241 lines
6.6 KiB
C++

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