OpenSceneGraph/src/osgUtil/ShaderGen.cpp
2012-03-21 17:36:20 +00:00

400 lines
12 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
/**
* \brief Shader generator framework.
* \author Maciej Krol
*/
#include <osgUtil/ShaderGen>
#include <osg/Geode>
#include <osg/Geometry> // for ShaderGenVisitor::update
#include <osg/Fog>
#include <sstream>
using namespace osgUtil;
namespace osgUtil
{
/// State extended by mode/attribute accessors
class StateEx : public osg::State
{
public:
StateEx() : State() {}
osg::StateAttribute::GLModeValue getMode(osg::StateAttribute::GLMode mode,
osg::StateAttribute::GLModeValue def = osg::StateAttribute::INHERIT) const
{
return getMode(_modeMap, mode, def);
}
osg::StateAttribute *getAttribute(osg::StateAttribute::Type type, unsigned int member = 0) const
{
return getAttribute(_attributeMap, type, member);
}
osg::StateAttribute::GLModeValue getTextureMode(unsigned int unit,
osg::StateAttribute::GLMode mode,
osg::StateAttribute::GLModeValue def = osg::StateAttribute::INHERIT) const
{
return unit < _textureModeMapList.size() ? getMode(_textureModeMapList[unit], mode, def) : def;
}
osg::StateAttribute *getTextureAttribute(unsigned int unit, osg::StateAttribute::Type type) const
{
return unit < _textureAttributeMapList.size() ? getAttribute(_textureAttributeMapList[unit], type, 0) : 0;
}
osg::Uniform *getUniform(const std::string& name) const
{
UniformMap::const_iterator it = _uniformMap.find(name);
return it != _uniformMap.end() ?
const_cast<osg::Uniform *>(it->second.uniformVec.back().first) : 0;
}
protected:
osg::StateAttribute::GLModeValue getMode(const ModeMap &modeMap,
osg::StateAttribute::GLMode mode,
osg::StateAttribute::GLModeValue def = osg::StateAttribute::INHERIT) const
{
ModeMap::const_iterator it = modeMap.find(mode);
return (it != modeMap.end() && it->second.valueVec.size()) ? it->second.valueVec.back() : def;
}
osg::StateAttribute *getAttribute(const AttributeMap &attributeMap,
osg::StateAttribute::Type type, unsigned int member = 0) const
{
AttributeMap::const_iterator it = attributeMap.find(std::make_pair(type, member));
return (it != attributeMap.end() && it->second.attributeVec.size()) ?
const_cast<osg::StateAttribute*>(it->second.attributeVec.back().first) : 0;
}
};
}
void ShaderGenCache::setStateSet(int stateMask, osg::StateSet *stateSet)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
_stateSetMap[stateMask] = stateSet;
}
osg::StateSet *ShaderGenCache::getStateSet(int stateMask) const
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
StateSetMap::const_iterator it = _stateSetMap.find(stateMask);
return (it != _stateSetMap.end()) ? it->second.get() : 0;
}
osg::StateSet *ShaderGenCache::getOrCreateStateSet(int stateMask)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
StateSetMap::iterator it = _stateSetMap.find(stateMask);
if (it == _stateSetMap.end())
{
osg::StateSet *stateSet = createStateSet(stateMask);
_stateSetMap.insert(it, StateSetMap::value_type(stateMask, stateSet));
return stateSet;
}
return it->second.get();
}
osg::StateSet *ShaderGenCache::createStateSet(int stateMask) const
{
osg::StateSet *stateSet = new osg::StateSet;
osg::Program *program = new osg::Program;
stateSet->setAttribute(program);
std::ostringstream vert;
std::ostringstream frag;
// write varyings
if ((stateMask & LIGHTING) && !(stateMask & NORMAL_MAP))
{
vert << "varying vec3 normalDir;\n";
}
if (stateMask & (LIGHTING | NORMAL_MAP))
{
vert << "varying vec3 lightDir;\n";
}
if (stateMask & (LIGHTING | NORMAL_MAP | FOG))
{
vert << "varying vec3 viewDir;\n";
}
// copy varying to fragment shader
frag << vert.str();
// write uniforms and attributes
int unit = 0;
if (stateMask & DIFFUSE_MAP)
{
osg::Uniform *diffuseMap = new osg::Uniform("diffuseMap", unit++);
stateSet->addUniform(diffuseMap);
frag << "uniform sampler2D diffuseMap;\n";
}
if (stateMask & NORMAL_MAP)
{
osg::Uniform *normalMap = new osg::Uniform("normalMap", unit++);
stateSet->addUniform(normalMap);
frag << "uniform sampler2D normalMap;\n";
program->addBindAttribLocation("tangent", 6);
vert << "attribute vec3 tangent;\n";
}
vert << "\n"\
"void main()\n"\
"{\n"\
" gl_Position = ftransform();\n";
if (stateMask & (DIFFUSE_MAP | NORMAL_MAP))
{
vert << " gl_TexCoord[0] = gl_MultiTexCoord0;\n";
}
if (stateMask & NORMAL_MAP)
{
vert <<
" vec3 n = gl_NormalMatrix * gl_Normal;\n"\
" vec3 t = gl_NormalMatrix * tangent;\n"\
" vec3 b = cross(n, t);\n"\
" vec3 dir = -vec3(gl_ModelViewMatrix * gl_Vertex);\n"\
" viewDir.x = dot(dir, t);\n"\
" viewDir.y = dot(dir, b);\n"\
" viewDir.z = dot(dir, n);\n"\
" vec4 lpos = gl_LightSource[0].position;\n"\
" if (lpos.w == 0.0)\n"\
" dir = lpos.xyz;\n"\
" else\n"\
" dir += lpos.xyz;\n"\
" lightDir.x = dot(dir, t);\n"\
" lightDir.y = dot(dir, b);\n"\
" lightDir.z = dot(dir, n);\n";
}
else if (stateMask & LIGHTING)
{
vert <<
" normalDir = gl_NormalMatrix * gl_Normal;\n"\
" vec3 dir = -vec3(gl_ModelViewMatrix * gl_Vertex);\n"\
" viewDir = dir;\n"\
" vec4 lpos = gl_LightSource[0].position;\n"\
" if (lpos.w == 0.0)\n"\
" lightDir = lpos.xyz;\n"\
" else\n"\
" lightDir = lpos.xyz + dir;\n";
}
else if (stateMask & FOG)
{
vert <<
" viewDir = -vec3(gl_ModelViewMatrix * gl_Vertex);\n"\
" gl_FrontColor = gl_Color;\n";
}
else
{
vert << " gl_FrontColor = gl_Color;\n";
}
vert << "}\n";
frag << "\n"\
"void main()\n"\
"{\n";
if (stateMask & DIFFUSE_MAP)
{
frag << " vec4 base = texture2D(diffuseMap, gl_TexCoord[0].st);\n";
}
else
{
frag << " vec4 base = vec4(1.0);\n";
}
if (stateMask & NORMAL_MAP)
{
frag << " vec3 normalDir = texture2D(normalMap, gl_TexCoord[0].st).xyz*2.0-1.0;\n";
}
if (stateMask & (LIGHTING | NORMAL_MAP))
{
frag <<
" vec3 nd = normalize(normalDir);\n"\
" vec3 ld = normalize(lightDir);\n"\
" vec3 vd = normalize(viewDir);\n"\
" vec4 color = gl_FrontLightModelProduct.sceneColor;\n"\
" color += gl_FrontLightProduct[0].ambient;\n"\
" float diff = max(dot(ld, nd), 0.0);\n"\
" color += gl_FrontLightProduct[0].diffuse * diff;\n"\
" color *= base;\n"\
" if (diff > 0.0)\n"\
" {\n"\
" vec3 halfDir = normalize(ld+vd);\n"\
" color.rgb += base.a * gl_FrontLightProduct[0].specular.rgb * \n"\
" pow(max(dot(halfDir, nd), 0.0), gl_FrontMaterial.shininess);\n"\
" }\n";
}
else
{
frag << " vec4 color = base;\n";
}
if (!(stateMask & LIGHTING))
{
frag << " color *= gl_Color;\n";
}
if (stateMask & FOG)
{
frag <<
" float d2 = dot(viewDir, viewDir);//gl_FragCoord.z/gl_FragCoord.w;\n"\
" float f = exp2(-1.442695*gl_Fog.density*gl_Fog.density*d2);\n"\
" color.rgb = mix(gl_Fog.color.rgb, color.rgb, clamp(f, 0.0, 1.0));\n";
}
frag << " gl_FragColor = color;\n";
frag << "}\n";
std::string vertstr = vert.str();
std::string fragstr = frag.str();
OSG_DEBUG << "ShaderGenCache Vertex shader:\n" << vertstr << std::endl;
OSG_DEBUG << "ShaderGenCache Fragment shader:\n" << fragstr << std::endl;
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertstr));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragstr));
return stateSet;
}
ShaderGenVisitor::ShaderGenVisitor() :
NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
_stateCache(new ShaderGenCache),
_state(new StateEx)
{
}
ShaderGenVisitor::ShaderGenVisitor(ShaderGenCache *stateCache) :
NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
_stateCache(stateCache),
_state(new StateEx)
{
}
void ShaderGenVisitor::setRootStateSet(osg::StateSet *stateSet)
{
if (_rootStateSet.valid())
_state->removeStateSet(0);
_rootStateSet = stateSet;
if (_rootStateSet.valid())
_state->pushStateSet(_rootStateSet.get());
}
void ShaderGenVisitor::reset()
{
_state->popAllStateSets();
if (_rootStateSet.valid())
_state->pushStateSet(_rootStateSet.get());
}
void ShaderGenVisitor::apply(osg::Node &node)
{
osg::StateSet *stateSet = node.getStateSet();
if (stateSet)
_state->pushStateSet(stateSet);
traverse(node);
if (stateSet)
_state->popStateSet();
}
void ShaderGenVisitor::apply(osg::Geode &geode)
{
osg::StateSet *stateSet = geode.getStateSet();
if (stateSet)
_state->pushStateSet(stateSet);
for (unsigned int i=0; i<geode.getNumDrawables(); ++i)
{
osg::Drawable *drawable = geode.getDrawable(i);
osg::StateSet *ss = drawable->getStateSet();
if (ss)
_state->pushStateSet(ss);
update(drawable);
if (ss)
_state->popStateSet();
}
if (stateSet)
_state->popStateSet();
}
void ShaderGenVisitor::update(osg::Drawable *drawable)
{
// update only geometry due to compatibility issues with user defined drawables
osg::Geometry *geometry = drawable->asGeometry();
#if 0
if (!geometry)
return;
#endif
StateEx *state = static_cast<StateEx *>(_state.get());
// skip nodes without state sets
if (state->getStateSetStackSize() == (_rootStateSet.valid() ? 1u : 0u))
return;
// skip state sets with already attached programs
if (state->getAttribute(osg::StateAttribute::PROGRAM))
return;
int stateMask = 0;
//if (state->getMode(GL_BLEND) & osg::StateAttribute::ON)
// stateMask |= ShaderGen::BLEND;
if (state->getMode(GL_LIGHTING) & osg::StateAttribute::ON)
stateMask |= ShaderGenCache::LIGHTING;
if (state->getMode(GL_FOG) & osg::StateAttribute::ON)
stateMask |= ShaderGenCache::FOG;
if (state->getTextureAttribute(0, osg::StateAttribute::TEXTURE))
stateMask |= ShaderGenCache::DIFFUSE_MAP;
if (state->getTextureAttribute(1, osg::StateAttribute::TEXTURE) && geometry!=0 &&
geometry->getVertexAttribArray(6)) //tangent
stateMask |= ShaderGenCache::NORMAL_MAP;
// Get program and uniforms for accumulated state.
osg::StateSet *progss = _stateCache->getOrCreateStateSet(stateMask);
// Set program and uniforms to the last state set.
osg::StateSet *ss = const_cast<osg::StateSet *>(state->getStateSetStack().back());
ss->setAttribute(progss->getAttribute(osg::StateAttribute::PROGRAM));
ss->setUniformList(progss->getUniformList());
// remove any modes that won't be appropriate when using shaders
if ((stateMask&ShaderGenCache::LIGHTING)!=0)
{
ss->removeMode(GL_LIGHTING);
ss->removeMode(GL_LIGHT0);
}
if ((stateMask&ShaderGenCache::FOG)!=0)
{
ss->removeMode(GL_FOG);
}
if ((stateMask&ShaderGenCache::DIFFUSE_MAP)!=0) ss->removeTextureMode(0, GL_TEXTURE_2D);
if ((stateMask&ShaderGenCache::NORMAL_MAP)!=0) ss->removeTextureMode(1, GL_TEXTURE_2D);
}