mirror of
https://github.com/ENSL/NS.git
synced 2024-12-03 09:42:00 +00:00
8ab1a69972
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp - clear framebuffer between frames to fix visual bugs outside map - remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader - additional visual preset config updates
152 lines
4 KiB
C++
152 lines
4 KiB
C++
//// Bacontsu's Shader utilities - adapted for reading directly from strings.
|
|
|
|
#include "hud.h"
|
|
#include "ShaderUtil.h"
|
|
//#include "windows.h"
|
|
#include <GL/glew.h>
|
|
#include <iostream>
|
|
#include <fstream>
|
|
#include <filesystem>
|
|
|
|
#ifdef _WIN32
|
|
#include <io.h>
|
|
#define access _access_s
|
|
#else
|
|
#include <unistd.h>
|
|
#endif
|
|
|
|
bool FileExists(const std::string& Filename)
|
|
{
|
|
return access(Filename.c_str(), 0) == 0;
|
|
}
|
|
|
|
//unsigned int ShaderUtil::GetCompiledShader(unsigned int shader_type, const std::string& shader_source, const std::string& path)
|
|
//{
|
|
// unsigned int shader_id = glCreateShader(shader_type);
|
|
//
|
|
// const char* c_source = shader_source.c_str();
|
|
// glShaderSource(shader_id, 1, &c_source, nullptr);
|
|
// glCompileShader(shader_id);
|
|
//
|
|
// GLint result;
|
|
// glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
|
|
//
|
|
// if (result == GL_FALSE)
|
|
// {
|
|
// int length;
|
|
// glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &length);
|
|
//
|
|
// GLchar* strInfoLog = new GLchar[length + 1];
|
|
// glGetShaderInfoLog(shader_id, length, &length, strInfoLog);
|
|
//
|
|
// //fprintf(stderr, "Compilation error in shader: %s\n", strInfoLog);
|
|
// gEngfuncs.Con_Printf("[GLEW] Compilation error in shader: %s\n[GLEW] ERROR: %s\n", path.c_str(), strInfoLog);
|
|
//
|
|
// delete[] strInfoLog;
|
|
// }
|
|
// else
|
|
// gEngfuncs.Con_Printf("[GLEW] Compiling %s shader success!\n", path.c_str());
|
|
//
|
|
// return shader_id;
|
|
//}
|
|
|
|
unsigned int ShaderUtil::GetCompiledShader(unsigned int shader_type, const std::string& shader_source)
|
|
{
|
|
unsigned int shader_id = glCreateShader(shader_type);
|
|
|
|
const char* c_source = shader_source.c_str();
|
|
glShaderSource(shader_id, 1, &c_source, nullptr);
|
|
glCompileShader(shader_id);
|
|
|
|
GLint result;
|
|
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
|
|
|
|
if (result == GL_FALSE)
|
|
{
|
|
int length;
|
|
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &length);
|
|
|
|
GLchar* strInfoLog = new GLchar[length + 1];
|
|
glGetShaderInfoLog(shader_id, length, &length, strInfoLog);
|
|
|
|
//fprintf(stderr, "Compilation error in shader: %s\n", strInfoLog);
|
|
gEngfuncs.Con_Printf("[GLEW] Compilation error in shader: %d\n[GLEW] ERROR: %s\n", shader_type, strInfoLog);
|
|
|
|
delete[] strInfoLog;
|
|
}
|
|
else
|
|
gEngfuncs.Con_Printf("[GLEW] Compiling %d shader success!\n", shader_type);
|
|
|
|
return shader_id;
|
|
}
|
|
|
|
//bool ShaderUtil::LoadFromFile(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
|
|
//{
|
|
// std::ifstream is_vs(vertexShaderFile);
|
|
// const std::string f_vs((std::istreambuf_iterator<char>(is_vs)), std::istreambuf_iterator<char>());
|
|
//
|
|
// std::ifstream is_fs(fragmentShaderFile);
|
|
// const std::string f_fs((std::istreambuf_iterator<char>(is_fs)), std::istreambuf_iterator<char>());
|
|
//
|
|
// bool failToLoad = false;
|
|
// if (!FileExists(vertexShaderFile))
|
|
// {
|
|
// gEngfuncs.Con_Printf("[GLEW] Cannot find %s shader!\n", vertexShaderFile.c_str());
|
|
// failToLoad = true;
|
|
// }
|
|
// if (!FileExists(fragmentShaderFile))
|
|
// {
|
|
// gEngfuncs.Con_Printf("[GLEW] Cannot find %s shader!\n", fragmentShaderFile.c_str());
|
|
// failToLoad = true;
|
|
// }
|
|
// if (failToLoad)
|
|
// {
|
|
// return false;
|
|
// }
|
|
//
|
|
// mProgramId = glCreateProgram();
|
|
//
|
|
// unsigned int vs = GetCompiledShader(GL_VERTEX_SHADER, f_vs, vertexShaderFile);
|
|
// unsigned int fs = GetCompiledShader(GL_FRAGMENT_SHADER, f_fs, fragmentShaderFile);
|
|
//
|
|
// glAttachShader(mProgramId, vs);
|
|
// glAttachShader(mProgramId, fs);
|
|
//
|
|
// glLinkProgram(mProgramId);
|
|
// glValidateProgram(mProgramId);
|
|
//
|
|
// glDeleteShader(vs);
|
|
// glDeleteShader(fs);
|
|
//
|
|
// return true;
|
|
//}
|
|
|
|
bool ShaderUtil::LoadFromString(const std::string& vertexShader, const std::string& fragmentShader)
|
|
{
|
|
mProgramId = glCreateProgram();
|
|
|
|
unsigned int vs = GetCompiledShader(GL_VERTEX_SHADER, vertexShader);
|
|
unsigned int fs = GetCompiledShader(GL_FRAGMENT_SHADER, fragmentShader);
|
|
|
|
glAttachShader(mProgramId, vs);
|
|
glAttachShader(mProgramId, fs);
|
|
|
|
glLinkProgram(mProgramId);
|
|
glValidateProgram(mProgramId);
|
|
|
|
glDeleteShader(vs);
|
|
glDeleteShader(fs);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ShaderUtil::Use()
|
|
{
|
|
glUseProgram(mProgramId);
|
|
}
|
|
|
|
void ShaderUtil::Delete()
|
|
{
|
|
glDeleteProgram(mProgramId);
|
|
}
|
|
|