mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 06:02:16 +00:00
d5ab16befc
A few bugs fixed. Slightly better compatibility with DP. Added breakpoint_csqc command to set breakpoints in csqc to better debug csprogs. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3793 fc73d0e0-1445-4013-8a0c-d673dee63da5
495 lines
13 KiB
C
495 lines
13 KiB
C
#ifndef SHADER_H
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#define SHADER_H
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typedef void (shader_gen_t)(char *name, shader_t*, const void *args);
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#define SHADER_PASS_MAX 8
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#define SHADER_MAX_TC_MODS 8
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#define SHADER_DEFORM_MAX 8
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#define SHADER_MAX_ANIMFRAMES 8
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#define SHADER_ANIM_FRAMES_MAX 16
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#define SHADER_PROGPARMS_MAX 16
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typedef enum {
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SHADER_BSP,
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SHADER_BSP_VERTEX,
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SHADER_BSP_FLARE,
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SHADER_MD3,
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SHADER_2D
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} shadertype_t;
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typedef enum {
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MF_NONE = 1<<0,
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MF_NORMALS = 1<<1,
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MF_TRNORMALS = 1<<2,
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MF_COLORS = 1<<3,
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MF_STCOORDS = 1<<4,
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MF_LMCOORDS = 1<<5,
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MF_NOCULL = 1<<6,
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MF_NONBATCHED = 1<<7
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} meshfeatures_t;
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//colour manipulation
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typedef struct
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{
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enum {
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SHADER_FUNC_SIN,
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SHADER_FUNC_TRIANGLE,
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SHADER_FUNC_SQUARE,
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SHADER_FUNC_SAWTOOTH,
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SHADER_FUNC_INVERSESAWTOOTH,
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SHADER_FUNC_NOISE,
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SHADER_FUNC_CONSTANT
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} type; // SHADER_FUNC enum
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float args[4]; // offset, amplitude, phase_offset, rate
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} shaderfunc_t;
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//tecture coordinate manipulation
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typedef struct
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{
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enum {
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SHADER_TCMOD_NONE, //bug
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SHADER_TCMOD_SCALE, //some sorta tabled deformation
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SHADER_TCMOD_SCROLL, //boring moving texcoords with time
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SHADER_TCMOD_STRETCH, //constant factor
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SHADER_TCMOD_ROTATE,
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SHADER_TCMOD_MAX,
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SHADER_TCMOD_TRANSFORM,
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SHADER_TCMOD_TURB
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} type;
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float args[6];
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} tcmod_t;
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//vertex positioning manipulation.
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typedef struct
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{
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enum {
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DEFORMV_NONE, //bug
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DEFORMV_MOVE,
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DEFORMV_WAVE,
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DEFORMV_NORMAL,
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DEFORMV_BULGE,
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DEFORMV_AUTOSPRITE,
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DEFORMV_AUTOSPRITE2,
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DEFORMV_PROJECTION_SHADOW
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} type;
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float args[4];
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shaderfunc_t func;
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} deformv_t;
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enum
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{
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/*source and dest factors match each other for easier parsing
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but they're not meant to ever be set on the shader itself
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NONE is also invalid, and is used to signify disabled, it should never be set on only one
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*/
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SBITS_SRCBLEND_NONE = 0x00000000,
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SBITS_SRCBLEND_ZERO = 0x00000001,
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SBITS_SRCBLEND_ONE = 0x00000002,
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SBITS_SRCBLEND_DST_COLOR = 0x00000003,
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SBITS_SRCBLEND_ONE_MINUS_DST_COLOR = 0x00000004,
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SBITS_SRCBLEND_SRC_ALPHA = 0x00000005,
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SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA = 0x00000006,
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SBITS_SRCBLEND_DST_ALPHA = 0x00000007,
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SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA = 0x00000008,
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SBITS_SRCBLEND_SRC_COLOR_INVALID = 0x00000009,
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SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID = 0x0000000a,
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SBITS_SRCBLEND_ALPHA_SATURATE = 0x0000000b,
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#define SBITS_SRCBLEND_BITS 0x0000000f
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/*must match src factors, just shifted 4*/
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SBITS_DSTBLEND_NONE = 0x00000000,
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SBITS_DSTBLEND_ZERO = 0x00000010,
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SBITS_DSTBLEND_ONE = 0x00000020,
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SBITS_DSTBLEND_DST_COLOR_INVALID = 0x00000030,
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SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID = 0x00000040,
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SBITS_DSTBLEND_SRC_ALPHA = 0x00000050,
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SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA = 0x00000060,
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SBITS_DSTBLEND_DST_ALPHA = 0x00000070,
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SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA = 0x00000080,
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SBITS_DSTBLEND_SRC_COLOR = 0x00000090,
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SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR = 0x000000a0,
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SBITS_DSTBLEND_ALPHA_SATURATE_INVALID = 0x000000b0,
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#define SBITS_DSTBLEND_BITS 0x000000f0
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#define SBITS_BLEND_BITS (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)
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SBITS_ATEST_NONE = 0x00000000,
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SBITS_ATEST_GT0 = 0x00000100,
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SBITS_ATEST_LT128 = 0x00000200,
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SBITS_ATEST_GE128 = 0x00000300,
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#define SBITS_ATEST_BITS 0x00000f00
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SBITS_MISC_DEPTHWRITE = 0x00001000,
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SBITS_MISC_NODEPTHTEST = 0x00002000,
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SBITS_MISC_DEPTHEQUALONLY = 0x00004000,
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SBITS_MISC_DEPTHCLOSERONLY = 0x00008000,
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#define SBITS_MISC_BITS 0x0000f000
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SBITS_MASK_RED = 0x00010000,
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SBITS_MASK_GREEN = 0x00020000,
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SBITS_MASK_BLUE = 0x00040000,
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SBITS_MASK_ALPHA = 0x00080000,
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#define SBITS_MASK_BITS 0x000f0000
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};
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typedef struct shaderpass_s {
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int numMergedPasses;
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#ifndef NOMEDIA
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struct cin_s *cin;
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#endif
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unsigned int shaderbits;
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enum {
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PBM_MODULATE,
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PBM_OVERBRIGHT,
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PBM_DECAL,
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PBM_ADD,
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PBM_DOTPRODUCT,
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PBM_REPLACE,
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PBM_REPLACELIGHT
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} blendmode;
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enum {
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RGB_GEN_WAVE,
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RGB_GEN_ENTITY,
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RGB_GEN_ONE_MINUS_ENTITY,
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RGB_GEN_VERTEX,
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RGB_GEN_EXACT_VERTEX,
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RGB_GEN_ONE_MINUS_VERTEX,
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RGB_GEN_IDENTITY_LIGHTING,
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RGB_GEN_IDENTITY,
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RGB_GEN_CONST,
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RGB_GEN_UNKNOWN,
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RGB_GEN_LIGHTING_DIFFUSE,
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RGB_GEN_TOPCOLOR,
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RGB_GEN_BOTTOMCOLOR
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} rgbgen;
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shaderfunc_t rgbgen_func;
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enum {
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ALPHA_GEN_ENTITY,
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ALPHA_GEN_WAVE,
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ALPHA_GEN_PORTAL,
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ALPHA_GEN_SPECULAR,
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ALPHA_GEN_IDENTITY,
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ALPHA_GEN_VERTEX,
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ALPHA_GEN_CONST
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} alphagen;
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shaderfunc_t alphagen_func;
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enum {
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TC_GEN_BASE, //basic specified texture coords
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TC_GEN_LIGHTMAP, //use loaded lightmap coords
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TC_GEN_ENVIRONMENT,
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TC_GEN_DOTPRODUCT,
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TC_GEN_VECTOR,
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TC_GEN_FOG,
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//these are really for use only in glsl stuff or perhaps cubemaps, as they generate 3d coords.
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TC_GEN_NORMAL,
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TC_GEN_SVECTOR,
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TC_GEN_TVECTOR,
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TC_GEN_SKYBOX,
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TC_GEN_WOBBLESKY,
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TC_GEN_REFLECT,
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} tcgen;
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int numtcmods;
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tcmod_t tcmods[SHADER_MAX_TC_MODS];
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int anim_numframes;
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texid_t anim_frames[SHADER_MAX_ANIMFRAMES];
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float anim_fps;
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// unsigned int texturetype;
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enum {
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T_GEN_SINGLEMAP, //single texture specified in the shader
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T_GEN_ANIMMAP, //animating sequence of textures specified in the shader
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T_GEN_LIGHTMAP, //world light samples
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T_GEN_DELUXMAP, //world light directions
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T_GEN_SHADOWMAP, //light's depth values.
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T_GEN_DIFFUSE, //texture's default diffuse texture
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T_GEN_NORMALMAP, //texture's default normalmap
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T_GEN_SPECULAR, //texture's default specular texture
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T_GEN_UPPEROVERLAY, //texture's default personal colour
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T_GEN_LOWEROVERLAY, //texture's default team colour
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T_GEN_FULLBRIGHT, //texture's default fullbright overlay
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T_GEN_CURRENTRENDER,//copy the current screen to a texture, and draw that
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T_GEN_VIDEOMAP, //use the media playback as an image source, updating each frame for which it is visible
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T_GEN_SKYBOX, //use a skybox instead, otherwise T_GEN_SINGLEMAP
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} texgen;
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enum {
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SHADER_PASS_NOMIPMAP = 1<<1,
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SHADER_PASS_CLAMP = 1<<2,
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SHADER_PASS_NOCOLORARRAY = 1<< 3,
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//FIXME: remove these
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SHADER_PASS_VIDEOMAP = 1 << 4,
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SHADER_PASS_DETAIL = 1 << 5,
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SHADER_PASS_LIGHTMAP = 1 << 6,
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SHADER_PASS_DELUXMAP = 1 << 7,
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SHADER_PASS_ANIMMAP = 1 << 8
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} flags;
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} shaderpass_t;
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typedef struct
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{
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texid_t farbox_textures[6];
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texid_t nearbox_textures[6];
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} skydome_t;
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enum{
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PERMUTATION_GENERIC = 0,
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PERMUTATION_BUMPMAP = 1,
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PERMUTATION_SPECULAR = 2,
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PERMUTATION_FULLBRIGHT = 4,
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PERMUTATION_LOWER = 8,
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PERMUTATION_UPPER = 16,
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PERMUTATION_OFFSET = 32,
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PERMUTATIONS = 64
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};
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typedef struct {
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enum shaderprogparmtype_e {
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SP_BAD, //never set (hopefully)
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SP_ATTR_VERTEX,
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SP_ATTR_COLOUR,
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SP_ATTR_TEXCOORD,
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SP_ATTR_LMCOORD,
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SP_ATTR_NORMALS,
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SP_ATTR_SNORMALS,
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SP_ATTR_TNORMALS,
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SP_FIRSTUNIFORM, //never set
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/*entity properties*/
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SP_ENTCOLOURS,
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SP_ENTCOLOURSIDENT,
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SP_TOPCOLOURS,
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SP_BOTTOMCOLOURS,
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SP_TIME,
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SP_E_L_DIR, /*these light values are non-dynamic light as in classic quake*/
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SP_E_L_MUL,
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SP_E_L_AMBIENT,
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SP_EYEPOS,
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SP_ENTMATRIX,
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SP_VIEWMATRIX,
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SP_MODELMATRIX,
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SP_MODELVIEWMATRIX,
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SP_PROJECTIONMATRIX,
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SP_MODELVIEWPROJECTIONMATRIX,
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SP_RENDERTEXTURESCALE, /*multiplier for currentrender->texcoord*/
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SP_LIGHTRADIUS, /*these light values are realtime lighting*/
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SP_LIGHTCOLOUR,
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SP_LIGHTPOSITION,
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//things that are set immediatly
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SP_FIRSTIMMEDIATE, //never set
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SP_CONSTI,
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SP_CONSTF,
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SP_CVARI,
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SP_CVARF,
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SP_CVAR3F,
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SP_TEXTURE
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} type;
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unsigned int handle[PERMUTATIONS];
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union
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{
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int ival;
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float fval;
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void *pval;
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};
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} shaderprogparm_t;
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union programhandle_u
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{
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int glsl;
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#ifdef D3DQUAKE
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struct
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{
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void *vert;
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void *frag;
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} hlsl;
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#endif
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};
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typedef struct programshared_s
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{
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int refs;
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qboolean nofixedcompat;
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union programhandle_u handle[PERMUTATIONS];
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int numparams;
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shaderprogparm_t parm[SHADER_PROGPARMS_MAX];
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} program_t;
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typedef struct {
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float factor;
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float unit;
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} polyoffset_t;
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struct shader_s
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{
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int uses;
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int width;
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int height;
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int numpasses;
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texnums_t defaulttextures;
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struct shader_s *next;
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char name[MAX_QPATH];
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//end of shared fields.
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byte_vec4_t fog_color;
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float fog_dist;
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float portaldist;
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int numdeforms;
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deformv_t deforms[SHADER_DEFORM_MAX];
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polyoffset_t polyoffset;
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enum {
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SHADER_SKY = 1 << 0,
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SHADER_NOMIPMAPS = 1 << 1,
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SHADER_NOPICMIP = 1 << 2,
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SHADER_CULL_FRONT = 1 << 3,
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SHADER_CULL_BACK = 1 << 4,
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SHADER_DEFORMV_BULGE = 1 << 5,
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SHADER_AUTOSPRITE = 1 << 6,
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SHADER_FLARE = 1 << 7,
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SHADER_NOIMAGE = 1 << 8,
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SHADER_ENTITY_MERGABLE = 1 << 9,
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SHADER_VIDEOMAP = 1 << 10,
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SHADER_DEPTHWRITE = 1 << 11,
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SHADER_AGEN_PORTAL = 1 << 12,
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SHADER_BLEND = 1 << 13, //blend or alphatest (not 100% opaque).
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SHADER_NODRAW = 1 << 14, //parsed only to pee off developers when they forget it on no-pass shaders.
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SHADER_NODLIGHT = 1 << 15, //from surfaceflags
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SHADER_HASLIGHTMAP = 1 << 16,
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SHADER_HASTOPBOTTOM = 1 << 17,
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} flags;
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program_t *prog;
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shaderpass_t passes[SHADER_PASS_MAX];
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shadersort_t sort;
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skydome_t *skydome;
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shader_gen_t *generator;
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const char *genargs;
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meshfeatures_t features;
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bucket_t bucket;
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};
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#define MAX_SHADERS 2048 //fixme: this takes a lot of bss in the r_shaders list
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extern shader_t *r_shaders;
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extern int be_maxpasses;
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void R_UnloadShader(shader_t *shader);
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shader_t *R_RegisterPic (char *name);
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shader_t *R_RegisterShader (char *name, const char *shaderscript);
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shader_t *R_RegisterShader_Lightmap (char *name);
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shader_t *R_RegisterShader_Vertex (char *name);
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shader_t *R_RegisterShader_Flare (char *name);
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shader_t *R_RegisterSkin (char *name);
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shader_t *R_RegisterCustom (char *name, shader_gen_t *defaultgen, const void *args);
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void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader);
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cin_t *R_ShaderGetCinematic(shader_t *s);
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cin_t *R_ShaderFindCinematic(char *name);
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void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultSkybox(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args);
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void Shader_DefaultScript(char *shortname, shader_t *s, const void *args);
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void Shader_DoReload(void);
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void R_BackendInit (void);
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void Shader_Shutdown (void);
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qboolean Shader_Init (void);
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void Shader_NeedReload(void);
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mfog_t *CM_FogForOrigin(vec3_t org);
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#define BEF_FORCEDEPTHWRITE 1
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#define BEF_FORCEDEPTHTEST 2
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#define BEF_FORCEADDITIVE 4 //blend dest = GL_ONE
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#define BEF_FORCETRANSPARENT 8 //texenv replace -> modulate
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#define BEF_FORCENODEPTH 16 //disables any and all depth.
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#define BEF_PUSHDEPTH 32 //additional polygon offset
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#define BEF_NODLIGHT 64 //don't use a dlight pass
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#define BEF_NOSHADOWS 128 //don't appear in shadows
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#define BEF_FORCECOLOURMOD 256 //q3 shaders default to 'rgbgen identity', and ignore ent colours. this forces ent colours to be considered
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#ifdef GLQUAKE
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void GLBE_Init(void);
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void GLBE_SelectMode(backendmode_t mode);
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void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void GLBE_SubmitBatch(batch_t *batch);
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batch_t *GLBE_GetTempBatch(void);
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void GLBE_GenBrushModelVBO(model_t *mod);
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void GLBE_ClearVBO(vbo_t *vbo);
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void GLBE_UploadAllLightmaps(void);
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void GLBE_DrawWorld (qbyte *vis);
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qboolean GLBE_LightCullModel(vec3_t org, model_t *model);
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void GLBE_SelectEntity(entity_t *ent);
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#endif
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#ifdef D3DQUAKE
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void D3DBE_Init(void);
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void D3DBE_SelectMode(backendmode_t mode);
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void D3DBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void D3DBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void D3DBE_SubmitBatch(batch_t *batch);
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batch_t *D3DBE_GetTempBatch(void);
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void D3DBE_GenBrushModelVBO(model_t *mod);
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void D3DBE_ClearVBO(vbo_t *vbo);
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void D3DBE_UploadAllLightmaps(void);
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void D3DBE_DrawWorld (qbyte *vis);
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qboolean D3DBE_LightCullModel(vec3_t org, model_t *model);
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void D3DBE_SelectEntity(entity_t *ent);
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union programhandle_u D3DShader_CreateProgram (char **precompilerconstants, char *vert, char *frag);
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void D3DShader_Init(void);
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#endif
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//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required
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void BE_DrawNonWorld (void);
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void D3DBE_Reset(qboolean before);
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//Builds a hardware shader from the software representation
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void BE_GenerateProgram(shader_t *shader);
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#ifdef RTLIGHTS
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void BE_PushOffsetShadow(qboolean foobar);
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//sets up gl for depth-only FIXME
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void BE_SetupForShadowMap(void);
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//Called from shadowmapping code into backend
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void BE_BaseEntTextures(void);
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//Draws lights, called from the backend
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void Sh_DrawLights(qbyte *vis);
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void Sh_Shutdown(void);
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//Draws the depth of ents in the world near the current light
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void BE_BaseEntShadowDepth(void);
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//Sets the given light+colour to be the current one that everything is to be lit/culled by.
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void BE_SelectDLight(dlight_t *dl, vec3_t colour);
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#endif
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#endif
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