Class: Mittsu::OpenGLProgram

Inherits:
Object
  • Object
show all
Defined in:
lib/mittsu/renderers/opengl/opengl_program.rb

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(renderer, code, material, parameters) ⇒ OpenGLProgram

Returns a new instance of OpenGLProgram.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 8

def initialize(renderer, code, material, parameters)
  defines = material.defines || {} # TODO: setting to default object... ?
  uniforms = material[:_opengl_shader][:uniforms]
  attributes = material.attributes || [] # TODO: setting to default array... ?

  vertex_shader = material[:_opengl_shader][:vertex_shader]
  fragment_shader = material[:_opengl_shader][:fragment_shader]

  # TODO: necessary for OpenGL?
  # index0_attribute_name = material.index0_attribute_name
  #
  # if index0_attribute_name.nil? && parameters[:morph_targets]
  #   # programs with morph_targets displace position of attribute 0
  #
  #   index0_attribute_name = 'position'
  # end

  shadow_map_type_define = 'SHADOWMAP_TYPE_BASIC'

  if parameters[:shadow_map_type] == PCFShadowMap
    shadow_map_type_define = 'SHADOWMAP_TYPE_PCF_SOFT'
  elsif parameters[:shadow_map_type] == PCFSoftShadowMap
    shadow_map_type_define = 'SHADOWMAP_TYPE_PCF_SOFT'
  end

  env_map_type_define = 'ENVMAP_TYPE_CUBE'
  env_map_mode_define = 'ENVMAP_MODE_REFLECTION'
  env_map_blending_define = 'ENVMAP_BLENDING_MULTIPLY'

  if parameters[:env_map]
    case material.env_map.mapping
    when CubeReflectionMapping, CubeRefractionMapping
      env_map_type_define = 'ENVMAP_TYPE_CUBE'
    when EquirectangularReflectionMapping, EquirectangularRefractionMapping
      env_map_type_define = 'ENVMAP_TYPE_EQUIREC'
    when SphericalReflectionMapping
      env_map_type_define = 'ENVMAP_TYPE_SPHERE'
    end

    case material.env_map.mapping
    when CubeRefractionMapping, EquirectangularRefractionMapping
      env_map_mode_define 'ENVMAP_MODE_REFRACTION'
    end

    case material.combine
    when MultiplyOperation
      env_map_blending_define = 'ENVMAP_BLENDING_MULTIPLY'
    when MixOperation
      env_map_blending_define = 'ENVMAP_BLENDING_MIX'
    when AddOperation
      env_map_blending_define = 'ENVMAP_BLENDING_ADD'
    end
  end

  gamma_factor_define = (renderer.gamma_factor > 0) ? renderer.gamma_factor : 1.0

  # puts 'building new program'

  #

  custom_defines = generate_defines(defines)

  #

  @program = glCreateProgram

  if false # material.is_a?(RawShaderMaterial) # TODO: when RawShaderMaterial exists
    prefix_vertex = ''
    prefix_fragment = ''
  else
    prefix_vertex = [
      '#version 330',
      # TODO: do we need precision for an OpenGL program?
      # "precision #{parameters[:precision]} float;",
      # "precision #{parameters[:precision]} int;",

      custom_defines,

      parameters[:supports_vertex_textures] ? '#define VERTEX_TEXTURES' : '',

      renderer.gamma_input ? '#define GAMMA_INPUT' : '',
      renderer.gamma_output ? '#define GAMMA_OUTPUT' : '',
      "#define GAMMA_FACTOR #{gamma_factor_define}",

      "#define MAX_DIR_LIGHTS #{parameters[:max_dir_lights]}",
      "#define MAX_POINT_LIGHTS #{parameters[:max_point_lights]}",
      "#define MAX_SPOT_LIGHTS #{parameters[:max_spot_lights]}",
      "#define MAX_HEMI_LIGHTS #{parameters[:max_hemi_lights]}",

      "#define MAX_SHADOWS #{parameters[:max_shadows]}",

      "#define MAX_BONES #{parameters[:max_bones]}",

      parameters[:map] ? '#define USE_MAP' : '',
      parameters[:env_map] ? '#define USE_ENVMAP' : '',
      parameters[:env_map] ? "#define #{env_map_mode_define}" : '',
      parameters[:light_map] ? '#define USE_LIGHTMAP' : '',
      parameters[:bump_map] ? '#define USE_BUMPMAP' : '',
      parameters[:normal_map] ? '#define USE_NORMALMAP' : '',
      parameters[:specular_map] ? '#define USE_SPECULARMAP' : '',
      parameters[:alpha_map] ? '#define USE_ALPHAMAP' : '',
      parameters[:vertex_colors] ? '#define USE_COLOR' : '',

      parameters[:flat_shading] ? '#define FLAT_SHADED': '',

      parameters[:skinning] ? '#define USE_SKINNING' : '',
      parameters[:use_vertex_texture] ? '#define BONE_TEXTURE' : '',

      parameters[:morph_targets] ? '#define USE_MORPHTARGETS' : '',
      parameters[:morph_normals] ? '#define USE_MORPHNORMALS' : '',
      parameters[:wrap_around] ? '#define WRAP_AROUND' : '',
      parameters[:double_sided] ? '#define DOUBLE_SIDED' : '',
      parameters[:flip_sided] ? '#define FLIP_SIDED' : '',

      parameters[:shadow_map_enabled] ? '#define USE_SHADOWMAP' : '',
      parameters[:shadow_map_enabled] ? "#define #{shadow_map_type_define}" : '',
      parameters[:shadow_map_debug] ? '#define SHADOWMAP_DEBUG' : '',
      parameters[:shadow_map_cascade] ? '#define SHADOWMAP_CASCADE' : '',

      parameters[:size_attenuation] ? '#define USE_SIZEATTENUATION' : '',

      parameters[:logarithmic_depth_buffer] ? '#define USE_LOGDEPTHBUF' : '',
      #renderer._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',


      'uniform mat4 modelMatrix;',
      'uniform mat4 modelViewMatrix;',
      'uniform mat4 projectionMatrix;',
      'uniform mat4 viewMatrix;',
      'uniform mat3 normalMatrix;',
      'uniform vec3 cameraPosition;',

      'in vec3 position;',
      'in vec3 normal;',
      'in vec2 uv;',
      'in vec2 uv2;',

      '#ifdef USE_COLOR',

      '  in vec3 color;',

      '#endif',

      '#ifdef USE_MORPHTARGETS',

      '  in vec3 morphTarget0;',
      '  in vec3 morphTarget1;',
      '  in vec3 morphTarget2;',
      '  in vec3 morphTarget3;',

      '  #ifdef USE_MORPHNORMALS',

      '    in vec3 morphNormal0;',
      '    in vec3 morphNormal1;',
      '    in vec3 morphNormal2;',
      '    in vec3 morphNormal3;',

      '  #else',

      '    in vec3 morphTarget4;',
      '    in vec3 morphTarget5;',
      '    in vec3 morphTarget6;',
      '    in vec3 morphTarget7;',

      '  #endif',

      '#endif',

      '#ifdef USE_SKINNING',

      '  in vec4 skinIndex;',
      '  in vec4 skinWeight;',

      '#endif',
    ].reject(&:empty?).join("\n") + "\n"

    prefix_fragment = [
      '#version 330',
      # TODO: do we need precision for an OpenGL program?
      # "precison #{parameters[:precision]} float;",
      # "precison #{parameters[:precision]} int;",

      # (parameters[:bump_map] || parameters[:normal_map] || parameters[:flat_shading]) ? '#extension GL_OES_standard_derivatives : enable' : '', # TODO: oes extension in OpenGL?

      custom_defines,

      "#define MAX_DIR_LIGHTS #{parameters[:max_dir_lights]}",
      "#define MAX_POINT_LIGHTS #{parameters[:max_point_lights]}",
      "#define MAX_SPOT_LIGHTS #{parameters[:max_spot_lights]}",
      "#define MAX_HEMI_LIGHTS #{parameters[:max_hemi_lights]}",

      "#define MAX_SHADOWS #{parameters[:max_shadows]}",

      parameters[:alpha_test] ? "#define ALPHATEST #{parameters[:alpha_test].to_f}" : '',

      renderer.gamma_input ? '#define GAMMA_INPUT' : '',
      renderer.gamma_output ? '#define GAMMA_OUTPUT' : '',
      "#define GAMMA_FACTOR #{gamma_factor_define}",

      (parameters[:use_fog] && parameters[:fog]) ? '#define USE_FOG' : '',
      (parameters[:use_fog] && parameters[:fog_exp]) ? '#define FOG_EXP2' : '',

      parameters[:map] ? '#define USE_MAP' : '',
      parameters[:env_map] ? '#define USE_ENVMAP' : '',
      parameters[:env_map] ? "#define #{env_map_type_define}" : '',
      parameters[:env_map] ? "#define #{env_map_mode_define}" : '',
      parameters[:env_map] ? "#define #{env_map_blending_define}" : '',
      parameters[:light_map] ? '#define USE_LIGHTMAP' : '',
      parameters[:bump_map] ? '#define USE_BUMPMAP' : '',
      parameters[:normal_map] ? '#define USE_NORMALMAP' : '',
      parameters[:specular_map] ? '#define USE_SPECULARMAP' : '',
      parameters[:alpha_map] ? '#define USE_ALPHAMAP' : '',
      parameters[:vertex_colors] ? '#define USE_COLOR' : '',

      parameters[:flat_shading] ? '#define FLAT_SHADED' : '',

      parameters[:metal] ? '#define METAL' : '',
      parameters[:wrap_around] ? '#define WRAP_AROUND' : '',
      parameters[:double_sided] ? '#define DOUBLE_SIDED' : '',
      parameters[:flip_sided] ? '#define FLIP_SIDED' : '',


      parameters[:shadow_map_enabled] ? '#define USE_SHADOWMAP' : '',
      parameters[:shadow_map_enabled] ? "#define #{shadow_map_type_define}" : '',
      parameters[:shadow_map_debug] ? '#define SHADOWMAP_DEBUG' : '',
      parameters[:'shadow_map_cascade'] ? '#define SHADOWMAP_CASCADE' : '',

      parameters[:logarithmic_depth_buffer] ? '#define USE_LOGDEPTHBUF' : '',
      #renderer._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',

      'uniform mat4 viewMatrix;',
      'uniform vec3 cameraPosition;',

      'layout(location = 0) out vec4 fragColor;'
    ].reject(&:empty?).join("\n") + "\n"
  end

  gl_vertex_shader = OpenGLShader.new(GL_VERTEX_SHADER, prefix_vertex + vertex_shader)
  gl_fragment_shader = OpenGLShader.new(GL_FRAGMENT_SHADER, prefix_fragment + fragment_shader)

  glAttachShader(@program, gl_vertex_shader.shader)
  glAttachShader(@program, gl_fragment_shader.shader)

  # if !index0_attribute_name.nil?
    # TODO: is this necessary in OpenGL ???
    # Force a particular attribute to index 0.
    # because potentially expensive emulation is done by __browser__ if attribute 0 is disabled. (no browser here!)
    # And, color, for example is often automatically bound to index 0 so disabling it

  #   glBindAttributeLocation(program, 0, index0_attribute_name)
  # end

  glLinkProgram(@program)

  log_info = program_info_log

  if !link_status
    puts "ERROR: Mittsu::OpenGLProgram: shader error: #{glGetError}, GL_INVALID_STATUS, #{glGetProgramParameter(program, GL_VALIDATE_STATUS)}, glGetProgramParameterInfoLog, #{program_log_info}"
  end

  if !log_info.empty?
    puts "WARNING: Mittsu::OpenGLProgram: glGetProgramInfoLog, #{log_info}"
    # TODO: useless in OpenGL ???
    # puts "WARNING: #{glGetExtension( 'OPENGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader )}"
    # puts "WARNING: #{glGetExtension( 'OPENGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader )}"
  end

  # clean up

  glDeleteShader(gl_vertex_shader.shader)
  glDeleteShader(gl_fragment_shader.shader)

  # cache uniform locations

  identifiers = [
    'viewMatrix',
    'modelViewMatrix',
    'projectionMatrix',
    'normalMatrix',
    'modelMatrix',
    'cameraPosition',
    'morphTargetInfluences',
    'bindMatrix',
    'bindMatrixInverse'
  ]

  if parameters[:use_vertex_texture]
    identifiers << 'boneTexture'
    identifiers << 'boneTextureWidth'
    identifiers << 'boneTextureHeight'
  else
    identifiers << 'boneGlobalMatrices'
  end

  if parameters[:logarithmic_depth_buffer]
    identifiers << 'logDepthBufFC'
  end

  uniforms.each do |k, v|
    identifiers << k.to_s
  end

  @uniforms = cache_uniform_locations(program, identifiers)

  # cache attributes locations

  identifiers = [
    'position',
    'normal',
    'uv',
    'uv2',
    'tangent',
    'color',
    'skinIndex',
    'skinWeight',
    'lineDistance'
  ]

  parameters[:max_morph_targets].times do |i|
    identifiers << "morphTarget#{i}"
  end

  parameters[:max_morph_normals].times do |i|
    identifiers << "morphNormal#{i}"
  end

  attributes.each do |k, v|
    identifiers << k
  end

  @attributes = cache_attribute_locations(program, identifiers)

  @id = (@@id ||= 1).tap { @@id += 1 }
  @code = code
  @used_times = 2
  @vertex_shader = gl_vertex_shader
  @fragment_shader = gl_fragment_shader
end

Instance Attribute Details

#attributesObject

Returns the value of attribute attributes.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 5

def attributes
  @attributes
end

#codeObject

Returns the value of attribute code.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 6

def code
  @code
end

#fragment_shaderObject

Returns the value of attribute fragment_shader.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 6

def fragment_shader
  @fragment_shader
end

#idObject (readonly)

Returns the value of attribute id.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 5

def id
  @id
end

#programObject (readonly)

Returns the value of attribute program.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 5

def program
  @program
end

#uniformsObject (readonly)

Returns the value of attribute uniforms.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 5

def uniforms
  @uniforms
end

#used_timesObject

Returns the value of attribute used_times.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 6

def used_times
  @used_times
end

#vertex_shaderObject

Returns the value of attribute vertex_shader.



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# File 'lib/mittsu/renderers/opengl/opengl_program.rb', line 6

def vertex_shader
  @vertex_shader
end