PrimeWorldEditor/Resource/CMaterial.cpp

259 lines
6.0 KiB
C++

#include "CMaterial.h"
#include <Common/CHashFNV1A.h>
#include <Core/CDrawUtil.h>
#include <Core/CRenderer.h>
#include <Core/CResCache.h>
#include <OpenGL/GLCommon.h>
#include <OpenGL/CShaderGenerator.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()
{
for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
delete mPasses[iPass];
delete mpShader;
}
void CMaterial::GenerateShader()
{
delete mpShader;
mpShader = CShaderGenerator::GenerateShader(*this);
if (!mpShader->IsValidProgram()) mShaderStatus = eShaderFailed;
else mShaderStatus = eShaderExists;
}
bool CMaterial::SetCurrent(ERenderOptions Options)
{
// Bind textures
const char *skpSamplers[8] = {
"Texture0", "Texture1", "Texture2", "Texture3",
"Texture4", "Texture5", "Texture6", "Texture7"
};
// 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].ToVector4f();
// Set color channels
// COLOR0_Amb is initialized by the node instead of by the material
CGraphics::sVertexBlock.COLOR0_Mat = CColor::skWhite.ToVector4f();
// 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);
CGraphics::UpdateVertexBlock();
CGraphics::UpdatePixelBlock();
sCurrentMaterial = HashParameters();
}
// Bind textures
CShader *pShader = CShader::CurrentShader();
for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
{
mPasses[iPass]->LoadTexture(iPass);
GLint sampler = pShader->GetUniformLocation(skpSamplers[iPass]);
glUniform1i(sampler, iPass);
}
// Bind num lights
GLuint NumLightsLoc = pShader->GetUniformLocation("NumLights");
glUniform1i(NumLightsLoc, CGraphics::sNumLights);
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;
}
// ************ GETTERS ************
EGame CMaterial::Version() const
{
return mVersion;
}
CMaterial::EMaterialOptions CMaterial::Options() const
{
return mOptions;
}
EVertexDescription CMaterial::VtxDesc() const
{
return mVtxDesc;
}
GLenum CMaterial::BlendSrcFac() const {
return mBlendSrcFac;
}
GLenum CMaterial::BlendDstFac() const {
return mBlendDstFac;
}
CColor CMaterial::Konst(u32 KIndex) const
{
if (KIndex > 3) return CColor::skTransparentBlack;
else return mKonstColors[KIndex];
}
CTexture* CMaterial::IndTexture() const
{
return mpIndirectTexture;
}
bool CMaterial::IsLightingEnabled() const
{
return mLightingEnabled;
}
u32 CMaterial::EchoesUnknownA() const
{
return mEchoesUnknownA;
}
u32 CMaterial::EchoesUnknownB() const
{
return mEchoesUnknownB;
}
u32 CMaterial::PassCount() const
{
return mPasses.size();
}
CMaterialPass* CMaterial::Pass(u32 PassIndex) const
{
return mPasses[PassIndex];
}
// ************ SETTERS ************
void CMaterial::SetOptions(EMaterialOptions Options)
{
mOptions = Options;
mRecalcHash = true;
}
void CMaterial::SetBlendMode(GLenum SrcFac, GLenum DstFac)
{
mBlendSrcFac = SrcFac;
mBlendDstFac = DstFac;
mRecalcHash = true;
}
void CMaterial::SetKonst(CColor& Konst, u32 KIndex)
{
mKonstColors[KIndex] = Konst;
mRecalcHash = true;
}
void CMaterial::SetIndTexture(CTexture *pTex)
{
mpIndirectTexture = pTex;
}
void CMaterial::SetLightingEnabled(bool Enabled)
{
mLightingEnabled = Enabled;
mRecalcHash = true;
}
// ************ STATIC ************
void CMaterial::KillCachedMaterial()
{
sCurrentMaterial = 0;
CShader::KillCachedShader();
}