q3rally/engine/code/renderergl2/tr_glsl.c
zturtleman 96a9e2a9aa ioquake3 resync to revision 3511 from 3444.
This updates from SDL 2.0.4 to SDL 2.0.8.

Fix nullptr dereference in front of nullptr check in FS_CheckPak0
Fix undefined behaviour due to shifting signed in snd_mem.c
Fix shifting bits out of byte in tr_font.c
Fix shift into sign in cl_cin.c
Fix signed bit operations in MSG_ReadBits
Add missing address operator in cm_polylib.c
OpenGL1: Decay float[8] to float * in tr_marks.c
Avoid srcList[-1] in snd_openal.c
Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars
Maximize cURL buffer size
Fix mouse grab after toggling fullscreen
Fix q3history buffer not cleared between mods and OOB-access
Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything."
Fix displayed color/depth/stencil bits values
Restore setting r_colorbits in q3_ui
Make setting r_stencilbits more consistent in Team Arena UI
Fix map list in Team Arena start server menu after entering SP menu
Support SDL audio devices that require float32 samples.
sdl_snd.c should just initialize SDL audio without checking SDL_WasInit().
There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio().
Added audio capture support to SDL backend.
Use the SDL2 audio device interface instead of the legacy 1.2 API.
Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8.
Update SDL2 to 2.0.8
Add SDL 2.0.1 headers for macOS PPC
Make macOS Universal Bundle target 10.6 for x86 and x86_64
Fix possible bot goal state NULL pointer dereference
Fix uninitialized bot_goal_t fields
Remove unnecessary NULL pointer check in Cmd_RemoveCommand
Make UI_DrawProportionalString handle NULL string
Fix compiling against macOS system OpenAL and SDL2 frameworks
Fix array index in CanDamage() function - discovered by MARTY
Fix compiling Makefile (broke in macOS frameworks commit)
Fix clearing keys for control in Team Arena UI
Make s_useOpenAL be CVAR_LATCH
Improvements for dedicated camera followers (team follow1/2)
Fix not closing description.txt and fix path seperator
Fix duplicate bots displayed in Team Arena ingame add bot menu
OpenGL2: Fix parsing specularScale in shaders
Don't allow SDL audio capture using pulseaudio
Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Limit -maltivec to specific source files on OpenBSD too (untested)
Use SDL 2.0.1 headers for macOS ppc64
Fix console offset while Team Arena voiceMenu is open
OpenGL2: Readd r_deluxeSpecular.
Fix client kicked as unpure when missing the latest cgame/ui pk3s
Don't create multiple windows when GL context creation fails
Require OpenGL 1.2 for GL_CLAMP_TO_EDGE
Fix Linux uninstaller requiring Bash
Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh
Reported by @illwieckz.
Fix in_restart causing fatal error while video is shutdown
Allow pkg-config binary to be overridden with PKG_CONFIG
Make testgun command without argument disable test gun model
Remove unused renderer_buffer variable
Don't upload 8 bit grayscale images as 16 bit luminance
OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Don't load non-core GL functions for OpenGL 3.2 core context
Load OpenGL ES 2.0 function procs
Don't check fixed function GL extensions when using shader pipeline
OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL2: Misc fixes and cleanup
Fix IQM root joint backlerp when joint number is more than 0
Improve IQM loading
Improve IQM CPU vertex skinning performance
OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00

1556 lines
42 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"
#include "tr_dsa.h"
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;
typedef struct uniformInfo_s
{
char *name;
int type;
}
uniformInfo_t;
// These must be in the same order as in uniform_t in tr_local.h.
static uniformInfo_t uniformsInfo[] =
{
{ "u_DiffuseMap", GLSL_INT },
{ "u_LightMap", GLSL_INT },
{ "u_NormalMap", GLSL_INT },
{ "u_DeluxeMap", GLSL_INT },
{ "u_SpecularMap", GLSL_INT },
{ "u_TextureMap", GLSL_INT },
{ "u_LevelsMap", GLSL_INT },
{ "u_CubeMap", GLSL_INT },
{ "u_ScreenImageMap", GLSL_INT },
{ "u_ScreenDepthMap", GLSL_INT },
{ "u_ShadowMap", GLSL_INT },
{ "u_ShadowMap2", GLSL_INT },
{ "u_ShadowMap3", GLSL_INT },
{ "u_ShadowMap4", GLSL_INT },
{ "u_ShadowMvp", GLSL_MAT16 },
{ "u_ShadowMvp2", GLSL_MAT16 },
{ "u_ShadowMvp3", GLSL_MAT16 },
{ "u_ShadowMvp4", GLSL_MAT16 },
{ "u_EnableTextures", GLSL_VEC4 },
{ "u_DiffuseTexMatrix", GLSL_VEC4 },
{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
{ "u_TCGen0", GLSL_INT },
{ "u_TCGen0Vector0", GLSL_VEC3 },
{ "u_TCGen0Vector1", GLSL_VEC3 },
{ "u_DeformGen", GLSL_INT },
{ "u_DeformParams", GLSL_FLOAT5 },
{ "u_ColorGen", GLSL_INT },
{ "u_AlphaGen", GLSL_INT },
{ "u_Color", GLSL_VEC4 },
{ "u_BaseColor", GLSL_VEC4 },
{ "u_VertColor", GLSL_VEC4 },
{ "u_DlightInfo", GLSL_VEC4 },
{ "u_LightForward", GLSL_VEC3 },
{ "u_LightUp", GLSL_VEC3 },
{ "u_LightRight", GLSL_VEC3 },
{ "u_LightOrigin", GLSL_VEC4 },
{ "u_ModelLightDir", GLSL_VEC3 },
{ "u_LightRadius", GLSL_FLOAT },
{ "u_AmbientLight", GLSL_VEC3 },
{ "u_DirectedLight", GLSL_VEC3 },
{ "u_PortalRange", GLSL_FLOAT },
{ "u_FogDistance", GLSL_VEC4 },
{ "u_FogDepth", GLSL_VEC4 },
{ "u_FogEyeT", GLSL_FLOAT },
{ "u_FogColorMask", GLSL_VEC4 },
{ "u_ModelMatrix", GLSL_MAT16 },
{ "u_ModelViewProjectionMatrix", GLSL_MAT16 },
{ "u_Time", GLSL_FLOAT },
{ "u_VertexLerp" , GLSL_FLOAT },
{ "u_NormalScale", GLSL_VEC4 },
{ "u_SpecularScale", GLSL_VEC4 },
{ "u_ViewInfo", GLSL_VEC4 },
{ "u_ViewOrigin", GLSL_VEC3 },
{ "u_LocalViewOrigin", GLSL_VEC3 },
{ "u_ViewForward", GLSL_VEC3 },
{ "u_ViewLeft", GLSL_VEC3 },
{ "u_ViewUp", GLSL_VEC3 },
{ "u_InvTexRes", GLSL_VEC2 },
{ "u_AutoExposureMinMax", GLSL_VEC2 },
{ "u_ToneMinAvgMaxLinear", GLSL_VEC3 },
{ "u_PrimaryLightOrigin", GLSL_VEC4 },
{ "u_PrimaryLightColor", GLSL_VEC3 },
{ "u_PrimaryLightAmbient", GLSL_VEC3 },
{ "u_PrimaryLightRadius", GLSL_FLOAT },
{ "u_CubeMapInfo", GLSL_VEC4 },
{ "u_AlphaTest", GLSL_INT },
{ "u_BoneMatrix", GLSL_MAT16_BONEMATRIX },
};
typedef enum
{
GLSL_PRINTLOG_PROGRAM_INFO,
GLSL_PRINTLOG_SHADER_INFO,
GLSL_PRINTLOG_SHADER_SOURCE
}
glslPrintLog_t;
static void GLSL_PrintLog(GLuint programOrShader, glslPrintLog_t type, qboolean developerOnly)
{
char *msg;
static char msgPart[1024];
int maxLength = 0;
int i;
int printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL;
switch (type)
{
case GLSL_PRINTLOG_PROGRAM_INFO:
ri.Printf(printLevel, "Program info log:\n");
qglGetProgramiv(programOrShader, GL_INFO_LOG_LENGTH, &maxLength);
break;
case GLSL_PRINTLOG_SHADER_INFO:
ri.Printf(printLevel, "Shader info log:\n");
qglGetShaderiv(programOrShader, GL_INFO_LOG_LENGTH, &maxLength);
break;
case GLSL_PRINTLOG_SHADER_SOURCE:
ri.Printf(printLevel, "Shader source:\n");
qglGetShaderiv(programOrShader, GL_SHADER_SOURCE_LENGTH, &maxLength);
break;
}
if (maxLength <= 0)
{
ri.Printf(printLevel, "None.\n");
return;
}
if (maxLength < 1023)
msg = msgPart;
else
msg = ri.Malloc(maxLength);
switch (type)
{
case GLSL_PRINTLOG_PROGRAM_INFO:
qglGetProgramInfoLog(programOrShader, maxLength, &maxLength, msg);
break;
case GLSL_PRINTLOG_SHADER_INFO:
qglGetShaderInfoLog(programOrShader, maxLength, &maxLength, msg);
break;
case GLSL_PRINTLOG_SHADER_SOURCE:
qglGetShaderSource(programOrShader, maxLength, &maxLength, msg);
break;
}
if (maxLength < 1023)
{
msgPart[maxLength + 1] = '\0';
ri.Printf(printLevel, "%s\n", msgPart);
}
else
{
for(i = 0; i < maxLength; i += 1023)
{
Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
ri.Printf(printLevel, "%s", msgPart);
}
ri.Printf(printLevel, "\n");
ri.Free(msg);
}
}
static void GLSL_GetShaderHeader( GLenum shaderType, const GLchar *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))
{
if (glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 50))
Q_strcat(dest, size, "#version 150\n");
else
Q_strcat(dest, size, "#version 130\n");
if(shaderType == GL_VERTEX_SHADER)
{
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");
Q_strcat(dest, size, "#define texture2D texture\n");
Q_strcat(dest, size, "#define textureCubeLod textureLod\n");
Q_strcat(dest, size, "#define shadow2D texture\n");
}
}
else
{
Q_strcat(dest, size, "#version 120\n");
Q_strcat(dest, size, "#define shadow2D(a,b) shadow2D(a,b).r \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 3.14159265358979323846\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"
"#endif\n",
AGEN_LIGHTING_SPECULAR,
AGEN_PORTAL));
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 (r_pbr->integer)
Q_strcat(dest, size, "#define USE_PBR\n");
if (r_cubeMapping->integer)
{
int cubeMipSize = r_cubemapSize->integer;
int numRoughnessMips = 0;
while (cubeMipSize)
{
cubeMipSize >>= 1;
numRoughnessMips++;
}
numRoughnessMips = MAX(1, numRoughnessMips - 2);
Q_strcat(dest, size, va("#define ROUGHNESS_MIPS float(%d)\n", numRoughnessMips));
}
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(GLuint program, GLuint *prevShader, const GLchar *buffer, int size, GLenum shaderType)
{
GLint compiled;
GLuint shader;
shader = qglCreateShader(shaderType);
qglShaderSource(shader, 1, (const GLchar **)&buffer, &size);
// compile shader
qglCompileShader(shader);
// check if shader compiled
qglGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if(!compiled)
{
GLSL_PrintLog(shader, GLSL_PRINTLOG_SHADER_SOURCE, qfalse);
GLSL_PrintLog(shader, GLSL_PRINTLOG_SHADER_INFO, qfalse);
ri.Error(ERR_DROP, "Couldn't compile shader");
return 0;
}
if (*prevShader)
{
qglDetachShader(program, *prevShader);
qglDeleteShader(*prevShader);
}
// attach shader to program
qglAttachShader(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];
GLchar *buffer = NULL;
const GLchar *shaderText = NULL;
int size;
int result;
if(shaderType == GL_VERTEX_SHADER)
{
Com_sprintf(filename, sizeof(filename), "glsl/%s_vp.glsl", name);
}
else
{
Com_sprintf(filename, sizeof(filename), "glsl/%s_fp.glsl", name);
}
if ( r_externalGLSL->integer ) {
size = ri.FS_ReadFile(filename, (void **)&buffer);
} else {
size = 0;
buffer = NULL;
}
if(!buffer)
{
if (fallback)
{
ri.Printf(PRINT_DEVELOPER, "...loading built-in '%s'\n", filename);
shaderText = fallback;
size = strlen(shaderText);
}
else
{
ri.Printf(PRINT_DEVELOPER, "couldn't load '%s'\n", filename);
return 0;
}
}
else
{
ri.Printf(PRINT_DEVELOPER, "...loading '%s'\n", filename);
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(GLuint program)
{
GLint linked;
qglLinkProgram(program);
qglGetProgramiv(program, GL_LINK_STATUS, &linked);
if(!linked)
{
GLSL_PrintLog(program, GLSL_PRINTLOG_PROGRAM_INFO, qfalse);
ri.Error(ERR_DROP, "shaders failed to link");
}
}
static void GLSL_ShowProgramUniforms(GLuint program)
{
int i, count, size;
GLenum type;
char uniformName[1000];
// query the number of active uniforms
qglGetProgramiv(program, GL_ACTIVE_UNIFORMS, &count);
// Loop over each of the active uniforms, and set their value
for(i = 0; i < count; i++)
{
qglGetActiveUniform(program, i, sizeof(uniformName), NULL, &size, &type, uniformName);
ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
}
}
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
{
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 = qglCreateProgram();
program->attribs = attribs;
if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER)))
{
ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER\n", name);
qglDeleteProgram(program->program);
return 0;
}
if(fpCode)
{
if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER)))
{
ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER\n", name);
qglDeleteProgram(program->program);
return 0;
}
}
if(attribs & ATTR_POSITION)
qglBindAttribLocation(program->program, ATTR_INDEX_POSITION, "attr_Position");
if(attribs & ATTR_TEXCOORD)
qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD, "attr_TexCoord0");
if(attribs & ATTR_LIGHTCOORD)
qglBindAttribLocation(program->program, ATTR_INDEX_LIGHTCOORD, "attr_TexCoord1");
// if(attribs & ATTR_TEXCOORD2)
// qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2");
// if(attribs & ATTR_TEXCOORD3)
// qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3");
if(attribs & ATTR_TANGENT)
qglBindAttribLocation(program->program, ATTR_INDEX_TANGENT, "attr_Tangent");
if(attribs & ATTR_NORMAL)
qglBindAttribLocation(program->program, ATTR_INDEX_NORMAL, "attr_Normal");
if(attribs & ATTR_COLOR)
qglBindAttribLocation(program->program, ATTR_INDEX_COLOR, "attr_Color");
if(attribs & ATTR_PAINTCOLOR)
qglBindAttribLocation(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor");
if(attribs & ATTR_LIGHTDIRECTION)
qglBindAttribLocation(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection");
if(attribs & ATTR_BONE_INDEXES)
qglBindAttribLocation(program->program, ATTR_INDEX_BONE_INDEXES, "attr_BoneIndexes");
if(attribs & ATTR_BONE_WEIGHTS)
qglBindAttribLocation(program->program, ATTR_INDEX_BONE_WEIGHTS, "attr_BoneWeights");
if(attribs & ATTR_POSITION2)
qglBindAttribLocation(program->program, ATTR_INDEX_POSITION2, "attr_Position2");
if(attribs & ATTR_NORMAL2)
qglBindAttribLocation(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2");
if(attribs & ATTR_TANGENT2)
qglBindAttribLocation(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2");
GLSL_LinkProgram(program->program);
return 1;
}
static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
int attribs, qboolean fragmentShader, const GLchar *extra, qboolean addHeader,
const char *fallback_vp, const char *fallback_fp)
{
char vpCode[32000];
char fpCode[32000];
char *postHeader;
int size;
int result;
size = sizeof(vpCode);
if (addHeader)
{
GLSL_GetShaderHeader(GL_VERTEX_SHADER, extra, vpCode, size);
postHeader = &vpCode[strlen(vpCode)];
size -= strlen(vpCode);
}
else
{
postHeader = &vpCode[0];
}
if (!GLSL_LoadGPUShaderText(name, fallback_vp, GL_VERTEX_SHADER, postHeader, size))
{
return 0;
}
if (fragmentShader)
{
size = sizeof(fpCode);
if (addHeader)
{
GLSL_GetShaderHeader(GL_FRAGMENT_SHADER, extra, fpCode, size);
postHeader = &fpCode[strlen(fpCode)];
size -= strlen(fpCode);
}
else
{
postHeader = &fpCode[0];
}
if (!GLSL_LoadGPUShaderText(name, fallback_fp, GL_FRAGMENT_SHADER, postHeader, size))
{
return 0;
}
}
result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL);
return result;
}
void GLSL_InitUniforms(shaderProgram_t *program)
{
int i, size;
GLint *uniforms = program->uniforms;
size = 0;
for (i = 0; i < UNIFORM_COUNT; i++)
{
uniforms[i] = qglGetUniformLocation(program->program, uniformsInfo[i].name);
if (uniforms[i] == -1)
continue;
program->uniformBufferOffsets[i] = size;
switch(uniformsInfo[i].type)
{
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;
case GLSL_MAT16_BONEMATRIX:
size += sizeof(vec_t) * 16 * glRefConfig.glslMaxAnimatedBones;
break;
default:
break;
}
}
program->uniformBuffer = ri.Malloc(size);
}
void GLSL_FinishGPUShader(shaderProgram_t *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 (uniformsInfo[uniformNum].type != 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;
qglProgramUniform1iEXT(program->program, 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 (uniformsInfo[uniformNum].type != 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;
qglProgramUniform1fEXT(program->program, 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 (uniformsInfo[uniformNum].type != 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];
qglProgramUniform2fEXT(program->program, 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 (uniformsInfo[uniformNum].type != 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);
qglProgramUniform3fEXT(program->program, 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 (uniformsInfo[uniformNum].type != 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);
qglProgramUniform4fEXT(program->program, 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 (uniformsInfo[uniformNum].type != 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);
qglProgramUniform1fvEXT(program->program, uniforms[uniformNum], 5, v);
}
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (uniformsInfo[uniformNum].type != GLSL_MAT16)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (Mat4Compare(matrix, compare))
{
return;
}
Mat4Copy(matrix, compare);
qglProgramUniformMatrix4fvEXT(program->program, uniforms[uniformNum], 1, GL_FALSE, matrix);
}
void GLSL_SetUniformMat4BoneMatrix(shaderProgram_t *program, int uniformNum, /*const*/ mat4_t *matrix, int numMatricies)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1) {
return;
}
if (uniformsInfo[uniformNum].type != GLSL_MAT16_BONEMATRIX)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4BoneMatrix: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (numMatricies > glRefConfig.glslMaxAnimatedBones)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4BoneMatrix: too many matricies (%d/%d) for uniform %i in program %s\n",
numMatricies, glRefConfig.glslMaxAnimatedBones, uniformNum, program->name);
return;
}
if (!memcmp(matrix, compare, numMatricies * sizeof(mat4_t)))
{
return;
}
Com_Memcpy(compare, matrix, numMatricies * sizeof(mat4_t));
qglProgramUniformMatrix4fvEXT(program->program, uniforms[uniformNum], numMatricies, GL_FALSE, &matrix[0][0]);
}
void GLSL_DeleteGPUShader(shaderProgram_t *program)
{
if(program->program)
{
if (program->vertexShader)
{
qglDetachShader(program->program, program->vertexShader);
qglDeleteShader(program->vertexShader);
}
if (program->fragmentShader)
{
qglDetachShader(program->program, program->fragmentShader);
qglDeleteShader(program->fragmentShader);
}
qglDeleteProgram(program->program);
if (program->uniformBuffer)
{
ri.Free(program->uniformBuffer);
}
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++)
{
if ((i & GENERICDEF_USE_VERTEX_ANIMATION) && (i & GENERICDEF_USE_BONE_ANIMATION))
continue;
if ((i & GENERICDEF_USE_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones)
continue;
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;
}
else if (i & GENERICDEF_USE_BONE_ANIMATION)
{
Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
}
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 (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
{
ri.Error(ERR_FATAL, "Could not load generic shader!");
}
GLSL_InitUniforms(&tr.genericShader[i]);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_FinishGPUShader(&tr.genericShader[i]);
numGenShaders++;
}
attribs = ATTR_POSITION | ATTR_TEXCOORD;
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, extradefines, qtrue, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp))
{
ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
}
GLSL_InitUniforms(&tr.textureColorShader);
GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
GLSL_FinishGPUShader(&tr.textureColorShader);
numEtcShaders++;
for (i = 0; i < FOGDEF_COUNT; i++)
{
if ((i & FOGDEF_USE_VERTEX_ANIMATION) && (i & FOGDEF_USE_BONE_ANIMATION))
continue;
if ((i & FOGDEF_USE_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones)
continue;
attribs = ATTR_POSITION | ATTR_NORMAL | 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");
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
}
else if (i & FOGDEF_USE_BONE_ANIMATION)
{
Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
}
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp))
{
ri.Error(ERR_FATAL, "Could not load fogpass shader!");
}
GLSL_InitUniforms(&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))
{
ri.Error(ERR_FATAL, "Could not load dlight shader!");
}
GLSL_InitUniforms(&tr.dlightShader[i]);
GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_FinishGPUShader(&tr.dlightShader[i]);
numEtcShaders++;
}
for (i = 0; i < LIGHTDEF_COUNT; i++)
{
int lightType = i & LIGHTDEF_LIGHTTYPE_MASK;
qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer);
// skip impossible combos
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
continue;
if ((i & LIGHTDEF_USE_SHADOWMAP) && (!lightType || !r_sunlightMode->integer))
continue;
if ((i & LIGHTDEF_ENTITY_VERTEX_ANIMATION) && (i & LIGHTDEF_ENTITY_BONE_ANIMATION))
continue;
if ((i & LIGHTDEF_ENTITY_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones)
continue;
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
extradefines[0] = '\0';
if (r_dlightMode->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
if (glRefConfig.swizzleNormalmap)
Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
if (lightType)
{
Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
if (fastLight)
Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");
switch (lightType)
{
case LIGHTDEF_USE_LIGHTMAP:
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
if (r_deluxeMapping->integer && !fastLight)
Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\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 (r_normalMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
attribs |= ATTR_TANGENT;
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY_VERTEX_ANIMATION) && !(i & LIGHTDEF_ENTITY_BONE_ANIMATION) && r_parallaxMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
if (r_parallaxMapping->integer > 1)
Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
}
}
if (r_specularMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
if (r_cubeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
else if (r_deluxeSpecular->value > 0.000001f)
Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
switch (r_glossType->integer)
{
case 0:
default:
Q_strcat(extradefines, 1024, "#define GLOSS_IS_GLOSS\n");
break;
case 1:
Q_strcat(extradefines, 1024, "#define GLOSS_IS_SMOOTHNESS\n");
break;
case 2:
Q_strcat(extradefines, 1024, "#define GLOSS_IS_ROUGHNESS\n");
break;
case 3:
Q_strcat(extradefines, 1024, "#define GLOSS_IS_SHININESS\n");
break;
}
}
if (i & LIGHTDEF_USE_SHADOWMAP)
{
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
if (r_sunlightMode->integer == 1)
Q_strcat(extradefines, 1024, "#define SHADOWMAP_MODULATE\n");
else if (r_sunlightMode->integer == 2)
Q_strcat(extradefines, 1024, "#define USE_PRIMARY_LIGHT\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_VERTEX_ANIMATION)
{
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
if (r_normalMapping->integer)
{
attribs |= ATTR_TANGENT2;
}
}
else if (i & LIGHTDEF_ENTITY_BONE_ANIMATION)
{
Q_strcat(extradefines, 1024, "#define USE_MODELMATRIX\n");
Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
}
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp))
{
ri.Error(ERR_FATAL, "Could not load lightall shader!");
}
GLSL_InitUniforms(&tr.lightallShader[i]);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DELUXEMAP, TB_DELUXEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_CUBEMAP, TB_CUBEMAP);
GLSL_FinishGPUShader(&tr.lightallShader[i]);
numLightShaders++;
}
for (i = 0; i < SHADOWMAPDEF_COUNT; i++)
{
if ((i & SHADOWMAPDEF_USE_VERTEX_ANIMATION) && (i & SHADOWMAPDEF_USE_BONE_ANIMATION))
continue;
if ((i & SHADOWMAPDEF_USE_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones)
continue;
attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (i & SHADOWMAPDEF_USE_VERTEX_ANIMATION)
{
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
}
if (i & SHADOWMAPDEF_USE_BONE_ANIMATION)
{
Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
}
if (!GLSL_InitGPUShader(&tr.shadowmapShader[i], "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp))
{
ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
}
GLSL_InitUniforms(&tr.shadowmapShader[i]);
GLSL_FinishGPUShader(&tr.shadowmapShader[i]);
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))
{
ri.Error(ERR_FATAL, "Could not load pshadow shader!");
}
GLSL_InitUniforms(&tr.pshadowShader);
GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
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))
{
ri.Error(ERR_FATAL, "Could not load down4x shader!");
}
GLSL_InitUniforms(&tr.down4xShader);
GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
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))
{
ri.Error(ERR_FATAL, "Could not load bokeh shader!");
}
GLSL_InitUniforms(&tr.bokehShader);
GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
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))
{
ri.Error(ERR_FATAL, "Could not load tonemap shader!");
}
GLSL_InitUniforms(&tr.tonemapShader);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP);
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))
{
ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
}
GLSL_InitUniforms(&tr.calclevels4xShader[i]);
GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
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");
if (r_shadowCascadeZFar->integer != 0)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %f\n", r_shadowMapSize->value));
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))
{
ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
}
GLSL_InitUniforms(&tr.shadowmaskShader);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
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))
{
ri.Error(ERR_FATAL, "Could not load ssao shader!");
}
GLSL_InitUniforms(&tr.ssaoShader);
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_FinishGPUShader(&tr.ssaoShader);
numEtcShaders++;
for (i = 0; i < 4; 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 (!(i & 2))
Q_strcat(extradefines, 1024, "#define USE_DEPTH\n");
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
{
ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
}
GLSL_InitUniforms(&tr.depthBlurShader[i]);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
numEtcShaders++;
}
#if 0
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.testcubeShader, "testcube", attribs, qtrue, extradefines, qtrue, NULL, NULL))
{
ri.Error(ERR_FATAL, "Could not load testcube shader!");
}
GLSL_InitUniforms(&tr.testcubeShader);
GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
GLSL_FinishGPUShader(&tr.testcubeShader);
numEtcShaders++;
#endif
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");
for (i = 0; i < ATTR_INDEX_COUNT; i++)
qglDisableVertexAttribArray(i);
GL_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]);
for ( i = 0; i < SHADOWMAPDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.shadowmapShader[i]);
GLSL_DeleteGPUShader(&tr.pshadowShader);
GLSL_DeleteGPUShader(&tr.down4xShader);
GLSL_DeleteGPUShader(&tr.bokehShader);
GLSL_DeleteGPUShader(&tr.tonemapShader);
for ( i = 0; i < 2; i++)
GLSL_DeleteGPUShader(&tr.calclevels4xShader[i]);
GLSL_DeleteGPUShader(&tr.shadowmaskShader);
GLSL_DeleteGPUShader(&tr.ssaoShader);
for ( i = 0; i < 4; i++)
GLSL_DeleteGPUShader(&tr.depthBlurShader[i]);
}
void GLSL_BindProgram(shaderProgram_t * program)
{
GLuint programObject = program ? program->program : 0;
char *name = program ? program->name : "NULL";
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- GLSL_BindProgram( %s ) ---\n", name));
}
if (GL_UseProgram(programObject))
backEnd.pc.c_glslShaderBinds++;
}
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
{
shaderStage_t *pStage = tess.xstages[stage];
int shaderAttribs = 0;
if (tess.fogNum && pStage->adjustColorsForFog)
{
shaderAttribs |= GENERICDEF_USE_FOG;
}
switch (pStage->rgbGen)
{
case CGEN_LIGHTING_DIFFUSE:
shaderAttribs |= GENERICDEF_USE_RGBAGEN;
break;
default:
break;
}
switch (pStage->alphaGen)
{
case AGEN_LIGHTING_SPECULAR:
case AGEN_PORTAL:
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.vertexAnimation)
{
shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
}
else if (glState.boneAnimation)
{
shaderAttribs |= GENERICDEF_USE_BONE_ANIMATION;
}
if (pStage->bundle[0].numTexMods)
{
shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
}
return &tr.genericShader[shaderAttribs];
}