mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-27 04:41:23 +00:00
custom shader support
This commit is contained in:
parent
1de35b9076
commit
75919422c6
8 changed files with 158 additions and 55 deletions
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@ -76,6 +76,8 @@ EXPORT void HWRAPI(KillShaders) (void);
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EXPORT void HWRAPI(SetShader) (int shader);
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EXPORT void HWRAPI(UnSetShader) (void);
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EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment);
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// ==========================================================================
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// HWR DRIVER OBJECT, FOR CLIENT PROGRAM
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// ==========================================================================
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@ -122,6 +124,8 @@ struct hwdriver_s
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KillShaders pfnKillShaders;
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SetShader pfnSetShader;
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UnSetShader pfnUnSetShader;
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LoadCustomShader pfnLoadCustomShader;
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};
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extern struct hwdriver_s hwdriver;
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@ -353,12 +353,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
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if (nrPlaneVerts < 3) //not even a triangle ?
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return;
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if (nrPlaneVerts > UINT16_MAX) // FIXME: exceeds plVerts size
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{
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CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, UINT16_MAX);
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return;
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}
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// Allocate plane-vertex buffer if we need to
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if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
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{
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@ -505,7 +499,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
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HWD.pfnSetShader(1); // jimita: floor shader
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if (PolyFlags & PF_Ripple)
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HWD.pfnSetShader(4); // jimita: water shader
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HWD.pfnSetShader(5); // jimita: water shader
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HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags);
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}
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@ -5206,7 +5200,7 @@ static void HWR_DrawSkyBackground(void)
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v[0].tow = v[1].tow -= ((float) angle / angleturn);
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}
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HWD.pfnSetShader(5); // jimita: sky shader
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HWD.pfnSetShader(6); // jimita: sky shader
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HWD.pfnDrawPolygon(NULL, v, 4, 0);
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HWD.pfnSetShader(0); // jimita
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}
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@ -5942,4 +5936,10 @@ void HWR_DrawScreenFinalTexture(int width, int height)
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HWD.pfnDrawScreenFinalTexture(width, height);
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}
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// jimita 18032019
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void HWR_LoadShader(int number, char *shader, size_t size, boolean fragment)
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{
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HWD.pfnLoadCustomShader(number, shader, size, fragment);
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}
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#endif // HWRENDER
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@ -65,6 +65,7 @@ void HWR_DrawIntermissionBG(void);
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void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum);
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void HWR_MakeScreenFinalTexture(void);
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void HWR_DrawScreenFinalTexture(int width, int height);
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void HWR_LoadShader(int number, char *shader, size_t size, boolean fragment);
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// This stuff is put here so MD2's can use them
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void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor);
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@ -860,7 +860,7 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, con
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// -----------------+
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// HWR_DrawMD2 : Draw MD2
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// : (monsters, bonuses, weapons, lights, ...)
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// :
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// Returns :
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// -----------------+
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@ -1096,6 +1096,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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p.mirror = atransform.mirror; // from Kart
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#endif
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HWD.pfnSetShader(4); // jimita: model shader
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HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, &Surf);
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}
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}
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@ -514,10 +514,15 @@ static boolean gl_shadersenabled = false;
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static GLuint gl_currentshaderprogram = 0;
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static GLuint gl_shaderprograms[MAXSHADERPROGRAMS];
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// 18032019
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static char *gl_customvertexshaders[MAXSHADERS];
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static char *gl_customfragmentshaders[MAXSHADERS];
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typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum);
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typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*);
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typedef void (APIENTRY *PFNglCompileShader) (GLuint);
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typedef void (APIENTRY *PFNglGetShaderiv) (GLuint, GLenum, GLint*);
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typedef void (APIENTRY *PFNglGetShaderInfoLog) (GLuint, GLsizei, GLsizei*, GLchar*);
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typedef void (APIENTRY *PFNglDeleteShader) (GLuint);
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typedef GLuint (APIENTRY *PFNglCreateProgram) (void);
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typedef void (APIENTRY *PFNglAttachShader) (GLuint, GLuint);
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@ -538,6 +543,7 @@ static PFNglCreateShader pglCreateShader;
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static PFNglShaderSource pglShaderSource;
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static PFNglCompileShader pglCompileShader;
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static PFNglGetShaderiv pglGetShaderiv;
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static PFNglGetShaderInfoLog pglGetShaderInfoLog;
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static PFNglDeleteShader pglDeleteShader;
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static PFNglCreateProgram pglCreateProgram;
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static PFNglAttachShader pglAttachShader;
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@ -603,7 +609,7 @@ static PFNglGetUniformLocation pglGetUniformLocation;
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"}\0"
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static const char *fragment_shaders[] = {
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// Default shader
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// Default fragment shader
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"uniform sampler2D tex;\n"
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"uniform vec4 mix_color;\n"
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"void main(void) {\n"
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@ -612,48 +618,27 @@ static const char *fragment_shaders[] = {
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"gl_FragColor = mixed_color;\n"
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"}\0",
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// Floor shader
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// Floor fragment shader
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SHARED_FRAGMENT_SHADER,
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// Wall shader
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// Wall fragment shader
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SHARED_FRAGMENT_SHADER,
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// Sprite shader
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// Sprite fragment shader
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SHARED_FRAGMENT_SHADER,
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// Water shader
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"uniform sampler2D tex;\n"
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"uniform vec4 mix_color;\n"
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"uniform vec4 fade_color;\n"
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"uniform float lighting;\n"
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"uniform int fog_mode;\n"
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"uniform int fog_density;\n"
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"uniform float leveltime;\n"
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// Model fragment shader
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SHARED_FRAGMENT_SHADER,
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GLSL_SHARED_FOG_FUNCTION
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// Water fragment shader
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SHARED_FRAGMENT_SHADER,
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"void main(void) {\n"
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"float texU = gl_TexCoord[0].s;\n"
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"float texV = gl_TexCoord[0].t;\n"
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"float wtofs = leveltime/16;\n"
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"float pi = 3.14159265358979323846;\n"
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"texU += cos(pi * 2.0 * (texV/4 + wtofs * 0.125)) * 0.3;\n"
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"texV += sin(pi * 2.0 * (texV/6 + wtofs * 0.125)) * 0.4;\n"
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"vec4 color = texture2D(tex, vec2(texU, texV));\n"
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GLSL_SHARED_FOG_MIX
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"gl_FragColor = final_color;\n"
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"}\0",
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// Sky shader
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// Sky fragment shader
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"uniform sampler2D tex;\n"
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"uniform vec2 resolution;\n"
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"void main(void) {\n"
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"float texU = gl_TexCoord[0].s;\n"
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"float texV = gl_TexCoord[0].t;\n"
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//"float scale = abs(gl_FragCoord.x - (resolution.x/2.0));\n"
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//"scale /= resolution.x;\n"
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"gl_FragColor = texture2D(tex, vec2(texU, texV));\n"
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"}\0",
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};
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@ -663,7 +648,7 @@ static const char *fragment_shaders[] = {
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//
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// Macro to reduce boilerplate code
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#define SHARED_VERTEX_SHADER \
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#define DEFAULT_VERTEX_SHADER \
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"void main()\n" \
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"{\n" \
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"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
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@ -673,23 +658,26 @@ static const char *fragment_shaders[] = {
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"}\0"
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static const char *vertex_shaders[] = {
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// Default shader
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SHARED_VERTEX_SHADER,
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// Default vertex shader
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DEFAULT_VERTEX_SHADER,
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// Floor shader
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SHARED_VERTEX_SHADER,
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// Floor vertex shader
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DEFAULT_VERTEX_SHADER,
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// Wall shader
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SHARED_VERTEX_SHADER,
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// Wall vertex shader
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DEFAULT_VERTEX_SHADER,
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// Sprite shader
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SHARED_VERTEX_SHADER,
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// Sprite vertex shader
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DEFAULT_VERTEX_SHADER,
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// Water shader
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SHARED_VERTEX_SHADER,
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// Model vertex shader
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DEFAULT_VERTEX_SHADER,
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// Sky shader
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SHARED_VERTEX_SHADER,
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// Water vertex shader
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DEFAULT_VERTEX_SHADER,
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// Sky vertex shader
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DEFAULT_VERTEX_SHADER,
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};
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#endif // USE_SHADERS
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@ -710,6 +698,7 @@ void SetupGLFunc4(void)
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pglShaderSource = GetGLFunc("glShaderSource");
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pglCompileShader = GetGLFunc("glCompileShader");
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pglGetShaderiv = GetGLFunc("glGetShaderiv");
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pglGetShaderInfoLog = GetGLFunc("glGetShaderInfoLog");
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pglDeleteShader = GetGLFunc("glDeleteShader");
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pglCreateProgram = GetGLFunc("glCreateProgram");
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pglAttachShader = GetGLFunc("glAttachShader");
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@ -742,6 +731,14 @@ EXPORT void HWRAPI(LoadShaders) (void)
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{
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const GLchar* vert_shader = vertex_shaders[i];
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const GLchar* frag_shader = fragment_shaders[i];
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// 18032019
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if (gl_customvertexshaders[i])
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vert_shader = gl_customvertexshaders[i];
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if (gl_customfragmentshaders[i])
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frag_shader = gl_customfragmentshaders[i];
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if (i >= MAXSHADERS || i >= MAXSHADERPROGRAMS)
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break;
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@ -758,7 +755,17 @@ EXPORT void HWRAPI(LoadShaders) (void)
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// check for compile errors
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pglGetShaderiv(gl_vertShader, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE)
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I_Error("Hardware driver: Error compiling vertex shader %d", i);
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{
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GLchar* infoLog;
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GLint logLength;
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pglGetShaderiv(gl_vertShader, GL_INFO_LOG_LENGTH, &logLength);
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infoLog = malloc(logLength);
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pglGetShaderInfoLog(gl_vertShader, logLength, NULL, infoLog);
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I_Error("Hardware driver: Error compiling vertex shader %d\n%s", i, infoLog);
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}
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//
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// Load and compile fragment shader
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@ -773,7 +780,17 @@ EXPORT void HWRAPI(LoadShaders) (void)
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// check for compile errors
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pglGetShaderiv(gl_fragShader, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE)
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I_Error("Hardware driver: Error compiling fragment shader %d", i);
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{
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GLchar* infoLog;
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GLint logLength;
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pglGetShaderiv(gl_fragShader, GL_INFO_LOG_LENGTH, &logLength);
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infoLog = malloc(logLength);
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pglGetShaderInfoLog(gl_fragShader, logLength, NULL, infoLog);
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I_Error("Hardware driver: Error compiling fragment shader %d\n%s", i, infoLog);
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}
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gl_shaderprograms[i] = pglCreateProgram();
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pglAttachShader(gl_shaderprograms[i], gl_vertShader);
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@ -788,6 +805,33 @@ EXPORT void HWRAPI(LoadShaders) (void)
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#endif
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}
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EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment)
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{
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#ifdef USE_SHADERS
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(void)shader;
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(void)size;
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(void)fragment;
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if (number < 1 || number > MAXSHADERS)
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I_Error("LoadCustomShader(): cannot load shader %d (max %d)", number, MAXSHADERS);
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if (fragment)
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{
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gl_customfragmentshaders[number] = malloc(size+1);
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strncpy(gl_customfragmentshaders[number], shader, size);
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gl_customfragmentshaders[number][size] = 0;
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}
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else
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{
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gl_customvertexshaders[number] = malloc(size+1);
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strncpy(gl_customvertexshaders[number], shader, size);
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gl_customvertexshaders[number][size] = 0;
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}
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KillShaders();
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LoadShaders();
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#endif
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}
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EXPORT void HWRAPI(SetShader) (int shader)
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{
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#ifdef USE_SHADERS
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@ -108,6 +108,8 @@ void *hwSym(const char *funcName,void *handle)
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GETFUNC(SetShader);
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GETFUNC(UnSetShader);
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GETFUNC(LoadCustomShader);
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#else //HWRENDER
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if (0 == strcmp("FinishUpdate", funcName))
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return funcPointer; //&FinishUpdate;
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@ -1505,6 +1505,8 @@ void I_StartupGraphics(void)
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HWD.pfnSetShader = hwSym("SetShader",NULL);
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HWD.pfnUnSetShader = hwSym("UnSetShader",NULL);
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HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL);
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// check gl renderer lib
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if (HWD.pfnGetRenderVersion() != VERSION)
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I_Error("%s", M_GetText("The version of the renderer doesn't match the version of the executable\nBe sure you have installed SRB2 properly.\n"));
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51
src/w_wad.c
51
src/w_wad.c
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@ -181,6 +181,24 @@ FILE *W_OpenWadFile(const char **filename, boolean useerrors)
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return handle;
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}
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static inline void W_LoadShader(UINT16 wadnum, UINT16 lump, char *name, boolean fragment)
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{
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size_t shader_size;
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char *shader_string;
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char shader_number[2];
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shader_size = W_LumpLengthPwad(wadnum, lump);
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shader_string = Z_Malloc(shader_size, PU_STATIC, NULL);
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W_ReadLumpPwad(wadnum, lump, shader_string);
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shader_number[0] = name[6];
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shader_number[1] = name[7];
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HWR_LoadShader(atoi(shader_number), shader_string, shader_size, fragment);
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Z_Free(shader_string);
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}
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// Look for all DEHACKED and Lua scripts inside a PK3 archive.
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static inline void W_LoadDehackedLumpsPK3(UINT16 wadnum)
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{
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@ -195,6 +213,7 @@ static inline void W_LoadDehackedLumpsPK3(UINT16 wadnum)
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LUA_LoadLump(wadnum, posStart);
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}
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#endif
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posStart = W_CheckNumForFolderStartPK3("SOC/", wadnum, 0);
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if (posStart != INT16_MAX)
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{
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@ -211,8 +230,22 @@ static inline void W_LoadDehackedLumpsPK3(UINT16 wadnum)
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DEH_LoadDehackedLumpPwad(wadnum, posStart);
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free(name);
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}
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}
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// jimita 18032019
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#ifdef HWRENDER
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posStart = W_CheckNumForFolderStartPK3("Shaders/", wadnum, 0);
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if (posStart != INT16_MAX)
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{
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posEnd = W_CheckNumForFolderEndPK3("Shaders/", wadnum, posStart);
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posStart++;
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for (; posStart < posEnd; posStart++)
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{
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lumpinfo_t *lump_p = &wadfiles[wadnum]->lumpinfo[posStart];
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W_LoadShader(wadnum, posStart, lump_p->name2, !(memcmp(lump_p->name2,"FRGSHD",6)));
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}
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}
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#endif
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}
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// search for all DEHACKED lump in all wads and load it
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@ -256,6 +289,20 @@ static inline void W_LoadDehackedLumps(UINT16 wadnum)
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}
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}
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// jimita 18032019
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#ifdef HWRENDER
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{
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lumpinfo_t *lump_p = wadfiles[wadnum]->lumpinfo;
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for (lump = 0; lump < wadfiles[wadnum]->numlumps; lump++, lump_p++)
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{
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boolean vertex = (!(memcmp(lump_p->name,"VRTSHD",6)));
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boolean fragment = (!(memcmp(lump_p->name,"FRGSHD",6)));
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if (vertex || fragment)
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W_LoadShader(wadnum, lump, lump_p->name, fragment);
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}
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}
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#endif
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#ifdef SCANTHINGS
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// Scan maps for emblems 'n shit
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{
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@ -1694,6 +1741,8 @@ int W_VerifyNMUSlumps(const char *filename)
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{"PAL", 3},
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{"CLM", 3},
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{"TRANS", 5},
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{"VRTSHD", 6},
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{"FRGSHD", 6},
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{NULL, 0},
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};
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return W_VerifyFile(filename, NMUSlist, false);
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