ioq3/code/renderergl2/tr_glsl.c

1933 lines
63 KiB
C

/*
===========================================================================
Copyright (C) 2006-2009 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL 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 2 of the License,
or (at your option) any later version.
XreaL 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 XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_glsl.c
#include "tr_local.h"
void GLSL_BindNullProgram(void);
extern const char *fallbackShader_bokeh_vp;
extern const char *fallbackShader_bokeh_fp;
extern const char *fallbackShader_calclevels4x_vp;
extern const char *fallbackShader_calclevels4x_fp;
extern const char *fallbackShader_depthblur_vp;
extern const char *fallbackShader_depthblur_fp;
extern const char *fallbackShader_dlight_vp;
extern const char *fallbackShader_dlight_fp;
extern const char *fallbackShader_down4x_vp;
extern const char *fallbackShader_down4x_fp;
extern const char *fallbackShader_fogpass_vp;
extern const char *fallbackShader_fogpass_fp;
extern const char *fallbackShader_generic_vp;
extern const char *fallbackShader_generic_fp;
extern const char *fallbackShader_lightall_vp;
extern const char *fallbackShader_lightall_fp;
extern const char *fallbackShader_pshadow_vp;
extern const char *fallbackShader_pshadow_fp;
extern const char *fallbackShader_shadowfill_vp;
extern const char *fallbackShader_shadowfill_fp;
extern const char *fallbackShader_shadowmask_vp;
extern const char *fallbackShader_shadowmask_fp;
extern const char *fallbackShader_ssao_vp;
extern const char *fallbackShader_ssao_fp;
extern const char *fallbackShader_texturecolor_vp;
extern const char *fallbackShader_texturecolor_fp;
extern const char *fallbackShader_tonemap_vp;
extern const char *fallbackShader_tonemap_fp;
static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly)
{
char *msg;
static char msgPart[1024];
int maxLength = 0;
int i;
int printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL;
qglGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
if (maxLength <= 0)
{
ri.Printf(printLevel, "No compile log.\n");
return;
}
ri.Printf(printLevel, "compile log:\n");
if (maxLength < 1023)
{
qglGetInfoLogARB(object, maxLength, &maxLength, msgPart);
msgPart[maxLength + 1] = '\0';
ri.Printf(printLevel, "%s\n", msgPart);
}
else
{
msg = ri.Malloc(maxLength);
qglGetInfoLogARB(object, maxLength, &maxLength, msg);
for(i = 0; i < maxLength; i += 1024)
{
Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
ri.Printf(printLevel, "%s\n", msgPart);
}
ri.Free(msg);
}
}
static void GLSL_PrintShaderSource(GLhandleARB object)
{
char *msg;
static char msgPart[1024];
int maxLength = 0;
int i;
qglGetObjectParameterivARB(object, GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &maxLength);
msg = ri.Malloc(maxLength);
qglGetShaderSourceARB(object, maxLength, &maxLength, msg);
for(i = 0; i < maxLength; i += 1024)
{
Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
ri.Printf(PRINT_ALL, "%s\n", msgPart);
}
ri.Free(msg);
}
static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *extra, char *dest, int size )
{
float fbufWidthScale, fbufHeightScale;
dest[0] = '\0';
// HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones
if(glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 30))
{
Q_strcat(dest, size, "#version 130\n");
if(shaderType == GL_VERTEX_SHADER_ARB)
{
Q_strcat(dest, size, "#define attribute in\n");
Q_strcat(dest, size, "#define varying out\n");
}
else
{
Q_strcat(dest, size, "#define varying in\n");
Q_strcat(dest, size, "out vec4 out_Color;\n");
Q_strcat(dest, size, "#define gl_FragColor out_Color\n");
}
}
else
{
Q_strcat(dest, size, "#version 120\n");
}
// HACK: add some macros to avoid extra uniforms and save speed and code maintenance
//Q_strcat(dest, size,
// va("#ifndef r_SpecularExponent\n#define r_SpecularExponent %f\n#endif\n", r_specularExponent->value));
//Q_strcat(dest, size,
// va("#ifndef r_SpecularScale\n#define r_SpecularScale %f\n#endif\n", r_specularScale->value));
//Q_strcat(dest, size,
// va("#ifndef r_NormalScale\n#define r_NormalScale %f\n#endif\n", r_normalScale->value));
Q_strcat(dest, size, "#ifndef M_PI\n#define M_PI 3.14159265358979323846f\n#endif\n");
//Q_strcat(dest, size, va("#ifndef MAX_SHADOWMAPS\n#define MAX_SHADOWMAPS %i\n#endif\n", MAX_SHADOWMAPS));
Q_strcat(dest, size,
va("#ifndef deformGen_t\n"
"#define deformGen_t\n"
"#define DGEN_WAVE_SIN %i\n"
"#define DGEN_WAVE_SQUARE %i\n"
"#define DGEN_WAVE_TRIANGLE %i\n"
"#define DGEN_WAVE_SAWTOOTH %i\n"
"#define DGEN_WAVE_INVERSE_SAWTOOTH %i\n"
"#define DGEN_BULGE %i\n"
"#define DGEN_MOVE %i\n"
"#endif\n",
DGEN_WAVE_SIN,
DGEN_WAVE_SQUARE,
DGEN_WAVE_TRIANGLE,
DGEN_WAVE_SAWTOOTH,
DGEN_WAVE_INVERSE_SAWTOOTH,
DGEN_BULGE,
DGEN_MOVE));
Q_strcat(dest, size,
va("#ifndef tcGen_t\n"
"#define tcGen_t\n"
"#define TCGEN_LIGHTMAP %i\n"
"#define TCGEN_TEXTURE %i\n"
"#define TCGEN_ENVIRONMENT_MAPPED %i\n"
"#define TCGEN_FOG %i\n"
"#define TCGEN_VECTOR %i\n"
"#endif\n",
TCGEN_LIGHTMAP,
TCGEN_TEXTURE,
TCGEN_ENVIRONMENT_MAPPED,
TCGEN_FOG,
TCGEN_VECTOR));
Q_strcat(dest, size,
va("#ifndef colorGen_t\n"
"#define colorGen_t\n"
"#define CGEN_LIGHTING_DIFFUSE %i\n"
"#endif\n",
CGEN_LIGHTING_DIFFUSE));
Q_strcat(dest, size,
va("#ifndef alphaGen_t\n"
"#define alphaGen_t\n"
"#define AGEN_LIGHTING_SPECULAR %i\n"
"#define AGEN_PORTAL %i\n"
"#define AGEN_FRESNEL %i\n"
"#endif\n",
AGEN_LIGHTING_SPECULAR,
AGEN_PORTAL,
AGEN_FRESNEL));
Q_strcat(dest, size,
va("#ifndef texenv_t\n"
"#define texenv_t\n"
"#define TEXENV_MODULATE %i\n"
"#define TEXENV_ADD %i\n"
"#define TEXENV_REPLACE %i\n"
"#endif\n",
GL_MODULATE,
GL_ADD,
GL_REPLACE));
fbufWidthScale = 1.0f / ((float)glConfig.vidWidth);
fbufHeightScale = 1.0f / ((float)glConfig.vidHeight);
Q_strcat(dest, size,
va("#ifndef r_FBufScale\n#define r_FBufScale vec2(%f, %f)\n#endif\n", fbufWidthScale, fbufHeightScale));
if (extra)
{
Q_strcat(dest, size, extra);
}
// OK we added a lot of stuff but if we do something bad in the GLSL shaders then we want the proper line
// so we have to reset the line counting
Q_strcat(dest, size, "#line 0\n");
}
static int GLSL_CompileGPUShader(GLhandleARB program, GLhandleARB *prevShader, const GLcharARB *buffer, int size, GLenum shaderType)
{
GLint compiled;
GLhandleARB shader;
shader = qglCreateShaderObjectARB(shaderType);
qglShaderSourceARB(shader, 1, (const GLcharARB **)&buffer, &size);
// compile shader
qglCompileShaderARB(shader);
// check if shader compiled
qglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
if(!compiled)
{
GLSL_PrintShaderSource(shader);
GLSL_PrintInfoLog(shader, qfalse);
ri.Error(ERR_DROP, "Couldn't compile shader");
return 0;
}
//GLSL_PrintInfoLog(shader, qtrue);
//GLSL_PrintShaderSource(shader);
if (*prevShader)
{
qglDetachObjectARB(program, *prevShader);
qglDeleteObjectARB(*prevShader);
}
// attach shader to program
qglAttachObjectARB(program, shader);
*prevShader = shader;
return 1;
}
static int GLSL_LoadGPUShaderText(const char *name, const char *fallback,
GLenum shaderType, char *dest, int destSize)
{
char filename[MAX_QPATH];
GLcharARB *buffer = NULL;
const GLcharARB *shaderText = NULL;
int size;
int result;
if(shaderType == GL_VERTEX_SHADER_ARB)
{
Com_sprintf(filename, sizeof(filename), "glsl/%s_vp.glsl", name);
}
else
{
Com_sprintf(filename, sizeof(filename), "glsl/%s_fp.glsl", name);
}
ri.Printf(PRINT_DEVELOPER, "...loading '%s'\n", filename);
size = ri.FS_ReadFile(filename, (void **)&buffer);
if(!buffer)
{
if (fallback)
{
ri.Printf(PRINT_DEVELOPER, "couldn't load, using fallback\n");
shaderText = fallback;
size = strlen(shaderText);
}
else
{
ri.Printf(PRINT_DEVELOPER, "couldn't load!\n");
return 0;
}
}
else
{
shaderText = buffer;
}
if (size > destSize)
{
result = 0;
}
else
{
Q_strncpyz(dest, shaderText, size + 1);
result = 1;
}
if (buffer)
{
ri.FS_FreeFile(buffer);
}
return result;
}
static void GLSL_LinkProgram(GLhandleARB program)
{
GLint linked;
qglLinkProgramARB(program);
qglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
if(!linked)
{
GLSL_PrintInfoLog(program, qfalse);
ri.Error(ERR_DROP, "\nshaders failed to link");
}
}
static void GLSL_ValidateProgram(GLhandleARB program)
{
GLint validated;
qglValidateProgramARB(program);
qglGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
if(!validated)
{
GLSL_PrintInfoLog(program, qfalse);
ri.Error(ERR_DROP, "\nshaders failed to validate");
}
}
static void GLSL_ShowProgramUniforms(GLhandleARB program)
{
int i, count, size;
GLenum type;
char uniformName[1000];
// install the executables in the program object as part of current state.
qglUseProgramObjectARB(program);
// check for GL Errors
// query the number of active uniforms
qglGetObjectParameterivARB(program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count);
// Loop over each of the active uniforms, and set their value
for(i = 0; i < count; i++)
{
qglGetActiveUniformARB(program, i, sizeof(uniformName), NULL, &size, &type, uniformName);
ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
}
qglUseProgramObjectARB(0);
}
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode, int numUniforms)
{
ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n");
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name);
}
Q_strncpyz(program->name, name, sizeof(program->name));
program->program = qglCreateProgramObjectARB();
program->attribs = attribs;
if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER_ARB)))
{
ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER_ARB\n", name);
qglDeleteObjectARB(program->program);
return 0;
}
if(fpCode)
{
if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER_ARB)))
{
ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER_ARB\n", name);
qglDeleteObjectARB(program->program);
return 0;
}
}
if(attribs & ATTR_POSITION)
qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION, "attr_Position");
if(attribs & ATTR_TEXCOORD)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD0, "attr_TexCoord0");
if(attribs & ATTR_LIGHTCOORD)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD1, "attr_TexCoord1");
// if(attribs & ATTR_TEXCOORD2)
// qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2");
// if(attribs & ATTR_TEXCOORD3)
// qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3");
#ifdef USE_VERT_TANGENT_SPACE
if(attribs & ATTR_TANGENT)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent");
if(attribs & ATTR_BITANGENT)
qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT, "attr_Bitangent");
#endif
if(attribs & ATTR_NORMAL)
qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL, "attr_Normal");
if(attribs & ATTR_COLOR)
qglBindAttribLocationARB(program->program, ATTR_INDEX_COLOR, "attr_Color");
if(attribs & ATTR_PAINTCOLOR)
qglBindAttribLocationARB(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor");
if(attribs & ATTR_LIGHTDIRECTION)
qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection");
if(attribs & ATTR_POSITION2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION2, "attr_Position2");
if(attribs & ATTR_NORMAL2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2");
#ifdef USE_VERT_TANGENT_SPACE
if(attribs & ATTR_TANGENT2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2");
if(attribs & ATTR_BITANGENT2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT2, "attr_Bitangent2");
#endif
GLSL_LinkProgram(program->program);
program->numUniforms = numUniforms;
{
int i, size;
size = sizeof(*program->uniforms) * numUniforms;
program->uniforms = ri.Malloc(size);
for (i = 0; i < numUniforms; i++)
{
program->uniforms[i] = -1;
}
size = sizeof(*program->uniformTypes) * numUniforms;
program->uniformTypes = ri.Malloc(size);
memset(program->uniformTypes, 0, size);
size = sizeof(*program->uniformBufferOffsets) * numUniforms;
program->uniformBufferOffsets = ri.Malloc(size);
memset(program->uniformBufferOffsets, 0, size);
}
return 1;
}
static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
int attribs, qboolean fragmentShader, const GLcharARB *extra, qboolean addHeader,
const char *fallback_vp, const char *fallback_fp, int numUniforms)
{
char vpCode[32000];
char fpCode[32000];
char *postHeader;
int size;
int result;
size = sizeof(vpCode);
if (addHeader)
{
GLSL_GetShaderHeader(GL_VERTEX_SHADER_ARB, extra, vpCode, size);
postHeader = &vpCode[strlen(vpCode)];
size -= strlen(vpCode);
}
else
{
postHeader = &vpCode[0];
}
if (!GLSL_LoadGPUShaderText(name, fallback_vp, GL_VERTEX_SHADER_ARB, postHeader, size))
{
return 0;
}
if (fragmentShader)
{
size = sizeof(fpCode);
if (addHeader)
{
GLSL_GetShaderHeader(GL_FRAGMENT_SHADER_ARB, extra, fpCode, size);
postHeader = &fpCode[strlen(fpCode)];
size -= strlen(fpCode);
}
else
{
postHeader = &fpCode[0];
}
if (!GLSL_LoadGPUShaderText(name, fallback_fp, GL_FRAGMENT_SHADER_ARB, postHeader, size))
{
return 0;
}
}
result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL, numUniforms);
return result;
}
// intentionally deceiving the user here, not actually setting the names but getting their indexes.
void GLSL_AddUniform(shaderProgram_t *program, int uniformNum, const char *name, int type)
{
GLint *uniforms = program->uniforms;
uniforms[uniformNum] = qglGetUniformLocationARB(program->program, name);
program->uniformTypes[uniformNum] = type;
}
void GLSL_EndUniforms(shaderProgram_t *program)
{
if (program->numUniforms)
{
int i, size;
size = 0;
for (i = 0; i < program->numUniforms; i++)
{
if (program->uniforms[i] != -1)
{
program->uniformBufferOffsets[i] = size;
switch(program->uniformTypes[i])
{
case GLSL_INT:
size += sizeof(GLint);
break;
case GLSL_FLOAT:
size += sizeof(GLfloat);
break;
case GLSL_FLOAT5:
size += sizeof(vec_t) * 5;
break;
case GLSL_VEC2:
size += sizeof(vec_t) * 2;
break;
case GLSL_VEC3:
size += sizeof(vec_t) * 3;
break;
case GLSL_VEC4:
size += sizeof(vec_t) * 4;
break;
case GLSL_MAT16:
size += sizeof(vec_t) * 16;
break;
default:
break;
}
}
}
program->uniformBuffer = ri.Malloc(size);
}
}
void GLSL_FinishGPUShader(shaderProgram_t *program)
{
GLSL_ValidateProgram(program->program);
GLSL_ShowProgramUniforms(program->program);
GL_CheckErrors();
}
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
{
GLint *uniforms = program->uniforms;
GLint *compare = (GLint *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_INT)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformInt: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (value == *compare)
{
return;
}
*compare = value;
qglUniform1iARB(uniforms[uniformNum], value);
}
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
{
GLint *uniforms = program->uniforms;
GLfloat *compare = (GLfloat *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_FLOAT)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (value == *compare)
{
return;
}
*compare = value;
qglUniform1fARB(uniforms[uniformNum], value);
}
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_VEC2)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec2: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (v[0] == compare[0] && v[1] == compare[1])
{
return;
}
compare[0] = v[0];
compare[1] = v[1];
qglUniform2fARB(uniforms[uniformNum], v[0], v[1]);
}
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_VEC3)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec3: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (VectorCompare(v, compare))
{
return;
}
VectorCopy(v, compare);
qglUniform3fARB(uniforms[uniformNum], v[0], v[1], v[2]);
}
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_VEC4)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (VectorCompare4(v, compare))
{
return;
}
VectorCopy4(v, compare);
qglUniform4fARB(uniforms[uniformNum], v[0], v[1], v[2], v[3]);
}
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_FLOAT5)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat5: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (VectorCompare5(v, compare))
{
return;
}
VectorCopy5(v, compare);
qglUniform1fvARB(uniforms[uniformNum], 5, v);
}
void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_MAT16)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMatrix16: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (Matrix16Compare(matrix, compare))
{
return;
}
Matrix16Copy(matrix, compare);
qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix);
}
void GLSL_DeleteGPUShader(shaderProgram_t *program)
{
if(program->program)
{
if (program->vertexShader)
{
qglDetachObjectARB(program->program, program->vertexShader);
qglDeleteObjectARB(program->vertexShader);
}
if (program->fragmentShader)
{
qglDetachObjectARB(program->program, program->fragmentShader);
qglDeleteObjectARB(program->fragmentShader);
}
qglDeleteObjectARB(program->program);
if (program->uniforms)
{
ri.Free(program->uniforms);
}
if (program->uniformTypes)
{
ri.Free(program->uniformTypes);
}
if (program->uniformBuffer)
{
ri.Free(program->uniformBuffer);
}
if (program->uniformBufferOffsets)
{
ri.Free(program->uniformBufferOffsets);
}
Com_Memset(program, 0, sizeof(*program));
}
}
void GLSL_InitGPUShaders(void)
{
int startTime, endTime;
int i;
char extradefines[1024];
int attribs;
int numGenShaders = 0, numLightShaders = 0, numEtcShaders = 0;
ri.Printf(PRINT_ALL, "------- GLSL_InitGPUShaders -------\n");
R_IssuePendingRenderCommands();
startTime = ri.Milliseconds();
for (i = 0; i < GENERICDEF_COUNT; i++)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_NORMAL | ATTR_COLOR;
extradefines[0] = '\0';
if (i & GENERICDEF_USE_DEFORM_VERTEXES)
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
if (i & GENERICDEF_USE_TCGEN_AND_TCMOD)
{
Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
Q_strcat(extradefines, 1024, "#define USE_TCMOD\n");
}
if (i & GENERICDEF_USE_VERTEX_ANIMATION)
{
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
}
if (i & GENERICDEF_USE_FOG)
Q_strcat(extradefines, 1024, "#define USE_FOG\n");
if (i & GENERICDEF_USE_RGBAGEN)
Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n");
if (i & GENERICDEF_USE_LIGHTMAP)
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp, GENERIC_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load generic shader!");
}
// There's actually no need to filter these out, since they'll
// redirect to -1 if nonexistent, but it's more understandable this way.
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
if (i & GENERICDEF_USE_RGBAGEN)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_COLORGEN, "u_ColorGen", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_ALPHAGEN, "u_AlphaGen", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_PORTALRANGE, "u_PortalRange", GLSL_FLOAT);
}
if (i & GENERICDEF_USE_TCGEN_AND_TCMOD)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR0, "u_TCGen0Vector0", GLSL_VEC3);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR1, "u_TCGen0Vector1", GLSL_VEC3);
}
if (i & GENERICDEF_USE_FOG)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGCOLORMASK, "u_FogColorMask", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT);
}
if (i & GENERICDEF_USE_DEFORM_VERTEXES)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
}
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB,"u_DiffuseTexOffTurb",GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TEXTURE1ENV, "u_Texture1Env", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT);
if (i & GENERICDEF_USE_VERTEX_ANIMATION)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
}
GLSL_EndUniforms(&tr.genericShader[i]);
qglUseProgramObjectARB(tr.genericShader[i].program);
GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.genericShader[i]);
numGenShaders++;
}
attribs = ATTR_POSITION | ATTR_TEXCOORD;
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
}
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_DiffuseMap", GLSL_INT);
GLSL_EndUniforms(&tr.textureColorShader);
qglUseProgramObjectARB(tr.textureColorShader.program);
GLSL_SetUniformInt(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.textureColorShader);
numEtcShaders++;
for (i = 0; i < FOGDEF_COUNT; i++)
{
attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (i & FOGDEF_USE_DEFORM_VERTEXES)
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
if (i & FOGDEF_USE_VERTEX_ANIMATION)
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp, FOGPASS_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load fogpass shader!");
}
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
GLSL_EndUniforms(&tr.fogShader[i]);
GLSL_FinishGPUShader(&tr.fogShader[i]);
numEtcShaders++;
}
for (i = 0; i < DLIGHTDEF_COUNT; i++)
{
attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (i & DLIGHTDEF_USE_DEFORM_VERTEXES)
{
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
}
if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp, DLIGHT_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load dlight shader!");
}
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_EndUniforms(&tr.dlightShader[i]);
qglUseProgramObjectARB(tr.dlightShader[i].program);
GLSL_SetUniformInt(&tr.dlightShader[i], DLIGHT_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.dlightShader[i]);
numEtcShaders++;
}
for (i = 0; i < LIGHTDEF_COUNT; i++)
{
// skip impossible combos
if ((i & LIGHTDEF_USE_NORMALMAP) && !r_normalMapping->integer)
continue;
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
continue;
if ((i & LIGHTDEF_USE_SPECULARMAP) && !r_specularMapping->integer)
continue;
if ((i & LIGHTDEF_USE_DELUXEMAP) && !r_deluxeMapping->integer)
continue;
if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP) && (i & LIGHTDEF_USE_DELUXEMAP))
continue;
if (!(i & LIGHTDEF_USE_NORMALMAP) && (i & LIGHTDEF_USE_PARALLAXMAP))
continue;
if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHT_VECTOR))
{
if (i & LIGHTDEF_USE_SHADOWMAP)
continue;
}
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
extradefines[0] = '\0';
if (r_normalAmbient->value > 0.003f)
Q_strcat(extradefines, 1024, va("#define r_normalAmbient %f\n", r_normalAmbient->value));
if (r_dlightMode->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
if (1)
{
Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
}
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
if (i & LIGHTDEF_LIGHTTYPE_MASK)
{
Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
if (r_normalMapping->integer == 0 && r_specularMapping->integer == 0)
Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");
switch (i & LIGHTDEF_LIGHTTYPE_MASK)
{
case LIGHTDEF_USE_LIGHTMAP:
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
attribs |= ATTR_LIGHTCOORD | ATTR_LIGHTDIRECTION;
break;
case LIGHTDEF_USE_LIGHT_VECTOR:
Q_strcat(extradefines, 1024, "#define USE_LIGHT_VECTOR\n");
break;
case LIGHTDEF_USE_LIGHT_VERTEX:
Q_strcat(extradefines, 1024, "#define USE_LIGHT_VERTEX\n");
attribs |= ATTR_LIGHTDIRECTION;
break;
default:
break;
}
}
if ((i & LIGHTDEF_USE_NORMALMAP) && r_normalMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
if (r_normalMapping->integer == 2)
Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");
if (r_normalMapping->integer == 3)
Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");
#ifdef USE_VERT_TANGENT_SPACE
Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
attribs |= ATTR_TANGENT | ATTR_BITANGENT;
#endif
}
if ((i & LIGHTDEF_USE_SPECULARMAP) && r_specularMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
switch (r_specularMapping->integer)
{
case 1:
default:
Q_strcat(extradefines, 1024, "#define USE_TRIACE\n");
break;
case 2:
Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
break;
case 3:
Q_strcat(extradefines, 1024, "#define USE_COOK_TORRANCE\n");
break;
case 4:
Q_strcat(extradefines, 1024, "#define USE_TORRANCE_SPARROW\n");
break;
}
}
if ((i & LIGHTDEF_USE_DELUXEMAP) && r_deluxeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
if (i & LIGHTDEF_USE_SHADOWMAP)
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
if (i & LIGHTDEF_USE_TCGEN_AND_TCMOD)
{
Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
Q_strcat(extradefines, 1024, "#define USE_TCMOD\n");
}
if (i & LIGHTDEF_ENTITY)
{
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
#ifdef USE_VERT_TANGENT_SPACE
if (i & LIGHTDEF_USE_NORMALMAP && r_normalMapping->integer)
{
attribs |= ATTR_TANGENT2 | ATTR_BITANGENT2;
}
#endif
}
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp, GENERIC_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load lightall shader!");
}
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB, "u_DiffuseTexOffTurb", GLSL_VEC4);
//GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALTEXMATRIX, "u_NormalTexMatrix", GLSL_MAT16);
//GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARTEXMATRIX, "u_SpecularTexMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, "u_NormalMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, "u_DeluxeMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, "u_SpecularMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MATERIALINFO, "u_MaterialInfo", GLSL_VEC2);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
GLSL_EndUniforms(&tr.lightallShader[i]);
qglUseProgramObjectARB(tr.lightallShader[i].program);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, TB_NORMALMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, TB_DELUXEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, TB_SPECULARMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.lightallShader[i]);
numLightShaders++;
}
attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp, GENERIC_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
}
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
GLSL_EndUniforms(&tr.shadowmapShader);
GLSL_FinishGPUShader(&tr.shadowmapShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_NORMAL;
extradefines[0] = '\0';
Q_strcat(extradefines, 1024, "#define USE_PCF\n#define USE_DISCARD\n");
if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp, PSHADOW_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load pshadow shader!");
}
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTFORWARD, "u_LightForward", GLSL_VEC3);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTUP, "u_LightUp", GLSL_VEC3);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRIGHT, "u_LightRight", GLSL_VEC3);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
GLSL_EndUniforms(&tr.pshadowShader);
qglUseProgramObjectARB(tr.pshadowShader.program);
GLSL_SetUniformInt(&tr.pshadowShader, PSHADOW_UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.pshadowShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load down4x shader!");
}
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
GLSL_EndUniforms(&tr.down4xShader);
qglUseProgramObjectARB(tr.down4xShader.program);
GLSL_SetUniformInt(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.down4xShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load bokeh shader!");
}
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
GLSL_EndUniforms(&tr.bokehShader);
qglUseProgramObjectARB(tr.bokehShader.program);
GLSL_SetUniformInt(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.bokehShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load tonemap shader!");
}
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, "u_AutoExposureMinMax", GLSL_VEC2);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, "u_ToneMinAvgMaxLinear", GLSL_VEC3);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, "u_LevelsMap", GLSL_INT);
GLSL_EndUniforms(&tr.tonemapShader);
qglUseProgramObjectARB(tr.tonemapShader.program);
GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, TB_LEVELSMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.tonemapShader);
numEtcShaders++;
for (i = 0; i < 2; i++)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!i)
Q_strcat(extradefines, 1024, "#define FIRST_PASS\n");
if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
}
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
GLSL_EndUniforms(&tr.calclevels4xShader[i]);
qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
GLSL_SetUniformInt(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
numEtcShaders++;
}
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (r_shadowFilter->integer >= 1)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER\n");
if (r_shadowFilter->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp, SHADOWMASK_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
}
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, "u_ShadowMvp", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, "u_ShadowMvp2", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, "u_ShadowMvp3", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD,"u_ViewForward", GLSL_VEC3);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, "u_ViewLeft", GLSL_VEC3);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, "u_ViewUp", GLSL_VEC3);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, "u_ShadowMap2", GLSL_INT);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, "u_ShadowMap3", GLSL_INT);
GLSL_EndUniforms(&tr.shadowmaskShader);
qglUseProgramObjectARB(tr.shadowmaskShader.program);
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp, SSAO_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load ssao shader!");
}
GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
GLSL_EndUniforms(&tr.ssaoShader);
qglUseProgramObjectARB(tr.ssaoShader.program);
GLSL_SetUniformInt(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.ssaoShader);
numEtcShaders++;
for (i = 0; i < 2; i++)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (i & 1)
Q_strcat(extradefines, 1024, "#define USE_VERTICAL_BLUR\n");
else
Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp, DEPTHBLUR_UNIFORM_COUNT))
{
ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
}
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, "u_ScreenImageMap", GLSL_INT);
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
GLSL_EndUniforms(&tr.depthBlurShader[i]);
qglUseProgramObjectARB(tr.depthBlurShader[i].program);
GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
numEtcShaders++;
}
endTime = ri.Milliseconds();
ri.Printf(PRINT_ALL, "loaded %i GLSL shaders (%i gen %i light %i etc) in %5.2f seconds\n",
numGenShaders + numLightShaders + numEtcShaders, numGenShaders, numLightShaders,
numEtcShaders, (endTime - startTime) / 1000.0);
}
void GLSL_ShutdownGPUShaders(void)
{
int i;
ri.Printf(PRINT_ALL, "------- GLSL_ShutdownGPUShaders -------\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION);
qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
#ifdef USE_VERT_TANGENT_SPACE
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
#endif
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
#ifdef USE_VERT_TANGENT_SPACE
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
#endif
qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
GLSL_BindNullProgram();
for ( i = 0; i < GENERICDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.genericShader[i]);
GLSL_DeleteGPUShader(&tr.textureColorShader);
for ( i = 0; i < FOGDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.fogShader[i]);
for ( i = 0; i < DLIGHTDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.dlightShader[i]);
for ( i = 0; i < LIGHTDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.lightallShader[i]);
GLSL_DeleteGPUShader(&tr.shadowmapShader);
GLSL_DeleteGPUShader(&tr.pshadowShader);
GLSL_DeleteGPUShader(&tr.down4xShader);
for ( i = 0; i < 2; i++)
GLSL_DeleteGPUShader(&tr.calclevels4xShader[i]);
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
}
void GLSL_BindProgram(shaderProgram_t * program)
{
if(!program)
{
GLSL_BindNullProgram();
return;
}
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- GL_BindProgram( %s ) ---\n", program->name));
}
if(glState.currentProgram != program)
{
qglUseProgramObjectARB(program->program);
glState.currentProgram = program;
backEnd.pc.c_glslShaderBinds++;
}
}
void GLSL_BindNullProgram(void)
{
if(r_logFile->integer)
{
GLimp_LogComment("--- GL_BindNullProgram ---\n");
}
if(glState.currentProgram)
{
qglUseProgramObjectARB(0);
glState.currentProgram = NULL;
}
}
void GLSL_VertexAttribsState(uint32_t stateBits)
{
uint32_t diff;
GLSL_VertexAttribPointers(stateBits);
diff = stateBits ^ glState.vertexAttribsState;
if(!diff)
{
return;
}
if(diff & ATTR_POSITION)
{
if(stateBits & ATTR_POSITION)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION);
}
}
if(diff & ATTR_TEXCOORD)
{
if(stateBits & ATTR_TEXCOORD)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
}
}
if(diff & ATTR_LIGHTCOORD)
{
if(stateBits & ATTR_LIGHTCOORD)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
}
}
if(diff & ATTR_NORMAL)
{
if(stateBits & ATTR_NORMAL)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
}
}
#ifdef USE_VERT_TANGENT_SPACE
if(diff & ATTR_TANGENT)
{
if(stateBits & ATTR_TANGENT)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
}
}
if(diff & ATTR_BITANGENT)
{
if(stateBits & ATTR_BITANGENT)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
}
}
#endif
if(diff & ATTR_COLOR)
{
if(stateBits & ATTR_COLOR)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_COLOR);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
}
}
if(diff & ATTR_LIGHTDIRECTION)
{
if(stateBits & ATTR_LIGHTDIRECTION)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
}
}
if(diff & ATTR_POSITION2)
{
if(stateBits & ATTR_POSITION2)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
}
}
if(diff & ATTR_NORMAL2)
{
if(stateBits & ATTR_NORMAL2)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
}
}
#ifdef USE_VERT_TANGENT_SPACE
if(diff & ATTR_TANGENT2)
{
if(stateBits & ATTR_TANGENT2)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
}
}
if(diff & ATTR_BITANGENT2)
{
if(stateBits & ATTR_BITANGENT2)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
}
}
#endif
glState.vertexAttribsState = stateBits;
}
void GLSL_VertexAttribPointers(uint32_t attribBits)
{
if(!glState.currentVBO)
{
ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VBO bound");
return;
}
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", glState.currentVBO->name));
if((attribBits & ATTR_POSITION) && !(glState.vertexAttribPointersSet & ATTR_POSITION))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION )\n");
qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsNewFrame * glState.currentVBO->size_xyz));
glState.vertexAttribPointersSet |= ATTR_POSITION;
}
if((attribBits & ATTR_TEXCOORD) && !(glState.vertexAttribPointersSet & ATTR_TEXCOORD))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TEXCOORD )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD0, 2, GL_FLOAT, 0, glState.currentVBO->stride_st, BUFFER_OFFSET(glState.currentVBO->ofs_st));
glState.vertexAttribPointersSet |= ATTR_TEXCOORD;
}
if((attribBits & ATTR_LIGHTCOORD) && !(glState.vertexAttribPointersSet & ATTR_LIGHTCOORD))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTCOORD )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD1, 2, GL_FLOAT, 0, glState.currentVBO->stride_lightmap, BUFFER_OFFSET(glState.currentVBO->ofs_lightmap));
glState.vertexAttribPointersSet |= ATTR_LIGHTCOORD;
}
if((attribBits & ATTR_NORMAL) && !(glState.vertexAttribPointersSet & ATTR_NORMAL))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL )\n");
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal));
glState.vertexAttribPointersSet |= ATTR_NORMAL;
}
#ifdef USE_VERT_TANGENT_SPACE
if((attribBits & ATTR_TANGENT) && !(glState.vertexAttribPointersSet & ATTR_TANGENT))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_TANGENT;
}
if((attribBits & ATTR_BITANGENT) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT )\n");
qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_BITANGENT;
}
#endif
if((attribBits & ATTR_COLOR) && !(glState.vertexAttribPointersSet & ATTR_COLOR))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_COLOR )\n");
qglVertexAttribPointerARB(ATTR_INDEX_COLOR, 4, GL_FLOAT, 0, glState.currentVBO->stride_vertexcolor, BUFFER_OFFSET(glState.currentVBO->ofs_vertexcolor));
glState.vertexAttribPointersSet |= ATTR_COLOR;
}
if((attribBits & ATTR_LIGHTDIRECTION) && !(glState.vertexAttribPointersSet & ATTR_LIGHTDIRECTION))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTDIRECTION )\n");
qglVertexAttribPointerARB(ATTR_INDEX_LIGHTDIRECTION, 3, GL_FLOAT, 0, glState.currentVBO->stride_lightdir, BUFFER_OFFSET(glState.currentVBO->ofs_lightdir));
glState.vertexAttribPointersSet |= ATTR_LIGHTDIRECTION;
}
if((attribBits & ATTR_POSITION2) && !(glState.vertexAttribPointersSet & ATTR_POSITION2))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsOldFrame * glState.currentVBO->size_xyz));
glState.vertexAttribPointersSet |= ATTR_POSITION2;
}
if((attribBits & ATTR_NORMAL2) && !(glState.vertexAttribPointersSet & ATTR_NORMAL2))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal));
glState.vertexAttribPointersSet |= ATTR_NORMAL2;
}
#ifdef USE_VERT_TANGENT_SPACE
if((attribBits & ATTR_TANGENT2) && !(glState.vertexAttribPointersSet & ATTR_TANGENT2))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_TANGENT2;
}
if((attribBits & ATTR_BITANGENT2) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT2))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_BITANGENT2;
}
#endif
}
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
{
shaderStage_t *pStage = tess.xstages[stage];
int shaderAttribs = 0;
if (tess.fogNum && pStage->adjustColorsForFog)
{
shaderAttribs |= GENERICDEF_USE_FOG;
}
if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv)
{
shaderAttribs |= GENERICDEF_USE_LIGHTMAP;
}
switch (pStage->rgbGen)
{
case CGEN_LIGHTING_DIFFUSE:
shaderAttribs |= GENERICDEF_USE_RGBAGEN;
break;
default:
break;
}
switch (pStage->alphaGen)
{
case AGEN_LIGHTING_SPECULAR:
case AGEN_PORTAL:
case AGEN_FRESNEL:
shaderAttribs |= GENERICDEF_USE_RGBAGEN;
break;
default:
break;
}
if (pStage->bundle[0].tcGen != TCGEN_TEXTURE)
{
shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
}
if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader))
{
shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
}
if (glState.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
{
shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
}
if (pStage->bundle[0].numTexMods)
{
shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
}
return &tr.genericShader[shaderAttribs];
}