Use a fragment shader as well as a vertex shader for the skinned meshes.
I tracked the ATI slowdown down to using a vertex shader in combination with fixed function fog. Also cleaned up ShaderConfig a little. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@244 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -0,0 +1,56 @@
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//
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// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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/** The diffuse texture map. */
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uniform sampler2D diffuseMap;
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/** The emissive texture map. */
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#ifdef EMISSIVE_MAPPED
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uniform sampler2D emissiveMap;
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#endif
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/** The amount of fog. */
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#ifdef FOG
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varying float fogAlpha;
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#endif
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/**
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* Fragment shader for skinned meshes.
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*/
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void main ()
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{
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// start with the diffuse color
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vec4 fragColor = texture2D(diffuseMap, gl_TexCoord[0].st);
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// modulate by the light color
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#ifdef EMISSIVE_MAPPED
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fragColor *= (gl_Color + vec4(texture2D(emissiveMap, gl_TexCoord[0].st).rgb, 0.0));
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#else
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fragColor *= gl_Color;
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#endif
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// blend between the computed color and the fog color
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#ifdef FOG
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gl_FragColor = mix(gl_Fog.color, fragColor, fogAlpha);
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#else
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gl_FragColor = fragColor;
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#endif
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}
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@@ -38,6 +38,11 @@ attribute ATTRIB_TYPE boneIndices;
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/** The bone weights. */
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attribute ATTRIB_TYPE boneWeights;
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/** The amount of fog. */
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#ifdef FOG
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varying float fogAlpha;
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#endif
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/**
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* Vertex shader for skinned meshes.
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*/
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@@ -65,12 +70,12 @@ void main ()
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vec3 eyeVertex = vec3(gl_ModelViewMatrix * modelVertex);
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vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * modelNormal));
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// eye space 'z' is the standard fog coordinate
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gl_FogFragCoord = -eyeVertex.z;
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// set gl_FrontColor based on vertex, normal and light parameters
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SET_FRONT_COLOR
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// set the varying texture coordinates
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SET_TEX_COORDS
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// set the fog alpha based on the eye space vertex
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SET_FOG_ALPHA
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}
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@@ -408,7 +408,7 @@ public class SkinMesh extends ModelMesh
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if (bonesPerVertex > MAX_SHADER_BONES_PER_VERTEX) {
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return;
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}
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_sconfig = new SkinShaderConfig(scache, bonesPerVertex);
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_sconfig = new SkinShaderConfig(scache, bonesPerVertex, _emissiveMap != null);
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if (_sconfig.update(getBatch(0).states)) {
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setShaderAttributes();
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setRenderState(_sconfig.getState());
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@@ -647,10 +647,19 @@ public class SkinMesh extends ModelMesh
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/** Tracks the configuration of a skin shader. */
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protected static class SkinShaderConfig extends ShaderConfig
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{
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public SkinShaderConfig (ShaderCache scache, int bonesPerVertex)
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public SkinShaderConfig (ShaderCache scache, int bonesPerVertex, boolean emissiveMapped)
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{
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super(scache);
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_bonesPerVertex = bonesPerVertex;
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_emissiveMapped = emissiveMapped;
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// set bindings from texture units to samplers
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if (emissiveMapped) {
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_state.setUniform("diffuseMap", 1);
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_state.setUniform("emissiveMap", 0);
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} else {
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_state.setUniform("diffuseMap", 0);
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}
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}
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public int getBonesPerVertex ()
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@@ -664,11 +673,20 @@ public class SkinMesh extends ModelMesh
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return "media/jme/skin.vert";
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}
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@Override // documentation inherited
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protected String getFragmentShader ()
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{
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return "media/jme/skin.frag";
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}
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@Override // documentation inherited
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protected void getDefinitions (ArrayList<String> defs)
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{
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super.getDefinitions(defs);
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defs.add("BONES_PER_VERTEX " + _bonesPerVertex);
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if (_emissiveMapped) {
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defs.add("EMISSIVE_MAPPED");
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}
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}
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@Override // documentation inherited
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@@ -679,6 +697,7 @@ public class SkinMesh extends ModelMesh
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}
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protected int _bonesPerVertex;
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protected boolean _emissiveMapped;
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}
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/** A stored frame used for linear blending. */
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@@ -25,11 +25,13 @@ import java.util.ArrayList;
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import com.jme.image.Texture;
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import com.jme.light.Light;
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import com.jme.scene.state.FogState;
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import com.jme.scene.state.GLSLShaderObjectsState;
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import com.jme.scene.state.LightState;
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import com.jme.scene.state.RenderState;
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import com.jme.scene.state.TextureState;
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import com.jme.system.DisplaySystem;
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import com.jme.util.ShaderUniform;
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import com.samskivert.util.StringUtil;
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@@ -93,6 +95,9 @@ public abstract class ShaderConfig
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DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
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other._state.setProgramID(_state.getProgramID());
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other._state.attribs = _state.attribs;
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for (ShaderUniform uniform : _state.uniforms.values()) {
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other._state.uniforms.put(uniform.name, (ShaderUniform)uniform.clone());
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}
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if (_lights != null) {
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other._lights = (LightConfig[])_lights.clone();
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for (int ii = 0; ii < _lights.length; ii++) {
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@@ -120,7 +125,8 @@ public abstract class ShaderConfig
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// this is one place where we don't want short-circuit evaluation
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boolean lchanged = updateLightConfigs((LightState)states[RenderState.RS_LIGHT]);
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boolean tchanged = updateTextureConfigs((TextureState)states[RenderState.RS_TEXTURE]);
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return lchanged || tchanged;
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boolean fchanged = updateFogConfig((FogState)states[RenderState.RS_FOG]);
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return lchanged || tchanged || fchanged;
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}
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/**
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@@ -133,7 +139,7 @@ public abstract class ShaderConfig
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_lights = null;
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return (olights != null);
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}
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int lcount = lstate.getQuantity();
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int lcount = Math.min(lstate.getQuantity(), MAX_LIGHTS);
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if (_lights == null || _lights.length != lcount) {
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_lights = new LightConfig[lcount];
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for (int ii = 0; ii < lcount; ii++) {
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@@ -175,6 +181,17 @@ public abstract class ShaderConfig
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return changed;
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}
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/**
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* Updates the fog configuration, returning <code>true</code> if it has changed.
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*/
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protected boolean updateFogConfig (FogState fstate)
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{
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int ofunc = _fogDensityFunc;
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_fogDensityFunc = (fstate == null || !fstate.isEnabled()) ?
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-1 : fstate.getDensityFunction();
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return (ofunc != _fogDensityFunc);
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}
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/**
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* Returns the resource name of the vertex shader (or <code>null</code> for none).
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*/
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@@ -204,6 +221,9 @@ public abstract class ShaderConfig
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if (_textures != null) {
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defs.add("TEXTURES " + StringUtil.join(_textures, "/"));
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}
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if (_fogDensityFunc != -1) {
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defs.add("FOG " + _fogDensityFunc);
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}
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}
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/**
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@@ -212,36 +232,30 @@ public abstract class ShaderConfig
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*/
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protected void getDerivedDefinitions (ArrayList<String> ddefs)
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{
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// add the def that sets the front color based on the light types
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StringBuffer buf = new StringBuffer("SET_FRONT_COLOR ");
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if (_lights != null) {
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buf.append("gl_FrontColor.rgb = gl_FrontLightModelProduct.sceneColor.rgb; ");
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// start with the "scene color," which combines scene ambient, emissivity, etc.
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buf.append("vec3 frontColor = gl_FrontLightModelProduct.sceneColor.rgb; ");
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// add snippets for each of the lights
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for (int ii = 0; ii < _lights.length; ii++) {
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LightConfig light = _lights[ii];
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if (light.type == -1) {
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continue;
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}
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if (light.type == Light.LT_POINT) {
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buf.append("vec3 lvec" + ii + " = gl_LightSource[" + ii +
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"].position.xyz - eyeVertex;");
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buf.append("float ldist" + ii + " = length(lvec" + ii + ");");
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}
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buf.append("gl_FrontColor.rgb += (gl_FrontLightProduct[" + ii + "].ambient.rgb + ");
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buf.append("gl_FrontLightProduct[" + ii + "].diffuse.rgb * max(dot(eyeNormal, ");
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if (light.type == Light.LT_POINT) {
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buf.append("normalize(lvec" + ii + ")), 0.0)) ");
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buf.append("/ (gl_LightSource[" + ii + "].constantAttenuation + " +
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"ldist" + ii + " * gl_LightSource[" + ii + "].linearAttenuation + " +
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"ldist" + ii + " * ldist" + ii + " * gl_LightSource[" + ii +
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"].quadraticAttenuation);");
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} else {
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buf.append("gl_LightSource[" + ii + "].position.xyz), 0.0));");
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buf.append(POINT_LIGHT_SNIPPET.replace("%", Integer.toString(ii)));
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} else if (light.type == Light.LT_DIRECTIONAL) {
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buf.append(DIRECTIONAL_LIGHT_SNIPPET.replace("%", Integer.toString(ii)));
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}
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}
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buf.append("gl_FrontColor.a = gl_FrontMaterial.diffuse.a;");
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// the alpha value comes from the diffuse color in the material
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buf.append("gl_FrontColor = vec4(frontColor, gl_FrontMaterial.diffuse.a);");
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} else {
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buf.append("gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);");
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}
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ddefs.add(buf.toString());
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// add the def that sets the texture coordinates based on the env map modes
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buf = new StringBuffer("SET_TEX_COORDS");
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if (_textures != null) {
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for (int ii = 0; ii < _textures.length; ii++) {
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@@ -258,6 +272,13 @@ public abstract class ShaderConfig
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}
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}
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ddefs.add(buf.toString());
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// add the definition that sets the fog alpha based on the density function
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buf = new StringBuffer("SET_FOG_ALPHA");
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if (_fogDensityFunc == FogState.DF_EXP) {
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buf.append(" fogAlpha = exp(gl_Fog.density * eyeVertex.z);");
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}
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ddefs.add(buf.toString());
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}
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/** The configuration of a single light in a {@link LightState}. */
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@@ -335,4 +356,28 @@ public abstract class ShaderConfig
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/** The current texture configurations (or <code>null</code> if texturing is disabled). */
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protected TextureConfig[] _textures;
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/** The density function of the fog in the scene (or -1 for none). */
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protected int _fogDensityFunc = -1;
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/** To keep things sane, let's limit the total number of lights (OpenGL allows at least
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* eight). */
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protected static final int MAX_LIGHTS = 4;
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/** A code snippet for adding the influence of a point light. */
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protected static final String POINT_LIGHT_SNIPPET =
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"vec3 lvec% = gl_LightSource[%].position.xyz - eyeVertex; " +
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"float ldist% = length(lvec%); " +
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"frontColor += (gl_FrontLightProduct[%].ambient.rgb + " +
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"gl_FrontLightProduct[%].diffuse.rgb * " +
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"max(dot(eyeNormal, normalize(lvec%)), 0.0)) / " +
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"(gl_LightSource[%].constantAttenuation + " +
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"ldist% * gl_LightSource[%].linearAttenuation + " +
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"ldist% * ldist% * gl_LightSource[%].quadraticAttenuation);";
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/** A code snippet for adding the influence of a directional light. */
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protected static final String DIRECTIONAL_LIGHT_SNIPPET =
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"frontColor += gl_FrontLightProduct[%].ambient.rgb + " +
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"gl_FrontLightProduct[%].diffuse.rgb * " +
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"max(dot(eyeNormal, gl_LightSource[%].position.xyz), 0.0);";
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}
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