removed the old shader helper

actorid
scrawl 13 years ago
parent 5d1e6b6bf6
commit 3537af051d

@ -15,7 +15,7 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
add_openmw_dir (mwrender
renderingmanager debugging sky player animation npcanimation creatureanimation actors objects
renderinginterface localmap occlusionquery terrain terrainmaterial water shadows shaderhelper
renderinginterface localmap occlusionquery terrain terrainmaterial water shadows
compositors
)

@ -30,7 +30,6 @@
#include "../mwinput/inputmanager.hpp" // FIXME
#include "shadows.hpp"
#include "shaderhelper.hpp"
#include "localmap.hpp"
#include "water.hpp"
#include "compositors.hpp"
@ -108,7 +107,6 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
cameraPitchNode->attachObject(mRendering.getCamera());
mShadows = new Shadows(&mRendering);
mShaderHelper = new ShaderHelper(this);
mTerrainManager = new TerrainManager(mRendering.getScene(), this);
@ -132,7 +130,6 @@ RenderingManager::~RenderingManager ()
delete mPlayer;
delete mSkyManager;
delete mDebugging;
delete mShaderHelper;
delete mShadows;
delete mTerrainManager;
delete mLocalMap;
@ -617,7 +614,6 @@ void RenderingManager::processChangedSettings(const Settings::CategorySettingVec
else if (it->second == "shader" && it->first == "Water")
{
applyCompositors();
mShaderHelper->applyShaders();
}
}

@ -52,7 +52,6 @@ namespace MWRender
{
class Shadows;
class ShaderHelper;
class LocalMap;
class Water;
class Compositors;
@ -223,8 +222,6 @@ class RenderingManager: private RenderingInterface, public Ogre::WindowEventList
MWRender::Shadows* mShadows;
MWRender::ShaderHelper* mShaderHelper;
MWRender::Compositors* mCompositors;
};

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

@ -1,29 +0,0 @@
#ifndef GAME_SHADERHELPER_H
#define GAME_SHADERHELPER_H
#include <string>
namespace MWRender
{
class RenderingManager;
///
/// \brief manages the main shader
///
class ShaderHelper
{
public:
ShaderHelper(RenderingManager* rend);
void applyShaders();
///< apply new settings
private:
RenderingManager* mRendering;
void createShader(const bool mrt, const bool shadows, const bool split, const std::string& name);
};
}
#endif
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