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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 00:49:19 +02:00

material changes, shader params, texture binding changes, more changes, ...

This commit is contained in:
milek7
2018-07-18 21:53:12 +02:00
parent a1d11cb03b
commit ee16821509
12 changed files with 486 additions and 165 deletions

6
Logs.h
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@@ -9,15 +9,15 @@ http://mozilla.org/MPL/2.0/.
#pragma once
#include "uilayer.h"
enum class logtype : unsigned int {
generic = ( 1 << 0 ),
file = ( 1 << 1 ),
model = ( 1 << 2 ),
texture = ( 1 << 3 ),
lua = ( 1 << 4 )
lua = ( 1 << 4 ),
material = ( 1 << 5 ),
shader = (1 << 6 )
};
void WriteLog( const char *str, logtype const Type = logtype::generic );

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@@ -338,15 +338,8 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic
if (m_material != null_handle)
{
opengl_material &mat = GfxRenderer.Material(m_material);
// if material don't have opacity set, set legacy submodel opacity
if (std::isnan(mat.opacity))
{
if (iFlags & 0x20) // translucent
mat.opacity = 0.0f;
else if (iFlags & 0x10) // opaque
mat.opacity = 0.5f;
}
else // but if it does, replace submodel opacity with material one
// if material have opacity set, replace submodel opacity with it
if (!std::isnan(mat.opacity))
{
iFlags &= ~0x30;
if (mat.opacity == 0.0f)
@@ -1685,12 +1678,14 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector<std::string> *t,
if (!(iFlags & 0x30) && m_material != null_handle)
{
opengl_material &mat = GfxRenderer.Material(m_material);
if (std::isnan(mat.opacity))
// if material don't have opacity set, try to guess it
mat.opacity = mat.get_or_guess_opacity();
float opacity = mat.opacity;
// if material don't have opacity set, try to guess it
if (std::isnan(opacity))
opacity = mat.get_or_guess_opacity();
// set phase flag based on material opacity
if (mat.opacity == 0.0f)
if (opacity == 0.0f)
iFlags |= 0x20; // translucent
else
iFlags |= 0x10; // opaque

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@@ -571,16 +571,64 @@ opengl_texture::load_TGA() {
}
bool
opengl_texture::bind() {
opengl_texture::bind(size_t unit) {
if( ( false == is_ready )
&& ( false == create() ) ) {
return false;
}
::glBindTexture( target, id );
if (m_units[unit] == id)
return true;
if (GLEW_ARB_direct_state_access)
{
glBindTextureUnit(unit, id);
}
else
{
if (unit != m_activeunit)
{
glActiveTexture(GL_TEXTURE0 + unit);
m_activeunit = unit;
}
glBindTexture(target, id);
}
m_units[unit] = id;
return true;
}
void opengl_texture::unbind(size_t unit)
{
if (GLEW_ARB_direct_state_access)
{
glBindTextureUnit(unit, 0);
}
else
{
if (unit != m_activeunit)
{
glActiveTexture(GL_TEXTURE0 + unit);
m_activeunit = unit;
}
//todo: for other targets
glBindTexture(GL_TEXTURE_2D, 0);
}
}
void opengl_texture::reset_unit_cache()
{
for( auto &unit : m_units ) {
unit = 0;
}
m_activeunit = -1;
}
std::array<GLuint, gl::MAX_TEXTURES + 2> opengl_texture::m_units = { 0 };
GLint opengl_texture::m_activeunit = -1;
std::unordered_map<GLint, int> opengl_texture::precompressed_formats =
{
{ GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 8 },
@@ -891,15 +939,6 @@ opengl_texture::flip_vertical() {
}
}
void
texture_manager::unit( GLint const Textureunit ) {
if( m_activeunit == Textureunit ) { return; }
m_activeunit = Textureunit;
::glActiveTexture( GL_TEXTURE0 + Textureunit );
}
// ustalenie numeru tekstury, wczytanie jeśli jeszcze takiej nie było
texture_handle
texture_manager::create(std::string Filename, bool const Loadnow , GLint fh) {
@@ -969,35 +1008,10 @@ texture_manager::bind( std::size_t const Unit, texture_handle const Texture ) {
m_textures[ Texture ].second = m_garbagecollector.timestamp();
if( Texture == m_units[ Unit ] ) {
// don't bind again what's already active
return;
}
// TBD, TODO: do binding in texture object, add support for other types than 2d
unit(Unit);
if( Texture != null_handle ) {
#ifndef EU07_DEFERRED_TEXTURE_UPLOAD
// NOTE: we could bind dedicated 'error' texture here if the id isn't valid
::glBindTexture( texture(Texture).target, texture(Texture).id );
m_units[ Unit ] = Texture;
#else
if( true == texture( Texture ).bind() ) {
m_units[ Unit ] = Texture;
}
else {
// TODO: bind a special 'error' texture on failure
::glBindTexture( texture(Texture).target, 0 );
m_units[ Unit ] = 0;
}
#endif
}
else {
::glBindTexture( GL_TEXTURE_2D, 0 );
m_units[ Unit ] = 0;
}
// all done
return;
if (Texture != null_handle)
texture(Texture).bind(Unit);
else
opengl_texture::unbind(Unit);
}
void
@@ -1017,14 +1031,7 @@ void
texture_manager::update() {
if( m_garbagecollector.sweep() > 0 ) {
reset_unit_cache();
}
}
void texture_manager::reset_unit_cache()
{
for( auto &unit : m_units ) {
unit = -1;
opengl_texture::reset_unit_cache();
}
}

View File

@@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/.
#include "winheaders.h"
#include <string>
#include "ResourceManager.h"
#include "gl/ubo.h"
struct opengl_texture {
static DDSURFACEDESC2 deserialize_ddsd(std::istream&);
@@ -26,7 +27,8 @@ struct opengl_texture {
void
load();
bool
bind();
bind(size_t unit);
static void unbind(size_t unit);
bool
create();
// releases resources allocated on the opengl end, storing local copy if requested
@@ -43,6 +45,7 @@ struct opengl_texture {
void alloc_rendertarget(GLint format, GLint components, GLint type, int width, int height, int samples = 1);
void set_components_hint(GLint hint);
static void reset_unit_cache();
// members
GLuint id{ (GLuint)-1 }; // associated GL resource
@@ -87,6 +90,9 @@ private:
static std::unordered_map<GLint, int> precompressed_formats;
static std::unordered_map<GLint, GLint> drivercompressed_formats;
static std::unordered_map<GLint, std::unordered_map<GLint, GLint>> mapping;
static std::array<GLuint, gl::MAX_TEXTURES + 2> m_units;
static GLint m_activeunit;
};
typedef int texture_handle;
@@ -97,9 +103,6 @@ public:
texture_manager();
~texture_manager() { delete_textures(); }
// activates specified texture unit
void
unit( GLint const Textureunit );
// creates texture object out of data stored in specified file
texture_handle
create( std::string Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA );
@@ -112,7 +115,6 @@ public:
// performs a resource sweep
void
update();
void reset_unit_cache();
// debug performance string
std::string
info() const;
@@ -142,8 +144,6 @@ private:
texturetimepointpair_sequence m_textures;
index_map m_texturemappings;
garbage_collector<texturetimepointpair_sequence> m_garbagecollector { m_textures, 600, 60, "texture" };
std::array<texture_handle, 4> m_units;
GLint m_activeunit { 0 };
};
// reduces provided data image to half of original size, using basic 2x2 average

View File

@@ -33,8 +33,7 @@ void gl::postfx::apply(opengl_texture &src, framebuffer *dst)
program.bind();
vao->bind();
glActiveTexture(GL_TEXTURE0);
src.bind();
src.bind(0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

View File

@@ -4,6 +4,7 @@
#include <sstream>
#include "shader.h"
#include "glsl_common.h"
#include "Logs.h"
inline bool strcend(std::string const &value, std::string const &ending)
{
@@ -60,7 +61,25 @@ std::unordered_map<std::string, gl::shader::components_e> gl::shader::components
{ "sRGB_A", components_e::sRGB_A }
};
void gl::shader::parse_config(std::string &str)
std::unordered_map<std::string, gl::shader::defaultparam_e> gl::shader::defaultparams_mapping =
{
{ "required", defaultparam_e::required },
{ "nan", defaultparam_e::nan },
{ "none", defaultparam_e::zero },
{ "one", defaultparam_e::one },
{ "ambient", defaultparam_e::ambient },
{ "diffuse", defaultparam_e::diffuse },
{ "specular", defaultparam_e::specular }
};
void gl::shader::process_source(std::string &str)
{
expand_includes(str);
parse_texture_entries(str);
parse_param_entries(str);
}
void gl::shader::parse_texture_entries(std::string &str)
{
size_t start_pos = 0;
@@ -75,6 +94,7 @@ void gl::shader::parse_config(std::string &str)
std::istringstream ss(str.substr(fp + 1, fe - fp - 1));
std::string token;
std::string name;
texture_entry conf;
size_t arg = 0;
@@ -82,35 +102,103 @@ void gl::shader::parse_config(std::string &str)
{
std::istringstream token_ss(token);
if (arg == 0)
token_ss >> conf.name;
token_ss >> name;
else if (arg == 1)
{
token_ss >> conf.id;
if (conf.id >= gl::MAX_TEXTURES)
log_error("invalid texture binding: " + std::to_string(conf.id));
}
else if (arg == 2)
{
std::string comp;
token_ss >> comp;
conf.components = components_mapping[comp];
if (components_mapping.find(comp) == components_mapping.end())
log_error("unknown components: " + comp);
else
conf.components = components_mapping[comp];
}
arg++;
}
if (arg == 3)
texture_conf.push_back(conf);
texture_conf.emplace(std::make_pair(name, conf));
else
log_error("invalid argument count to #texture");
str.erase(start_pos, fe - start_pos + 1);
}
}
void gl::shader::parse_param_entries(std::string &str)
{
size_t start_pos = 0;
std::string magic = "#param";
while ((start_pos = str.find(magic, start_pos)) != str.npos)
{
size_t fp = str.find('(', start_pos);
size_t fe = str.find(')', start_pos);
if (fp == str.npos || fe == str.npos)
return;
std::istringstream ss(str.substr(fp + 1, fe - fp - 1));
std::string token;
std::string name;
param_entry conf;
size_t arg = 0;
while (std::getline(ss, token, ','))
{
std::istringstream token_ss(token);
if (arg == 0)
token_ss >> name;
else if (arg == 1)
{
token_ss >> conf.location;
if (conf.location >= gl::MAX_PARAMS)
log_error("invalid param binding: " + std::to_string(conf.location));
}
else if (arg == 2)
token_ss >> conf.offset;
else if (arg == 3)
token_ss >> conf.size;
else if (arg == 4)
{
std::string tok;
token_ss >> tok;
if (defaultparams_mapping.find(tok) == defaultparams_mapping.end())
log_error("unknown param default: " + tok);
conf.defaultparam = defaultparams_mapping[tok];
}
arg++;
}
if (arg == 5)
param_conf.emplace(std::make_pair(name, conf));
else
log_error("invalid argument count to #param");
str.erase(start_pos, fe - start_pos + 1);
}
}
void gl::shader::log_error(const std::string &str)
{
ErrorLog("bad shader: " + name + ": " + str, logtype::shader);
}
gl::shader::shader(const std::string &filename)
{
name = filename;
std::string str = read_file(filename);
expand_includes(str);
parse_config(str);
process_source(str);
const GLchar *cstr = str.c_str();
if (!cstr[0])
throw std::runtime_error("cannot read shader " + filename);
throw shader_exception("cannot read shader: " + filename);
GLuint type;
if (strcend(filename, ".vert"))
@@ -118,7 +206,7 @@ gl::shader::shader(const std::string &filename)
else if (strcend(filename, ".frag"))
type = GL_FRAGMENT_SHADER;
else
throw std::runtime_error("unknown shader " + filename);
throw shader_exception("unknown shader " + filename);
**this = glCreateShader(type);
glShaderSource(*this, 1, &cstr, 0);
@@ -130,7 +218,7 @@ gl::shader::shader(const std::string &filename)
{
GLchar info[512];
glGetShaderInfoLog(*this, 512, 0, info);
throw std::runtime_error("failed to compile " + filename + ": " + std::string(info));
throw shader_exception("failed to compile " + filename + ": " + std::string(info));
}
}
@@ -144,9 +232,10 @@ void gl::program::init()
{
bind();
for (shader::texture_entry &e : texture_conf)
for (auto it : texture_conf)
{
GLuint loc = glGetUniformLocation(*this, e.name.c_str());
shader::texture_entry &e = it.second;
GLuint loc = glGetUniformLocation(*this, it.first.c_str());
glUniform1i(loc, e.id);
}
@@ -179,7 +268,10 @@ gl::program::program(std::vector<std::reference_wrapper<const gl::shader>> shade
void gl::program::attach(const gl::shader &s)
{
std::copy(s.texture_conf.begin(), s.texture_conf.end(), std::back_inserter(texture_conf));
for (auto it : s.texture_conf)
texture_conf.emplace(std::make_pair(it.first, std::move(it.second)));
for (auto it : s.param_conf)
param_conf.emplace(std::make_pair(it.first, std::move(it.second)));
glAttachShader(*this, *s);
}
@@ -193,7 +285,7 @@ void gl::program::link()
{
GLchar info[512];
glGetProgramInfoLog(*this, 512, 0, info);
throw std::runtime_error("failed to link program: " + std::string(info));
throw shader_exception("failed to link program: " + std::string(info));
}
init();

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@@ -9,6 +9,11 @@
namespace gl
{
class shader_exception : public std::runtime_error
{
using runtime_error::runtime_error;
};
class shader : public object
{
public:
@@ -17,29 +22,56 @@ namespace gl
enum class components_e
{
R,
RG,
RGB,
RGBA,
sRGB,
sRGB_A
R = GL_R,
RG = GL_RG,
RGB = GL_RGB,
RGBA = GL_RGBA,
sRGB = GL_SRGB,
sRGB_A = GL_SRGB_ALPHA
};
struct texture_entry
{
std::string name;
size_t id;
components_e components;
};
std::vector<texture_entry> texture_conf;
enum class defaultparam_e
{
required,
nan,
zero,
one,
ambient,
diffuse,
specular
};
struct param_entry
{
size_t location;
size_t offset;
size_t size;
defaultparam_e defaultparam;
};
std::unordered_map<std::string, texture_entry> texture_conf;
std::unordered_map<std::string, param_entry> param_conf;
std::string name;
private:
void process_source(std::string &str);
void expand_includes(std::string &str);
void parse_config(std::string &str);
void parse_texture_entries(std::string &str);
void parse_param_entries(std::string &str);
std::string read_file(const std::string &filename);
static std::unordered_map<std::string, components_e> components_mapping;
static std::unordered_map<std::string, defaultparam_e> defaultparams_mapping;
void log_error(const std::string &str);
};
class program : public object, public bindable<program>
@@ -55,7 +87,8 @@ namespace gl
void attach(const shader &);
void link();
std::vector<shader::texture_entry> texture_conf;
std::unordered_map<std::string, shader::texture_entry> texture_conf;
std::unordered_map<std::string, shader::param_entry> param_conf;
private:
void init();

View File

@@ -13,9 +13,11 @@ http://mozilla.org/MPL/2.0/.
#include "renderer.h"
#include "Globals.h"
#include "utilities.h"
#include "Logs.h"
bool
opengl_material::deserialize( cParser &Input, bool const Loadnow ) {
parse_info = std::make_unique<parse_info_s>();
bool result { false };
while( true == deserialize_mapping( Input, 0, Loadnow ) ) {
@@ -25,6 +27,112 @@ opengl_material::deserialize( cParser &Input, bool const Loadnow ) {
return result;
}
void opengl_material::log_error(const std::string &str)
{
ErrorLog("bad material: " + name + ": " + str, logtype::material);
}
void opengl_material::finalize(bool Loadnow)
{
if (!shader)
{
log_error("shader not specified, assuming \"default\"");
shader = GfxRenderer.Fetch_Shader("default");
}
if (parse_info)
{
for (auto it : parse_info->tex_mapping)
{
std::string key = it.first;
std::string value = it.second.name;
if (key.size() > 0 && key[0] != '_')
{
size_t num = std::stoi(key) - 1;
if (num < gl::MAX_TEXTURES)
textures[num] = GfxRenderer.Fetch_Texture(value, Loadnow);
else
log_error("invalid texture binding: " + std::to_string(num));
}
else if (key.size() > 2)
{
key.erase(0, 1);
key.pop_back();
if (shader->texture_conf.find(key) != shader->texture_conf.end())
textures[shader->texture_conf[key].id] = GfxRenderer.Fetch_Texture(value, Loadnow);
else
log_error("unknown texture binding: " + key);
}
else
log_error("unrecognized texture binding: " + key);
}
for (auto it : parse_info->param_mapping)
{
std::string key = it.first;
glm::vec4 value = it.second.data;
if (key.size() > 1 && key[0] != '_')
{
size_t num = std::stoi(key) - 1;
if (num < gl::MAX_PARAMS)
params[num] = value;
else
log_error("invalid param binding: " + std::to_string(num));
}
else if (key.size() > 2)
{
key.erase(0, 1);
key.pop_back();
if (shader->param_conf.find(key) != shader->param_conf.end())
{
gl::shader::param_entry entry = shader->param_conf[key];
for (size_t i = 0; i < entry.size; i++)
params[entry.location][entry.offset + i] = value[i];
}
else
log_error("unknown param binding: " + key);
}
else
log_error("unrecognized param binding: " + key);
}
parse_info.reset();
}
for (auto it : shader->param_conf)
{
gl::shader::param_entry entry = it.second;
if (std::isnan(params[entry.location][entry.offset]))
{
float value = std::numeric_limits<float>::quiet_NaN();
if (entry.defaultparam == gl::shader::defaultparam_e::one)
value = 1.0f;
else if (entry.defaultparam == gl::shader::defaultparam_e::zero)
value = 0.0f;
else if (entry.defaultparam == gl::shader::defaultparam_e::required)
log_error("unspecified required param: " + it.first);
else if (entry.defaultparam != gl::shader::defaultparam_e::nan)
{
params_state.push_back(entry);
continue;
}
for (size_t i = 0; i < entry.size; i++)
params[entry.location][entry.offset + i] = value;
}
}
for (auto it : shader->texture_conf)
{
gl::shader::texture_entry &entry = it.second;
texture_handle handle = textures[entry.id];
if (handle)
GfxRenderer.Texture(handle).set_components_hint((GLint)entry.components);
}
}
// imports member data pair from the config file
bool
opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ) {
@@ -52,6 +160,17 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c
}
else if (key.compare(0, 7, "texture") == 0) {
key.erase(0, 7);
std::replace(value.begin(), value.end(), '\\', '/');
auto it = parse_info->tex_mapping.find(key);
if (it == parse_info->tex_mapping.end())
parse_info->tex_mapping.emplace(std::make_pair(key, parse_info_s::tex_def({ value, Priority })));
else if (Priority > it->second.priority)
{
parse_info->tex_mapping.erase(it);
parse_info->tex_mapping.emplace(std::make_pair(key, parse_info_s::tex_def({ value, Priority })));
}
/*
size_t num = std::stoi(key) - 1;
if (num < textures.size() &&
(textures[num] == null_handle || Priority > m_texture_priority[num]))
@@ -60,9 +179,28 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c
textures[num] = GfxRenderer.Fetch_Texture( value, Loadnow );
m_texture_priority[num] = Priority;
}
*/
}
else if (key.compare(0, 7, "param") == 0) {
else if (key.compare(0, 5, "param") == 0) {
key.erase(0, 5);
std::istringstream stream(value);
glm::vec4 data;
stream >> data.r;
stream >> data.g;
stream >> data.b;
stream >> data.a;
auto it = parse_info->param_mapping.find(key);
if (it == parse_info->param_mapping.end())
parse_info->param_mapping.emplace(std::make_pair(key, parse_info_s::param_def({ data, Priority })));
else if (Priority > it->second.priority)
{
parse_info->param_mapping.erase(it);
parse_info->param_mapping.emplace(std::make_pair(key, parse_info_s::param_def({ data, Priority })));
}
/*
size_t num = std::stoi(key) - 1;
if (num < params.size() &&
(Priority > m_param_priority[num]))
@@ -75,13 +213,20 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c
stream >> params[num].a;
m_param_priority[num] = Priority;
}
}*/
}
else if (key == "shader:" &&
(!shader || Priority > m_shader_priority))
{
shader = GfxRenderer.Fetch_Shader(value);
m_shader_priority = Priority;
try
{
shader = GfxRenderer.Fetch_Shader(value);
m_shader_priority = Priority;
}
catch (gl::shader_exception const &e)
{
log_error("invalid shader: " + std::string(e.what()));
}
}
else if (key == "opacity:" &&
Priority > m_opacity_priority)
@@ -134,16 +279,6 @@ float opengl_material::get_or_guess_opacity()
return 0.0f;
}
std::unordered_map<gl::shader::components_e, GLint> material_manager::components_mapping =
{
{ gl::shader::components_e::R, GL_RED },
{ gl::shader::components_e::RG, GL_RG },
{ gl::shader::components_e::RGB, GL_RGB },
{ gl::shader::components_e::RGBA, GL_RGBA },
{ gl::shader::components_e::sRGB, GL_SRGB },
{ gl::shader::components_e::sRGB_A, GL_SRGB_ALPHA }
};
// create material object from data stored in specified file.
// NOTE: the deferred load parameter is passed to textures defined by material, the material itself is always loaded immediately
material_handle
@@ -190,19 +325,11 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) {
material.name = filename;
}
if (!material.shader)
material.shader = GfxRenderer.Fetch_Shader("default");
for (gl::shader::texture_entry &entry : material.shader->texture_conf)
{
material_handle handle = material.textures[entry.id];
if (handle)
GfxRenderer.Texture(handle).set_components_hint(components_mapping[entry.components]);
}
material.finalize(Loadnow);
material_handle handle = m_materials.size();
m_materials.emplace_back( material );
m_materialmappings.emplace( material.name, handle );
m_materialmappings.emplace(material.name, handle);
m_materials.emplace_back( std::move(material) );
return handle;
};

View File

@@ -19,10 +19,9 @@ typedef int material_handle;
// a collection of parameters for the rendering setup.
// for modern opengl this translates to set of attributes for shaders
struct opengl_material {
// primary texture, typically diffuse+apha
// secondary texture, typically normal+reflection
std::array<texture_handle, gl::MAX_TEXTURES> textures = { null_handle };
std::array<glm::vec4, gl::MAX_PARAMS> params = { glm::vec4() };
std::array<glm::vec4, gl::MAX_PARAMS> params = { glm::vec4(std::numeric_limits<float>::quiet_NaN()) };
std::vector<gl::shader::param_entry> params_state;
std::shared_ptr<gl::program> shader;
float opacity = std::numeric_limits<float>::quiet_NaN();
@@ -36,21 +35,38 @@ struct opengl_material {
// methods
bool
deserialize( cParser &Input, bool const Loadnow );
void finalize(bool Loadnow);
float get_or_guess_opacity();
private:
// methods
// imports member data pair from the config file, overriding existing parameter values of lower priority
// imports member data pair from the config file
bool
deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow );
void log_error(const std::string &str);
// members
// priorities for textures, shader, opacity
int m_shader_priority = -1;
int m_opacity_priority = -1;
int m_selfillum_priority = -1;
std::array<int, gl::MAX_TEXTURES> m_texture_priority = { -1 };
std::array<int, gl::MAX_PARAMS> m_param_priority = { -1 };
struct parse_info_s
{
struct tex_def
{
std::string name;
int priority;
};
struct param_def
{
glm::vec4 data;
int priority;
};
std::unordered_map<std::string, tex_def> tex_mapping;
std::unordered_map<std::string, param_def> param_mapping;
};
std::unique_ptr<parse_info_s> parse_info;
};
class material_manager {
@@ -79,8 +95,6 @@ private:
// members:
material_sequence m_materials;
index_map m_materialmappings;
static std::unordered_map<gl::shader::components_e, GLint> components_mapping;
};
//---------------------------------------------------------------------------

View File

@@ -136,7 +136,23 @@ bool opengl_renderer::Init(GLFWwindow *Window)
{{-size, size, 0.f}, glm::vec3(), {1.f, 1.f}}, {{size, size, 0.f}, glm::vec3(), {0.f, 1.f}}, {{-size, -size, 0.f}, glm::vec3(), {1.f, 0.f}}, {{size, -size, 0.f}, glm::vec3(), {0.f, 0.f}}},
geometrybank, GL_TRIANGLE_STRIP);
m_vertex_shader = std::make_unique<gl::shader>("vertex.vert");
try
{
m_vertex_shader = std::make_unique<gl::shader>("vertex.vert");
m_line_shader = make_shader("traction.vert", "traction.frag");
m_freespot_shader = make_shader("freespot.vert", "freespot.frag");
m_shadow_shader = make_shader("simpleuv.vert", "shadowmap.frag");
m_alpha_shadow_shader = make_shader("simpleuv.vert", "alphashadowmap.frag");
m_pick_shader = make_shader("vertexonly.vert", "pick.frag");
m_billboard_shader = make_shader("simpleuv.vert", "billboard.frag");
m_invalid_material = Fetch_Material("invalid");
}
catch (gl::shader_exception const &e)
{
ErrorLog("invalid shader: " + std::string(e.what()));
return false;
}
scene_ubo = std::make_unique<gl::ubo>(sizeof(gl::scene_ubs), 0);
model_ubo = std::make_unique<gl::ubo>(sizeof(gl::model_ubs), 1);
light_ubo = std::make_unique<gl::ubo>(sizeof(gl::light_ubs), 2);
@@ -151,15 +167,6 @@ bool opengl_renderer::Init(GLFWwindow *Window)
model_ubo->update(model_ubs);
scene_ubo->update(scene_ubs);
m_line_shader = make_shader("traction.vert", "traction.frag");
m_freespot_shader = make_shader("freespot.vert", "freespot.frag");
m_shadow_shader = make_shader("simpleuv.vert", "shadowmap.frag");
m_alpha_shadow_shader = make_shader("simpleuv.vert", "alphashadowmap.frag");
m_pick_shader = make_shader("vertexonly.vert", "pick.frag");
m_billboard_shader = make_shader("simpleuv.vert", "billboard.frag");
m_invalid_material = Fetch_Material("invalid");
int samples = 1 << Global.iMultisampling;
if (samples > 1)
glEnable(GL_MULTISAMPLE);
@@ -428,7 +435,7 @@ void opengl_renderer::Render_pass(rendermode const Mode)
glEnable(GL_FRAMEBUFFER_SRGB);
glViewport(0, 0, Global.iWindowWidth, Global.iWindowHeight);
m_pfx->apply(*m_main_tex, nullptr);
m_textures.reset_unit_cache();
opengl_texture::reset_unit_cache();
glDisable(GL_FRAMEBUFFER_SRGB);
glDebug("uilayer render");
@@ -877,13 +884,10 @@ void opengl_renderer::setup_drawing(bool const Alpha)
// configures shadow texture unit for specified shadow map and conersion matrix
void opengl_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config conf)
{
glActiveTexture(GL_TEXTURE0 + gl::MAX_TEXTURES + 0);
if (tex)
tex->bind();
else
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
m_textures.reset_unit_cache();
if (tex)
tex->bind(gl::MAX_TEXTURES + 0);
else
opengl_texture::unbind(gl::MAX_TEXTURES + 0);
if (tex)
{
@@ -900,14 +904,17 @@ void opengl_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config co
void opengl_renderer::setup_env_map(gl::cubemap *tex)
{
if (tex)
{
tex->bind(GL_TEXTURE0 + gl::MAX_TEXTURES + 1);
glActiveTexture(GL_TEXTURE0);
}
else
{
glActiveTexture(GL_TEXTURE0 + gl::MAX_TEXTURES + 1);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glActiveTexture(GL_TEXTURE0);
}
glActiveTexture(GL_TEXTURE0);
m_textures.reset_unit_cache();
opengl_texture::reset_unit_cache();
}
void opengl_renderer::setup_environment_light(TEnvironmentType const Environment)
@@ -975,7 +982,8 @@ bool opengl_renderer::Render(world_environment *Environment)
// celestial bodies
float const duskfactor = 1.0f - clamp(std::abs(Environment->m_sun.getAngle()), 0.0f, 12.0f) / 12.0f;
glm::vec3 suncolor = interpolate(glm::vec3(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f), glm::vec3(235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f), duskfactor);
m_textures.reset_unit_cache();
opengl_texture::reset_unit_cache();
// m7t: restore celestial bodies
@@ -1081,15 +1089,33 @@ std::shared_ptr<gl::program> opengl_renderer::Fetch_Shader(const std::string &na
return m_shaders[name];
}
void opengl_renderer::Bind_Material(material_handle const Material)
void opengl_renderer::Bind_Material(material_handle const Material, TSubModel *sm)
{
if (Material != null_handle)
{
auto &material = m_materials.material(Material);
for (size_t i = 0; i < gl::MAX_PARAMS; i++)
model_ubs.param[i] = material.params[i];
// if for some reason material don't have opacity set, guess it based on render phase
memcpy(&model_ubs.param[0], &material.params[0], sizeof(model_ubs.param));
for (size_t i = 0; i < material.params_state.size(); i++)
{
gl::shader::param_entry entry = material.params_state[i];
glm::vec4 src;
if (entry.defaultparam == gl::shader::defaultparam_e::ambient)
src = sm->f4Ambient;
else if (entry.defaultparam == gl::shader::defaultparam_e::diffuse)
src = sm->f4Diffuse;
else if (entry.defaultparam == gl::shader::defaultparam_e::specular)
src = sm->f4Specular;
else
continue;
for (size_t j = 0; j < entry.size; j++)
model_ubs.param[entry.location][entry.offset + j] = src[j];
}
// if material don't have opacity set, guess it based on render phase
if (std::isnan(material.opacity))
model_ubs.opacity = m_blendingenabled ? 0.0f : 0.5f;
else
@@ -1097,14 +1123,32 @@ void opengl_renderer::Bind_Material(material_handle const Material)
material.shader->bind();
size_t unit = 0;
for (auto &tex : material.textures)
{
if (tex == null_handle)
break;
m_textures.bind(unit, tex);
unit++;
}
if (GLEW_ARB_multi_bind)
{
GLuint textures[gl::MAX_TEXTURES] = { 0 };
size_t i;
for (i = 0; i < gl::MAX_TEXTURES; i++)
if (material.textures[i] != null_handle)
{
opengl_texture &tex = m_textures.texture(material.textures[i]);
tex.create();
textures[i] = tex.id;
}
else
break;
glBindTextures(0, i, textures);
}
else
{
size_t unit = 0;
for (auto &tex : material.textures)
{
if (tex == null_handle)
break;
m_textures.bind(unit, tex);
unit++;
}
}
}
else if (Material != m_invalid_material)
Bind_Material(m_invalid_material);
@@ -2838,7 +2882,6 @@ void opengl_renderer::Render_Alpha(TSubModel *Submodel)
m_billboard_shader->bind();
Bind_Texture(0, m_glaretexture);
m_textures.reset_unit_cache();
model_ubs.param[0] = glm::vec4(glm::vec3(Submodel->f4Diffuse), glarelevel);
// main draw call
@@ -3200,6 +3243,13 @@ bool opengl_renderer::Init_caps()
const char *ext = (const char *)glGetStringi(GL_EXTENSIONS, i);
WriteLog(ext);
}
WriteLog("--------");
if (GLEW_ARB_multi_bind)
WriteLog("ARB_multi_bind supported!");
if (GLEW_ARB_direct_state_access)
WriteLog("ARB_direct_state_access supported!");
// ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur
{

View File

@@ -150,7 +150,7 @@ class opengl_renderer
gfx::vertex_array const &Vertices(gfx::geometry_handle const &Geometry) const;
// material methods
material_handle Fetch_Material(std::string const &Filename, bool const Loadnow = true);
void Bind_Material(material_handle const Material);
void Bind_Material(material_handle const Material, TSubModel *sm = nullptr);
void Bind_Material_Shadow(material_handle const Material);
// shader methods

View File

@@ -12,6 +12,10 @@ uniform sampler2D tex1;
#texture (tex2, 1, RGB)
uniform sampler2D tex2;
#param(color, 0, 0, 1, one)
#param(color2, 0, 1, 1, zero)
#param(color3, 0, 2, 1, one)
#include <common>
vec3 apply_fog(vec3 color)