Rebel Fork Framework
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Urho3D uses an ubershader-like approach: permutations of each shader will be built with different compilation defines, to produce eg. static or skinned, deferred or forward or shadowed/unshadowed rendering.
The building of these permutations happens on demand: technique and renderpath definition files both refer to shaders and the compilation defines to use with them. In addition the engine will add inbuilt defines related to geometry type and lighting. It is not generally possible to enumerate beforehand all the possible permutations that can be built out of a single shader.
On Direct3D compiled shader bytecode is saved to disk in a "Cache" subdirectory next to the shader source code, so that the possibly time-consuming compile can be skipped on the next time the shader permutation is needed. On OpenGL such mechanism is not available.
When rendering scene objects, the engine expects certain shader permutations to exist for different geometry types and lighting conditions. These correspond to the following compilation defines:
Vertex shader:
Pixel shader:
When objects or quad passes are being rendered, various engine inbuilt uniforms are set to assist with the rendering. Below is a partial list of the uniforms listed as HLSL data types. Look at the file Uniforms.glsl for the corresponding GLSL uniforms.
Vertex shader uniforms:
Pixel shader uniforms:
Shaders must be written separately for HLSL (Direct3D) and GLSL (OpenGL). The built-in shaders try to implement the same functionality on both shader languages as closely as possible.
To get started with writing your own shaders, start with studying the most basic examples possible: the Basic, Shadow & Unlit shaders. Note the shader include files which bring common functionality, for example Uniforms.hlsl, Samplers.hlsl & Transform.hlsl for HLSL shaders.
Transforming the vertex (which hides the actual skinning, instancing or billboarding process) is a slight hack which uses a combination of macros and functions: it is safest to copy the following piece of code verbatim:
For HLSL:
For GLSL:
On both Direct3D and OpenGL the vertex and pixel shaders are written into the same file, and the entrypoint functions must be called VS() and PS(). In OpenGL mode one of these is transformed behind the scenes to the main() function required by GLSL. When compiling a vertex shader, the compilation define "COMPILEVS" is always present, and likewise "COMPILEPS" when compiling a pixel shader. These are heavily used in the shader include files to prevent constructs that are illegal for the "wrong" type of shader, and to reduce compilation time.
Vertex shader inputs need to be matched to vertex element semantics to render properly.. In HLSL semantics for inputs are defined in each shader with uppercase words (POSITION, NORMAL, TEXCOORD0 etc.) while in GLSL the default attributes are defined in Transform.glsl and are matched to the vertex element semantics with a case-insensitive string "contains" operation, with an optional number postfix to define the semantic index. For example iTexCoord is the first (semantic index 0) texture coordinate, and iTexCoord1 is the second (semantic index 1).
Uniforms must be prefixed in a certain way so that the engine understands them:
In GLSL shaders it is important that the samplers are assigned to the correct texture units. If you are using sampler names that are not predefined in the engine like sDiffMap, just make sure there is a number somewhere in the sampler's name and it will be interpreted as the texture unit. For example the terrain shader uses texture units 0-3 in the following way:
The maximum number of bones supported for hardware skinning depends on the graphics API and is relayed to the shader code in the MAXBONES compilation define. Typically the maximum is 64, but is reduced to 32 on the Raspberry PI, and increased to 128 on Direct3D 11 & OpenGL 3. See also GetMaxBones().
Direct3D9 and Direct3D11 share the same HLSL shader code, and likewise OpenGL 2, OpenGL 3, OpenGL ES 2 and WebGL share the same GLSL code. Macros and some conditional code are used to hide the API differences where possible.
When HLSL shaders are compiled for Direct3D11, the define D3D11 is present, and the following details need to be observed:
For OpenGL, the define GL3 is present when GLSL shaders are being compiled for OpenGL 3+, the define GL_ES is present for OpenGL ES 2, WEBGL define is present for WebGL and RPI define is present for the Raspberry Pi. Observe the following differences:
The shader variations that are potentially used by a material technique in different lighting conditions and rendering passes are enumerated at material load time, but because of their large amount, they are not actually compiled or loaded from bytecode before being used in rendering. Especially on OpenGL the compiling of shaders just before rendering can cause hitches in the framerate. To avoid this, used shader combinations can be dumped out to an XML file, then preloaded. See BeginDumpShaders(), EndDumpShaders() and PrecacheShaders() in the Graphics subsystem. The command line parameters -ds <file> can be used to instruct the Engine to begin dumping shaders automatically on startup.
Note that the used shader variations will vary with graphics settings, for example shadow quality simple/PCF/VSM or instancing on/off.