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author | aap <aap@papnet.eu> | 2020-08-19 16:10:22 +0200 |
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committer | aap <aap@papnet.eu> | 2020-08-19 16:10:22 +0200 |
commit | 827ba62671c6e2efe96259a0f130a4d167d14c2a (patch) | |
tree | 53bbc586e9a44d19d0cd1a67a69e9c49d9625662 /src/extras/custompipes_gl.cpp | |
parent | changing silly streaming memory limit (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/extras/custompipes_gl.cpp | 623 |
1 files changed, 623 insertions, 0 deletions
diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp new file mode 100644 index 00000000..cb434ea1 --- /dev/null +++ b/src/extras/custompipes_gl.cpp @@ -0,0 +1,623 @@ +#include "common.h" + +#ifdef RW_OPENGL +#ifdef EXTENDED_PIPELINES + +#include "main.h" +#include "RwHelper.h" +#include "Lights.h" +#include "Timecycle.h" +#include "FileMgr.h" +#include "Clock.h" +#include "Weather.h" +#include "TxdStore.h" +#include "Renderer.h" +#include "World.h" +#include "custompipes.h" + +#ifndef LIBRW +#error "Need librw for EXTENDED_PIPELINES" +#endif + +namespace CustomPipes { + +static int32 u_viewVec; +static int32 u_rampStart; +static int32 u_rampEnd; +static int32 u_rimData; + +static int32 u_lightMap; + +static int32 u_eye; +static int32 u_reflProps; +static int32 u_specDir; +static int32 u_specColor; + +#define U(i) currentShader->uniformLocations[i] + +/* + * Neo Vehicle pipe + */ + +rw::gl3::Shader *neoVehicleShader; + +static void +uploadSpecLights(void) +{ + using namespace rw::gl3; + + rw::RGBAf colors[1 + NUMEXTRADIRECTIONALS]; + struct { + rw::V3d dir; + float power; + } dirs[1 + NUMEXTRADIRECTIONALS]; + memset(colors, 0, sizeof(colors)); + memset(dirs, 0, sizeof(dirs)); + for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++) + dirs[i].power = 1.0f; + float power = Power.Get(); + Color speccol = SpecColor.Get(); + colors[0].red = speccol.r; + colors[0].green = speccol.g; + colors[0].blue = speccol.b; + dirs[0].dir = pDirect->getFrame()->getLTM()->at; + dirs[0].power = power; + for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){ + if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){ + colors[1+i] = pExtraDirectionals[i]->color; + dirs[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at; + dirs[1+i].power = power*2.0f; + } + } + glUniform4fv(U(u_specDir), 1 + NUMEXTRADIRECTIONALS, (float*)&dirs); + glUniform4fv(U(u_specColor), 1 + NUMEXTRADIRECTIONALS, (float*)&colors); +} + +static void +vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + // TODO: make this less of a kludge + if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ + matFXGlobals.pipelines[rw::platform]->render(atomic); + return; + } + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoVehicleShader->use(); + + V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; + glUniform3fv(U(u_eye), 1, (float*)&eyePos); + + uploadSpecLights(); + + float reflProps[4]; + reflProps[0] = Fresnel.Get(); + reflProps[1] = SpecColor.Get().a; + + setTexture(1, EnvMapTex); + + SetRenderState(SRCBLEND, BLENDONE); + + while(n--){ + m = inst->material; + + setMaterial(m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + reflProps[2] = m->surfaceProps.specular * VehicleShininess; + reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity; + glUniform4fv(U(u_reflProps), 1, reflProps); + + drawInst(header, inst); + inst++; + } + + SetRenderState(SRCBLEND, BLENDSRCALPHA); + +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +CreateVehiclePipe(void) +{ + using namespace rw; + using namespace rw::gl3; + + if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); + else{ + char *fp = (char*)work_buff; + fp = ReadTweakValueTable(fp, Fresnel); + fp = ReadTweakValueTable(fp, Power); + fp = ReadTweakValueTable(fp, DiffColor); + fp = ReadTweakValueTable(fp, SpecColor); + } + + + { +#ifdef RW_GLES2 +#include "gl2_shaders/neoVehicle_fs_gl2.inc" +#include "gl2_shaders/neoVehicle_vs_gl2.inc" +#else +#include "shaders/neoVehicle_fs_gl3.inc" +#include "shaders/neoVehicle_vs_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil }; + neoVehicleShader = Shader::create(vs, fs); + assert(neoVehicleShader); + } + + + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::defaultInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = vehicleRenderCB; + vehiclePipe = pipe; +} + +void +DestroyVehiclePipe(void) +{ + neoVehicleShader->destroy(); + neoVehicleShader = nil; + + ((rw::gl3::ObjPipeline*)vehiclePipe)->destroy(); + vehiclePipe = nil; +} + + + +/* + * Neo World pipe + */ + +rw::gl3::Shader *neoWorldShader; + +static void +worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoWorldShader->use(); + + float lightfactor[4]; + + while(n--){ + m = inst->material; + + if(MatFX::getEffects(m) == MatFX::DUAL){ + MatFX *matfx = MatFX::get(m); + Texture *dualtex = matfx->getDualTexture(); + if(dualtex == nil) + goto notex; + setTexture(1, dualtex); + lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult; + }else{ + notex: + setTexture(1, nil); + lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f; + } + lightfactor[3] = m->color.alpha/255.0f; + glUniform4fv(U(u_lightMap), 1, lightfactor); + + RGBA color = { 255, 255, 255, m->color.alpha }; + setMaterial(color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + drawInst(header, inst); + inst++; + } +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +CreateWorldPipe(void) +{ + using namespace rw; + using namespace rw::gl3; + + if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n"); + else + ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); + + { +#ifdef RW_GLES2 +#include "gl2_shaders/neoWorldIII_fs_gl2.inc" +#include "gl2_shaders/default_UV2_gl2.inc" +#else +#include "shaders/neoWorldVC_fs_gl3.inc" +#include "shaders/default_UV2_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil }; + neoWorldShader = Shader::create(vs, fs); + assert(neoWorldShader); + } + + + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::defaultInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = worldRenderCB; + worldPipe = pipe; +} + +void +DestroyWorldPipe(void) +{ + neoWorldShader->destroy(); + neoWorldShader = nil; + + ((rw::gl3::ObjPipeline*)worldPipe)->destroy(); + worldPipe = nil; +} + + + + +/* + * Neo Gloss pipe + */ + +rw::gl3::Shader *neoGlossShader; + +static void +glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + worldRenderCB(atomic, header); + + Material *m; + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoGlossShader->use(); + + V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; + glUniform3fv(U(u_eye), 1, (float*)&eyePos); + glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult); + + SetRenderState(VERTEXALPHA, TRUE); + SetRenderState(SRCBLEND, BLENDONE); + SetRenderState(DESTBLEND, BLENDONE); + SetRenderState(ZWRITEENABLE, FALSE); + SetRenderState(ALPHATESTFUNC, ALPHAALWAYS); + + while(n--){ + m = inst->material; + + RGBA color = { 255, 255, 255, m->color.alpha }; + setMaterial(color, m->surfaceProps); + + if(m->texture){ + Texture *tex = GetGlossTex(m); + if(tex){ + setTexture(0, tex); + drawInst(header, inst); + } + } + inst++; + } + + SetRenderState(ZWRITEENABLE, TRUE); + SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL); + SetRenderState(SRCBLEND, BLENDSRCALPHA); + SetRenderState(DESTBLEND, BLENDINVSRCALPHA); + +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +CreateGlossPipe(void) +{ + using namespace rw; + using namespace rw::gl3; + + { +#ifdef RW_GLES2 +#include "gl2_shaders/neoGloss_fs_gl2.inc" +#include "gl2_shaders/neoGloss_vs_gl2.inc" +#else +#include "shaders/neoGloss_fs_gl3.inc" +#include "shaders/neoGloss_vs_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil }; + neoGlossShader = Shader::create(vs, fs); + assert(neoGlossShader); + } + + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::defaultInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = glossRenderCB; + glossPipe = pipe; +} + +void +DestroyGlossPipe(void) +{ + neoGlossShader->destroy(); + neoGlossShader = nil; + + ((rw::gl3::ObjPipeline*)glossPipe)->destroy(); + glossPipe = nil; +} + + + +/* + * Neo Rim pipes + */ + +rw::gl3::Shader *neoRimShader; +rw::gl3::Shader *neoRimSkinShader; + +static void +uploadRimData(bool enable) +{ + using namespace rw; + using namespace rw::gl3; + + V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at; + glUniform3fv(U(u_viewVec), 1, (float*)&viewVec); + float rimData[4]; + rimData[0] = Offset.Get(); + rimData[1] = Scale.Get(); + if(enable) + rimData[2] = Scaling.Get()*RimlightMult; + else + rimData[2] = 0.0f; + rimData[3] = 0.0f; + glUniform3fv(U(u_rimData), 1, rimData); + Color col = RampStart.Get(); + glUniform4fv(U(u_rampStart), 1, (float*)&col); + col = RampEnd.Get(); + glUniform4fv(U(u_rampEnd), 1, (float*)&col); +} + +static void +rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoRimSkinShader->use(); + + uploadRimData(atomic->geometry->flags & Geometry::LIGHT); + + uploadSkinMatrices(atomic); + + while(n--){ + m = inst->material; + + setMaterial(m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + drawInst(header, inst); + inst++; + } +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +static void +rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoRimShader->use(); + + uploadRimData(atomic->geometry->flags & Geometry::LIGHT); + + while(n--){ + m = inst->material; + + setMaterial(m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + drawInst(header, inst); + inst++; + } +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +CreateRimLightPipes(void) +{ + using namespace rw::gl3; + + if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n"); + else{ + char *fp = (char*)work_buff; + fp = ReadTweakValueTable(fp, RampStart); + fp = ReadTweakValueTable(fp, RampEnd); + fp = ReadTweakValueTable(fp, Offset); + fp = ReadTweakValueTable(fp, Scale); + fp = ReadTweakValueTable(fp, Scaling); + } + + { +#ifdef RW_GLES2 +#include "gl2_shaders/simple_fs_gl2.inc" +#include "gl2_shaders/neoRimSkin_gl2.inc" +#else +#include "shaders/simple_fs_gl3.inc" +#include "shaders/neoRimSkin_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + neoRimSkinShader = Shader::create(vs, fs); + assert(neoRimSkinShader); + } + + { +#ifdef RW_GLES2 +#include "gl2_shaders/simple_fs_gl2.inc" +#include "gl2_shaders/neoRim_gl2.inc" +#else +#include "shaders/simple_fs_gl3.inc" +#include "shaders/neoRim_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + neoRimShader = Shader::create(vs, fs); + assert(neoRimShader); + } + + + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::defaultInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = rimRenderCB; + rimPipe = pipe; + + pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::skinInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = rimSkinRenderCB; + rimSkinPipe = pipe; +} + +void +DestroyRimLightPipes(void) +{ + neoRimShader->destroy(); + neoRimShader = nil; + + neoRimSkinShader->destroy(); + neoRimSkinShader = nil; + + ((rw::gl3::ObjPipeline*)rimPipe)->destroy(); + rimPipe = nil; + + ((rw::gl3::ObjPipeline*)rimSkinPipe)->destroy(); + rimSkinPipe = nil; +} + + + +void +CustomPipeRegisterGL(void) +{ + u_viewVec = rw::gl3::registerUniform("u_viewVec"); + u_rampStart = rw::gl3::registerUniform("u_rampStart"); + u_rampEnd = rw::gl3::registerUniform("u_rampEnd"); + u_rimData = rw::gl3::registerUniform("u_rimData"); + + u_lightMap = rw::gl3::registerUniform("u_lightMap"); + + u_eye = rw::gl3::registerUniform("u_eye"); + u_reflProps = rw::gl3::registerUniform("u_reflProps"); + u_specDir = rw::gl3::registerUniform("u_specDir"); + u_specColor = rw::gl3::registerUniform("u_specColor"); +} + + +} + +#endif +#endif |