mirror of
https://github.com/Almamu/linux-wallpaperengine.git
synced 2025-09-14 13:56:48 +08:00
- removed duplicated list of variables and unified under the new way of registering uniforms, simplifying required code
- removed commented out code on CPass as there's already almost equivalent code working Signed-off-by: Alexis Maiquez <almamu@almamu.com>
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7613bf254a
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eb29078cfe
@ -6,3 +6,8 @@ CShaderConstant::CShaderConstant (std::string type) :
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m_type (std::move(type))
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{
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}
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const std::string& CShaderConstant::getType () const
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{
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return this->m_type;
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}
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@ -13,6 +13,7 @@ namespace WallpaperEngine::Core::Objects::Effects::Constants
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template<class T> T* as () { assert (is <T> ()); return (T*) this; }
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template<class T> bool is () { return this->m_type == T::Type; }
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const std::string& getType () const;
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private:
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std::string m_type;
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@ -90,66 +90,6 @@ void CPass::render (GLuint drawTo, GLuint input)
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}
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}
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// now bind variables needed
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{
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auto cur = this->m_variables.begin ();
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auto end = this->m_variables.end ();
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for (; cur != end; cur ++)
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{
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#ifdef DEBUG
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std::cout << "(" << (*cur).second->getIdentifierName() << ") - " << (*cur).second->getName () << " = ";
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#endif /* DEBUG */
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if ((*cur).second->is <CShaderVariableInteger> () == true)
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{
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GLint value = *static_cast <const int32_t*> ((*cur).second->getValue ());
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#ifdef DEBUG
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std::cout << value << "\n";
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#endif /* DEBUG */
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glUniform1i ((*cur).first, value);
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}
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else if ((*cur).second->is <CShaderVariableFloat> () == true)
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{
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GLfloat value = *static_cast <const float*> ((*cur).second->getValue ());
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#ifdef DEBUG
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std::cout << value << "\n";
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#endif /* DEBUG */
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glUniform1f ((*cur).first, value);
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}
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else if ((*cur).second->is <CShaderVariableVector2> () == true)
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{
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glm::vec2 value = *static_cast <const glm::vec2*> ((*cur).second-> as <CShaderVariableVector2> ()->getValue ());
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#ifdef DEBUG
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std::cout << value.x << " " << value.y << "\n";
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#endif /* DEBUG */
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glUniform2fv ((*cur).first, 1, glm::value_ptr (value));
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}
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else if ((*cur).second->is <CShaderVariableVector3> () == true)
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{
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glm::vec3 value = *static_cast <const glm::vec3*> ((*cur).second-> as <CShaderVariableVector3> ()->getValue ());
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#ifdef DEBUG
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std::cout << value.x << " " << value.y << " " << value.z << "\n";
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#endif /* DEBUG */
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glUniform3fv ((*cur).first, 1, glm::value_ptr (value));
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}
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else if ((*cur).second->is <CShaderVariableVector4> () == true)
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{
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glm::vec4 value = *static_cast <const glm::vec4*> ((*cur).second-> as <CShaderVariableVector4> ()->getValue ());
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#ifdef DEBUG
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std::cout << value.x << " " << value.y << " " << value.z << " " << value.w << "\n";
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#endif /* DEBUG */
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glUniform4fv ((*cur).first, 1, glm::value_ptr (value));
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}
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else
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{
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#ifdef DEBUG
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std::cout << "null\n";
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#endif /* DEBUG */
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}
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}
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}
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// add uniforms
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{
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auto cur = this->m_uniforms.begin ();
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@ -237,137 +177,6 @@ void CPass::render (GLuint drawTo, GLuint input)
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glDisableVertexAttribArray (this->a_TexCoord);
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}
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/*
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void CPass::OnSetConstants (irr::video::IMaterialRendererServices *services, int32_t userData)
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{
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// TODO: REWRITE
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const Core::Objects::CImage* image = this->m_material->getImage ()->getImage ();
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irr::video::IVideoDriver* driver = services->getVideoDriver ();
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irr::core::matrix4 worldViewProj;
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worldViewProj = driver->getTransform (irr::video::ETS_PROJECTION);
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worldViewProj *= driver->getTransform (irr::video::ETS_VIEW);
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worldViewProj *= driver->getTransform (irr::video::ETS_WORLD);
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auto cur = this->m_vertShader->getParameters ().begin ();
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auto end = this->m_vertShader->getParameters ().end ();
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for (; cur != end; cur ++)
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{
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if ((*cur)->is <CShaderVariableInteger> () == true)
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{
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services->setVertexShaderConstant (
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(*cur)->getName ().c_str (),
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(irr::s32*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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else if (
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(*cur)->is <CShaderVariableFloat> () == true ||
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(*cur)->is <CShaderVariableVector2> () == true ||
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(*cur)->is <CShaderVariableVector3> () == true ||
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(*cur)->is <CShaderVariableVector4> () == true)
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{
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services->setVertexShaderConstant (
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(*cur)->getName ().c_str (),
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(float*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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}
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cur = this->m_fragShader->getParameters ().begin ();
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end = this->m_fragShader->getParameters ().end ();
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for (; cur != end; cur ++)
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{
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if ((*cur)->is <CShaderVariableInteger> () == true)
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{
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services->setPixelShaderConstant (
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(*cur)->getName ().c_str (),
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(irr::s32*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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else if (
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(*cur)->is <CShaderVariableFloat> () == true ||
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(*cur)->is <CShaderVariableVector2> () == true ||
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(*cur)->is <CShaderVariableVector3> () == true ||
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(*cur)->is <CShaderVariableVector4> () == true)
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{
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services->setPixelShaderConstant (
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(*cur)->getName ().c_str (),
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(float*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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}
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cur = this->m_context->getShaderVariables ().begin ();
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end = this->m_context->getShaderVariables ().end ();
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for (; cur != end; cur ++)
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{
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if ((*cur)->is <CShaderVariableFloatPointer> () == true)
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{
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services->setPixelShaderConstant (
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(*cur)->getName ().c_str (),
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(float*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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services->setVertexShaderConstant (
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(*cur)->getName ().c_str (),
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(float*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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}
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services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
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auto textureCur = this->m_textures.begin ();
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auto textureEnd = this->m_textures.end ();
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char resolution [22];
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char sampler [12];
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char rotation [20];
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char translation [23];
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float textureRotation [4] = { image->getAngles ().X, image->getAngles ().Y, image->getAngles ().Z, image->getAngles ().Z };
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for (int index = 0; textureCur != textureEnd; textureCur ++, index ++)
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{
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// TODO: CHECK THESE VALUES, DOCUMENTATION SAYS THAT FIRST TWO ELEMENTS SHOULD BE WIDTH AND HEIGHT
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// TODO: BUT IN REALITY THEY DO NOT SEEM TO BE THAT, NOT HAVING SUPPORT FOR ATTRIBUTES DOESN'T HELP EITHER
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float textureResolution [4] = {
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1.0, -1.0, 1.0, 1.0
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};
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float textureTranslation [2] = {
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0, 0
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};
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sprintf (resolution, "g_Texture%dResolution", index);
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sprintf (sampler, "g_Texture%d", index);
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sprintf (rotation, "g_Texture%dRotation", index);
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sprintf (translation, "g_Texture%dTranslation", index);
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services->setVertexShaderConstant (resolution, textureResolution, 4);
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services->setPixelShaderConstant (resolution, textureResolution, 4);
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services->setVertexShaderConstant (sampler, &index, 1);
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services->setPixelShaderConstant (sampler, &index, 1);
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services->setVertexShaderConstant (rotation, textureRotation, 4);
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services->setPixelShaderConstant (rotation, textureRotation, 4);
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services->setVertexShaderConstant (translation, textureTranslation, 2);
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services->setPixelShaderConstant (translation, textureTranslation, 2);
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}
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// set variables for time
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services->setVertexShaderConstant ("g_Time", &g_Time, 1);
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services->setPixelShaderConstant ("g_Time", &g_Time, 1);
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}
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*/
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GLuint CPass::compileShader (Render::Shaders::Compiler* shader, GLuint type)
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{
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// reserve shaders in OpenGL
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@ -560,51 +369,31 @@ void CPass::setupShaderVariables ()
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CShaderVariable* vertexVar = this->m_vertShader->findParameter ((*cur).first);
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CShaderVariable* pixelVar = this->m_fragShader->findParameter ((*cur).first);
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if (pixelVar)
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// variable not found, can be ignored
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if (vertexVar == nullptr && pixelVar == nullptr)
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continue;
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// if both can be found, ensure they're the correct type
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if (vertexVar != nullptr && pixelVar != nullptr)
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{
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if (pixelVar->is <CShaderVariableFloat> () && (*cur).second->is <CShaderConstantFloat> ())
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{
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pixelVar->as <CShaderVariableFloat> ()->setValue (*(*cur).second->as <CShaderConstantFloat> ()->getValue ());
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}
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else if (pixelVar->is <CShaderVariableInteger> () && (*cur).second->is <CShaderConstantInteger> ())
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{
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pixelVar->as <CShaderVariableInteger> ()->setValue (*(*cur).second->as <CShaderConstantInteger> ()->getValue ());
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}
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else if (pixelVar->is <CShaderVariableVector3> () && (*cur).second->is <CShaderConstantVector3> ())
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{
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pixelVar->as <CShaderVariableVector3> ()->setValue (*(*cur).second->as <CShaderConstantVector3> ()->getValue ());
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if (vertexVar->getType () != pixelVar->getType ())
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throw std::runtime_error ("Pixel and vertex shader variable types do not match");
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}
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// get the uniform first
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GLint uniform = glGetUniformLocation (this->m_programID, pixelVar->getName ().c_str ());
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// get one instance of it
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CShaderVariable* var = vertexVar == nullptr ? pixelVar : vertexVar;
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if (uniform != -1)
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// register the variable
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this->m_variables.insert (std::make_pair (uniform, pixelVar));
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}
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// ensure the shader's and the constant are of the same type
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if ((*cur).second->getType () != var->getType ())
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throw std::runtime_error ("Constant and pixel/vertex variable are not of the same type");
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if (vertexVar)
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{
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if (vertexVar->is <CShaderVariableFloat> () && (*cur).second->is <CShaderConstantFloat> ())
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{
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vertexVar->as <CShaderVariableFloat> ()->setValue (*(*cur).second->as <CShaderConstantFloat> ()->getValue ());
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}
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else if (vertexVar->is <CShaderVariableInteger> () && (*cur).second->is <CShaderConstantInteger> ())
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{
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vertexVar->as <CShaderVariableInteger> ()->setValue (*(*cur).second->as <CShaderConstantInteger> ()->getValue ());
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}
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else if (vertexVar->is <CShaderVariableVector3> () && (*cur).second->is <CShaderConstantVector3> ())
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{
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vertexVar->as <CShaderVariableVector3> ()->setValue (*(*cur).second->as <CShaderConstantVector3> ()->getValue ());
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}
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// get the uniform first
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GLint uniform = glGetUniformLocation (this->m_programID, vertexVar->getName ().c_str ());
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if (uniform != -1)
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// register the variable
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this->m_variables.insert (std::make_pair (uniform, vertexVar));
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}
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// now determine the constant's type and register the correct uniform for it
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if ((*cur).second->is <CShaderConstantFloat> ())
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this->addUniform (var->getName (), (*cur).second->as <CShaderConstantFloat> ()->getValue ());
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else if ((*cur).second->is <CShaderConstantInteger> ())
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this->addUniform (var->getName (), (*cur).second->as <CShaderConstantInteger> ()->getValue ());
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else if ((*cur).second->is <CShaderConstantVector3> ())
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this->addUniform (var->getName (), (*cur).second->as <CShaderConstantVector3> ()->getValue ());
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}
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}
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@ -71,7 +71,6 @@ namespace WallpaperEngine::Render::Objects::Effects
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CMaterial* m_material;
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Core::Objects::Images::Materials::CPass* m_pass;
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std::vector<CTexture*> m_textures;
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std::map<GLint,CShaderVariable*> m_variables;
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std::map<GLint,CShaderVariable*> m_attribs;
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std::vector<UniformEntry*> m_uniforms;
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glm::mat4 m_modelViewProjectionMatrix;
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@ -35,6 +35,11 @@ const std::string& CShaderVariable::getName () const
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return this->m_name;
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}
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const std::string& CShaderVariable::getType () const
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{
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return this->m_type;
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}
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void CShaderVariable::setIdentifierName (std::string identifierName)
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{
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this->m_identifierName = std::move(identifierName);
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@ -16,6 +16,7 @@ namespace WallpaperEngine::Render::Shaders::Variables
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const std::string& getIdentifierName () const;
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const std::string& getName () const;
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const std::string& getType () const;
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void setIdentifierName (std::string identifierName);
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void setName (std::string name);
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