mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-29 09:32:45 +00:00
Introduce ShaderManager & ShaderVisitor
Actual shaders still to be written.
This commit is contained in:
parent
e647ee5424
commit
a9ad1b09e2
@ -168,6 +168,7 @@ namespace MWRender
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, mFieldOfViewOverridden(false)
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, mFieldOfViewOverridden(false)
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{
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{
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resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem);
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resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem);
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resourceSystem->getSceneManager()->setShaderPath(resourcePath + "/shaders");
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osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager;
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osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager;
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sceneRoot->setLightingMask(Mask_Lighting);
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sceneRoot->setLightingMask(Mask_Lighting);
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@ -44,6 +44,10 @@ add_component_dir (resource
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scenemanager keyframemanager imagemanager bulletshapemanager bulletshape niffilemanager objectcache multiobjectcache resourcesystem resourcemanager
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scenemanager keyframemanager imagemanager bulletshapemanager bulletshape niffilemanager objectcache multiobjectcache resourcesystem resourcemanager
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)
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)
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add_component_dir (shader
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shadermanager shadervisitor
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)
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add_component_dir (sceneutil
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add_component_dir (sceneutil
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clone attach visitor util statesetupdater controller skeleton riggeometry lightcontroller
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clone attach visitor util statesetupdater controller skeleton riggeometry lightcontroller
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lightmanager lightutil positionattitudetransform workqueue unrefqueue
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lightmanager lightutil positionattitudetransform workqueue unrefqueue
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@ -22,6 +22,9 @@
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#include <components/sceneutil/util.hpp>
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#include <components/sceneutil/util.hpp>
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#include <components/sceneutil/controller.hpp>
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#include <components/sceneutil/controller.hpp>
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#include <components/shader/shadervisitor.hpp>
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#include <components/shader/shadermanager.hpp>
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#include "imagemanager.hpp"
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#include "imagemanager.hpp"
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#include "niffilemanager.hpp"
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#include "niffilemanager.hpp"
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#include "objectcache.hpp"
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#include "objectcache.hpp"
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@ -205,6 +208,7 @@ namespace Resource
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SceneManager::SceneManager(const VFS::Manager *vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager)
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SceneManager::SceneManager(const VFS::Manager *vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager)
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: ResourceManager(vfs)
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: ResourceManager(vfs)
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, mShaderManager(new Shader::ShaderManager)
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, mInstanceCache(new MultiObjectCache)
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, mInstanceCache(new MultiObjectCache)
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, mImageManager(imageManager)
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, mImageManager(imageManager)
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, mNifFileManager(nifFileManager)
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, mNifFileManager(nifFileManager)
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@ -221,6 +225,11 @@ namespace Resource
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// this has to be defined in the .cpp file as we can't delete incomplete types
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// this has to be defined in the .cpp file as we can't delete incomplete types
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}
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}
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void SceneManager::setShaderPath(const std::string &path)
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{
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mShaderManager->setShaderPath(path);
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}
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/// @brief Callback to read image files from the VFS.
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/// @brief Callback to read image files from the VFS.
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class ImageReadCallback : public osgDB::ReadFileCallback
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class ImageReadCallback : public osgDB::ReadFileCallback
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{
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{
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@ -329,6 +338,9 @@ namespace Resource
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SetFilterSettingsControllerVisitor setFilterSettingsControllerVisitor(mMinFilter, mMagFilter, mMaxAnisotropy);
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SetFilterSettingsControllerVisitor setFilterSettingsControllerVisitor(mMinFilter, mMagFilter, mMaxAnisotropy);
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loaded->accept(setFilterSettingsControllerVisitor);
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loaded->accept(setFilterSettingsControllerVisitor);
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Shader::ShaderVisitor shaderVisitor(*mShaderManager.get(), "objects_vertex.glsl", "objects_fragment.glsl");
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loaded->accept(shaderVisitor);
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// share state
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// share state
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mSharedStateMutex.lock();
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mSharedStateMutex.lock();
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osgDB::Registry::instance()->getOrCreateSharedStateManager()->share(loaded.get());
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osgDB::Registry::instance()->getOrCreateSharedStateManager()->share(loaded.get());
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@ -3,6 +3,7 @@
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#include <string>
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#include <string>
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#include <map>
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#include <map>
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#include <memory>
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#include <osg/ref_ptr>
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#include <osg/ref_ptr>
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#include <osg/Node>
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#include <osg/Node>
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@ -21,6 +22,11 @@ namespace osgUtil
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class IncrementalCompileOperation;
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class IncrementalCompileOperation;
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}
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}
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namespace Shader
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{
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class ShaderManager;
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}
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namespace Resource
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namespace Resource
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{
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{
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@ -34,6 +40,8 @@ namespace Resource
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SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager);
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SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager);
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~SceneManager();
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~SceneManager();
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void setShaderPath(const std::string& path);
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/// Get a read-only copy of this scene "template"
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/// Get a read-only copy of this scene "template"
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/// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
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/// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
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/// If even the error marker mesh can not be found, an exception is thrown.
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/// If even the error marker mesh can not be found, an exception is thrown.
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@ -97,6 +105,7 @@ namespace Resource
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osg::ref_ptr<osg::Node> createInstance(const std::string& name);
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osg::ref_ptr<osg::Node> createInstance(const std::string& name);
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std::auto_ptr<Shader::ShaderManager> mShaderManager;
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osg::ref_ptr<MultiObjectCache> mInstanceCache;
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osg::ref_ptr<MultiObjectCache> mInstanceCache;
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OpenThreads::Mutex mSharedStateMutex;
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OpenThreads::Mutex mSharedStateMutex;
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81
components/shader/shadermanager.cpp
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81
components/shader/shadermanager.cpp
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@ -0,0 +1,81 @@
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#include "shadermanager.hpp"
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#include <fstream>
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#include <iostream>
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#include <boost/lexical_cast.hpp>
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#include <boost/filesystem/path.hpp>
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#include <boost/filesystem/fstream.hpp>
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#include <OpenThreads/ScopedLock>
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namespace Shader
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{
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void ShaderManager::setShaderPath(const std::string &path)
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{
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mPath = path;
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}
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osg::ref_ptr<osg::Shader> ShaderManager::getShader(const std::string &shaderTemplate, const ShaderManager::DefineMap &defines, osg::Shader::Type shaderType)
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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// read the template if we haven't already
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TemplateMap::iterator templateIt = mShaderTemplates.find(shaderTemplate);
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if (templateIt == mShaderTemplates.end())
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{
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boost::filesystem::path p = (boost::filesystem::path(mPath) / shaderTemplate);
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boost::filesystem::ifstream stream;
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stream.open(p);
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if (stream.fail())
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{
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std::cerr << "Failed to open " << p.string() << std::endl;
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return NULL;
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}
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std::stringstream buffer;
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buffer << stream.rdbuf();
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templateIt = mShaderTemplates.insert(std::make_pair(shaderTemplate, buffer.str())).first;
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}
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ShaderMap::iterator shaderIt = mShaders.find(std::make_pair(shaderTemplate, defines));
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if (shaderIt == mShaders.end())
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{
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std::string shaderSource = templateIt->second;
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const char escapeCharacter = '@';
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size_t foundPos = 0;
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while ((foundPos = shaderSource.find(escapeCharacter)) != std::string::npos)
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{
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size_t endPos = shaderSource.find_first_of(" \n\r()[].;", foundPos);
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if (endPos == std::string::npos)
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{
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std::cerr << "Unexpected EOF" << std::endl;
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return NULL;
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}
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std::string define = shaderSource.substr(foundPos+1, endPos - (foundPos+1));
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DefineMap::const_iterator defineFound = defines.find(define);
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if (defineFound == defines.end())
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{
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std::cerr << "Undefined " << define << " in shader " << shaderTemplate << std::endl;
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return NULL;
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}
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else
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{
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shaderSource.replace(foundPos, endPos-foundPos, defineFound->second);
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}
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}
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osg::ref_ptr<osg::Shader> shader (new osg::Shader(shaderType));
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shader->setShaderSource(shaderSource);
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// Assign a unique name to allow the SharedStateManager to compare shaders efficiently
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static unsigned int counter = 0;
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shader->setName(boost::lexical_cast<std::string>(counter++));
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shaderIt = mShaders.insert(std::make_pair(std::make_pair(shaderTemplate, defines), shader)).first;
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}
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return shaderIt->second;
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}
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}
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49
components/shader/shadermanager.hpp
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49
components/shader/shadermanager.hpp
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@ -0,0 +1,49 @@
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#ifndef OPENMW_COMPONENTS_SHADERMANAGER_H
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#define OPENMW_COMPONENTS_SHADERMANAGER_H
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#include <string>
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#include <map>
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#include <osg/ref_ptr>
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#include <osg/Shader>
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#include <OpenThreads/Mutex>
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namespace Shader
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{
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/// @brief Reads shader template files and turns them into a concrete shader, based on a list of define's.
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/// @par Shader templates can get the value of a define with the syntax @define.
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class ShaderManager
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{
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public:
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void setShaderPath(const std::string& path);
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typedef std::map<std::string, std::string> DefineMap;
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/// Create or retrieve a shader instance.
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/// @param shaderTemplate The filename of the shader template.
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/// @param defines Define values that can be retrieved by the shader template.
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/// @param shaderType The type of shader (usually vertex or fragment shader).
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/// @note May return NULL on failure.
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/// @note Thread safe.
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osg::ref_ptr<osg::Shader> getShader(const std::string& shaderTemplate, const DefineMap& defines, osg::Shader::Type shaderType);
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private:
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std::string mPath;
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// <name, code>
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typedef std::map<std::string, std::string> TemplateMap;
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TemplateMap mShaderTemplates;
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typedef std::pair<std::string, DefineMap> MapKey;
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typedef std::map<MapKey, osg::ref_ptr<osg::Shader> > ShaderMap;
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ShaderMap mShaders;
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OpenThreads::Mutex mMutex;
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};
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}
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#endif
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195
components/shader/shadervisitor.cpp
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195
components/shader/shadervisitor.cpp
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@ -0,0 +1,195 @@
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#include "shadervisitor.hpp"
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#include <iostream>
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#include <osg/Texture>
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#include <osg/Material>
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#include <osg/Geometry>
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#include <osgUtil/TangentSpaceGenerator>
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#include <boost/lexical_cast.hpp>
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#include "shadermanager.hpp"
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namespace Shader
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{
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ShaderVisitor::ShaderRequirements::ShaderRequirements()
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: mColorMaterial(false)
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, mVertexColorMode(GL_AMBIENT_AND_DIFFUSE)
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, mTexStageRequiringTangents(-1)
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{
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}
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ShaderVisitor::ShaderVisitor(ShaderManager& shaderManager, const std::string &defaultVsTemplate, const std::string &defaultFsTemplate)
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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, mShaderManager(shaderManager)
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, mDefaultVsTemplate(defaultVsTemplate)
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, mDefaultFsTemplate(defaultFsTemplate)
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{
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mRequirements.push_back(ShaderRequirements());
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}
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void ShaderVisitor::apply(osg::Node& node)
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{
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if (node.getStateSet())
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{
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pushRequirements();
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applyStateSet(node.getStateSet());
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traverse(node);
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popRequirements();
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}
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else
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traverse(node);
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}
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void ShaderVisitor::applyStateSet(osg::StateSet* stateset)
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{
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const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList();
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for(unsigned int unit=0;unit<texAttributes.size();++unit)
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{
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const osg::StateAttribute *attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
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if (attr)
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{
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const osg::Texture* texture = attr->asTexture();
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if (texture)
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{
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if (!texture->getName().empty())
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{
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mRequirements.back().mTextures[unit] = texture->getName();
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if (texture->getName() == "normalMap")
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{
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mRequirements.back().mTexStageRequiringTangents = unit;
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// normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On
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stateset->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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}
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}
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else
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std::cerr << "ShaderVisitor encountered unknown texture " << texture << std::endl;
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}
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}
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// remove state that has no effect when rendering with shaders
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stateset->removeTextureAttribute(unit, osg::StateAttribute::TEXENV);
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}
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const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
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for (osg::StateSet::AttributeList::const_iterator it = attributes.begin(); it != attributes.end(); ++it)
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{
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if (it->first.first == osg::StateAttribute::MATERIAL)
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{
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const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get());
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mRequirements.back().mVertexColorMode = mat->getColorMode();
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}
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}
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}
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void ShaderVisitor::pushRequirements()
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{
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mRequirements.push_back(mRequirements.back());
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}
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void ShaderVisitor::popRequirements()
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{
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mRequirements.pop_back();
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}
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void ShaderVisitor::createProgram(const ShaderRequirements &reqs, osg::StateSet *stateset)
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{
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ShaderManager::DefineMap defineMap;
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap" };
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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{
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defineMap[defaultTextures[i]] = "0";
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defineMap[std::string(defaultTextures[i]) + std::string("UV")] = "0";
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}
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for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
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{
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defineMap[texIt->second] = "1";
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defineMap[texIt->second + std::string("UV")] = boost::lexical_cast<std::string>(texIt->first);
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}
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if (!reqs.mColorMaterial)
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defineMap["colorMode"] = "0";
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else
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{
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switch (reqs.mVertexColorMode)
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{
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default:
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case GL_AMBIENT_AND_DIFFUSE:
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defineMap["colorMode"] = "2";
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break;
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||||||
|
case GL_AMBIENT:
|
||||||
|
defineMap["colorMode"] = "1";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
|
||||||
|
osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
|
||||||
|
|
||||||
|
if (vertexShader && fragmentShader)
|
||||||
|
{
|
||||||
|
osg::ref_ptr<osg::Program> program (new osg::Program);
|
||||||
|
program->addShader(vertexShader);
|
||||||
|
program->addShader(fragmentShader);
|
||||||
|
|
||||||
|
stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
|
||||||
|
|
||||||
|
for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
|
||||||
|
{
|
||||||
|
stateset->addUniform(new osg::Uniform(texIt->second.c_str(), texIt->first), osg::StateAttribute::ON);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShaderVisitor::apply(osg::Geometry& geometry)
|
||||||
|
{
|
||||||
|
bool needPop = (geometry.getStateSet() != NULL);
|
||||||
|
if (geometry.getStateSet())
|
||||||
|
{
|
||||||
|
pushRequirements();
|
||||||
|
applyStateSet(geometry.getStateSet());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!mRequirements.empty())
|
||||||
|
{
|
||||||
|
const ShaderRequirements& reqs = mRequirements.back();
|
||||||
|
if (reqs.mTexStageRequiringTangents != -1)
|
||||||
|
{
|
||||||
|
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
|
||||||
|
generator->generate(&geometry, reqs.mTexStageRequiringTangents);
|
||||||
|
|
||||||
|
geometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: find a better place for the stateset
|
||||||
|
createProgram(reqs, geometry.getOrCreateStateSet());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (needPop)
|
||||||
|
popRequirements();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShaderVisitor::apply(osg::Drawable& drawable)
|
||||||
|
{
|
||||||
|
// non-Geometry drawable (e.g. particle system)
|
||||||
|
bool needPop = (drawable.getStateSet() != NULL);
|
||||||
|
|
||||||
|
if (drawable.getStateSet())
|
||||||
|
{
|
||||||
|
pushRequirements();
|
||||||
|
applyStateSet(drawable.getStateSet());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!mRequirements.empty())
|
||||||
|
{
|
||||||
|
// TODO: find a better place for the stateset
|
||||||
|
createProgram(mRequirements.back(), drawable.getOrCreateStateSet());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (needPop)
|
||||||
|
popRequirements();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
54
components/shader/shadervisitor.hpp
Normal file
54
components/shader/shadervisitor.hpp
Normal file
@ -0,0 +1,54 @@
|
|||||||
|
#ifndef OPENMW_COMPONENTS_SHADERVISITOR_H
|
||||||
|
#define OPENMW_COMPONENTS_SHADERVISITOR_H
|
||||||
|
|
||||||
|
#include <osg/NodeVisitor>
|
||||||
|
|
||||||
|
namespace Shader
|
||||||
|
{
|
||||||
|
|
||||||
|
class ShaderManager;
|
||||||
|
|
||||||
|
/// @brief Adjusts the given subgraph to render using shaders.
|
||||||
|
class ShaderVisitor : public osg::NodeVisitor
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
ShaderVisitor(ShaderManager& shaderManager, const std::string& defaultVsTemplate, const std::string& defaultFsTemplate);
|
||||||
|
|
||||||
|
virtual void apply(osg::Node& node);
|
||||||
|
|
||||||
|
virtual void apply(osg::Drawable& drawable);
|
||||||
|
virtual void apply(osg::Geometry& geometry);
|
||||||
|
|
||||||
|
void applyStateSet(osg::StateSet* stateset);
|
||||||
|
|
||||||
|
void pushRequirements();
|
||||||
|
void popRequirements();
|
||||||
|
|
||||||
|
private:
|
||||||
|
ShaderManager& mShaderManager;
|
||||||
|
|
||||||
|
struct ShaderRequirements
|
||||||
|
{
|
||||||
|
ShaderRequirements();
|
||||||
|
|
||||||
|
// <texture stage, texture name>
|
||||||
|
std::map<int, std::string> mTextures;
|
||||||
|
|
||||||
|
bool mColorMaterial;
|
||||||
|
// osg::Material::ColorMode
|
||||||
|
int mVertexColorMode;
|
||||||
|
|
||||||
|
// -1 == no tangents required
|
||||||
|
int mTexStageRequiringTangents;
|
||||||
|
};
|
||||||
|
std::vector<ShaderRequirements> mRequirements;
|
||||||
|
|
||||||
|
std::string mDefaultVsTemplate;
|
||||||
|
std::string mDefaultFsTemplate;
|
||||||
|
|
||||||
|
void createProgram(const ShaderRequirements& reqs, osg::StateSet* stateset);
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
@ -6,6 +6,8 @@ set(SHADER_FILES
|
|||||||
water_vertex.glsl
|
water_vertex.glsl
|
||||||
water_fragment.glsl
|
water_fragment.glsl
|
||||||
water_nm.png
|
water_nm.png
|
||||||
|
objects_vertex.glsl
|
||||||
|
objects_fragment.glsl
|
||||||
)
|
)
|
||||||
|
|
||||||
copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}")
|
copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}")
|
||||||
|
15
files/shaders/objects_fragment.glsl
Normal file
15
files/shaders/objects_fragment.glsl
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
#if @diffuseMap
|
||||||
|
uniform sampler2D diffuseMap;
|
||||||
|
varying vec2 diffuseMapUV;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
#if @diffuseMap
|
||||||
|
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
|
||||||
|
#else
|
||||||
|
gl_FragData[0] = vec4(1,1,1,1);
|
||||||
|
#endif
|
||||||
|
}
|
14
files/shaders/objects_vertex.glsl
Normal file
14
files/shaders/objects_vertex.glsl
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
#if @diffuseMap
|
||||||
|
varying vec2 diffuseMapUV;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||||
|
|
||||||
|
#if @diffuseMap
|
||||||
|
diffuseMapUV = gl_MultiTexCoord@diffuseMapUV.xy;
|
||||||
|
#endif
|
||||||
|
}
|
Loading…
x
Reference in New Issue
Block a user