// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #ifndef __GL_SHADERS_H__ #define __GL_SHADERS_H__ #include "gl_renderstate.h" #include "name.h" extern bool gl_shaderactive; struct HWViewpointUniforms; namespace OpenGLRenderer { class FShaderCollection; //========================================================================== // // //========================================================================== class FUniform1i { int mIndex; public: void Init(GLuint hShader, const GLchar *name) { mIndex = glGetUniformLocation(hShader, name); } void Set(int newvalue) { glUniform1i(mIndex, newvalue); } }; class FBufferedUniform1i { int mBuffer; int mIndex; public: void Init(GLuint hShader, const GLchar *name) { mIndex = glGetUniformLocation(hShader, name); mBuffer = 0; } void Set(int newvalue) { if (newvalue != mBuffer) { mBuffer = newvalue; glUniform1i(mIndex, newvalue); } } }; class FBufferedUniform4i { int mBuffer[4]; int mIndex; public: void Init(GLuint hShader, const GLchar *name) { mIndex = glGetUniformLocation(hShader, name); memset(mBuffer, 0, sizeof(mBuffer)); } void Set(const int *newvalue) { if (memcmp(newvalue, mBuffer, sizeof(mBuffer))) { memcpy(mBuffer, newvalue, sizeof(mBuffer)); glUniform4iv(mIndex, 1, newvalue); } } }; class FBufferedUniform1f { float mBuffer; int mIndex; public: void Init(GLuint hShader, const GLchar *name) { mIndex = glGetUniformLocation(hShader, name); mBuffer = 0; } void Set(float newvalue) { if (newvalue != mBuffer) { mBuffer = newvalue; glUniform1f(mIndex, newvalue); } } }; class FBufferedUniform2f { float mBuffer[2]; int mIndex; public: void Init(GLuint hShader, const GLchar *name) { mIndex = glGetUniformLocation(hShader, name); memset(mBuffer, 0, sizeof(mBuffer)); } void Set(const float *newvalue) { if (memcmp(newvalue, mBuffer, sizeof(mBuffer))) { memcpy(mBuffer, newvalue, sizeof(mBuffer)); glUniform2fv(mIndex, 1, newvalue); } } void Set(float f1, float f2) { if (mBuffer[0] != f1 || mBuffer[1] != f2) { mBuffer[0] = f1; mBuffer[1] = f2; glUniform2fv(mIndex, 1, mBuffer); } } }; class FBufferedUniform4f { float mBuffer[4]; int mIndex; public: void Init(GLuint hShader, const GLchar *name) { mIndex = glGetUniformLocation(hShader, name); memset(mBuffer, 0, sizeof(mBuffer)); } void Set(const float *newvalue) { if (memcmp(newvalue, mBuffer, sizeof(mBuffer))) { memcpy(mBuffer, newvalue, sizeof(mBuffer)); glUniform4fv(mIndex, 1, newvalue); } } }; class FUniform4f { int mIndex; public: void Init(GLuint hShader, const GLchar *name) { mIndex = glGetUniformLocation(hShader, name); } void Set(const float *newvalue) { glUniform4fv(mIndex, 1, newvalue); } void Set(float a, float b, float c, float d) { glUniform4f(mIndex, a, b, c, d); } void Set(PalEntry newvalue) { glUniform4f(mIndex, newvalue.r / 255.f, newvalue.g / 255.f, newvalue.b / 255.f, newvalue.a / 255.f); } }; class FBufferedUniformPE { FVector4PalEntry mBuffer; int mIndex; public: void Init(GLuint hShader, const GLchar *name) { mIndex = glGetUniformLocation(hShader, name); mBuffer = 0; } void Set(const FVector4PalEntry &newvalue) { if (newvalue != mBuffer) { mBuffer = newvalue; glUniform4f(mIndex, newvalue.r, newvalue.g, newvalue.b, newvalue.a); } } }; class FShader { friend class FShaderCollection; friend class FGLRenderState; unsigned int hShader; unsigned int hVertProg; unsigned int hFragProg; FName mName; FBufferedUniform1f muDesaturation; FBufferedUniform1i muFogEnabled; FBufferedUniform1i muTextureMode; FBufferedUniform4f muLightParms; FBufferedUniform2f muClipSplit; FBufferedUniform1i muLightIndex; FBufferedUniformPE muFogColor; FBufferedUniform4f muDynLightColor; FBufferedUniformPE muObjectColor; FBufferedUniformPE muObjectColor2; FBufferedUniformPE muAddColor; FBufferedUniformPE muTextureBlendColor; FBufferedUniformPE muTextureModulateColor; FBufferedUniformPE muTextureAddColor; FUniform4f muGlowBottomColor; FUniform4f muGlowTopColor; FUniform4f muGlowBottomPlane; FUniform4f muGlowTopPlane; FUniform4f muGradientBottomPlane; FUniform4f muGradientTopPlane; FUniform4f muSplitBottomPlane; FUniform4f muSplitTopPlane; FUniform4f muDetailParms; FBufferedUniform1f muInterpolationFactor; FBufferedUniform1f muAlphaThreshold; FBufferedUniform2f muSpecularMaterial; FBufferedUniform1f muTimer; int lights_index; int modelmatrix_index; int normalmodelmatrix_index; int texturematrix_index; int currentglowstate = 0; int currentgradientstate = 0; int currentsplitstate = 0; int currentcliplinestate = 0; int currentfixedcolormap = 0; bool currentTextureMatrixState = true;// by setting the matrix state to 'true' it is guaranteed to be set the first time the render state gets applied. bool currentModelMatrixState = true; public: FShader(const char *name) : mName(name) { hShader = hVertProg = hFragProg = 0; } ~FShader(); bool Load(const char * name, const char * vert_prog_lump, const char * fragprog, const char * fragprog2, const char * light_fragprog, const char *defines); bool Bind(); unsigned int GetHandle() const { return hShader; } }; //========================================================================== // // The global shader manager // //========================================================================== class FShaderManager { public: FShaderManager(); ~FShaderManager(); FShader *BindEffect(int effect, EPassType passType); FShader *Get(unsigned int eff, bool alphateston, EPassType passType); void SetActiveShader(FShader *sh); private: FShader *mActiveShader = nullptr; TArray mPassShaders; friend class FShader; }; class FShaderCollection { TArray mMaterialShaders; TArray mMaterialShadersNAT; FShader *mEffectShaders[MAX_EFFECTS]; void Clean(); void CompileShaders(EPassType passType); public: FShaderCollection(EPassType passType); ~FShaderCollection(); FShader *Compile(const char *ShaderName, const char *ShaderPath, const char *LightModePath, const char *shaderdefines, bool usediscard, EPassType passType); int Find(const char *mame); FShader *BindEffect(int effect); FShader *Get(unsigned int eff, bool alphateston) { // indices 0-2 match the warping modes, 3 no texture, the following are custom if (!alphateston && eff <= 2) { return mMaterialShadersNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway } if (eff < mMaterialShaders.Size()) { return mMaterialShaders[eff]; } return NULL; } }; } #endif