quakeforge/libs/video/renderer/glsl/vid_common_glsl.c
Bill Currie a5db0b1a65 Remove the now unnecessary GLSL_CompileShaderS().
Now that the transition to using shader effects is comlete, there's no
need for the wrapper.
2014-01-28 16:22:04 +09:00

396 lines
11 KiB
C

/*
vid_common_glsl.c
Common OpenGLSL video driver functions
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_MATH_H
# include <math.h>
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/dstring.h"
#include "QF/input.h"
#include "QF/qargs.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vid.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_vid.h"
#include "QF/GLSL/qf_textures.h"
#include "compat.h"
#include "d_iface.h"
#include "r_internal.h"
static const char quakeforge_effect[] =
#include "quakeforge.slc"
;
int glsl_palette;
int glsl_colormap;
static void
GLSL_Common_Init_Cvars (void)
{
}
void
GLSL_SetPalette (const byte *palette)
{
const byte *col, *ip;
byte *pal, *op;
unsigned r, g, b, v;
unsigned short i;
unsigned *table;
// 8 8 8 encoding
Sys_MaskPrintf (SYS_VID, "Converting 8to24\n");
table = d_8to24table;
for (i = 0; i < 255; i++) { // used to be i<256, see d_8to24table below
r = palette[i * 3 + 0];
g = palette[i * 3 + 1];
b = palette[i * 3 + 2];
#ifdef WORDS_BIGENDIAN
v = (255 << 0) + (r << 24) + (g << 16) + (b << 8);
#else
v = (255 << 24) + (r << 0) + (g << 8) + (b << 16);
#endif
*table++ = v;
}
d_8to24table[255] = 0; // 255 is transparent
Sys_MaskPrintf (SYS_VID, "Converting palette/colormap to RGBA textures\n");
pal = malloc (256 * VID_GRADES * 4);
for (i = 0, col = vr_data.vid->colormap8, op = pal; i < 256 * VID_GRADES;
i++) {
ip = palette + *col++ * 3;
*op++ = *ip++;
*op++ = *ip++;
*op++ = *ip++;
*op++ = 255; // alpha = 1
}
for (i = 0; i < VID_GRADES; i++)
pal[i * 256 * 4 + 255 + 3] = 0;
if (!glsl_colormap) {
GLuint tex;
qfeglGenTextures (1, &tex);
glsl_colormap = tex;
}
qfeglBindTexture (GL_TEXTURE_2D, glsl_colormap);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 256, VID_GRADES, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pal);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
for (i = 0, ip = palette, op = pal; i < 255; i++) {
*op++ = *ip++;
*op++ = *ip++;
*op++ = *ip++;
*op++ = 255; // alpha = 1
}
QuatZero (op);
if (!glsl_palette) {
GLuint tex;
qfeglGenTextures (1, &tex);
glsl_palette = tex;
}
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 256, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pal);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
free (pal);
}
void
GLSL_Init_Common (void)
{
EGLF_FindFunctions ();
GLSL_Common_Init_Cvars ();
GLSL_TextureInit ();
if (developer->int_val & SYS_GLSL) {
GLint max;
qfeglGetIntegerv (GL_MAX_VERTEX_UNIFORM_VECTORS, &max);
Sys_Printf ("max vertex uniform vectors: %d\n", max);
qfeglGetIntegerv (GL_MAX_FRAGMENT_UNIFORM_VECTORS, &max);
Sys_Printf ("max fragment uniforms: %d\n", max);
qfeglGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &max);
Sys_Printf ("max texture image units: %d\n", max);
qfeglGetIntegerv (GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max);
Sys_Printf ("max vertex texture image units: %d\n", max);
qfeglGetIntegerv (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max);
Sys_Printf ("max combined texture image units: %d\n", max);
qfeglGetIntegerv (GL_MAX_CUBE_MAP_TEXTURE_SIZE, &max);
Sys_Printf ("max cube map texture size: %d\n", max);
qfeglGetIntegerv (GL_MAX_RENDERBUFFER_SIZE, &max);
Sys_Printf ("max renderbuffer size: %d\n", max);
qfeglGetIntegerv (GL_MAX_VARYING_VECTORS, &max);
Sys_Printf ("max varying vectors: %d\n", max);
qfeglGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &max);
Sys_Printf ("max vertex attribs: %d\n", max);
}
qfeglClearColor (0, 0, 0, 0);
qfeglPixelStorei (GL_UNPACK_ALIGNMENT, 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglFrontFace (GL_CW);
qfeglCullFace (GL_BACK);
qfeglEnable (GL_BLEND);
qfeglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLSL_RegisterEffect ("QuakeForge", quakeforge_effect);
}
int
GLSL_CompileShader (const char *name, const shader_t *shader, int type)
{
int sid;
int compiled;
sid = qfeglCreateShader (type);
qfeglShaderSource (sid, shader->num_strings, shader->strings, 0);
qfeglCompileShader (sid);
qfeglGetShaderiv (sid, GL_COMPILE_STATUS, &compiled);
if (!compiled || (developer->int_val & SYS_GLSL)) {
dstring_t *log = dstring_new ();
int size;
qfeglGetShaderiv (sid, GL_INFO_LOG_LENGTH, &size);
log->size = size + 1; // for terminating null
dstring_adjust (log);
qfeglGetShaderInfoLog (sid, log->size, 0, log->str);
if (!compiled)
qfeglDeleteShader (sid);
Sys_Printf ("Shader (%s) compile log:\n----8<----\n%s----8<----\n",
name, log->str);
dstring_delete (log);
if (!compiled)
return 0;
}
return sid;
}
static const char *
type_name (GLenum type)
{
switch (type) {
case GL_FLOAT_VEC2:
return "vec2";
case GL_FLOAT_VEC3:
return "vec3";
case GL_FLOAT_VEC4:
return "vec4";
case GL_INT_VEC2:
return "ivec2";
case GL_INT_VEC3:
return "ivec3";
case GL_INT_VEC4:
return "ivec4";
case GL_BOOL:
return "bool";
case GL_BOOL_VEC2:
return "bvec2";
case GL_BOOL_VEC3:
return "bvec3";
case GL_BOOL_VEC4:
return "bvec4";
case GL_FLOAT_MAT2:
return "mat2";
case GL_FLOAT_MAT3:
return "mat3";
case GL_FLOAT_MAT4:
return "mat4";
case GL_SAMPLER_2D:
return "sampler_2d";
case GL_SAMPLER_CUBE:
return "sampler_cube";
case GL_BYTE:
return "byte";
case GL_UNSIGNED_BYTE:
return "unsigned byte";
case GL_SHORT:
return "short";
case GL_UNSIGNED_SHORT:
return "unsigned short";
case GL_INT:
return "int";
case GL_UNSIGNED_INT:
return "unsigned int";
case GL_FLOAT:
return "float";
case GL_FIXED:
return "fixed";
}
return va("%x", type);
}
static void
dump_program (const char *name, int program)
{
GLint ind = 0;
GLint count = 0;
GLint size;
dstring_t *pname;
GLint psize = 0;
GLenum ptype = 0;
pname = dstring_new ();
qfeglGetProgramiv (program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &size);
pname->size = size;
dstring_adjust (pname);
qfeglGetProgramiv(program, GL_ACTIVE_UNIFORMS, &count);
Sys_Printf("Program %s (%d) has %i uniforms\n", name, program, count);
for (ind = 0; ind < count; ind++) {
qfeglGetActiveUniform(program, ind, pname->size, 0, &psize, &ptype,
pname->str);
Sys_Printf ("Uniform %i name \"%s\" size %i type %s\n", (int)ind,
pname->str, (int)psize, type_name (ptype));
}
qfeglGetProgramiv (program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &size);
pname->size = size;
dstring_adjust (pname);
qfeglGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &count);
Sys_Printf("Program %s (%d) has %i attributes\n", name, program, count);
for (ind = 0; ind < count; ind++) {
qfeglGetActiveAttrib(program, ind, pname->size, 0, &psize, &ptype,
pname->str);
Sys_Printf ("Attribute %i name \"%s\" size %i type %s\n", (int)ind,
pname->str, (int)psize, type_name (ptype));
}
dstring_delete (pname);
}
int
GLSL_LinkProgram (const char *name, int vert, int frag)
{
int program;
int linked;
program = qfeglCreateProgram ();
qfeglAttachShader (program, vert);
qfeglAttachShader (program, frag);
qfeglLinkProgram (program);
qfeglGetProgramiv (program, GL_LINK_STATUS, &linked);
if (!linked || (developer->int_val & SYS_GLSL)) {
dstring_t *log = dstring_new ();
int size;
qfeglGetProgramiv (program, GL_INFO_LOG_LENGTH, &size);
log->size = size + 1; // for terminating null
dstring_adjust (log);
qfeglGetProgramInfoLog (program, log->size, 0, log->str);
if (!linked)
qfeglDeleteProgram (program);
Sys_Printf ("Program (%s) link log:\n----8<----\n%s----8<----\n",
name, log->str);
dstring_delete (log);
if (!linked)
return 0;
}
if (developer->int_val & SYS_GLSL)
dump_program (name, program);
return program;
}
int
GLSL_ResolveShaderParam (int program, shaderparam_t *param)
{
if (param->uniform) {
param->location = qfeglGetUniformLocation (program, param->name);
} else {
param->location = qfeglGetAttribLocation (program, param->name);
}
if (param->location < 0) {
Sys_Printf ("could not resolve %s %s\n",
param->uniform ? "uniform" : "attribute", param->name);
} else {
Sys_MaskPrintf (SYS_GLSL, "Resolved %s %s @ %d\n",
param->uniform ? "uniform" : "attribute",
param->name, param->location);
}
return param->location;
}
void
GLSL_DumpAttribArrays (void)
{
GLint max = 0;
GLint ind;
GLint enabled;
GLint size = -1;
GLint stride = -1;
GLint type = -1;
GLint norm = -1;
GLint binding = -1;
GLint current[4] = {-1, -1, -1, -1};
void *pointer = 0;
qfeglGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &max);
for (ind = 0; ind < max; ind++) {
qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &enabled);
Sys_Printf ("attrib %d: %sabled\n", ind, enabled ? "en" : "dis");
qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_SIZE, &size);
qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &stride);
qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_TYPE, &type);
qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &norm);
qfeglGetVertexAttribiv (ind, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
&binding);
qfeglGetVertexAttribiv (ind, GL_CURRENT_VERTEX_ATTRIB, current);
qfeglGetVertexAttribPointerv (ind, GL_VERTEX_ATTRIB_ARRAY_POINTER,
&pointer);
Sys_Printf (" %d %d '%s' %d %d (%d %d %d %d) %p\n", size, stride,
type_name (type), norm, binding, QuatExpand (current),
pointer);
}
}