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
This commit is contained in:
Andrzej Kapolka
2007-05-14 20:13:39 +00:00
parent 6b07087c31
commit 124af1e0b1
4 changed files with 151 additions and 26 deletions
+56
View File
@@ -0,0 +1,56 @@
//
// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// 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 GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
/** The diffuse texture map. */
uniform sampler2D diffuseMap;
/** The emissive texture map. */
#ifdef EMISSIVE_MAPPED
uniform sampler2D emissiveMap;
#endif
/** The amount of fog. */
#ifdef FOG
varying float fogAlpha;
#endif
/**
* Fragment shader for skinned meshes.
*/
void main ()
{
// start with the diffuse color
vec4 fragColor = texture2D(diffuseMap, gl_TexCoord[0].st);
// modulate by the light color
#ifdef EMISSIVE_MAPPED
fragColor *= (gl_Color + vec4(texture2D(emissiveMap, gl_TexCoord[0].st).rgb, 0.0));
#else
fragColor *= gl_Color;
#endif
// blend between the computed color and the fog color
#ifdef FOG
gl_FragColor = mix(gl_Fog.color, fragColor, fogAlpha);
#else
gl_FragColor = fragColor;
#endif
}
+8 -3
View File
@@ -38,6 +38,11 @@ attribute ATTRIB_TYPE boneIndices;
/** The bone weights. */
attribute ATTRIB_TYPE boneWeights;
/** The amount of fog. */
#ifdef FOG
varying float fogAlpha;
#endif
/**
* Vertex shader for skinned meshes.
*/
@@ -65,12 +70,12 @@ void main ()
vec3 eyeVertex = vec3(gl_ModelViewMatrix * modelVertex);
vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * modelNormal));
// eye space 'z' is the standard fog coordinate
gl_FogFragCoord = -eyeVertex.z;
// set gl_FrontColor based on vertex, normal and light parameters
SET_FRONT_COLOR
// set the varying texture coordinates
SET_TEX_COORDS
// set the fog alpha based on the eye space vertex
SET_FOG_ALPHA
}
@@ -408,7 +408,7 @@ public class SkinMesh extends ModelMesh
if (bonesPerVertex > MAX_SHADER_BONES_PER_VERTEX) {
return;
}
_sconfig = new SkinShaderConfig(scache, bonesPerVertex);
_sconfig = new SkinShaderConfig(scache, bonesPerVertex, _emissiveMap != null);
if (_sconfig.update(getBatch(0).states)) {
setShaderAttributes();
setRenderState(_sconfig.getState());
@@ -647,10 +647,19 @@ public class SkinMesh extends ModelMesh
/** Tracks the configuration of a skin shader. */
protected static class SkinShaderConfig extends ShaderConfig
{
public SkinShaderConfig (ShaderCache scache, int bonesPerVertex)
public SkinShaderConfig (ShaderCache scache, int bonesPerVertex, boolean emissiveMapped)
{
super(scache);
_bonesPerVertex = bonesPerVertex;
_emissiveMapped = emissiveMapped;
// set bindings from texture units to samplers
if (emissiveMapped) {
_state.setUniform("diffuseMap", 1);
_state.setUniform("emissiveMap", 0);
} else {
_state.setUniform("diffuseMap", 0);
}
}
public int getBonesPerVertex ()
@@ -664,11 +673,20 @@ public class SkinMesh extends ModelMesh
return "media/jme/skin.vert";
}
@Override // documentation inherited
protected String getFragmentShader ()
{
return "media/jme/skin.frag";
}
@Override // documentation inherited
protected void getDefinitions (ArrayList<String> defs)
{
super.getDefinitions(defs);
defs.add("BONES_PER_VERTEX " + _bonesPerVertex);
if (_emissiveMapped) {
defs.add("EMISSIVE_MAPPED");
}
}
@Override // documentation inherited
@@ -679,6 +697,7 @@ public class SkinMesh extends ModelMesh
}
protected int _bonesPerVertex;
protected boolean _emissiveMapped;
}
/** A stored frame used for linear blending. */
@@ -25,11 +25,13 @@ import java.util.ArrayList;
import com.jme.image.Texture;
import com.jme.light.Light;
import com.jme.scene.state.FogState;
import com.jme.scene.state.GLSLShaderObjectsState;
import com.jme.scene.state.LightState;
import com.jme.scene.state.RenderState;
import com.jme.scene.state.TextureState;
import com.jme.system.DisplaySystem;
import com.jme.util.ShaderUniform;
import com.samskivert.util.StringUtil;
@@ -93,6 +95,9 @@ public abstract class ShaderConfig
DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
other._state.setProgramID(_state.getProgramID());
other._state.attribs = _state.attribs;
for (ShaderUniform uniform : _state.uniforms.values()) {
other._state.uniforms.put(uniform.name, (ShaderUniform)uniform.clone());
}
if (_lights != null) {
other._lights = (LightConfig[])_lights.clone();
for (int ii = 0; ii < _lights.length; ii++) {
@@ -120,7 +125,8 @@ public abstract class ShaderConfig
// this is one place where we don't want short-circuit evaluation
boolean lchanged = updateLightConfigs((LightState)states[RenderState.RS_LIGHT]);
boolean tchanged = updateTextureConfigs((TextureState)states[RenderState.RS_TEXTURE]);
return lchanged || tchanged;
boolean fchanged = updateFogConfig((FogState)states[RenderState.RS_FOG]);
return lchanged || tchanged || fchanged;
}
/**
@@ -133,7 +139,7 @@ public abstract class ShaderConfig
_lights = null;
return (olights != null);
}
int lcount = lstate.getQuantity();
int lcount = Math.min(lstate.getQuantity(), MAX_LIGHTS);
if (_lights == null || _lights.length != lcount) {
_lights = new LightConfig[lcount];
for (int ii = 0; ii < lcount; ii++) {
@@ -175,6 +181,17 @@ public abstract class ShaderConfig
return changed;
}
/**
* Updates the fog configuration, returning <code>true</code> if it has changed.
*/
protected boolean updateFogConfig (FogState fstate)
{
int ofunc = _fogDensityFunc;
_fogDensityFunc = (fstate == null || !fstate.isEnabled()) ?
-1 : fstate.getDensityFunction();
return (ofunc != _fogDensityFunc);
}
/**
* Returns the resource name of the vertex shader (or <code>null</code> for none).
*/
@@ -204,6 +221,9 @@ public abstract class ShaderConfig
if (_textures != null) {
defs.add("TEXTURES " + StringUtil.join(_textures, "/"));
}
if (_fogDensityFunc != -1) {
defs.add("FOG " + _fogDensityFunc);
}
}
/**
@@ -212,36 +232,30 @@ public abstract class ShaderConfig
*/
protected void getDerivedDefinitions (ArrayList<String> ddefs)
{
// add the def that sets the front color based on the light types
StringBuffer buf = new StringBuffer("SET_FRONT_COLOR ");
if (_lights != null) {
buf.append("gl_FrontColor.rgb = gl_FrontLightModelProduct.sceneColor.rgb; ");
// start with the "scene color," which combines scene ambient, emissivity, etc.
buf.append("vec3 frontColor = gl_FrontLightModelProduct.sceneColor.rgb; ");
// add snippets for each of the lights
for (int ii = 0; ii < _lights.length; ii++) {
LightConfig light = _lights[ii];
if (light.type == -1) {
continue;
}
if (light.type == Light.LT_POINT) {
buf.append("vec3 lvec" + ii + " = gl_LightSource[" + ii +
"].position.xyz - eyeVertex;");
buf.append("float ldist" + ii + " = length(lvec" + ii + ");");
}
buf.append("gl_FrontColor.rgb += (gl_FrontLightProduct[" + ii + "].ambient.rgb + ");
buf.append("gl_FrontLightProduct[" + ii + "].diffuse.rgb * max(dot(eyeNormal, ");
if (light.type == Light.LT_POINT) {
buf.append("normalize(lvec" + ii + ")), 0.0)) ");
buf.append("/ (gl_LightSource[" + ii + "].constantAttenuation + " +
"ldist" + ii + " * gl_LightSource[" + ii + "].linearAttenuation + " +
"ldist" + ii + " * ldist" + ii + " * gl_LightSource[" + ii +
"].quadraticAttenuation);");
} else {
buf.append("gl_LightSource[" + ii + "].position.xyz), 0.0));");
buf.append(POINT_LIGHT_SNIPPET.replace("%", Integer.toString(ii)));
} else if (light.type == Light.LT_DIRECTIONAL) {
buf.append(DIRECTIONAL_LIGHT_SNIPPET.replace("%", Integer.toString(ii)));
}
}
buf.append("gl_FrontColor.a = gl_FrontMaterial.diffuse.a;");
// the alpha value comes from the diffuse color in the material
buf.append("gl_FrontColor = vec4(frontColor, gl_FrontMaterial.diffuse.a);");
} else {
buf.append("gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);");
}
ddefs.add(buf.toString());
// add the def that sets the texture coordinates based on the env map modes
buf = new StringBuffer("SET_TEX_COORDS");
if (_textures != null) {
for (int ii = 0; ii < _textures.length; ii++) {
@@ -258,6 +272,13 @@ public abstract class ShaderConfig
}
}
ddefs.add(buf.toString());
// add the definition that sets the fog alpha based on the density function
buf = new StringBuffer("SET_FOG_ALPHA");
if (_fogDensityFunc == FogState.DF_EXP) {
buf.append(" fogAlpha = exp(gl_Fog.density * eyeVertex.z);");
}
ddefs.add(buf.toString());
}
/** The configuration of a single light in a {@link LightState}. */
@@ -335,4 +356,28 @@ public abstract class ShaderConfig
/** The current texture configurations (or <code>null</code> if texturing is disabled). */
protected TextureConfig[] _textures;
/** The density function of the fog in the scene (or -1 for none). */
protected int _fogDensityFunc = -1;
/** To keep things sane, let's limit the total number of lights (OpenGL allows at least
* eight). */
protected static final int MAX_LIGHTS = 4;
/** A code snippet for adding the influence of a point light. */
protected static final String POINT_LIGHT_SNIPPET =
"vec3 lvec% = gl_LightSource[%].position.xyz - eyeVertex; " +
"float ldist% = length(lvec%); " +
"frontColor += (gl_FrontLightProduct[%].ambient.rgb + " +
"gl_FrontLightProduct[%].diffuse.rgb * " +
"max(dot(eyeNormal, normalize(lvec%)), 0.0)) / " +
"(gl_LightSource[%].constantAttenuation + " +
"ldist% * gl_LightSource[%].linearAttenuation + " +
"ldist% * ldist% * gl_LightSource[%].quadraticAttenuation);";
/** A code snippet for adding the influence of a directional light. */
protected static final String DIRECTIONAL_LIGHT_SNIPPET =
"frontColor += gl_FrontLightProduct[%].ambient.rgb + " +
"gl_FrontLightProduct[%].diffuse.rgb * " +
"max(dot(eyeNormal, gl_LightSource[%].position.xyz), 0.0);";
}