BsGLBuiltinMaterialFactory.cpp 16 KB

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  1. #include "BsGLBuiltinMaterialFactory.h"
  2. #include "CmShader.h"
  3. #include "CmTechnique.h"
  4. #include "CmPass.h"
  5. #include "CmMaterial.h"
  6. #include "CmGpuProgram.h"
  7. #include "CmBlendState.h"
  8. #include "CmDepthStencilState.h"
  9. #include "CmRendererManager.h"
  10. namespace BansheeEngine
  11. {
  12. void GLBuiltinMaterialFactory::startUp()
  13. {
  14. initSpriteTextShader();
  15. initSpriteImageShader();
  16. initDebugDraw2DClipSpaceShader();
  17. initDebugDraw2DScreenSpaceShader();
  18. initDebugDraw3DShader();
  19. initDockDropOverlayShader();
  20. SAMPLER_STATE_DESC ssDesc;
  21. ssDesc.magFilter = FO_POINT;
  22. ssDesc.minFilter = FO_POINT;
  23. ssDesc.mipFilter = FO_POINT;
  24. mGUISamplerState = SamplerState::create(ssDesc);
  25. }
  26. void GLBuiltinMaterialFactory::shutDown()
  27. {
  28. mSpriteTextShader = nullptr;
  29. mSpriteImageShader = nullptr;
  30. mDebugDraw2DClipSpaceShader = nullptr;
  31. mDebugDraw2DScreenSpaceShader = nullptr;
  32. mDebugDraw3DShader = nullptr;
  33. mDockDropOverlayShader = nullptr;
  34. }
  35. const String& GLBuiltinMaterialFactory::getSupportedRenderSystem() const
  36. {
  37. static String renderSystem = "CamelotGLRenderSystem";
  38. return renderSystem;
  39. }
  40. HMaterial GLBuiltinMaterialFactory::createSpriteTextMaterial() const
  41. {
  42. HMaterial newMaterial = Material::create(mSpriteTextShader);
  43. newMaterial->setSamplerState("mainTexSamp", mGUISamplerState);
  44. return newMaterial;
  45. }
  46. HMaterial GLBuiltinMaterialFactory::createSpriteImageMaterial() const
  47. {
  48. HMaterial newMaterial = Material::create(mSpriteImageShader);
  49. newMaterial->setSamplerState("mainTexSamp", mGUISamplerState);
  50. return newMaterial;
  51. }
  52. HMaterial GLBuiltinMaterialFactory::createDebugDraw2DClipSpaceMaterial() const
  53. {
  54. return Material::create(mDebugDraw2DClipSpaceShader);
  55. }
  56. HMaterial GLBuiltinMaterialFactory::createDebugDraw2DScreenSpaceMaterial() const
  57. {
  58. return Material::create(mDebugDraw2DScreenSpaceShader);
  59. }
  60. HMaterial GLBuiltinMaterialFactory::createDebugDraw3DMaterial() const
  61. {
  62. return Material::create(mDebugDraw3DShader);
  63. }
  64. HMaterial GLBuiltinMaterialFactory::createDockDropOverlayMaterial() const
  65. {
  66. return Material::create(mDockDropOverlayShader);
  67. }
  68. void GLBuiltinMaterialFactory::initSpriteTextShader()
  69. {
  70. String vsCode = "#version 400\n \
  71. \
  72. uniform float invViewportWidth; \
  73. uniform float invViewportHeight; \
  74. uniform mat4 worldTransform; \
  75. \
  76. in vec3 cm_position; \
  77. in vec2 cm_texcoord0; \
  78. out vec2 texcoord0; \
  79. void main() \
  80. { \
  81. vec4 tfrmdPos = worldTransform * vec4(cm_position.xy, 0, 1); \
  82. \
  83. float tfrmdX = -1.0f + (tfrmdPos.x * invViewportWidth); \
  84. float tfrmdY = 1.0f - (tfrmdPos.y * invViewportHeight); \
  85. \
  86. gl_Position = vec4(tfrmdX, tfrmdY, 0, 1); \
  87. texcoord0 = cm_texcoord0; \
  88. } \
  89. ";
  90. String psCode = "#version 400\n \
  91. \
  92. uniform sampler2D mainTexture; \
  93. uniform vec4 tint; \
  94. in vec2 texcoord0; \
  95. out vec4 fragColor; \
  96. \
  97. void main() \
  98. { \
  99. vec4 color = vec4(tint.rgb, texture2D(mainTexture, texcoord0.st).r * tint.a); \
  100. fragColor = color; \
  101. }";
  102. HGpuProgram vsProgram = GpuProgram::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  103. HGpuProgram psProgram = GpuProgram::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  104. vsProgram.synchronize();
  105. psProgram.synchronize();
  106. mSpriteTextShader = Shader::create("TextSpriteShader");
  107. mSpriteTextShader->addParameter("worldTransform", "worldTransform", GPDT_MATRIX_4X4);
  108. mSpriteTextShader->addParameter("invViewportWidth", "invViewportWidth", GPDT_FLOAT1);
  109. mSpriteTextShader->addParameter("invViewportHeight", "invViewportHeight", GPDT_FLOAT1);
  110. mSpriteTextShader->addParameter("tint", "tint", GPDT_FLOAT4);
  111. mSpriteTextShader->addParameter("mainTexSamp", "mainTexture", GPOT_SAMPLER2D);
  112. mSpriteTextShader->addParameter("mainTexture", "mainTexture", GPOT_TEXTURE2D);
  113. TechniquePtr newTechnique = mSpriteTextShader->addTechnique("GLRenderSystem", RendererManager::getCoreRendererName());
  114. PassPtr newPass = newTechnique->addPass();
  115. newPass->setVertexProgram(vsProgram);
  116. newPass->setFragmentProgram(psProgram);
  117. BLEND_STATE_DESC desc;
  118. desc.renderTargetDesc[0].blendEnable = true;
  119. desc.renderTargetDesc[0].srcBlend = BF_SOURCE_ALPHA;
  120. desc.renderTargetDesc[0].dstBlend = BF_INV_SOURCE_ALPHA;
  121. desc.renderTargetDesc[0].blendOp = BO_ADD;
  122. desc.renderTargetDesc[0].renderTargetWriteMask = 0x7; // Don't write to alpha
  123. HBlendState blendState = BlendState::create(desc);
  124. newPass->setBlendState(blendState);
  125. DEPTH_STENCIL_STATE_DESC depthStateDesc;
  126. depthStateDesc.depthReadEnable = false;
  127. depthStateDesc.depthWriteEnable = false;
  128. HDepthStencilState depthState = DepthStencilState::create(depthStateDesc);
  129. newPass->setDepthStencilState(depthState);
  130. }
  131. void GLBuiltinMaterialFactory::initSpriteImageShader()
  132. {
  133. String vsCode = "#version 400\n \
  134. \
  135. uniform float invViewportWidth; \
  136. uniform float invViewportHeight; \
  137. uniform mat4 worldTransform; \
  138. \
  139. in vec3 cm_position; \
  140. in vec2 cm_texcoord0; \
  141. out vec2 texcoord0; \
  142. void main() \
  143. { \
  144. vec4 tfrmdPos = worldTransform * vec4(cm_position.xy, 0, 1); \
  145. \
  146. float tfrmdX = -1.0f + (tfrmdPos.x * invViewportWidth); \
  147. float tfrmdY = 1.0f - (tfrmdPos.y * invViewportHeight); \
  148. \
  149. gl_Position = vec4(tfrmdX, tfrmdY, 0, 1); \
  150. texcoord0 = cm_texcoord0; \
  151. } \
  152. ";
  153. String psCode = "#version 400\n \
  154. \
  155. uniform sampler2D mainTexture; \
  156. uniform vec4 tint; \
  157. in vec2 texcoord0; \
  158. out vec4 fragColor; \
  159. \
  160. void main() \
  161. { \
  162. vec4 color = texture2D(mainTexture, texcoord0.st); \
  163. fragColor = color * tint; \
  164. }";
  165. HGpuProgram vsProgram = GpuProgram::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  166. HGpuProgram psProgram = GpuProgram::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  167. vsProgram.synchronize();
  168. psProgram.synchronize();
  169. mSpriteImageShader = Shader::create("ImageSpriteShader");
  170. mSpriteImageShader->addParameter("worldTransform", "worldTransform", GPDT_MATRIX_4X4);
  171. mSpriteImageShader->addParameter("invViewportWidth", "invViewportWidth", GPDT_FLOAT1);
  172. mSpriteImageShader->addParameter("invViewportHeight", "invViewportHeight", GPDT_FLOAT1);
  173. mSpriteImageShader->addParameter("tint", "tint", GPDT_FLOAT4);
  174. mSpriteImageShader->addParameter("mainTexSamp", "mainTexture", GPOT_SAMPLER2D);
  175. mSpriteImageShader->addParameter("mainTexture", "mainTexture", GPOT_TEXTURE2D);
  176. TechniquePtr newTechnique = mSpriteImageShader->addTechnique("GLRenderSystem", RendererManager::getCoreRendererName());
  177. PassPtr newPass = newTechnique->addPass();
  178. newPass->setVertexProgram(vsProgram);
  179. newPass->setFragmentProgram(psProgram);
  180. BLEND_STATE_DESC desc;
  181. desc.renderTargetDesc[0].blendEnable = true;
  182. desc.renderTargetDesc[0].srcBlend = BF_SOURCE_ALPHA;
  183. desc.renderTargetDesc[0].dstBlend = BF_INV_SOURCE_ALPHA;
  184. desc.renderTargetDesc[0].blendOp = BO_ADD;
  185. desc.renderTargetDesc[0].renderTargetWriteMask = 0x7; // Don't write to alpha
  186. HBlendState blendState = BlendState::create(desc);
  187. newPass->setBlendState(blendState);
  188. DEPTH_STENCIL_STATE_DESC depthStateDesc;
  189. depthStateDesc.depthReadEnable = false;
  190. depthStateDesc.depthWriteEnable = false;
  191. HDepthStencilState depthState = DepthStencilState::create(depthStateDesc);
  192. newPass->setDepthStencilState(depthState);
  193. }
  194. void GLBuiltinMaterialFactory::initDebugDraw2DClipSpaceShader()
  195. {
  196. String vsCode = "#version 400\n \
  197. \
  198. in vec2 cm_position; \
  199. in vec4 cm_color0; \
  200. out vec4 color0; \
  201. \
  202. void main() \
  203. { \
  204. gl_Position = vec4(cm_position.xy, 0, 1); \
  205. color0 = cm_color0; \
  206. }";
  207. String psCode = "#version 400\n \
  208. \
  209. in vec4 color0; \
  210. out vec4 fragColor; \
  211. \
  212. void main() \
  213. { \
  214. fragColor = color0; \
  215. }";
  216. HGpuProgram vsProgram = GpuProgram::create(vsCode, "vs_main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  217. HGpuProgram psProgram = GpuProgram::create(psCode, "ps_main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  218. vsProgram.synchronize();
  219. psProgram.synchronize();
  220. mDebugDraw2DClipSpaceShader = Shader::create("DebugDraw2DClipSpaceShader");
  221. TechniquePtr newTechnique = mDebugDraw2DClipSpaceShader->addTechnique("GLRenderSystem", RendererManager::getCoreRendererName());
  222. PassPtr newPass = newTechnique->addPass();
  223. newPass->setVertexProgram(vsProgram);
  224. newPass->setFragmentProgram(psProgram);
  225. BLEND_STATE_DESC desc;
  226. desc.renderTargetDesc[0].blendEnable = true;
  227. desc.renderTargetDesc[0].srcBlend = BF_SOURCE_ALPHA;
  228. desc.renderTargetDesc[0].dstBlend = BF_INV_SOURCE_ALPHA;
  229. desc.renderTargetDesc[0].blendOp = BO_ADD;
  230. HBlendState blendState = BlendState::create(desc);
  231. newPass->setBlendState(blendState);
  232. DEPTH_STENCIL_STATE_DESC depthStateDesc;
  233. depthStateDesc.depthReadEnable = false;
  234. depthStateDesc.depthWriteEnable = false;
  235. HDepthStencilState depthState = DepthStencilState::create(depthStateDesc);
  236. newPass->setDepthStencilState(depthState);
  237. }
  238. void GLBuiltinMaterialFactory::initDebugDraw2DScreenSpaceShader()
  239. {
  240. String vsCode = "#version 400\n \
  241. \
  242. uniform float invViewportWidth; \
  243. uniform float invViewportHeight; \
  244. \
  245. in vec2 cm_position; \
  246. in vec4 cm_color0; \
  247. out vec4 color0; \
  248. \
  249. void main() \
  250. { \
  251. float tfrmdX = -1.0f + (cm_position.x * invViewportWidth); \
  252. float tfrmdY = 1.0f - (cm_position.y * invViewportHeight); \
  253. \
  254. gl_Position = vec4(tfrmdX, tfrmdY, 0, 1); \
  255. color0 = cm_color0; \
  256. }";
  257. String psCode = "#version 400\n \
  258. \
  259. in vec4 color0; \
  260. out vec4 fragColor; \
  261. \
  262. void main() \
  263. { \
  264. fragColor = color0; \
  265. }";
  266. HGpuProgram vsProgram = GpuProgram::create(vsCode, "vs_main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  267. HGpuProgram psProgram = GpuProgram::create(psCode, "ps_main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  268. vsProgram.synchronize();
  269. psProgram.synchronize();
  270. mDebugDraw2DScreenSpaceShader = Shader::create("DebugDraw2DScreenSpaceShader");
  271. mDebugDraw2DScreenSpaceShader->addParameter("invViewportWidth", "invViewportWidth", GPDT_FLOAT1);
  272. mDebugDraw2DScreenSpaceShader->addParameter("invViewportHeight", "invViewportHeight", GPDT_FLOAT1);
  273. TechniquePtr newTechnique = mDebugDraw2DScreenSpaceShader->addTechnique("GLRenderSystem", RendererManager::getCoreRendererName());
  274. PassPtr newPass = newTechnique->addPass();
  275. newPass->setVertexProgram(vsProgram);
  276. newPass->setFragmentProgram(psProgram);
  277. BLEND_STATE_DESC desc;
  278. desc.renderTargetDesc[0].blendEnable = true;
  279. desc.renderTargetDesc[0].srcBlend = BF_SOURCE_ALPHA;
  280. desc.renderTargetDesc[0].dstBlend = BF_INV_SOURCE_ALPHA;
  281. desc.renderTargetDesc[0].blendOp = BO_ADD;
  282. HBlendState blendState = BlendState::create(desc);
  283. newPass->setBlendState(blendState);
  284. DEPTH_STENCIL_STATE_DESC depthStateDesc;
  285. depthStateDesc.depthReadEnable = false;
  286. depthStateDesc.depthWriteEnable = false;
  287. HDepthStencilState depthState = DepthStencilState::create(depthStateDesc);
  288. newPass->setDepthStencilState(depthState);
  289. }
  290. void GLBuiltinMaterialFactory::initDebugDraw3DShader()
  291. {
  292. String vsCode = "#version 400\n \
  293. \
  294. uniform mat4 matViewProj; \
  295. \
  296. in vec3 cm_position; \
  297. in vec4 cm_color0; \
  298. out vec4 color0; \
  299. \
  300. void main() \
  301. { \
  302. gl_Position = matViewProj * vec4(cm_position.xyz, 1); \
  303. color0 = cm_color0; \
  304. }";
  305. String psCode = "#version 400\n \
  306. \
  307. in vec4 color0; \
  308. out vec4 fragColor; \
  309. \
  310. void main() \
  311. { \
  312. fragColor = color0; \
  313. }";
  314. HGpuProgram vsProgram = GpuProgram::create(vsCode, "vs_main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  315. HGpuProgram psProgram = GpuProgram::create(psCode, "ps_main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  316. vsProgram.synchronize();
  317. psProgram.synchronize();
  318. mDebugDraw3DShader = Shader::create("DebugDraw3DShader");
  319. mDebugDraw3DShader->addParameter("matViewProj", "matViewProj", GPDT_MATRIX_4X4);
  320. TechniquePtr newTechnique = mDebugDraw3DShader->addTechnique("GLRenderSystem", RendererManager::getCoreRendererName());
  321. PassPtr newPass = newTechnique->addPass();
  322. newPass->setVertexProgram(vsProgram);
  323. newPass->setFragmentProgram(psProgram);
  324. BLEND_STATE_DESC desc;
  325. desc.renderTargetDesc[0].blendEnable = true;
  326. desc.renderTargetDesc[0].srcBlend = BF_SOURCE_ALPHA;
  327. desc.renderTargetDesc[0].dstBlend = BF_INV_SOURCE_ALPHA;
  328. desc.renderTargetDesc[0].blendOp = BO_ADD;
  329. HBlendState blendState = BlendState::create(desc);
  330. newPass->setBlendState(blendState);
  331. }
  332. void GLBuiltinMaterialFactory::initDockDropOverlayShader()
  333. {
  334. String vsCode = "#version 400\n \
  335. \
  336. uniform float invViewportWidth; \
  337. uniform float invViewportHeight; \
  338. \
  339. uniform vec4 tintColor; \
  340. uniform vec4 highlightColor; \
  341. uniform vec4 highlightActive; \
  342. \
  343. in vec2 cm_position; \
  344. in vec4 cm_color0; \
  345. out vec4 color0; \
  346. \
  347. void main() \
  348. { \
  349. float tfrmdX = -1.0f + (cm_position.x * invViewportWidth); \
  350. float tfrmdY = 1.0f - (cm_position.y * invViewportHeight); \
  351. \
  352. gl_Position = vec4(tfrmdX, tfrmdY, 0, 1); \
  353. \
  354. vec4 highlight = highlightActive * cm_color0; \
  355. float highlightSum = highlight.x + highlight.y + \
  356. highlight.z + highlight.w; \
  357. \
  358. color0 = (1.0f - highlightSum) * tintColor + \
  359. highlightSum * highlightColor; \
  360. }";
  361. String psCode = "#version 400\n \
  362. \
  363. in vec4 color0; \
  364. out vec4 fragColor; \
  365. \
  366. void main() \
  367. { \
  368. fragColor = color0; \
  369. }";
  370. HGpuProgram vsProgram = GpuProgram::create(vsCode, "vs_main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  371. HGpuProgram psProgram = GpuProgram::create(psCode, "ps_main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  372. vsProgram.synchronize();
  373. psProgram.synchronize();
  374. mDockDropOverlayShader = Shader::create("DockDropOverlayShader");
  375. mDockDropOverlayShader->addParameter("invViewportWidth", "invViewportWidth", GPDT_FLOAT1);
  376. mDockDropOverlayShader->addParameter("invViewportHeight", "invViewportHeight", GPDT_FLOAT1);
  377. mDockDropOverlayShader->addParameter("tintColor", "tintColor", GPDT_FLOAT4);
  378. mDockDropOverlayShader->addParameter("highlightColor", "highlightColor", GPDT_FLOAT4);
  379. mDockDropOverlayShader->addParameter("highlightActive", "highlightActive", GPDT_FLOAT4);
  380. TechniquePtr newTechnique = mDockDropOverlayShader->addTechnique("GLRenderSystem", RendererManager::getCoreRendererName());
  381. PassPtr newPass = newTechnique->addPass();
  382. newPass->setVertexProgram(vsProgram);
  383. newPass->setFragmentProgram(psProgram);
  384. BLEND_STATE_DESC desc;
  385. desc.renderTargetDesc[0].blendEnable = true;
  386. desc.renderTargetDesc[0].srcBlend = BF_SOURCE_ALPHA;
  387. desc.renderTargetDesc[0].dstBlend = BF_INV_SOURCE_ALPHA;
  388. desc.renderTargetDesc[0].blendOp = BO_ADD;
  389. HBlendState blendState = BlendState::create(desc);
  390. newPass->setBlendState(blendState);
  391. DEPTH_STENCIL_STATE_DESC depthStateDesc;
  392. depthStateDesc.depthReadEnable = false;
  393. depthStateDesc.depthWriteEnable = false;
  394. HDepthStencilState depthState = DepthStencilState::create(depthStateDesc);
  395. newPass->setDepthStencilState(depthState);
  396. }
  397. }