Files
RCBASIC4/wip/CShader.cpp
2025-03-25 11:35:37 -04:00

353 lines
9.2 KiB
C++
Executable File

/**************************************************************
file: CShader.h
author: Stephan Gödecker (Masterhawk studios)
version: rev. 5
description: this file was created to achieve a dynamic
management for GLSL shaders with irrlicht. After implementing
this code-snippet the user is able to dynamically load GLSL-
shader in his irrlicht application. The shader just have to
be additionally defined by a special xml-file. You can get
further information at:
http://www.masterhawk.dyndns.org/wordpress?p=267
***************************************************************/
#include "CShader.h"
rc_shader_value_obj rc_shader_float(float n)
{
rc_shader_value_obj v;
v.type = RC_SHADER_VALUE_TYPE_FLOAT;
v.fvalue = n;
return v;
}
rc_shader_value_obj rc_shader_string(std::string s)
{
rc_shader_value_obj v;
v.type = RC_SHADER_VALUE_TYPE_STRING;
v.svalue = s;
return v;
}
CShader::CShader(IrrlichtDevice* device, rc_shader_material_obj shader_material)
{
dev=device;
f_old_cycle_time = dev->getTimer()->getRealTime();
driver = device->getVideoDriver();
//Missing xml-handling
video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
p_material = 0;
if(gpu)
{
p_material = gpu->addHighLevelShaderMaterial(
shader_material.vert_shader.c_str(), "vertexMain", video::EVST_VS_4_1,
shader_material.frag_shader.c_str(), "pixelMain", video::EPST_PS_4_1,
this, video::EMT_SOLID);
}
for(s32 i=0; i<shader_material.shader_object.size(); i++)
{
//create new uniform variable
SShaderVariable* shader_var = new SShaderVariable();
shader_var->predefinition = ESPV_NONE;
irr::core::stringc type( shader_material.shader_object[i].type.c_str() );
if(type.equals_ignore_case("float"))
shader_var->type = ESVT_FLOAT;
else if(type.equals_ignore_case("vec2"))
shader_var->type = ESVT_VEC2;
else if(type.equals_ignore_case("vec3"))
shader_var->type = ESVT_VEC3;
else if(type.equals_ignore_case("vec4"))
shader_var->type = ESVT_VEC4;
else if(type.equals_ignore_case("mat4"))
shader_var->type = ESVT_MAT4;
else if(type.equals_ignore_case("sampler2d"))
shader_var->type = ESVT_SAMPLER2D;
else if(type.equals_ignore_case("predefined"))
shader_var->type = ESVT_PREDEFINED;
shader_var->name = core::stringc( shader_material.shader_object[i].name.c_str() );
shader_var->b_frag_var = shader_material.shader_object[i].fragVar;
switch(shader_var->type)
{
case ESVT_SAMPLER2D:
case ESVT_FLOAT:
{
float* vars = new float[1];
vars[0] = shader_material.shader_object[i].value[0].fvalue;
shader_var->value = vars;
}break;
/*case ESVT_SAMPLER2D:
{
int tex = 0;
TiXmlNode* value = node->FirstChild("value");
tex = ((TiXmlElement*)value)->FirstAttribute()->IntValue();
float* vars = new float[1];
vars = (float*)(&tex);
shader_var->value = vars;
}break;*/
case ESVT_VEC2:
{
float* vars = new float[2];
for(s32 j=0; j<2; j++)
{
vars[j] = shader_material.shader_object[i].value[j].fvalue;
}
shader_var->value = vars;
}break;
case ESVT_VEC3:
{
float* vars = new float[3];
for(s32 j=0; j<3; j++)
{
vars[j] = shader_material.shader_object[i].value[j].fvalue;
}
shader_var->value = vars;
}break;
case ESVT_VEC4:
{
float* vars = new float[4];
for(s32 j=0; j<4; j++)
{
vars[j] = shader_material.shader_object[i].value[j].fvalue;
}
shader_var->value = vars;
}break;
case ESVT_MAT4:
break;
case ESVT_PREDEFINED:
{
core::stringc str_val(shader_material.shader_object[i].value[0].svalue.c_str());
shader_var->value = 0;
if(str_val.equals_ignore_case("predefined_eye_position"))
shader_var->predefinition = ESPV_EYEPOSITION;
else if(str_val.equals_ignore_case("predefined_mat4_view_proj"))
{
shader_var->predefinition = ESPV_MAT4_VIEW_PROJ;
}
else if(str_val.equals_ignore_case("predefined_mat4_view"))
{
shader_var->predefinition = ESPV_MAT4_VIEW;
}
else if(str_val.equals_ignore_case("predefined_float_time0x"))
{
shader_var->predefinition = ESPV_FLOAT_TIME0X;
shader_var->value = new float[1];
shader_var->value[0] = 0.f;
}
else if(str_val.equals_ignore_case("predefined_rtt_view"))
{
shader_var->predefinition = ESPV_NONE;
shader_var->type = ESVT_SAMPLER2D;
float* vars = new float[1];
vars[0] = (shader_material.shader_object[i].additional_value.size() > 0 ? shader_material.shader_object[i].additional_value[0].fvalue : 0);
shader_var->value = vars;
//registering for RTT_VIEW
S_RTT_Info* rtt_info = new S_RTT_Info();
rtt_info->type = ERT_VIEW;
rtt_info->tex_channel = (int)vars[0];
rtt_infos.push_back(rtt_info);
rtt_info = 0;
}
else
printf("ERROR: Unknown predefinition: %s\n",str_val.c_str());
break;
}
default:
/// printf("(XML PARSER) ERROR: No type for uniform shader variable specified: %s\n",shader_var->name);
break;
}//end switch
uniform_variables.push_back(shader_var);
}
//printf("(MATERIAL PARSER) Initialized %i uniform variables\n",uniform_variables.size());
for(s32 i=0; i<uniform_variables.size(); i++)
{
//printf("(MATERIAL PARSER) VAR%i: %s VALUE: ",i,uniform_variables[i]->name.c_str());
if(uniform_variables[i]->type == ESVT_PREDEFINED)
{
continue;
}
s32 element_count = (uniform_variables[i]->type != ESVT_SAMPLER2D) ? (s32)uniform_variables[i]->type : 1;
//for(s32 j=0; j<element_count; j++)
//if(uniform_variables[i]->type != ESVT_SAMPLER2D)
//printf("%f ",(uniform_variables[i]->value[j]));
//else
//printf("%i",*uniform_variables[i]->value);
//printf("\n\n");
}
}
void CShader::OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
for(s32 i=0; i<uniform_variables.size(); i++)
{
int element_count = 0;
switch(uniform_variables[i]->type)
{
case ESVT_SAMPLER2D:
element_count = 1;
break;
case ESVT_PREDEFINED:
{
switch(uniform_variables[i]->predefinition)
{
case ESPV_EYEPOSITION:
{
if(uniform_variables[i]->value)
{
delete[] uniform_variables[i]->value;
uniform_variables[i]->value = 0;
}
uniform_variables[i]->value = new float[3];
core::vector3df cam_pos = dev->getSceneManager()->getActiveCamera()->getAbsolutePosition();
uniform_variables[i]->value[0] = cam_pos.X;
uniform_variables[i]->value[1] = cam_pos.Y;
uniform_variables[i]->value[2] = cam_pos.Z;
element_count = 3;
}
break;
case ESPV_MAT4_VIEW:
{
core::matrix4 mat_view = dev->getVideoDriver()->getTransform(video::ETS_VIEW);
uniform_variables[i]->value = mat_view.pointer();
element_count = 16;
}
break;
case ESPV_MAT4_VIEW_PROJ:
{
core::matrix4 mat_view_proj = dev->getVideoDriver()->getTransform(video::ETS_PROJECTION);
mat_view_proj *= dev->getVideoDriver()->getTransform(video::ETS_VIEW);
uniform_variables[i]->value = mat_view_proj.pointer();
element_count = 16;
/*printf("VIEW_PROJECTION_MATRIX\n");
for(int k=0; k<16; k++)
{
printf("%f ",uniform_variables[i]->value[k]);
if(k==3 || k==7 || k==11 || k==15) printf("\n");
}*/
}
break;
case ESPV_FLOAT_TIME0X:
{
f32 f_time_diff = dev->getTimer()->getRealTime() - f_old_cycle_time;
uniform_variables[i]->value[0] += f_time_diff / 1000;
s32 i_tmp = uniform_variables[i]->value[0] / 120;
uniform_variables[i]->value[0] = uniform_variables[i]->value[0] - (i_tmp*120);
f_old_cycle_time = dev->getTimer()->getRealTime();
element_count = 1;
//printf("FLOAT_TIME0X = %f\n",uniform_variables[i]->value[0]);
}
break;
}
}
default:
element_count = (s32)uniform_variables[i]->type;
}
if(uniform_variables[i]->b_frag_var)
if(uniform_variables[i]->type != ESVT_SAMPLER2D)
services->setPixelShaderConstant(uniform_variables[i]->name.c_str(),uniform_variables[i]->value,element_count);
else
{
int tex = *uniform_variables[i]->value;
services->setPixelShaderConstant(uniform_variables[i]->name.c_str(),(float*)(&tex),element_count);
}
else
if(uniform_variables[i]->type != ESVT_SAMPLER2D)
services->setVertexShaderConstant(uniform_variables[i]->name.c_str(),uniform_variables[i]->value,element_count);
else
{
int tex = *uniform_variables[i]->value;
services->setVertexShaderConstant(uniform_variables[i]->name.c_str(),(int*)(&tex),element_count);
}
}
}
s32 CShader::getMaterial()
{
return p_material;
}
S_RTT_Info* CShader::getRTTInfo(E_RTT_TEXTURE rtt)
{
for(s32 i=0; i<rtt_infos.size(); i++)
{
if(rtt == rtt_infos[i]->type)
return rtt_infos[i];
}
return 0;
}
CShader::~CShader()
{
for(s32 i=0; i<uniform_variables.size(); i++)
{
if(uniform_variables[i]->predefinition != ESPV_MAT4_VIEW_PROJ && uniform_variables[i]->predefinition != ESPV_MAT4_VIEW)
delete[] uniform_variables[i]->value;
delete uniform_variables[i];
uniform_variables[i] = 0;
}
uniform_variables.clear();
}