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assetshader.cpp
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393 lines (327 loc) · 9.69 KB
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#include "assetshader.h"
AssetShader::AssetShader() :
m_program_handle(nullptr)
{
SetS("_type", "assetshader");
time.start();
}
void AssetShader::SetSrc(const QString & base, const QString & src, const QString & vertex_src)
{
Asset::SetSrc(base, src);
vertex_src_url_str = vertex_src;
if (!vertex_src.isEmpty()) {
vertex_src_url = QUrl(GetS("_base_url")).resolved(vertex_src);
}
// qDebug() << "AssetShader::SetSrc" << this << GetS("_src_url") << vertex_src_url;
}
void AssetShader::Load()
{
// qDebug() << "AssetShader::Load()" << this << GetS("_src_url");
if (!GetS("_src_url").isEmpty()) {
WebAsset::Load(QUrl(GetS("_src_url")));
}
else {
SetLoaded(true);
}
if (vertex_src_url_str.length() > 0) {
auto vertex_src_url_string = vertex_src_url.toString();
vertex_webasset.Load(vertex_src_url);
}
else {
vertex_webasset.SetLoaded(true);
}
}
void AssetShader::Unload()
{
WebAsset::Unload();
vertex_webasset.Unload();
m_program_handle.reset();
}
QString AssetShader::GetVertexURL() const
{
return vertex_src_url_str;
}
QString AssetShader::GetVertexFullURL() const
{
return vertex_src_url.toString();
}
bool AssetShader::GetLoaded() const
{
return WebAsset::GetLoaded() && vertex_webasset.GetLoaded();
}
bool AssetShader::GetFinished() const
{
return WebAsset::GetLoaded() && vertex_webasset.GetLoaded();
}
bool AssetShader::GetCompiled()
{
CompileShaderProgram();
return (m_program_handle.get() != nullptr);
}
bool AssetShader::GetCompiledNoCompile() const
{
return (m_program_handle.get() != nullptr);
}
void AssetShader::CompileShaderProgram()
{
if (!GetLoaded() || !vertex_webasset.GetLoaded() || GetCompiledNoCompile()) {
return;
}
// qDebug() << "AssetShader::CompileShaderProgram()" << this;
const QByteArray src_bytearray = GetData();
QByteArray * fragment_data = new QByteArray();
if (src_bytearray.size() != 0) {
*fragment_data = QByteArray(src_bytearray.data());
}
const QByteArray vertex_src_bytearray = vertex_webasset.GetData();
QByteArray * vertex_data = new QByteArray();
if (vertex_src_bytearray.size() != 0) {
*vertex_data = QByteArray(vertex_src_bytearray.data());
}
m_program_handle = RendererInterface::m_pimpl->CompileAndLinkShaderProgram(vertex_data, vertex_src_url_str, fragment_data, GetS("_src_url"));
}
void AssetShader::SetProgramHandle(std::shared_ptr<ProgramHandle> p_shader_program)
{
m_program_handle = p_shader_program;
}
ProgramHandle* AssetShader::GetProgramHandle()
{
if (!GetCompiled())
{
CompileShaderProgram();
}
return m_program_handle.get();
}
AbstractRenderComandShaderData AssetShader::GetARCData()
{
return AbstractRenderComandShaderData(GetProgramHandle(), mFrame, mRoom, mObject, mMaterial);
}
void AssetShader::SetRenderLeftEye(const bool b)
{
mFrame.iLeftEye.setX(b ? 1.0f : 0.0f);
}
void AssetShader::SetConstColour(const QVector4D & c) {
mObject.iConstColour[0] = c.x();
mObject.iConstColour[1] = c.y();
mObject.iConstColour[2] = c.z();
mObject.iConstColour[3] = c.w();
}
void AssetShader::SetChromaKeyColour(const QVector4D & c) {
mObject.iChromaKeyColour[0] = c.x();
mObject.iChromaKeyColour[1] = c.y();
mObject.iChromaKeyColour[2] = c.z();
mObject.iChromaKeyColour[3] = c.w();
}
void AssetShader::SetPlayerPosition(const QVector3D & p) {
mRoom.iPlayerPosition = p;
mRoom.iPlayerPosition.setW(1.0f);
}
void AssetShader::SetUseTextureAll(const bool b, const bool isHdr, const bool isFlipped)
{
for (unsigned int i=0; i<ASSETSHADER_NUM_TEXTURES; ++i) {
mMaterial.iUseTexture[i] = isHdr ? (b ? 2 : 0) : (b ? 1 : 0);
if (b && isFlipped) {
mMaterial.iUseTexture[i] += 2;
}
}
}
void AssetShader::SetUseTexture(const int index, const bool b, const bool isHdr, const bool isFlipped)
{
mMaterial.iUseTexture[index] = isHdr ? (b ? 2 : 0) : (b ? 1 : 0);
if (b && isFlipped) {
mMaterial.iUseTexture[index] += 2;
}
}
void AssetShader::SetUseCubeTextureAll(const bool b)
{
const unsigned int total_tex = ASSETSHADER_NUM_TEXTURES+ASSETSHADER_NUM_CUBEMAPS;
for (unsigned int i=ASSETSHADER_NUM_TEXTURES; i<total_tex; ++i) {
mMaterial.iUseTexture[i] = b ? 1 : 0;
}
}
void AssetShader::SetUseCubeTexture0(const bool b)
{
mMaterial.iUseTexture[ASSETSHADER_NUM_TEXTURES + 0] = b ? 1 : 0;
}
void AssetShader::SetUseCubeTexture1(const bool b)
{
mMaterial.iUseTexture[ASSETSHADER_NUM_TEXTURES + 1] = b ? 1 : 0;
}
void AssetShader::SetUseCubeTexture2(const bool b)
{
mMaterial.iUseTexture[ASSETSHADER_NUM_TEXTURES + 2] = b ? 1 : 0;
}
void AssetShader::SetUseClipPlane(const bool b)
{
mRoom.iUseClipPlane.setX(b ? 1 : 0);
}
bool AssetShader::GetUseClipPlane()
{
return mRoom.iUseClipPlane.x() > 0.5f;
}
void AssetShader::SetClipPlane(const QVector4D & v)
{
mRoom.iClipPlane = v;
}
void AssetShader::SetUseLighting(const bool b)
{
mObject.iUseFlags[1] = (b ? 1.0f : 0.0f);
}
bool AssetShader::GetUseLighting() const
{
return (mObject.iUseFlags[1] == 1.0f);
}
void AssetShader::UpdateFrameUniforms()
{
const float s = time.elapsed() * 0.001f;
mFrame.iMouse = QVector4D(0,0,0,0); //TODO
mFrame.iResolution = QVector4D(static_cast<float>(RendererInterface::m_pimpl->GetWindowWidth()), static_cast<float>(RendererInterface::m_pimpl->GetWindowHeight()), 0.0f, 0.0f);
mFrame.iGlobalTime = QVector4D(s, s, s, s);
}
void AssetShader::UpdateFrameUniforms(const AssetShader_Frame& p_frame_uniforms)
{
mFrame = p_frame_uniforms;
}
void AssetShader::UpdateRoomUniforms(const AssetShader_Room& p_room_uniforms)
{
mRoom = p_room_uniforms;
}
void AssetShader::UpdateObjectUniforms(const AssetShader_Object& p_object_uniforms)
{
mObject = p_object_uniforms;
}
void AssetShader::UpdateMaterialUniforms(const AssetShader_Material& p_material_uniforms)
{
mMaterial = p_material_uniforms;
}
AssetShader_Frame AssetShader::GetFrameUniforms()
{
return mFrame;
}
AssetShader_Room AssetShader::GetRoomUniforms()
{
// TODO: Move the room "state" to be held in a single global variable
// that can be queried for this struct rather than each shader holding
// its own copy of the uniforms. The current setup makes it hard to keep
// all shader instances in sync.
SetRoomMatrix(MathUtil::RoomMatrix());
return mRoom;
}
AssetShader_Object AssetShader::GetObjectUniforms()
{
return mObject;
}
AssetShader_Material AssetShader::GetMaterialUniforms()
{
return mMaterial;
}
void AssetShader::UpdateRoomUniforms()
{
memcpy(mRoom.iRoomMatrix, MathUtil::RoomMatrix().constData(), 16 * sizeof(float));
}
void AssetShader::UpdateObjectUniforms()
{
memcpy(mObject.iModelMatrix, MathUtil::ModelMatrix().constData(), 16 * sizeof(float));
}
void AssetShader::SetFogEnabled(const bool b)
{
mRoom.iFogEnabled.setX(int(b));
}
void AssetShader::SetFogMode(const int i)
{
mRoom.iFogMode.setX(i);
}
void AssetShader::SetFogDensity(const float f)
{
mRoom.iFogDensity.setX(f);
}
void AssetShader::SetFogStart(const float f)
{
mRoom.iFogStart.setX(f);
}
void AssetShader::SetFogEnd(const float f)
{
mRoom.iFogEnd.setX(f);
}
void AssetShader::SetFogColour(const QColor & c)
{
mRoom.iFogCol = QVector4D(c.redF(), c.greenF(), c.blueF(), c.alphaF());
}
void AssetShader::SetRoomMatrix(const QMatrix4x4 & p_iRoomMatrix)
{
memcpy(mRoom.iRoomMatrix, p_iRoomMatrix.constData(), 16*sizeof(float));
}
void AssetShader::SetDrawLayer(const int32_t p_draw_layer)
{
mObject.m_draw_layer = p_draw_layer;
}
void AssetShader::SetRoomSpacePositionAndDistance(const QVector4D p_room_space_position_and_distance)
{
mObject.m_room_space_position_and_distance = p_room_space_position_and_distance;
}
void AssetShader::SetUseSkelAnim(const bool b)
{
mObject.iUseFlags[0] = b ? 1.0f : 0.0f;
}
void AssetShader::SetSkelAnimJoints(const std::vector<QMatrix4x4> & m)
{
size_t const matrix_count = m.size();
mObject.iSkelAnimJoints.clear();
mObject.iSkelAnimJoints.resize(matrix_count * 16);
// Annoyingly QMatrix4x4 has flags in it's data members which means
// we can't just copy the entire array, we need to pick out only the matrix
// floats from each QMatrix4x4
for (size_t i = 0; i < matrix_count; i++)
{
memcpy(&(mObject.iSkelAnimJoints[i*16]), m[i].constData(), 16 * sizeof(float));
}
}
void AssetShader::SetAmbient(const QVector3D v)
{
mMaterial.iAmbient.setX(v.x());
mMaterial.iAmbient.setY(v.y());
mMaterial.iAmbient.setZ(v.z());
}
void AssetShader::SetDiffuse(const QVector3D v)
{
mMaterial.iDiffuse.setX(v.x());
mMaterial.iDiffuse.setY(v.y());
mMaterial.iDiffuse.setZ(v.z());
}
void AssetShader::SetDiffuse(const QVector4D v)
{
mMaterial.iDiffuse.setX(v.x());
mMaterial.iDiffuse.setY(v.y());
mMaterial.iDiffuse.setZ(v.z());
mMaterial.iDiffuse.setW(v.w());
}
void AssetShader::SetSpecular(const QVector3D v)
{
mMaterial.iSpecular.setX(v.x());
mMaterial.iSpecular.setY(v.y());
mMaterial.iSpecular.setZ(v.z());
}
void AssetShader::SetShininess(const float f)
{
mMaterial.iShininess.setX(f);
}
void AssetShader::SetEmission(const QVector3D v)
{
mMaterial.iEmission.setX(v.x());
mMaterial.iEmission.setY(v.y());
mMaterial.iEmission.setZ(v.z());
}
void AssetShader::SetLightmapScale(const QVector4D v)
{
mMaterial.iLightmapScale.setX(v.x());
mMaterial.iLightmapScale.setY(v.y());
mMaterial.iLightmapScale.setZ(v.z());
mMaterial.iLightmapScale.setW(v.w());
}
void AssetShader::SetTiling(const QVector4D v)
{
mMaterial.iTiling.setX(v.x());
mMaterial.iTiling.setY(v.y());
mMaterial.iTiling.setZ(v.z());
mMaterial.iTiling.setW(v.w());
}