mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-21 01:50:53 +00:00
a5db0b1a65
Now that the transition to using shader effects is comlete, there's no need for the wrapper.
396 lines
11 KiB
C
396 lines
11 KiB
C
/*
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vid_common_glsl.c
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Common OpenGLSL video driver functions
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_MATH_H
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# include <math.h>
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/dstring.h"
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#include "QF/input.h"
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#include "QF/qargs.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/vid.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_vid.h"
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#include "QF/GLSL/qf_textures.h"
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#include "compat.h"
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#include "d_iface.h"
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#include "r_internal.h"
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static const char quakeforge_effect[] =
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#include "quakeforge.slc"
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;
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int glsl_palette;
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int glsl_colormap;
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static void
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GLSL_Common_Init_Cvars (void)
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{
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}
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void
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GLSL_SetPalette (const byte *palette)
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{
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const byte *col, *ip;
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byte *pal, *op;
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unsigned r, g, b, v;
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unsigned short i;
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unsigned *table;
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// 8 8 8 encoding
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Sys_MaskPrintf (SYS_VID, "Converting 8to24\n");
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table = d_8to24table;
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for (i = 0; i < 255; i++) { // used to be i<256, see d_8to24table below
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r = palette[i * 3 + 0];
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g = palette[i * 3 + 1];
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b = palette[i * 3 + 2];
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#ifdef WORDS_BIGENDIAN
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v = (255 << 0) + (r << 24) + (g << 16) + (b << 8);
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#else
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v = (255 << 24) + (r << 0) + (g << 8) + (b << 16);
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#endif
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*table++ = v;
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}
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d_8to24table[255] = 0; // 255 is transparent
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Sys_MaskPrintf (SYS_VID, "Converting palette/colormap to RGBA textures\n");
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pal = malloc (256 * VID_GRADES * 4);
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for (i = 0, col = vr_data.vid->colormap8, op = pal; i < 256 * VID_GRADES;
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i++) {
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ip = palette + *col++ * 3;
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*op++ = *ip++;
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*op++ = *ip++;
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*op++ = *ip++;
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*op++ = 255; // alpha = 1
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}
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for (i = 0; i < VID_GRADES; i++)
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pal[i * 256 * 4 + 255 + 3] = 0;
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if (!glsl_colormap) {
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GLuint tex;
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qfeglGenTextures (1, &tex);
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glsl_colormap = tex;
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}
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qfeglBindTexture (GL_TEXTURE_2D, glsl_colormap);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 256, VID_GRADES, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, pal);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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for (i = 0, ip = palette, op = pal; i < 255; i++) {
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*op++ = *ip++;
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*op++ = *ip++;
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*op++ = *ip++;
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*op++ = 255; // alpha = 1
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}
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QuatZero (op);
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if (!glsl_palette) {
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GLuint tex;
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qfeglGenTextures (1, &tex);
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glsl_palette = tex;
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}
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qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 256, 1, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, pal);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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free (pal);
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}
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void
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GLSL_Init_Common (void)
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{
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EGLF_FindFunctions ();
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GLSL_Common_Init_Cvars ();
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GLSL_TextureInit ();
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if (developer->int_val & SYS_GLSL) {
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GLint max;
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qfeglGetIntegerv (GL_MAX_VERTEX_UNIFORM_VECTORS, &max);
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Sys_Printf ("max vertex uniform vectors: %d\n", max);
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qfeglGetIntegerv (GL_MAX_FRAGMENT_UNIFORM_VECTORS, &max);
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Sys_Printf ("max fragment uniforms: %d\n", max);
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qfeglGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &max);
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Sys_Printf ("max texture image units: %d\n", max);
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qfeglGetIntegerv (GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max);
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Sys_Printf ("max vertex texture image units: %d\n", max);
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qfeglGetIntegerv (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max);
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Sys_Printf ("max combined texture image units: %d\n", max);
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qfeglGetIntegerv (GL_MAX_CUBE_MAP_TEXTURE_SIZE, &max);
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Sys_Printf ("max cube map texture size: %d\n", max);
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qfeglGetIntegerv (GL_MAX_RENDERBUFFER_SIZE, &max);
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Sys_Printf ("max renderbuffer size: %d\n", max);
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qfeglGetIntegerv (GL_MAX_VARYING_VECTORS, &max);
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Sys_Printf ("max varying vectors: %d\n", max);
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qfeglGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &max);
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Sys_Printf ("max vertex attribs: %d\n", max);
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}
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qfeglClearColor (0, 0, 0, 0);
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qfeglPixelStorei (GL_UNPACK_ALIGNMENT, 1);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglFrontFace (GL_CW);
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qfeglCullFace (GL_BACK);
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qfeglEnable (GL_BLEND);
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qfeglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLSL_RegisterEffect ("QuakeForge", quakeforge_effect);
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}
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int
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GLSL_CompileShader (const char *name, const shader_t *shader, int type)
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{
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int sid;
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int compiled;
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sid = qfeglCreateShader (type);
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qfeglShaderSource (sid, shader->num_strings, shader->strings, 0);
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qfeglCompileShader (sid);
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qfeglGetShaderiv (sid, GL_COMPILE_STATUS, &compiled);
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if (!compiled || (developer->int_val & SYS_GLSL)) {
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dstring_t *log = dstring_new ();
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int size;
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qfeglGetShaderiv (sid, GL_INFO_LOG_LENGTH, &size);
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log->size = size + 1; // for terminating null
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dstring_adjust (log);
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qfeglGetShaderInfoLog (sid, log->size, 0, log->str);
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if (!compiled)
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qfeglDeleteShader (sid);
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Sys_Printf ("Shader (%s) compile log:\n----8<----\n%s----8<----\n",
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name, log->str);
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dstring_delete (log);
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if (!compiled)
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return 0;
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}
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return sid;
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}
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static const char *
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type_name (GLenum type)
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{
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switch (type) {
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case GL_FLOAT_VEC2:
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return "vec2";
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case GL_FLOAT_VEC3:
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return "vec3";
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case GL_FLOAT_VEC4:
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return "vec4";
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case GL_INT_VEC2:
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return "ivec2";
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case GL_INT_VEC3:
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return "ivec3";
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case GL_INT_VEC4:
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return "ivec4";
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case GL_BOOL:
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return "bool";
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case GL_BOOL_VEC2:
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return "bvec2";
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case GL_BOOL_VEC3:
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return "bvec3";
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case GL_BOOL_VEC4:
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return "bvec4";
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case GL_FLOAT_MAT2:
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return "mat2";
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case GL_FLOAT_MAT3:
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return "mat3";
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case GL_FLOAT_MAT4:
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return "mat4";
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case GL_SAMPLER_2D:
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return "sampler_2d";
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case GL_SAMPLER_CUBE:
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return "sampler_cube";
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case GL_BYTE:
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return "byte";
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case GL_UNSIGNED_BYTE:
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return "unsigned byte";
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case GL_SHORT:
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return "short";
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case GL_UNSIGNED_SHORT:
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return "unsigned short";
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case GL_INT:
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return "int";
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case GL_UNSIGNED_INT:
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return "unsigned int";
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case GL_FLOAT:
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return "float";
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case GL_FIXED:
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return "fixed";
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}
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return va("%x", type);
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}
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static void
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dump_program (const char *name, int program)
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{
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GLint ind = 0;
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GLint count = 0;
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GLint size;
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dstring_t *pname;
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GLint psize = 0;
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GLenum ptype = 0;
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pname = dstring_new ();
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qfeglGetProgramiv (program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &size);
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pname->size = size;
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dstring_adjust (pname);
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qfeglGetProgramiv(program, GL_ACTIVE_UNIFORMS, &count);
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Sys_Printf("Program %s (%d) has %i uniforms\n", name, program, count);
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for (ind = 0; ind < count; ind++) {
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qfeglGetActiveUniform(program, ind, pname->size, 0, &psize, &ptype,
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pname->str);
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Sys_Printf ("Uniform %i name \"%s\" size %i type %s\n", (int)ind,
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pname->str, (int)psize, type_name (ptype));
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}
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qfeglGetProgramiv (program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &size);
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pname->size = size;
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dstring_adjust (pname);
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qfeglGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &count);
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Sys_Printf("Program %s (%d) has %i attributes\n", name, program, count);
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for (ind = 0; ind < count; ind++) {
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qfeglGetActiveAttrib(program, ind, pname->size, 0, &psize, &ptype,
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pname->str);
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Sys_Printf ("Attribute %i name \"%s\" size %i type %s\n", (int)ind,
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pname->str, (int)psize, type_name (ptype));
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}
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dstring_delete (pname);
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}
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int
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GLSL_LinkProgram (const char *name, int vert, int frag)
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{
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int program;
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int linked;
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program = qfeglCreateProgram ();
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qfeglAttachShader (program, vert);
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qfeglAttachShader (program, frag);
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qfeglLinkProgram (program);
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qfeglGetProgramiv (program, GL_LINK_STATUS, &linked);
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if (!linked || (developer->int_val & SYS_GLSL)) {
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dstring_t *log = dstring_new ();
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int size;
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qfeglGetProgramiv (program, GL_INFO_LOG_LENGTH, &size);
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log->size = size + 1; // for terminating null
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dstring_adjust (log);
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qfeglGetProgramInfoLog (program, log->size, 0, log->str);
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if (!linked)
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qfeglDeleteProgram (program);
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Sys_Printf ("Program (%s) link log:\n----8<----\n%s----8<----\n",
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name, log->str);
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dstring_delete (log);
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if (!linked)
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return 0;
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}
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if (developer->int_val & SYS_GLSL)
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dump_program (name, program);
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return program;
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}
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int
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GLSL_ResolveShaderParam (int program, shaderparam_t *param)
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{
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if (param->uniform) {
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param->location = qfeglGetUniformLocation (program, param->name);
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} else {
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param->location = qfeglGetAttribLocation (program, param->name);
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}
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if (param->location < 0) {
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Sys_Printf ("could not resolve %s %s\n",
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param->uniform ? "uniform" : "attribute", param->name);
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} else {
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Sys_MaskPrintf (SYS_GLSL, "Resolved %s %s @ %d\n",
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param->uniform ? "uniform" : "attribute",
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param->name, param->location);
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}
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return param->location;
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}
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void
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GLSL_DumpAttribArrays (void)
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{
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GLint max = 0;
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GLint ind;
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GLint enabled;
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GLint size = -1;
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GLint stride = -1;
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GLint type = -1;
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GLint norm = -1;
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GLint binding = -1;
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GLint current[4] = {-1, -1, -1, -1};
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void *pointer = 0;
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qfeglGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &max);
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for (ind = 0; ind < max; ind++) {
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qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &enabled);
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Sys_Printf ("attrib %d: %sabled\n", ind, enabled ? "en" : "dis");
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qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_SIZE, &size);
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qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &stride);
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qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_TYPE, &type);
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qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &norm);
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qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
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&binding);
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qfeglGetVertexAttribiv (ind, GL_CURRENT_VERTEX_ATTRIB, current);
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qfeglGetVertexAttribPointerv (ind, GL_VERTEX_ATTRIB_ARRAY_POINTER,
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&pointer);
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Sys_Printf (" %d %d '%s' %d %d (%d %d %d %d) %p\n", size, stride,
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type_name (type), norm, binding, QuatExpand (current),
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pointer);
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}
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}
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