linux-wallpaperengine/src/WallpaperEngine/Render/Objects/CImage.cpp
Alexis Maiquez 32a6a7af65 + Added parsing of shader constants for effects
~ Improved Shader Compiler parameter list to a better approach
+ Added support for one-pass effects with shaders (only first shader/pass will be applied)

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2019-09-08 21:09:19 +02:00

246 lines
12 KiB
C++

#include "CImage.h"
#include "WallpaperEngine/Render/Shaders/Compiler.h"
#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameter.h"
#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterFloat.h"
#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterInteger.h"
#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector2.h"
#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector3.h"
#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector4.h"
using namespace WallpaperEngine;
using namespace WallpaperEngine::Render::Objects;
using namespace WallpaperEngine::Render::Shaders::Parameters;
extern irr::f32 g_Time;
CImage::CImage (CScene* scene, Core::Objects::CImage* image) :
Render::CObject (scene, Type, image),
m_image (image)
{
// TODO: INITIALIZE NEEDED EFFECTS AND PROPERLY CALCULATE THESE?
irr::f32 xright = this->m_image->getOrigin ()->X;
irr::f32 xleft = -this->m_image->getOrigin ()->X;
irr::f32 ztop = this->m_image->getOrigin ()->Y;
irr::f32 zbottom = -this->m_image->getOrigin ()->Y;
irr::f32 z = this->getScene ()->getCamera ()->getEye ()->Z;
// top left
this->m_vertex [0].Pos = irr::core::vector3df (xleft, ztop, z);
// top right
this->m_vertex [1].Pos = irr::core::vector3df (xright, ztop, z);
// bottom right
this->m_vertex [2].Pos = irr::core::vector3df (xright, zbottom, z);
// bottom left
this->m_vertex [3].Pos = irr::core::vector3df (xleft, zbottom, z);
this->m_vertex [0].TCoords = irr::core::vector2df (1.0f, 0.0f);
this->m_vertex [1].TCoords = irr::core::vector2df (0.0f, 0.0f);
this->m_vertex [2].TCoords = irr::core::vector2df (0.0f, 1.0f);
this->m_vertex [3].TCoords = irr::core::vector2df (1.0f, 1.0f);
this->m_vertex [0].Color = irr::video::SColor (255, 255, 255, 255);
this->m_vertex [1].Color = irr::video::SColor (255, 255, 255, 255);
this->m_vertex [2].Color = irr::video::SColor (255, 255, 255, 255);
this->m_vertex [3].Color = irr::video::SColor (255, 255, 255, 255);
this->generateMaterial ();
this->setAutomaticCulling (irr::scene::EAC_OFF);
this->m_boundingBox = irr::core::aabbox3d<irr::f32>(0, 0, 0, 0, 0, 0);
}
void CImage::render()
{
uint16_t indices [] =
{
0, 1, 2, 3
};
irr::video::IVideoDriver* driver = SceneManager->getVideoDriver ();
driver->setMaterial (this->m_material);
driver->drawVertexPrimitiveList (
this->m_vertex, 4, indices, 1,
irr::video::EVT_STANDARD, irr::scene::EPT_QUADS, irr::video::EIT_16BIT
);
}
void CImage::generateMaterial ()
{
if (this->m_image->getMaterial ()->getPasses ()->empty () == true)
return;
// TODO: SUPPORT OBJECT EFFECTS AND MULTIPLE MATERIAL PASSES
Core::Objects::Images::Materials::CPassess* pass = *this->m_image->getMaterial ()->getPasses ()->begin ();
std::string shader = pass->getShader ();
std::vector<std::string>* textures = pass->getTextures ();
std::vector<std::string>::const_iterator cur = textures->begin ();
std::vector<std::string>::const_iterator end = textures->end ();
for (int textureNumber = 0; cur != end; cur ++, textureNumber ++)
{
// TODO: LOOK THIS UP PROPERLY
irr::io::path texturepath = std::string ("materials/" + (*cur) + ".tex").c_str ();
irr::video::ITexture* texture = this->getScene ()->getContext ()->getDevice ()->getVideoDriver ()->getTexture (texturepath);
this->m_material.setTexture (textureNumber, texture);
}
// TODO: MOVE SHADER INITIALIZATION ELSEWHERE
irr::io::path vertpath = std::string ("shaders/" + shader + ".vert").c_str ();
irr::io::path fragpath = std::string ("shaders/" + shader + ".frag").c_str ();
this->m_vertexShader = new Render::Shaders::Compiler (vertpath, Render::Shaders::Compiler::Type::Type_Vertex, pass->getCombos (), false);
this->m_pixelShader = new Render::Shaders::Compiler (fragpath, Render::Shaders::Compiler::Type::Type_Pixel, pass->getCombos (), false);
this->m_material.MaterialType = (irr::video::E_MATERIAL_TYPE)
this->getScene ()->getContext ()->getDevice ()->getVideoDriver ()->getGPUProgrammingServices ()->addHighLevelShaderMaterial (
this->m_vertexShader->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
this->m_pixelShader->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT
);
// this->m_material.MaterialType = irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL;
this->m_material.setFlag (irr::video::EMF_LIGHTING, false);
this->m_material.setFlag (irr::video::EMF_BLEND_OPERATION, true);
}
const irr::core::aabbox3d<irr::f32>& CImage::getBoundingBox() const
{
return this->m_boundingBox;
}
void CImage::OnRegisterSceneNode ()
{
if (this->m_image->isVisible () == true)
SceneManager->registerNodeForRendering (this);
ISceneNode::OnRegisterSceneNode ();
}
void CImage::OnSetConstants (irr::video::IMaterialRendererServices *services, int32_t userData)
{
irr::f32 g_Texture0 = 0;
irr::f32 g_Texture1 = 1;
irr::f32 g_Texture2 = 2;
irr::f32 g_Texture3 = 3;
irr::f32 g_Texture4 = 4;
irr::f32 g_Texture5 = 5;
irr::f32 g_Texture6 = 6;
irr::f32 g_Texture7 = 7;
irr::f32 g_Texture0Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
irr::f32 g_Texture1Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
irr::f32 g_Texture2Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
irr::f32 g_Texture3Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
irr::f32 g_Texture4Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
irr::f32 g_Texture5Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
irr::f32 g_Texture6Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
irr::f32 g_Texture7Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
irr::f32 g_Texture0Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
irr::f32 g_Texture1Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
irr::f32 g_Texture2Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
irr::f32 g_Texture3Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
irr::f32 g_Texture4Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
irr::f32 g_Texture5Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
irr::f32 g_Texture6Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
irr::f32 g_Texture7Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
irr::video::IVideoDriver* driver = services->getVideoDriver ();
irr::core::matrix4 worldViewProj;worldViewProj.makeIdentity();
worldViewProj = driver->getTransform(irr::video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
worldViewProj *= driver->getTransform(irr::video::ETS_WORLD);
std::vector<Render::Shaders::Parameters::CShaderParameter*>::const_iterator cur = this->m_vertexShader->getParameters ().begin ();
std::vector<Render::Shaders::Parameters::CShaderParameter*>::const_iterator end = this->m_vertexShader->getParameters ().end ();
for (; cur != end; cur ++)
{
if ((*cur)->Is <CShaderParameterInteger> () == true)
{
services->setVertexShaderConstant (
(*cur)->getName ().c_str (),
(irr::s32*) (*cur)->getValue (),
(*cur)->getSize ()
);
}
else if (
(*cur)->Is <CShaderParameterFloat> () == true ||
(*cur)->Is <CShaderParameterVector2> () == true ||
(*cur)->Is <CShaderParameterVector3> () == true ||
(*cur)->Is <CShaderParameterVector4> () == true)
{
services->setVertexShaderConstant (
(*cur)->getName ().c_str (),
(irr::f32*) (*cur)->getValue (),
(*cur)->getSize ()
);
}
}
cur = this->m_pixelShader->getParameters ().begin ();
end = this->m_pixelShader->getParameters ().end ();
for (; cur != end; cur ++)
{
if ((*cur)->Is <CShaderParameterInteger> () == true)
{
services->setPixelShaderConstant (
(*cur)->getName ().c_str (),
(irr::s32*) (*cur)->getValue (),
(*cur)->getSize ()
);
}
else if (
(*cur)->Is <CShaderParameterFloat> () == true ||
(*cur)->Is <CShaderParameterVector2> () == true ||
(*cur)->Is <CShaderParameterVector3> () == true ||
(*cur)->Is <CShaderParameterVector4> () == true)
{
services->setPixelShaderConstant (
(*cur)->getName ().c_str (),
(irr::f32*) (*cur)->getValue (),
(*cur)->getSize ()
);
}
}
services->setVertexShaderConstant ("g_Time", &g_Time, 1);
services->setPixelShaderConstant ("g_Time", &g_Time, 1);
services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
services->setVertexShaderConstant ("g_Texture0Resolution", g_Texture0Resolution, 4);
services->setVertexShaderConstant ("g_Texture1Resolution", g_Texture1Resolution, 4);
services->setVertexShaderConstant ("g_Texture2Resolution", g_Texture2Resolution, 4);
services->setVertexShaderConstant ("g_Texture3Resolution", g_Texture3Resolution, 4);
services->setVertexShaderConstant ("g_Texture4Resolution", g_Texture4Resolution, 4);
services->setVertexShaderConstant ("g_Texture5Resolution", g_Texture5Resolution, 4);
services->setVertexShaderConstant ("g_Texture6Resolution", g_Texture6Resolution, 4);
services->setVertexShaderConstant ("g_Texture7Resolution", g_Texture7Resolution, 4);
services->setVertexShaderConstant ("g_Texture0Rotation", g_Texture0Rotation, 4);
services->setVertexShaderConstant ("g_Texture1Rotation", g_Texture1Rotation, 4);
services->setVertexShaderConstant ("g_Texture2Rotation", g_Texture2Rotation, 4);
services->setVertexShaderConstant ("g_Texture3Rotation", g_Texture3Rotation, 4);
services->setVertexShaderConstant ("g_Texture4Rotation", g_Texture4Rotation, 4);
services->setVertexShaderConstant ("g_Texture5Rotation", g_Texture5Rotation, 4);
services->setVertexShaderConstant ("g_Texture6Rotation", g_Texture6Rotation, 4);
services->setVertexShaderConstant ("g_Texture7Rotation", g_Texture7Rotation, 4);
services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1);
services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1);
services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1);
services->setPixelShaderConstant ("g_Texture3", &g_Texture3, 1);
services->setPixelShaderConstant ("g_Texture4", &g_Texture4, 1);
services->setPixelShaderConstant ("g_Texture5", &g_Texture5, 1);
services->setPixelShaderConstant ("g_Texture6", &g_Texture6, 1);
services->setPixelShaderConstant ("g_Texture7", &g_Texture7, 1);
}
const std::string CImage::Type = "image";