/* =========================================================================== Copyright (C) 2006-2009 Robert Beckebans 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" #include "tr_dsa.h" 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_ShadowMap4", GLSL_INT }, { "u_ShadowMvp", GLSL_MAT16 }, { "u_ShadowMvp2", GLSL_MAT16 }, { "u_ShadowMvp3", GLSL_MAT16 }, { "u_ShadowMvp4", GLSL_MAT16 }, { "u_EnableTextures", GLSL_VEC4 }, { "u_DiffuseTexMatrix", GLSL_VEC4 }, { "u_DiffuseTexOffTurb", GLSL_VEC4 }, { "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 3.14159265358979323846\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_pbr->integer) Q_strcat(dest, size, "#define USE_PBR\n"); 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]; // 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); } } 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_TEXCOORD, "attr_TexCoord0"); if(attribs & ATTR_LIGHTCOORD) qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTCOORD, "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"); if(attribs & ATTR_TANGENT) qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent"); 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"); if(attribs & ATTR_TANGENT2) qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2"); 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; qglProgramUniform1i(program->program, 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; qglProgramUniform1f(program->program, 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]; qglProgramUniform2f(program->program, 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); qglProgramUniform3f(program->program, 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); qglProgramUniform4f(program->program, 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); qglProgramUniform1fv(program->program, 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); qglProgramUniformMatrix4fv(program->program, 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 (!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]); GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP); 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); GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); 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]); GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); 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_dlightMode->integer >= 2) Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n"); if (glRefConfig.swizzleNormalmap) 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"); #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_parallaxMapping->integer > 1) Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n"); } } if (r_specularMapping->integer) Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n"); 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]); 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); 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); GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP); 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); GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); 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); GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); 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); GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP); GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP); 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]); GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); 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"); if (r_shadowCascadeZFar->integer != 0) Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n"); Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %f\n", r_shadowMapSize->value)); 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); 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); GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4); 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); GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP); 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]); GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP); GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP); 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); GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP); 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"); for (i = 0; i < ATTR_INDEX_COUNT; i++) qglDisableVertexAttribArrayARB(i); GL_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]); } void GLSL_BindProgram(shaderProgram_t * program) { GLuint programObject = program ? program->program : 0; char *name = program ? program->name : "NULL"; if(r_logFile->integer) { // don't just call LogComment, or we will get a call to va() every frame! GLimp_LogComment(va("--- GLSL_BindProgram( %s ) ---\n", name)); } if (GL_UseProgramObject(programObject)) backEnd.pc.c_glslShaderBinds++; } shaderProgram_t *GLSL_GetGenericShaderProgram(int stage) { shaderStage_t *pStage = tess.xstages[stage]; int shaderAttribs = 0; if (tess.fogNum && pStage->adjustColorsForFog) { shaderAttribs |= GENERICDEF_USE_FOG; } 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]; }