quakeforge/libs/video/renderer/glsl/vid_common_glsl.c
Bill Currie 5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +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 "libs/video/renderer/glsl/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 (0, "%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);
}
}