mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
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241 lines
6.6 KiB
C++
241 lines
6.6 KiB
C++
#include "CMaterial.h"
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#include "CResCache.h"
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#include "Core/Render/CDrawUtil.h"
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#include "Core/Render/CRenderer.h"
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#include "Core/OpenGL/GLCommon.h"
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#include "Core/OpenGL/CShaderGenerator.h"
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#include <Common/CHashFNV1A.h>
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#include <iostream>
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#include <GL/glew.h>
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u64 CMaterial::sCurrentMaterial = 0;
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CColor CMaterial::sCurrentTint = CColor::skWhite;
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CMaterial::CMaterial()
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: mpShader(nullptr)
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, mShaderStatus(eNoShader)
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, mRecalcHash(true)
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, mEnableBloom(false)
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, mVersion(eUnknownVersion)
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, mOptions(eNoSettings)
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, mVtxDesc(eNoAttributes)
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, mBlendSrcFac(GL_ONE)
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, mBlendDstFac(GL_ZERO)
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, mLightingEnabled(true)
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, mEchoesUnknownA(0)
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, mEchoesUnknownB(0)
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, mpIndirectTexture(nullptr)
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{
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}
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CMaterial::CMaterial(EGame Version, FVertexDescription VtxDesc)
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: mpShader(nullptr)
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, mShaderStatus(eNoShader)
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, mRecalcHash(true)
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, mEnableBloom(Version == eCorruption)
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, mVersion(Version)
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, mOptions(eDepthWrite)
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, mVtxDesc(VtxDesc)
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, mBlendSrcFac(GL_ONE)
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, mBlendDstFac(GL_ZERO)
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, mLightingEnabled(true)
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, mEchoesUnknownA(0)
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, mEchoesUnknownB(0)
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, mpIndirectTexture(nullptr)
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{
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mpShader = nullptr;
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mShaderStatus = eNoShader;
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mRecalcHash = true;
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mEnableBloom = (Version == eCorruption);
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mVersion = Version;
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mOptions = eDepthWrite;
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mVtxDesc = VtxDesc;
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mBlendSrcFac = GL_ONE;
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mBlendDstFac = GL_ZERO;
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mLightingEnabled = true;
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mEchoesUnknownA = 0;
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mEchoesUnknownB = 0;
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mpIndirectTexture = nullptr;
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}
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CMaterial::~CMaterial()
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{
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for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
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delete mPasses[iPass];
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delete mpShader;
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}
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CMaterial* CMaterial::Clone()
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{
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CMaterial *pOut = new CMaterial();
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pOut->mName = mName;
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pOut->mEnableBloom = mEnableBloom;
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pOut->mVersion = mVersion;
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pOut->mOptions = mOptions;
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pOut->mVtxDesc = mVtxDesc;
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for (u32 iKonst = 0; iKonst < 4; iKonst++)
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pOut->mKonstColors[iKonst] = mKonstColors[iKonst];
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pOut->mBlendSrcFac = mBlendSrcFac;
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pOut->mBlendDstFac = mBlendDstFac;
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pOut->mLightingEnabled = mLightingEnabled;
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pOut->mEchoesUnknownA = mEchoesUnknownA;
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pOut->mEchoesUnknownB = mEchoesUnknownB;
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pOut->mpIndirectTexture = mpIndirectTexture;
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pOut->mPasses.resize(mPasses.size());
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for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
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pOut->mPasses[iPass] = mPasses[iPass]->Clone(pOut);
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return pOut;
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}
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void CMaterial::GenerateShader(bool AllowRegen /*= true*/)
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{
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if (mShaderStatus != eShaderExists || AllowRegen)
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{
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delete mpShader;
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mpShader = CShaderGenerator::GenerateShader(*this);
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if (!mpShader->IsValidProgram()) mShaderStatus = eShaderFailed;
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else mShaderStatus = eShaderExists;
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}
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}
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bool CMaterial::SetCurrent(FRenderOptions Options)
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{
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// Skip material setup if the currently bound material is identical
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if (sCurrentMaterial != HashParameters())
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{
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// Shader setup
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if (mShaderStatus == eNoShader) GenerateShader();
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mpShader->SetCurrent();
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if (mShaderStatus == eShaderFailed)
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return false;
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// Set RGB blend equation - force to ZERO/ONE if alpha is disabled
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GLenum srcRGB, dstRGB, srcAlpha, dstAlpha;
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if (Options & eNoAlpha) {
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srcRGB = GL_ONE;
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dstRGB = GL_ZERO;
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} else {
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srcRGB = mBlendSrcFac;
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dstRGB = mBlendDstFac;
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}
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// Set alpha blend equation
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bool AlphaBlended = ((mBlendSrcFac == GL_SRC_ALPHA) && (mBlendDstFac == GL_ONE_MINUS_SRC_ALPHA));
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if ((mEnableBloom) && (Options & eEnableBloom) && (!AlphaBlended)) {
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srcAlpha = mBlendSrcFac;
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dstAlpha = mBlendDstFac;
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} else {
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srcAlpha = GL_ZERO;
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dstAlpha = GL_ZERO;
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}
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glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
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// Set konst inputs
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for (u32 iKonst = 0; iKonst < 4; iKonst++)
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CGraphics::sPixelBlock.Konst[iKonst] = mKonstColors[iKonst];
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// Set color channels
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// COLOR0_Amb is initialized by the node instead of by the material
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skWhite;
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// Set depth write - force on if alpha is disabled (lots of weird depth issues otherwise)
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if ((mOptions & eDepthWrite) || (Options & eNoAlpha)) glDepthMask(GL_TRUE);
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else glDepthMask(GL_FALSE);
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// Load uniforms
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for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
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mPasses[iPass]->SetAnimCurrent(Options, iPass);
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sCurrentMaterial = HashParameters();
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}
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// If the passes are otherwise the same, update UV anims that use the model matrix
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else
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{
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for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
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{
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EUVAnimMode mode = mPasses[iPass]->AnimMode();
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if ((mode == eInverseMV) || (mode == eInverseMVTranslated) ||
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(mode == eModelMatrix) || (mode == eSimpleMode))
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mPasses[iPass]->SetAnimCurrent(Options, iPass);
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}
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}
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// Set up shader uniforms
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for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
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mPasses[iPass]->LoadTexture(iPass);
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CShader *pShader = CShader::CurrentShader();
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pShader->SetTextureUniforms(mPasses.size());
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pShader->SetNumLights(CGraphics::sNumLights);
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// Update shader blocks
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CGraphics::UpdateVertexBlock();
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CGraphics::UpdatePixelBlock();
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return true;
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}
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u64 CMaterial::HashParameters()
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{
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if (mRecalcHash)
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{
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CHashFNV1A Hash;
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Hash.Init64();
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Hash.HashLong(mVersion);
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Hash.HashLong(mOptions);
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Hash.HashLong(mVtxDesc);
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Hash.HashData(mKonstColors, sizeof(CColor) * 4);
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Hash.HashLong(mBlendSrcFac);
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Hash.HashLong(mBlendDstFac);
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Hash.HashByte(mLightingEnabled);
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Hash.HashLong(mEchoesUnknownA);
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Hash.HashLong(mEchoesUnknownB);
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for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
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mPasses[iPass]->HashParameters(Hash);
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mParametersHash = Hash.GetHash64();
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mRecalcHash = false;
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}
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return mParametersHash;
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}
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void CMaterial::Update()
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{
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mRecalcHash = true;
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mShaderStatus = eNoShader;
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}
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void CMaterial::SetNumPasses(u32 NumPasses)
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{
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if (NumPasses < mPasses.size())
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{
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for (u32 iPass = NumPasses; iPass < mPasses.size(); iPass++)
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delete mPasses[iPass];
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}
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u32 OldCount = mPasses.size();
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mPasses.resize(NumPasses);
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if (NumPasses > OldCount)
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{
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for (u32 iPass = OldCount; iPass < NumPasses; iPass++)
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mPasses[iPass] = new CMaterialPass(this);
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}
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mRecalcHash = true;
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}
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