File: TerrainTexEnvCombine.cpp

package info (click to toggle)
spring 98.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: jessie, jessie-kfreebsd
  • size: 41,928 kB
  • ctags: 60,665
  • sloc: cpp: 356,167; ansic: 39,434; python: 12,228; java: 12,203; awk: 5,856; sh: 1,719; xml: 997; perl: 405; php: 253; objc: 194; makefile: 72; sed: 2
file content (359 lines) | stat: -rw-r--r-- 10,282 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */


#include "TerrainBase.h"

#include "TerrainTexture.h"
#include "TerrainTexEnvCombine.h"
#include "Map/SM3/Plane.h"

#include <assert.h>

namespace terrain {

uint NodeTexEnvSetup::GetVertexDataRequirements()
{
	return VRT_Normal;
}

std::string NodeTexEnvSetup::GetDebugDesc()
{
	std::string str;

	const char* opstr[] = {
		"Replace",
		"Mul",
		"Add",
		"AddSigned",
		"Sub",
		"Previous",
		"Interp",   // interpolate:  color = prev.RGB * prev.Alpha + current.RGB * ( 1-prev.Alpha )
		"InsertAlpha", // same as previous, but does not allow color invert
		"Dot3"   // dot product, requires GL_ARB_texture_env_dot3
	};

	const char* srcstr[] = {
		"None", "TextureSrc", "ColorSrc"
	};

	for (size_t a = 0; a < stages.size(); a++)
	{
		str += "{" + std::string(opstr[(int)stages[a].operation]) + ", " + srcstr[(int)stages[a].source];
		if (stages[a].source == TexEnvStage::TextureSrc) str += " = " + std::string(stages[a].srcTexture->name);
		str += "} ";
	};
	return str;
}

void NodeTexEnvSetup::GetTextureUnits(BaseTexture* tex, int& imageUnit, int& coordUnit)
{
	for (size_t a = 0; a < stages.size(); a++)
		if ((stages[a].source == TexEnvStage::TextureSrc) && (stages[a].srcTexture == tex)) {
			imageUnit = coordUnit = (int)a;
			break;
		}
}

//-----------------------------------------------------------------------
// texture env state builder
//-----------------------------------------------------------------------

TexEnvStage::TexEnvStage()
	: operation(Replace)
	, source(None)
	, srcTexture(NULL)
{
}

TexEnvSetupHandler::TexEnvSetupHandler()
	: maxtu(0)
	, hasDot3(!!GLEW_ARB_texture_env_dot3)
	, lastShader(NULL)
	, curSetup(NULL)
{
	// Create white texture
	glGenTextures(1, &whiteTexture);
	glBindTexture(GL_TEXTURE_2D, whiteTexture);
	uint pixel = 0xffffffff;
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
}

int TexEnvSetupHandler::MaxTextureUnits()
{
	GLint m;
	glGetIntegerv(GL_MAX_TEXTURE_UNITS, &m);
	return m;
}
int TexEnvSetupHandler::MaxTextureCoords()
{
	GLint m;
	glGetIntegerv(GL_MAX_TEXTURE_UNITS, &m);
	return m;
}

void TexEnvSetupHandler::BuildNodeSetup(ShaderDef* shaderDef, RenderSetup* renderSetup)
{
	const int maxTextureUnitsSigned = MaxTextureUnits();
	const size_t maxTextureUnits = (maxTextureUnitsSigned < 0) ? 0 : maxTextureUnitsSigned;
	unsigned int c = 0;

	NodeTexEnvSetup* setup = curSetup = new NodeTexEnvSetup;

	renderSetup->passes.push_back(RenderPass());
	renderSetup->passes.back().shaderSetup = setup;
	renderSetup->passes.back().depthWrite = true;

	// Handle the first stages with texture units
	while ((c < maxTextureUnits) && (c < shaderDef->stages.size()))
	{
		ShaderDef::Stage& st = shaderDef->stages[c];

		if(st.operation == ShaderDef::Alpha && c==maxTextureUnits-1) // blending needs 2 stages
			break;

		setup->stages.push_back(TexEnvStage());
		TexEnvStage& ts = setup->stages.back();

		ts.source = TexEnvStage::TextureSrc;
		ts.srcTexture = st.source;

		switch (st.operation) {
			case ShaderDef::Blend:
				ts.operation = TexEnvStage::Interp;
				break;
			case ShaderDef::Alpha:
				ts.operation = TexEnvStage::InsertAlpha;
				break;
			case ShaderDef::Add:
				ts.operation = TexEnvStage::Add;
				break;
			case ShaderDef::Mul:
				ts.operation = TexEnvStage::Mul;
				break;
		}

		if (!c)
			ts.operation = TexEnvStage::Replace;

		c++;
	}

	// Switch to multipass when the stages couldn't all be handled with multitexturing
	while (c < shaderDef->stages.size())
	{
		ShaderDef::Stage& st = shaderDef->stages[c];

		renderSetup->passes.push_back(RenderPass());
		RenderPass& rp = renderSetup->passes.back();
		rp.shaderSetup = setup = new NodeTexEnvSetup;

		if (st.operation == ShaderDef::Alpha) {
			assert(shaderDef->stages[c+1].operation == ShaderDef::Blend);
			setup->stages.push_back(TexEnvStage());
			TexEnvStage& interp = setup->stages.back();
			interp.operation = TexEnvStage::Replace;
			interp.source = TexEnvStage::TextureSrc;
			interp.srcTexture = shaderDef->stages[c+1].source;

			setup->stages.push_back(TexEnvStage());
			TexEnvStage& a = setup->stages.back();
			a.operation = TexEnvStage::InsertAlpha;
			a.source = TexEnvStage::TextureSrc;
			a.srcTexture = st.source;
			c++; // skip the blend stage because we used it here already

			rp.operation = Pass_Interpolate;
		}
		else if ((st.operation == ShaderDef::Add) || (st.operation == ShaderDef::Mul))
		{
			setup->stages.push_back(TexEnvStage());
			TexEnvStage& ts = setup->stages.back();
			ts.operation = TexEnvStage::Replace;
			ts.source = TexEnvStage::TextureSrc;
			ts.srcTexture = st.source;

			if (st.operation == ShaderDef::Add)
				rp.operation = Pass_Add;
			else
				rp.operation = Pass_Mul;
		}

		c++;
	}

	if (!shaderDef->hasLighting)
	{
		// multiply with color: this is either done through an extra texture stage, or with another pass
		if (c < maxTextureUnits)
		{
			// extra stage
			setup->stages.push_back(TexEnvStage());
			TexEnvStage& ts = setup->stages.back();

			ts.source = TexEnvStage::ColorSrc;
			ts.operation = TexEnvStage::Mul;
		}
		else
		{
			// extra pass
			renderSetup->passes.push_back(RenderPass());
			renderSetup->passes.back().operation = Pass_Mul;
			renderSetup->passes.back().shaderSetup = setup = new NodeTexEnvSetup;
			setup->stages.push_back(TexEnvStage());
			setup->stages.back().source = TexEnvStage::ColorSrc;
			setup->stages.back().operation = TexEnvStage::Replace;
		}
	}
}

void TexEnvSetupHandler::BeginPass(const std::vector<Blendmap*>& blendMaps, const std::vector<TiledTexture*>& textures, int pass)
{}

bool TexEnvSetupHandler::SetupShader(IShaderSetup* shadercfg, NodeSetupParams& parms)
{
	NodeTexEnvSetup* ns = static_cast<NodeTexEnvSetup*>(shadercfg);

	int tu = 0;// texture unit
	for (size_t cur = 0; cur < ns->stages.size(); cur ++)
	{
		TexEnvStage& st = ns->stages[cur];

		glActiveTextureARB(GL_TEXTURE0_ARB + tu);
		glEnable(GL_TEXTURE_2D);

		glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
		glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);

		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);

		// default alpha operation
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT_ARB);
		float envcolor[]= {1.0f, 1.0f, 1.0f, 1.0f};
		glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envcolor);

		// Set source
		glDisable(GL_LIGHTING);
		BaseTexture* texture = NULL;
		switch (st.source) {
			case TexEnvStage::ColorSrc:
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
				glEnable(GL_LIGHTING);
				break;
			case TexEnvStage::TextureSrc:
				texture = st.srcTexture;
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
				break;
			case TexEnvStage::None:
				break;
		}
		if (texture) {
			float v[4];
			texture->CalcTexGenVector(v);
			SetTexCoordGen(v);
			if (texture->id) glBindTexture(GL_TEXTURE_2D, texture->id);
		} else
			glBindTexture(GL_TEXTURE_2D, whiteTexture);

		// set operation
		switch (st.operation) {
			case TexEnvStage::Mul:
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
				break;
			case TexEnvStage::Add:
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
				break;
			case TexEnvStage::Sub:
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_SUBTRACT_ARB);
				break;
			case TexEnvStage::Replace:
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
				break;
			case TexEnvStage::InsertAlpha:
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
				break;
			case TexEnvStage::Interp: // color = tex * previous.alpha + tex * previous.alpha
				// Use previous alpha
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
				break;
			case TexEnvStage::Dot3:
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
				break;
			case TexEnvStage::AlphaToRGB:
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
				glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA);
				break;
		}
		tu++;
	}
	ns->usedTexUnits = tu;
	if (maxtu<tu) maxtu = tu;

	// Disable texture units of the last node
	if (lastShader) {
		for (int u = ns->usedTexUnits; u < lastShader->usedTexUnits; u++) {
			glActiveTextureARB(GL_TEXTURE0_ARB + u);
			glDisable(GL_TEXTURE_2D);
		}
	}
	lastShader = ns;

	return true;
}

void TexEnvSetupHandler::BeginTexturing()
{
	maxtu = 0;
	lastShader = NULL;
}

void TexEnvSetupHandler::EndTexturing()
{
	for (int a = 0; a < maxtu; a++) {
		glActiveTextureARB(GL_TEXTURE0_ARB + a);
		glDisable(GL_TEXTURE_2D);

		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);

		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);

		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);

		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);

		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
	}
	maxtu = 0;
	glActiveTextureARB(GL_TEXTURE0_ARB);
	glDisable(GL_LIGHTING);
}

void TexEnvSetupHandler::SetTexCoordGen(float* tgv)
{
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);

	Plane s(tgv[0], 0, 0, tgv[2]);
	glTexGenfv(GL_S, GL_OBJECT_PLANE, (float*)&s);
	Plane t(0, 0, tgv[1], tgv[3]);
	glTexGenfv(GL_T, GL_OBJECT_PLANE, (float*)&t);

	glEnable(GL_TEXTURE_GEN_S);
	glEnable(GL_TEXTURE_GEN_T);
}

}