linux-wallpaperengine/src/WallpaperEngine/Render/Objects/CImage.cpp
Alexis Maiquez fc8778ab64 ~ More changes to the new parser to properly load object passes from JSON (combos, elements missing, shader, etc)
+ Added camera for new renderization code
+ Added scene for new renderization code
+ Added object for new renderization code
+ Added image for new renderization code
  WARNING: THIS IS A REGRESSION AS IN SHADERS ARE NOT AS COMPLETE AS IN THE MASTER BRANCH
~ New renderization code in place

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2019-09-06 15:54:41 +02:00

118 lines
4.6 KiB
C++

#include "CImage.h"
#include "WallpaperEngine/Render/Shaders/Compiler.h"
using namespace WallpaperEngine;
using namespace WallpaperEngine::Render::Objects;
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 ();
Render::Shaders::Compiler* vertshader = new Render::Shaders::Compiler (vertpath, Render::Shaders::Compiler::Type::Type_Vertex, pass->getCombos (), false);
Render::Shaders::Compiler* fragshader = 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 (
vertshader->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
fragshader->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 ()
{
SceneManager->registerNodeForRendering (this);
ISceneNode::OnRegisterSceneNode ();
}
void CImage::OnSetConstants (irr::video::IMaterialRendererServices *services, int32_t userData)
{
// TODO: SUPPORT SHADER PARAMETERS HERE
}
const std::string CImage::Type = "image";