NazaraEngine/src/Nazara/Graphics/Material.cpp

332 lines
12 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#ifndef NAZARA_RENDERER_OPENGL
#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
#endif
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/UberShaderPreprocessor.hpp>
#include <cstring>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
const nzUInt8 r_coreFragmentShader[] = {
#include <Nazara/Graphics/Resources/Shaders/Basic/core.frag.h>
};
const nzUInt8 r_coreVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/Basic/core.vert.h>
};
const nzUInt8 r_compatibilityFragmentShader[] = {
#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.frag.h>
};
const nzUInt8 r_compatibilityVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.vert.h>
};
}
bool NzMaterialParams::IsValid() const
{
if (!NzUberShaderLibrary::Has(shaderName))
return false;
return true;
}
const NzShader* NzMaterial::Apply(nzUInt32 shaderFlags, nzUInt8 textureUnit, nzUInt8* lastUsedUnit) const
{
const ShaderInstance& instance = m_shaders[shaderFlags];
if (!instance.uberInstance)
GenerateShader(shaderFlags);
instance.uberInstance->Activate();
if (instance.uniforms[nzMaterialUniform_AlphaThreshold] != -1)
instance.shader->SendFloat(instance.uniforms[nzMaterialUniform_AlphaThreshold], m_alphaThreshold);
if (instance.uniforms[nzMaterialUniform_Ambient] != -1)
instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Ambient], m_ambientColor);
if (instance.uniforms[nzMaterialUniform_Diffuse] != -1)
instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Diffuse], m_diffuseColor);
if (instance.uniforms[nzMaterialUniform_Shininess] != -1)
instance.shader->SendFloat(instance.uniforms[nzMaterialUniform_Shininess], m_shininess);
if (instance.uniforms[nzMaterialUniform_Specular] != -1)
instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Specular], m_specularColor);
if (m_alphaMap && instance.uniforms[nzMaterialUniform_AlphaMap] != -1)
{
NzRenderer::SetTexture(textureUnit, m_alphaMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_AlphaMap], textureUnit);
textureUnit++;
}
if (m_diffuseMap && instance.uniforms[nzMaterialUniform_DiffuseMap] != -1)
{
NzRenderer::SetTexture(textureUnit, m_diffuseMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_DiffuseMap], textureUnit);
textureUnit++;
}
if (m_emissiveMap && instance.uniforms[nzMaterialUniform_EmissiveMap] != -1)
{
NzRenderer::SetTexture(textureUnit, m_emissiveMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_EmissiveMap], textureUnit);
textureUnit++;
}
if (m_heightMap && instance.uniforms[nzMaterialUniform_HeightMap] != -1)
{
NzRenderer::SetTexture(textureUnit, m_heightMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_HeightMap], textureUnit);
textureUnit++;
}
if (m_normalMap && instance.uniforms[nzMaterialUniform_NormalMap] != -1)
{
NzRenderer::SetTexture(textureUnit, m_normalMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_NormalMap], textureUnit);
textureUnit++;
}
if (m_specularMap && instance.uniforms[nzMaterialUniform_SpecularMap] != -1)
{
NzRenderer::SetTexture(textureUnit, m_specularMap);
NzRenderer::SetTextureSampler(textureUnit, m_specularSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_SpecularMap], textureUnit);
textureUnit++;
}
NzRenderer::SetRenderStates(m_states);
if (lastUsedUnit)
*lastUsedUnit = textureUnit;
return instance.shader;
}
void NzMaterial::Reset()
{
OnMaterialReset(this);
m_alphaMap.Reset();
m_diffuseMap.Reset();
m_emissiveMap.Reset();
m_heightMap.Reset();
m_normalMap.Reset();
m_specularMap.Reset();
m_uberShader.Reset();
for (ShaderInstance& instance : m_shaders)
instance.uberInstance = nullptr;
m_alphaThreshold = 0.2f;
m_alphaTestEnabled = false;
m_ambientColor = NzColor(128, 128, 128);
m_depthSortingEnabled = false;
m_diffuseColor = NzColor::White;
m_diffuseSampler = NzTextureSampler();
m_lightingEnabled = true;
m_shininess = 50.f;
m_specularColor = NzColor::White;
m_specularSampler = NzTextureSampler();
m_states = NzRenderStates();
m_states.parameters[nzRendererParameter_DepthBuffer] = true;
m_states.parameters[nzRendererParameter_FaceCulling] = true;
m_transformEnabled = true;
SetShader("Basic");
}
void NzMaterial::Copy(const NzMaterial& material)
{
// Copie des états de base
m_alphaTestEnabled = material.m_alphaTestEnabled;
m_alphaThreshold = material.m_alphaThreshold;
m_ambientColor = material.m_ambientColor;
m_depthSortingEnabled = material.m_depthSortingEnabled;
m_diffuseColor = material.m_diffuseColor;
m_diffuseSampler = material.m_diffuseSampler;
m_lightingEnabled = material.m_lightingEnabled;
m_shininess = material.m_shininess;
m_specularColor = material.m_specularColor;
m_specularSampler = material.m_specularSampler;
m_states = material.m_states;
m_transformEnabled = material.m_transformEnabled;
// Copie des références de texture
m_alphaMap = material.m_alphaMap;
m_diffuseMap = material.m_diffuseMap;
m_emissiveMap = material.m_emissiveMap;
m_heightMap = material.m_heightMap;
m_normalMap = material.m_normalMap;
m_specularMap = material.m_specularMap;
// Copie de la référence vers l'Über-Shader
m_uberShader = material.m_uberShader;
// On copie les instances de shader par la même occasion
std::memcpy(&m_shaders[0], &material.m_shaders[0], (nzShaderFlags_Max+1)*sizeof(ShaderInstance));
}
void NzMaterial::GenerateShader(nzUInt32 flags) const
{
NzParameterList list;
list.SetParameter("ALPHA_MAPPING", m_alphaMap.IsValid());
list.SetParameter("ALPHA_TEST", m_alphaTestEnabled);
list.SetParameter("COMPUTE_TBNMATRIX", m_normalMap.IsValid() || m_heightMap.IsValid());
list.SetParameter("DIFFUSE_MAPPING", m_diffuseMap.IsValid());
list.SetParameter("EMISSIVE_MAPPING", m_emissiveMap.IsValid());
list.SetParameter("LIGHTING", m_lightingEnabled);
list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid() ||
flags & nzShaderFlags_TextureOverlay);
list.SetParameter("TRANSFORM", m_transformEnabled);
list.SetParameter("FLAG_BILLBOARD", static_cast<bool>(flags & nzShaderFlags_Billboard));
list.SetParameter("FLAG_DEFERRED", static_cast<bool>((flags & nzShaderFlags_Deferred) != 0));
list.SetParameter("FLAG_INSTANCING", static_cast<bool>((flags & nzShaderFlags_Instancing) != 0));
list.SetParameter("FLAG_TEXTUREOVERLAY", static_cast<bool>((flags & nzShaderFlags_TextureOverlay) != 0));
list.SetParameter("FLAG_VERTEXCOLOR", static_cast<bool>((flags & nzShaderFlags_VertexColor) != 0));
ShaderInstance& instance = m_shaders[flags];
instance.uberInstance = m_uberShader->Get(list);
instance.shader = instance.uberInstance->GetShader();
#define CacheUniform(name) instance.uniforms[nzMaterialUniform_##name] = instance.shader->GetUniformLocation("Material" #name)
CacheUniform(AlphaMap);
CacheUniform(AlphaThreshold);
CacheUniform(Ambient);
CacheUniform(Diffuse);
CacheUniform(DiffuseMap);
CacheUniform(EmissiveMap);
CacheUniform(HeightMap);
CacheUniform(NormalMap);
CacheUniform(Shininess);
CacheUniform(Specular);
CacheUniform(SpecularMap);
#undef CacheUniform
}
bool NzMaterial::Initialize()
{
if (!NzMaterialLibrary::Initialize())
{
NazaraError("Failed to initialise library");
return false;
}
if (!NzMaterialManager::Initialize())
{
NazaraError("Failed to initialise manager");
return false;
}
bool glsl140 = (NzOpenGL::GetGLSLVersion() >= 140);
// Basic shader
{
NzUberShaderPreprocessorRef uberShader = NzUberShaderPreprocessor::New();
NzString fragmentShader;
NzString vertexShader;
if (glsl140)
{
fragmentShader.Set(reinterpret_cast<const char*>(r_coreFragmentShader), sizeof(r_coreFragmentShader));
vertexShader.Set(reinterpret_cast<const char*>(r_coreVertexShader), sizeof(r_coreVertexShader));
}
else
{
fragmentShader.Set(reinterpret_cast<const char*>(r_compatibilityFragmentShader), sizeof(r_compatibilityFragmentShader));
vertexShader.Set(reinterpret_cast<const char*>(r_compatibilityVertexShader), sizeof(r_compatibilityVertexShader));
}
uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING");
uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_INSTANCING FLAG_VERTEXCOLOR TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
NzUberShaderLibrary::Register("Basic", uberShader);
}
// PhongLighting shader
{
NzUberShaderPreprocessorRef uberShader = NzUberShaderPreprocessor::New();
NzString fragmentShader;
NzString vertexShader;
if (glsl140)
{
const nzUInt8 coreFragmentShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/core.frag.h>
};
const nzUInt8 coreVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/core.vert.h>
};
fragmentShader.Set(reinterpret_cast<const char*>(coreFragmentShader), sizeof(coreFragmentShader));
vertexShader.Set(reinterpret_cast<const char*>(coreVertexShader), sizeof(coreVertexShader));
}
else
{
const nzUInt8 compatibilityFragmentShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/compatibility.frag.h>
};
const nzUInt8 compatibilityVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/compatibility.vert.h>
};
fragmentShader.Set(reinterpret_cast<const char*>(compatibilityFragmentShader), sizeof(compatibilityFragmentShader));
vertexShader.Set(reinterpret_cast<const char*>(compatibilityVertexShader), sizeof(compatibilityVertexShader));
}
uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
NzUberShaderLibrary::Register("PhongLighting", uberShader);
}
// Une fois les shaders de base enregistrés, on peut créer le matériau par défaut
s_defaultMaterial = NzMaterial::New();
s_defaultMaterial->Enable(nzRendererParameter_FaceCulling, false);
s_defaultMaterial->SetFaceFilling(nzFaceFilling_Line);
NzMaterialLibrary::Register("Default", s_defaultMaterial);
return true;
}
void NzMaterial::Uninitialize()
{
s_defaultMaterial.Reset();
NzUberShaderLibrary::Unregister("PhongLighting");
NzUberShaderLibrary::Unregister("Basic");
NzMaterialManager::Uninitialize();
NzMaterialLibrary::Uninitialize();
}
NzMaterialLibrary::LibraryMap NzMaterial::s_library;
NzMaterialLoader::LoaderList NzMaterial::s_loaders;
NzMaterialManager::ManagerMap NzMaterial::s_managerMap;
NzMaterialManager::ManagerParams NzMaterial::s_managerParameters;
NzMaterialRef NzMaterial::s_defaultMaterial = nullptr;