doom3-bfg/neo/renderer/RenderProgs.cpp
Robert Beckebans 277964f074 Because I can :)
- 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
2014-05-10 14:40:01 +02:00

500 lines
17 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 );
}