Added GLSL shader preprocessor

This commit is contained in:
ZZYZX 2020-01-01 22:41:04 +02:00
parent 73364a130e
commit 6374b498ab
36 changed files with 1599 additions and 1169 deletions

View file

@ -200,6 +200,12 @@
<Compile Include="Data\FlatImage.cs" />
<Compile Include="Data\ImageLoadState.cs" />
<Compile Include="Data\Scripting\ZScriptScriptHandler.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="Rendering\Shaders\ShaderCompiler.cs" />
<Compile Include="Data\UnknownImage.cs" />
<Compile Include="Data\PatchNames.cs" />
<Compile Include="Data\PK3Reader.cs" />
@ -563,11 +569,6 @@
<Compile Include="Plugins\Plugin.cs" />
<Compile Include="Plugins\PluginManager.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="Rendering\Presentation.cs" />
<Compile Include="Rendering\ColorCollection.cs" />
<Compile Include="Rendering\ColorSetting.cs" />
@ -663,17 +664,9 @@
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<EmbeddedResource Include="Resources\display2d.vp" />
<EmbeddedResource Include="Resources\display2d_fsaa.fp" />
<EmbeddedResource Include="Resources\display2d_fullbright.fp" />
<EmbeddedResource Include="Resources\display2d_normal.fp" />
<EmbeddedResource Include="Resources\display2d.shader" />
<None Include="Resources\MissingTexture.png" />
<EmbeddedResource Include="Resources\plotter.fp" />
<EmbeddedResource Include="Resources\plotter.vp" />
<EmbeddedResource Include="Resources\things2d.vp" />
<EmbeddedResource Include="Resources\things2d_fill.fp" />
<EmbeddedResource Include="Resources\things2d_sprite.fp" />
<EmbeddedResource Include="Resources\things2d_thing.fp" />
<EmbeddedResource Include="Resources\things2d.shader" />
<None Include="Resources\UnknownImage.png" />
<None Include="Resources\treeview.png" />
<None Include="Resources\Folder.png" />
@ -689,21 +682,8 @@
<None Include="Resources\Status2.png" />
<None Include="Resources\Status0.png" />
<None Include="Resources\ColorPick.png" />
<EmbeddedResource Include="Resources\world3d_constant_color.fp" />
<EmbeddedResource Include="Resources\world3d_customvertexcolor.vp" />
<EmbeddedResource Include="Resources\world3d_customvertexcolor_fog.vp" />
<EmbeddedResource Include="Resources\world3d_fullbright.fp" />
<EmbeddedResource Include="Resources\world3d_fullbright_highlight.fp" />
<EmbeddedResource Include="Resources\world3d_lightpass.fp" />
<EmbeddedResource Include="Resources\world3d_lightpass.vp" />
<EmbeddedResource Include="Resources\world3d_main.fp" />
<EmbeddedResource Include="Resources\world3d_main.vp" />
<EmbeddedResource Include="Resources\world3d_main_fog.fp" />
<EmbeddedResource Include="Resources\world3d_main_highlight.fp" />
<EmbeddedResource Include="Resources\world3d_main_highlight_fog.fp" />
<EmbeddedResource Include="Resources\world3d_skybox.fp" />
<EmbeddedResource Include="Resources\world3d_skybox.vp" />
<EmbeddedResource Include="Resources\world3d_vertex_color.fp" />
<EmbeddedResource Include="Resources\world3d.shader" />
<EmbeddedResource Include="Resources\world3d_skybox.shader" />
<None Include="Resources\Zoom.png" />
<None Include="Resources\Properties.png" />
<None Include="Resources\NewMap2.png" />

View file

@ -370,46 +370,6 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] display2d_fsaa {
get {
object obj = ResourceManager.GetObject("display2d_fsaa", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] display2d_fullbright {
get {
object obj = ResourceManager.GetObject("display2d_fullbright", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] display2d_normal {
get {
object obj = ResourceManager.GetObject("display2d_normal", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] display2d_vp {
get {
object obj = ResourceManager.GetObject("display2d_vp", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
@ -1070,26 +1030,6 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] plotter {
get {
object obj = ResourceManager.GetObject("plotter", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] plotter_vp {
get {
object obj = ResourceManager.GetObject("plotter_vp", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
@ -1580,46 +1520,6 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] things2d_fill {
get {
object obj = ResourceManager.GetObject("things2d_fill", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] things2d_sprite {
get {
object obj = ResourceManager.GetObject("things2d_sprite", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] things2d_thing {
get {
object obj = ResourceManager.GetObject("things2d_thing", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] things2d_vp {
get {
object obj = ResourceManager.GetObject("things2d_vp", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
@ -1810,156 +1710,6 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_constant_color {
get {
object obj = ResourceManager.GetObject("world3d_constant_color", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_customvertexcolor_fog_vp {
get {
object obj = ResourceManager.GetObject("world3d_customvertexcolor_fog_vp", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_customvertexcolor_vp {
get {
object obj = ResourceManager.GetObject("world3d_customvertexcolor_vp", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_fullbright {
get {
object obj = ResourceManager.GetObject("world3d_fullbright", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_fullbright_highlight {
get {
object obj = ResourceManager.GetObject("world3d_fullbright_highlight", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_lightpass {
get {
object obj = ResourceManager.GetObject("world3d_lightpass", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_lightpass_vp {
get {
object obj = ResourceManager.GetObject("world3d_lightpass_vp", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_main {
get {
object obj = ResourceManager.GetObject("world3d_main", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_main_fog {
get {
object obj = ResourceManager.GetObject("world3d_main_fog", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_main_highlight {
get {
object obj = ResourceManager.GetObject("world3d_main_highlight", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_main_highlight_fog {
get {
object obj = ResourceManager.GetObject("world3d_main_highlight_fog", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_main_vp {
get {
object obj = ResourceManager.GetObject("world3d_main_vp", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_skybox {
get {
object obj = ResourceManager.GetObject("world3d_skybox", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_skybox_vp {
get {
object obj = ResourceManager.GetObject("world3d_skybox_vp", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Byte[].
/// </summary>
internal static byte[] world3d_vertex_color {
get {
object obj = ResourceManager.GetObject("world3d_vertex_color", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>

View file

@ -613,81 +613,6 @@
<data name="Github" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Github.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="display2d_vp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\display2d.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="display2d_fsaa" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\display2d_fsaa.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="display2d_fullbright" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\display2d_fullbright.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="display2d_normal" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\display2d_normal.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="plotter_vp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\plotter.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="plotter" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\plotter.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="things2d_vp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\things2d.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="things2d_fill" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\things2d_fill.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="things2d_sprite" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\things2d_sprite.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="things2d_thing" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\things2d_thing.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_constant_color" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_constant_color.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_customvertexcolor_vp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_customvertexcolor.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_customvertexcolor_fog_vp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_customvertexcolor_fog.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_fullbright" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_fullbright.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_fullbright_highlight" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_fullbright_highlight.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_lightpass_vp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_lightpass.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_lightpass" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_lightpass.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_main_vp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_main.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_main" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_main.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_main_fog" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_main_fog.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_main_highlight" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_main_highlight.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_main_highlight_fog" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_main_highlight_fog.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_skybox_vp" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_skybox.vp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_skybox" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_skybox.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="world3d_vertex_color" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\world3d_vertex_color.fp;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="AboutBack" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\AboutBack.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>

View file

@ -27,6 +27,7 @@ using System.Reflection;
using System.IO;
using System.Text;
using System.Linq;
using CodeImp.DoomBuilder.Rendering.Shaders;
#endregion
@ -66,27 +67,38 @@ namespace CodeImp.DoomBuilder.Rendering
DeclareUniform(UniformName.fogsettings, "fogsettings", UniformType.Vec4);
DeclareUniform(UniformName.fogcolor, "fogcolor", UniformType.Vec4);
DeclareShader(ShaderName.display2d_fsaa, "display2d.vp", "display2d_fsaa.fp");
DeclareShader(ShaderName.display2d_normal, "display2d.vp", "display2d_normal.fp");
DeclareShader(ShaderName.display2d_fullbright, "display2d.vp", "display2d_fullbright.fp");
DeclareShader(ShaderName.things2d_thing, "things2d.vp", "things2d_thing.fp");
DeclareShader(ShaderName.things2d_sprite, "things2d.vp", "things2d_sprite.fp");
DeclareShader(ShaderName.things2d_fill, "things2d.vp", "things2d_fill.fp");
DeclareShader(ShaderName.plotter, "plotter.vp", "plotter.fp");
DeclareShader(ShaderName.world3d_main, "world3d_main.vp", "world3d_main.fp");
DeclareShader(ShaderName.world3d_fullbright, "world3d_main.vp", "world3d_fullbright.fp");
DeclareShader(ShaderName.world3d_main_highlight, "world3d_main.vp", "world3d_main_highlight.fp");
DeclareShader(ShaderName.world3d_fullbright_highlight, "world3d_main.vp", "world3d_fullbright_highlight.fp");
DeclareShader(ShaderName.world3d_main_vertexcolor, "world3d_customvertexcolor.vp", "world3d_main.fp");
DeclareShader(ShaderName.world3d_skybox, "world3d_skybox.vp", "world3d_skybox.fp");
DeclareShader(ShaderName.world3d_main_highlight_vertexcolor, "world3d_customvertexcolor.vp", "world3d_main_highlight.fp");
DeclareShader(ShaderName.world3d_main_fog, "world3d_lightpass.vp", "world3d_main_fog.fp");
DeclareShader(ShaderName.world3d_main_highlight_fog, "world3d_lightpass.vp", "world3d_main_highlight_fog.fp");
DeclareShader(ShaderName.world3d_main_fog_vertexcolor, "world3d_customvertexcolor_fog.vp", "world3d_main_fog.fp");
DeclareShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d_customvertexcolor_fog.vp", "world3d_main_highlight_fog.fp");
DeclareShader(ShaderName.world3d_vertex_color, "world3d_main.vp", "world3d_vertex_color.fp");
DeclareShader(ShaderName.world3d_constant_color, "world3d_customvertexcolor.vp", "world3d_constant_color.fp");
DeclareShader(ShaderName.world3d_lightpass, "world3d_lightpass.vp", "world3d_lightpass.fp");
// 2d fsaa
CompileShader(ShaderName.display2d_fsaa, "display2d.shader", "display2d_fsaa");
// 2d normal
CompileShader(ShaderName.display2d_normal, "display2d.shader", "display2d_normal");
CompileShader(ShaderName.display2d_fullbright, "display2d.shader", "display2d_fullbright");
// 2d things
CompileShader(ShaderName.things2d_thing, "things2d.shader", "things2d_thing");
CompileShader(ShaderName.things2d_sprite, "things2d.shader", "things2d_sprite");
CompileShader(ShaderName.things2d_fill, "things2d.shader", "things2d_fill");
// non-fog 3d shaders
CompileShader(ShaderName.world3d_main, "world3d.shader", "world3d_main");
CompileShader(ShaderName.world3d_fullbright, "world3d.shader", "world3d_fullbright");
CompileShader(ShaderName.world3d_main_highlight, "world3d.shader", "world3d_main_highlight");
CompileShader(ShaderName.world3d_fullbright_highlight, "world3d.shader", "world3d_fullbright_highlight");
CompileShader(ShaderName.world3d_vertex_color, "world3d.shader", "world3d_vertex_color");
CompileShader(ShaderName.world3d_main_vertexcolor, "world3d.shader", "world3d_main_vertexcolor");
CompileShader(ShaderName.world3d_constant_color, "world3d.shader", "world3d_constant_color");
// skybox shader
CompileShader(ShaderName.world3d_skybox, "world3d_skybox.shader", "world3d_skybox");
// fog 3d shaders
CompileShader(ShaderName.world3d_main_fog, "world3d.shader", "world3d_main_fog");
CompileShader(ShaderName.world3d_main_highlight_fog, "world3d.shader", "world3d_main_highlight_fog");
CompileShader(ShaderName.world3d_main_fog_vertexcolor, "world3d.shader", "world3d_main_fog_vertexcolor");
CompileShader(ShaderName.world3d_main_highlight_fog_vertexcolor, "world3d.shader", "world3d_main_highlight_fog_vertexcolor");
// pure light shader
CompileShader(ShaderName.world3d_lightpass, "world3d.shader", "world3d_lightpass");
SetupSettings();
}
@ -139,6 +151,26 @@ namespace CodeImp.DoomBuilder.Rendering
RenderDevice_DeclareShader(Handle, name, name.ToString(), GetResourceText(vertResourceName), GetResourceText(fragResourceName));
}
// save precompiled shaders -- don't build from scratch every time
private static Dictionary<string, ShaderGroup> precompiledGroups = new Dictionary<string, ShaderGroup>();
public void CompileShader(ShaderName internalName, string groupName, string shaderName)
{
ShaderGroup sg;
if (precompiledGroups.ContainsKey(groupName))
sg = precompiledGroups[groupName];
else sg = ShaderCompiler.Compile(GetResourceText(groupName));
Shader s = sg.GetShader(shaderName);
if (s == null)
throw new RenderDeviceException(string.Format("Shader {0}::{1} not found", groupName, shaderName));
General.WriteLogLine(string.Format("===========================================\nDBG: loading shader {0} / {1}\n\nVertex source: {2}\n\nFragment source: {3}\n\n===========================================",
groupName, shaderName, s.GetVertexSource(), s.GetFragmentSource()));
RenderDevice_DeclareShader(Handle, internalName, internalName.ToString(), s.GetVertexSource(), s.GetFragmentSource());
}
static string GetResourceText(string name)
{
string fullname = string.Format("CodeImp.DoomBuilder.Resources.{0}", name);
@ -617,7 +649,6 @@ namespace CodeImp.DoomBuilder.Rendering
things2d_thing,
things2d_sprite,
things2d_fill,
plotter,
world3d_main,
world3d_fullbright,
world3d_main_highlight,

View file

@ -0,0 +1,853 @@
using CodeImp.DoomBuilder.ZDoom;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CodeImp.DoomBuilder.Rendering.Shaders
{
internal class ShaderField
{
public int Line;
public List<List<ZScriptToken>> ArrayDimensions;
public string TypeName;
public List<ZScriptToken> Initializer;
public string Name;
}
internal class ShaderFunction
{
public int Line;
public int CodeLine;
public string ReturnValue;
public string Name;
public List<ZScriptToken> Arguments;
public List<ZScriptToken> Code;
}
class Shader
{
private ShaderGroup Group;
internal string ParentName;
public int CodeLine;
public string Name;
// data input for vertex shader
public List<ShaderField> In;
// data between vertex and fragment shader
public List<ShaderField> V2F;
// data output for fragment shader
public List<ShaderField> Out;
// source for main() of vertex shader
public int SourceVertexLine;
public List<ZScriptToken> SourceVertex;
// source for main() of fragment shader
public int SourceFragmentLine;
public List<ZScriptToken> SourceFragment;
private const string GLSLInternalSeparator = "_";
public Shader(ShaderGroup group)
{
Group = group;
}
// dumps all uniforms into a string
private string GetTokenListSource(List<ZScriptToken> tokens)
{
string ss = "";
foreach (ZScriptToken tok in tokens)
{
bool isBlock = false;
switch (tok.Type)
{
case ZScriptTokenType.LineComment:
ss += "//";
break;
case ZScriptTokenType.BlockComment:
ss += "/*";
isBlock = true;
break;
}
ss += tok.Value;
if (isBlock) ss += "*/";
}
return ss;
}
private string GetUniformSource()
{
string output = "";
foreach (ShaderField field in Group.Uniforms)
{
output += string.Format("#line {0}\n", field.Line);
output += "uniform ";
output += field.TypeName;
if (field.ArrayDimensions != null)
{
foreach (List<ZScriptToken> arrayDim in field.ArrayDimensions)
output += "[" + GetTokenListSource(arrayDim) + "]";
}
output += " " + field.Name;
if (field.Initializer != null)
output += GetTokenListSource(field.Initializer);
output += ";\n";
}
return output;
}
private string GetDataIOInternalName(string block, string name)
{
return string.Format("{2}SC{2}B{0}{2}F{1}", block, name, GLSLInternalSeparator);
}
private string GetDataIOSource(string prefix, string blockid, List<ShaderField> block, bool vertexInput)
{
string output = "";
foreach (ShaderField field in block)
{
output += string.Format("#line {0}\n", field.Line);
if (vertexInput)
{
int location;
switch (field.Name)
{
case "Position":
location = 0;
break;
case "Color":
location = 1;
break;
case "TextureCoordinate":
location = 2;
break;
case "Normal":
location = 3;
break;
default:
throw new ShaderCompileException("Invalid input field {0} (not supported)", field.Name);
}
output += string.Format("layout(location = {0}) ", location);
}
output += prefix + " ";
output += field.TypeName;
if (field.ArrayDimensions != null)
{
foreach (List<ZScriptToken> arrayDim in field.ArrayDimensions)
output += "[" + GetTokenListSource(arrayDim) + "]";
}
output += " " + GetDataIOInternalName(blockid, field.Name);
if (field.Initializer != null)
output += GetTokenListSource(field.Initializer);
output += ";\n";
}
return output;
}
private void GetReferencedFunctions(List<ZScriptToken> source, List<string> functions)
{
for (int i = 0; i < source.Count; i++)
{
ZScriptToken token = source[i];
if (token.Type != ZScriptTokenType.Identifier)
continue;
if (functions.Contains(token.Value))
continue;
// check token to the left - needs to not be identifier.
// check token to the right - needs to be open parenthesis
// ---
// the idea is that we can differentiate pixel = desaturate(...) from vec4 desaturate(1,1,1,1)
//
ZScriptTokenType leftToken = ZScriptTokenType.Invalid;
ZScriptTokenType rightToken = ZScriptTokenType.Invalid;
for (int j = i-1; j >= 0; j--)
{
ZScriptTokenType tt = source[j].Type;
if (!IsWhitespace(tt))
{
leftToken = tt;
break;
}
}
for (int j = i+1; j < source.Count; j++)
{
ZScriptTokenType tt = source[j].Type;
if (!IsWhitespace(tt))
{
rightToken = tt;
break;
}
}
if (leftToken != ZScriptTokenType.Identifier && rightToken == ZScriptTokenType.OpenParen)
{
// find function
functions.Add(token.Value);
// if function was found, recurse and find functions it may depend on.
ShaderFunction func = Group.GetFunction(token.Value);
if (func != null)
GetReferencedFunctions(func.Code, functions);
}
}
}
private string GetFunctionSource(List<ZScriptToken> shaderSource)
{
List<string> functionNames = new List<string>();
GetReferencedFunctions(shaderSource, functionNames);
string preOutput = "";
string output = "";
foreach (string functionName in functionNames)
{
ShaderFunction func = Group.GetFunction(functionName);
if (func == null)
continue;
string funcOutput = string.Format("#line {0}\n", func.Line) + func.ReturnValue + " " + func.Name + " (" + GetTokenListSource(func.Arguments) + ")";
preOutput += funcOutput + ";\n";
funcOutput += " {\n" + string.Format("#line {0}\n", func.CodeLine) +GetTokenListSource(func.Code) + "}\n";
output += funcOutput;
}
return preOutput + "\n" + output;
}
private static bool IsWhitespace(ZScriptTokenType t)
{
switch (t)
{
case ZScriptTokenType.Whitespace:
case ZScriptTokenType.LineComment:
case ZScriptTokenType.BlockComment:
case ZScriptTokenType.Newline:
return true;
}
return false;
}
public List<ZScriptToken> ReplaceIO(List<ZScriptToken> tokens)
{
List<ZScriptToken> output = new List<ZScriptToken>(tokens);
// we replace all <structPrefix>.<field> with GetDataBlockInternalName(<structPrefix>, <field>)
// thus, "in" and "out" are reserved keywords and may not be found out of such context
for (int i = 0; i < output.Count; i++)
{
ZScriptToken token = output[i];
if (token.Type != ZScriptTokenType.Identifier)
continue;
if (token.Value != "in" && token.Value != "out" && token.Value != "v2f")
continue;
string structPrefix = token.Value;
int startIndex = i;
i++;
// skip whitespace...
for (; i < output.Count; i++)
if (!IsWhitespace(output[i].Type)) break;
if (i >= output.Count || output[i].Type != ZScriptTokenType.Dot)
continue;
i++;
// skip whitespace again...
for (; i < output.Count; i++)
if (!IsWhitespace(output[i].Type)) break;
if (i >= output.Count || output[i].Type != ZScriptTokenType.Identifier)
continue;
//
string fieldName = output[i].Value;
string realName = GetDataIOInternalName(structPrefix, fieldName);
// now, remove all tokens between prefix and current
output.RemoveRange(startIndex + 1, i - startIndex);
ZScriptToken realToken = new ZScriptToken(output[startIndex]);
realToken.Value = realName;
output[startIndex] = realToken;
i = startIndex - 1;
// check if this field exists, just in case. and produce an error
List<ShaderField> searchIn = null;
switch (structPrefix)
{
case "in":
searchIn = In;
break;
case "out":
searchIn = Out;
break;
case "v2f":
searchIn = V2F;
break;
}
if (searchIn != null)
{
bool found = false;
foreach (ShaderField field in searchIn)
{
if (field.Name == fieldName)
{
found = true;
break;
}
}
if (!found)
throw new ShaderCompileException("Referenced non-existent {0} field {1}", structPrefix, fieldName);
}
}
return output;
}
public string GetVertexSource()
{
if (In == null || V2F == null || SourceVertex == null)
throw new ShaderCompileException("Tried to compile incomplete shader {0}", Name);
string src = "";
src += GetDataIOSource("in", "in", In, true) + "\n\n";
src += GetDataIOSource("out", "v2f", V2F, false) + "\n\n";
src += GetUniformSource() + "\n";
src += GetFunctionSource(SourceVertex) + "\n\n";
src += "void main() {\n" + string.Format("#line {0}\n", SourceVertexLine) + GetTokenListSource(ReplaceIO(SourceVertex)) + "\n}\n\n";
return src;
}
public string GetFragmentSource()
{
if (Out == null || V2F == null || SourceFragment == null)
throw new ShaderCompileException("Tried to compile incomplete shader {0}", Name);
string src = "";
src += GetDataIOSource("in", "v2f", V2F, false) + "\n\n";
src += GetDataIOSource("out", "out", Out, false) + "\n\n";
src += GetUniformSource() + "\n";
src += GetFunctionSource(SourceFragment) + "\n\n";
src += "void main() {\n" + string.Format("#line {0}\n", SourceFragmentLine) + GetTokenListSource(ReplaceIO(SourceFragment)) + "\n}\n\n";
return src;
}
}
class ShaderGroup
{
internal List<ShaderField> Uniforms = new List<ShaderField>();
internal List<Shader> Shaders = new List<Shader>();
internal List<ShaderFunction> Functions = new List<ShaderFunction>();
public Shader GetShader(string identifier)
{
foreach (Shader s in Shaders)
if (s.Name == identifier) return s;
return null;
}
public ShaderFunction GetFunction(string identifier)
{
foreach (ShaderFunction f in Functions)
if (f.Name == identifier) return f;
return null;
}
}
class ShaderCompileException : Exception
{
public ShaderCompileException(string fmt, params object[] v) : base(string.Format(fmt, v)) { }
}
class ShaderCompiler
{
// this is to implement partial parsing. it counts {}, (), and []. it stops parsing at the specified type, if outside of nesting.
// also if last block token equals to the type, it will stop at the outer level. (i.e. last })
private static List<ZScriptToken> ReadEverythingUntil(ZScriptTokenizer t, ZScriptTokenType type, bool eofIsOk, bool skipWhitespace)
{
List<ZScriptToken> tokens = new List<ZScriptToken>();
int levelCurly = 0;
int levelSquare = 0;
int levelParen = 0;
while (true)
{
if (skipWhitespace)
t.SkipWhitespace();
long cpos = t.Reader.BaseStream.Position;
ZScriptToken token = t.ReadToken();
if (token == null)
{
if (!eofIsOk)
throw new ShaderCompileException("Expected {0} or token, got <EOF>", type);
break;
}
// if this is the end token, don't check anything -- just return
if (levelCurly == 0 && levelSquare == 0 && levelParen == 0 && token.Type == type)
{
// rewind and return token list
t.Reader.BaseStream.Position = cpos;
break;
}
switch (token.Type)
{
case ZScriptTokenType.OpenCurly:
levelCurly++;
break;
case ZScriptTokenType.CloseCurly:
levelCurly--;
break;
case ZScriptTokenType.OpenParen:
levelParen++;
break;
case ZScriptTokenType.CloseParen:
levelParen--;
break;
case ZScriptTokenType.OpenSquare:
levelSquare++;
break;
case ZScriptTokenType.CloseSquare:
levelSquare--;
break;
}
tokens.Add(token);
}
return tokens;
}
private static void CompileShaderField(ShaderField field, ZScriptTokenizer t)
{
ZScriptToken token;
// read name and array dimensions
while (true)
{
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.OpenSquare, ZScriptTokenType.Identifier);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected array dimensions or field name, got {0}", token?.ToString() ?? "<EOF>");
// array finished
if (token.Type == ZScriptTokenType.Identifier)
{
field.Name = token.Value;
break;
}
// read array
List<ZScriptToken> arrayDimTokens = ReadEverythingUntil(t, ZScriptTokenType.CloseSquare, false, false);
if (field.ArrayDimensions == null)
field.ArrayDimensions = new List<List<ZScriptToken>>();
field.ArrayDimensions.Add(arrayDimTokens);
token = t.ExpectToken(ZScriptTokenType.CloseSquare);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected closing square brace, got {0}", token?.ToString() ?? "<EOF>");
}
// read additional array dimensions if present, and initializer. or end parsing
while (true)
{
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.OpenSquare, ZScriptTokenType.OpAssign, ZScriptTokenType.Semicolon);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected array dimensions, initializer or semicolon, got {0}", token?.ToString() ?? "<EOF>");
// field is done
if (token.Type == ZScriptTokenType.Semicolon)
break;
// has initializer
if (token.Type == ZScriptTokenType.OpAssign)
{
field.Initializer = ReadEverythingUntil(t, ZScriptTokenType.Semicolon, false, false);
token = t.ExpectToken(ZScriptTokenType.Semicolon);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected semicolon, got {0}", token?.ToString() ?? "<EOF>");
break;
}
// read array
List<ZScriptToken> arrayDimTokens = ReadEverythingUntil(t, ZScriptTokenType.CloseSquare, false, false);
if (field.ArrayDimensions == null)
field.ArrayDimensions = new List<List<ZScriptToken>>();
field.ArrayDimensions.Add(arrayDimTokens);
token = t.ExpectToken(ZScriptTokenType.CloseSquare);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected closing square brace, got {0}", token?.ToString() ?? "<EOF>");
}
}
private static void CompileUniforms(ShaderGroup output, ZScriptTokenizer t)
{
// so a type of a variable is normally identifier+array dimensions
// array dimensions may also exist on the variable itself (oh god this shitty C syntax)
t.SkipWhitespace();
ZScriptToken token;
token = t.ExpectToken(ZScriptTokenType.OpenCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected uniforms block, got {0}", token?.ToString() ?? "<EOF>");
while (true)
{
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected uniform or end of block, got {0}", token?.ToString() ?? "<EOF>");
if (token.Type == ZScriptTokenType.CloseCurly)
break; // done reading uniforms
// first goes the name, then array dimensions, then the variable name, then array dimensions, then initializer
ShaderField field = new ShaderField();
field.Line = t.PositionToLine(token.Position);
field.TypeName = token.Value;
CompileShaderField(field, t);
// done reading field, add it
output.Uniforms.Add(field);
}
}
private static void CompileFunctions(ShaderGroup output, ZScriptTokenizer t)
{
// so a type of a variable is normally identifier+array dimensions
// array dimensions may also exist on the variable itself (oh god this shitty C syntax)
t.SkipWhitespace();
ZScriptToken token;
token = t.ExpectToken(ZScriptTokenType.OpenCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected functions block, got {0}", token?.ToString() ?? "<EOF>");
while (true)
{
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected function or end of block, got {0}", token?.ToString() ?? "<EOF>");
if (token.Type == ZScriptTokenType.CloseCurly)
break; // done reading functions
// <return value> <name> (<arguments>) { <code> }
ShaderFunction func = new ShaderFunction();
func.Line = t.PositionToLine(token.Position);
func.ReturnValue = token.Value;
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.Identifier);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected function name, got {0}", token?.ToString() ?? "<EOF>");
func.Name = token.Value;
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.OpenParen);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected function argument list, got {0}", token?.ToString() ?? "<EOF>");
func.Arguments = ReadEverythingUntil(t, ZScriptTokenType.CloseParen, false, false);
token = t.ExpectToken(ZScriptTokenType.CloseParen);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected end of function arguments, got {0}", token?.ToString() ?? "<EOF>");
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.OpenCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected function code block, got {0}", token?.ToString() ?? "<EOF>");
func.CodeLine = t.PositionToLine(token.Position);
func.Code = ReadEverythingUntil(t, ZScriptTokenType.CloseCurly, false, false);
token = t.ExpectToken(ZScriptTokenType.CloseCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected end of function code block, got {0}", token?.ToString() ?? "<EOF>");
output.Functions.Add(func);
}
}
private static List<ShaderField> CompileShaderDataBlock(ZScriptTokenizer t)
{
List<ShaderField> fields = new List<ShaderField>();
t.SkipWhitespace();
ZScriptToken token = t.ExpectToken(ZScriptTokenType.OpenCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected data block, got {0}", token?.ToString() ?? "<EOF>");
while (true)
{
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected data field or end of block, got {0}", token?.ToString() ?? "<EOF>");
if (token.Type == ZScriptTokenType.CloseCurly)
break;
ShaderField field = new ShaderField();
field.Line = t.PositionToLine(token.Position);
field.TypeName = token.Value;
CompileShaderField(field, t);
fields.Add(field);
}
return fields;
}
private static List<ZScriptToken> CompileShaderSource(ZScriptTokenizer t)
{
// syntax:
// fragment { ... code ... }
// or
// vertex { ... code ... }
t.SkipWhitespace();
ZScriptToken token = t.ExpectToken(ZScriptTokenType.OpenCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected shader source block, got {0}", token?.ToString() ?? "<EOF>");
List<ZScriptToken> tokens = ReadEverythingUntil(t, ZScriptTokenType.CloseCurly, false, false);
token = t.ExpectToken(ZScriptTokenType.CloseCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected end of shader source block, got {0}", token?.ToString() ?? "<EOF>");
return tokens;
}
private static void CompileShader(ShaderGroup output, ZScriptTokenizer t)
{
t.SkipWhitespace();
ZScriptToken token = t.ExpectToken(ZScriptTokenType.Identifier);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected shader identifier, got {0}", token?.ToString() ?? "<EOF>");
t.SkipWhitespace();
Shader s = new Shader(output);
s.Name = token.Value;
output.Shaders.Add(s);
token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.OpenCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected parent identifier or shader block, got {0}", token?.ToString() ?? "<EOF>");
// has parent shader id
if (token.Type == ZScriptTokenType.Identifier)
{
if (token.Value != "extends")
throw new ShaderCompileException("Expected 'extends', got {0}", token.ToString());
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.Identifier);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected parent identifier, got {0}", token?.ToString() ?? "<EOF>");
s.ParentName = token.Value;
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.OpenCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected shader block, got {0}", token?.ToString() ?? "<EOF>");
}
s.CodeLine = t.PositionToLine(token.Position);
while (true)
{
t.SkipWhitespace();
token = t.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.CloseCurly);
if (!(token?.IsValid ?? true))
throw new ShaderCompileException("Expected shader sub-block or end of block, got {0}", token?.ToString() ?? "<EOF>");
if (token.Type == ZScriptTokenType.CloseCurly)
break;
switch (token.Value)
{
case "in":
s.In = CompileShaderDataBlock(t);
break;
case "out":
s.Out = CompileShaderDataBlock(t);
break;
case "v2f":
s.V2F = CompileShaderDataBlock(t);
break;
case "vertex":
s.SourceVertex = CompileShaderSource(t);
if (s.SourceVertex != null && s.SourceVertex.Count > 0)
s.SourceVertexLine = t.PositionToLine(s.SourceVertex[0].Position);
break;
case "fragment":
s.SourceFragment = CompileShaderSource(t);
if (s.SourceFragment != null && s.SourceFragment.Count > 0)
s.SourceFragmentLine = t.PositionToLine(s.SourceFragment[0].Position);
break;
default:
throw new ShaderCompileException("Expected shader sub-block, got {0}", token.ToString());
}
}
}
public static ShaderGroup Compile(string src)
{
ShaderGroup output = new ShaderGroup();
using (MemoryStream ms = new MemoryStream(Encoding.UTF8.GetBytes(src)))
using (BinaryReader br = new BinaryReader(ms))
{
ZScriptTokenizer t = new ZScriptTokenizer(br);
// main cycle
// in the root scope, we allow three blocks:
// - uniforms{}
// - functions{}
// - shader <name> {}
// everything else is a syntax error.
while (true)
{
t.SkipWhitespace();
ZScriptToken token = t.ExpectToken(ZScriptTokenType.Identifier);
if (token == null)
break;
if (!token.IsValid)
throw new ShaderCompileException("Expected 'uniforms', 'functions', or 'shader'; got {0}", token.ToString());
switch (token.Value)
{
case "uniforms":
CompileUniforms(output, t);
break;
case "functions":
CompileFunctions(output, t);
break;
case "shader":
CompileShader(output, t);
break;
default:
throw new ShaderCompileException("Expected 'uniforms', 'functions', or 'shader'; got {0}", token.ToString());
}
}
// done parsing, postprocess - apply parents
foreach (Shader s in output.Shaders)
{
List<string> parents = new List<string>();
parents.Add(s.Name);
Shader p = s;
while (p.ParentName != null && p.ParentName != "")
{
string parentName = p.ParentName;
if (parents.Contains(parentName))
throw new ShaderCompileException("Recursive parent shader {0} found", parentName);
parents.Add(parentName);
p = output.GetShader(parentName);
if (p == null)
throw new ShaderCompileException("Parent shader {0} not found", parentName);
if (s.In == null) s.In = p.In;
if (s.Out == null) s.Out = p.Out;
if (s.V2F == null) s.V2F = p.V2F;
if (s.SourceFragment == null)
{
s.SourceFragment = p.SourceFragment;
s.SourceFragmentLine = p.SourceFragmentLine;
}
if (s.SourceVertex == null)
{
s.SourceVertex = p.SourceVertex;
s.SourceVertexLine = p.SourceVertexLine;
}
}
}
return output;
}
}
}
}

View file

@ -0,0 +1,118 @@
uniforms
{
mat4 projection;
// Render settings
// x = texel width
// y = texel height
// z = FSAA blend factor
// w = transparency
vec4 rendersettings;
float desaturation;
sampler2D texture1;
vec4 texturefactor;
}
functions
{
vec3 desaturate(vec3 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix(texel, vec3(gray), desaturation);
}
// This blends the max of 2 pixels
vec4 addcolor(vec4 c1, vec4 c2)
{
return vec4(
max(c1.r, c2.r),
max(c1.g, c2.g),
max(c1.b, c2.b),
clamp(c1.a + c2.a * 0.5, 0.0, 1.0));
}
}
shader display2d_normal
{
in
{
vec3 Position;
vec4 Color;
vec2 TextureCoordinate;
}
v2f
{
vec4 Color;
vec2 UV;
}
out
{
vec4 FragColor;
}
vertex
{
gl_Position = projection * vec4(in.Position, 1.0);
v2f.Color = in.Color;
v2f.UV = in.TextureCoordinate;
}
fragment
{
vec4 c = texture(texture1, v2f.UV);
out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
out.FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}
shader display2d_fullbright extends display2d_normal
{
fragment
{
vec4 c = texture(texture1, v2f.UV);
out.FragColor = vec4(c.rgb, c.a * rendersettings.w);
out.FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}
shader display2d_fsaa extends display2d_normal
{
fragment
{
vec4 c = texture(texture1, v2f.UV);
// If this pixel is not drawn on...
if(c.a < 0.1)
{
// Mix the colors of nearby pixels
vec4 n = vec4(0.0);
n = addcolor(n, texture(texture1, vec2(v2f.UV.x + rendersettings.x, v2f.UV.y)));
n = addcolor(n, texture(texture1, vec2(v2f.UV.x - rendersettings.x, v2f.UV.y)));
n = addcolor(n, texture(texture1, vec2(v2f.UV.x, v2f.UV.y + rendersettings.y)));
n = addcolor(n, texture(texture1, vec2(v2f.UV.x, v2f.UV.y - rendersettings.y)));
out.FragColor = vec4(desaturate(n.rgb), n.a * rendersettings.z * rendersettings.w);
}
else
{
out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
}
out.FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}

View file

@ -1,16 +0,0 @@
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
out vec4 Color;
out vec2 UV;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(AttrPosition, 1.0);
Color = AttrColor;
UV = AttrUV;
}

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@ -1,60 +0,0 @@
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
// Render settings
// x = texel width
// y = texel height
// z = FSAA blend factor
// w = transparency
uniform vec4 rendersettings;
uniform float desaturation;
uniform sampler2D texture1;
uniform vec4 texturefactor;
// This blends the max of 2 pixels
vec4 addcolor(vec4 c1, vec4 c2)
{
return vec4(
max(c1.r, c2.r),
max(c1.g, c2.g),
max(c1.b, c2.b),
clamp(c1.a + c2.a * 0.5, 0.0, 1.0));
}
vec3 desaturate(vec3 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix(texel, vec3(gray), desaturation);
}
void main()
{
vec4 c = texture(texture1, UV);
// If this pixel is not drawn on...
if(c.a < 0.1)
{
// Mix the colors of nearby pixels
vec4 n = vec4(0.0);
n = addcolor(n, texture(texture1, vec2(UV.x + rendersettings.x, UV.y)));
n = addcolor(n, texture(texture1, vec2(UV.x - rendersettings.x, UV.y)));
n = addcolor(n, texture(texture1, vec2(UV.x, UV.y + rendersettings.y)));
n = addcolor(n, texture(texture1, vec2(UV.x, UV.y - rendersettings.y)));
FragColor = vec4(desaturate(n.rgb), n.a * rendersettings.z * rendersettings.w);
}
else
{
FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
}
FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}

View file

@ -1,26 +0,0 @@
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
// Render settings
// x = texel width
// y = texel height
// z = FSAA blend factor
// w = transparency
uniform vec4 rendersettings;
uniform sampler2D texture1;
uniform vec4 texturefactor;
void main()
{
vec4 c = texture(texture1, UV);
FragColor = vec4(c.rgb, c.a * rendersettings.w);
FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}

View file

@ -1,33 +0,0 @@
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
// Render settings
// x = texel width
// y = texel height
// z = FSAA blend factor
// w = transparency
uniform vec4 rendersettings;
uniform float desaturation;
uniform sampler2D texture1;
uniform vec4 texturefactor;
vec3 desaturate(vec3 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix(texel, vec3(gray), desaturation);
}
void main()
{
vec4 c = texture(texture1, UV);
FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}

View file

@ -1,20 +0,0 @@
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
void main()
{
// line stipple
if (mod(UV.x, 2.0) > 1.0)
discard;
// line smoothing
float linewidth = 3.0;
float falloff = 1.8; //1.5..2.5
float centerdist = abs(UV.y);
float a = pow(clamp((linewidth - centerdist) / linewidth, 0.0, 1.0), falloff);
FragColor = vec4(Color.rgb, Color.a * a);
}

View file

@ -1,16 +0,0 @@
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
out vec4 Color;
out vec2 UV;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(AttrPosition, 1.0f);
Color = AttrColor;
UV = AttrUV;
}

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@ -0,0 +1,105 @@
uniforms
{
mat4 projection;
// Render settings
// w = transparency
vec4 rendersettings;
float desaturation;
sampler2D texture1;
vec4 texturefactor;
vec4 fillColor;
}
functions
{
vec3 desaturate(vec3 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix(texel, vec3(gray), desaturation);
}
}
shader things2d
{
in
{
vec3 Position;
vec4 Color;
vec2 TextureCoordinate;
}
v2f
{
vec4 Color;
vec2 UV;
}
out
{
vec4 FragColor;
}
vertex
{
gl_Position = projection * vec4(in.Position, 1.0);
v2f.Color = in.Color;
v2f.UV = in.TextureCoordinate;
}
}
shader things2d_fill extends things2d
{
fragment
{
out.FragColor = fillColor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}
shader things2d_thing extends things2d
{
fragment
{
vec4 c = texture(texture1, v2f.UV);
out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
out.FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}
shader things2d_sprite extends things2d
{
fragment
{
// Take this pixel's color
vec4 c = texture(texture1, v2f.UV);
// Modulate it by selection color
if (v2f.Color.a > 0.0)
{
vec3 cr = desaturate(c.rgb);
out.FragColor = vec4((cr.r + v2f.Color.r) / 2.0, (cr.g + v2f.Color.g) / 2.0, (cr.b + v2f.Color.b) / 2.0, c.a * rendersettings.w * v2f.Color.a);
}
else
{
// Or leave it as it is
out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w);
}
out.FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}

View file

@ -1,16 +0,0 @@
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
out vec4 Color;
out vec2 UV;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(AttrPosition, 1.0);
Color = AttrColor;
UV = AttrUV;
}

View file

@ -1,16 +0,0 @@
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
uniform vec4 fillColor;
void main()
{
FragColor = fillColor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}

View file

@ -1,43 +0,0 @@
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
// Render settings
// w = transparency
uniform vec4 rendersettings;
uniform float desaturation;
uniform sampler2D texture1;
uniform vec4 texturefactor;
vec3 desaturate(vec3 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix(texel, vec3(gray), desaturation);
}
void main()
{
// Take this pixel's color
vec4 c = texture(texture1, UV);
// Modulate it by selection color
if (Color.a > 0.0)
{
vec3 cr = desaturate(c.rgb);
FragColor = vec4((cr.r + Color.r) / 2.0, (cr.g + Color.g) / 2.0, (cr.b + Color.b) / 2.0, c.a * rendersettings.w * Color.a);
}
else
{
// Or leave it as it is
FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w);
}
FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}

View file

@ -1,31 +0,0 @@
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
// Render settings
// w = transparency
uniform vec4 rendersettings;
uniform float desaturation;
uniform sampler2D texture1;
uniform vec4 texturefactor;
vec3 desaturate(vec3 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix(texel, vec3(gray), desaturation);
}
void main()
{
vec4 c = texture(texture1, UV);
FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
FragColor *= texturefactor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}

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@ -0,0 +1,359 @@
uniforms
{
mat4 world;
mat4 view;
mat4 projection;
mat4 modelnormal;
vec4 campos;
vec4 highlightcolor;
vec4 stencilColor;
float desaturation;
vec4 fogsettings;
vec4 fogcolor;
vec4 vertexColor;
sampler2D texture1;
// dynamic light related
vec4 lightPosAndRadius;
vec3 lightOrientation; // this is a vector that points in light's direction
vec2 light2Radius; // this is used with spotlights
vec4 lightColor;
float ignoreNormals; // ignore normals in lighting equation. used for non-attenuated lights on models.
float spotLight; // use lightOrientation
}
functions
{
// This adds fog color to current pixel color
vec4 getFogColor(vec3 PosW, vec4 color)
{
float fogdist = max(16.0, distance(PosW, campos.xyz));
float fogfactor = exp2(campos.w * fogdist);
color.rgb = mix(lightColor.rgb, color.rgb, fogfactor);
return color;
}
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
}
shader world3d_main
{
in
{
vec3 Position;
vec4 Color;
vec2 TextureCoordinate;
vec3 Normal;
}
v2f
{
vec4 Color;
vec2 UV;
vec4 viewpos;
}
out
{
vec4 FragColor;
}
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.Color = in.Color;
v2f.UV = in.TextureCoordinate;
}
fragment
{
vec4 tcolor = texture(texture1, v2f.UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
out.FragColor = desaturate(tcolor * v2f.Color);
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_fullbright extends world3d_main
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor.a *= v2f.Color.a;
out.FragColor = tcolor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_main_highlight extends world3d_main
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
out.FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = desaturate(tcolor * v2f.Color);
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_fullbright_highlight extends world3d_fullbright
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if(tcolor.a == 0.0)
{
out.FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = tcolor * v2f.Color;
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_vertex_color extends world3d_main
{
fragment
{
out.FragColor = v2f.Color;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_main_vertexcolor extends world3d_main
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.Color = vertexColor;
v2f.UV = in.TextureCoordinate;
}
}
shader world3d_constant_color extends world3d_main_vertexcolor
{
fragment
{
out.FragColor = vertexColor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0f) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
// world3d_main_highlight with vertex program from world3d_vertexcolor
// to-do: rewrite into a function
shader world3d_highlight_vertexcolor extends world3d_main_highlight
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.Color = vertexColor;
v2f.UV = in.TextureCoordinate;
}
}
shader world3d_lightpass extends world3d_main
{
v2f
{
vec4 Color;
vec2 UV;
vec3 PosW;
vec3 Normal;
vec4 viewpos;
}
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
v2f.Color = in.Color;
v2f.UV = in.TextureCoordinate;
v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
}
fragment
{
//is face facing away from light source?
// update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
float diffuseContribution = dot(v2f.Normal, normalize(lightPosAndRadius.xyz - v2f.PosW + v2f.Normal * 3.0));
if (diffuseContribution < 0.0 && ignoreNormals < 0.5)
discard;
diffuseContribution = max(diffuseContribution, 0.0); // to make sure
//is pixel in light range?
float dist = distance(v2f.PosW, lightPosAndRadius.xyz);
if (dist > lightPosAndRadius.w)
discard;
//is pixel tranparent?
vec4 tcolor = texture(texture1, v2f.UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
discard;
//if it is - calculate color at current pixel
vec4 lightColorMod = vec4(0.0, 0.0, 0.0, 1.0);
lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0) / lightPosAndRadius.w;
if (spotLight > 0.5)
{
vec3 lightDirection = normalize(lightPosAndRadius.xyz - v2f.PosW);
float cosDir = dot(lightDirection, lightOrientation);
float df = smoothstep(light2Radius.y, light2Radius.x, cosDir);
lightColorMod.rgb *= df;
}
if (lightColor.a > 0.979 && lightColor.a < 0.981) // attenuated light 98%
lightColorMod.rgb *= diffuseContribution;
if (lightColorMod.r <= 0.0 && lightColorMod.g <= 0.0 && lightColorMod.b <= 0.0)
discard;
lightColorMod.rgb *= lightColor.a;
if (lightColor.a > 0.4) //Normal, vavoom or negative light (or attenuated)
lightColorMod *= tcolor;
out.FragColor = desaturate(lightColorMod); //Additive light
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}
shader world3d_main_fog extends world3d_lightpass
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
out.FragColor = tcolor;
}
else
{
out.FragColor = desaturate(getFogColor(v2f.PosW, tcolor * v2f.Color));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_main_highlight_fog extends world3d_main_fog
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
out.FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = desaturate(getFogColor(v2f.PosW, tcolor * v2f.Color));
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(ncolor.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
// world3d_fog, but with vertex shader from customvertexcolor_fog
// to-do: rewrite into a function
shader world3d_main_fog_vertexcolor extends world3d_main_fog
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
v2f.Color = vertexColor;
v2f.UV = in.TextureCoordinate;
v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
}
}
shader world3d_main_highlight_fog_vertexcolor extends world3d_main_highlight_fog
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
v2f.Color = vertexColor;
v2f.UV = in.TextureCoordinate;
v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
}
}

View file

@ -1,22 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 vertexColor;
uniform vec4 fogsettings;
uniform vec4 fogcolor;
void main()
{
FragColor = vertexColor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0f) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -1,23 +0,0 @@
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
out vec4 viewpos;
uniform mat4 world;
uniform mat4 view;
uniform mat4 projection;
uniform vec4 vertexColor;
void main()
{
viewpos = view * world * vec4(AttrPosition, 1.0);
gl_Position = projection * viewpos;
Color = vertexColor;
UV = AttrUV;
}

View file

@ -1,28 +0,0 @@
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
out vec3 PosW;
out vec3 Normal;
out vec4 viewpos;
uniform mat4 world;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 modelnormal;
uniform vec4 vertexColor;
void main()
{
viewpos = view * world * vec4(AttrPosition, 1.0);
gl_Position = projection * viewpos;
PosW = (world * vec4(AttrPosition, 1.0)).xyz;
Color = vertexColor;
UV = AttrUV;
Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
}

View file

@ -1,27 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform vec4 fogsettings;
uniform vec4 fogcolor;
uniform sampler2D texture1;
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor.a *= Color.a;
FragColor = tcolor;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -1,37 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 highlightcolor;
uniform vec4 stencilColor;
uniform sampler2D texture1;
uniform vec4 fogsettings;
uniform vec4 fogcolor;
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if(tcolor.a == 0.0)
{
FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = tcolor * Color;
FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(Color.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -1,74 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec3 PosW;
in vec3 Normal;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform vec4 lightPosAndRadius;
uniform vec3 lightOrientation; // this is a vector that points in light's direction
uniform vec2 light2Radius; // this is used with spotlights
uniform vec4 lightColor;
uniform float ignoreNormals; // ignore normals in lighting equation. used for non-attenuated lights on models.
uniform float spotLight; // use lightOrientation
uniform float desaturation;
uniform sampler2D texture1;
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
//is face facing away from light source?
// update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
float diffuseContribution = dot(Normal, normalize(lightPosAndRadius.xyz - PosW + Normal * 3.0));
if (diffuseContribution < 0.0 && ignoreNormals < 0.5)
discard;
diffuseContribution = max(diffuseContribution, 0.0); // to make sure
//is pixel in light range?
float dist = distance(PosW, lightPosAndRadius.xyz);
if (dist > lightPosAndRadius.w)
discard;
//is pixel tranparent?
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
discard;
//if it is - calculate color at current pixel
vec4 lightColorMod = vec4(0.0, 0.0, 0.0, 1.0);
lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0) / lightPosAndRadius.w;
if (spotLight > 0.5)
{
vec3 lightDirection = normalize(lightPosAndRadius.xyz - PosW);
float cosDir = dot(lightDirection, lightOrientation);
float df = smoothstep(light2Radius.y, light2Radius.x, cosDir);
lightColorMod.rgb *= df;
}
if (lightColor.a > 0.979 && lightColor.a < 0.981) // attenuated light 98%
lightColorMod.rgb *= diffuseContribution;
if (lightColorMod.r <= 0.0 && lightColorMod.g <= 0.0 && lightColorMod.b <= 0.0)
discard;
lightColorMod.rgb *= lightColor.a;
if (lightColor.a > 0.4) //Normal, vavoom or negative light (or attenuated)
lightColorMod *= tcolor;
FragColor = desaturate(lightColorMod); //Additive light
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}

View file

@ -1,26 +0,0 @@
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
out vec3 PosW;
out vec3 Normal;
out vec4 viewpos;
uniform mat4 world;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 modelnormal;
void main()
{
viewpos = view * world * vec4(AttrPosition, 1.0);
gl_Position = projection * viewpos;
PosW = (world * vec4(AttrPosition, 1.0)).xyz;
Color = AttrColor;
UV = AttrUV;
Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
}

View file

@ -1,33 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform float desaturation;
uniform vec4 fogsettings;
uniform vec4 fogcolor;
uniform sampler2D texture1;
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
FragColor = desaturate(tcolor * Color);
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -1,21 +0,0 @@
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
out vec4 viewpos;
uniform mat4 world;
uniform mat4 view;
uniform mat4 projection;
void main()
{
viewpos = view * world * vec4(AttrPosition, 1.0);
gl_Position = projection * viewpos;
Color = AttrColor;
UV = AttrUV;
}

View file

@ -1,54 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec3 PosW;
in vec3 Normal;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform vec4 lightColor;
uniform float desaturation;
uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
uniform vec4 fogsettings;
uniform vec4 fogcolor;
uniform sampler2D texture1;
// This adds fog color to current pixel color
vec4 getFogColor(vec4 color)
{
float fogdist = max(16.0, distance(PosW, campos.xyz));
float fogfactor = exp2(campos.w * fogdist);
color.rgb = mix(lightColor.rgb, color.rgb, fogfactor);
return color;
}
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
FragColor = tcolor;
}
else
{
FragColor = desaturate(getFogColor(tcolor * Color));
}
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -1,44 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 highlightcolor;
uniform vec4 stencilColor;
uniform float desaturation;
uniform vec4 fogsettings;
uniform vec4 fogcolor;
uniform sampler2D texture1;
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = desaturate(tcolor * Color);
FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(Color.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -1,58 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec3 PosW;
in vec3 Normal;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 highlightcolor;
uniform vec4 stencilColor;
uniform vec4 lightColor;
uniform float desaturation;
uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
uniform vec4 fogsettings;
uniform vec4 fogcolor;
uniform sampler2D texture1;
// This adds fog color to current pixel color
vec4 getFogColor(vec4 color)
{
float fogdist = max(16.0, distance(PosW, campos.xyz));
float fogfactor = exp2(campos.w * fogdist);
color.rgb = mix(lightColor.rgb, color.rgb, fogfactor);
return color;
}
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = desaturate(getFogColor(tcolor * Color));
FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(ncolor.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -1,24 +0,0 @@
in vec3 Tex;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 highlightcolor;
uniform vec4 fogsettings;
uniform vec4 fogcolor;
uniform samplerCube texture1;
void main()
{
vec4 ncolor = texture(texture1, Tex);
FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), 1.0);
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -0,0 +1,59 @@
uniforms
{
mat4 world;
mat4 view;
mat4 projection;
vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
vec4 highlightcolor;
vec4 fogsettings;
vec4 fogcolor;
samplerCube texture1;
}
shader world3d_skybox
{
in
{
vec3 Position;
vec4 Color;
vec2 TextureCoordinate;
vec3 Normal;
}
v2f
{
vec3 Tex;
vec4 viewpos;
}
out
{
vec4 FragColor;
}
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
vec3 worldpos = (world * vec4(in.Position, 1.0)).xyz;
vec4 skynormal = vec4(0.0, 1.0, 0.0, 0.0);
vec3 normal = normalize((world * skynormal).xyz);
v2f.Tex = reflect(worldpos - campos.xyz, normal);
}
fragment
{
vec4 ncolor = texture(texture1, v2f.Tex);
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), 1.0);
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}

View file

@ -1,22 +0,0 @@
in vec3 AttrPosition;
in vec2 AttrUV;
out vec3 Tex;
out vec4 viewpos;
uniform mat4 world;
uniform mat4 view;
uniform mat4 projection;
uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
void main()
{
viewpos = view * world * vec4(AttrPosition, 1.0);
gl_Position = projection * viewpos;
vec3 worldpos = (world * vec4(AttrPosition, 1.0)).xyz;
vec4 skynormal = vec4(0.0, 1.0, 0.0, 0.0);
vec3 normal = normalize((world * skynormal).xyz);
Tex = reflect(worldpos - campos.xyz, normal);
}

View file

@ -1,20 +0,0 @@
in vec4 Color;
in vec2 UV;
in vec4 viewpos;
out vec4 FragColor;
uniform vec4 fogsettings;
uniform vec4 fogcolor;
void main()
{
FragColor = Color;
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}

View file

@ -104,12 +104,24 @@ namespace CodeImp.DoomBuilder.ZDoom
WarningMessage = String.Empty;
}
public ZScriptToken(ZScriptToken other)
{
Type = other.Type;
Value = other.Value;
ValueInt = other.ValueInt;
ValueDouble = other.ValueDouble;
IsValid = other.IsValid;
WarningMessage = other.WarningMessage;
Position = other.Position;
}
public ZScriptTokenType Type { get; internal set; }
public string Value { get; internal set; }
public int ValueInt { get; internal set; }
public double ValueDouble { get; internal set; }
public bool IsValid { get; internal set; }
public string WarningMessage { get; internal set; }
public long Position { get; internal set; }
public override string ToString()
{
@ -128,10 +140,23 @@ namespace CodeImp.DoomBuilder.ZDoom
public BinaryReader Reader { get { return reader; } }
public long LastPosition { get; private set; }
private List<long> LinePositions;
public ZScriptTokenizer(BinaryReader br)
{
reader = br;
long cpos = br.BaseStream.Position;
LinePositions = new List<long>();
br.BaseStream.Position = 0;
while (br.BaseStream.Position < br.BaseStream.Length)
{
byte b = br.ReadByte();
if (b == '\n')
LinePositions.Add(br.BaseStream.Position);
}
br.BaseStream.Position = cpos;
if (SB == null)
SB = new StringBuilder();
@ -165,6 +190,14 @@ namespace CodeImp.DoomBuilder.ZDoom
}
}
public int PositionToLine(long pos)
{
for (int i = 0; i < LinePositions.Count; i++)
if (pos <= LinePositions[i])
return i+1;
return LinePositions.Count;
}
public void SkipWhitespace() // note that this skips both whitespace, newlines AND comments
{
while (true)
@ -202,6 +235,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
tok.Position = cpos;
tok.Type = ZScriptTokenType.Whitespace;
tok.Value = SB.ToString();
return tok;
@ -240,6 +274,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
tok.Position = cpos;
tok.Type = ZScriptTokenType.Identifier;
tok.Value = SB.ToString();
return tok;
@ -313,6 +348,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
tok.Position = cpos;
tok.Type = (isdouble ? ZScriptTokenType.Double : ZScriptTokenType.Integer);
tok.Value = SB.ToString();
try
@ -400,6 +436,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
tok.Position = cpos;
tok.Type = ZScriptTokenType.LineComment;
tok.Value = SB.ToString();
return tok;
@ -425,6 +462,7 @@ namespace CodeImp.DoomBuilder.ZDoom
}
ZScriptToken tok = new ZScriptToken();
tok.Position = cpos;
tok.Type = ZScriptTokenType.BlockComment;
tok.Value = SB.ToString();
return tok;
@ -450,6 +488,7 @@ namespace CodeImp.DoomBuilder.ZDoom
else if (cnext == c)
{
ZScriptToken tok = new ZScriptToken();
tok.Position = cpos;
tok.Type = type;
tok.Value = SB.ToString();
return tok;
@ -478,6 +517,7 @@ namespace CodeImp.DoomBuilder.ZDoom
// found the token.
reader.BaseStream.Position = cpos + namedtokentype.Length;
ZScriptToken tok = new ZScriptToken();
tok.Position = cpos;
tok.Type = namedtokentypes[namedtokentype];
tok.Value = namedtokentype;
return tok;

View file

@ -77,11 +77,11 @@ void GLShader::Bind()
void GLShader::CreateProgram(GLRenderDevice* device)
{
const char* prefixNAT = R"(
#version 150
#version 330
#line 1
)";
const char* prefixAT = R"(
#version 150
#version 330
#define ALPHA_TEST
#line 1
)";