INDEX _ctTextures =-1;
static INDEX _ctUVMaps =-1;
static INDEX _ctColors =-1;
static INDEX _ctFloats =-1;
static INDEX _ctLights =-1;
static CAnyProjection3D *_paprProjection; // current projection
static Matrix12 *_pmObjToView = NULL;
static Matrix12 *_pmObjToAbs = NULL;
static CShader *_pShader = NULL; // current shader
static GFXTexCoord *_pCurrentUVMap = NULL; // current UVMap
static GFXVertex4 *_paVertices = NULL; // array of vertices
static GFXNormal *_paNormals = NULL; // array of normals
static GFXTexCoord **_paUVMaps = NULL; // array of uvmaps to chose from
static GFXTexCoord *_paFogUVMap = NULL; // UVMap for fog pass
static GFXTexCoord *_paHazeUVMap = NULL; // UVMap for haze pass
static GFXColor *_pacolVtxHaze = NULL; // array of vertex colors for haze
static CTextureObject **_paTextures = NULL;// array of textures to chose from
static INDEX *_paIndices = NULL; // current array of triangle indices
static GFXColor _colAmbient = 0x000000FF; // Ambient color
static COLOR _colModel = 0x000000FF; // Model color
static GFXColor _colLight = 0x000000FF; // Light color
static FLOAT3D _vLightDir = FLOAT3D(0,0,0); // Light direction
static COLOR _colConstant = NULL; // current set color
static COLOR *_paColors = NULL; // array of colors to chose from
static FLOAT *_paFloats = NULL; // array of floats to chose from
static ULONG _ulFlags = 0;
// Vertex colors
static CStaticStackArray<GFXColor> _acolVtxColors; // array of color values for each vertex
static CStaticStackArray<GFXColor> _acolVtxModifyColors; // array of color modified values for each vertex
GFXColor *_pcolVtxColors = NULL; // pointer to vertex color array (points to current array of vertex colors)
// vertex array that is returned if shader request vertices for modify
static CStaticStackArray<GFXVertex4> _vModifyVertices;
static CStaticStackArray<GFXTexCoord> _uvUVMapForModify;
// Begin shader using
void shaBegin(CAnyProjection3D &aprProjection,CShader *pShader)
{
// Chech that last shading ended with shaEnd
ASSERT(_pShader==NULL);
// Chech if shader exists
ASSERT(pShader!=NULL);
// Set current projection
_paprProjection = &aprProjection;
// Set pointer to shader
_pShader = pShader;
}
// End shader using
void shaEnd(void)
{
// Chech if shader exists
ASSERT(_pShader!=NULL);
// Call shader function
_pShader->ShaderFunc();
// Clean used values
shaClean();
_pShader = NULL;
}
// Render given model
void shaRender(void)
{
ASSERT(_ctVertices>0);
ASSERT(_ctIndices>0);
ASSERT(_paVertices!=NULL);
ASSERT(_paIndices!=NULL);
// Set vertices
gfxSetVertexArray(_paVertices,_ctVertices);
gfxLockArrays();
// if there is valid UVMap
if(_pCurrentUVMap!=NULL) {
gfxSetTexCoordArray(_pCurrentUVMap, FALSE);
}
// if there is valid vertex color array
if(_pcolVtxColors!=NULL) {
gfxSetColorArray(_pcolVtxColors);
}
// draw model with set params
gfxDrawElements( _ctIndices, _paIndices);
gfxUnlockArrays();
}
// Render aditional pass for fog and haze
void shaDoFogPass(void)
{
// if full bright
if(shaGetFlags()&BASE_FULL_BRIGHT) {
// no fog pass
return;
}
ASSERT(_paFogUVMap==NULL);
ASSERT(_paHazeUVMap==NULL);
// Calculate fog and haze uvmap for this opaque surface
RM_DoFogAndHaze(TRUE);
// if fog uvmap has been given
if(_paFogUVMap!=NULL) {
// setup texture/color arrays and rendering mode
gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP);
gfxSetTexture( _fog_ulTexture, _fog_tpLocal);
gfxSetTexCoordArray(_paFogUVMap, FALSE);
gfxSetConstantColor(_fog_fp.fp_colColor);
gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
gfxEnableBlend();
// render fog pass
gfxDrawElements( _ctIndices, _paIndices);
}
// if haze uvmap has been given
if(_paHazeUVMap!=NULL) {
gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP);
gfxSetTexture( _haze_ulTexture, _haze_tpLocal);
gfxSetTexCoordArray(_paHazeUVMap, TRUE);
gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
gfxEnableBlend();
// set vertex color array for haze
if(_pacolVtxHaze !=NULL ) {
gfxSetColorArray( _pacolVtxHaze);
}
// render fog pass
gfxDrawElements( _ctIndices, _paIndices);
}
}
// Modify color for fog
void shaModifyColorForFog(void)
{
// if full bright
if(shaGetFlags()&BASE_FULL_BRIGHT) {
// no fog colors
return;
}
// Update this surface color array if fog or haze exists
RM_DoFogAndHaze(FALSE);
}
// Calculate lightning for given model
void shaCalculateLight(void)
{
// if full bright
if(shaGetFlags()&BASE_FULL_BRIGHT) {
GFXColor colLight = _colConstant;
GFXColor colAmbient;
GFXColor colConstant;
// is over brightning enabled
if(shaOverBrightningEnabled()) {
colAmbient = 0x7F7F7FFF;
} else {
colAmbient = 0xFFFFFFFF;
}
colConstant.MultiplyRGBA(colLight,colAmbient);
shaSetConstantColor(ByteSwap(colConstant.abgr));
// no vertex colors
return;
}
ASSERT(_paNormals!=NULL);
_acolVtxColors.PopAll();
_acolVtxColors.Push(_ctVertices);
GFXColor colModel = (GFXColor)_colModel; // Model color
GFXColor &colAmbient = (GFXColor)_colAmbient; // Ambient color
GFXColor &colLight = (GFXColor)_colLight; // Light color
GFXColor &colSurface = (GFXColor)_colConstant; // shader color
colModel.MultiplyRGBA(colModel,colSurface);
UBYTE ubColShift = 8;
SLONG slar = colAmbient.r;
SLONG slag = colAmbient.g;
SLONG slab = colAmbient.b;
if(shaOverBrightningEnabled()) {
slar = ClampUp(slar,127L);
slag = ClampUp(slag,127L);
slab = ClampUp(slab,127L);
ubColShift = 8;
} else {
slar*=2;
slag*=2;
slab*=2;
ubColShift = 7;
}
// for each vertex color
for(INDEX ivx=0;ivx<_ctVertices;ivx++) {
// calculate vertex light
FLOAT3D &vNorm = FLOAT3D(_paNormals[ivx].nx,_paNormals[ivx].ny,_paNormals[ivx].nz);
FLOAT fDot = vNorm % _vLightDir;
fDot = Clamp(fDot,0.0f,1.0f);
SLONG slDot = NormFloatToByte(fDot);
_acolVtxColors[ivx].r = ClampUp(colModel.r * (slar + ((colLight.r * slDot)>>ubColShift))>>8,255L);
_acolVtxColors[ivx].g = ClampUp(colModel.g * (slag + ((colLight.g * slDot)>>ubColShift))>>8,255L);
_acolVtxColors[ivx].b = ClampUp(colModel.b * (slab + ((colLight.b * slDot)>>ubColShift))>>8,255L);
_acolVtxColors[ivx].a = colModel.a;//slDot;
}
// Set current vertex color array
_pcolVtxColors = &_acolVtxColors[0];
}
// Calculate lightning for given model
void shaCalculateLightForSpecular(void)
{
ASSERT(_paNormals!=NULL);
_acolVtxColors.PopAll();
_acolVtxColors.Push(_ctVertices);
GFXColor colModel = (GFXColor)_colModel; // Model color
GFXColor &colAmbient = (GFXColor)_colAmbient; // Ambient color
GFXColor &colLight = (GFXColor)_colLight; // Light color
GFXColor &colSurface = (GFXColor)_colConstant; // shader color
// colModel = MulColors(colModel.r,colSurface.abgr);
colModel.MultiplyRGBA(colModel,colSurface);
UBYTE ubColShift = 8;
SLONG slar = colAmbient.r;
SLONG slag = colAmbient.g;
SLONG slab = colAmbient.b;
if(shaOverBrightningEnabled()) {
slar = ClampUp(slar,127L);
slag = ClampUp(slag,127L);
slab = ClampUp(slab,127L);
ubColShift = 8;
} else {
slar*=2;
slag*=2;
slab*=2;
ubColShift = 7;
}
// for each vertex color
for(INDEX ivx=0;ivx<_ctVertices;ivx++) {
// calculate vertex light
FLOAT3D &vNorm = FLOAT3D(_paNormals[ivx].nx,_paNormals[ivx].ny,_paNormals[ivx].nz);
FLOAT fDot = vNorm % _vLightDir;
fDot = Clamp(fDot,0.0f,1.0f);
SLONG slDot = NormFloatToByte(fDot);
_acolVtxColors[ivx].r = ClampUp(colModel.r * (slar + ((colLight.r * slDot)>>ubColShift))>>8,255L);
_acolVtxColors[ivx].g = ClampUp(colModel.g * (slag + ((colLight.g * slDot)>>ubColShift))>>8,255L);
_acolVtxColors[ivx].b = ClampUp(colModel.b * (slab + ((colLight.b * slDot)>>ubColShift))>>8,255L);
_acolVtxColors[ivx].a = slDot;//colModel.a;//slDot;
}
// Set current wertex array
_pcolVtxColors = &_acolVtxColors[0];
}
// Clean all values
void shaClean(void)
{
_ctVertices = -1;
_ctIndices = -1;
_ctColors = -1;
_ctTextures = -1;
_ctUVMaps = -1;
_ctLights = -1;
_colConstant = 0;
_ulFlags = 0;
_pShader = NULL;
_paVertices = NULL;
_paNormals = NULL;
_paIndices = NULL;
_paUVMaps = NULL;
_paTextures = NULL;
_paColors = NULL;
_paFloats = NULL;
_pCurrentUVMap = NULL;
_pcolVtxColors = NULL;
_paFogUVMap = NULL;
_paHazeUVMap = NULL;
_pacolVtxHaze = NULL;
_pmObjToView = NULL;
_pmObjToAbs = NULL;
_paprProjection = NULL;
_acolVtxColors.PopAll();
_acolVtxModifyColors.PopAll();
_vModifyVertices.PopAll();
_uvUVMapForModify.PopAll();
shaCullFace(GFX_BACK);
}
/*
* Shader value setting
*/
// Set array of vertices
void shaSetVertexArray(GFXVertex4 *paVertices,INDEX ctVertices)
{
ASSERT(paVertices!=NULL);
ASSERT(ctVertices>0);
// set pointer to new vertex array
_paVertices = paVertices;
_ctVertices = ctVertices;
}
// Set array of normals
void shaSetNormalArray(GFXNormal *paNormals)
{
ASSERT(paNormals!=NULL);
_paNormals = paNormals;
}
// Set array of indices
void shaSetIndices(INDEX *paIndices,INDEX ctIndices)
{
ASSERT(paIndices!=NULL);
ASSERT(ctIndices>0);
_paIndices = paIndices;
_ctIndices = ctIndices;
}
// Set array of texture objects for shader
void shaSetTextureArray(CTextureObject **paTextureObject, INDEX ctTextures)
{
_paTextures = paTextureObject;
_ctTextures = ctTextures;
}
// Set array of uv maps
void shaSetUVMapsArray(GFXTexCoord **paUVMaps, INDEX ctUVMaps)
{
ASSERT(paUVMaps!=NULL);
ASSERT(ctUVMaps>0);
_paUVMaps = paUVMaps;
_ctUVMaps = ctUVMaps;
}
// Set array of shader colors
void shaSetColorArray(COLOR *paColors, INDEX ctColors)
{
ASSERT(paColors!=NULL);
ASSERT(ctColors>0);
_paColors = paColors;
_ctColors = ctColors;
}
// Set array of floats for shader
void shaSetFloatArray(FLOAT *paFloats, INDEX ctFloats)
{
ASSERT(paFloats!=NULL);
_paFloats = paFloats;
_ctFloats = ctFloats;
}
// Set shading flags
void shaSetFlags(ULONG ulFlags)
{
_ulFlags = ulFlags;
}
// Set base color of model
void shaSetModelColor(COLOR &colModel)
{
_colModel = colModel;
}
// Set light direction
void shaSetLightDirection(const FLOAT3D &vLightDir)
{
_vLightDir = vLightDir;
}
// Set light color
void shaSetLightColor(COLOR colAmbient, COLOR colLight)
{
_colAmbient = colAmbient;
_colLight = colLight;
}
// Set object to view matrix
void shaSetObjToViewMatrix(Matrix12 &mat)
{
_pmObjToView = &mat;
}
// Set object to abs matrix
void shaSetObjToAbsMatrix(Matrix12 &mat)
{
_pmObjToAbs = &mat;
}
// Set current texture index
void shaSetTexture(INDEX iTextureIndex)
{
if(_paTextures==NULL || iTextureIndex<0 || iTextureIndex>=_ctTextures || _paTextures[iTextureIndex] == NULL) {
gfxDisableTexture();
return;
}
ASSERT(iTextureIndex<_ctTextures);
CTextureObject *pto = _paTextures[iTextureIndex];
ASSERT(pto!=NULL);
CTextureData *pTextureData = (CTextureData*)pto->GetData();
const INDEX iFrameNo = pto->GetFrame();
pTextureData->SetAsCurrent(iFrameNo);
}
// Set current uvmap index
void shaSetUVMap(INDEX iUVMapIndex)
{
ASSERT(iUVMapIndex>=0);
if(iUVMapIndex<=_ctUVMaps) {
_pCurrentUVMap = _paUVMaps[iUVMapIndex];
}
}
// Set current color index
void shaSetColor(INDEX icolIndex)
{
ASSERT(icolIndex>=0);
if(icolIndex>=_ctColors) {
_colConstant = C_WHITE|CT_OPAQUE;
} else {
_colConstant = _paColors[icolIndex];
}
// Set this color as constant color
gfxSetConstantColor(_colConstant);
}
// Set array of texcoords index
void shaSetTexCoords(GFXTexCoord *uvNewMap)
{
_pCurrentUVMap = uvNewMap;
}
// Set array of vertex colors
void shaSetVertexColors(GFXColor *paColors)
{
_pcolVtxColors = paColors;
}
// Set constant color
void shaSetConstantColor(const COLOR colConstant)
{
gfxSetConstantColor(colConstant);
}
/*
* Shader value getting
*/
// Get vertex count
INDEX shaGetVertexCount(void)
{
return _ctVertices;
}
// Get index count
INDEX shaGetIndexCount(void)
{
return _ctIndices;
}
// Get float from array of floats
FLOAT shaGetFloat(INDEX iFloatIndex)
{
ASSERT(iFloatIndex>=0);
ASSERT(iFloatIndex<_ctFloats);
return _paFloats[iFloatIndex];
}
// Get texture from array of textures
CTextureObject *shaGetTexture( INDEX iTextureIndex)
{
ASSERT( iTextureIndex>=0);
if( _paTextures==NULL || iTextureIndex>=_ctTextures || _paTextures[iTextureIndex]==NULL) return NULL;
else return _paTextures[iTextureIndex];
}
// Get color from color array
COLOR &shaGetColor(INDEX iColorIndex)
{
ASSERT(iColorIndex<_ctColors);
return _paColors[iColorIndex];
}
// Get shading flags
ULONG &shaGetFlags()
{
return _ulFlags;
}
// Get base color of model
COLOR &shaGetModelColor(void)
{
return _colModel;
}
// Get light direction
FLOAT3D &shaGetLightDirection(void)
{
return _vLightDir;
}
// Get current light color
COLOR &shaGetLightColor(void)
{
return _colLight.abgr;
}
// Get current ambient volor
COLOR &shaGetAmbientColor(void)
{
return _colAmbient.abgr;
}
// Get current set color
COLOR &shaGetCurrentColor(void)
{
return _colConstant;
}
// Get vertex array
GFXVertex4 *shaGetVertexArray(void)
{
return _paVertices;
}
// Get index array
INDEX *shaGetIndexArray(void)
{
return _paIndices;
}
// Get normal array
GFXNormal *shaGetNormalArray(void)
{
return _paNormals;
}
// Get uvmap array from array of uvmaps
GFXTexCoord *shaGetUVMap(INDEX iUVMapIndex)
{
ASSERT( iUVMapIndex>=0);
if( iUVMapIndex>=_ctUVMaps) return NULL;
else return _paUVMaps[iUVMapIndex];
}
// Get color array
GFXColor *shaGetColorArray(void)
{
return &_acolVtxColors[0];
}
// Get empty color array for modifying
GFXColor *shaGetNewColorArray(void)
{
ASSERT(_ctVertices!=0);
_acolVtxModifyColors.PopAll();
_acolVtxModifyColors.Push(_ctVertices);
return &_acolVtxModifyColors[0];
}
// Get empty texcoords array for modifying
GFXTexCoord *shaGetNewTexCoordArray(void)
{
ASSERT(_ctVertices!=0);
_uvUVMapForModify.PopAll();
_uvUVMapForModify.Push(_ctVertices);
return &_uvUVMapForModify[0];
}
// Get empty vertex array for modifying
GFXVertex *shaGetNewVertexArray(void)
{
ASSERT(_ctVertices!=0);
_vModifyVertices.PopAll();
_vModifyVertices.Push(_ctVertices);
return &_vModifyVertices[0];
}
// Get current projection
CAnyProjection3D *shaGetProjection()
{
return _paprProjection;
}
// Get object to view matrix
Matrix12 *shaGetObjToViewMatrix(void)
{
ASSERT(_pmObjToView!=NULL);
return _pmObjToView;
}
// Get object to abs matrix
Matrix12 *shaGetObjToAbsMatrix(void)
{
ASSERT(_pmObjToAbs!=NULL);
return _pmObjToAbs;
}
/*
* Shader states
*/
// Set face culling
void shaCullFace(GfxFace eFace)
{
if(_paprProjection !=NULL && (*_paprProjection)->pr_bMirror) {
gfxFrontFace( GFX_CW);
} else {
gfxFrontFace( GFX_CCW);
}
gfxCullFace(eFace);
}
// Set blending operations
void shaBlendFunc(GfxBlend eSrc, GfxBlend eDst)
{
gfxBlendFunc(eSrc,eDst);
}
// Set texture modulation mode
void shaSetTextureModulation(INDEX iScale)
{
gfxSetTextureModulation(iScale);
}
// Enable/Disable blening
void shaEnableBlend(void)
{
gfxEnableBlend();
}
void shaDisableBlend(void)
{
gfxDisableBlend();
}
// Enable/Disable alpha test
void shaEnableAlphaTest(void)
{
gfxEnableAlphaTest();
}
void shaDisableAlphaTest(void)
{
gfxDisableAlphaTest();
}
// Enable/Disable depth test
void shaEnableDepthTest(void)
{
gfxEnableDepthTest();
}
void shaDisableDepthTest(void)
{
gfxDisableDepthTest();
}
// Enable/Disable depth write
void shaEnableDepthWrite(void)
{
gfxEnableDepthWrite();
}
void shaDisableDepthWrite(void)
{
gfxDisableDepthWrite();
}
// Set depth buffer compare mode
void shaDepthFunc(GfxComp eComp)
{
gfxDepthFunc(eComp);
}
// Set texture wrapping
void shaSetTextureWrapping( enum GfxWrap eWrapU, enum GfxWrap eWrapV)
{
gfxSetTextureWrapping(eWrapU,eWrapV);
}
// Set uvmap for fog
void shaSetFogUVMap(GFXTexCoord *paFogUVMap)
{
_paFogUVMap = paFogUVMap;
}
// Set uvmap for haze
void shaSetHazeUVMap(GFXTexCoord *paHazeUVMap)
{
_paHazeUVMap = paHazeUVMap;
}
// Set array of vertex colors used in haze
void shaSetHazeColorArray(GFXColor *paHazeColors)
{
_pacolVtxHaze = paHazeColors;
}
BOOL shaOverBrightningEnabled(void)
{
// determine multitexturing capability for overbrighting purposes
extern INDEX mdl_bAllowOverbright;
return mdl_bAllowOverbright && _pGfx->gl_ctTextureUnits>1;
}
/*
* Shader handling
*/
// Constructor
CShader::CShader()
{
hLibrary = NULL;
ShaderFunc = NULL;
GetShaderDesc = NULL;
}
// Destructor
CShader::~CShader()
{
// Release shader dll
Clear();
}
// Clear shader
void CShader::Clear(void)
{
ShaderFunc = NULL;
GetShaderDesc = NULL;
// release dll
if(hLibrary!=NULL) FreeLibrary(hLibrary);
}
// Count used memory
SLONG CShader::GetUsedMemory(void)
{
return sizeof(CShader);
}
// Write to stream
void CShader::Write_t(CTStream *ostrFile)
{
}
// Read from stream
void CShader::Read_t(CTStream *istrFile)
{
// read the dll filename and class name from the stream
CTFileName fnmDLL;
CTString strShaderFunc;
CTString strShaderInfo;
fnmDLL.ReadFromText_t(*istrFile, "Package: ");
strShaderFunc.ReadFromText_t(*istrFile, "Name: ");
strShaderInfo.ReadFromText_t(*istrFile, "Info: ");
// create name of dll
#ifndef NDEBUG
fnmDLL = _fnmApplicationExe.FileDir()+fnmDLL.FileName()+/*_strModExt+*/"D"+fnmDLL.FileExt();
#else
fnmDLL = _fnmApplicationExe.FileDir()+fnmDLL.FileName()+/*_strModExt+*/fnmDLL.FileExt();
#endif
CTFileName fnmExpanded;
ExpandFilePath(EFP_READ | EFP_NOZIPS,fnmDLL,fnmExpanded);
// set new error mode
UINT iOldErrorMode = SetErrorMode(SEM_NOOPENFILEERRORBOX|SEM_FAILCRITICALERRORS);
// load dll
hLibrary = LoadLibraryA((const char*)fnmExpanded);
// return last error mode
SetErrorMode(iOldErrorMode);
// check if library has loaded
if(hLibrary==NULL)
{
// report error
istrFile->Throw_t("Error loading '%s' library",(const char*)fnmExpanded);
return;
}
// get pointer to shader render function
ShaderFunc = (void(*)(void))GetProcAddress(hLibrary,(const char*)strShaderFunc);
// if error accured
if(ShaderFunc==NULL)
{
// report error
istrFile->Throw_t("GetProcAddress 'ShaderFunc' Error");
}
// get pointer to shader info function
GetShaderDesc = (void(*)(ShaderDesc&))GetProcAddress(hLibrary,(const char*)strShaderInfo);
// if error accured
if(GetShaderDesc==NULL) {
// report error
istrFile->Throw_t("GetProcAddress 'ShaderDesc' Error");
}
}