parent
e647ee5424
commit
a9ad1b09e2
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#include "shadermanager.hpp"
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#include <fstream>
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#include <iostream>
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#include <boost/lexical_cast.hpp>
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#include <boost/filesystem/path.hpp>
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#include <boost/filesystem/fstream.hpp>
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#include <OpenThreads/ScopedLock>
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namespace Shader
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{
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void ShaderManager::setShaderPath(const std::string &path)
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{
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mPath = path;
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}
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osg::ref_ptr<osg::Shader> ShaderManager::getShader(const std::string &shaderTemplate, const ShaderManager::DefineMap &defines, osg::Shader::Type shaderType)
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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// read the template if we haven't already
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TemplateMap::iterator templateIt = mShaderTemplates.find(shaderTemplate);
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if (templateIt == mShaderTemplates.end())
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{
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boost::filesystem::path p = (boost::filesystem::path(mPath) / shaderTemplate);
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boost::filesystem::ifstream stream;
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stream.open(p);
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if (stream.fail())
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{
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std::cerr << "Failed to open " << p.string() << std::endl;
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return NULL;
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}
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std::stringstream buffer;
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buffer << stream.rdbuf();
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templateIt = mShaderTemplates.insert(std::make_pair(shaderTemplate, buffer.str())).first;
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}
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ShaderMap::iterator shaderIt = mShaders.find(std::make_pair(shaderTemplate, defines));
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if (shaderIt == mShaders.end())
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{
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std::string shaderSource = templateIt->second;
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const char escapeCharacter = '@';
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size_t foundPos = 0;
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while ((foundPos = shaderSource.find(escapeCharacter)) != std::string::npos)
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{
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size_t endPos = shaderSource.find_first_of(" \n\r()[].;", foundPos);
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if (endPos == std::string::npos)
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{
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std::cerr << "Unexpected EOF" << std::endl;
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return NULL;
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}
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std::string define = shaderSource.substr(foundPos+1, endPos - (foundPos+1));
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DefineMap::const_iterator defineFound = defines.find(define);
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if (defineFound == defines.end())
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{
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std::cerr << "Undefined " << define << " in shader " << shaderTemplate << std::endl;
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return NULL;
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}
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else
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{
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shaderSource.replace(foundPos, endPos-foundPos, defineFound->second);
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}
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}
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osg::ref_ptr<osg::Shader> shader (new osg::Shader(shaderType));
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shader->setShaderSource(shaderSource);
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// Assign a unique name to allow the SharedStateManager to compare shaders efficiently
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static unsigned int counter = 0;
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shader->setName(boost::lexical_cast<std::string>(counter++));
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shaderIt = mShaders.insert(std::make_pair(std::make_pair(shaderTemplate, defines), shader)).first;
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}
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return shaderIt->second;
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}
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}
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#ifndef OPENMW_COMPONENTS_SHADERMANAGER_H
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#define OPENMW_COMPONENTS_SHADERMANAGER_H
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#include <string>
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#include <map>
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#include <osg/ref_ptr>
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#include <osg/Shader>
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#include <OpenThreads/Mutex>
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namespace Shader
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{
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/// @brief Reads shader template files and turns them into a concrete shader, based on a list of define's.
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/// @par Shader templates can get the value of a define with the syntax @define.
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class ShaderManager
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{
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public:
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void setShaderPath(const std::string& path);
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typedef std::map<std::string, std::string> DefineMap;
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/// Create or retrieve a shader instance.
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/// @param shaderTemplate The filename of the shader template.
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/// @param defines Define values that can be retrieved by the shader template.
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/// @param shaderType The type of shader (usually vertex or fragment shader).
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/// @note May return NULL on failure.
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/// @note Thread safe.
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osg::ref_ptr<osg::Shader> getShader(const std::string& shaderTemplate, const DefineMap& defines, osg::Shader::Type shaderType);
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private:
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std::string mPath;
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// <name, code>
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typedef std::map<std::string, std::string> TemplateMap;
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TemplateMap mShaderTemplates;
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typedef std::pair<std::string, DefineMap> MapKey;
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typedef std::map<MapKey, osg::ref_ptr<osg::Shader> > ShaderMap;
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ShaderMap mShaders;
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OpenThreads::Mutex mMutex;
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};
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}
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#endif
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#include "shadervisitor.hpp"
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#include <iostream>
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#include <osg/Texture>
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#include <osg/Material>
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#include <osg/Geometry>
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#include <osgUtil/TangentSpaceGenerator>
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#include <boost/lexical_cast.hpp>
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#include "shadermanager.hpp"
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namespace Shader
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{
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ShaderVisitor::ShaderRequirements::ShaderRequirements()
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: mColorMaterial(false)
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, mVertexColorMode(GL_AMBIENT_AND_DIFFUSE)
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, mTexStageRequiringTangents(-1)
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{
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}
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ShaderVisitor::ShaderVisitor(ShaderManager& shaderManager, const std::string &defaultVsTemplate, const std::string &defaultFsTemplate)
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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, mShaderManager(shaderManager)
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, mDefaultVsTemplate(defaultVsTemplate)
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, mDefaultFsTemplate(defaultFsTemplate)
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{
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mRequirements.push_back(ShaderRequirements());
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}
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void ShaderVisitor::apply(osg::Node& node)
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{
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if (node.getStateSet())
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{
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pushRequirements();
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applyStateSet(node.getStateSet());
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traverse(node);
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popRequirements();
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}
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else
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traverse(node);
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}
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void ShaderVisitor::applyStateSet(osg::StateSet* stateset)
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{
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const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList();
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for(unsigned int unit=0;unit<texAttributes.size();++unit)
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{
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const osg::StateAttribute *attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
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if (attr)
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{
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const osg::Texture* texture = attr->asTexture();
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if (texture)
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{
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if (!texture->getName().empty())
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{
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mRequirements.back().mTextures[unit] = texture->getName();
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if (texture->getName() == "normalMap")
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{
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mRequirements.back().mTexStageRequiringTangents = unit;
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// normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On
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stateset->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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}
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}
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else
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std::cerr << "ShaderVisitor encountered unknown texture " << texture << std::endl;
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}
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}
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// remove state that has no effect when rendering with shaders
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stateset->removeTextureAttribute(unit, osg::StateAttribute::TEXENV);
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}
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const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
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for (osg::StateSet::AttributeList::const_iterator it = attributes.begin(); it != attributes.end(); ++it)
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{
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if (it->first.first == osg::StateAttribute::MATERIAL)
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{
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const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get());
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mRequirements.back().mVertexColorMode = mat->getColorMode();
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}
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}
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}
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void ShaderVisitor::pushRequirements()
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{
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mRequirements.push_back(mRequirements.back());
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}
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void ShaderVisitor::popRequirements()
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{
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mRequirements.pop_back();
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}
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void ShaderVisitor::createProgram(const ShaderRequirements &reqs, osg::StateSet *stateset)
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{
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ShaderManager::DefineMap defineMap;
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap" };
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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{
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defineMap[defaultTextures[i]] = "0";
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defineMap[std::string(defaultTextures[i]) + std::string("UV")] = "0";
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}
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for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
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{
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defineMap[texIt->second] = "1";
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defineMap[texIt->second + std::string("UV")] = boost::lexical_cast<std::string>(texIt->first);
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}
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if (!reqs.mColorMaterial)
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defineMap["colorMode"] = "0";
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else
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{
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switch (reqs.mVertexColorMode)
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{
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default:
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case GL_AMBIENT_AND_DIFFUSE:
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defineMap["colorMode"] = "2";
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break;
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case GL_AMBIENT:
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defineMap["colorMode"] = "1";
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break;
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}
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}
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osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
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osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
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if (vertexShader && fragmentShader)
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{
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osg::ref_ptr<osg::Program> program (new osg::Program);
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program->addShader(vertexShader);
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program->addShader(fragmentShader);
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stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
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for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
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{
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stateset->addUniform(new osg::Uniform(texIt->second.c_str(), texIt->first), osg::StateAttribute::ON);
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}
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}
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}
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void ShaderVisitor::apply(osg::Geometry& geometry)
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{
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bool needPop = (geometry.getStateSet() != NULL);
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if (geometry.getStateSet())
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{
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pushRequirements();
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applyStateSet(geometry.getStateSet());
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}
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if (!mRequirements.empty())
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{
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const ShaderRequirements& reqs = mRequirements.back();
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if (reqs.mTexStageRequiringTangents != -1)
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{
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osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
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generator->generate(&geometry, reqs.mTexStageRequiringTangents);
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geometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
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}
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// TODO: find a better place for the stateset
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createProgram(reqs, geometry.getOrCreateStateSet());
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}
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if (needPop)
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popRequirements();
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}
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void ShaderVisitor::apply(osg::Drawable& drawable)
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{
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// non-Geometry drawable (e.g. particle system)
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bool needPop = (drawable.getStateSet() != NULL);
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if (drawable.getStateSet())
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{
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pushRequirements();
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applyStateSet(drawable.getStateSet());
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}
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if (!mRequirements.empty())
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{
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// TODO: find a better place for the stateset
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createProgram(mRequirements.back(), drawable.getOrCreateStateSet());
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}
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if (needPop)
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popRequirements();
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}
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}
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@ -0,0 +1,54 @@
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#ifndef OPENMW_COMPONENTS_SHADERVISITOR_H
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#define OPENMW_COMPONENTS_SHADERVISITOR_H
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#include <osg/NodeVisitor>
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namespace Shader
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{
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class ShaderManager;
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/// @brief Adjusts the given subgraph to render using shaders.
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class ShaderVisitor : public osg::NodeVisitor
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{
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public:
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ShaderVisitor(ShaderManager& shaderManager, const std::string& defaultVsTemplate, const std::string& defaultFsTemplate);
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virtual void apply(osg::Node& node);
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virtual void apply(osg::Drawable& drawable);
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virtual void apply(osg::Geometry& geometry);
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void applyStateSet(osg::StateSet* stateset);
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void pushRequirements();
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void popRequirements();
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private:
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ShaderManager& mShaderManager;
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struct ShaderRequirements
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{
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ShaderRequirements();
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// <texture stage, texture name>
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std::map<int, std::string> mTextures;
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bool mColorMaterial;
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// osg::Material::ColorMode
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int mVertexColorMode;
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// -1 == no tangents required
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int mTexStageRequiringTangents;
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};
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std::vector<ShaderRequirements> mRequirements;
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std::string mDefaultVsTemplate;
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std::string mDefaultFsTemplate;
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void createProgram(const ShaderRequirements& reqs, osg::StateSet* stateset);
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};
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}
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#endif
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@ -0,0 +1,15 @@
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#version 120
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#if @diffuseMap
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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#endif
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void main()
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{
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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#else
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gl_FragData[0] = vec4(1,1,1,1);
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#endif
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}
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@ -0,0 +1,14 @@
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#version 120
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#if @diffuseMap
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varying vec2 diffuseMapUV;
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#endif
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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#if @diffuseMap
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diffuseMapUV = gl_MultiTexCoord@diffuseMapUV.xy;
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#endif
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}
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Loading…
Reference in New Issue