shaders/shaderscreen/orshaderscreen_shader.cxx

shaders/shaderscreen/orshaderscreen_shader.cxx
/***************************************************************************************
Autodesk(R) Open Reality(R) Samples
(C) 2009 Autodesk, Inc. and/or its licensors
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***************************************************************************************/
#ifndef ORSDK_DLL
#define ORSDK_DLL K_DLLEXPORT
#endif
// Class declaration
#include "orshaderscreen_shader.h"
//--- Registration defines
#define ORSHADERSCREEN__CLASS ORSHADERSCREEN__CLASSNAME
#define ORSHADERSCREEN__DESC "OR - Shader Screen Description"
//--- FiLMBOX Registration & Implementation.
FBShaderImplementation( ORSHADERSCREEN__CLASS );
FBRegisterShader ( ORSHADERSCREEN__DESCSTR,
ORSHADERSCREEN__CLASS,
ORSHADERSCREEN__DESCSTR,
ORSHADERSCREEN__DESC,
const char* ORShaderScreen::ColorOpNames[eColorOpCount] = { "Multiply", "Add", "Average", "Subtract 1-2", "Subtract 2-1", "Color1", "Color2" };
/************************************************
* FiLMBOX Constructor.
************************************************/
bool ORShaderScreen::FBCreate()
{
double lInitColor1[3] = {1.0, 1.0, 1.0};
double lInitColor2[3] = {0.0, 0.0, 0.0};
double lInitIntensity[1]= {70.0};
// Initialize parameters
mColor1 .Init( this, "Color 1", ANIMATIONNODE_TYPE_COLOR, lInitColor1 );
mColor2 .Init( this, "Color 2", ANIMATIONNODE_TYPE_COLOR, lInitColor2 );
mIntensity .Init( this, "Intensity", ANIMATIONNODE_TYPE_NUMBER, lInitIntensity );
// Animated box
Animatable = true;
mColorOp = eColor1;
return true;
}
/************************************************
* FiLMBOX Destructor.
************************************************/
void ORShaderScreen::FBDestroy()
{
}
/************************************************
* Shader functions.
************************************************/
FBShaderModelInfo* ORShaderScreen::NewShaderModelInfo(HKModelRenderInfo pModelRenderInfo, int pSubRegionIndex)
{
FBShaderModelInfo* lShaderModelInfo = ParentClass::NewShaderModelInfo(pModelRenderInfo, pSubRegionIndex);
//Since Shader need access deformed vertex array directly on CPU memory, we need to request vertex array mapping.
FBModel* lModel = lShaderModelInfo->GetFBModel();
if (lModel->IsDeformable)
{
FBModelVertexData* lModelVertexData = lModel->ModelVertexData;
lModelVertexData->VertexArrayMappingRequest();
}
return lShaderModelInfo;
}
void ORShaderScreen::DestroyShaderModelInfo( FBRenderOptions* pOptions, FBShaderModelInfo* pInfo )
{
FBModel* lModel = pInfo->GetFBModel();
//release vertex array mapping request.
if (lModel->IsDeformable)
{
FBModelVertexData* lModelVertexData = lModel->ModelVertexData;
lModelVertexData->VertexArrayMappingRelease();
}
ParentClass::DestroyShaderModelInfo(pOptions, pInfo);
}
void ORShaderScreen::ShadeModel( FBRenderOptions* pRenderOptions, FBShaderModelInfo* pShaderModelInfo, FBRenderingPass pPass )
{
/***************************************************************************************
* Make sure everything in OpenGL is the same on exit as when it entered this function! *
***************************************************************************************/
if( pShaderModelInfo != NULL )
{
FBVertex lVertex;
FBColorAndAlpha lEffColor;
// Model
FBModel* lModel = pShaderModelInfo->GetFBModel();
// ModelVertexData
FBModelVertexData* lModelVertexData = lModel->ModelVertexData;
// Get current camera
FBRenderer* lRenderer = mSystem.Renderer;
FBModel* lModelCam = lRenderer->CurrentCamera;
FBCamera* lCamera = (FBCamera*) lModelCam;
// Matrices & vertices
FBMatrix lProjectionMatrix;
lCamera->GetCameraMatrix( lProjectionMatrix, kFBProjection );
FBMatrix lModelViewMatrix;
lCamera->GetCameraMatrix( lModelViewMatrix, kFBModelView );
FBMatrix lModelMatrix;
lModel->GetMatrix(lModelMatrix);
const int lSubPatchCount = lModelVertexData->GetSubPatchCount();
FBVertex* lVertices = (FBVertex*)lModelVertexData->GetVertexArray(kFBGeometryArrayID_Point);
int* lIndexes = lModelVertexData->GetIndexArray();
FBMatrix lLocalToScreenMatrix;
FBVertex lScreenPosition;
FBMatrixMult( lLocalToScreenMatrix, lModelViewMatrix, lModelMatrix );
FBMatrixMult( lLocalToScreenMatrix, lProjectionMatrix, lLocalToScreenMatrix );
// Texture matrix
glMatrixMode( GL_TEXTURE );
glLoadIdentity();
// Modelview matrix
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
{
glLoadIdentity();
// Projection matrix, push onto stack
glMatrixMode( GL_PROJECTION );
glPushMatrix();
{
glLoadIdentity();
// Enable blending
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
glEnable( GL_BLEND );
//for all sub patch
for(int lSubPatchIdx = 0; lSubPatchIdx < lSubPatchCount; ++lSubPatchIdx)
{
if (lModelVertexData->GetSubPatchPrimitiveType(lSubPatchIdx) != kFBGeometry_TRIANGLES)
continue;
glBegin(GL_TRIANGLES);
const int lSubPatchIndexOffset = lModelVertexData->GetSubPatchIndexOffset(lSubPatchIdx);
const int lSubPatchIndexEnd = lSubPatchIndexOffset + lModelVertexData->GetSubPatchIndexSize(lSubPatchIdx);
for(int lVerIdx =lSubPatchIndexOffset; lVerIdx<lSubPatchIndexEnd; lVerIdx++)
{
// Convert position to screen position.
FBVertexMatrixMult( lScreenPosition, lLocalToScreenMatrix, lVertices[lIndexes[lVerIdx]] );
lEffColor[0] = 1.0;
lEffColor[1] = 1.0;
lEffColor[2] = 1.0;
lEffColor[3] = 0.25;
// Read & set from animatable parameter
FBColor lColor1 = mColor1;
FBColor lColor2 = mColor2;
int i;
for( i=0; i<3; i++ )
{
switch( mColorOp )
{
case eMultiply: lEffColor[i] = lColor1[i]*lColor2[i]; break;
case eAdd: lEffColor[i] = lColor1[i]+lColor2[i]; break;
case eAverage: lEffColor[i] = (lColor1[i]+lColor2[i])*0.5; break;
case eSubtract1: lEffColor[i] = lColor1[i]-lColor2[i]; break;
case eSubtract2: lEffColor[i] = lColor2[i]-lColor1[i]; break;
case eColor1: lEffColor[i] = lColor1[i]; break;
case eColor2: lEffColor[i] = lColor2[i]; break;
}
}
// Cap color for OpenGL
for( i=0; i<3; i++ )
{
if( lEffColor[i] > 1.0 )
{
lEffColor[i] = 1.0;
}
else if( lEffColor[i] < 0.0 )
{
lEffColor[i] = 0.0;
}
}
// Read & use intensity value.
double lIntensity = mIntensity;
lEffColor[0] *= lIntensity * 0.01;
lEffColor[1] *= lIntensity * 0.01;
lEffColor[2] *= lIntensity * 0.01;
// Set color & place 1st vertex
glColor4dv ( (double*) lEffColor );
glVertex3fv ( (float*) lScreenPosition.mValue );
// Calculate triangle dimensions
const float lXDimension = 0.08f;
const float lYDimension = lXDimension * 3.0f;
const float lYPosition = lScreenPosition[1] - lYDimension;
// Set faded color & calculate 2 other (lower) positions
glColor4d( lEffColor[0], lEffColor[1], lEffColor[2], 0.0 );
glVertex3f( lScreenPosition[0]-lXDimension, lYPosition, lScreenPosition[2] );
glVertex3f( lScreenPosition[0]+lXDimension, lYPosition, lScreenPosition[2] );
}
glEnd();
}
// Disable a) blending, b) 2d textures
glDisable( GL_BLEND );
glDisable( GL_TEXTURE_2D );
}
// Pop projection matrix from stack.
glPopMatrix();
}
// Switch to modelview matrix.
// N.B. Always leave in ModelView Mode...
glMatrixMode( GL_MODELVIEW );
// Pop modelview matrix from stack
glPopMatrix();
}
}
bool ORShaderScreen::FbxStore( FBFbxObject* pFbxObject )
{
pFbxObject->FieldWriteBegin("ColorOp");
{
pFbxObject->FieldWriteI( (int)mColorOp );
}
pFbxObject->FieldWriteEnd();
return true;
}
bool ORShaderScreen::FbxRetrieve( FBFbxObject* pFbxObject, FBRenderer* pRenderer )
{
if( pFbxObject->FieldReadBegin("ColorOp") )
{
mColorOp = (ORColorOp)pFbxObject->FieldReadI();
pFbxObject->FieldReadEnd();
}
return true;
}