0ad/source/graphics/ShaderProgramFFP.cpp
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00

625 lines
16 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ShaderProgram.h"
#include "graphics/TextureManager.h"
#include "lib/res/graphics/ogl_tex.h"
#include "maths/Matrix3D.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "ps/Overlay.h"
#include "renderer/Renderer.h"
/**
* CShaderProgramFFP allows rendering code to use the shader-based API
* even if the 'shader' is actually implemented with the fixed-function
* pipeline instead of anything programmable.
*
* Currently we just hard-code a number of FFP programs as subclasses of this.
* If we have lots, it might be nicer to abstract out the common functionality
* and load these from text files or something.
*/
class CShaderProgramFFP : public CShaderProgram
{
public:
CShaderProgramFFP(int streamflags) :
CShaderProgram(streamflags)
{
}
~CShaderProgramFFP()
{
}
virtual void Reload()
{
m_IsValid = true;
}
int GetUniformIndex(uniform_id_t id)
{
std::map<CStr, int>::iterator it = m_UniformIndexes.find(id);
if (it == m_UniformIndexes.end())
return -1;
return it->second;
}
virtual bool HasTexture(texture_id_t id)
{
if (GetUniformIndex(id) != -1)
return true;
return false;
}
virtual void BindTexture(texture_id_t id, Handle tex)
{
int index = GetUniformIndex(id);
if (index != -1)
ogl_tex_bind(tex, index);
}
virtual void BindTexture(texture_id_t id, GLuint tex)
{
int index = GetUniformIndex(id);
if (index != -1)
{
pglActiveTextureARB((int)(GL_TEXTURE0+index));
glBindTexture(GL_TEXTURE_2D, tex);
}
}
virtual int GetTextureUnit(texture_id_t id)
{
return GetUniformIndex(id);
}
virtual Binding GetUniformBinding(uniform_id_t id)
{
return Binding(-1, GetUniformIndex(id));
}
virtual void Uniform(Binding UNUSED(id), float UNUSED(v0), float UNUSED(v1), float UNUSED(v2), float UNUSED(v3))
{
}
virtual void Uniform(Binding UNUSED(id), const CMatrix3D& UNUSED(v))
{
}
protected:
std::map<CStr, int> m_UniformIndexes;
};
//////////////////////////////////////////////////////////////////////////
class CShaderProgramFFP_OverlayLine : public CShaderProgramFFP
{
// Uniforms
enum
{
ID_losTransform,
ID_objectColor
};
bool m_IgnoreLos;
public:
CShaderProgramFFP_OverlayLine(const std::map<CStr, CStr>& defines) :
CShaderProgramFFP(STREAM_POS | STREAM_UV0 | STREAM_UV1)
{
m_UniformIndexes["losTransform"] = ID_losTransform;
m_UniformIndexes["objectColor"] = ID_objectColor;
// Texture units:
m_UniformIndexes["baseTex"] = 0;
m_UniformIndexes["maskTex"] = 1;
m_UniformIndexes["losTex"] = 2;
m_IgnoreLos = (defines.find(CStr("IGNORE_LOS")) != defines.end());
}
bool IsIgnoreLos()
{
return m_IgnoreLos;
}
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3)
{
if (id.second == ID_losTransform)
{
pglActiveTextureARB(GL_TEXTURE2);
GLfloat texgenS1[4] = { v0, 0, 0, v1 };
GLfloat texgenT1[4] = { 0, 0, v0, v1 };
glTexGenfv(GL_S, GL_OBJECT_PLANE, texgenS1);
glTexGenfv(GL_T, GL_OBJECT_PLANE, texgenT1);
}
else if (id.second == ID_objectColor)
{
float c[] = { v0, v1, v2, v3 };
pglActiveTextureARB(GL_TEXTURE1);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, c);
}
else
{
debug_warn(L"Invalid id");
}
}
virtual void Uniform(Binding UNUSED(id), const CMatrix3D& UNUSED(v))
{
debug_warn(L"Not implemented");
}
virtual void Bind()
{
// RGB channels:
// Unit 0: Load base texture
// Unit 1: Load mask texture; interpolate with objectColor & base
// Unit 2: (Load LOS texture; multiply) if not #IGNORE_LOS, pass through otherwise
// Alpha channel:
// Unit 0: Load base texture
// Unit 1: Multiply by objectColor
// Unit 2: Pass through
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// -----------------------------------------------------------------------------
pglActiveTextureARB(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// Uniform() sets GL_TEXTURE_ENV_COLOR
// load mask texture; interpolate with objectColor and base; GL_INTERPOLATE takes 3 arguments:
// a0 * a2 + a1 * (1 - a2)
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
// -----------------------------------------------------------------------------
pglActiveTextureARB(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
bool ignoreLos = IsIgnoreLos();
if (ignoreLos)
{
// RGB pass through
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
}
else
{
// multiply RGB with LoS texture alpha channel
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// Uniform() sets GL_OBJECT_PLANE values
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
}
// alpha pass through
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
BindClientStates();
}
virtual void Unbind()
{
UnbindClientStates();
pglActiveTextureARB(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
}
};
//////////////////////////////////////////////////////////////////////////
class CShaderProgramFFP_GuiText : public CShaderProgramFFP
{
// Uniforms
enum
{
ID_transform,
ID_colorMul
};
public:
CShaderProgramFFP_GuiText() :
CShaderProgramFFP(STREAM_POS | STREAM_UV0)
{
m_UniformIndexes["transform"] = ID_transform;
m_UniformIndexes["colorMul"] = ID_colorMul;
// Texture units:
m_UniformIndexes["tex"] = 0;
}
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3)
{
if (id.second == ID_colorMul)
glColor4f(v0, v1, v2, v3);
}
virtual void Uniform(Binding id, const CMatrix3D& v)
{
if (id.second == ID_transform)
glLoadMatrixf(&v._11);
}
virtual void Bind()
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
BindClientStates();
}
virtual void Unbind()
{
UnbindClientStates();
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
};
//////////////////////////////////////////////////////////////////////////
class CShaderProgramFFP_Gui_Base : public CShaderProgramFFP
{
protected:
// Uniforms
enum
{
ID_transform,
ID_color
};
public:
CShaderProgramFFP_Gui_Base(int streamflags) :
CShaderProgramFFP(streamflags)
{
m_UniformIndexes["transform"] = ID_transform;
m_UniformIndexes["color"] = ID_color;
// Texture units:
m_UniformIndexes["tex"] = 0;
}
virtual void Uniform(Binding id, const CMatrix3D& v)
{
if (id.second == ID_transform)
glLoadMatrixf(&v._11);
}
virtual void Bind()
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
BindClientStates();
}
virtual void Unbind()
{
UnbindClientStates();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
};
class CShaderProgramFFP_GuiBasic : public CShaderProgramFFP_Gui_Base
{
public:
CShaderProgramFFP_GuiBasic() :
CShaderProgramFFP_Gui_Base(STREAM_POS | STREAM_UV0)
{
}
virtual void Bind()
{
CShaderProgramFFP_Gui_Base::Bind();
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
virtual void Unbind()
{
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
CShaderProgramFFP_Gui_Base::Unbind();
}
};
class CShaderProgramFFP_GuiAdd : public CShaderProgramFFP_Gui_Base
{
public:
CShaderProgramFFP_GuiAdd() :
CShaderProgramFFP_Gui_Base(STREAM_POS | STREAM_UV0)
{
}
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3)
{
if (id.second == ID_color)
glColor4f(v0, v1, v2, v3);
}
virtual void Bind()
{
CShaderProgramFFP_Gui_Base::Bind();
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
virtual void Unbind()
{
glColor4f(1.f, 1.f, 1.f, 1.f);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
CShaderProgramFFP_Gui_Base::Unbind();
}
};
class CShaderProgramFFP_GuiGrayscale : public CShaderProgramFFP_Gui_Base
{
public:
CShaderProgramFFP_GuiGrayscale() :
CShaderProgramFFP_Gui_Base(STREAM_POS | STREAM_UV0)
{
}
virtual void Bind()
{
CShaderProgramFFP_Gui_Base::Bind();
/*
For the main conversion, use GL_DOT3_RGB, which is defined as
L = 4 * ((Arg0r - 0.5) * (Arg1r - 0.5)+
(Arg0g - 0.5) * (Arg1g - 0.5)+
(Arg0b - 0.5) * (Arg1b - 0.5))
where each of the RGB components is given the value 'L'.
Use the magical luminance formula
L = 0.3R + 0.59G + 0.11B
to calculate the greyscale value.
But to work around the annoying "Arg0-0.5", we need to calculate
Arg0+0.5. But we also need to scale it into the range 0.5-1.0, else
Arg0>0.5 will be clamped to 1.0. So use GL_INTERPOLATE, which outputs:
A0 * A2 + A1 * (1 - A2)
and set A2 = 0.5, A1 = 1.0, and A0 = texture (i.e. interpolating halfway
between the texture and {1,1,1}) giving
A0/2 + 0.5
and use that as Arg0.
So L = 4*(A0/2 * (Arg1-.5))
= 2 (Rx+Gy+Bz) (where Arg1 = {x+0.5, y+0.5, z+0.5})
= 2x R + 2y G + 2z B
= 0.3R + 0.59G + 0.11B
so e.g. 2y = 0.59 = 2(Arg1g-0.5) => Arg1g = 0.59/2+0.5
which fortunately doesn't get clamped.
So, just implement that:
*/
static const float GreyscaleDotColor[4] = {
0.3f / 2.f + 0.5f,
0.59f / 2.f + 0.5f,
0.11f / 2.f + 0.5f,
1.0f
};
static const float GreyscaleInterpColor0[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
static const float GreyscaleInterpColor1[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GreyscaleInterpColor0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glColor4fv(GreyscaleInterpColor1);
pglActiveTextureARB(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
// GL_DOT3_RGB requires GL_(EXT|ARB)_texture_env_dot3.
// We currently don't bother implementing a fallback because it's
// only lacking on Riva-class HW, but at least want the rest of the
// game to run there without errors. Therefore, squelch the
// OpenGL error that's raised if they aren't actually present.
// Note: higher-level code checks for this extension, but
// allows users the choice of continuing even if not present.
ogl_SquelchError(GL_INVALID_ENUM);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GreyscaleDotColor);
// To activate the second texture unit, we have to have some kind
// of texture bound into it, but we don't actually use the texture data,
// so bind a dummy texture
g_Renderer.GetTextureManager().GetErrorTexture()->Bind(1);
}
virtual void Unbind()
{
glColor4f(1.f, 1.f, 1.f, 1.f);
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
CShaderProgramFFP_Gui_Base::Unbind();
}
};
class CShaderProgramFFP_GuiSolid : public CShaderProgramFFP_Gui_Base
{
public:
CShaderProgramFFP_GuiSolid() :
CShaderProgramFFP_Gui_Base(STREAM_POS)
{
}
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3)
{
if (id.second == ID_color)
glColor4f(v0, v1, v2, v3);
}
virtual void Bind()
{
CShaderProgramFFP_Gui_Base::Bind();
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
}
};
//////////////////////////////////////////////////////////////////////////
/*static*/ CShaderProgram* CShaderProgram::ConstructFFP(const std::string& id, const std::map<CStr, CStr>& defines)
{
if (id == "overlayline")
return new CShaderProgramFFP_OverlayLine(defines);
if (id == "gui_text")
return new CShaderProgramFFP_GuiText();
if (id == "gui_basic")
return new CShaderProgramFFP_GuiBasic();
if (id == "gui_add")
return new CShaderProgramFFP_GuiAdd();
if (id == "gui_grayscale")
return new CShaderProgramFFP_GuiGrayscale();
if (id == "gui_solid")
return new CShaderProgramFFP_GuiSolid();
LOGERROR(L"CShaderProgram::ConstructFFP: Invalid id '%hs'", id.c_str());
return NULL;
}