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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Wm5GraphicsPCH.h"
#include "Wm5OpenGLShader.h"
#include "Wm5OpenGLMapping.h"
#include "Wm5Renderer.h"
using namespace Wm5;
//----------------------------------------------------------------------------
PdrShader::PdrShader ()
{
}
//----------------------------------------------------------------------------
PdrShader::~PdrShader ()
{
}
//----------------------------------------------------------------------------
void PdrShader::SetSamplerState (Renderer* renderer, const Shader* shader,
int profile, const ShaderParameters* parameters, int maxSamplers,
RendererData::SamplerState* currentSS)
{
int numSamplers = shader->GetNumSamplers();
if (numSamplers > maxSamplers)
{
numSamplers = maxSamplers;
}
for (int i = 0; i < numSamplers; ++i)
{
Shader::SamplerType type = shader->GetSamplerType(i);
GLenum target = gOGLTextureTarget[type];
int textureUnit = shader->GetTextureUnit(profile, i);
const Texture* texture = parameters->GetTexture(i);
RendererData::SamplerState& current = currentSS[textureUnit];
switch (type)
{
case Shader::ST_1D:
{
renderer->Enable((const Texture1D*)texture, textureUnit);
current.GetCurrent(target);
GLint wrap0 = gOGLWrapMode[shader->GetCoordinate(i, 0)];
if (wrap0 != current.mWrap[0])
{
current.mWrap[0] = wrap0;
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap0);
}
break;
}
case Shader::ST_2D:
{
renderer->Enable((const Texture2D*)texture, textureUnit);
current.GetCurrent(target);
GLint wrap0 = gOGLWrapMode[shader->GetCoordinate(i, 0)];
if (wrap0 != current.mWrap[0])
{
current.mWrap[0] = wrap0;
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap0);
}
GLint wrap1 = gOGLWrapMode[shader->GetCoordinate(i, 1)];
if (wrap1 != current.mWrap[1])
{
current.mWrap[1] = wrap1;
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap1);
}
break;
}
case Shader::ST_3D:
{
renderer->Enable((const Texture3D*)texture, textureUnit);
current.GetCurrent(target);
GLint wrap0 = gOGLWrapMode[shader->GetCoordinate(i, 0)];
if (wrap0 != current.mWrap[0])
{
current.mWrap[0] = wrap0;
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap0);
}
GLint wrap1 = gOGLWrapMode[shader->GetCoordinate(i, 1)];
if (wrap1 != current.mWrap[1])
{
current.mWrap[1] = wrap1;
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap1);
}
GLint wrap2 = gOGLWrapMode[shader->GetCoordinate(i, 2)];
if (wrap2 != current.mWrap[2])
{
current.mWrap[2] = wrap2;
glTexParameteri(target, GL_TEXTURE_WRAP_R, wrap2);
}
break;
}
case Shader::ST_CUBE:
{
renderer->Enable((const TextureCube*)texture, textureUnit);
current.GetCurrent(target);
GLint wrap0 = gOGLWrapMode[shader->GetCoordinate(i, 0)];
if (wrap0 != current.mWrap[0])
{
current.mWrap[0] = wrap0;
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap0);
}
GLint wrap1 = gOGLWrapMode[shader->GetCoordinate(i, 1)];
if (wrap1 != current.mWrap[1])
{
current.mWrap[1] = wrap1;
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap1);
}
break;
}
default:
assertion(false, "Invalid sampler type\n");
break;
}
// Set the anisotropic filtering value.
const float maxAnisotropy = (float)Shader::MAX_ANISOTROPY;
float anisotropy = shader->GetAnisotropy(i);
if (anisotropy < 1.0f || anisotropy > maxAnisotropy)
{
anisotropy = 1.0f;
}
if (anisotropy != current.mAnisotropy)
{
current.mAnisotropy = anisotropy;
glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
anisotropy);
}
// Set the LOD bias.
float lodBias = shader->GetLodBias(i);
if (lodBias != current.mLodBias)
{
current.mLodBias = lodBias;
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
lodBias);
}
// Set the magfilter mode.
Shader::SamplerFilter filter = shader->GetFilter(i);
if (filter == Shader::SF_NEAREST)
{
if (GL_NEAREST != current.mMagFilter)
{
current.mMagFilter = GL_NEAREST;
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
else
{
if (GL_LINEAR != current.mMagFilter)
{
current.mMagFilter = GL_LINEAR;
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
// Set the minfilter mode.
GLint minFilter = gOGLMinFilter[filter];
if (minFilter != current.mMinFilter)
{
current.mMinFilter = minFilter;
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter);
}
// Set the border color (for clamp to border).
Float4 color = shader->GetBorderColor(i);
if (color != current.mBorderColor)
{
current.mBorderColor = color;
glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &color[0]);
}
}
}
//----------------------------------------------------------------------------
void PdrShader::DisableTextures (Renderer* renderer, const Shader* shader,
int profile, const ShaderParameters* parameters, int maxSamplers)
{
int numSamplers = shader->GetNumSamplers();
if (numSamplers > maxSamplers)
{
numSamplers = maxSamplers;
}
for (int i = 0; i < numSamplers; ++i)
{
Shader::SamplerType type = shader->GetSamplerType(i);
int textureUnit = shader->GetTextureUnit(profile, i);
const Texture* texture = parameters->GetTexture(i);
switch (type)
{
case Shader::ST_1D:
{
renderer->Disable((const Texture1D*)texture, textureUnit);
break;
}
case Shader::ST_2D:
{
renderer->Disable((const Texture2D*)texture, textureUnit);
break;
}
case Shader::ST_CUBE:
{
renderer->Disable((const TextureCube*)texture, textureUnit);
break;
}
case Shader::ST_3D:
{
renderer->Disable((const Texture3D*)texture, textureUnit);
break;
}
default:
assertion(false, "Invalid sampler type\n");
break;
}
}
}
//----------------------------------------------------------------------------
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