Fixed a bug that caused framerate to drop drastically by executing an additional render pass.
460 lines
23 KiB
C++
460 lines
23 KiB
C++
//
|
|
// KRShader.cpp
|
|
// KREngine
|
|
//
|
|
// Copyright 2012 Kearwood Gilbert. All rights reserved.
|
|
//
|
|
// Redistribution and use in source and binary forms, with or without modification, are
|
|
// permitted provided that the following conditions are met:
|
|
//
|
|
// 1. Redistributions of source code must retain the above copyright notice, this list of
|
|
// conditions and the following disclaimer.
|
|
//
|
|
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
|
|
// of conditions and the following disclaimer in the documentation and/or other materials
|
|
// provided with the distribution.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
|
|
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
|
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
|
|
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
|
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
|
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
|
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
//
|
|
// The views and conclusions contained in the software and documentation are those of the
|
|
// authors and should not be interpreted as representing official policies, either expressed
|
|
// or implied, of Kearwood Gilbert.
|
|
//
|
|
|
|
#include "KRShader.h"
|
|
#include "assert.h"
|
|
#include "KRLight.h"
|
|
#include "KRDirectionalLight.h"
|
|
#include "KRSpotLight.h"
|
|
#include "KRPointLight.h"
|
|
|
|
|
|
const char *KRShader::KRENGINE_UNIFORM_NAMES[] = {
|
|
"material_ambient", // KRENGINE_UNIFORM_MATERIAL_AMBIENT
|
|
"material_diffuse", // KRENGINE_UNIFORM_MATERIAL_DIFFUSE
|
|
"material_specular", // KRENGINE_UNIFORM_MATERIAL_SPECULAR
|
|
"material_reflection", // KRENGINE_UNIFORM_MATERIAL_REFLECTION
|
|
"material_alpha", // KRENGINE_UNIFORM_MATERIAL_ALPHA
|
|
"material_shininess", // KRENGINE_UNIFORM_MATERIAL_SHININESS
|
|
"light_position", // KRENGINE_UNIFORM_LIGHT_POSITION
|
|
"light_direction_model_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE
|
|
"light_direction_view_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE
|
|
"light_color", // KRENGINE_UNIFORM_LIGHT_COLOR
|
|
"light_decay_start", // KRENGINE_UNIFORM_LIGHT_DECAY_START
|
|
"light_cutoff", // KRENGINE_UNIFORM_LIGHT_CUTOFF
|
|
"light_intensity", // KRENGINE_UNIFORM_LIGHT_INTENSITY
|
|
"flare_size", // KRENGINE_UNIFORM_FLARE_SIZE
|
|
"view_space_model_origin", // KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN
|
|
"mvp_matrix", // KRENGINE_UNIFORM_MVP
|
|
"inv_projection_matrix", // KRENGINE_UNIFORM_INVP
|
|
"inv_mvp_matrix", // KRENGINE_UNIFORM_INVMVP
|
|
"inv_mvp_matrix_no_translate", // KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE
|
|
"model_view_inverse_transpose_matrix", // KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE
|
|
"model_inverse_transpose_matrix", // KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE
|
|
"model_view_matrix", // KRENGINE_UNIFORM_MODEL_VIEW
|
|
"model_matrix", // KRENGINE_UNIFORM_MODEL_MATRIX
|
|
"projection_matrix", // KRENGINE_UNIFORM_PROJECTION_MATRIX
|
|
"camera_position_model_space", // KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE
|
|
"viewport", // KRENGINE_UNIFORM_VIEWPORT
|
|
"diffuseTexture", // KRENGINE_UNIFORM_DIFFUSETEXTURE
|
|
"specularTexture", // KRENGINE_UNIFORM_SPECULARTEXTURE
|
|
"reflectionCubeTexture", // KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE
|
|
"reflectionTexture", // KRENGINE_UNIFORM_REFLECTIONTEXTURE
|
|
"normalTexture", // KRENGINE_UNIFORM_NORMALTEXTURE
|
|
"diffuseTexture_Scale", // KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE
|
|
"specularTexture_Scale", // KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE
|
|
"reflectionTexture_Scale", // KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE
|
|
"normalTexture_Scale", // KRENGINE_UNIFORM_NORMALTEXTURE_SCALE
|
|
"normalTexture_Scale", // KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE
|
|
"diffuseTexture_Offset", // KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET
|
|
"specularTexture_Offset", // KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET
|
|
"reflectionTexture_Offset", // KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET
|
|
"normalTexture_Offset", // KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET
|
|
"ambientTexture_Offset", // KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET
|
|
"shadow_mvp1", // KRENGINE_UNIFORM_SHADOWMVP1
|
|
"shadow_mvp2", // KRENGINE_UNIFORM_SHADOWMVP2
|
|
"shadow_mvp3", // KRENGINE_UNIFORM_SHADOWMVP3
|
|
"shadowTexture1", // KRENGINE_UNIFORM_SHADOWTEXTURE1
|
|
"shadowTexture2", // KRENGINE_UNIFORM_SHADOWTEXTURE2
|
|
"shadowTexture3", // KRENGINE_UNIFORM_SHADOWTEXTURE3
|
|
"lightmapTexture", // KRENGINE_UNIFORM_LIGHTMAPTEXTURE
|
|
"gbuffer_frame", // KRENGINE_UNIFORM_GBUFFER_FRAME
|
|
"gbuffer_depth", // KRENGINE_UNIFORM_GBUFFER_DEPTH
|
|
"depthFrame", // KRENGINE_UNIFORM_DEPTH_FRAME
|
|
"volumetricEnvironmentFrame", // KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME
|
|
"renderFrame", // KRENGINE_UNIFORM_RENDER_FRAME
|
|
"time_absolute", // KRENGINE_UNIFORM_ABSOLUTE_TIME
|
|
"fog_near", // KRENGINE_UNIFORM_FOG_NEAR
|
|
"fog_far", // KRENGINE_UNIFORM_FOG_FAR
|
|
"fog_density", // KRENGINE_UNIFORM_FOG_DENSITY
|
|
"fog_color", // KRENGINE_UNIFORM_FOG_COLOR
|
|
"fog_scale", // KRENGINE_UNIFORM_FOG_SCALE
|
|
"fog_density_premultiplied_exponential", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL
|
|
"fog_density_premultiplied_squared", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED
|
|
"slice_depth_scale", // KRENGINE_UNIFORM_SLICE_DEPTH_SCALE
|
|
"particle_origin", // KRENGINE_UNIFORM_PARTICLE_ORIGIN
|
|
"bone_transforms" // KRENGINE_UNIFORM_BONE_TRANSFORMS
|
|
};
|
|
|
|
KRShader::KRShader(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource) : KRContextObject(context)
|
|
{
|
|
strcpy(m_szKey, szKey);
|
|
m_iProgram = 0;
|
|
GLuint vertexShader = 0, fragShader = 0;
|
|
try {
|
|
const GLchar *vertSource[2] = {options.c_str(), vertShaderSource.c_str()};
|
|
const GLchar *fragSource[2] = {options.c_str(), fragShaderSource.c_str()};
|
|
|
|
// Create shader program.
|
|
GLDEBUG(m_iProgram = glCreateProgram());
|
|
|
|
// Create and compile vertex shader.
|
|
GLDEBUG(vertexShader = glCreateShader(GL_VERTEX_SHADER));
|
|
GLDEBUG(glShaderSource(vertexShader, 2, vertSource, NULL));
|
|
GLDEBUG(glCompileShader(vertexShader));
|
|
|
|
// Report any compile issues to stderr
|
|
GLint logLength;
|
|
GLDEBUG(glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength));
|
|
if (logLength > 0) {
|
|
GLchar *log = (GLchar *)malloc(logLength);
|
|
assert(log != NULL);
|
|
GLDEBUG(glGetShaderInfoLog(vertexShader, logLength, &logLength, log));
|
|
fprintf(stderr, "KREngine - Failed to compile vertex shader: %s\nShader compile log:\n%s", szKey, log);
|
|
free(log);
|
|
}
|
|
|
|
|
|
// Create and compile vertex shader.
|
|
GLDEBUG(fragShader = glCreateShader(GL_FRAGMENT_SHADER));
|
|
GLDEBUG(glShaderSource(fragShader, 2, fragSource, NULL));
|
|
GLDEBUG(glCompileShader(fragShader));
|
|
|
|
// Report any compile issues to stderr
|
|
GLDEBUG(glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength));
|
|
if (logLength > 0) {
|
|
GLchar *log = (GLchar *)malloc(logLength);
|
|
assert(log != NULL);
|
|
GLDEBUG(glGetShaderInfoLog(fragShader, logLength, &logLength, log));
|
|
fprintf(stderr, "KREngine - Failed to compile fragment shader: %s\nShader compile log:\n%s", szKey, log);
|
|
free(log);
|
|
}
|
|
|
|
// Attach vertex shader to program.
|
|
GLDEBUG(glAttachShader(m_iProgram, vertexShader));
|
|
|
|
// Attach fragment shader to program.
|
|
GLDEBUG(glAttachShader(m_iProgram, fragShader));
|
|
|
|
// Bind attribute locations.
|
|
// This needs to be done prior to linking.
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_VERTEX, "vertex_position"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_NORMAL, "vertex_normal"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TANGENT, "vertex_tangent"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TEXUVA, "vertex_uv"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TEXUVB, "vertex_lightmap_uv"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_BONEINDEXES, "bone_indexes"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_BONEWEIGHTS, "bone_weights"));
|
|
|
|
// Link program.
|
|
GLDEBUG(glLinkProgram(m_iProgram));
|
|
|
|
GLint link_success = GL_FALSE;
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_LINK_STATUS, &link_success));
|
|
|
|
if(link_success != GL_TRUE) {
|
|
// Report any linking issues to stderr
|
|
fprintf(stderr, "KREngine - Failed to link shader program: %s\n", szKey);
|
|
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
|
|
if (logLength > 0)
|
|
{
|
|
GLchar *log = (GLchar *)malloc(logLength);
|
|
assert(log != NULL);
|
|
GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
|
|
fprintf(stderr, "Program link log:\n%s", log);
|
|
free(log);
|
|
}
|
|
GLDEBUG(glDeleteProgram(m_iProgram));
|
|
m_iProgram = 0;
|
|
} else {
|
|
|
|
// Get uniform locations
|
|
for(int i=0; i < KRENGINE_NUM_UNIFORMS; i++ ){
|
|
GLDEBUG(m_uniforms[i] = glGetUniformLocation(m_iProgram, KRENGINE_UNIFORM_NAMES[i]));
|
|
}
|
|
}
|
|
|
|
} catch(...) {
|
|
if(vertexShader) {
|
|
GLDEBUG(glDeleteShader(vertexShader));
|
|
vertexShader = 0;
|
|
}
|
|
if(fragShader) {
|
|
GLDEBUG(glDeleteShader(fragShader));
|
|
fragShader = 0;
|
|
}
|
|
if(m_iProgram) {
|
|
GLDEBUG(glDeleteProgram(m_iProgram));
|
|
m_iProgram = 0;
|
|
}
|
|
}
|
|
|
|
// Release vertex and fragment shaders.
|
|
if (vertexShader) {
|
|
GLDEBUG(glDeleteShader(vertexShader));
|
|
}
|
|
if (fragShader) {
|
|
GLDEBUG(glDeleteShader(fragShader));
|
|
}
|
|
}
|
|
|
|
KRShader::~KRShader() {
|
|
if(m_iProgram) {
|
|
GLDEBUG(glDeleteProgram(m_iProgram));
|
|
}
|
|
}
|
|
|
|
bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRLight *> &lights, const KRNode::RenderPass &renderPass) const {
|
|
if(m_iProgram == 0) {
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
GLDEBUG(glUseProgram(m_iProgram));
|
|
|
|
GLDEBUG(glUniform1f(m_uniforms[KRENGINE_UNIFORM_ABSOLUTE_TIME], getContext().getAbsoluteTime()));
|
|
|
|
int light_directional_count = 0;
|
|
int light_point_count = 0;
|
|
int light_spot_count = 0;
|
|
// TODO - Need to support multiple lights and more light types in forward rendering
|
|
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) {
|
|
for(std::vector<KRLight *>::const_iterator light_itr=lights.begin(); light_itr != lights.end(); light_itr++) {
|
|
KRLight *light = (*light_itr);
|
|
KRDirectionalLight *directional_light = dynamic_cast<KRDirectionalLight *>(light);
|
|
KRPointLight *point_light = dynamic_cast<KRPointLight *>(light);
|
|
KRSpotLight *spot_light = dynamic_cast<KRSpotLight *>(light);
|
|
if(directional_light) {
|
|
if(light_directional_count == 0) {
|
|
int cShadowBuffers = directional_light->getShadowBufferCount();
|
|
if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] != -1 && cShadowBuffers > 0) {
|
|
m_pContext->getTextureManager()->selectTexture(3, NULL);
|
|
GLDEBUG(glActiveTexture(GL_TEXTURE3));
|
|
GLDEBUG(glBindTexture(GL_TEXTURE_2D, directional_light->getShadowTextures()[0]));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] != -1 && cShadowBuffers > 1 && camera.settings.m_cShadowBuffers > 1) {
|
|
m_pContext->getTextureManager()->selectTexture(4, NULL);
|
|
GLDEBUG(glActiveTexture(GL_TEXTURE4));
|
|
GLDEBUG(glBindTexture(GL_TEXTURE_2D, directional_light->getShadowTextures()[1]));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] != -1 && cShadowBuffers > 2 && camera.settings.m_cShadowBuffers > 2) {
|
|
m_pContext->getTextureManager()->selectTexture(5, NULL);
|
|
GLDEBUG(glActiveTexture(GL_TEXTURE5));
|
|
GLDEBUG(glBindTexture(GL_TEXTURE_2D, 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));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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++) {
|
|
(matModel * directional_light->getShadowViewports()[iShadow].getViewProjectionMatrix() * matBias).setUniform(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP1 + iShadow]);
|
|
}
|
|
|
|
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();
|
|
lightDirObject.setUniform(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE]);
|
|
}
|
|
}
|
|
|
|
light_directional_count++;
|
|
}
|
|
if(point_light) {
|
|
light_point_count++;
|
|
}
|
|
if(spot_light) {
|
|
light_spot_count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
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());
|
|
cameraPosObject.setUniform(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE]);
|
|
}
|
|
}
|
|
|
|
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();
|
|
mvpMatrix.setUniform(m_uniforms[KRENGINE_UNIFORM_MVP]);
|
|
|
|
if(m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP] != -1) {
|
|
KRMat4::Invert(mvpMatrix).setUniform(m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP]);
|
|
}
|
|
}
|
|
|
|
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();
|
|
matModelView.setUniform(m_uniforms[KRShader::KRENGINE_UNIFORM_MODEL_VIEW]);
|
|
|
|
|
|
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
|
|
view_space_model_origin.setUniform(m_uniforms[KRShader::KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN]);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE] != -1) {
|
|
KRMat4 matModelViewInverseTranspose = matModelView;
|
|
matModelViewInverseTranspose.transpose();
|
|
matModelViewInverseTranspose.invert();
|
|
matModelViewInverseTranspose.setUniform(m_uniforms[KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE]);
|
|
}
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE] != -1) {
|
|
KRMat4 matModelInverseTranspose = matModel;
|
|
matModelInverseTranspose.transpose();
|
|
matModelInverseTranspose.invert();
|
|
matModelInverseTranspose.setUniform(m_uniforms[KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE]);
|
|
}
|
|
|
|
if(m_uniforms[KRShader::KRENGINE_UNIFORM_INVP] != -1) {
|
|
viewport.getInverseProjectionMatrix().setUniform(m_uniforms[KRShader::KRENGINE_UNIFORM_INVP]);
|
|
}
|
|
|
|
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();
|
|
matInvMVPNoTranslate.setUniform(m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE]);
|
|
}
|
|
|
|
matModel.setUniform(m_uniforms[KRShader::KRENGINE_UNIFORM_MODEL_MATRIX]);
|
|
if(m_uniforms[KRENGINE_UNIFORM_PROJECTION_MATRIX] != -1) {
|
|
viewport.getProjectionMatrix().setUniform(m_uniforms[KRENGINE_UNIFORM_PROJECTION_MATRIX]);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] != -1) {
|
|
GLDEBUG(glUniform4f(
|
|
m_uniforms[KRENGINE_UNIFORM_VIEWPORT],
|
|
(GLfloat)0.0,
|
|
(GLfloat)0.0,
|
|
(GLfloat)viewport.getSize().x,
|
|
(GLfloat)viewport.getSize().y
|
|
));
|
|
}
|
|
|
|
// Fog parameters
|
|
GLDEBUG(glUniform1f(m_uniforms[KRENGINE_UNIFORM_FOG_NEAR], camera.settings.fog_near));
|
|
GLDEBUG(glUniform1f(m_uniforms[KRENGINE_UNIFORM_FOG_FAR], camera.settings.fog_far));
|
|
GLDEBUG(glUniform1f(m_uniforms[KRENGINE_UNIFORM_FOG_DENSITY], camera.settings.fog_density));
|
|
camera.settings.fog_color.setUniform(m_uniforms[KRENGINE_UNIFORM_FOG_COLOR]);
|
|
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_FOG_SCALE] != -1) {
|
|
GLDEBUG(glUniform1f(m_uniforms[KRENGINE_UNIFORM_FOG_SCALE], 1.0f / (camera.settings.fog_far - camera.settings.fog_near)));
|
|
}
|
|
if(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL] != -1) {
|
|
GLDEBUG(glUniform1f(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL], -camera.settings.fog_density * 1.442695f)); // -fog_density / log(2)
|
|
}
|
|
if(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED] != -1) {
|
|
GLDEBUG(glUniform1f(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED], -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
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE], 0));
|
|
|
|
// Sets the specularTexture variable to the second texture unit
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE], 1));
|
|
|
|
// Sets the normalTexture variable to the third texture unit
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE], 2));
|
|
|
|
// Sets the shadowTexture variable to the fourth texture unit
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1], 3));
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2], 4));
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3], 5));
|
|
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE], 4));
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_LIGHTMAPTEXTURE], 5));
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_GBUFFER_FRAME], 6));
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_GBUFFER_DEPTH], 7)); // Texture unit 7 is used for reading the depth buffer in gBuffer pass #2 and in post-processing pass
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE], 7)); // Texture unit 7 is used for the reflection map textures in gBuffer pass #3 and when using forward rendering
|
|
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_DEPTH_FRAME], 0));
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_RENDER_FRAME], 1));
|
|
GLDEBUG(glUniform1i(m_uniforms[KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME], 2));
|
|
|
|
#if defined(DEBUG)
|
|
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) {
|
|
fprintf(stderr, "KREngine - Failed to validate shader program: %s\n", m_szKey);
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
|
|
if (logLength > 0)
|
|
{
|
|
GLchar *log = (GLchar *)malloc(logLength);
|
|
assert(log != NULL);
|
|
GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
|
|
fprintf(stderr, "Program validate log:\n%s", log);
|
|
free(log);
|
|
|
|
}
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
const char *KRShader::getKey() const {
|
|
return m_szKey;
|
|
}
|