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//
// 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 <RendererConfig.h>
#if defined(RENDERER_ENABLE_GLES2)
#include <RendererMaterial.h>
#include "GLES2Renderer.h"
#if defined(RENDERER_ANDROID)
#include "android/AndroidSamplePlatform.h"
#elif defined(RENDERER_IOS)
#include "ios/IosSamplePlatform.h"
#endif
#include <set>
#include <set>
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<std::string> vsUniformsCollected;
mutable std::set<std::string> 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
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