forked from teamnwah/openmw-tes3coop
removed the old shader helper
parent
5d1e6b6bf6
commit
3537af051d
@ -1,309 +0,0 @@
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#include "shaderhelper.hpp"
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#include "renderingmanager.hpp"
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#include "shadows.hpp"
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#include <OgreHighLevelGpuProgramManager.h>
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#include <OgreHighLevelGpuProgram.h>
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#include <OgreGpuProgramParams.h>
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#include <OgreShadowCameraSetupPSSM.h>
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#include <components/settings/settings.hpp>
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using namespace Ogre;
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using namespace MWRender;
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ShaderHelper::ShaderHelper(RenderingManager* rend)
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{
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mRendering = rend;
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applyShaders();
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}
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void ShaderHelper::applyShaders()
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{
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if (!Settings::Manager::getBool("shaders", "Objects")) return;
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bool mrt = RenderingManager::useMRT();
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bool shadows = Settings::Manager::getBool("enabled", "Shadows");
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bool split = Settings::Manager::getBool("split", "Shadows");
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// shader for normal rendering
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createShader(mrt, shadows, split, "main");
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// fallback shader without mrt and without shadows
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// (useful for reflection and for minimap)
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createShader(false, false, false, "main_fallback");
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}
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void ShaderHelper::createShader(const bool mrt, const bool shadows, const bool split, const std::string& name)
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{
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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const int numsplits = 3;
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// the number of lights to support.
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// when rendering an object, OGRE automatically picks the lights that are
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// closest to the object being rendered. unfortunately this mechanism does
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// not work perfectly for objects batched together (they will all use the same
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// lights). to work around this, we are simply pushing the maximum number
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// of lights here in order to minimize disappearing lights.
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int num_lights = Settings::Manager::getInt("num lights", "Objects");
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{
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// vertex
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HighLevelGpuProgramPtr vertex;
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if (!mgr.getByName(name+"_vp").isNull())
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mgr.remove(name+"_vp");
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vertex = mgr.createProgram(name+"_vp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_VERTEX_PROGRAM);
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vertex->setParameter("profiles", "vs_4_0 vs_2_x vp40 arbvp1");
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vertex->setParameter("entry_point", "main_vp");
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StringUtil::StrStreamType outStream;
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outStream <<
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"void main_vp( \n"
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" float4 position : POSITION, \n"
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" float4 normal : NORMAL, \n"
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" float4 colour : COLOR, \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float2 oUV : TEXCOORD0, \n"
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" out float4 oPosition : POSITION, \n"
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" out float4 oPositionObjSpace : TEXCOORD1, \n"
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" out float4 oNormal : TEXCOORD2, \n"
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" out float oDepth : TEXCOORD3, \n"
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" out float4 oVertexColour : TEXCOORD4, \n";
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if (shadows && !split) outStream <<
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" out float4 oLightSpacePos0 : TEXCOORD5, \n"
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" uniform float4x4 worldMatrix, \n"
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" uniform float4x4 texViewProjMatrix0, \n";
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else
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{
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for (int i=0; i<numsplits; ++i)
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{
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outStream <<
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" out float4 oLightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
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" uniform float4x4 texViewProjMatrix"<<i<<", \n";
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}
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outStream <<
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" uniform float4x4 worldMatrix, \n";
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}
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outStream <<
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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" oVertexColour = colour; \n"
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" oUV = uv; \n"
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" oNormal = normal; \n"
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" oPosition = mul( worldViewProj, position ); \n"
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" oDepth = oPosition.z; \n"
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" oPositionObjSpace = position; \n";
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if (shadows && !split) outStream <<
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" oLightSpacePos0 = mul(texViewProjMatrix0, mul(worldMatrix, position)); \n";
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else
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{
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outStream <<
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" float4 wPos = mul(worldMatrix, position); \n";
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for (int i=0; i<numsplits; ++i)
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{
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outStream <<
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" oLightSpacePos"<<i<<" = mul(texViewProjMatrix"<<i<<", wPos); \n";
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}
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}
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outStream <<
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"}";
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vertex->setSource(outStream.str());
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vertex->load();
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vertex->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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if (shadows)
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{
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vertex->getDefaultParameters()->setNamedAutoConstant("worldMatrix", GpuProgramParameters::ACT_WORLD_MATRIX);
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if (!split)
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vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix0", GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, 0);
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else
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{
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for (int i=0; i<numsplits; ++i)
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{
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vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix"+StringConverter::toString(i), GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
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}
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}
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}
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}
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{
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// fragment
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HighLevelGpuProgramPtr fragment;
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if (!mgr.getByName(name+"_fp").isNull())
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mgr.remove(name+"_fp");
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fragment = mgr.createProgram(name+"_fp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_FRAGMENT_PROGRAM);
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fragment->setParameter("profiles", "ps_4_0 ps_2_x fp40 arbfp1");
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fragment->setParameter("entry_point", "main_fp");
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StringUtil::StrStreamType outStream;
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if (shadows) outStream <<
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"float depthShadow(sampler2D shadowMap, float4 shadowMapPos, float2 offset) \n"
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"{ \n"
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" shadowMapPos /= shadowMapPos.w; \n"
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" float3 o = float3(offset.xy, -offset.x) * 0.3f; \n"
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" float c = (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.xy).r) ? 1 : 0; // top left \n"
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" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.xy).r) ? 1 : 0; // bottom right \n"
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" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.zy).r) ? 1 : 0; // bottom left \n"
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" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.zy).r) ? 1 : 0; // top right \n"
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" return c / 4; \n"
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"} \n";
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outStream <<
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"void main_fp( \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float4 oColor : COLOR, \n"
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" uniform sampler2D texture : register(s0), \n"
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" float4 positionObjSpace : TEXCOORD1, \n"
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" float4 normal : TEXCOORD2, \n"
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" float iDepth : TEXCOORD3, \n"
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" float4 vertexColour : TEXCOORD4, \n"
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" uniform float4 fogColour, \n"
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" uniform float4 fogParams, \n";
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if (shadows) outStream <<
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" uniform float4 shadowFar_fadeStart, \n";
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if (shadows && !split) outStream <<
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" uniform sampler2D shadowMap : register(s1), \n"
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" float4 lightSpacePos0 : TEXCOORD5, \n"
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" uniform float4 invShadowmapSize0, \n";
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else
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{
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outStream <<
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" uniform float4 pssmSplitPoints, \n";
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for (int i=0; i<numsplits; ++i)
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{
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outStream <<
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" uniform sampler2D shadowMap"<<i<<" : register(s"<<i+1<<"), \n"
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" float4 lightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
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" uniform float4 invShadowmapSize"<<i<<", \n";
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}
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}
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if (mrt) outStream <<
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" out float4 oColor1 : COLOR1, \n"
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" uniform float far, \n";
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for (int i=0; i<num_lights; ++i)
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{
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outStream <<
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" uniform float4 lightDiffuse"<<i<<", \n"
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" uniform float4 lightPositionObjSpace"<<i<<", \n"
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" uniform float4 lightAttenuation"<<i<<", \n";
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}
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outStream <<
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" uniform float4 lightAmbient, \n"
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" uniform float4 ambient, \n"
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" uniform float4 diffuse, \n"
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" uniform float4 emissive \n"
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") \n"
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"{ \n"
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" float4 tex = tex2D(texture, uv); \n"
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" float d; \n"
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" float attn; \n"
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" float3 lightDir; \n"
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" float3 lightColour = float3(0, 0, 0); \n";
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for (int i=0; i<num_lights; ++i)
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{
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outStream <<
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" lightDir = lightPositionObjSpace"<<i<<".xyz - (positionObjSpace.xyz * lightPositionObjSpace"<<i<<".w); \n"
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// pre-multiply light color with attenuation factor
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" d = length( lightDir ); \n"
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" attn = ( 1.0 / (( lightAttenuation"<<i<<".y ) + ( lightAttenuation"<<i<<".z * d ) + ( lightAttenuation"<<i<<".w * d * d ))); \n"
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" lightDiffuse"<<i<<" *= attn; \n";
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if (i == 0 && shadows)
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{
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outStream <<
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" float shadow; \n";
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if (!split) outStream <<
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" shadow = depthShadow(shadowMap, lightSpacePos0, invShadowmapSize0.xy); \n";
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else
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{
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for (int j=0; j<numsplits; ++j)
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{
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std::string channel;
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if (j==0) channel = "x";
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else if (j==1) channel = "y";
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else if (j==2) channel = "z";
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if (j==0)
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outStream << " if (iDepth <= pssmSplitPoints." << channel << ") \n";
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else if (j < numsplits - 1)
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outStream << " else if (iDepth <= pssmSplitPoints." << channel << ") \n";
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else
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outStream << " else \n";
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outStream <<
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" { \n"
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" shadow = depthShadow(shadowMap" << j << ", lightSpacePos" << j << ", invShadowmapSize" << j << ".xy); \n"
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" } \n";
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}
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}
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outStream <<
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" float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; \n"
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" float fade = 1-((iDepth - shadowFar_fadeStart.y) / fadeRange); \n"
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" shadow = (iDepth > shadowFar_fadeStart.x) ? 1 : ((iDepth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow); \n"
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" lightColour.xyz += shadow * lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
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}
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else outStream <<
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" lightColour.xyz += lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
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}
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outStream <<
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" float3 lightingFinal = lightColour.xyz * diffuse.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
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" float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n"
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" oColor.xyz = saturate(lerp(lightingFinal * tex.xyz * vertexColour.xyz, fogColour.xyz, fogValue)); \n" // saturate output to prevent negative output colors - TODO: replace this once there is HDR-rendering
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" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
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if (mrt) outStream <<
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" oColor1 = float4(iDepth / far, 0, 0, (oColor.a == 1)); \n"; // only write to MRT if alpha is 1
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outStream <<
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"}";
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fragment->setSource(outStream.str());
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fragment->load();
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for (int i=0; i<num_lights; ++i)
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{
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fragment->getDefaultParameters()->setNamedAutoConstant("lightPositionObjSpace"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, i);
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fragment->getDefaultParameters()->setNamedAutoConstant("lightDiffuse"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, i);
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fragment->getDefaultParameters()->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
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}
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fragment->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
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if (shadows)
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{
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fragment->getDefaultParameters()->setNamedConstant("shadowFar_fadeStart", Vector4(mRendering->getShadows()->getShadowFar(), mRendering->getShadows()->getFadeStart()*mRendering->getShadows()->getShadowFar(), 0, 0));
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for (int i=0; i < (split ? numsplits : 1); ++i)
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{
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fragment->getDefaultParameters()->setNamedAutoConstant("invShadowmapSize" + StringConverter::toString(i), GpuProgramParameters::ACT_INVERSE_TEXTURE_SIZE, i+1);
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}
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if (split)
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{
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Vector4 splitPoints;
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const PSSMShadowCameraSetup::SplitPointList& splitPointList = mRendering->getShadows()->getPSSMSetup()->getSplitPoints();
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// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
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for (int i = 1; i < numsplits; ++i)
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{
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splitPoints[i-1] = splitPointList[i];
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}
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fragment->getDefaultParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
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}
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}
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if (mrt)
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fragment->getDefaultParameters()->setNamedAutoConstant("far", GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
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}
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}
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@ -1,29 +0,0 @@
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#ifndef GAME_SHADERHELPER_H
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#define GAME_SHADERHELPER_H
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#include <string>
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namespace MWRender
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{
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class RenderingManager;
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///
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/// \brief manages the main shader
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///
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class ShaderHelper
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{
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public:
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ShaderHelper(RenderingManager* rend);
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void applyShaders();
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///< apply new settings
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private:
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RenderingManager* mRendering;
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void createShader(const bool mrt, const bool shadows, const bool split, const std::string& name);
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};
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}
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#endif
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