void DynamicMaterial::setTextures(MaterialEditor* src) { if(!m_material) return; if(m_stream) m_stream->build(); // Textures m_material->setTexture("diffuseArray", src->getDiffuseArray()); m_material->setTexture("normalArray", src->getNormalArray()); if(m_stream) { m_stream->setTexture("diffuseArray", src->getDiffuseArray()); m_stream->setTexture("normalArray", src->getNormalArray()); printf("Textures set\n"); } // Bind all the maps typedef std::set<const char*> MapList; MapList maps; for(size_t i=0; i<m_layers.size(); ++i) { if(m_layers[i]->map && m_layers[i]->map[0]) maps.insert( m_layers[i]->map ); if(m_layers[i]->map2 && m_layers[i]->map2[0]) maps.insert( m_layers[i]->map2 ); update(i); } for(MapList::iterator i=maps.begin(); i!=maps.end(); ++i) { EditableTexture* map = src->getMap(*i); if(map) { m_material->setTexture(*i, map->getTexture()); if(m_stream) { if(map->getTextureStream()) m_stream->addStream(*i, map->getTextureStream()); else m_stream->setOverlayTexture(*i, map->getTexture()); } } } }
// Set value from the map list. String SetParametersObject(MapList params, bool last_param_array) { MapList::iterator it; MapList::iterator last_param = params.end(); last_param--; String params_object = ""; for (it = params.begin(); it != params.end(); it++) { AddPair(params_object, it->first, it->second, (last_param == it && last_param_array) ? false : true, (last_param != it) ? true : false); } return params_object; }
bool DynamicMaterial::compile() { std::string source; // Inputs source += "#version 130\n\n" "in vec3 worldNormal;\n" "in vec3 worldPos;\n\n" "uniform vec3 lightDirection;\n\n"; // Samplers source += "uniform sampler2DArray diffuseArray;\n" "uniform sampler2DArray normalArray;\n"; // Maps typedef std::set<std::string> MapList; MapList maps; for(size_t i=0; i<m_layers.size(); ++i) { if(m_layers[i]->map && m_layers[i]->map[0]) maps.insert( str(m_layers[i]->map) ); if(m_layers[i]->map2 && m_layers[i]->map2[0]) maps.insert( str(m_layers[i]->map2) ); } for(MapList::iterator i=maps.begin(); i!=maps.end(); ++i) source += "uniform sampler2D " + *i + "Map;\n"; for(MapList::iterator i=maps.begin(); i!=maps.end(); ++i) source += "uniform vec4 " + *i + "Info;\n"; source += "\n\n"; // Variables for(size_t i=0; i<m_layers.size(); ++i) { std::string index = str(i); if(m_layers[i]->projection == PROJECTION_FLAT) source += "uniform vec2 scale" + index + ";\n"; else source += "uniform vec3 scale" + index + ";\n"; source += "uniform float opacity" + index + ";\n"; if(m_layers[i]->type == LAYER_AUTO) source += "uniform vec3 autoMin" + index + ";\n" "uniform vec3 autoMax" + index + ";\n" "uniform vec3 autoBlend" + index + ";\n"; } source += "\n\n//Utility functions\n"; // Functions source += "vec4 sampleTriplanar(float map, vec3 coord, vec3 weights) {\n" " vec4 c = vec4(coord.xyz, map);\n" " return texture(diffuseArray, c.yzw)*weights.xxxx + texture(diffuseArray, c.zxw)*weights.yyyy + texture(diffuseArray, c.xyw)*weights.zzzz;\n" "}\n"; source += "vec4 sampleTriplanerNormal(float map, vec3 coord, vec3 normal, vec3 weights) {\n" " vec4 c = vec4(coord.xyz, map);\n" " vec4 nX = texture(normalArray, c.yzw);\n" " vec4 nY = texture(normalArray, c.zxw);\n" " vec4 nZ = texture(normalArray, c.xyw);\n" " nX.xyz = nX.xyz * 2.0 - 1.0;\n" " nY.xyz = nY.xyz * 2.0 - 1.0;\n" " nZ.xyz = nZ.xyz * 2.0 - 1.0;\n" " if(dot(nX.xyz, normal)<0.0) nX.x = -nX.x;\n" " if(dot(nY.xyz, normal)<0.0) nY.y = -nY.y;\n" " if(dot(nZ.xyz, normal)<0.0) nZ.z = -nZ.z;\n" " vec3 result = normalize(nX.xyz*weights.xxx + nY.xyz*weights.yyy + nZ.xyz*weights.zzz);\n" " return vec4(result, nX.w*weights.x + nY.w*weights.y + nZ.w*weights.z);\n" "}\n"; source += "float getAutoWeight(vec3 value, vec3 vmin, vec3 vmax, vec3 vblend) {\n" // " vec3 ctr = (vmin + vmax) * 0.5;\n" // " vec3 r = smoothstep(ctr - vmin, ctr - vmin + vblend, abs(value - ctr));\n" " vec3 r = smoothstep(vmin-vblend, vmin, value) * smoothstep(vmax+vblend, vmax, value);\n" " return r.x * r.y * r.z;\n" "}\n"; source += "vec4 sampleMap(sampler2D map, vec4 info, vec2 coord) {\n" " coord = (coord - info.xy) * info.zw;\n" " return texture(map, coord);\n" "}\n"; source += "vec4 sampleDiffuse(float map, vec2 coord) {\n" " return texture(diffuseArray, vec3(coord, map));\n" "}\n"; source += "vec4 sampleNormal(float map, vec2 coord) {\n" " vec4 n = texture(diffuseArray, vec3(coord, map));\n" " return vec4(n.xyz * 2.0 - 1.0, n.w);\n" "}\n\n\n"; // Main function source += "// Main shader function\n" "void main() {\n" " vec4 diffuse = vec4(1,1,1,1);\n" " vec4 normal = vec4(0,1,0,0);\n" " float gloss = 0.0;\n" " float height;\n" " float weight;\n" " vec4 diff, norm;\n" " vec3 triplanar = max( (abs(worldNormal) - 0.2) * 0.7, 0.0);\n" " triplanar /= dot(triplanar, vec3(1,1,1));\n" " vec3 autoValue = vec3(worldPos.y, 1.0 - worldNormal.y, 0.0);\n" " \n"; // Vertical projection data source += " vec3 vertical = vec3(triplanar.x, 0, triplanar.z);\n" " vertical /= triplanar.y>0.99? 1: dot(vertical, vec3(1,1,1));\n\n"; // Sample maps if(!maps.empty()) { source += " // Sample maps\n"; for(MapList::iterator i=maps.begin(); i!=maps.end(); ++i) { source += " vec4 " + *i + "Sample = sampleMap(" + *i + "Map, " + *i + "Info, worldPos.xz);\n"; } source += "\n"; } // Apply layers const std::string rgba[] = { "r", "g", "b", "a" }; for(size_t i=0; i<m_layers.size(); ++i) { std::string index = str(i); MaterialLayer* layer = m_layers[i]; Colour colour(layer->colour); bool valid = true; source += " // Layer " + str(layer->name) + "\n"; switch(layer->type) { case LAYER_AUTO: source += " weight = getAutoWeight(autoValue, autoMin"+index+", autoMax"+index+", autoBlend"+index+");\n"; break; case LAYER_WEIGHT: if(!layer->map || !layer->map[0]) valid = false; else if(layer->mapData<4) source += " weight = " + str(layer->map) + "Sample." + rgba[layer->mapData] + ";\n"; else source += " weight = 1.0 - dot(" + str(layer->map) + "Sample, vec4(1,1,1,1));\n"; break; case LAYER_COLOUR: if(!layer->map || !layer->map[0]) valid = false; else source += " diff = " + str(layer->map) + "Sample;\n weight = 1.0;\n"; break; case LAYER_INDEXED: // ToDo this one break; } if(!valid) { printf("Error: Layer %s references an invalid map\n", (const char*)layer->name); continue; } // Sample textures if(layer->type != LAYER_COLOUR) { if(layer->texture < 0) source += " diff = vec4(" + str(colour.r) + ", " + str(colour.g) + ", " + str(colour.b) + ", 0);\n" " norm = vec4(0, 0, 1, 0);\n"; else if(layer->projection == PROJECTION_VERTICAL) source += " diff = sampleTriplanar("+str(layer->texture)+".0, worldPos * scale"+index+", vertical);\n" " norm = sampleTriplanerNormal("+str(layer->texture)+".0, worldPos * scale"+index+", worldNormal, vertical);\n"; else if(layer->projection == PROJECTION_TRIPLANAR) source += " diff = sampleTriplanar("+str(layer->texture)+".0, worldPos * scale"+index+", triplanar);\n" " norm = sampleTriplanerNormal("+str(layer->texture)+".0, worldPos * scale"+index+", worldNormal, triplanar);\n"; else source += " diff = sampleDiffuse("+str(layer->texture)+".0, worldPos.xz * scale"+index+");\n" " norm = sampleNormal("+str(layer->texture)+".0, worldPos.xz * scale"+index+");\n"; } // Blending switch(layer->blend) { case BLEND_NORMAL: case BLEND_HEIGHT: source += " diffuse = mix(diffuse, diff, weight * opacity" + index + ");\n" " normal = mix(normal, norm, weight * opacity" + index + ");\n"; break; case BLEND_MULTIPLY: source += " diffuse *= mix(vec4(1,1,1,1), diff, weight * opacity" + index + ");\n"; break; case BLEND_ADD: source += " diffuse += diff * weight * opacity" + index + ";\n"; break; } source += "\n"; } // Lighting (basic diffuse); source += " // Lighting\n"; source += " gl_FragColor = diffuse * 0.1 + diffuse * 0.9 * dot(worldNormal, lightDirection);\n"; source += " gl_FragColor = vec4(diffuse.rgb, 1);\n"; source += "}\n"; // Vertex shader - todo: add concavity attribute static const char* vertexShader = "varying vec3 worldNormal;\n" "varying vec3 worldPos;\n" "void main() {\n" " gl_Position = ftransform();\n" " worldPos = gl_Vertex.xyz;\n" " worldNormal = gl_Normal;\n" "}\n"; // Compile shader const char* fragmentShader = source.c_str(); VertexShader vert = Shader::createVertex(&vertexShader); FragmentShader frag = Shader::createFragment(&fragmentShader); Shader shader = Shader::link(vert, frag); // Setup material if(!m_material) m_material = new Material(); m_material->setShader(shader); // Streamed material if(m_streaming) { if(!m_stream) m_stream = new MaterialStream(m_material); m_stream->updateShader(); } // Initialise variables for(size_t i=0; i<m_layers.size(); ++i) { update(i); } // DEBUG: save generated shader FILE* fp = fopen("shader.glsl", "w"); if(fp) fwrite(source.c_str(), 1, source.length(), fp); if(fp) fclose(fp); printf("Compiled shader\n"); m_needsCompile = false; return false; }
void TouchKeyboard::reload_current_layout() { this->free_button_vram(); for( TextButtonSetStorage::iterator ki=this->keys.begin(); ki!=this->keys.end(); ki++ ) { if( *ki ) { delete *ki; } } this->keys.clear(); this->text_buttons.clear(); this->text_buttons.push_back( &this->reference_key ); this->text_buttons.push_back( &this->layout_minus ); this->text_buttons.push_back( &this->layout_label ); this->text_buttons.push_back( &this->layout_plus ); this->close_db(); if( this->current_layout != this->layouts.end() ) { int rc; int flags = SQLITE_OPEN_READWRITE | SQLITE_OPEN_NOMUTEX; if( (rc = sqlite3_open_v2( this->current_layout->c_str(), &db, flags, 0))!=SQLITE_OK ) { std::stringstream msg; msg << sqlite3_errmsg(db) << ": " << rc << " (" << *this->current_layout << ")"; this->close_db(); throw ERROR( msg.str() ); } std::string stmt = "select key, value from settings"; MapList result; if( (rc = sqlite3_exec(db, stmt.c_str(), map_list_callback, &result, 0))!=SQLITE_OK ) { std::stringstream msg; msg << sqlite3_errmsg(db) << " (" << rc << "), in statement: " << stmt; throw ERROR( msg.str() ); } for( MapList::iterator ri=result.begin(); ri!=result.end(); ri++ ) { if( (*ri)["key"]=="description" ) this->current_layout_description = (*ri)["value"]; if( (*ri)["key"]=="language" ) this->current_layout_language = (*ri)["value"]; if( (*ri)["key"]=="keys" ) this->current_layout_keys = (*ri)["value"]; if( (*ri)["key"]=="dead_keys" ) this->current_layout_dead_keys = (*ri)["value"]; } } this->layout_label.text = this->current_layout_language; StringList keyboard_characters; utf8_to_utf8_char_list( (const unsigned char*)this->current_layout_keys.c_str(), keyboard_characters ); int key_x_start = 1; int key_x_offset = this->reference_key.sensor_width+1; int key_x = key_x_start; int key_y_start = 50; int key_y_offset = this->reference_key.sensor_height+1; int key_y = key_y_start; for( StringList::iterator kci = keyboard_characters.begin(); kci != keyboard_characters.end(); kci++ ) { if( *kci=="\n" ) { key_x = key_x_start; key_y += key_y_offset; continue; } if( *kci=="\t" ) { key_x += key_x_offset / 2; continue; } TextButton* new_key = new TextButton( this->reference_key ); new_key->hidden = false; new_key->owns_bg_vram = false; new_key->owns_text_vram = true; new_key->text = *kci; if( new_key->text == "ˇ" ) { new_key->text_y_offset += 3; } else if( new_key->text == "¯" || new_key->text == "´" || new_key->text == "`" ) { new_key->text_y_offset += 3; new_key->font_size += 2; } new_key->x = key_x; new_key->y = key_y; this->text_buttons.push_back( new_key ); this->keys.insert( new_key ); key_x += key_x_offset; } }
ButtonAction TouchKeyboard::handle_button_pressed( TextButton* text_button ) { if( this->keys.find(text_button) != this->keys.end() ) { std::string button_text = this->handle_key_pressed( text_button->text ); // FIXME: besser db-patterns abfragen! if( this->current_layout_dead_keys.find(button_text)!=std::string::npos ) { this->modifier = button_text; } else if( button_text == "<" ) { if( this->modifier.length() ) { this->modifier = ""; } else if( this->written_chars.size() ) { this->written_chars.pop_back(); this->handle_text_changed(); } } else { if( this->modifier.length() ) { button_text = this->modifier + button_text; if( db ) { int rc; button_text = replace_pattern( button_text, "'", "\'" ); std::string stmt = "select result from modifiers where pattern='"+button_text+"'"; MapList result; if( (rc = sqlite3_exec(db, stmt.c_str(), map_list_callback, &result, 0))!=SQLITE_OK ) { std::stringstream msg; msg << sqlite3_errmsg(db) << " (" << rc << "), in statement: " << stmt; throw ERROR( msg.str() ); } for( MapList::iterator ri=result.begin(); ri!=result.end(); ri++ ) { button_text = (*ri)["result"]; break; } } } utf8_to_utf8_char_list( (const unsigned char*)button_text.c_str(), this->written_chars ); this->modifier = ""; this->handle_text_changed(); } return BUTTON_ACTION_PRESSED | BUTTON_ACTION_SCREEN_SUB; } else if( text_button == &this->layout_minus ) { if( this->current_layout != this->layouts.begin() ) { this->current_layout--; } else if( this->layouts.end() != this->layouts.begin() ) { this->current_layout = this->layouts.end(); this->current_layout--; } this->init_button_vram(); this->program.config->set( "touch_keyboard.current_layout", *this->current_layout ); // WARNING: button release handler will crash because of iterator invalidation if STOP_HANDLER ist not set: return BUTTON_ACTION_PRESSED | BUTTON_ACTION_SCREEN_SUB | BUTTON_ACTION_STOP_HANDLER; } else if( text_button == &this->layout_plus ) { if( this->layouts.size() && &*this->current_layout != &*this->layouts.rbegin() ) { this->current_layout++; } else { this->current_layout = this->layouts.begin(); } this->init_button_vram(); this->program.config->set( "touch_keyboard.current_layout", *this->current_layout ); // WARNING: button release handler will crash because of iterator invalidation when STOP_HANDLER ist not set: return BUTTON_ACTION_PRESSED | BUTTON_ACTION_SCREEN_SUB | BUTTON_ACTION_STOP_HANDLER; } return this->ButtonProvider::handle_button_pressed( text_button ); }