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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef LUA_MATERIAL_H
#define LUA_MATERIAL_H
#include <cstring> // strcmp
#include <string>
#include <vector>
#include <array>
/*
LuaMaterial
LuaMatShader
LuaMatUniforms
LuaMatTex
LuaMatBin : public LuaMaterial
array of units & features that use the Material
refCounter
class LuaMatHandler
LuaMatBin* []
LuaMatRef
LuaMatBin*
LuaObjectMaterial (set of LODs) //FIXME merge with LuaMatRef?
LuaMatRef []
LuaObjectMaterialData (helper to choose the current LOD) //FIXME rename
LuaObjectMaterial []
*/
#include "LuaOpenGLUtils.h"
#include "LuaObjectMaterial.h" // for LuaMatRef
#include "Rendering/GL/myGL.h"
#include "System/StringHash.h"
#include "System/UnorderedMap.hpp"
class CSolidObject;
/******************************************************************************/
/******************************************************************************/
class LuaMatShader {
public:
enum Type {
LUASHADER_3DO = 0, // engine default; *must* equal MODELTYPE_3DO!
LUASHADER_S3O = 1, // engine default; *must* equal MODELTYPE_S3O!
LUASHADER_ASS = 2, // engine default; *must* equal MODELTYPE_ASS!
LUASHADER_GL = 3, // custom Lua; *must* equal MODELTYPE_OTHER
LUASHADER_LAST = 4,
};
enum Pass {
LUASHADER_PASS_FWD = 0, // forward pass
LUASHADER_PASS_DFR = 1, // deferred pass
LUASHADER_PASS_CNT = 2,
};
public:
void Finalize() { openglID *= (type == LUASHADER_GL); }
void Execute(const LuaMatShader& prev, bool deferredPass) const;
void Print(const std::string& indent, bool isDeferred) const;
// only accepts custom programs
void SetCustomTypeFromID(unsigned int id) {
if ((openglID = id) == 0) {
type = LuaMatShader::LUASHADER_LAST;
} else {
type = LuaMatShader::LUASHADER_GL;
}
}
// only accepts engine programs
void SetEngineTypeFromKey(const char* key) {
switch (hashStringLower(key)) {
case hashStringLower("3DO"): { type = LUASHADER_3DO ; } break;
case hashStringLower("S3O"): { type = LUASHADER_S3O ; } break;
case hashStringLower("ASS"): { type = LUASHADER_ASS ; } break;
default : { type = LUASHADER_LAST; } break;
}
}
static int Compare(const LuaMatShader& a, const LuaMatShader& b);
bool operator < (const LuaMatShader& mt) const { return (Compare(*this, mt) < 0); }
bool operator == (const LuaMatShader& mt) const = delete;
bool operator != (const LuaMatShader& mt) const = delete;
// both passes require a (custom or engine) shader
bool ValidForPass(Pass pass) const { return (type != LUASHADER_LAST); }
bool IsCustomType() const { return (type == LUASHADER_GL); }
bool IsEngineType() const { return (type >= LUASHADER_3DO && type <= LUASHADER_ASS); }
public:
Type type = LUASHADER_LAST;
GLuint openglID = 0;
};
/******************************************************************************/
struct LuaMatUniform {
char name[32] = {0};
union {
int i[32];
float f[32];
} data;
// GL_INT or GL_FLOAT_*
int type = 0;
// number of data elements
int size = 0;
// -3 := empty uniform, -2 := loc not set, -1 := loc invalid
mutable int loc = -3;
};
struct LuaMatUniforms {
public:
LuaMatUniforms() {
ClearObjectUniforms(LUAOBJ_UNIT );
ClearObjectUniforms(LUAOBJ_FEATURE);
}
void Print(const std::string& indent, bool isDeferred) const;
void Parse(lua_State* L, const int tableIdx);
void AutoLink(LuaMatShader* s);
void Validate(LuaMatShader* s);
void Execute() const;
void ExecuteInstanceTeamColor(const float4& tc) const { teamColor.Execute(tc); }
void ExecuteInstanceMatrices(const CMatrix44f& mm, const std::vector<CMatrix44f>& pms) const {
modelMatrix.Execute(mm);
pieceMatrices.Execute(pms);
}
bool ClearObjectUniforms(int objType) {
objectUniforms[objType].clear();
objectUniforms[objType].reserve(128);
return true;
}
bool ClearObjectUniforms(int objId, int objType) { return (objectUniforms[objType].erase(objId)); }
bool ClearObjectUniform(int objId, int objType, const char* name) {
const auto objIter = objectUniforms[objType].find(objId);
const auto strPred = [name](const LuaMatUniform& a) { return (strcmp(name, a.name) == 0); };
const auto locPred = [](const LuaMatUniform& a) { return (a.loc == -3); };
if (objIter == objectUniforms[objType].end())
return false;
auto& uniformData = objIter->second;
auto uniformIter = std::find_if(uniformData.begin(), uniformData.end(), strPred);
if (uniformIter == uniformData.end())
return false;
assert(uniformIter->loc != -3);
// replace iter with last valid (locIter - 1) uniform
auto locIter = std::find_if(uniformIter + 1, uniformData.end(), locPred);
if ((locIter--) == uniformData.end()) {
*uniformIter = uniformData.back();
return (uniformData.back() = {}, true);
}
*uniformIter = *locIter;
return (*locIter = {}, true);
}
bool AddObjectUniform(int objId, int objType, const LuaMatUniform& u) {
const auto pred = [](const LuaMatUniform& a) { return (a.loc == -3); };
auto& uniformData = objectUniforms[objType][objId];
auto uniformIter = std::find_if(uniformData.begin(), uniformData.end(), pred);
if (uniformIter == uniformData.end())
return false;
return (*uniformIter = u, true);
}
static LuaMatUniform& GetDummyObjectUniform() {
static LuaMatUniform u;
return (u = {});
}
LuaMatUniform& GetObjectUniform(int objId, int objType, const char* name) {
const auto pred = [name](const LuaMatUniform& a) { return (strcmp(name, a.name) == 0); };
auto& data = objectUniforms[objType][objId];
auto iter = std::find_if(data.begin(), data.end(), pred);
if (iter == data.end())
return (GetDummyObjectUniform());
return *iter;
}
static int Compare(const LuaMatUniforms& a, const LuaMatUniforms& b);
public:
struct IUniform {
static_assert(GL_INVALID_INDEX == -1, "glGetUniformLocation is defined to return -1 (GL_INVALID_INDEX) for invalid names");
virtual bool CanExec() const = 0;
virtual GLenum GetType() const = 0;
bool SetLoc(GLint i) { return ((loc = i) != GL_INVALID_INDEX); }
bool IsValid() const { return (loc != GL_INVALID_INDEX); }
public:
GLint loc = GL_INVALID_INDEX;
};
private:
template<typename Type> struct UniformMat : public IUniform {
public:
bool CanExec() const override { return (loc != GL_INVALID_INDEX); }
bool Execute(const Type& val) const { return (CanExec() && RawExec(val)); }
bool RawExec(const Type& val) const { glUniformMatrix4fv(loc, 1, GL_FALSE, val); return true; }
GLenum GetType() const override { return GL_FLOAT_MAT4; }
};
template<typename Type> struct UniformMatArray : public IUniform {
public:
bool CanExec() const override { return (loc != GL_INVALID_INDEX); }
bool Execute(const Type& val) const { return (CanExec() && RawExec(val)); }
bool RawExec(const Type& val) const { glUniformMatrix4fv(loc, val.size(), GL_FALSE, val[0]); return true; }
GLenum GetType() const override { return GL_FLOAT_MAT4; }
};
template<typename Type, size_t Size = sizeof(Type) / sizeof(float)> struct UniformVec : public IUniform {
public:
bool CanExec() const override { return (loc != GL_INVALID_INDEX); }
bool Execute(const Type val) const { return (CanExec() && RawExec(val)); }
bool RawExec(const Type val) const {
switch (Size) {
case 3: { glUniform3fv(loc, 1, &val.x); return true; } break;
case 4: { glUniform4fv(loc, 1, &val.x); return true; } break;
default: { return false; } break;
}
}
GLenum GetType() const override {
switch (Size) {
case 3: return GL_FLOAT_VEC3;
case 4: return GL_FLOAT_VEC4;
default: return 0;
}
}
};
template<typename Type> struct UniformInt : public IUniform {
public:
bool CanExec() const override { return (loc != -1 && cur != prv); } //FIXME a shader might be bound to multiple materials in that case we cannot rely on this!
bool Execute(const Type val) { cur = val; return (CanExec() && RawExec(val)); }
bool RawExec(const Type val) { glUniform1i(loc, prv = val); return true; }
GLenum GetType() const override { return GL_INT; }
public:
Type cur = Type(0);
Type prv = Type(0);
};
private:
spring::unsynced_map<IUniform*, std::string> GetEngineUniformNamePairs();
spring::unsynced_map<std::string, IUniform*> GetEngineNameUniformPairs();
public:
// per-{unit,feature} custom uniforms set via LuaObjectRendering
spring::unsynced_map<int, std::array<LuaMatUniform, 16>> objectUniforms[2];
UniformMat<CMatrix44f> viewMatrix;
UniformMat<CMatrix44f> projMatrix;
UniformMat<CMatrix44f> viprMatrix;
UniformMat<CMatrix44f> viewMatrixInv;
UniformMat<CMatrix44f> projMatrixInv;
UniformMat<CMatrix44f> viprMatrixInv;
UniformMat<CMatrix44f> modelMatrix;
UniformMatArray< std::vector<CMatrix44f> > pieceMatrices;
UniformMat<CMatrix44f> shadowMatrix;
UniformVec<float4> shadowParams;
UniformVec<float4> teamColor;
UniformVec<float3> camPos;
UniformVec<float3> camDir;
UniformVec<float3> sunDir;
UniformVec<float3> rndVec;
mutable UniformInt< int> simFrame;
mutable UniformInt<unsigned int> visFrame;
};
class LuaMaterial {
public:
LuaMaterial() = default;
LuaMaterial(LuaMatType matType): type(matType) {}
void Parse(
lua_State* L,
const int tableIdx,
void(*ParseShader)(lua_State*, int, LuaMatShader&),
void(*ParseTexture)(lua_State*, int, LuaMatTexture&),
GLuint(*ParseDisplayList)(lua_State*, int)
);
void Finalize();
void Execute(const LuaMaterial& prev, bool deferredPass) const;
void ExecuteInstanceUniforms(int objId, int objType, bool deferredPass) const;
void ExecuteInstanceTeamColor(const float4& tc, bool deferredPass) const { uniforms[deferredPass].ExecuteInstanceTeamColor(tc); }
void ExecuteInstanceMatrices(const CMatrix44f& mm, const std::vector<CMatrix44f>& pms, bool deferredPass) const {
uniforms[deferredPass].ExecuteInstanceMatrices(mm, pms);
}
void Print(const std::string& indent) const;
static int Compare(const LuaMaterial& a, const LuaMaterial& b);
bool operator < (const LuaMaterial& m) const { return (Compare(*this, m) < 0); }
bool operator == (const LuaMaterial& m) const { return (Compare(*this, m) == 0); }
bool HasDrawCall() const { return (uuid >= 0); }
public:
static constexpr int MAX_TEX_UNITS = 16;
// default invalid
LuaMatType type = LuaMatType(-1);
int uuid = -1; // user-set unique ID, enables Draw callin
int order = 0; // for manually adjusting rendering order
int texCount = 0;
// [0] := standard, [1] := deferred
LuaMatShader shaders[LuaMatShader::LUASHADER_PASS_CNT];
LuaMatUniforms uniforms[LuaMatShader::LUASHADER_PASS_CNT];
LuaMatTexture textures[MAX_TEX_UNITS];
GLenum cullingMode = 0;
static const LuaMaterial defMat;
};
/******************************************************************************/
/******************************************************************************/
class LuaMatBin : public LuaMaterial {
friend class LuaMatHandler;
public:
void ClearUnits() { units.clear(); }
void ClearFeatures() { features.clear(); }
const std::vector<CSolidObject*>& GetUnits() const { return units; }
const std::vector<CSolidObject*>& GetFeatures() const { return features; }
const std::vector<CSolidObject*>& GetObjects(LuaObjType objType) const {
static const std::vector<CSolidObject*> dummy;
switch (objType) {
case LUAOBJ_UNIT : { return (GetUnits ()); } break;
case LUAOBJ_FEATURE: { return (GetFeatures()); } break;
default : { assert(false); } break;
}
return dummy;
}
void Ref() { refCount++; }
void UnRef();
void AddUnit(CSolidObject* o) { units.push_back(o); }
void AddFeature(CSolidObject* o) { features.push_back(o); }
void AddObject(CSolidObject* o, LuaObjType objType) {
switch (objType) {
case LUAOBJ_UNIT : { AddUnit (o); } break;
case LUAOBJ_FEATURE: { AddFeature(o); } break;
default : { assert(false); } break;
}
}
void Print(const std::string& indent) const;
private:
LuaMatBin(const LuaMaterial& _mat) : LuaMaterial(_mat), refCount(0) {}
LuaMatBin(const LuaMatBin&);
LuaMatBin& operator=(const LuaMatBin&) = delete;
private:
int refCount;
std::vector<CSolidObject*> units;
std::vector<CSolidObject*> features;
};
/******************************************************************************/
// typedef std::set<LuaMatBin*, LuaMatBinPtrLessThan> LuaMatBinSet;
typedef std::vector<LuaMatBin*> LuaMatBinSet;
/******************************************************************************/
class LuaMatHandler {
public:
LuaMatRef GetRef(const LuaMaterial& mat);
const LuaMatBinSet& GetBins(LuaMatType type) const { return binTypes[type]; }
void ClearBins(LuaObjType objType);
void ClearBins(LuaObjType objType, LuaMatType matType);
void FreeBin(LuaMatBin* bin);
void PrintBins(const std::string& indent, LuaMatType type) const;
void PrintAllBins(const std::string& indent) const;
public:
typedef void (*SetupDrawStateFunc)(unsigned int, bool);
typedef void (*ResetDrawStateFunc)(unsigned int, bool);
// note: only the DEF_* entries can be non-NULL
SetupDrawStateFunc setupDrawStateFuncs[LuaMatShader::LUASHADER_LAST];
ResetDrawStateFunc resetDrawStateFuncs[LuaMatShader::LUASHADER_LAST];
private:
LuaMatHandler();
LuaMatHandler(const LuaMatHandler&);
LuaMatHandler operator=(const LuaMatHandler&);
~LuaMatHandler();
private:
LuaMatBinSet binTypes[LUAMAT_TYPE_COUNT];
public:
static LuaMatHandler handler;
};
/******************************************************************************/
/******************************************************************************/
extern LuaMatHandler& luaMatHandler;
#endif /* LUA_MATERIAL_H */
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