597 lines
28 KiB
C++
597 lines
28 KiB
C++
//
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// KRShader.cpp
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// KREngine
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//
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// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#include "KRShader.h"
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#include "assert.h"
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#include "KRLight.h"
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#include "KRDirectionalLight.h"
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#include "KRSpotLight.h"
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#include "KRPointLight.h"
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const char *KRShader::KRENGINE_UNIFORM_NAMES[] = {
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"material_ambient", // KRENGINE_UNIFORM_MATERIAL_AMBIENT
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"material_diffuse", // KRENGINE_UNIFORM_MATERIAL_DIFFUSE
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"material_specular", // KRENGINE_UNIFORM_MATERIAL_SPECULAR
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"material_reflection", // KRENGINE_UNIFORM_MATERIAL_REFLECTION
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"material_alpha", // KRENGINE_UNIFORM_MATERIAL_ALPHA
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"material_shininess", // KRENGINE_UNIFORM_MATERIAL_SHININESS
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"light_position", // KRENGINE_UNIFORM_LIGHT_POSITION
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"light_direction_model_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE
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"light_direction_view_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE
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"light_color", // KRENGINE_UNIFORM_LIGHT_COLOR
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"light_decay_start", // KRENGINE_UNIFORM_LIGHT_DECAY_START
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"light_cutoff", // KRENGINE_UNIFORM_LIGHT_CUTOFF
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"light_intensity", // KRENGINE_UNIFORM_LIGHT_INTENSITY
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"flare_size", // KRENGINE_UNIFORM_FLARE_SIZE
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"view_space_model_origin", // KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN
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"mvp_matrix", // KRENGINE_UNIFORM_MVP
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"inv_projection_matrix", // KRENGINE_UNIFORM_INVP
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"inv_mvp_matrix", // KRENGINE_UNIFORM_INVMVP
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"inv_mvp_matrix_no_translate", // KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE
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"model_view_inverse_transpose_matrix", // KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE
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"model_inverse_transpose_matrix", // KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE
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"model_view_matrix", // KRENGINE_UNIFORM_MODEL_VIEW
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"model_matrix", // KRENGINE_UNIFORM_MODEL_MATRIX
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"projection_matrix", // KRENGINE_UNIFORM_PROJECTION_MATRIX
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"camera_position_model_space", // KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE
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"viewport", // KRENGINE_UNIFORM_VIEWPORT
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"viewport_downsample", // KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE
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"diffuseTexture", // KRENGINE_UNIFORM_DIFFUSETEXTURE
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"specularTexture", // KRENGINE_UNIFORM_SPECULARTEXTURE
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"reflectionCubeTexture", // KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE
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"reflectionTexture", // KRENGINE_UNIFORM_REFLECTIONTEXTURE
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"normalTexture", // KRENGINE_UNIFORM_NORMALTEXTURE
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"diffuseTexture_Scale", // KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE
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"specularTexture_Scale", // KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE
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"reflectionTexture_Scale", // KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE
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"normalTexture_Scale", // KRENGINE_UNIFORM_NORMALTEXTURE_SCALE
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"normalTexture_Scale", // KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE
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"diffuseTexture_Offset", // KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET
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"specularTexture_Offset", // KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET
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"reflectionTexture_Offset", // KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET
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"normalTexture_Offset", // KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET
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"ambientTexture_Offset", // KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET
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"shadow_mvp1", // KRENGINE_UNIFORM_SHADOWMVP1
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"shadow_mvp2", // KRENGINE_UNIFORM_SHADOWMVP2
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"shadow_mvp3", // KRENGINE_UNIFORM_SHADOWMVP3
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"shadowTexture1", // KRENGINE_UNIFORM_SHADOWTEXTURE1
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"shadowTexture2", // KRENGINE_UNIFORM_SHADOWTEXTURE2
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"shadowTexture3", // KRENGINE_UNIFORM_SHADOWTEXTURE3
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"lightmapTexture", // KRENGINE_UNIFORM_LIGHTMAPTEXTURE
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"gbuffer_frame", // KRENGINE_UNIFORM_GBUFFER_FRAME
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"gbuffer_depth", // KRENGINE_UNIFORM_GBUFFER_DEPTH
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"depthFrame", // KRENGINE_UNIFORM_DEPTH_FRAME
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"volumetricEnvironmentFrame", // KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME
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"renderFrame", // KRENGINE_UNIFORM_RENDER_FRAME
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"time_absolute", // KRENGINE_UNIFORM_ABSOLUTE_TIME
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"fog_near", // KRENGINE_UNIFORM_FOG_NEAR
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"fog_far", // KRENGINE_UNIFORM_FOG_FAR
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"fog_density", // KRENGINE_UNIFORM_FOG_DENSITY
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"fog_color", // KRENGINE_UNIFORM_FOG_COLOR
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"fog_scale", // KRENGINE_UNIFORM_FOG_SCALE
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"fog_density_premultiplied_exponential", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL
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"fog_density_premultiplied_squared", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED
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"slice_depth_scale", // KRENGINE_UNIFORM_SLICE_DEPTH_SCALE
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"particle_origin", // KRENGINE_UNIFORM_PARTICLE_ORIGIN
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"bone_transforms", // KRENGINE_UNIFORM_BONE_TRANSFORMS
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"rim_color", // KRENGINE_UNIFORM_RIM_COLOR
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"rim_power", // KRENGINE_UNIFORM_RIM_POWER
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"fade_color", // KRENGINE_UNIFORM_FADE_COLOR
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};
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KRShader::KRShader(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource) : KRContextObject(context)
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{
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strcpy(m_szKey, szKey);
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m_iProgram = 0;
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GLuint vertexShader = 0, fragShader = 0;
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try {
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const GLchar *vertSource[2] = {options.c_str(), vertShaderSource.c_str()};
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const GLchar *fragSource[2] = {options.c_str(), fragShaderSource.c_str()};
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// Create shader program.
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GLDEBUG(m_iProgram = glCreateProgram());
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// Create and compile vertex shader.
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GLDEBUG(vertexShader = glCreateShader(GL_VERTEX_SHADER));
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GLDEBUG(glShaderSource(vertexShader, 2, vertSource, NULL));
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GLDEBUG(glCompileShader(vertexShader));
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// Report any compile issues to stderr
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GLint logLength = 0;
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GLDEBUG(glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength));
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc(logLength + 1);
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assert(log != NULL);
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log[0] = '\0'; // In case glGetShaderInfoLog fails
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GLDEBUG(glGetShaderInfoLog(vertexShader, logLength, &logLength, log));
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log[logLength] = '\0';
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KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to compile vertex shader: %s\nShader compile log:\n%s", szKey, log);
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free(log);
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}
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// Create and compile vertex shader.
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GLDEBUG(fragShader = glCreateShader(GL_FRAGMENT_SHADER));
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GLDEBUG(glShaderSource(fragShader, 2, fragSource, NULL));
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GLDEBUG(glCompileShader(fragShader));
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// Report any compile issues to stderr
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logLength = 0; // In case glGetShaderiv fails
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GLDEBUG(glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength));
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc(logLength + 1);
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assert(log != NULL);
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log[0] = '\0'; // In case glGetShaderInfoLog fails
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GLDEBUG(glGetShaderInfoLog(fragShader, logLength, &logLength, log));
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log[logLength] = '\0';
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KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to compile fragment shader: %s\nShader compile log:\n%s", szKey, log);
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free(log);
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}
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// Attach vertex shader to program.
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GLDEBUG(glAttachShader(m_iProgram, vertexShader));
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// Attach fragment shader to program.
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GLDEBUG(glAttachShader(m_iProgram, fragShader));
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// Bind attribute locations.
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// This needs to be done prior to linking.
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GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_VERTEX, "vertex_position"));
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GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_NORMAL, "vertex_normal"));
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GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TANGENT, "vertex_tangent"));
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GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TEXUVA, "vertex_uv"));
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GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TEXUVB, "vertex_lightmap_uv"));
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GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_BONEINDEXES, "bone_indexes"));
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GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_BONEWEIGHTS, "bone_weights"));
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// Link program.
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GLDEBUG(glLinkProgram(m_iProgram));
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GLint link_success = GL_FALSE;
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GLDEBUG(glGetProgramiv(m_iProgram, GL_LINK_STATUS, &link_success));
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if(link_success != GL_TRUE) {
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// Report any linking issues to stderr
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KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to link shader program: %s", szKey);
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logLength = 0; // In case glGetProgramiv fails
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GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
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if (logLength > 0)
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{
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GLchar *log = (GLchar *)malloc(logLength + 1);
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assert(log != NULL);
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log[0] = '\0'; // In case glGetProgramInfoLog fails
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GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
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log[logLength] = '\0';
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KRContext::Log(KRContext::LOG_LEVEL_ERROR, "Program link log:\n%s", log);
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free(log);
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}
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GLDEBUG(glDeleteProgram(m_iProgram));
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m_iProgram = 0;
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} else {
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// Get uniform locations
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for(int i=0; i < KRENGINE_NUM_UNIFORMS; i++ ){
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GLDEBUG(m_uniforms[i] = glGetUniformLocation(m_iProgram, KRENGINE_UNIFORM_NAMES[i]));
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m_uniform_value_index[i] = -1;
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}
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}
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} catch(...) {
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if(vertexShader) {
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GLDEBUG(glDeleteShader(vertexShader));
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vertexShader = 0;
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}
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if(fragShader) {
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GLDEBUG(glDeleteShader(fragShader));
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fragShader = 0;
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}
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if(m_iProgram) {
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GLDEBUG(glDeleteProgram(m_iProgram));
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m_iProgram = 0;
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}
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}
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// Release vertex and fragment shaders.
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if (vertexShader) {
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GLDEBUG(glDeleteShader(vertexShader));
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}
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if (fragShader) {
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GLDEBUG(glDeleteShader(fragShader));
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}
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}
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KRShader::~KRShader() {
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if(m_iProgram) {
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GLDEBUG(glDeleteProgram(m_iProgram));
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if(getContext().getShaderManager()->m_active_shader == this) {
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getContext().getShaderManager()->m_active_shader = NULL;
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}
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}
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}
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void KRShader::setUniform(int location, float value)
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{
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if(m_uniforms[location] != -1) {
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int value_index = m_uniform_value_index[location];
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bool needs_update = true;
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if(value_index == -1) {
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m_uniform_value_index[location] = m_uniform_value_float.size();
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m_uniform_value_float.push_back(value);
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} else if(m_uniform_value_float[value_index] == value) {
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needs_update = false;
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} else {
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m_uniform_value_float[value_index] = value;
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}
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if(needs_update) {
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GLDEBUG(glUniform1f(m_uniforms[location], value));
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}
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}
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}
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void KRShader::setUniform(int location, int value)
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{
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if(m_uniforms[location] != -1) {
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int value_index = m_uniform_value_index[location];
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bool needs_update = true;
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if(value_index == -1) {
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m_uniform_value_index[location] = m_uniform_value_int.size();
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m_uniform_value_int.push_back(value);
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} else if(m_uniform_value_int[value_index] == value) {
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needs_update = false;
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} else {
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m_uniform_value_int[value_index] = value;
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}
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if(needs_update) {
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GLDEBUG(glUniform1i(m_uniforms[location], value));
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}
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}
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}
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void KRShader::setUniform(int location, const KRVector2 &value)
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{
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if(m_uniforms[location] != -1) {
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int value_index = m_uniform_value_index[location];
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bool needs_update = true;
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if(value_index == -1) {
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m_uniform_value_index[location] = m_uniform_value_vector2.size();
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m_uniform_value_vector2.push_back(value);
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} else if(m_uniform_value_vector2[value_index] == value) {
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needs_update = false;
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} else {
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m_uniform_value_vector2[value_index] = value;
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}
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if(needs_update) {
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GLDEBUG(glUniform2f(m_uniforms[location], value.x, value.y));
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}
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}
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}
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void KRShader::setUniform(int location, const KRVector3 &value)
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{
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if(m_uniforms[location] != -1) {
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int value_index = m_uniform_value_index[location];
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bool needs_update = true;
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if(value_index == -1) {
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m_uniform_value_index[location] = m_uniform_value_vector3.size();
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m_uniform_value_vector3.push_back(value);
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} else if(m_uniform_value_vector3[value_index] == value) {
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needs_update = false;
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} else {
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m_uniform_value_vector3[value_index] = value;
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}
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if(needs_update) {
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GLDEBUG(glUniform3f(m_uniforms[location], value.x, value.y, value.z));
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}
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}
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}
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void KRShader::setUniform(int location, const KRVector4 &value)
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{
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if(m_uniforms[location] != -1) {
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int value_index = m_uniform_value_index[location];
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bool needs_update = true;
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if(value_index == -1) {
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m_uniform_value_index[location] = m_uniform_value_vector4.size();
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m_uniform_value_vector4.push_back(value);
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} else if(m_uniform_value_vector4[value_index] == value) {
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needs_update = false;
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} else {
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m_uniform_value_vector4[value_index] = value;
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}
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if(needs_update) {
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GLDEBUG(glUniform4f(m_uniforms[location], value.x, value.y, value.z, value.w));
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}
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}
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}
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void KRShader::setUniform(int location, const KRMat4 &value)
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{
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if(m_uniforms[location] != -1) {
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int value_index = m_uniform_value_index[location];
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bool needs_update = true;
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if(value_index == -1) {
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m_uniform_value_index[location] = m_uniform_value_mat4.size();
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m_uniform_value_mat4.push_back(value);
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} else if(m_uniform_value_mat4[value_index] == value) {
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needs_update = false;
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} else {
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m_uniform_value_mat4[value_index] = value;
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}
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if(needs_update) {
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GLDEBUG(glUniformMatrix4fv(m_uniforms[location], 1, GL_FALSE, value.c));
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}
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}
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}
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bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const KRVector3 &rim_color, float rim_power, const KRVector4 &fade_color) {
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if(m_iProgram == 0) {
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return false;
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}
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bool shander_changed = false;
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if(getContext().getShaderManager()->m_active_shader != this) {
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getContext().getShaderManager()->m_active_shader = this;
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GLDEBUG(glUseProgram(m_iProgram));
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shander_changed = true;
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}
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setUniform(KRENGINE_UNIFORM_ABSOLUTE_TIME, getContext().getAbsoluteTime());
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int light_directional_count = 0;
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//int light_point_count = 0;
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//int light_spot_count = 0;
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// TODO - Need to support multiple lights and more light types in forward rendering
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if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_DEFERRED_GBUFFER && renderPass != KRNode::RENDER_PASS_DEFERRED_OPAQUE && renderPass != KRNode::RENDER_PASS_GENERATE_SHADOWMAPS) {
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for(std::vector<KRDirectionalLight *>::const_iterator light_itr=directional_lights.begin(); light_itr != directional_lights.end(); light_itr++) {
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KRDirectionalLight *directional_light = (*light_itr);
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if(light_directional_count == 0) {
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int cShadowBuffers = directional_light->getShadowBufferCount();
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if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] != -1 && cShadowBuffers > 0) {
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if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 3, directional_light->getShadowTextures()[0])) {
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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}
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m_pContext->getTextureManager()->_setWrapModeS(3, GL_CLAMP_TO_EDGE);
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m_pContext->getTextureManager()->_setWrapModeT(3, GL_CLAMP_TO_EDGE);
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}
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if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] != -1 && cShadowBuffers > 1 && camera.settings.m_cShadowBuffers > 1) {
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if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 4, directional_light->getShadowTextures()[1])) {
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
}
|
|
m_pContext->getTextureManager()->_setWrapModeS(4, GL_CLAMP_TO_EDGE);
|
|
m_pContext->getTextureManager()->_setWrapModeT(4, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] != -1 && cShadowBuffers > 2 && camera.settings.m_cShadowBuffers > 2) {
|
|
if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 5, directional_light->getShadowTextures()[2])) {
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
}
|
|
m_pContext->getTextureManager()->_setWrapModeS(5, GL_CLAMP_TO_EDGE);
|
|
m_pContext->getTextureManager()->_setWrapModeT(5, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
KRMat4 matBias;
|
|
matBias.translate(1.0, 1.0, 1.0);
|
|
matBias.scale(0.5);
|
|
for(int iShadow=0; iShadow < cShadowBuffers; iShadow++) {
|
|
setUniform(KRENGINE_UNIFORM_SHADOWMVP1 + iShadow, matModel * directional_light->getShadowViewports()[iShadow].getViewProjectionMatrix() * matBias);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE] != -1) {
|
|
KRMat4 inverseModelMatrix = matModel;
|
|
inverseModelMatrix.invert();
|
|
|
|
// Bind the light direction vector
|
|
KRVector3 lightDirObject = KRMat4::Dot(inverseModelMatrix, directional_light->getWorldLightDirection());
|
|
lightDirObject.normalize();
|
|
setUniform(KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE, lightDirObject);
|
|
}
|
|
}
|
|
|
|
light_directional_count++;
|
|
}
|
|
|
|
//light_point_count = point_lights.size();
|
|
//light_spot_count = spot_lights.size();
|
|
}
|
|
|
|
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE] != -1) {
|
|
KRMat4 inverseModelMatrix = matModel;
|
|
inverseModelMatrix.invert();
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE] != -1) {
|
|
// Transform location of camera to object space for calculation of specular halfVec
|
|
KRVector3 cameraPosObject = KRMat4::Dot(inverseModelMatrix, viewport.getCameraPosition());
|
|
setUniform(KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE, cameraPosObject);
|
|
}
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_MVP] != -1 || m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP] != -1) {
|
|
// Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
|
|
KRMat4 mvpMatrix = matModel * viewport.getViewProjectionMatrix();
|
|
setUniform(KRENGINE_UNIFORM_MVP, mvpMatrix);
|
|
|
|
if(m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP] != -1) {
|
|
setUniform(KRShader::KRENGINE_UNIFORM_INVMVP, KRMat4::Invert(mvpMatrix));
|
|
}
|
|
}
|
|
|
|
if(m_uniforms[KRShader::KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN] != -1 || m_uniforms[KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE] != -1 || m_uniforms[KRShader::KRENGINE_UNIFORM_MODEL_VIEW] != -1) {
|
|
KRMat4 matModelView = matModel * viewport.getViewMatrix();
|
|
setUniform(KRENGINE_UNIFORM_MODEL_VIEW, matModelView);
|
|
|
|
|
|
if(m_uniforms[KRShader::KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN] != -1) {
|
|
KRVector3 view_space_model_origin = KRMat4::Dot(matModelView, KRVector3::Zero()); // Origin point of model space is the light source position. No perspective, so no w divide required
|
|
setUniform(KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN, view_space_model_origin);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE] != -1) {
|
|
KRMat4 matModelViewInverseTranspose = matModelView;
|
|
matModelViewInverseTranspose.transpose();
|
|
matModelViewInverseTranspose.invert();
|
|
setUniform(KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE, matModelViewInverseTranspose);
|
|
}
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE] != -1) {
|
|
KRMat4 matModelInverseTranspose = matModel;
|
|
matModelInverseTranspose.transpose();
|
|
matModelInverseTranspose.invert();
|
|
setUniform(KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE, matModelInverseTranspose);
|
|
}
|
|
|
|
if(m_uniforms[KRShader::KRENGINE_UNIFORM_INVP] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_INVP, viewport.getInverseProjectionMatrix());
|
|
}
|
|
|
|
if(m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE] != -1) {
|
|
KRMat4 matInvMVPNoTranslate = matModel * viewport.getViewMatrix();;
|
|
// Remove the translation
|
|
matInvMVPNoTranslate.getPointer()[3] = 0;
|
|
matInvMVPNoTranslate.getPointer()[7] = 0;
|
|
matInvMVPNoTranslate.getPointer()[11] = 0;
|
|
matInvMVPNoTranslate.getPointer()[12] = 0;
|
|
matInvMVPNoTranslate.getPointer()[13] = 0;
|
|
matInvMVPNoTranslate.getPointer()[14] = 0;
|
|
matInvMVPNoTranslate.getPointer()[15] = 1.0;
|
|
matInvMVPNoTranslate = matInvMVPNoTranslate * viewport.getProjectionMatrix();
|
|
matInvMVPNoTranslate.invert();
|
|
setUniform(KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE, matInvMVPNoTranslate);
|
|
}
|
|
|
|
setUniform(KRENGINE_UNIFORM_MODEL_MATRIX, matModel);
|
|
if(m_uniforms[KRENGINE_UNIFORM_PROJECTION_MATRIX] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_PROJECTION_MATRIX, viewport.getProjectionMatrix());
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_VIEWPORT, KRVector4(
|
|
(GLfloat)0.0,
|
|
(GLfloat)0.0,
|
|
(GLfloat)viewport.getSize().x,
|
|
(GLfloat)viewport.getSize().y
|
|
)
|
|
);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE, camera.getDownsample());
|
|
}
|
|
|
|
// Rim highlighting parameters
|
|
setUniform(KRENGINE_UNIFORM_RIM_COLOR, rim_color);
|
|
setUniform(KRENGINE_UNIFORM_RIM_POWER, rim_power);
|
|
|
|
// Fade parameters
|
|
setUniform(KRENGINE_UNIFORM_FADE_COLOR, fade_color);
|
|
|
|
// Fog parameters
|
|
setUniform(KRENGINE_UNIFORM_FOG_NEAR, camera.settings.fog_near);
|
|
setUniform(KRENGINE_UNIFORM_FOG_FAR, camera.settings.fog_far);
|
|
setUniform(KRENGINE_UNIFORM_FOG_DENSITY, camera.settings.fog_density);
|
|
setUniform(KRENGINE_UNIFORM_FOG_COLOR, camera.settings.fog_color);
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_FOG_SCALE] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_FOG_SCALE, 1.0f / (camera.settings.fog_far - camera.settings.fog_near));
|
|
}
|
|
if(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL, -camera.settings.fog_density * 1.442695f); // -fog_density / log(2)
|
|
}
|
|
if(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED, (float)(-camera.settings.fog_density * camera.settings.fog_density * 1.442695)); // -fog_density * fog_density / log(2)
|
|
}
|
|
|
|
// Sets the diffuseTexture variable to the first texture unit
|
|
setUniform(KRENGINE_UNIFORM_DIFFUSETEXTURE, 0);
|
|
|
|
// Sets the specularTexture variable to the second texture unit
|
|
setUniform(KRENGINE_UNIFORM_SPECULARTEXTURE, 1);
|
|
|
|
// Sets the normalTexture variable to the third texture unit
|
|
setUniform(KRENGINE_UNIFORM_NORMALTEXTURE, 2);
|
|
|
|
// Sets the shadowTexture variable to the fourth texture unit
|
|
setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE1, 3);
|
|
setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE2, 4);
|
|
setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE3, 5);
|
|
setUniform(KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE, 4);
|
|
setUniform(KRENGINE_UNIFORM_LIGHTMAPTEXTURE, 5);
|
|
setUniform(KRENGINE_UNIFORM_GBUFFER_FRAME, 6);
|
|
setUniform(KRENGINE_UNIFORM_GBUFFER_DEPTH, 7); // Texture unit 7 is used for reading the depth buffer in gBuffer pass #2 and in post-processing pass
|
|
setUniform(KRENGINE_UNIFORM_REFLECTIONTEXTURE, 7); // Texture unit 7 is used for the reflection map textures in gBuffer pass #3 and when using forward rendering
|
|
setUniform(KRENGINE_UNIFORM_DEPTH_FRAME, 0);
|
|
setUniform(KRENGINE_UNIFORM_RENDER_FRAME, 1);
|
|
setUniform(KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME, 2);
|
|
|
|
#if defined(DEBUG)
|
|
if(shander_changed) { // FINDME!! KIP!! HACK!!
|
|
GLint logLength;
|
|
|
|
GLint validate_status = GL_FALSE;
|
|
GLDEBUG(glValidateProgram(m_iProgram));
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_VALIDATE_STATUS, &validate_status));
|
|
if(validate_status != GL_TRUE) {
|
|
KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to validate shader program: %s", m_szKey);
|
|
logLength = 0; // In case glGetProgramiv fails
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
|
|
if (logLength > 0)
|
|
{
|
|
GLchar *log = (GLchar *)malloc(logLength + 1);
|
|
assert(log != NULL);
|
|
log[0] = '\0'; // In case glGetProgramInfoLog fails
|
|
GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
|
|
log[logLength] = '\0';
|
|
KRContext::Log(KRContext::LOG_LEVEL_ERROR, "Program validate log:\n%s", log);
|
|
free(log);
|
|
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
const char *KRShader::getKey() const {
|
|
return m_szKey;
|
|
}
|