Material.cpp 12 KB

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  1. #include <cstring>
  2. #include "Material.h"
  3. #include "Resource.h"
  4. #include "Scanner.h"
  5. #include "Parser.h"
  6. #include "Texture.h"
  7. #include "ShaderProg.h"
  8. #include "App.h"
  9. #include "MainRenderer.h"
  10. #include "RsrcMngr.h"
  11. /// Customized @ref ERROR used in @ref Material class
  12. #define MTL_ERROR(x) ERROR("Material (" << getRsrcPath() << getRsrcName() << "): " << x);
  13. //======================================================================================================================
  14. // Statics =
  15. //======================================================================================================================
  16. Material::StdVarInfo Material::stdAttribVarInfos[SAV_NUM] =
  17. {
  18. {"position", GL_FLOAT_VEC3},
  19. {"tangent", GL_FLOAT_VEC4},
  20. {"normal", GL_FLOAT_VEC3},
  21. {"texCoords", GL_FLOAT_VEC2},
  22. {"vertWeightBonesNum", GL_FLOAT},
  23. {"vertWeightBoneIds", GL_FLOAT_VEC4},
  24. {"vertWeightWeights", GL_FLOAT_VEC4}
  25. };
  26. Material::StdVarInfo Material::stdUniVarInfos[SUV_NUM] =
  27. {
  28. {"skinningRotations", GL_FLOAT_MAT3},
  29. {"skinningTranslations", GL_FLOAT_VEC3},
  30. {"modelMat", GL_FLOAT_MAT4},
  31. {"viewMat", GL_FLOAT_MAT4},
  32. {"projectionMat", GL_FLOAT_MAT4},
  33. {"modelViewMat", GL_FLOAT_MAT4},
  34. {"ViewProjectionMat", GL_FLOAT_MAT4},
  35. {"normalMat", GL_FLOAT_MAT3},
  36. {"modelViewProjectionMat", GL_FLOAT_MAT4},
  37. {"msNormalFai", GL_SAMPLER_2D},
  38. {"msDiffuseFai", GL_SAMPLER_2D},
  39. {"msSpecularFai", GL_SAMPLER_2D},
  40. {"msDepthFai", GL_SAMPLER_2D},
  41. {"isFai", GL_SAMPLER_2D},
  42. {"ppsPrePassFai", GL_SAMPLER_2D},
  43. {"ppsPostPassFai", GL_SAMPLER_2D},
  44. {"rendererSize", GL_FLOAT_VEC2},
  45. {"sceneAmbientColor", GL_FLOAT_VEC3}
  46. };
  47. //======================================================================================================================
  48. // Blending stuff =
  49. //======================================================================================================================
  50. struct BlendParam
  51. {
  52. int glEnum;
  53. const char* str;
  54. };
  55. static BlendParam blendingParams[] =
  56. {
  57. {GL_ZERO, "GL_ZERO"},
  58. {GL_ONE, "GL_ONE"},
  59. {GL_DST_COLOR, "GL_DST_COLOR"},
  60. {GL_ONE_MINUS_DST_COLOR, "GL_ONE_MINUS_DST_COLOR"},
  61. {GL_SRC_ALPHA, "GL_SRC_ALPHA"},
  62. {GL_ONE_MINUS_SRC_ALPHA, "GL_ONE_MINUS_SRC_ALPHA"},
  63. {GL_DST_ALPHA, "GL_DST_ALPHA"},
  64. {GL_ONE_MINUS_DST_ALPHA, "GL_ONE_MINUS_DST_ALPHA"},
  65. {GL_SRC_ALPHA_SATURATE, "GL_SRC_ALPHA_SATURATE"},
  66. {GL_SRC_COLOR, "GL_SRC_COLOR"},
  67. {GL_ONE_MINUS_SRC_COLOR, "GL_ONE_MINUS_SRC_COLOR"}
  68. };
  69. const int BLEND_PARAMS_NUM = 11;
  70. static bool searchBlendEnum(const char* str, int& gl_enum)
  71. {
  72. for(int i=0; i<BLEND_PARAMS_NUM; i++)
  73. {
  74. if(!strcmp(blendingParams[i].str, str))
  75. {
  76. gl_enum = blendingParams[i].glEnum;
  77. return true;
  78. }
  79. }
  80. return false;
  81. }
  82. //======================================================================================================================
  83. // load =
  84. //======================================================================================================================
  85. bool Material::load(const char* filename)
  86. {
  87. Scanner scanner;
  88. if(!scanner.loadFile(filename)) return false;
  89. const Scanner::Token* token;
  90. do
  91. {
  92. token = &scanner.getNextToken();
  93. //** SHADER_PROG **
  94. if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "SHADER_PROG"))
  95. {
  96. if(shaderProg.get())
  97. ERROR("Shader program already loaded");
  98. token = &scanner.getNextToken();
  99. if(token->getCode() != Scanner::TC_STRING)
  100. {
  101. PARSE_ERR_EXPECTED("string");
  102. return false;
  103. }
  104. shaderProg.loadRsrc(token->getValue().getString());
  105. }
  106. //** DEPTH_MATERIAL **
  107. else if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "DEPTH_PASS_MATERIAL"))
  108. {
  109. if(dpMtl.get())
  110. ERROR("Depth material already loaded");
  111. token = &scanner.getNextToken();
  112. if(token->getCode() != Scanner::TC_STRING)
  113. {
  114. PARSE_ERR_EXPECTED("string");
  115. return false;
  116. }
  117. dpMtl.loadRsrc(token->getValue().getString());
  118. }
  119. //** BLENDS **
  120. else if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "BLENDS"))
  121. {
  122. token = &scanner.getNextToken();
  123. if(token->getCode() != Scanner::TC_NUMBER)
  124. {
  125. PARSE_ERR_EXPECTED("number");
  126. return false;
  127. }
  128. blends = token->getValue().getInt();
  129. }
  130. //** BLENDING_SFACTOR **
  131. else if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "BLENDING_SFACTOR"))
  132. {
  133. token = &scanner.getNextToken();
  134. if(token->getCode() != Scanner::TC_IDENTIFIER)
  135. {
  136. PARSE_ERR_EXPECTED("identifier");
  137. return false;
  138. }
  139. int gl_enum;
  140. if(!searchBlendEnum(token->getValue().getString(), gl_enum))
  141. {
  142. PARSE_ERR("Incorrect blending factor \"" << token->getValue().getString() << "\"");
  143. return false;
  144. }
  145. blendingSfactor = gl_enum;
  146. }
  147. //** BLENDING_DFACTOR **
  148. else if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "BLENDING_DFACTOR"))
  149. {
  150. token = &scanner.getNextToken();
  151. if(token->getCode() != Scanner::TC_IDENTIFIER)
  152. {
  153. PARSE_ERR_EXPECTED("identifier");
  154. return false;
  155. }
  156. int gl_enum;
  157. if(!searchBlendEnum(token->getValue().getString(), gl_enum))
  158. {
  159. PARSE_ERR("Incorrect blending factor \"" << token->getValue().getString() << "\"");
  160. return false;
  161. }
  162. blendingDfactor = gl_enum;
  163. }
  164. //** DEPTH_TESTING **
  165. else if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "DEPTH_TESTING"))
  166. {
  167. token = &scanner.getNextToken();
  168. if(token->getCode() != Scanner::TC_NUMBER)
  169. {
  170. PARSE_ERR_EXPECTED("number");
  171. return false;
  172. }
  173. depthTesting = token->getValue().getInt();
  174. }
  175. //** WIREFRAME **
  176. else if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "WIREFRAME"))
  177. {
  178. token = &scanner.getNextToken();
  179. if(token->getCode() != Scanner::TC_NUMBER)
  180. {
  181. PARSE_ERR_EXPECTED("number");
  182. return false;
  183. }
  184. wireframe = token->getValue().getInt();
  185. }
  186. //** CASTS_SHADOW **
  187. else if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "CASTS_SHADOW"))
  188. {
  189. token = &scanner.getNextToken();
  190. if(token->getCode() != Scanner::TC_NUMBER)
  191. {
  192. PARSE_ERR_EXPECTED("number");
  193. return false;
  194. }
  195. castsShadow = token->getValue().getInt();
  196. }
  197. //** USER_DEFINED_VARS **
  198. else if(token->getCode() == Scanner::TC_IDENTIFIER && !strcmp(token->getValue().getString(), "USER_DEFINED_VARS"))
  199. {
  200. // first check if the shader is defined
  201. if(shaderProg.get() == NULL)
  202. {
  203. PARSE_ERR("You have to define the shader program before the user defined vars");
  204. return false;
  205. }
  206. // read {
  207. token = &scanner.getNextToken();
  208. if(token->getCode() != Scanner::TC_LBRACKET)
  209. {
  210. PARSE_ERR_EXPECTED("{");
  211. return false;
  212. }
  213. // loop all the vars
  214. do
  215. {
  216. // read the name
  217. token = &scanner.getNextToken();
  218. if(token->getCode() == Scanner::TC_RBRACKET) break;
  219. if(token->getCode() != Scanner::TC_IDENTIFIER)
  220. {
  221. PARSE_ERR_EXPECTED("identifier");
  222. return false;
  223. }
  224. string varName;
  225. varName = token->getValue().getString();
  226. userDefinedVars.push_back(new UserDefinedUniVar); // create new var
  227. UserDefinedUniVar& var = userDefinedVars.back();
  228. // check if the uniform exists
  229. if(!shaderProg->uniVarExists(varName.c_str()))
  230. {
  231. PARSE_ERR("The variable \"" << varName << "\" is not an active uniform");
  232. return false;
  233. }
  234. var.sProgVar = shaderProg->findUniVar(varName.c_str());
  235. // read the values
  236. switch(var.sProgVar->getGlDataType())
  237. {
  238. // texture
  239. case GL_SAMPLER_2D:
  240. token = &scanner.getNextToken();
  241. if(token->getCode() == Scanner::TC_STRING)
  242. {
  243. var.value.texture.loadRsrc(token->getValue().getString());
  244. if(var.value.texture.get() == NULL)
  245. return false;
  246. }
  247. else
  248. {
  249. PARSE_ERR_EXPECTED("string");
  250. return false;
  251. }
  252. break;
  253. // float
  254. case GL_FLOAT:
  255. token = &scanner.getNextToken();
  256. if(token->getCode() == Scanner::TC_NUMBER && token->getDataType() == Scanner::DT_FLOAT)
  257. {
  258. var.value.float_ = token->getValue().getFloat();
  259. }
  260. else
  261. {
  262. PARSE_ERR_EXPECTED("float");
  263. return false;
  264. }
  265. break;
  266. // vec2
  267. case GL_FLOAT_VEC2:
  268. if(!Parser::parseArrOfNumbers<float>(scanner, true, true, 2, &var.value.vec2[0]))
  269. return false;
  270. break;
  271. // vec3
  272. case GL_FLOAT_VEC3:
  273. if(!Parser::parseArrOfNumbers<float>(scanner, true, true, 3, &var.value.vec3[0]))
  274. return false;
  275. break;
  276. // vec4
  277. case GL_FLOAT_VEC4:
  278. if(!Parser::parseArrOfNumbers<float>(scanner, true, true, 4, &var.value.vec4[0]))
  279. return false;
  280. break;
  281. };
  282. }while(true); // end loop for all the vars
  283. }
  284. // end of file
  285. else if(token->getCode() == Scanner::TC_EOF)
  286. {
  287. break;
  288. }
  289. // other crap
  290. else
  291. {
  292. PARSE_ERR_UNEXPECTED();
  293. return false;
  294. }
  295. }while(true);
  296. return initStdShaderVars();
  297. }
  298. //======================================================================================================================
  299. // initStdShaderVars =
  300. //======================================================================================================================
  301. bool Material::initStdShaderVars()
  302. {
  303. // sanity checks
  304. if(!shaderProg.get())
  305. {
  306. MTL_ERROR("Without shader is like cake without sugar (missing SHADER_PROG)");
  307. return false;
  308. }
  309. // the attributes
  310. for(uint i=0; i<SAV_NUM; i++)
  311. {
  312. // if the var is not in the sProg then... bye
  313. if(!shaderProg->attribVarExists(stdAttribVarInfos[i].varName))
  314. {
  315. stdAttribVars[i] = NULL;
  316. continue;
  317. }
  318. // set the std var
  319. stdAttribVars[i] = shaderProg->findAttribVar(stdAttribVarInfos[i].varName);
  320. // check if the shader has different GL data type from that it suppose to have
  321. if(stdAttribVars[i]->getGlDataType() != stdAttribVarInfos[i].dataType)
  322. {
  323. MTL_ERROR("The \"" << stdAttribVarInfos[i].varName <<
  324. "\" attribute var has incorrect GL data type from the expected (0x" << hex <<
  325. stdAttribVars[i]->getGlDataType() << ")");
  326. return false;
  327. }
  328. }
  329. // the uniforms
  330. for(uint i=0; i<SUV_NUM; i++)
  331. {
  332. // if the var is not in the sProg then... bye
  333. if(!shaderProg->uniVarExists(stdUniVarInfos[i].varName))
  334. {
  335. stdUniVars[i] = NULL;
  336. continue;
  337. }
  338. // set the std var
  339. stdUniVars[i] = shaderProg->findUniVar(stdUniVarInfos[i].varName);
  340. // check if the shader has different GL data type from that it suppose to have
  341. if(stdUniVars[i]->getGlDataType() != stdUniVarInfos[i].dataType)
  342. {
  343. MTL_ERROR("The \"" << stdUniVarInfos[i].varName <<
  344. "\" uniform var has incorrect GL data type from the expected (0x" << hex <<
  345. stdUniVars[i]->getGlDataType() << ")");
  346. return false;
  347. }
  348. }
  349. return true;
  350. }
  351. //======================================================================================================================
  352. // Constructor =
  353. //======================================================================================================================
  354. Material::Material():
  355. Resource(RT_MATERIAL)
  356. {
  357. blends = false;
  358. blendingSfactor = GL_ONE;
  359. blendingDfactor = GL_ZERO;
  360. depthTesting = true;
  361. wireframe = false;
  362. castsShadow = true;
  363. }