#include "CImage.h" #include "WallpaperEngine/Render/Shaders/Compiler.h" #include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameter.h" #include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterFloat.h" #include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterInteger.h" #include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector2.h" #include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector3.h" #include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector4.h" using namespace WallpaperEngine; using namespace WallpaperEngine::Render::Objects; using namespace WallpaperEngine::Render::Shaders::Parameters; extern irr::f32 g_Time; CImage::CImage (CScene* scene, Core::Objects::CImage* image) : Render::CObject (scene, Type, image), m_image (image) { // TODO: INITIALIZE NEEDED EFFECTS AND PROPERLY CALCULATE THESE? irr::f32 xright = this->m_image->getOrigin ()->X; irr::f32 xleft = -this->m_image->getOrigin ()->X; irr::f32 ztop = this->m_image->getOrigin ()->Y; irr::f32 zbottom = -this->m_image->getOrigin ()->Y; irr::f32 z = this->getScene ()->getCamera ()->getEye ()->Z; // top left this->m_vertex [0].Pos = irr::core::vector3df (xleft, ztop, z); // top right this->m_vertex [1].Pos = irr::core::vector3df (xright, ztop, z); // bottom right this->m_vertex [2].Pos = irr::core::vector3df (xright, zbottom, z); // bottom left this->m_vertex [3].Pos = irr::core::vector3df (xleft, zbottom, z); this->m_vertex [0].TCoords = irr::core::vector2df (1.0f, 0.0f); this->m_vertex [1].TCoords = irr::core::vector2df (0.0f, 0.0f); this->m_vertex [2].TCoords = irr::core::vector2df (0.0f, 1.0f); this->m_vertex [3].TCoords = irr::core::vector2df (1.0f, 1.0f); this->m_vertex [0].Color = irr::video::SColor (255, 255, 255, 255); this->m_vertex [1].Color = irr::video::SColor (255, 255, 255, 255); this->m_vertex [2].Color = irr::video::SColor (255, 255, 255, 255); this->m_vertex [3].Color = irr::video::SColor (255, 255, 255, 255); this->generateMaterial (); this->setAutomaticCulling (irr::scene::EAC_OFF); this->m_boundingBox = irr::core::aabbox3d(0, 0, 0, 0, 0, 0); } void CImage::render() { uint16_t indices [] = { 0, 1, 2, 3 }; irr::video::IVideoDriver* driver = SceneManager->getVideoDriver (); driver->setMaterial (this->m_material); driver->drawVertexPrimitiveList ( this->m_vertex, 4, indices, 1, irr::video::EVT_STANDARD, irr::scene::EPT_QUADS, irr::video::EIT_16BIT ); } void CImage::generateMaterial () { if (this->m_image->getMaterial ()->getPasses ()->empty () == true) return; // TODO: SUPPORT OBJECT EFFECTS AND MULTIPLE MATERIAL PASSES Core::Objects::Images::Materials::CPassess* pass = *this->m_image->getMaterial ()->getPasses ()->begin (); std::string shader = pass->getShader (); std::vector* textures = pass->getTextures (); std::vector::const_iterator cur = textures->begin (); std::vector::const_iterator end = textures->end (); for (int textureNumber = 0; cur != end; cur ++, textureNumber ++) { // TODO: LOOK THIS UP PROPERLY irr::io::path texturepath = std::string ("materials/" + (*cur) + ".tex").c_str (); irr::video::ITexture* texture = this->getScene ()->getContext ()->getDevice ()->getVideoDriver ()->getTexture (texturepath); this->m_material.setTexture (textureNumber, texture); } // TODO: MOVE SHADER INITIALIZATION ELSEWHERE irr::io::path vertpath = std::string ("shaders/" + shader + ".vert").c_str (); irr::io::path fragpath = std::string ("shaders/" + shader + ".frag").c_str (); this->m_vertexShader = new Render::Shaders::Compiler (vertpath, Render::Shaders::Compiler::Type::Type_Vertex, pass->getCombos (), false); this->m_pixelShader = new Render::Shaders::Compiler (fragpath, Render::Shaders::Compiler::Type::Type_Pixel, pass->getCombos (), false); this->m_material.MaterialType = (irr::video::E_MATERIAL_TYPE) this->getScene ()->getContext ()->getDevice ()->getVideoDriver ()->getGPUProgrammingServices ()->addHighLevelShaderMaterial ( this->m_vertexShader->precompile ().c_str (), "main", irr::video::EVST_VS_2_0, this->m_pixelShader->precompile ().c_str (), "main", irr::video::EPST_PS_2_0, this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT ); // this->m_material.MaterialType = irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL; this->m_material.setFlag (irr::video::EMF_LIGHTING, false); this->m_material.setFlag (irr::video::EMF_BLEND_OPERATION, true); } const irr::core::aabbox3d& CImage::getBoundingBox() const { return this->m_boundingBox; } void CImage::OnRegisterSceneNode () { if (this->m_image->isVisible () == true) SceneManager->registerNodeForRendering (this); ISceneNode::OnRegisterSceneNode (); } void CImage::OnSetConstants (irr::video::IMaterialRendererServices *services, int32_t userData) { irr::f32 g_Texture0 = 0; irr::f32 g_Texture1 = 1; irr::f32 g_Texture2 = 2; irr::f32 g_Texture3 = 3; irr::f32 g_Texture4 = 4; irr::f32 g_Texture5 = 5; irr::f32 g_Texture6 = 6; irr::f32 g_Texture7 = 7; irr::f32 g_Texture0Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z}; irr::f32 g_Texture1Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z}; irr::f32 g_Texture2Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z}; irr::f32 g_Texture3Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z}; irr::f32 g_Texture4Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z}; irr::f32 g_Texture5Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z}; irr::f32 g_Texture6Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z}; irr::f32 g_Texture7Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z}; irr::f32 g_Texture0Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y}; irr::f32 g_Texture1Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y}; irr::f32 g_Texture2Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y}; irr::f32 g_Texture3Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y}; irr::f32 g_Texture4Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y}; irr::f32 g_Texture5Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y}; irr::f32 g_Texture6Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y}; irr::f32 g_Texture7Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y}; irr::video::IVideoDriver* driver = services->getVideoDriver (); irr::core::matrix4 worldViewProj;worldViewProj.makeIdentity(); worldViewProj = driver->getTransform(irr::video::ETS_PROJECTION); worldViewProj *= driver->getTransform(irr::video::ETS_VIEW); worldViewProj *= driver->getTransform(irr::video::ETS_WORLD); std::vector::const_iterator cur = this->m_vertexShader->getParameters ().begin (); std::vector::const_iterator end = this->m_vertexShader->getParameters ().end (); for (; cur != end; cur ++) { if ((*cur)->Is () == true) { services->setVertexShaderConstant ( (*cur)->getName ().c_str (), (irr::s32*) (*cur)->getValue (), (*cur)->getSize () ); } else if ( (*cur)->Is () == true || (*cur)->Is () == true || (*cur)->Is () == true || (*cur)->Is () == true) { services->setVertexShaderConstant ( (*cur)->getName ().c_str (), (irr::f32*) (*cur)->getValue (), (*cur)->getSize () ); } } cur = this->m_pixelShader->getParameters ().begin (); end = this->m_pixelShader->getParameters ().end (); for (; cur != end; cur ++) { if ((*cur)->Is () == true) { services->setPixelShaderConstant ( (*cur)->getName ().c_str (), (irr::s32*) (*cur)->getValue (), (*cur)->getSize () ); } else if ( (*cur)->Is () == true || (*cur)->Is () == true || (*cur)->Is () == true || (*cur)->Is () == true) { services->setPixelShaderConstant ( (*cur)->getName ().c_str (), (irr::f32*) (*cur)->getValue (), (*cur)->getSize () ); } } services->setVertexShaderConstant ("g_Time", &g_Time, 1); services->setPixelShaderConstant ("g_Time", &g_Time, 1); services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16); services->setVertexShaderConstant ("g_Texture0Resolution", g_Texture0Resolution, 4); services->setVertexShaderConstant ("g_Texture1Resolution", g_Texture1Resolution, 4); services->setVertexShaderConstant ("g_Texture2Resolution", g_Texture2Resolution, 4); services->setVertexShaderConstant ("g_Texture3Resolution", g_Texture3Resolution, 4); services->setVertexShaderConstant ("g_Texture4Resolution", g_Texture4Resolution, 4); services->setVertexShaderConstant ("g_Texture5Resolution", g_Texture5Resolution, 4); services->setVertexShaderConstant ("g_Texture6Resolution", g_Texture6Resolution, 4); services->setVertexShaderConstant ("g_Texture7Resolution", g_Texture7Resolution, 4); services->setVertexShaderConstant ("g_Texture0Rotation", g_Texture0Rotation, 4); services->setVertexShaderConstant ("g_Texture1Rotation", g_Texture1Rotation, 4); services->setVertexShaderConstant ("g_Texture2Rotation", g_Texture2Rotation, 4); services->setVertexShaderConstant ("g_Texture3Rotation", g_Texture3Rotation, 4); services->setVertexShaderConstant ("g_Texture4Rotation", g_Texture4Rotation, 4); services->setVertexShaderConstant ("g_Texture5Rotation", g_Texture5Rotation, 4); services->setVertexShaderConstant ("g_Texture6Rotation", g_Texture6Rotation, 4); services->setVertexShaderConstant ("g_Texture7Rotation", g_Texture7Rotation, 4); services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1); services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1); services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1); services->setPixelShaderConstant ("g_Texture3", &g_Texture3, 1); services->setPixelShaderConstant ("g_Texture4", &g_Texture4, 1); services->setPixelShaderConstant ("g_Texture5", &g_Texture5, 1); services->setPixelShaderConstant ("g_Texture6", &g_Texture6, 1); services->setPixelShaderConstant ("g_Texture7", &g_Texture7, 1); } const std::string CImage::Type = "image";