// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef GLES2_RENDERER_MATERIAL_H #define GLES2_RENDERER_MATERIAL_H #include #if defined(RENDERER_ENABLE_GLES2) #include #include "GLES2Renderer.h" #if defined(RENDERER_ANDROID) #include "android/AndroidSamplePlatform.h" #elif defined(RENDERER_IOS) #include "ios/IosSamplePlatform.h" #endif #include #include namespace SampleRenderer { class GLES2RendererMaterial : public RendererMaterial { public: GLES2RendererMaterial(GLES2Renderer &renderer, const RendererMaterialDesc &desc); virtual ~GLES2RendererMaterial(void); virtual void setModelMatrix(const float *matrix) { PX_UNUSED(matrix); PX_ALWAYS_ASSERT(); } virtual const Renderer& getRenderer() const { return m_renderer; } /* Actually executes glUniform* and submits data saved in the m_program[m_currentPass].vsUniformsVec4/psUniformsVec4 */ void submitUniforms(); private: virtual void bind(RendererMaterial::Pass pass, RendererMaterialInstance *materialInstance, bool instanced) const; virtual void bindMeshState(bool instanced) const; virtual void unbind(void) const; virtual void bindVariable(Pass pass, const Variable &variable, const void *data) const; VariableType GLTypetoVariableType(GLenum type); GLint getAttribLocation(size_t usage, size_t index, Pass pass); std::string mojoSampleNameToOriginal(Pass pass, const std::string& name); private: GLES2RendererMaterial &operator=(const GLES2RendererMaterial&) { return *this; } private: void loadCustomConstants(Pass pass); friend class GLES2Renderer; friend class GLES2RendererVertexBuffer; friend class GLES2RendererDirectionalLight; GLES2Renderer &m_renderer; GLenum m_glAlphaTestFunc; mutable struct shaderProgram { GLuint vertexShader; GLuint fragmentShader; GLuint program; GLint modelMatrixUniform; GLint viewMatrixUniform; GLint projMatrixUniform; GLint modelViewMatrixUniform; GLint boneMatricesUniform; GLint modelViewProjMatrixUniform; GLint positionAttr; GLint colorAttr; GLint normalAttr; GLint tangentAttr; GLint boneIndexAttr; GLint boneWeightAttr; GLint texcoordAttr[8]; mutable std::set vsUniformsCollected; mutable std::set psUniformsCollected; size_t vsUniformsTotal; size_t psUniformsTotal; char* vsUniformsVec4; GLuint vsUniformsVec4Location; size_t vsUniformsVec4Size; size_t vsUniformsVec4SizeInBytes; char* psUniformsVec4; GLuint psUniformsVec4Location; size_t psUniformsVec4Size; size_t psUniformsVec4SizeInBytes; mojoResult* vertexMojoResult; mojoResult* fragmentMojoResult; shaderProgram(); ~shaderProgram(); } m_program[NUM_PASSES]; mutable Pass m_currentPass; }; } #endif // #if defined(RENDERER_ENABLE_GLES2) #endif