PrimeWorldEditor/src/Core/Resource/CMaterial.cpp

303 lines
8.6 KiB
C++

#include "CMaterial.h"
#include "Core/GameProject/CResourceStore.h"
#include "Core/Render/CDrawUtil.h"
#include "Core/Render/CRenderer.h"
#include "Core/OpenGL/GLCommon.h"
#include "Core/OpenGL/CShaderGenerator.h"
#include <Common/Hash/CFNV1A.h>
#include <iostream>
#include <GL/glew.h>
uint64 CMaterial::sCurrentMaterial = 0;
CColor CMaterial::sCurrentTint = CColor::skWhite;
std::map<uint64, CMaterial::SMaterialShader> CMaterial::smShaderMap;
CMaterial::CMaterial()
: mpShader(nullptr)
, mShaderStatus(EShaderStatus::NoShader)
, mRecalcHash(true)
, mVersion(EGame::Invalid)
, mOptions(EMaterialOption::None)
, mVtxDesc(EVertexAttribute::None)
, mBlendSrcFac(GL_ONE)
, mBlendDstFac(GL_ZERO)
, mLightingEnabled(true)
, mEchoesUnknownA(0)
, mEchoesUnknownB(0)
, mpIndirectTexture(nullptr)
, mpNextDrawPassMaterial(nullptr)
, mpBloomMaterial(nullptr)
{}
CMaterial::CMaterial(EGame Version, FVertexDescription VtxDesc)
: mpShader(nullptr)
, mShaderStatus(EShaderStatus::NoShader)
, mRecalcHash(true)
, mVersion(Version)
, mOptions(EMaterialOption::DepthWrite | EMaterialOption::ColorWrite)
, mVtxDesc(VtxDesc)
, mBlendSrcFac(GL_ONE)
, mBlendDstFac(GL_ZERO)
, mLightingEnabled(true)
, mEchoesUnknownA(0)
, mEchoesUnknownB(0)
, mpIndirectTexture(nullptr)
, mpNextDrawPassMaterial(nullptr)
, mpBloomMaterial(nullptr)
{}
CMaterial::~CMaterial()
{
for (uint32 iPass = 0; iPass < mPasses.size(); iPass++)
delete mPasses[iPass];
delete mpNextDrawPassMaterial;
delete mpBloomMaterial;
ClearShader();
}
CMaterial* CMaterial::Clone()
{
CMaterial *pOut = new CMaterial();
pOut->mName = mName;
pOut->mVersion = mVersion;
pOut->mOptions = mOptions;
pOut->mVtxDesc = mVtxDesc;
for (uint32 iKonst = 0; iKonst < 4; iKonst++)
pOut->mKonstColors[iKonst] = mKonstColors[iKonst];
for (uint32 iTev = 0; iTev < 4; iTev++)
pOut->mTevColors[iTev] = mTevColors[iTev];
pOut->mBlendSrcFac = mBlendSrcFac;
pOut->mBlendDstFac = mBlendDstFac;
pOut->mLightingEnabled = mLightingEnabled;
pOut->mEchoesUnknownA = mEchoesUnknownA;
pOut->mEchoesUnknownB = mEchoesUnknownB;
pOut->mpIndirectTexture = mpIndirectTexture;
pOut->mPasses.resize(mPasses.size());
for (uint32 iPass = 0; iPass < mPasses.size(); iPass++)
pOut->mPasses[iPass] = mPasses[iPass]->Clone(pOut);
if (mpNextDrawPassMaterial)
pOut->mpNextDrawPassMaterial = mpNextDrawPassMaterial->Clone();
if (mpBloomMaterial)
pOut->mpBloomMaterial = mpBloomMaterial->Clone();
return pOut;
}
void CMaterial::GenerateShader(bool AllowRegen /*= true*/)
{
HashParameters(); // Calling HashParameters() may change mShaderStatus so call it before checking
if (mShaderStatus != EShaderStatus::ShaderExists || AllowRegen)
{
auto Find = smShaderMap.find(mParametersHash);
if (Find != smShaderMap.end())
{
SMaterialShader& rShader = Find->second;
if (rShader.pShader == mpShader)
return;
ClearShader();
mpShader = rShader.pShader;
rShader.NumReferences++;
}
else
{
ClearShader();
mpShader = CShaderGenerator::GenerateShader(*this);
if (!mpShader->IsValidProgram())
{
mShaderStatus = EShaderStatus::ShaderFailed;
delete mpShader;
mpShader = nullptr;
}
else
{
mShaderStatus = EShaderStatus::ShaderExists;
smShaderMap[mParametersHash] = SMaterialShader { 1, mpShader };
}
}
}
}
void CMaterial::ClearShader()
{
if (mpShader)
{
auto Find = smShaderMap.find(mParametersHash);
ASSERT(Find != smShaderMap.end());
SMaterialShader& rShader = Find->second;
ASSERT(rShader.pShader == mpShader);
rShader.NumReferences--;
if (rShader.NumReferences == 0)
{
delete mpShader;
smShaderMap.erase(Find);
}
mpShader = nullptr;
mShaderStatus = EShaderStatus::NoShader;
}
}
bool CMaterial::SetCurrent(FRenderOptions Options)
{
// Skip material setup if the currently bound material is identical
if (sCurrentMaterial != HashParameters())
{
// Shader setup
if (mShaderStatus == EShaderStatus::NoShader) GenerateShader();
mpShader->SetCurrent();
if (mShaderStatus == EShaderStatus::ShaderFailed)
return false;
// Set RGB blend equation - force to ZERO/ONE if alpha is disabled
GLenum srcRGB, dstRGB, srcAlpha, dstAlpha;
if (Options & ERenderOption::NoAlpha) {
srcRGB = GL_ONE;
dstRGB = GL_ZERO;
} else {
srcRGB = mBlendSrcFac;
dstRGB = mBlendDstFac;
}
if (mOptions & EMaterialOption::ZeroDestAlpha) {
srcAlpha = GL_ZERO;
dstAlpha = GL_ZERO;
} else {
srcAlpha = mBlendSrcFac;
dstAlpha = mBlendDstFac;
}
glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
// Set konst inputs
for (uint32 iKonst = 0; iKonst < 4; iKonst++)
CGraphics::sPixelBlock.Konst[iKonst] = mKonstColors[iKonst];
// Set TEV registers
if (mVersion >= EGame::Corruption)
for (uint32 iTev = 0; iTev < 4; iTev++)
CGraphics::sPixelBlock.TevColor[iTev] = mTevColors[iTev];
// 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 & EMaterialOption::DepthWrite) || (Options & ERenderOption::NoAlpha)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
// Set color/alpha write
GLboolean bColorWrite = mOptions.HasFlag(EMaterialOption::ColorWrite);
GLboolean bAlphaWrite = mOptions.HasFlag(EMaterialOption::AlphaWrite);
glColorMask(bColorWrite, bColorWrite, bColorWrite, bAlphaWrite);
// Load uniforms
for (uint32 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 (uint32 iPass = 0; iPass < mPasses.size(); iPass++)
{
EUVAnimMode mode = mPasses[iPass]->AnimMode();
if ((mode == EUVAnimMode::InverseMV) || (mode == EUVAnimMode::InverseMVTranslated) ||
(mode == EUVAnimMode::ModelMatrix) || (mode == EUVAnimMode::SimpleMode))
mPasses[iPass]->SetAnimCurrent(Options, iPass);
}
}
// Set up shader uniforms
for (uint32 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;
}
uint64 CMaterial::HashParameters()
{
if (mRecalcHash)
{
CFNV1A Hash(CFNV1A::k64Bit);
Hash.HashLong((int) mVersion);
Hash.HashLong(mOptions);
Hash.HashLong(mVtxDesc);
Hash.HashData(mKonstColors, sizeof(CColor) * 4);
Hash.HashData(mTevColors, sizeof(CColor) * 4);
Hash.HashLong(mBlendSrcFac);
Hash.HashLong(mBlendDstFac);
Hash.HashByte(mLightingEnabled);
Hash.HashLong(mEchoesUnknownA);
Hash.HashLong(mEchoesUnknownB);
for (uint32 iPass = 0; iPass < mPasses.size(); iPass++)
mPasses[iPass]->HashParameters(Hash);
uint64 NewHash = Hash.GetHash64();
if (mParametersHash != NewHash)
ClearShader();
mParametersHash = NewHash;
mRecalcHash = false;
}
return mParametersHash;
}
void CMaterial::Update()
{
mRecalcHash = true;
mShaderStatus = EShaderStatus::NoShader;
}
void CMaterial::SetNumPasses(uint32 NumPasses)
{
if (NumPasses < mPasses.size())
{
for (uint32 iPass = NumPasses; iPass < mPasses.size(); iPass++)
delete mPasses[iPass];
}
uint32 OldCount = mPasses.size();
mPasses.resize(NumPasses);
if (NumPasses > OldCount)
{
for (uint32 iPass = OldCount; iPass < NumPasses; iPass++)
mPasses[iPass] = new CMaterialPass(this);
}
mRecalcHash = true;
}