mirror of
https://github.com/ENSL/NS.git
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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.
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#include "hud.h"
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#include "ShaderUtil.h"
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//#include "windows.h"
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#include <GL/glew.h>
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#include <iostream>
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#include <fstream>
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#include <filesystem>
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#ifdef _WIN32
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#include <io.h>
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#define access _access_s
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#else
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#include <unistd.h>
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#endif
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bool FileExists(const std::string& Filename)
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{
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return access(Filename.c_str(), 0) == 0;
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}
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//unsigned int ShaderUtil::GetCompiledShader(unsigned int shader_type, const std::string& shader_source, const std::string& path)
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//{
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// unsigned int shader_id = glCreateShader(shader_type);
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//
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// const char* c_source = shader_source.c_str();
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// glShaderSource(shader_id, 1, &c_source, nullptr);
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// glCompileShader(shader_id);
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//
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// GLint result;
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// glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
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//
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// if (result == GL_FALSE)
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// {
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// int length;
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// glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &length);
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//
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// GLchar* strInfoLog = new GLchar[length + 1];
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// glGetShaderInfoLog(shader_id, length, &length, strInfoLog);
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//
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// //fprintf(stderr, "Compilation error in shader: %s\n", strInfoLog);
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// gEngfuncs.Con_Printf("[GLEW] Compilation error in shader: %s\n[GLEW] ERROR: %s\n", path.c_str(), strInfoLog);
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//
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// delete[] strInfoLog;
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// }
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// else
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// gEngfuncs.Con_Printf("[GLEW] Compiling %s shader success!\n", path.c_str());
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//
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// return shader_id;
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//}
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unsigned int ShaderUtil::GetCompiledShader(unsigned int shader_type, const std::string& shader_source)
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{
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unsigned int shader_id = glCreateShader(shader_type);
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const char* c_source = shader_source.c_str();
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glShaderSource(shader_id, 1, &c_source, nullptr);
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glCompileShader(shader_id);
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GLint result;
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE)
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{
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int length;
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glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &length);
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GLchar* strInfoLog = new GLchar[length + 1];
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glGetShaderInfoLog(shader_id, length, &length, strInfoLog);
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//fprintf(stderr, "Compilation error in shader: %s\n", strInfoLog);
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gEngfuncs.Con_Printf("[GLEW] Compilation error in shader: %d\n[GLEW] ERROR: %s\n", shader_type, strInfoLog);
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delete[] strInfoLog;
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}
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else
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gEngfuncs.Con_Printf("[GLEW] Compiling %d shader success!\n", shader_type);
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return shader_id;
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}
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//bool ShaderUtil::LoadFromFile(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
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//{
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// std::ifstream is_vs(vertexShaderFile);
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// const std::string f_vs((std::istreambuf_iterator<char>(is_vs)), std::istreambuf_iterator<char>());
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//
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// std::ifstream is_fs(fragmentShaderFile);
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// const std::string f_fs((std::istreambuf_iterator<char>(is_fs)), std::istreambuf_iterator<char>());
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//
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// bool failToLoad = false;
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// if (!FileExists(vertexShaderFile))
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// {
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// gEngfuncs.Con_Printf("[GLEW] Cannot find %s shader!\n", vertexShaderFile.c_str());
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// failToLoad = true;
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// }
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// if (!FileExists(fragmentShaderFile))
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// {
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// gEngfuncs.Con_Printf("[GLEW] Cannot find %s shader!\n", fragmentShaderFile.c_str());
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// failToLoad = true;
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// }
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// if (failToLoad)
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// {
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// return false;
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// }
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//
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// mProgramId = glCreateProgram();
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//
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// unsigned int vs = GetCompiledShader(GL_VERTEX_SHADER, f_vs, vertexShaderFile);
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// unsigned int fs = GetCompiledShader(GL_FRAGMENT_SHADER, f_fs, fragmentShaderFile);
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//
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// glAttachShader(mProgramId, vs);
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// glAttachShader(mProgramId, fs);
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//
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// glLinkProgram(mProgramId);
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// glValidateProgram(mProgramId);
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//
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// glDeleteShader(vs);
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// glDeleteShader(fs);
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//
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// return true;
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//}
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bool ShaderUtil::LoadFromString(const std::string& vertexShader, const std::string& fragmentShader)
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{
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mProgramId = glCreateProgram();
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unsigned int vs = GetCompiledShader(GL_VERTEX_SHADER, vertexShader);
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unsigned int fs = GetCompiledShader(GL_FRAGMENT_SHADER, fragmentShader);
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glAttachShader(mProgramId, vs);
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glAttachShader(mProgramId, fs);
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glLinkProgram(mProgramId);
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glValidateProgram(mProgramId);
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glDeleteShader(vs);
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glDeleteShader(fs);
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return true;
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}
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void ShaderUtil::Use()
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{
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glUseProgram(mProgramId);
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}
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void ShaderUtil::Delete()
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{
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glDeleteProgram(mProgramId);
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}
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