mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
277964f074
- Implemented soft shadows using PCF hardware shadow mapping The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look really good which should you give stable 100 fps on todays hardware. The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. - Changed interaction shaders to use Half-Lambert lighting like in HL2 to make the game less dark - Fixed some of the renderer debugging/development tools like r_showTris
500 lines
17 KiB
C++
500 lines
17 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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idRenderProgManager renderProgManager;
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/*
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================================================================================================
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idRenderProgManager::idRenderProgManager()
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================================================================================================
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*/
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idRenderProgManager::idRenderProgManager()
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{
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}
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/*
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================================================================================================
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idRenderProgManager::~idRenderProgManager()
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================================================================================================
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*/
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idRenderProgManager::~idRenderProgManager()
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{
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}
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/*
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================================================================================================
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R_ReloadShaders
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================================================================================================
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*/
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static void R_ReloadShaders( const idCmdArgs& args )
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{
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renderProgManager.KillAllShaders();
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renderProgManager.LoadAllShaders();
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}
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/*
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================================================================================================
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idRenderProgManager::Init()
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================================================================================================
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*/
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void idRenderProgManager::Init()
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{
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common->Printf( "----- Initializing Render Shaders -----\n" );
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for( int i = 0; i < MAX_BUILTINS; i++ )
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{
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builtinShaders[i] = -1;
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}
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// RB: added checks for GPU skinning
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struct builtinShaders_t
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{
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int index;
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const char* name;
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const char* nameOutSuffix;
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uint32 shaderFeatures;
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bool requireGPUSkinningSupport;
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} builtins[] =
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{
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{ BUILTIN_GUI, "gui.vfp", 0, false },
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{ BUILTIN_COLOR, "color.vfp", 0, false },
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// RB begin
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{ BUILTIN_COLOR_SKINNED, "color", "_skinned", BIT( USE_GPU_SKINNING ), true },
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{ BUILTIN_VERTEX_COLOR, "vertex_color.vfp", "", 0, false },
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// RB end
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// { BUILTIN_SIMPLESHADE, "simpleshade.vfp", 0, false },
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{ BUILTIN_TEXTURED, "texture.vfp", 0, false },
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{ BUILTIN_TEXTURE_VERTEXCOLOR, "texture_color.vfp", 0, false },
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{ BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED, "texture_color_skinned.vfp", 0, true },
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{ BUILTIN_TEXTURE_TEXGEN_VERTEXCOLOR, "texture_color_texgen.vfp", 0, false },
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// RB begin
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{ BUILTIN_INTERACTION, "interaction.vfp", "", 0, false },
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{ BUILTIN_INTERACTION_SKINNED, "interaction", "_skinned", BIT( USE_GPU_SKINNING ), true },
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{ BUILTIN_INTERACTION_AMBIENT, "interactionAmbient.vfp", 0, false },
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{ BUILTIN_INTERACTION_AMBIENT_SKINNED, "interactionAmbient_skinned.vfp", 0, true },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT, "interactionSM", "_spot", 0, false },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "interactionSM", "_spot_skinned", BIT( USE_GPU_SKINNING ), true },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT, "interactionSM", "_point", BIT( LIGHT_POINT ), false },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED, "interactionSM", "_point_skinned", BIT( USE_GPU_SKINNING ) | BIT( LIGHT_POINT ), true },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL, "interactionSM", "_parallel", BIT( LIGHT_PARALLEL ), false },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED, "interactionSM", "_parallel_skinned", BIT( USE_GPU_SKINNING ) | BIT( LIGHT_PARALLEL ), true },
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// RB end
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{ BUILTIN_ENVIRONMENT, "environment.vfp", 0, false },
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{ BUILTIN_ENVIRONMENT_SKINNED, "environment_skinned.vfp", 0, true },
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{ BUILTIN_BUMPY_ENVIRONMENT, "bumpyenvironment.vfp", 0, false },
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{ BUILTIN_BUMPY_ENVIRONMENT_SKINNED, "bumpyenvironment_skinned.vfp", 0, true },
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{ BUILTIN_DEPTH, "depth.vfp", 0, false },
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{ BUILTIN_DEPTH_SKINNED, "depth_skinned.vfp", 0, true },
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{ BUILTIN_SHADOW, "shadow.vfp", 0, false },
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{ BUILTIN_SHADOW_SKINNED, "shadow_skinned.vfp", 0, true },
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{ BUILTIN_SHADOW_DEBUG, "shadowDebug.vfp", 0, false },
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{ BUILTIN_SHADOW_DEBUG_SKINNED, "shadowDebug_skinned.vfp", 0, true },
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{ BUILTIN_BLENDLIGHT, "blendlight.vfp", 0, false },
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{ BUILTIN_FOG, "fog.vfp", 0, false },
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{ BUILTIN_FOG_SKINNED, "fog_skinned.vfp", 0, true },
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{ BUILTIN_SKYBOX, "skybox.vfp", 0, false },
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{ BUILTIN_WOBBLESKY, "wobblesky.vfp", 0, false },
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{ BUILTIN_POSTPROCESS, "postprocess.vfp", 0, false },
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{ BUILTIN_STEREO_DEGHOST, "stereoDeGhost.vfp", 0, false },
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{ BUILTIN_STEREO_WARP, "stereoWarp.vfp", 0, false },
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// { BUILTIN_ZCULL_RECONSTRUCT, "zcullReconstruct.vfp", 0, false },
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{ BUILTIN_BINK, "bink.vfp", 0, false },
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{ BUILTIN_BINK_GUI, "bink_gui.vfp", 0, false },
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{ BUILTIN_STEREO_INTERLACE, "stereoInterlace.vfp", 0, false },
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{ BUILTIN_MOTION_BLUR, "motionBlur.vfp", 0, false },
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// RB begin
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{ BUILTIN_DEBUG_SHADOWMAP, "debug_shadowmap.vfp", "", 0, false },
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// RB end
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};
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int numBuiltins = sizeof( builtins ) / sizeof( builtins[0] );
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vertexShaders.SetNum( numBuiltins );
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fragmentShaders.SetNum( numBuiltins );
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glslPrograms.SetNum( numBuiltins );
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for( int i = 0; i < numBuiltins; i++ )
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{
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vertexShaders[i].name = builtins[i].name;
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vertexShaders[i].nameOutSuffix = builtins[i].nameOutSuffix;
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vertexShaders[i].shaderFeatures = builtins[i].shaderFeatures;
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vertexShaders[i].builtin = true;
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fragmentShaders[i].name = builtins[i].name;
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fragmentShaders[i].nameOutSuffix = builtins[i].nameOutSuffix;
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fragmentShaders[i].shaderFeatures = builtins[i].shaderFeatures;
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fragmentShaders[i].builtin = true;
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builtinShaders[builtins[i].index] = i;
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if( builtins[i].requireGPUSkinningSupport && !glConfig.gpuSkinningAvailable )
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{
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// RB: don't try to load shaders that would break the GLSL compiler in the OpenGL driver
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continue;
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}
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LoadVertexShader( i );
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LoadFragmentShader( i );
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LoadGLSLProgram( i, i, i );
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}
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// special case handling for fastZ shaders
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/*
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switch( glConfig.driverType )
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{
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case GLDRV_OPENGL32_CORE_PROFILE:
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case GLDRV_OPENGL_ES2:
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case GLDRV_OPENGL_ES3:
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case GLDRV_OPENGL_MESA:
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{
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builtinShaders[BUILTIN_SHADOW] = FindVertexShader( "shadow.vp" );
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int shadowFragmentShaderIndex = FindFragmentShader( "shadow.fp" );
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FindGLSLProgram( "shadow.vp", builtinShaders[BUILTIN_SHADOW], shadowFragmentShaderIndex );
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if( glConfig.gpuSkinningAvailable )
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{
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builtinShaders[BUILTIN_SHADOW_SKINNED] = FindVertexShader( "shadow_skinned.vp" );
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int shadowFragmentShaderIndex = FindFragmentShader( "shadow_skinned.fp" );
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FindGLSLProgram( "shadow_skinned.vp", builtinShaders[BUILTIN_SHADOW_SKINNED], shadowFragmentShaderIndex );
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break;
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}
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}
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default:
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{
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// fast path on PC
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builtinShaders[BUILTIN_SHADOW] = FindVertexShader( "shadow.vp" );
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FindGLSLProgram( "shadow.vp", builtinShaders[BUILTIN_SHADOW], -1 );
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if( glConfig.gpuSkinningAvailable )
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{
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builtinShaders[BUILTIN_SHADOW_SKINNED] = FindVertexShader( "shadow_skinned.vp" );
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FindGLSLProgram( "shadow_skinned.vp", builtinShaders[BUILTIN_SHADOW_SKINNED], -1 );
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}
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}
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}
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*/
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glslUniforms.SetNum( RENDERPARM_USER + MAX_GLSL_USER_PARMS, vec4_zero );
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if( glConfig.gpuSkinningAvailable )
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{
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vertexShaders[builtinShaders[BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_INTERACTION_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_INTERACTION_AMBIENT_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_ENVIRONMENT_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_BUMPY_ENVIRONMENT_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_DEPTH_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_SHADOW_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_SHADOW_DEBUG_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_FOG_SKINNED]].usesJoints = true;
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// RB begin
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vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED]].usesJoints = true;
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vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED]].usesJoints = true;
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// RB end
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}
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cmdSystem->AddCommand( "reloadShaders", R_ReloadShaders, CMD_FL_RENDERER, "reloads shaders" );
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}
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/*
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================================================================================================
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idRenderProgManager::LoadAllShaders()
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================================================================================================
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*/
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void idRenderProgManager::LoadAllShaders()
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{
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for( int i = 0; i < vertexShaders.Num(); i++ )
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{
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LoadVertexShader( i );
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}
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for( int i = 0; i < fragmentShaders.Num(); i++ )
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{
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LoadFragmentShader( i );
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}
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for( int i = 0; i < glslPrograms.Num(); ++i )
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{
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if( glslPrograms[i].vertexShaderIndex == -1 || glslPrograms[i].fragmentShaderIndex == -1 )
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{
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// RB: skip reloading because we didn't load it initially
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continue;
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}
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LoadGLSLProgram( i, glslPrograms[i].vertexShaderIndex, glslPrograms[i].fragmentShaderIndex );
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}
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}
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/*
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================================================================================================
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idRenderProgManager::KillAllShaders()
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================================================================================================
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*/
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void idRenderProgManager::KillAllShaders()
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{
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Unbind();
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for( int i = 0; i < vertexShaders.Num(); i++ )
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{
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if( vertexShaders[i].progId != INVALID_PROGID )
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{
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glDeleteShader( vertexShaders[i].progId );
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vertexShaders[i].progId = INVALID_PROGID;
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}
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}
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for( int i = 0; i < fragmentShaders.Num(); i++ )
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{
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if( fragmentShaders[i].progId != INVALID_PROGID )
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{
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glDeleteShader( fragmentShaders[i].progId );
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fragmentShaders[i].progId = INVALID_PROGID;
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}
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}
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for( int i = 0; i < glslPrograms.Num(); ++i )
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{
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if( glslPrograms[i].progId != INVALID_PROGID )
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{
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glDeleteProgram( glslPrograms[i].progId );
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glslPrograms[i].progId = INVALID_PROGID;
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}
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}
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}
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/*
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================================================================================================
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idRenderProgManager::Shutdown()
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================================================================================================
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*/
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void idRenderProgManager::Shutdown()
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{
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KillAllShaders();
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}
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/*
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================================================================================================
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idRenderProgManager::FindVertexShader
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================================================================================================
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*/
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int idRenderProgManager::FindVertexShader( const char* name )
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{
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for( int i = 0; i < vertexShaders.Num(); i++ )
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{
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if( vertexShaders[i].name.Icmp( name ) == 0 )
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{
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LoadVertexShader( i );
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return i;
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}
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}
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vertexShader_t shader;
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shader.name = name;
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int index = vertexShaders.Append( shader );
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LoadVertexShader( index );
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currentVertexShader = index;
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// RB: removed idStr::Icmp( name, "heatHaze.vfp" ) == 0 hack
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// this requires r_useUniformArrays 1
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for( int i = 0; i < vertexShaders[index].uniforms.Num(); i++ )
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{
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if( vertexShaders[index].uniforms[i] == RENDERPARM_ENABLE_SKINNING )
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{
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vertexShaders[index].usesJoints = true;
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vertexShaders[index].optionalSkinning = true;
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}
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}
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// RB end
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return index;
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}
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/*
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================================================================================================
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idRenderProgManager::FindFragmentShader
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================================================================================================
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*/
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int idRenderProgManager::FindFragmentShader( const char* name )
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{
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for( int i = 0; i < fragmentShaders.Num(); i++ )
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{
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if( fragmentShaders[i].name.Icmp( name ) == 0 )
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{
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LoadFragmentShader( i );
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return i;
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}
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}
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fragmentShader_t shader;
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shader.name = name;
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int index = fragmentShaders.Append( shader );
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LoadFragmentShader( index );
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currentFragmentShader = index;
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return index;
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}
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/*
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================================================================================================
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idRenderProgManager::LoadVertexShader
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================================================================================================
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*/
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void idRenderProgManager::LoadVertexShader( int index )
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{
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if( vertexShaders[index].progId != INVALID_PROGID )
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{
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return; // Already loaded
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}
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vertexShader_t& vs = vertexShaders[index];
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vertexShaders[index].progId = ( GLuint ) LoadGLSLShader( GL_VERTEX_SHADER, vs.name, vs.nameOutSuffix, vs.shaderFeatures, vs.builtin, vs.uniforms );
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}
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/*
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================================================================================================
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idRenderProgManager::LoadFragmentShader
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================================================================================================
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*/
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void idRenderProgManager::LoadFragmentShader( int index )
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{
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if( fragmentShaders[index].progId != INVALID_PROGID )
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{
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return; // Already loaded
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}
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fragmentShader_t& fs = fragmentShaders[index];
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fragmentShaders[index].progId = ( GLuint ) LoadGLSLShader( GL_FRAGMENT_SHADER, fs.name, fs.nameOutSuffix, fs.shaderFeatures, fs.builtin, fs.uniforms );
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}
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/*
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================================================================================================
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idRenderProgManager::BindShader
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================================================================================================
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*/
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// RB begin
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void idRenderProgManager::BindShader( int progIndex, int vIndex, int fIndex, bool builtin )
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{
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if( currentVertexShader == vIndex && currentFragmentShader == fIndex )
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{
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return;
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}
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if( builtin )
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{
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currentVertexShader = vIndex;
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currentFragmentShader = fIndex;
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// vIndex denotes the GLSL program
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if( vIndex >= 0 && vIndex < glslPrograms.Num() )
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{
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currentRenderProgram = vIndex;
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RENDERLOG_PRINTF( "Binding GLSL Program %s\n", glslPrograms[vIndex].name.c_str() );
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glUseProgram( glslPrograms[vIndex].progId );
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}
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}
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else
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{
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if( progIndex == -1 )
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{
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// RB: FIXME linear search
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for( int i = 0; i < glslPrograms.Num(); ++i )
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{
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if( ( glslPrograms[i].vertexShaderIndex == vIndex ) && ( glslPrograms[i].fragmentShaderIndex == fIndex ) )
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{
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progIndex = i;
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break;
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}
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}
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}
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currentVertexShader = vIndex;
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currentFragmentShader = fIndex;
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if( progIndex >= 0 && progIndex < glslPrograms.Num() )
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{
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currentRenderProgram = progIndex;
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RENDERLOG_PRINTF( "Binding GLSL Program %s\n", glslPrograms[progIndex].name.c_str() );
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glUseProgram( glslPrograms[progIndex].progId );
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}
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}
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}
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// 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 );
|
|
}
|
|
|