ioq3quest/code/renderergl2/tr_glsl.c
Zack Middleton 75cce50a9c Don't load external GLSL files by default
External GLSL should probably only be used for development testing,
not released products. The GLSL files are tied to the code, and the
code changes some what often.

Fixes using OpenArena 0.8.8 which has incompatible GLSL files in a pk3.
2014-07-25 23:57:53 -05:00

1823 lines
49 KiB
C

/*
===========================================================================
Copyright (C) 2006-2009 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_glsl.c
#include "tr_local.h"
void GLSL_BindNullProgram(void);
extern const char *fallbackShader_bokeh_vp;
extern const char *fallbackShader_bokeh_fp;
extern const char *fallbackShader_calclevels4x_vp;
extern const char *fallbackShader_calclevels4x_fp;
extern const char *fallbackShader_depthblur_vp;
extern const char *fallbackShader_depthblur_fp;
extern const char *fallbackShader_dlight_vp;
extern const char *fallbackShader_dlight_fp;
extern const char *fallbackShader_down4x_vp;
extern const char *fallbackShader_down4x_fp;
extern const char *fallbackShader_fogpass_vp;
extern const char *fallbackShader_fogpass_fp;
extern const char *fallbackShader_generic_vp;
extern const char *fallbackShader_generic_fp;
extern const char *fallbackShader_lightall_vp;
extern const char *fallbackShader_lightall_fp;
extern const char *fallbackShader_pshadow_vp;
extern const char *fallbackShader_pshadow_fp;
extern const char *fallbackShader_shadowfill_vp;
extern const char *fallbackShader_shadowfill_fp;
extern const char *fallbackShader_shadowmask_vp;
extern const char *fallbackShader_shadowmask_fp;
extern const char *fallbackShader_ssao_vp;
extern const char *fallbackShader_ssao_fp;
extern const char *fallbackShader_texturecolor_vp;
extern const char *fallbackShader_texturecolor_fp;
extern const char *fallbackShader_tonemap_vp;
extern const char *fallbackShader_tonemap_fp;
typedef struct uniformInfo_s
{
char *name;
int type;
}
uniformInfo_t;
// These must be in the same order as in uniform_t in tr_local.h.
static uniformInfo_t uniformsInfo[] =
{
{ "u_DiffuseMap", GLSL_INT },
{ "u_LightMap", GLSL_INT },
{ "u_NormalMap", GLSL_INT },
{ "u_DeluxeMap", GLSL_INT },
{ "u_SpecularMap", GLSL_INT },
{ "u_TextureMap", GLSL_INT },
{ "u_LevelsMap", GLSL_INT },
{ "u_CubeMap", GLSL_INT },
{ "u_ScreenImageMap", GLSL_INT },
{ "u_ScreenDepthMap", GLSL_INT },
{ "u_ShadowMap", GLSL_INT },
{ "u_ShadowMap2", GLSL_INT },
{ "u_ShadowMap3", GLSL_INT },
{ "u_ShadowMvp", GLSL_MAT16 },
{ "u_ShadowMvp2", GLSL_MAT16 },
{ "u_ShadowMvp3", GLSL_MAT16 },
{ "u_EnableTextures", GLSL_VEC4 },
{ "u_DiffuseTexMatrix", GLSL_VEC4 },
{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
{ "u_Texture1Env", GLSL_INT },
{ "u_TCGen0", GLSL_INT },
{ "u_TCGen0Vector0", GLSL_VEC3 },
{ "u_TCGen0Vector1", GLSL_VEC3 },
{ "u_DeformGen", GLSL_INT },
{ "u_DeformParams", GLSL_FLOAT5 },
{ "u_ColorGen", GLSL_INT },
{ "u_AlphaGen", GLSL_INT },
{ "u_Color", GLSL_VEC4 },
{ "u_BaseColor", GLSL_VEC4 },
{ "u_VertColor", GLSL_VEC4 },
{ "u_DlightInfo", GLSL_VEC4 },
{ "u_LightForward", GLSL_VEC3 },
{ "u_LightUp", GLSL_VEC3 },
{ "u_LightRight", GLSL_VEC3 },
{ "u_LightOrigin", GLSL_VEC4 },
{ "u_ModelLightDir", GLSL_VEC3 },
{ "u_LightRadius", GLSL_FLOAT },
{ "u_AmbientLight", GLSL_VEC3 },
{ "u_DirectedLight", GLSL_VEC3 },
{ "u_PortalRange", GLSL_FLOAT },
{ "u_FogDistance", GLSL_VEC4 },
{ "u_FogDepth", GLSL_VEC4 },
{ "u_FogEyeT", GLSL_FLOAT },
{ "u_FogColorMask", GLSL_VEC4 },
{ "u_ModelMatrix", GLSL_MAT16 },
{ "u_ModelViewProjectionMatrix", GLSL_MAT16 },
{ "u_Time", GLSL_FLOAT },
{ "u_VertexLerp" , GLSL_FLOAT },
{ "u_NormalScale", GLSL_VEC4 },
{ "u_SpecularScale", GLSL_VEC4 },
{ "u_ViewInfo", GLSL_VEC4 },
{ "u_ViewOrigin", GLSL_VEC3 },
{ "u_LocalViewOrigin", GLSL_VEC3 },
{ "u_ViewForward", GLSL_VEC3 },
{ "u_ViewLeft", GLSL_VEC3 },
{ "u_ViewUp", GLSL_VEC3 },
{ "u_InvTexRes", GLSL_VEC2 },
{ "u_AutoExposureMinMax", GLSL_VEC2 },
{ "u_ToneMinAvgMaxLinear", GLSL_VEC3 },
{ "u_PrimaryLightOrigin", GLSL_VEC4 },
{ "u_PrimaryLightColor", GLSL_VEC3 },
{ "u_PrimaryLightAmbient", GLSL_VEC3 },
{ "u_PrimaryLightRadius", GLSL_FLOAT },
{ "u_CubeMapInfo", GLSL_VEC4 },
};
static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly)
{
char *msg;
static char msgPart[1024];
int maxLength = 0;
int i;
int printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL;
qglGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
if (maxLength <= 0)
{
ri.Printf(printLevel, "No compile log.\n");
return;
}
ri.Printf(printLevel, "compile log:\n");
if (maxLength < 1023)
{
qglGetInfoLogARB(object, maxLength, &maxLength, msgPart);
msgPart[maxLength + 1] = '\0';
ri.Printf(printLevel, "%s\n", msgPart);
}
else
{
msg = ri.Malloc(maxLength);
qglGetInfoLogARB(object, maxLength, &maxLength, msg);
for(i = 0; i < maxLength; i += 1024)
{
Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
ri.Printf(printLevel, "%s\n", msgPart);
}
ri.Free(msg);
}
}
static void GLSL_PrintShaderSource(GLhandleARB object)
{
char *msg;
static char msgPart[1024];
int maxLength = 0;
int i;
qglGetObjectParameterivARB(object, GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &maxLength);
msg = ri.Malloc(maxLength);
qglGetShaderSourceARB(object, maxLength, &maxLength, msg);
for(i = 0; i < maxLength; i += 1024)
{
Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
ri.Printf(PRINT_ALL, "%s\n", msgPart);
}
ri.Free(msg);
}
static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *extra, char *dest, int size )
{
float fbufWidthScale, fbufHeightScale;
dest[0] = '\0';
// HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones
if(glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 30))
{
Q_strcat(dest, size, "#version 130\n");
if(shaderType == GL_VERTEX_SHADER_ARB)
{
Q_strcat(dest, size, "#define attribute in\n");
Q_strcat(dest, size, "#define varying out\n");
}
else
{
Q_strcat(dest, size, "#define varying in\n");
Q_strcat(dest, size, "out vec4 out_Color;\n");
Q_strcat(dest, size, "#define gl_FragColor out_Color\n");
}
}
else
{
Q_strcat(dest, size, "#version 120\n");
}
// HACK: add some macros to avoid extra uniforms and save speed and code maintenance
//Q_strcat(dest, size,
// va("#ifndef r_SpecularExponent\n#define r_SpecularExponent %f\n#endif\n", r_specularExponent->value));
//Q_strcat(dest, size,
// va("#ifndef r_SpecularScale\n#define r_SpecularScale %f\n#endif\n", r_specularScale->value));
//Q_strcat(dest, size,
// va("#ifndef r_NormalScale\n#define r_NormalScale %f\n#endif\n", r_normalScale->value));
Q_strcat(dest, size, "#ifndef M_PI\n#define M_PI 3.14159265358979323846f\n#endif\n");
//Q_strcat(dest, size, va("#ifndef MAX_SHADOWMAPS\n#define MAX_SHADOWMAPS %i\n#endif\n", MAX_SHADOWMAPS));
Q_strcat(dest, size,
va("#ifndef deformGen_t\n"
"#define deformGen_t\n"
"#define DGEN_WAVE_SIN %i\n"
"#define DGEN_WAVE_SQUARE %i\n"
"#define DGEN_WAVE_TRIANGLE %i\n"
"#define DGEN_WAVE_SAWTOOTH %i\n"
"#define DGEN_WAVE_INVERSE_SAWTOOTH %i\n"
"#define DGEN_BULGE %i\n"
"#define DGEN_MOVE %i\n"
"#endif\n",
DGEN_WAVE_SIN,
DGEN_WAVE_SQUARE,
DGEN_WAVE_TRIANGLE,
DGEN_WAVE_SAWTOOTH,
DGEN_WAVE_INVERSE_SAWTOOTH,
DGEN_BULGE,
DGEN_MOVE));
Q_strcat(dest, size,
va("#ifndef tcGen_t\n"
"#define tcGen_t\n"
"#define TCGEN_LIGHTMAP %i\n"
"#define TCGEN_TEXTURE %i\n"
"#define TCGEN_ENVIRONMENT_MAPPED %i\n"
"#define TCGEN_FOG %i\n"
"#define TCGEN_VECTOR %i\n"
"#endif\n",
TCGEN_LIGHTMAP,
TCGEN_TEXTURE,
TCGEN_ENVIRONMENT_MAPPED,
TCGEN_FOG,
TCGEN_VECTOR));
Q_strcat(dest, size,
va("#ifndef colorGen_t\n"
"#define colorGen_t\n"
"#define CGEN_LIGHTING_DIFFUSE %i\n"
"#endif\n",
CGEN_LIGHTING_DIFFUSE));
Q_strcat(dest, size,
va("#ifndef alphaGen_t\n"
"#define alphaGen_t\n"
"#define AGEN_LIGHTING_SPECULAR %i\n"
"#define AGEN_PORTAL %i\n"
"#endif\n",
AGEN_LIGHTING_SPECULAR,
AGEN_PORTAL));
Q_strcat(dest, size,
va("#ifndef texenv_t\n"
"#define texenv_t\n"
"#define TEXENV_MODULATE %i\n"
"#define TEXENV_ADD %i\n"
"#define TEXENV_REPLACE %i\n"
"#endif\n",
GL_MODULATE,
GL_ADD,
GL_REPLACE));
fbufWidthScale = 1.0f / ((float)glConfig.vidWidth);
fbufHeightScale = 1.0f / ((float)glConfig.vidHeight);
Q_strcat(dest, size,
va("#ifndef r_FBufScale\n#define r_FBufScale vec2(%f, %f)\n#endif\n", fbufWidthScale, fbufHeightScale));
if (r_materialGamma->value != 1.0f)
Q_strcat(dest, size, va("#ifndef r_materialGamma\n#define r_materialGamma %f\n#endif\n", r_materialGamma->value));
if (r_lightGamma->value != 1.0f)
Q_strcat(dest, size, va("#ifndef r_lightGamma\n#define r_lightGamma %f\n#endif\n", r_lightGamma->value));
if (r_framebufferGamma->value != 1.0f)
Q_strcat(dest, size, va("#ifndef r_framebufferGamma\n#define r_framebufferGamma %f\n#endif\n", r_framebufferGamma->value));
if (r_tonemapGamma->value != 1.0f)
Q_strcat(dest, size, va("#ifndef r_tonemapGamma\n#define r_tonemapGamma %f\n#endif\n", r_tonemapGamma->value));
if (extra)
{
Q_strcat(dest, size, extra);
}
// OK we added a lot of stuff but if we do something bad in the GLSL shaders then we want the proper line
// so we have to reset the line counting
Q_strcat(dest, size, "#line 0\n");
}
static int GLSL_CompileGPUShader(GLhandleARB program, GLhandleARB *prevShader, const GLcharARB *buffer, int size, GLenum shaderType)
{
GLint compiled;
GLhandleARB shader;
shader = qglCreateShaderObjectARB(shaderType);
qglShaderSourceARB(shader, 1, (const GLcharARB **)&buffer, &size);
// compile shader
qglCompileShaderARB(shader);
// check if shader compiled
qglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
if(!compiled)
{
GLSL_PrintShaderSource(shader);
GLSL_PrintInfoLog(shader, qfalse);
ri.Error(ERR_DROP, "Couldn't compile shader");
return 0;
}
//GLSL_PrintInfoLog(shader, qtrue);
//GLSL_PrintShaderSource(shader);
if (*prevShader)
{
qglDetachObjectARB(program, *prevShader);
qglDeleteObjectARB(*prevShader);
}
// attach shader to program
qglAttachObjectARB(program, shader);
*prevShader = shader;
return 1;
}
static int GLSL_LoadGPUShaderText(const char *name, const char *fallback,
GLenum shaderType, char *dest, int destSize)
{
char filename[MAX_QPATH];
GLcharARB *buffer = NULL;
const GLcharARB *shaderText = NULL;
int size;
int result;
if(shaderType == GL_VERTEX_SHADER_ARB)
{
Com_sprintf(filename, sizeof(filename), "glsl/%s_vp.glsl", name);
}
else
{
Com_sprintf(filename, sizeof(filename), "glsl/%s_fp.glsl", name);
}
if ( r_externalGLSL->integer ) {
size = ri.FS_ReadFile(filename, (void **)&buffer);
} else {
size = 0;
buffer = NULL;
}
if(!buffer)
{
if (fallback)
{
ri.Printf(PRINT_DEVELOPER, "...loading built-in '%s'\n", filename);
shaderText = fallback;
size = strlen(shaderText);
}
else
{
ri.Printf(PRINT_DEVELOPER, "couldn't load '%s'\n", filename);
return 0;
}
}
else
{
ri.Printf(PRINT_DEVELOPER, "...loading '%s'\n", filename);
shaderText = buffer;
}
if (size > destSize)
{
result = 0;
}
else
{
Q_strncpyz(dest, shaderText, size + 1);
result = 1;
}
if (buffer)
{
ri.FS_FreeFile(buffer);
}
return result;
}
static void GLSL_LinkProgram(GLhandleARB program)
{
GLint linked;
qglLinkProgramARB(program);
qglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
if(!linked)
{
GLSL_PrintInfoLog(program, qfalse);
ri.Printf(PRINT_ALL, "\n");
ri.Error(ERR_DROP, "shaders failed to link");
}
}
static void GLSL_ValidateProgram(GLhandleARB program)
{
GLint validated;
qglValidateProgramARB(program);
qglGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
if(!validated)
{
GLSL_PrintInfoLog(program, qfalse);
ri.Printf(PRINT_ALL, "\n");
ri.Error(ERR_DROP, "shaders failed to validate");
}
}
static void GLSL_ShowProgramUniforms(GLhandleARB program)
{
int i, count, size;
GLenum type;
char uniformName[1000];
// install the executables in the program object as part of current state.
qglUseProgramObjectARB(program);
// check for GL Errors
// query the number of active uniforms
qglGetObjectParameterivARB(program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count);
// Loop over each of the active uniforms, and set their value
for(i = 0; i < count; i++)
{
qglGetActiveUniformARB(program, i, sizeof(uniformName), NULL, &size, &type, uniformName);
ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
}
qglUseProgramObjectARB(0);
}
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
{
ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n");
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name);
}
Q_strncpyz(program->name, name, sizeof(program->name));
program->program = qglCreateProgramObjectARB();
program->attribs = attribs;
if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER_ARB)))
{
ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER_ARB\n", name);
qglDeleteObjectARB(program->program);
return 0;
}
if(fpCode)
{
if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER_ARB)))
{
ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER_ARB\n", name);
qglDeleteObjectARB(program->program);
return 0;
}
}
if(attribs & ATTR_POSITION)
qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION, "attr_Position");
if(attribs & ATTR_TEXCOORD)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD0, "attr_TexCoord0");
if(attribs & ATTR_LIGHTCOORD)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD1, "attr_TexCoord1");
// if(attribs & ATTR_TEXCOORD2)
// qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2");
// if(attribs & ATTR_TEXCOORD3)
// qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3");
#ifdef USE_VERT_TANGENT_SPACE
if(attribs & ATTR_TANGENT)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent");
#endif
if(attribs & ATTR_NORMAL)
qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL, "attr_Normal");
if(attribs & ATTR_COLOR)
qglBindAttribLocationARB(program->program, ATTR_INDEX_COLOR, "attr_Color");
if(attribs & ATTR_PAINTCOLOR)
qglBindAttribLocationARB(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor");
if(attribs & ATTR_LIGHTDIRECTION)
qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection");
if(attribs & ATTR_POSITION2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION2, "attr_Position2");
if(attribs & ATTR_NORMAL2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2");
#ifdef USE_VERT_TANGENT_SPACE
if(attribs & ATTR_TANGENT2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2");
#endif
GLSL_LinkProgram(program->program);
return 1;
}
static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
int attribs, qboolean fragmentShader, const GLcharARB *extra, qboolean addHeader,
const char *fallback_vp, const char *fallback_fp)
{
char vpCode[32000];
char fpCode[32000];
char *postHeader;
int size;
int result;
size = sizeof(vpCode);
if (addHeader)
{
GLSL_GetShaderHeader(GL_VERTEX_SHADER_ARB, extra, vpCode, size);
postHeader = &vpCode[strlen(vpCode)];
size -= strlen(vpCode);
}
else
{
postHeader = &vpCode[0];
}
if (!GLSL_LoadGPUShaderText(name, fallback_vp, GL_VERTEX_SHADER_ARB, postHeader, size))
{
return 0;
}
if (fragmentShader)
{
size = sizeof(fpCode);
if (addHeader)
{
GLSL_GetShaderHeader(GL_FRAGMENT_SHADER_ARB, extra, fpCode, size);
postHeader = &fpCode[strlen(fpCode)];
size -= strlen(fpCode);
}
else
{
postHeader = &fpCode[0];
}
if (!GLSL_LoadGPUShaderText(name, fallback_fp, GL_FRAGMENT_SHADER_ARB, postHeader, size))
{
return 0;
}
}
result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL);
return result;
}
void GLSL_InitUniforms(shaderProgram_t *program)
{
int i, size;
GLint *uniforms = program->uniforms;
size = 0;
for (i = 0; i < UNIFORM_COUNT; i++)
{
uniforms[i] = qglGetUniformLocationARB(program->program, uniformsInfo[i].name);
if (uniforms[i] == -1)
continue;
program->uniformBufferOffsets[i] = size;
switch(uniformsInfo[i].type)
{
case GLSL_INT:
size += sizeof(GLint);
break;
case GLSL_FLOAT:
size += sizeof(GLfloat);
break;
case GLSL_FLOAT5:
size += sizeof(vec_t) * 5;
break;
case GLSL_VEC2:
size += sizeof(vec_t) * 2;
break;
case GLSL_VEC3:
size += sizeof(vec_t) * 3;
break;
case GLSL_VEC4:
size += sizeof(vec_t) * 4;
break;
case GLSL_MAT16:
size += sizeof(vec_t) * 16;
break;
default:
break;
}
}
program->uniformBuffer = ri.Malloc(size);
}
void GLSL_FinishGPUShader(shaderProgram_t *program)
{
GLSL_ValidateProgram(program->program);
GLSL_ShowProgramUniforms(program->program);
GL_CheckErrors();
}
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
{
GLint *uniforms = program->uniforms;
GLint *compare = (GLint *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (uniformsInfo[uniformNum].type != GLSL_INT)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformInt: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (value == *compare)
{
return;
}
*compare = value;
qglUniform1iARB(uniforms[uniformNum], value);
}
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
{
GLint *uniforms = program->uniforms;
GLfloat *compare = (GLfloat *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (uniformsInfo[uniformNum].type != GLSL_FLOAT)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (value == *compare)
{
return;
}
*compare = value;
qglUniform1fARB(uniforms[uniformNum], value);
}
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (uniformsInfo[uniformNum].type != GLSL_VEC2)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec2: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (v[0] == compare[0] && v[1] == compare[1])
{
return;
}
compare[0] = v[0];
compare[1] = v[1];
qglUniform2fARB(uniforms[uniformNum], v[0], v[1]);
}
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (uniformsInfo[uniformNum].type != GLSL_VEC3)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec3: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (VectorCompare(v, compare))
{
return;
}
VectorCopy(v, compare);
qglUniform3fARB(uniforms[uniformNum], v[0], v[1], v[2]);
}
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (uniformsInfo[uniformNum].type != GLSL_VEC4)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (VectorCompare4(v, compare))
{
return;
}
VectorCopy4(v, compare);
qglUniform4fARB(uniforms[uniformNum], v[0], v[1], v[2], v[3]);
}
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (uniformsInfo[uniformNum].type != GLSL_FLOAT5)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat5: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (VectorCompare5(v, compare))
{
return;
}
VectorCopy5(v, compare);
qglUniform1fvARB(uniforms[uniformNum], 5, v);
}
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix)
{
GLint *uniforms = program->uniforms;
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
if (uniforms[uniformNum] == -1)
return;
if (uniformsInfo[uniformNum].type != GLSL_MAT16)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
}
if (Mat4Compare(matrix, compare))
{
return;
}
Mat4Copy(matrix, compare);
qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix);
}
void GLSL_DeleteGPUShader(shaderProgram_t *program)
{
if(program->program)
{
if (program->vertexShader)
{
qglDetachObjectARB(program->program, program->vertexShader);
qglDeleteObjectARB(program->vertexShader);
}
if (program->fragmentShader)
{
qglDetachObjectARB(program->program, program->fragmentShader);
qglDeleteObjectARB(program->fragmentShader);
}
qglDeleteObjectARB(program->program);
if (program->uniformBuffer)
{
ri.Free(program->uniformBuffer);
}
Com_Memset(program, 0, sizeof(*program));
}
}
void GLSL_InitGPUShaders(void)
{
int startTime, endTime;
int i;
char extradefines[1024];
int attribs;
int numGenShaders = 0, numLightShaders = 0, numEtcShaders = 0;
ri.Printf(PRINT_ALL, "------- GLSL_InitGPUShaders -------\n");
R_IssuePendingRenderCommands();
startTime = ri.Milliseconds();
for (i = 0; i < GENERICDEF_COUNT; i++)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_NORMAL | ATTR_COLOR;
extradefines[0] = '\0';
if (i & GENERICDEF_USE_DEFORM_VERTEXES)
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
if (i & GENERICDEF_USE_TCGEN_AND_TCMOD)
{
Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
Q_strcat(extradefines, 1024, "#define USE_TCMOD\n");
}
if (i & GENERICDEF_USE_VERTEX_ANIMATION)
{
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
}
if (i & GENERICDEF_USE_FOG)
Q_strcat(extradefines, 1024, "#define USE_FOG\n");
if (i & GENERICDEF_USE_RGBAGEN)
Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n");
if (i & GENERICDEF_USE_LIGHTMAP)
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
if (r_hdr->integer && !glRefConfig.floatLightmap)
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
{
ri.Error(ERR_FATAL, "Could not load generic shader!");
}
GLSL_InitUniforms(&tr.genericShader[i]);
qglUseProgramObjectARB(tr.genericShader[i].program);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.genericShader[i]);
numGenShaders++;
}
attribs = ATTR_POSITION | ATTR_TEXCOORD;
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp))
{
ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
}
GLSL_InitUniforms(&tr.textureColorShader);
qglUseProgramObjectARB(tr.textureColorShader.program);
GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.textureColorShader);
numEtcShaders++;
for (i = 0; i < FOGDEF_COUNT; i++)
{
attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (i & FOGDEF_USE_DEFORM_VERTEXES)
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
if (i & FOGDEF_USE_VERTEX_ANIMATION)
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp))
{
ri.Error(ERR_FATAL, "Could not load fogpass shader!");
}
GLSL_InitUniforms(&tr.fogShader[i]);
GLSL_FinishGPUShader(&tr.fogShader[i]);
numEtcShaders++;
}
for (i = 0; i < DLIGHTDEF_COUNT; i++)
{
attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (i & DLIGHTDEF_USE_DEFORM_VERTEXES)
{
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
}
if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp))
{
ri.Error(ERR_FATAL, "Could not load dlight shader!");
}
GLSL_InitUniforms(&tr.dlightShader[i]);
qglUseProgramObjectARB(tr.dlightShader[i].program);
GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.dlightShader[i]);
numEtcShaders++;
}
for (i = 0; i < LIGHTDEF_COUNT; i++)
{
int lightType = i & LIGHTDEF_LIGHTTYPE_MASK;
qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer);
// skip impossible combos
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
continue;
if (!lightType && (i & LIGHTDEF_USE_PARALLAXMAP))
continue;
if (!lightType && (i & LIGHTDEF_USE_SHADOWMAP))
continue;
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
extradefines[0] = '\0';
if (r_deluxeSpecular->value > 0.000001f)
Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
if (r_specularIsMetallic->value)
Q_strcat(extradefines, 1024, "#define SPECULAR_IS_METALLIC\n");
if (r_dlightMode->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
if (1)
Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
if (r_hdr->integer && !glRefConfig.floatLightmap)
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
if (lightType)
{
Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
if (fastLight)
Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");
switch (lightType)
{
case LIGHTDEF_USE_LIGHTMAP:
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
if (r_deluxeMapping->integer && !fastLight)
Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");
attribs |= ATTR_LIGHTCOORD | ATTR_LIGHTDIRECTION;
break;
case LIGHTDEF_USE_LIGHT_VECTOR:
Q_strcat(extradefines, 1024, "#define USE_LIGHT_VECTOR\n");
break;
case LIGHTDEF_USE_LIGHT_VERTEX:
Q_strcat(extradefines, 1024, "#define USE_LIGHT_VERTEX\n");
attribs |= ATTR_LIGHTDIRECTION;
break;
default:
break;
}
if (r_normalMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
if (r_normalMapping->integer == 2)
Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");
if (r_normalMapping->integer == 3)
Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");
#ifdef USE_VERT_TANGENT_SPACE
Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
attribs |= ATTR_TANGENT;
#endif
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
}
if (r_specularMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
switch (r_specularMapping->integer)
{
case 1:
default:
Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
break;
case 2:
Q_strcat(extradefines, 1024, "#define USE_BLINN_FRESNEL\n");
break;
case 3:
Q_strcat(extradefines, 1024, "#define USE_MCAULEY\n");
break;
case 4:
Q_strcat(extradefines, 1024, "#define USE_GOTANDA\n");
break;
case 5:
Q_strcat(extradefines, 1024, "#define USE_LAZAROV\n");
break;
}
}
if (r_cubeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
}
if (i & LIGHTDEF_USE_SHADOWMAP)
{
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
if (r_sunlightMode->integer == 1)
Q_strcat(extradefines, 1024, "#define SHADOWMAP_MODULATE\n");
else if (r_sunlightMode->integer == 2)
Q_strcat(extradefines, 1024, "#define USE_PRIMARY_LIGHT\n");
}
if (i & LIGHTDEF_USE_TCGEN_AND_TCMOD)
{
Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
Q_strcat(extradefines, 1024, "#define USE_TCMOD\n");
}
if (i & LIGHTDEF_ENTITY)
{
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
#ifdef USE_VERT_TANGENT_SPACE
if (r_normalMapping->integer)
{
attribs |= ATTR_TANGENT2;
}
#endif
}
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp))
{
ri.Error(ERR_FATAL, "Could not load lightall shader!");
}
GLSL_InitUniforms(&tr.lightallShader[i]);
qglUseProgramObjectARB(tr.lightallShader[i].program);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DELUXEMAP, TB_DELUXEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_CUBEMAP, TB_CUBEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.lightallShader[i]);
numLightShaders++;
}
attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp))
{
ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
}
GLSL_InitUniforms(&tr.shadowmapShader);
GLSL_FinishGPUShader(&tr.shadowmapShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_NORMAL;
extradefines[0] = '\0';
Q_strcat(extradefines, 1024, "#define USE_PCF\n#define USE_DISCARD\n");
if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp))
{
ri.Error(ERR_FATAL, "Could not load pshadow shader!");
}
GLSL_InitUniforms(&tr.pshadowShader);
qglUseProgramObjectARB(tr.pshadowShader.program);
GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.pshadowShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp))
{
ri.Error(ERR_FATAL, "Could not load down4x shader!");
}
GLSL_InitUniforms(&tr.down4xShader);
qglUseProgramObjectARB(tr.down4xShader.program);
GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.down4xShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp))
{
ri.Error(ERR_FATAL, "Could not load bokeh shader!");
}
GLSL_InitUniforms(&tr.bokehShader);
qglUseProgramObjectARB(tr.bokehShader.program);
GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.bokehShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp))
{
ri.Error(ERR_FATAL, "Could not load tonemap shader!");
}
GLSL_InitUniforms(&tr.tonemapShader);
qglUseProgramObjectARB(tr.tonemapShader.program);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.tonemapShader);
numEtcShaders++;
for (i = 0; i < 2; i++)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!i)
Q_strcat(extradefines, 1024, "#define FIRST_PASS\n");
if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp))
{
ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
}
GLSL_InitUniforms(&tr.calclevels4xShader[i]);
qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
numEtcShaders++;
}
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (r_shadowFilter->integer >= 1)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER\n");
if (r_shadowFilter->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp))
{
ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
}
GLSL_InitUniforms(&tr.shadowmaskShader);
qglUseProgramObjectARB(tr.shadowmaskShader.program);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp))
{
ri.Error(ERR_FATAL, "Could not load ssao shader!");
}
GLSL_InitUniforms(&tr.ssaoShader);
qglUseProgramObjectARB(tr.ssaoShader.program);
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.ssaoShader);
numEtcShaders++;
for (i = 0; i < 2; i++)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (i & 1)
Q_strcat(extradefines, 1024, "#define USE_VERTICAL_BLUR\n");
else
Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
{
ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
}
GLSL_InitUniforms(&tr.depthBlurShader[i]);
qglUseProgramObjectARB(tr.depthBlurShader[i].program);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
numEtcShaders++;
}
#if 0
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.testcubeShader, "testcube", attribs, qtrue, extradefines, qtrue, NULL, NULL))
{
ri.Error(ERR_FATAL, "Could not load testcube shader!");
}
GLSL_InitUniforms(&tr.testcubeShader);
qglUseProgramObjectARB(tr.testcubeShader.program);
GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.testcubeShader);
numEtcShaders++;
#endif
endTime = ri.Milliseconds();
ri.Printf(PRINT_ALL, "loaded %i GLSL shaders (%i gen %i light %i etc) in %5.2f seconds\n",
numGenShaders + numLightShaders + numEtcShaders, numGenShaders, numLightShaders,
numEtcShaders, (endTime - startTime) / 1000.0);
}
void GLSL_ShutdownGPUShaders(void)
{
int i;
ri.Printf(PRINT_ALL, "------- GLSL_ShutdownGPUShaders -------\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION);
qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
#ifdef USE_VERT_TANGENT_SPACE
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
#endif
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
#ifdef USE_VERT_TANGENT_SPACE
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
#endif
qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
GLSL_BindNullProgram();
for ( i = 0; i < GENERICDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.genericShader[i]);
GLSL_DeleteGPUShader(&tr.textureColorShader);
for ( i = 0; i < FOGDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.fogShader[i]);
for ( i = 0; i < DLIGHTDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.dlightShader[i]);
for ( i = 0; i < LIGHTDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.lightallShader[i]);
GLSL_DeleteGPUShader(&tr.shadowmapShader);
GLSL_DeleteGPUShader(&tr.pshadowShader);
GLSL_DeleteGPUShader(&tr.down4xShader);
GLSL_DeleteGPUShader(&tr.bokehShader);
GLSL_DeleteGPUShader(&tr.tonemapShader);
for ( i = 0; i < 2; i++)
GLSL_DeleteGPUShader(&tr.calclevels4xShader[i]);
GLSL_DeleteGPUShader(&tr.shadowmaskShader);
GLSL_DeleteGPUShader(&tr.ssaoShader);
for ( i = 0; i < 2; i++)
GLSL_DeleteGPUShader(&tr.depthBlurShader[i]);
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
}
void GLSL_BindProgram(shaderProgram_t * program)
{
if(!program)
{
GLSL_BindNullProgram();
return;
}
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- GL_BindProgram( %s ) ---\n", program->name));
}
if(glState.currentProgram != program)
{
qglUseProgramObjectARB(program->program);
glState.currentProgram = program;
backEnd.pc.c_glslShaderBinds++;
}
}
void GLSL_BindNullProgram(void)
{
if(r_logFile->integer)
{
GLimp_LogComment("--- GL_BindNullProgram ---\n");
}
if(glState.currentProgram)
{
qglUseProgramObjectARB(0);
glState.currentProgram = NULL;
}
}
void GLSL_VertexAttribsState(uint32_t stateBits)
{
uint32_t diff;
GLSL_VertexAttribPointers(stateBits);
diff = stateBits ^ glState.vertexAttribsState;
if(!diff)
{
return;
}
if(diff & ATTR_POSITION)
{
if(stateBits & ATTR_POSITION)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION);
}
}
if(diff & ATTR_TEXCOORD)
{
if(stateBits & ATTR_TEXCOORD)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
}
}
if(diff & ATTR_LIGHTCOORD)
{
if(stateBits & ATTR_LIGHTCOORD)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
}
}
if(diff & ATTR_NORMAL)
{
if(stateBits & ATTR_NORMAL)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
}
}
#ifdef USE_VERT_TANGENT_SPACE
if(diff & ATTR_TANGENT)
{
if(stateBits & ATTR_TANGENT)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
}
}
#endif
if(diff & ATTR_COLOR)
{
if(stateBits & ATTR_COLOR)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_COLOR);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
}
}
if(diff & ATTR_LIGHTDIRECTION)
{
if(stateBits & ATTR_LIGHTDIRECTION)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
}
}
if(diff & ATTR_POSITION2)
{
if(stateBits & ATTR_POSITION2)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
}
}
if(diff & ATTR_NORMAL2)
{
if(stateBits & ATTR_NORMAL2)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
}
}
#ifdef USE_VERT_TANGENT_SPACE
if(diff & ATTR_TANGENT2)
{
if(stateBits & ATTR_TANGENT2)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
}
}
#endif
glState.vertexAttribsState = stateBits;
}
void GLSL_VertexAttribPointers(uint32_t attribBits)
{
qboolean animated;
int newFrame, oldFrame;
VBO_t *vbo = glState.currentVBO;
if(!vbo)
{
ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VBO bound");
return;
}
// don't just call LogComment, or we will get a call to va() every frame!
if(r_logFile->integer)
{
GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", vbo->name));
}
// position/normal/tangent are always set in case of animation
oldFrame = glState.vertexAttribsOldFrame;
newFrame = glState.vertexAttribsNewFrame;
animated = glState.vertexAnimation;
if((attribBits & ATTR_POSITION) && (!(glState.vertexAttribPointersSet & ATTR_POSITION) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION )\n");
qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, vbo->stride_xyz, BUFFER_OFFSET(vbo->ofs_xyz + newFrame * vbo->size_xyz));
glState.vertexAttribPointersSet |= ATTR_POSITION;
}
if((attribBits & ATTR_TEXCOORD) && !(glState.vertexAttribPointersSet & ATTR_TEXCOORD))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TEXCOORD )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD0, 2, GL_FLOAT, 0, vbo->stride_st, BUFFER_OFFSET(vbo->ofs_st));
glState.vertexAttribPointersSet |= ATTR_TEXCOORD;
}
if((attribBits & ATTR_LIGHTCOORD) && !(glState.vertexAttribPointersSet & ATTR_LIGHTCOORD))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTCOORD )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD1, 2, GL_FLOAT, 0, vbo->stride_lightmap, BUFFER_OFFSET(vbo->ofs_lightmap));
glState.vertexAttribPointersSet |= ATTR_LIGHTCOORD;
}
if((attribBits & ATTR_NORMAL) && (!(glState.vertexAttribPointersSet & ATTR_NORMAL) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL )\n");
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 4, glRefConfig.packedNormalDataType, GL_TRUE, vbo->stride_normal, BUFFER_OFFSET(vbo->ofs_normal + newFrame * vbo->size_normal));
glState.vertexAttribPointersSet |= ATTR_NORMAL;
}
#ifdef USE_VERT_TANGENT_SPACE
if((attribBits & ATTR_TANGENT) && (!(glState.vertexAttribPointersSet & ATTR_TANGENT) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 4, glRefConfig.packedNormalDataType, GL_TRUE, vbo->stride_tangent, BUFFER_OFFSET(vbo->ofs_tangent + newFrame * vbo->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_TANGENT;
}
#endif
if((attribBits & ATTR_COLOR) && !(glState.vertexAttribPointersSet & ATTR_COLOR))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_COLOR )\n");
qglVertexAttribPointerARB(ATTR_INDEX_COLOR, 4, GL_FLOAT, 0, vbo->stride_vertexcolor, BUFFER_OFFSET(vbo->ofs_vertexcolor));
glState.vertexAttribPointersSet |= ATTR_COLOR;
}
if((attribBits & ATTR_LIGHTDIRECTION) && !(glState.vertexAttribPointersSet & ATTR_LIGHTDIRECTION))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTDIRECTION )\n");
qglVertexAttribPointerARB(ATTR_INDEX_LIGHTDIRECTION, 4, glRefConfig.packedNormalDataType, GL_TRUE, vbo->stride_lightdir, BUFFER_OFFSET(vbo->ofs_lightdir));
glState.vertexAttribPointersSet |= ATTR_LIGHTDIRECTION;
}
if((attribBits & ATTR_POSITION2) && (!(glState.vertexAttribPointersSet & ATTR_POSITION2) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, vbo->stride_xyz, BUFFER_OFFSET(vbo->ofs_xyz + oldFrame * vbo->size_xyz));
glState.vertexAttribPointersSet |= ATTR_POSITION2;
}
if((attribBits & ATTR_NORMAL2) && (!(glState.vertexAttribPointersSet & ATTR_NORMAL2) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 4, glRefConfig.packedNormalDataType, GL_TRUE, vbo->stride_normal, BUFFER_OFFSET(vbo->ofs_normal + oldFrame * vbo->size_normal));
glState.vertexAttribPointersSet |= ATTR_NORMAL2;
}
#ifdef USE_VERT_TANGENT_SPACE
if((attribBits & ATTR_TANGENT2) && (!(glState.vertexAttribPointersSet & ATTR_TANGENT2) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 4, glRefConfig.packedNormalDataType, GL_TRUE, vbo->stride_tangent, BUFFER_OFFSET(vbo->ofs_tangent + oldFrame * vbo->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_TANGENT2;
}
#endif
}
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
{
shaderStage_t *pStage = tess.xstages[stage];
int shaderAttribs = 0;
if (tess.fogNum && pStage->adjustColorsForFog)
{
shaderAttribs |= GENERICDEF_USE_FOG;
}
if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv)
{
shaderAttribs |= GENERICDEF_USE_LIGHTMAP;
}
switch (pStage->rgbGen)
{
case CGEN_LIGHTING_DIFFUSE:
shaderAttribs |= GENERICDEF_USE_RGBAGEN;
break;
default:
break;
}
switch (pStage->alphaGen)
{
case AGEN_LIGHTING_SPECULAR:
case AGEN_PORTAL:
shaderAttribs |= GENERICDEF_USE_RGBAGEN;
break;
default:
break;
}
if (pStage->bundle[0].tcGen != TCGEN_TEXTURE)
{
shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
}
if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader))
{
shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
}
if (glState.vertexAnimation)
{
shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
}
if (pStage->bundle[0].numTexMods)
{
shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
}
return &tr.genericShader[shaderAttribs];
}