Files
nenya/src/java/com/threerings/jme/util/ShaderConfig.java
T
Dave Hoover 09d081e261 Ah yes; I don't build the jme stuff, so I managed to miss importing the appropriate things.
I think that should be all, but the build will yell shortly if I managed to miss some in
my quick pass through the logs.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@823 ed5b42cb-e716-0410-a449-f6a68f950b19
2009-05-23 01:53:40 +00:00

397 lines
14 KiB
Java

//
// $Id$
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2009 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
package com.threerings.jme.util;
import java.util.ArrayList;
import com.google.common.collect.Lists;
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;
/**
* Tracks the configuration of a shader, which depends on (among other things) a set of
* {@link RenderState}s. When the state set changes, the shader must be reconfigured
* (recompiled or refetched from the {@link ShaderCache}).
*/
public abstract class ShaderConfig
implements Cloneable
{
public ShaderConfig (ShaderCache scache)
{
_scache = scache;
_state = DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
}
/**
* Returns a reference to the render state controlled by this configuration.
*/
public GLSLShaderObjectsState getState ()
{
return _state;
}
/**
* Updates the configuration according to the provided state set. If the configuration has
* changed, the shader will be recompiled or refetched from the cache in order to reflect the
* new configuration.
*
* @return true if all went all, false if the shader could not be compiled.
*/
public boolean update (RenderState[] states)
{
// update the configurations to determine if we must reconfigure
if (!updateConfigs(states) && _state.getProgramID() > 0) {
return true;
}
// reconfigure the shader state, generating the derived definitions only if the
// required configuration isn't in the cache
String vert = getVertexShader(), frag = getFragmentShader();
ArrayList<String> defs = Lists.newArrayList();
getDefinitions(defs);
String[] darray = defs.toArray(new String[defs.size()]), ddarray = null;
if (!_scache.isLoaded(vert, frag, darray)) {
ArrayList<String> ddefs = Lists.newArrayList();
getDerivedDefinitions(ddefs);
ddarray = ddefs.toArray(new String[ddefs.size()]);
}
return _scache.configureState(_state, vert, frag, darray, ddarray);
}
@Override // documentation inherited
public Object clone ()
{
ShaderConfig other = null;
try {
other = (ShaderConfig)super.clone();
other._state =
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 = _lights.clone();
for (int ii = 0; ii < _lights.length; ii++) {
other._lights[ii] = (LightConfig)_lights[ii].clone();
}
}
if (_textures != null) {
other._textures = _textures.clone();
for (int ii = 0; ii < _textures.length; ii++) {
other._textures[ii] = (TextureConfig)_textures[ii].clone();
}
}
} catch (CloneNotSupportedException e) {
// will not happen
}
return other;
}
/**
* Updates the component configurations according to the supplied state set, returning
* <code>true</code> if they have changed and the shader must be reconfigured.
*/
protected boolean updateConfigs (RenderState[] states)
{
// 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]);
boolean fchanged = updateFogConfig((FogState)states[RenderState.RS_FOG]);
return lchanged || tchanged || fchanged;
}
/**
* Updates the light configurations, returning <code>true</code> if they have changed.
*/
protected boolean updateLightConfigs (LightState lstate)
{
if (lstate == null || !lstate.isEnabled()) {
LightConfig[] olights = _lights;
_lights = null;
return (olights != null);
}
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++) {
_lights[ii] = new LightConfig();
_lights[ii].update(lstate.get(ii));
}
return true;
}
boolean changed = false;
for (int ii = 0; ii < lcount; ii++) {
changed |= _lights[ii].update(lstate.get(ii));
}
return changed;
}
/**
* Updates the texture configurations, returning <code>true</code> if they have changed.
*/
protected boolean updateTextureConfigs (TextureState tstate)
{
if (tstate == null || !tstate.isEnabled()) {
TextureConfig[] otextures = _textures;
_textures = null;
return (otextures != null);
}
int tcount = tstate.getNumberOfSetTextures();
if (_textures == null || _textures.length != tcount) {
_textures = new TextureConfig[tcount];
for (int ii = 0; ii < tcount; ii++) {
_textures[ii] = new TextureConfig();
_textures[ii].update(tstate.getTexture(ii));
}
return true;
}
boolean changed = false;
for (int ii = 0; ii < tcount; ii++) {
changed |= _textures[ii].update(tstate.getTexture(ii));
}
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).
*/
protected String getVertexShader ()
{
return null;
}
/**
* Returns the resource name of the fragment shader (or <code>null</code> for none).
*/
protected String getFragmentShader ()
{
return null;
}
/**
* Adds the preprocessor definitions that this configuration requires for its shader to the
* supplied list.
*/
protected void getDefinitions (ArrayList<String> defs)
{
// the distinguishing definitions are just keys
if (_lights != null) {
defs.add("LIGHTS " + StringUtil.join(_lights, "/"));
}
if (_textures != null) {
defs.add("TEXTURES " + StringUtil.join(_textures, "/"));
}
if (_fogDensityFunc != -1) {
defs.add("FOG " + _fogDensityFunc);
}
}
/**
* Adds the derived preprocessor definitions that this configuration requires to the supplied
* list. The derived definitions are not used to distinguish between cached shaders.
*/
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) {
// 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++) {
String snippet = getLightSnippet(_lights[ii].type);
buf.append(snippet.replace("%", Integer.toString(ii)));
}
// 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++) {
TextureConfig texture = _textures[ii];
if (texture.envMapMode == -1) {
continue;
}
buf.append(" gl_TexCoord[" + ii + "] = ");
if (texture.envMapMode == Texture.EM_SPHERE) {
buf.append("vec4(eyeNormal.xy * 0.5 + vec2(0.5, 0.5), 0.0, 1.0);");
} else {
buf.append("gl_MultiTexCoord" + ii + ";");
}
}
}
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());
}
/**
* Returns a code snippet that adds the influence of a light of the specified type (after
* replacing '%' with the light index).
*/
protected String getLightSnippet (int type)
{
if (type == Light.LT_POINT) {
return POINT_LIGHT_SNIPPET;
} else if (type == Light.LT_DIRECTIONAL) {
return DIRECTIONAL_LIGHT_SNIPPET;
} else {
return "";
}
}
/** The configuration of a single light in a {@link LightState}. */
protected static class LightConfig
implements Cloneable
{
/** The type of light (see {@link Light#getType}). */
public int type = -1;
public boolean update (Light light)
{
int otype = type;
type = (light == null) ? -1 : light.getType();
return (otype != type);
}
@Override // documentation inherited
public Object clone ()
{
try {
return super.clone();
} catch (CloneNotSupportedException e) {
// will not happen
return null;
}
}
@Override // documentation inherited
public String toString ()
{
return Integer.toString(type);
}
}
/** The configuration of a single texture in a {@link TextureState}. */
protected static class TextureConfig
implements Cloneable
{
/** The environment map mode (see {@link Texture#getEnvironmentalMapMode}). */
public int envMapMode = -1;
public boolean update (Texture texture)
{
int omode = envMapMode;
envMapMode = (texture == null) ? -1 : texture.getEnvironmentalMapMode();
return (omode != envMapMode);
}
@Override // documentation inherited
public Object clone ()
{
try {
return super.clone();
} catch (CloneNotSupportedException e) {
// will not happen
return null;
}
}
@Override // documentation inherited
public String toString ()
{
return Integer.toString(envMapMode);
}
}
/** The cache used to reconfigure shaders. */
protected ShaderCache _scache;
/** The state object to reconfigure. */
protected GLSLShaderObjectsState _state;
/** The current light configurations (or <code>null</code> if lighting is disabled). */
protected LightConfig[] _lights;
/** 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);";
}