mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-15 15:11:01 +00:00
bad2c2e55f
* replacement of 'long' in string code. * palette removal in V_GetColor. * fixes to DShape2D buffer management.
299 lines
9.6 KiB
C++
299 lines
9.6 KiB
C++
/*
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** hw_shaderpatcher.cpp
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** Modifies shader source to account for different syntax versions or engine changes.
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**
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**---------------------------------------------------------------------------
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** Copyright(C) 2004-2018 Christoph Oelckers
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** Copyright(C) 2016-2018 Magnus Norddahl
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "hw_shaderpatcher.h"
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static bool IsGlslWhitespace(char c)
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{
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switch (c)
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{
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case ' ':
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case '\r':
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case '\n':
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case '\t':
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case '\f':
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return true;
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default:
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return false;
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}
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}
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static FString NextGlslToken(const char *chars, ptrdiff_t len, ptrdiff_t &pos)
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{
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// Eat whitespace
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ptrdiff_t tokenStart = pos;
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while (tokenStart != len && IsGlslWhitespace(chars[tokenStart]))
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tokenStart++;
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// Find token end
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ptrdiff_t tokenEnd = tokenStart;
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while (tokenEnd != len && !IsGlslWhitespace(chars[tokenEnd]) && chars[tokenEnd] != ';')
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tokenEnd++;
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pos = tokenEnd;
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return FString(chars + tokenStart, tokenEnd - tokenStart);
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}
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static bool isShaderType(const char *name)
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{
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return !strcmp(name, "sampler1D") || !strcmp(name, "sampler2D") || !strcmp(name, "sampler3D") || !strcmp(name, "samplerCube") || !strcmp(name, "sampler2DMS");
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}
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FString RemoveLegacyUserUniforms(FString code)
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{
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// User shaders must declare their uniforms via the GLDEFS file.
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code.Substitute("uniform sampler2D tex;", " ");
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code.Substitute("uniform float timer;", " ");
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// The following code searches for legacy uniform declarations in the shader itself and replaces them with whitespace.
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ptrdiff_t len = code.Len();
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char *chars = code.LockBuffer();
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ptrdiff_t startIndex = 0;
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while (true)
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{
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ptrdiff_t matchIndex = code.IndexOf("uniform", startIndex);
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if (matchIndex == -1)
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break;
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bool isLegacyUniformName = false;
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bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]);
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bool isKeywordEnd = matchIndex + 7 == len || IsGlslWhitespace(chars[matchIndex + 7]);
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if (isKeywordStart && isKeywordEnd)
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{
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ptrdiff_t pos = matchIndex + 7;
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FString type = NextGlslToken(chars, len, pos);
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FString identifier = NextGlslToken(chars, len, pos);
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isLegacyUniformName = type.Compare("float") == 0 && identifier.Compare("timer") == 0;
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}
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if (isLegacyUniformName)
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{
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ptrdiff_t statementEndIndex = code.IndexOf(';', matchIndex + 7);
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if (statementEndIndex == -1)
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statementEndIndex = len;
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for (ptrdiff_t i = matchIndex; i <= statementEndIndex; i++)
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{
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if (!IsGlslWhitespace(chars[i]))
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chars[i] = ' ';
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}
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startIndex = statementEndIndex;
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}
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else
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{
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startIndex = matchIndex + 7;
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}
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}
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// Also remove all occurences of the token 'texture2d'. Some shaders may still use this deprecated function to access a sampler.
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// Modern GLSL only allows use of 'texture'.
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while (true)
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{
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ptrdiff_t matchIndex = code.IndexOf("texture2d", startIndex);
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if (matchIndex == -1)
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break;
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// Check if this is a real token.
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bool isKeywordStart = matchIndex == 0 || !isalnum(chars[matchIndex - 1] & 255);
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bool isKeywordEnd = matchIndex + 9 == len || !isalnum(chars[matchIndex + 9] & 255);
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if (isKeywordStart && isKeywordEnd)
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{
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chars[matchIndex + 7] = chars[matchIndex + 8] = ' ';
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}
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startIndex = matchIndex + 9;
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}
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code.UnlockBuffer();
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return code;
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}
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FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &samplerstobind)
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{
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ptrdiff_t len = code.Len();
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char *chars = code.LockBuffer();
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ptrdiff_t startIndex = 0;
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ptrdiff_t startpos, endpos;
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while (true)
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{
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ptrdiff_t matchIndex = code.IndexOf("layout(binding", startIndex);
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if (matchIndex == -1)
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break;
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bool isSamplerUniformName = false;
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bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]);
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bool isKeywordEnd = matchIndex + 14 == len || IsGlslWhitespace(chars[matchIndex + 14]) || chars[matchIndex + 14] == '=';
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if (isKeywordStart && isKeywordEnd)
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{
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ptrdiff_t pos = matchIndex + 14;
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startpos = matchIndex;
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while (IsGlslWhitespace(chars[pos])) pos++;
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if (chars[pos] == '=')
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{
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char *p;
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pos++;
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auto val = strtol(&chars[pos], &p, 0);
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if (p != &chars[pos])
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{
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pos = (p - chars);
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while (IsGlslWhitespace(chars[pos])) pos++;
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if (chars[pos] == ')')
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{
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endpos = ++pos;
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FString uniform = NextGlslToken(chars, len, pos);
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FString type = NextGlslToken(chars, len, pos);
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FString identifier = NextGlslToken(chars, len, pos);
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isSamplerUniformName = uniform.Compare("uniform") == 0 && isShaderType(type);
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if (isSamplerUniformName)
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{
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samplerstobind.Push(std::make_pair(identifier, val));
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for (auto pos = startpos; pos < endpos; pos++)
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{
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if (!IsGlslWhitespace(chars[pos]))
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chars[pos] = ' ';
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}
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}
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}
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}
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}
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}
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if (isSamplerUniformName)
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{
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startIndex = endpos;
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}
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else
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{
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startIndex = matchIndex + 7;
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}
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}
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code.UnlockBuffer();
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return code;
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}
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FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword)
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{
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ptrdiff_t len = code.Len();
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char *chars = code.LockBuffer();
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ptrdiff_t startIndex = 0;
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while (true)
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{
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ptrdiff_t matchIndex = code.IndexOf("layout(location", startIndex);
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if (matchIndex == -1)
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break;
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ptrdiff_t endIndex = matchIndex;
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// Find end of layout declaration
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while (chars[endIndex] != ')' && chars[endIndex] != 0)
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endIndex++;
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if (chars[endIndex] == ')')
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endIndex++;
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else if (chars[endIndex] == 0)
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break;
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// Skip whitespace
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while (IsGlslWhitespace(chars[endIndex]))
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endIndex++;
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// keyword following the declaration?
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bool keywordFound = true;
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long i;
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for (i = 0; inoutkeyword[i] != 0; i++)
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{
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if (chars[endIndex + i] != inoutkeyword[i])
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{
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keywordFound = false;
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break;
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}
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}
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if (keywordFound && IsGlslWhitespace(chars[endIndex + i]))
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{
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// yes - replace declaration with spaces
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for (auto i = matchIndex; i < endIndex; i++)
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chars[i] = ' ';
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}
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startIndex = endIndex;
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}
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code.UnlockBuffer();
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return code;
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}
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/////////////////////////////////////////////////////////////////////////////
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// Note: the MaterialShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
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const FDefaultShader defaultshaders[] =
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{
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{"Default", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", ""},
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{"Warp 1", "shaders/glsl/func_warp1.fp", "shaders/glsl/material_normal.fp", ""},
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{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
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{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
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{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
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{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", "#define PALETTE_EMULATION\n"},
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{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", "#define NO_LAYERS\n"},
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{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
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{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},
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{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp", "shaders/glsl/material_normal.fp", ""},
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{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp", "shaders/glsl/material_normal.fp", ""},
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{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp", "shaders/glsl/material_normal.fp", ""},
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{"Software Fuzz", "shaders/glsl/fuzz_software.fp", "shaders/glsl/material_normal.fp", ""},
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{nullptr,nullptr,nullptr,nullptr}
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};
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const FEffectShader effectshaders[] =
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{
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{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", nullptr, nullptr, "#define NO_ALPHATEST\n" },
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{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
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{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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};
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