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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.
#include "RendererConfig.h"
#if defined(RENDERER_ENABLE_OPENGL)
#include "OGLRendererMaterial.h"
#include "OGLRendererTexture2D.h"
#include <RendererMaterialDesc.h>
#include <SamplePlatform.h>
#include <stdio.h>
// for PsString.h
namespace physx
{
namespace string
{}
}
#include <PsString.h>
#include <PxTkFile.h>
namespace Ps = physx::shdfnd;
using namespace SampleRenderer;
#if defined(RENDERER_ENABLE_CG)
static RendererMaterial::VariableType getVariableType(CGtype cgt)
{
RendererMaterial::VariableType vt = RendererMaterial::NUM_VARIABLE_TYPES;
switch(cgt)
{
case CG_INT: vt = RendererMaterial::VARIABLE_INT; break;
case CG_FLOAT: vt = RendererMaterial::VARIABLE_FLOAT; break;
case CG_FLOAT2: vt = RendererMaterial::VARIABLE_FLOAT2; break;
case CG_FLOAT3: vt = RendererMaterial::VARIABLE_FLOAT3; break;
case CG_FLOAT4: vt = RendererMaterial::VARIABLE_FLOAT4; break;
case CG_FLOAT4x4: vt = RendererMaterial::VARIABLE_FLOAT4x4; break;
case CG_SAMPLER2D: vt = RendererMaterial::VARIABLE_SAMPLER2D; break;
case CG_SAMPLER3D: vt = RendererMaterial::VARIABLE_SAMPLER3D; break;
default: break;
}
RENDERER_ASSERT(vt < RendererMaterial::NUM_VARIABLE_TYPES, "Unable to convert shader parameter type.");
return vt;
}
static GLuint getGLBlendFunc(RendererMaterial::BlendFunc func)
{
GLuint glfunc = 0;
switch(func)
{
case RendererMaterial::BLEND_ZERO: glfunc = GL_ZERO; break;
case RendererMaterial::BLEND_ONE: glfunc = GL_ONE; break;
case RendererMaterial::BLEND_SRC_COLOR: glfunc = GL_SRC_COLOR; break;
case RendererMaterial::BLEND_ONE_MINUS_SRC_COLOR: glfunc = GL_ONE_MINUS_SRC_COLOR; break;
case RendererMaterial::BLEND_SRC_ALPHA: glfunc = GL_SRC_ALPHA; break;
case RendererMaterial::BLEND_ONE_MINUS_SRC_ALPHA: glfunc = GL_ONE_MINUS_SRC_ALPHA; break;
case RendererMaterial::BLEND_DST_ALPHA: glfunc = GL_DST_COLOR; break;
case RendererMaterial::BLEND_ONE_MINUS_DST_ALPHA: glfunc = GL_ONE_MINUS_DST_ALPHA; break;
case RendererMaterial::BLEND_DST_COLOR: glfunc = GL_DST_COLOR; break;
case RendererMaterial::BLEND_ONE_MINUS_DST_COLOR: glfunc = GL_ONE_MINUS_DST_COLOR; break;
case RendererMaterial::BLEND_SRC_ALPHA_SATURATE: glfunc = GL_SRC_ALPHA_SATURATE; break;
default: break;
}
RENDERER_ASSERT(glfunc, "Unable to convert Material Blend Func.");
return glfunc;
}
static void connectParameters(CGparameter from, CGparameter to)
{
if(from && to) cgConnectParameter(from, to);
}
static void connectEnvParameters(const OGLRenderer::CGEnvironment &cgEnv, CGprogram program)
{
connectParameters(cgEnv.modelMatrix, cgGetNamedParameter(program, "g_" "modelMatrix"));
connectParameters(cgEnv.viewMatrix, cgGetNamedParameter(program, "g_" "viewMatrix"));
connectParameters(cgEnv.projMatrix, cgGetNamedParameter(program, "g_" "projMatrix"));
connectParameters(cgEnv.modelViewMatrix, cgGetNamedParameter(program, "g_" "modelViewMatrix"));
connectParameters(cgEnv.modelViewProjMatrix, cgGetNamedParameter(program, "g_" "modelViewProjMatrix"));
#if !defined(RENDERER_PS3)
connectParameters(cgEnv.boneMatrices, cgGetNamedParameter(program, "g_" "boneMatrices"));
#endif
connectParameters(cgEnv.eyePosition, cgGetNamedParameter(program, "g_" "eyePosition"));
connectParameters(cgEnv.eyeDirection, cgGetNamedParameter(program, "g_" "eyeDirection"));
connectParameters(cgEnv.fogColorAndDistance, cgGetNamedParameter(program, "g_" "fogColorAndDistance"));
connectParameters(cgEnv.ambientColor, cgGetNamedParameter(program, "g_" "ambientColor"));
connectParameters(cgEnv.lightColor, cgGetNamedParameter(program, "g_" "lightColor"));
connectParameters(cgEnv.lightIntensity, cgGetNamedParameter(program, "g_" "lightIntensity"));
connectParameters(cgEnv.lightDirection, cgGetNamedParameter(program, "g_" "lightDirection"));
connectParameters(cgEnv.lightPosition, cgGetNamedParameter(program, "g_" "lightPosition"));
connectParameters(cgEnv.lightInnerRadius, cgGetNamedParameter(program, "g_" "lightInnerRadius"));
connectParameters(cgEnv.lightOuterRadius, cgGetNamedParameter(program, "g_" "lightOuterRadius"));
connectParameters(cgEnv.lightInnerCone, cgGetNamedParameter(program, "g_" "lightInnerCone"));
connectParameters(cgEnv.lightOuterCone, cgGetNamedParameter(program, "g_" "lightOuterCone"));
}
OGLRendererMaterial::CGVariable::CGVariable(const char *name, VariableType type, PxU32 offset) :
Variable(name, type, offset)
{
m_vertexHandle = 0;
memset(m_fragmentHandles, 0, sizeof(m_fragmentHandles));
}
OGLRendererMaterial::CGVariable::~CGVariable(void)
{
}
void OGLRendererMaterial::CGVariable::addVertexHandle(CGparameter handle)
{
m_vertexHandle = handle;
}
void OGLRendererMaterial::CGVariable::addFragmentHandle(CGparameter handle, Pass pass)
{
m_fragmentHandles[pass] = handle;
}
#endif
OGLRendererMaterial::OGLRendererMaterial(OGLRenderer &renderer, const RendererMaterialDesc &desc) :
RendererMaterial(desc, renderer.getEnableMaterialCaching()),
m_renderer(renderer)
{
m_glAlphaTestFunc = GL_ALWAYS;
AlphaTestFunc alphaTestFunc = getAlphaTestFunc();
switch(alphaTestFunc)
{
case ALPHA_TEST_ALWAYS: m_glAlphaTestFunc = GL_ALWAYS; break;
case ALPHA_TEST_EQUAL: m_glAlphaTestFunc = GL_EQUAL; break;
case ALPHA_TEST_NOT_EQUAL: m_glAlphaTestFunc = GL_NOTEQUAL; break;
case ALPHA_TEST_LESS: m_glAlphaTestFunc = GL_LESS; break;
case ALPHA_TEST_LESS_EQUAL: m_glAlphaTestFunc = GL_LEQUAL; break;
case ALPHA_TEST_GREATER: m_glAlphaTestFunc = GL_GREATER; break;
case ALPHA_TEST_GREATER_EQUAL: m_glAlphaTestFunc = GL_GEQUAL; break;
default:
RENDERER_ASSERT(0, "Unknown Alpha Test Func.");
}
#if defined(RENDERER_ENABLE_CG)
m_vertexProgram = 0;
#if defined(RENDERER_PS3)
m_vertexProfile = getVertexProfile();
m_fragmentProfile = getFragmentProfile();
#else
#define NO_SUPPORT_DDX_DDY
#if 0
// JD: CG_PROFILE_GPU_VP FAILS SO BAD!
m_vertexProfile = CG_PROFILE_ARBVP1;
m_fragmentProfile = CG_PROFILE_ARBVP1;
#else
// PH: Seems to work fine nowadays
m_vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
m_fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
#endif
#endif
memset(m_fragmentPrograms, 0, sizeof(m_fragmentPrograms));
CGcontext cgContext = m_renderer.getCGContext();
const OGLRenderer::CGEnvironment &cgEnv = m_renderer.getCGEnvironment();
if(cgContext && m_vertexProfile && m_fragmentProfile)
{
char fullPath[1024] = "-I";
Ps::strlcat(fullPath, 1024, m_renderer.getAssetDir());
Ps::strlcat(fullPath, 1024, "shaders/include");
const char *vertexEntry = "vmain";
const char *vertexArgs[] =
{
fullPath,
"-DRENDERER_VERTEX",
#ifdef RENDERER_PS3
"-DRENDERER_PS3",
"-melf",
#endif
0, 0,
};
cgGLSetOptimalOptions(m_vertexProfile);
if(1)
{
PX_PROFILE_ZONE("OGLRendererMaterial_compile_vertexProgram",0);
m_vertexProgram = static_cast<CGprogram>(SampleFramework::SamplePlatform::platform()->compileProgram(cgContext, m_renderer.getAssetDir(), desc.vertexShaderPath, m_vertexProfile, 0, vertexEntry, vertexArgs));
}
RENDERER_ASSERT(m_vertexProgram, "Failed to compile Vertex Shader.");
if(m_vertexProgram)
{
PX_PROFILE_ZONE("OGLRendererMaterial_load_vertexProgram",0);
connectEnvParameters(cgEnv, m_vertexProgram);
cgGLLoadProgram(m_vertexProgram);
loadCustomConstants(m_vertexProgram, NUM_PASSES);
}
else
{
char msg[1024];
Ps::snprintf(msg, sizeof(msg), "Could not find shader file: <%s> in path: <%sshaders/>", desc.vertexShaderPath, m_renderer.getAssetDir());
RENDERER_OUTPUT_MESSAGE(&m_renderer, msg);
}
const char *fragmentEntry = "fmain";
for(PxU32 i=0; i<NUM_PASSES; i++)
{
char passDefine[64] = {0};
Ps::snprintf(passDefine, 63, "-D%s", getPassName((Pass)i));
char fvaceDefine[20] = "-DENABLE_VFACE=0";
#if PX_WINDOWS
// Aparently the FACE semantic is only supported with fp40
if (cgGLIsProfileSupported(CG_PROFILE_FP40))
{
fvaceDefine[15] = '1';
}
#endif
const char *fragmentArgs[] =
{
fullPath,
"-DRENDERER_FRAGMENT",
fvaceDefine, // used for double sided rendering (as done in D3D anyways)
"-DVFACE=FACE", // rename VFACE to FACE semantic, the first is only known to HLSL shaders...
#ifdef RENDERER_PS3
"-DRENDERER_PS3",
"-melf",
"-DENABLE_VFACE",
#endif
#ifdef NO_SUPPORT_DDX_DDY
"-DNO_SUPPORT_DDX_DDY",
#endif
passDefine,
0, 0,
};
cgGLSetOptimalOptions(m_fragmentProfile);
CGprogram fp = 0;
if(1)
{
PX_PROFILE_ZONE("OGLRendererMaterial_compile_fragmentProgram",0);
fp = static_cast<CGprogram>(SampleFramework::SamplePlatform::platform()->compileProgram(cgContext, m_renderer.getAssetDir(), desc.fragmentShaderPath, m_fragmentProfile, getPassName((Pass)i), fragmentEntry, fragmentArgs));
}
RENDERER_ASSERT(fp, "Failed to compile Fragment Shader.");
if(fp)
{
PX_PROFILE_ZONE("OGLRendererMaterial_load_fragmentProgram",0);
connectEnvParameters(cgEnv, fp);
cgGLLoadProgram(fp);
m_fragmentPrograms[i] = fp;
loadCustomConstants(fp, (Pass)i);
}
}
}
#endif
}
OGLRendererMaterial::~OGLRendererMaterial(void)
{
#if defined(RENDERER_ENABLE_CG)
if(m_vertexProgram)
{
cgDestroyProgram(m_vertexProgram);
}
for(PxU32 i=0; i<NUM_PASSES; i++)
{
CGprogram fp = m_fragmentPrograms[i];
if(fp)
{
cgDestroyProgram(fp);
}
}
#endif
}
void OGLRendererMaterial::bind(RendererMaterial::Pass pass, RendererMaterialInstance *materialInstance, bool instanced) const
{
m_renderer.setCurrentMaterial(this);
if(m_glAlphaTestFunc == GL_ALWAYS)
{
glDisable(GL_ALPHA_TEST);
}
else
{
glEnable(GL_ALPHA_TEST);
glAlphaFunc(m_glAlphaTestFunc, PxClamp(getAlphaTestRef(), 0.0f, 1.0f));
}
if(getBlending())
{
glBlendFunc(getGLBlendFunc(getSrcBlendFunc()), getGLBlendFunc(getDstBlendFunc()));
glEnable(GL_BLEND);
glDepthMask(0);
}
#if defined(RENDERER_ENABLE_CG)
if(m_vertexProgram)
{
cgGLEnableProfile(m_vertexProfile);
cgGLBindProgram(m_vertexProgram);
#if !defined(RENDERER_PS3)
cgUpdateProgramParameters(m_vertexProgram);
#endif
}
if(pass < NUM_PASSES && m_fragmentPrograms[pass])
{
cgGLEnableProfile(m_fragmentProfile);
cgGLBindProgram(m_fragmentPrograms[pass]);
RendererMaterial::bind(pass, materialInstance, instanced);
//this is a kludge to make the particles work. I see no way to set env's through this interface
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
#if !defined(RENDERER_PS3)
cgUpdateProgramParameters(m_fragmentPrograms[pass]);
#endif
}
#endif
}
void OGLRendererMaterial::bindMeshState(bool instanced) const
{
#if defined(RENDERER_ENABLE_CG)
if(m_vertexProgram)
{
#if defined(RENDERER_PS3)
cgGLBindProgram(m_vertexProgram);
#else
cgUpdateProgramParameters(m_vertexProgram);
#endif
}
#endif
}
void OGLRendererMaterial::unbind(void) const
{
#if defined(RENDERER_ENABLE_CG)
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_FALSE);
glDisable(GL_POINT_SPRITE_ARB);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
if(m_vertexProfile)
{
cgGLUnbindProgram(m_vertexProfile);
cgGLDisableProfile(m_vertexProfile);
}
if(m_fragmentProfile)
{
cgGLUnbindProgram(m_fragmentProfile);
cgGLDisableProfile(m_fragmentProfile);
}
#endif
if(getBlending())
{
glDisable(GL_BLEND);
glDepthMask(1);
}
m_renderer.setCurrentMaterial(0);
}
#if defined(RENDERER_ENABLE_CG)
template<class TextureType>
static void bindSamplerVariable(CGparameter param, RendererTexture2D &texture)
{
TextureType &tex = *static_cast<TextureType*>(&texture);
if(param)
{
CGresource resource = cgGetParameterResource(param);
RENDERER_ASSERT(resource >= CG_TEXUNIT0 && resource <= CG_TEXUNIT15, "Invalid Texture Resource Location.");
if(resource >= CG_TEXUNIT0 && resource <= CG_TEXUNIT15)
{
tex.bind(resource-CG_TEXUNIT0);
}
}
}
#endif
void OGLRendererMaterial::bindVariable(Pass pass, const Variable &variable, const void *data) const
{
#if defined(RENDERER_ENABLE_CG)
CGVariable &var = *(CGVariable*)&variable;
switch(var.getType())
{
case VARIABLE_FLOAT:
{
float f = *(const float*)data;
if(var.m_vertexHandle) cgGLSetParameter1f(var.m_vertexHandle, f);
if(var.m_fragmentHandles[pass]) cgGLSetParameter1f(var.m_fragmentHandles[pass], f);
break;
}
case VARIABLE_FLOAT2:
{
const float *f = (const float*)data;
if(var.m_vertexHandle) cgGLSetParameter2fv(var.m_vertexHandle, f);
if(var.m_fragmentHandles[pass]) cgGLSetParameter2fv(var.m_fragmentHandles[pass], f);
break;
}
case VARIABLE_FLOAT3:
{
const float *f = (const float*)data;
if(var.m_vertexHandle) cgGLSetParameter3fv(var.m_vertexHandle, f);
if(var.m_fragmentHandles[pass]) cgGLSetParameter3fv(var.m_fragmentHandles[pass], f);
break;
}
case VARIABLE_FLOAT4:
{
const float *f = (const float*)data;
if(var.m_vertexHandle) cgGLSetParameter4fv(var.m_vertexHandle, f);
if(var.m_fragmentHandles[pass]) cgGLSetParameter4fv(var.m_fragmentHandles[pass], f);
break;
}
case VARIABLE_SAMPLER2D:
data = *(void**)data;
RENDERER_ASSERT(data, "NULL Sampler.");
if(data)
{
bindSamplerVariable<OGLRendererTexture2D>(var.m_vertexHandle, *(RendererTexture2D*)data);
bindSamplerVariable<OGLRendererTexture2D>(var.m_fragmentHandles[pass], *(RendererTexture2D*)data);
}
break;
case VARIABLE_SAMPLER3D:
RENDERER_ASSERT(0, "3D GL Textures Not Implemented.");
/*
data = *(void**)data;
RENDERER_ASSERT(data, "NULL Sampler.");
if(data)
{
bindSamplerVariable<OGLRendererTexture3D>(var.m_vertexHandle, *(RendererTexture2D*)data);
bindSamplerVariable<OGLRendererTexture3D>(var.m_fragmentHandles[pass], *(RendererTexture2D*)data);
}
*/
break;
default:
RENDERER_ASSERT(0, "Cannot bind variable of this type.");
break;
}
#endif
}
#if defined(RENDERER_ENABLE_CG)
void OGLRendererMaterial::loadCustomConstants(CGprogram program, Pass pass)
{
for(CGparameter param = cgGetFirstParameter(program, CG_GLOBAL); param; param=cgGetNextParameter(param))
{
const char *name = cgGetParameterName(param);
CGtype cgtype = cgGetParameterType(param);
VariableType type = cgtype != CG_STRUCT && cgtype != CG_ARRAY ? getVariableType(cgtype) : NUM_VARIABLE_TYPES;
if(type < NUM_VARIABLE_TYPES && cgIsParameter(param) && cgIsParameterReferenced(param) && strncmp(name, "g_", 2))
{
CGVariable *var = 0;
// find existing variable...
PxU32 numVariables = (PxU32)m_variables.size();
for(PxU32 i=0; i<numVariables; i++)
{
if(!strcmp(m_variables[i]->getName(), name))
{
var = static_cast<CGVariable*>(m_variables[i]);
break;
}
}
// check to see if the variable is of the same type.
if(var)
{
RENDERER_ASSERT(var->getType() == type, "Variable changes type!");
}
// if the variable was not found, add it.
if(!var)
{
var = new CGVariable(name, type, m_variableBufferSize);
m_variables.push_back(var);
m_variableBufferSize += var->getDataSize();
}
if(pass < NUM_PASSES)
{
var->addFragmentHandle(param, pass);
}
else
{
var->addVertexHandle(param);
}
}
}
}
#endif
#endif // #if defined(RENDERER_ENABLE_OPENGL)
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