/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2013-2014 Robert Beckebans This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "tr_local.h" idRenderProgManager renderProgManager; /* ================================================================================================ idRenderProgManager::idRenderProgManager() ================================================================================================ */ idRenderProgManager::idRenderProgManager() { } /* ================================================================================================ idRenderProgManager::~idRenderProgManager() ================================================================================================ */ idRenderProgManager::~idRenderProgManager() { } /* ================================================================================================ R_ReloadShaders ================================================================================================ */ static void R_ReloadShaders( const idCmdArgs& args ) { renderProgManager.KillAllShaders(); renderProgManager.LoadAllShaders(); } /* ================================================================================================ idRenderProgManager::Init() ================================================================================================ */ void idRenderProgManager::Init() { common->Printf( "----- Initializing Render Shaders -----\n" ); for( int i = 0; i < MAX_BUILTINS; i++ ) { builtinShaders[i] = -1; } // RB: added checks for GPU skinning struct builtinShaders_t { int index; const char* name; const char* nameOutSuffix; uint32 shaderFeatures; bool requireGPUSkinningSupport; } builtins[] = { { BUILTIN_GUI, "gui.vfp", 0, false }, { BUILTIN_COLOR, "color.vfp", 0, false }, // RB begin { BUILTIN_COLOR_SKINNED, "color", "_skinned", BIT( USE_GPU_SKINNING ), true }, { BUILTIN_VERTEX_COLOR, "vertex_color.vfp", "", 0, false }, // RB end // { BUILTIN_SIMPLESHADE, "simpleshade.vfp", 0, false }, { BUILTIN_TEXTURED, "texture.vfp", 0, false }, { BUILTIN_TEXTURE_VERTEXCOLOR, "texture_color.vfp", 0, false }, { BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED, "texture_color_skinned.vfp", 0, true }, { BUILTIN_TEXTURE_TEXGEN_VERTEXCOLOR, "texture_color_texgen.vfp", 0, false }, // RB begin { BUILTIN_INTERACTION, "interaction.vfp", "", 0, false }, { BUILTIN_INTERACTION_SKINNED, "interaction", "_skinned", BIT( USE_GPU_SKINNING ), true }, { BUILTIN_INTERACTION_AMBIENT, "interactionAmbient.vfp", 0, false }, { BUILTIN_INTERACTION_AMBIENT_SKINNED, "interactionAmbient_skinned.vfp", 0, true }, { BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT, "interactionSM", "_spot", 0, false }, { BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "interactionSM", "_spot_skinned", BIT( USE_GPU_SKINNING ), true }, { BUILTIN_INTERACTION_SHADOW_MAPPING_POINT, "interactionSM", "_point", BIT( LIGHT_POINT ), false }, { BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED, "interactionSM", "_point_skinned", BIT( USE_GPU_SKINNING ) | BIT( LIGHT_POINT ), true }, { BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL, "interactionSM", "_parallel", BIT( LIGHT_PARALLEL ), false }, { BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED, "interactionSM", "_parallel_skinned", BIT( USE_GPU_SKINNING ) | BIT( LIGHT_PARALLEL ), true }, // RB end { BUILTIN_ENVIRONMENT, "environment.vfp", 0, false }, { BUILTIN_ENVIRONMENT_SKINNED, "environment_skinned.vfp", 0, true }, { BUILTIN_BUMPY_ENVIRONMENT, "bumpyenvironment.vfp", 0, false }, { BUILTIN_BUMPY_ENVIRONMENT_SKINNED, "bumpyenvironment_skinned.vfp", 0, true }, { BUILTIN_DEPTH, "depth.vfp", 0, false }, { BUILTIN_DEPTH_SKINNED, "depth_skinned.vfp", 0, true }, { BUILTIN_SHADOW, "shadow.vfp", 0, false }, { BUILTIN_SHADOW_SKINNED, "shadow_skinned.vfp", 0, true }, { BUILTIN_SHADOW_DEBUG, "shadowDebug.vfp", 0, false }, { BUILTIN_SHADOW_DEBUG_SKINNED, "shadowDebug_skinned.vfp", 0, true }, { BUILTIN_BLENDLIGHT, "blendlight.vfp", 0, false }, { BUILTIN_FOG, "fog.vfp", 0, false }, { BUILTIN_FOG_SKINNED, "fog_skinned.vfp", 0, true }, { BUILTIN_SKYBOX, "skybox.vfp", 0, false }, { BUILTIN_WOBBLESKY, "wobblesky.vfp", 0, false }, { BUILTIN_POSTPROCESS, "postprocess.vfp", 0, false }, { BUILTIN_STEREO_DEGHOST, "stereoDeGhost.vfp", 0, false }, { BUILTIN_STEREO_WARP, "stereoWarp.vfp", 0, false }, // { BUILTIN_ZCULL_RECONSTRUCT, "zcullReconstruct.vfp", 0, false }, { BUILTIN_BINK, "bink.vfp", 0, false }, { BUILTIN_BINK_GUI, "bink_gui.vfp", 0, false }, { BUILTIN_STEREO_INTERLACE, "stereoInterlace.vfp", 0, false }, { BUILTIN_MOTION_BLUR, "motionBlur.vfp", 0, false }, // RB begin { BUILTIN_DEBUG_SHADOWMAP, "debug_shadowmap.vfp", "", 0, false }, // RB end }; int numBuiltins = sizeof( builtins ) / sizeof( builtins[0] ); vertexShaders.SetNum( numBuiltins ); fragmentShaders.SetNum( numBuiltins ); glslPrograms.SetNum( numBuiltins ); for( int i = 0; i < numBuiltins; i++ ) { vertexShaders[i].name = builtins[i].name; vertexShaders[i].nameOutSuffix = builtins[i].nameOutSuffix; vertexShaders[i].shaderFeatures = builtins[i].shaderFeatures; vertexShaders[i].builtin = true; fragmentShaders[i].name = builtins[i].name; fragmentShaders[i].nameOutSuffix = builtins[i].nameOutSuffix; fragmentShaders[i].shaderFeatures = builtins[i].shaderFeatures; fragmentShaders[i].builtin = true; builtinShaders[builtins[i].index] = i; if( builtins[i].requireGPUSkinningSupport && !glConfig.gpuSkinningAvailable ) { // RB: don't try to load shaders that would break the GLSL compiler in the OpenGL driver continue; } LoadVertexShader( i ); LoadFragmentShader( i ); LoadGLSLProgram( i, i, i ); } // special case handling for fastZ shaders /* switch( glConfig.driverType ) { case GLDRV_OPENGL32_CORE_PROFILE: case GLDRV_OPENGL_ES2: case GLDRV_OPENGL_ES3: case GLDRV_OPENGL_MESA: { builtinShaders[BUILTIN_SHADOW] = FindVertexShader( "shadow.vp" ); int shadowFragmentShaderIndex = FindFragmentShader( "shadow.fp" ); FindGLSLProgram( "shadow.vp", builtinShaders[BUILTIN_SHADOW], shadowFragmentShaderIndex ); if( glConfig.gpuSkinningAvailable ) { builtinShaders[BUILTIN_SHADOW_SKINNED] = FindVertexShader( "shadow_skinned.vp" ); int shadowFragmentShaderIndex = FindFragmentShader( "shadow_skinned.fp" ); FindGLSLProgram( "shadow_skinned.vp", builtinShaders[BUILTIN_SHADOW_SKINNED], shadowFragmentShaderIndex ); break; } } default: { // fast path on PC builtinShaders[BUILTIN_SHADOW] = FindVertexShader( "shadow.vp" ); FindGLSLProgram( "shadow.vp", builtinShaders[BUILTIN_SHADOW], -1 ); if( glConfig.gpuSkinningAvailable ) { builtinShaders[BUILTIN_SHADOW_SKINNED] = FindVertexShader( "shadow_skinned.vp" ); FindGLSLProgram( "shadow_skinned.vp", builtinShaders[BUILTIN_SHADOW_SKINNED], -1 ); } } } */ glslUniforms.SetNum( RENDERPARM_USER + MAX_GLSL_USER_PARMS, vec4_zero ); if( glConfig.gpuSkinningAvailable ) { vertexShaders[builtinShaders[BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_INTERACTION_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_INTERACTION_AMBIENT_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_ENVIRONMENT_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_BUMPY_ENVIRONMENT_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_DEPTH_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_SHADOW_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_SHADOW_DEBUG_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_FOG_SKINNED]].usesJoints = true; // RB begin vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED]].usesJoints = true; vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED]].usesJoints = true; // RB end } cmdSystem->AddCommand( "reloadShaders", R_ReloadShaders, CMD_FL_RENDERER, "reloads shaders" ); } /* ================================================================================================ idRenderProgManager::LoadAllShaders() ================================================================================================ */ void idRenderProgManager::LoadAllShaders() { for( int i = 0; i < vertexShaders.Num(); i++ ) { LoadVertexShader( i ); } for( int i = 0; i < fragmentShaders.Num(); i++ ) { LoadFragmentShader( i ); } for( int i = 0; i < glslPrograms.Num(); ++i ) { if( glslPrograms[i].vertexShaderIndex == -1 || glslPrograms[i].fragmentShaderIndex == -1 ) { // RB: skip reloading because we didn't load it initially continue; } LoadGLSLProgram( i, glslPrograms[i].vertexShaderIndex, glslPrograms[i].fragmentShaderIndex ); } } /* ================================================================================================ idRenderProgManager::KillAllShaders() ================================================================================================ */ void idRenderProgManager::KillAllShaders() { Unbind(); for( int i = 0; i < vertexShaders.Num(); i++ ) { if( vertexShaders[i].progId != INVALID_PROGID ) { glDeleteShader( vertexShaders[i].progId ); vertexShaders[i].progId = INVALID_PROGID; } } for( int i = 0; i < fragmentShaders.Num(); i++ ) { if( fragmentShaders[i].progId != INVALID_PROGID ) { glDeleteShader( fragmentShaders[i].progId ); fragmentShaders[i].progId = INVALID_PROGID; } } for( int i = 0; i < glslPrograms.Num(); ++i ) { if( glslPrograms[i].progId != INVALID_PROGID ) { glDeleteProgram( glslPrograms[i].progId ); glslPrograms[i].progId = INVALID_PROGID; } } } /* ================================================================================================ idRenderProgManager::Shutdown() ================================================================================================ */ void idRenderProgManager::Shutdown() { KillAllShaders(); } /* ================================================================================================ idRenderProgManager::FindVertexShader ================================================================================================ */ int idRenderProgManager::FindVertexShader( const char* name ) { for( int i = 0; i < vertexShaders.Num(); i++ ) { if( vertexShaders[i].name.Icmp( name ) == 0 ) { LoadVertexShader( i ); return i; } } vertexShader_t shader; shader.name = name; int index = vertexShaders.Append( shader ); LoadVertexShader( index ); currentVertexShader = index; // RB: removed idStr::Icmp( name, "heatHaze.vfp" ) == 0 hack // this requires r_useUniformArrays 1 for( int i = 0; i < vertexShaders[index].uniforms.Num(); i++ ) { if( vertexShaders[index].uniforms[i] == RENDERPARM_ENABLE_SKINNING ) { vertexShaders[index].usesJoints = true; vertexShaders[index].optionalSkinning = true; } } // RB end return index; } /* ================================================================================================ idRenderProgManager::FindFragmentShader ================================================================================================ */ int idRenderProgManager::FindFragmentShader( const char* name ) { for( int i = 0; i < fragmentShaders.Num(); i++ ) { if( fragmentShaders[i].name.Icmp( name ) == 0 ) { LoadFragmentShader( i ); return i; } } fragmentShader_t shader; shader.name = name; int index = fragmentShaders.Append( shader ); LoadFragmentShader( index ); currentFragmentShader = index; return index; } /* ================================================================================================ idRenderProgManager::LoadVertexShader ================================================================================================ */ void idRenderProgManager::LoadVertexShader( int index ) { if( vertexShaders[index].progId != INVALID_PROGID ) { return; // Already loaded } vertexShader_t& vs = vertexShaders[index]; vertexShaders[index].progId = ( GLuint ) LoadGLSLShader( GL_VERTEX_SHADER, vs.name, vs.nameOutSuffix, vs.shaderFeatures, vs.builtin, vs.uniforms ); } /* ================================================================================================ idRenderProgManager::LoadFragmentShader ================================================================================================ */ void idRenderProgManager::LoadFragmentShader( int index ) { if( fragmentShaders[index].progId != INVALID_PROGID ) { return; // Already loaded } fragmentShader_t& fs = fragmentShaders[index]; fragmentShaders[index].progId = ( GLuint ) LoadGLSLShader( GL_FRAGMENT_SHADER, fs.name, fs.nameOutSuffix, fs.shaderFeatures, fs.builtin, fs.uniforms ); } /* ================================================================================================ idRenderProgManager::BindShader ================================================================================================ */ // RB begin void idRenderProgManager::BindShader( int progIndex, int vIndex, int fIndex, bool builtin ) { if( currentVertexShader == vIndex && currentFragmentShader == fIndex ) { return; } if( builtin ) { currentVertexShader = vIndex; currentFragmentShader = fIndex; // vIndex denotes the GLSL program if( vIndex >= 0 && vIndex < glslPrograms.Num() ) { currentRenderProgram = vIndex; RENDERLOG_PRINTF( "Binding GLSL Program %s\n", glslPrograms[vIndex].name.c_str() ); glUseProgram( glslPrograms[vIndex].progId ); } } else { if( progIndex == -1 ) { // RB: FIXME linear search for( int i = 0; i < glslPrograms.Num(); ++i ) { if( ( glslPrograms[i].vertexShaderIndex == vIndex ) && ( glslPrograms[i].fragmentShaderIndex == fIndex ) ) { progIndex = i; break; } } } currentVertexShader = vIndex; currentFragmentShader = fIndex; if( progIndex >= 0 && progIndex < glslPrograms.Num() ) { currentRenderProgram = progIndex; RENDERLOG_PRINTF( "Binding GLSL Program %s\n", glslPrograms[progIndex].name.c_str() ); glUseProgram( glslPrograms[progIndex].progId ); } } } // RB end /* ================================================================================================ idRenderProgManager::Unbind ================================================================================================ */ void idRenderProgManager::Unbind() { currentVertexShader = -1; currentFragmentShader = -1; glUseProgram( 0 ); } // RB begin bool idRenderProgManager::IsShaderBound() const { return ( currentVertexShader != -1 ); } // RB end /* ================================================================================================ idRenderProgManager::SetRenderParms ================================================================================================ */ void idRenderProgManager::SetRenderParms( renderParm_t rp, const float* value, int num ) { for( int i = 0; i < num; i++ ) { SetRenderParm( ( renderParm_t )( rp + i ), value + ( i * 4 ) ); } } /* ================================================================================================ idRenderProgManager::SetRenderParm ================================================================================================ */ void idRenderProgManager::SetRenderParm( renderParm_t rp, const float* value ) { SetUniformValue( rp, value ); }