- major shader rework

* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.

Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
This commit is contained in:
Christoph Oelckers 2020-04-12 22:10:15 +02:00
parent b5c88957f0
commit 8381092cce
31 changed files with 294 additions and 135 deletions

View file

@ -1465,8 +1465,8 @@ source_group("Common\\Scripting\\Backend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_S
source_group("Common\\Scripting\\Core" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/scripting/core/.+")
source_group("Common\\Scripting\\JIT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/scripting/jit/.+")
source_group("Common\\Scripting\\VM" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/scripting/vm/.+")
source_group("Common\\Rendering" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rendering/.+")
source_group("Common\\Rendering\\OpenGL Loader" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rendering/gl_load/.+")
source_group("Common\\Rendering" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/rendering/.+")
source_group("Common\\Rendering\\OpenGL Loader" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/rendering/gl_load/.+")
source_group("Common\\Textures" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/.+")
source_group("Common\\Textures\\Hires" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/hires/.+")
source_group("Common\\Textures\\Hires\\HQ Resize" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/hires/hqnx/.+")

View file

@ -755,7 +755,7 @@ void F2DDrawer::ClearScreen(PalEntry color)
//
//==========================================================================
void F2DDrawer::AddLine(float x1, float y1, float x2, float y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
void F2DDrawer::AddLine(double x1, double y1, double x2, double y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
{
PalEntry p = (PalEntry)color;
p.a = alpha;

View file

@ -190,7 +190,7 @@ public:
void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
void AddLine(float x1, float y1, float x2, float y2, int cx, int cy, int cx2, int cy2, uint32_t color, uint8_t alpha = 255);
void AddLine(double x1, double y1, double x2, double y2, int cx, int cy, int cx2, int cy2, uint32_t color, uint8_t alpha = 255);
void AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha = 255);
void AddPixel(int x1, int y1, uint32_t color);

View file

@ -38,7 +38,7 @@ public:
~FileData ();
void *GetMem () { return Block.Len() == 0 ? NULL : (void *)Block.GetChars(); }
size_t GetSize () { return Block.Len(); }
FString GetString () { return Block; }
const FString &GetString () const { return Block; }
private:
FileData (const FString &source);

View file

@ -69,6 +69,11 @@ FImageSource *EmptyImage_TryCreate(FileReader & file, int lumpnum)
return new FEmptyTexture(lumpnum);
}
FImageSource* CreateEmptyTexture()
{
return new FEmptyTexture(0);
}
//==========================================================================
//
//

View file

@ -45,10 +45,6 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
{
mShaderIndex = SHADER_Paletted;
}
else if (tx->isWarped())
{
mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
}
else if (tx->isHardwareCanvas())
{
if (tx->shaderindex >= FIRST_USER_SHADER)
@ -59,7 +55,11 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
}
else
{
if (tx->Normal && tx->Specular)
if (tx->isWarped())
{
mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
}
else if (tx->Normal && tx->Specular)
{
for (auto &texture : { tx->Normal, tx->Specular })
{
@ -76,16 +76,34 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
mShaderIndex = SHADER_PBR;
}
// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
tx->CreateDefaultBrightmap();
if (tx->Brightmap)
{
mTextureLayers.Push(tx->Brightmap);
if (mShaderIndex == SHADER_Specular)
mShaderIndex = SHADER_SpecularBrightmap;
else if (mShaderIndex == SHADER_PBR)
mShaderIndex = SHADER_PBRBrightmap;
mLayerFlags |= TEXF_Brightmap;
}
else
mShaderIndex = SHADER_Brightmap;
{
mTextureLayers.Push(TexMan.ByIndex(1));
}
if (tx->Detailmap)
{
mTextureLayers.Push(tx->Detailmap);
mLayerFlags |= TEXF_Detailmap;
}
else
{
mTextureLayers.Push(TexMan.ByIndex(1));
}
if (tx->Glowmap)
{
mTextureLayers.Push(tx->Glowmap);
mLayerFlags |= TEXF_Glowmap;
}
else
{
mTextureLayers.Push(TexMan.ByIndex(1));
}
if (tx->shaderindex >= FIRST_USER_SHADER)
@ -347,7 +365,7 @@ again:
{
if (expand)
{
if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || tex->shaderindex == SHADER_Specular || tex->shaderindex == SHADER_PBR)
{
tex->bNoExpand = true;
goto again;

View file

@ -30,6 +30,7 @@ class FMaterial
{
TArray<FTexture*> mTextureLayers;
int mShaderIndex;
int mLayerFlags = 0;
short mLeftOffset;
short mTopOffset;
@ -52,6 +53,7 @@ public:
FMaterial(FTexture *tex, bool forceexpand);
~FMaterial();
int GetLayerFlags() const { return mLayerFlags; }
void SetSpriteRect();
int GetShaderIndex() const { return mShaderIndex; }
void AddTextureLayer(FTexture *tex)

View file

@ -116,7 +116,7 @@ FTexture::FTexture (const char *name, int lumpnum)
:
Scale(1,1), SourceLump(lumpnum),
UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(1), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
{
bBrightmapChecked = false;
@ -384,7 +384,7 @@ void FTexture::CreateDefaultBrightmap()
// Check for brightmaps
if (GetImage() && GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
Brightmap == NULL && bWarped == 0)
Brightmap == NULL)
{
// May have one - let's check when we use this texture
auto texbuf = Get8BitPixels(false);

View file

@ -1083,6 +1083,7 @@ void FTextureManager::AddLocalizedVariants()
//==========================================================================
FTexture *CreateShaderTexture(bool, bool);
void InitBuildTiles();
FImageSource* CreateEmptyTexture();
void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
{
@ -1094,6 +1095,10 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
auto nulltex = new FImageTexture(nullptr, "");
nulltex->SetUseType(ETextureType::Null);
AddTexture (nulltex);
// This is for binding to unused texture units, because accessing an unbound texture unit is undefined. It's a one pixel empty texture.
auto emptytex = new FImageTexture(CreateEmptyTexture(), "");
emptytex->SetSize(1, 1);
AddTexture(emptytex);
// some special textures used in the game.
AddTexture(CreateShaderTexture(false, false));
AddTexture(CreateShaderTexture(false, true));

View file

@ -54,11 +54,8 @@ enum MaterialShaderIndex
SHADER_Default,
SHADER_Warp1,
SHADER_Warp2,
SHADER_Brightmap,
SHADER_Specular,
SHADER_SpecularBrightmap,
SHADER_PBR,
SHADER_PBRBrightmap,
SHADER_Paletted,
SHADER_NoTexture,
SHADER_BasicFuzz,
@ -72,12 +69,30 @@ enum MaterialShaderIndex
FIRST_USER_SHADER
};
enum texflags
{
// These get Or'ed into uTextureMode because it only uses its 3 lowermost bits.
TEXF_Brightmap = 0x10000,
TEXF_Detailmap = 0x20000,
TEXF_Glowmap = 0x40000,
};
enum
{
SFlag_Brightmap = 1,
SFlag_Detailmap = 2,
SFlag_Glowmap = 4,
};
struct UserShaderDesc
{
FString shader;
MaterialShaderIndex shaderType;
FString defines;
bool disablealphatest = false;
uint8_t shaderFlags = 0;
};
extern TArray<UserShaderDesc> usershaders;
@ -341,6 +356,8 @@ protected:
FTexture *PalVersion = nullptr;
// Material layers
FTexture *Brightmap = nullptr;
FTexture* Detailmap = nullptr;
FTexture* Glowmap = nullptr;
FTexture *Normal = nullptr; // Normal map texture
FTexture *Specular = nullptr; // Specular light texture for the diffuse+normal+specular light model
FTexture *Metallic = nullptr; // Metalness texture for the physically based rendering (PBR) light model

View file

@ -1372,18 +1372,18 @@ class GLDefsParser
int firstUserTexture;
if (tex->Normal && tex->Specular)
{
usershader.shaderType = tex->Brightmap ? SHADER_SpecularBrightmap : SHADER_Specular;
firstUserTexture = tex->Brightmap ? 5 : 4;
usershader.shaderType = SHADER_Specular;
firstUserTexture = 7;
}
else if (tex->Normal && tex->Metallic && tex->Roughness && tex->AmbientOcclusion)
{
usershader.shaderType = tex->Brightmap ? SHADER_PBRBrightmap : SHADER_PBR;
firstUserTexture = tex->Brightmap ? 7 : 6;
usershader.shaderType = SHADER_PBR;
firstUserTexture = 9;
}
else
{
usershader.shaderType = tex->Brightmap ? SHADER_Brightmap : SHADER_Default;
firstUserTexture = tex->Brightmap ? 3 : 2;
usershader.shaderType = SHADER_Default;
firstUserTexture = 5;
}
for (unsigned int i = 0; i < texNameList.Size(); i++)
@ -1537,14 +1537,16 @@ class GLDefsParser
else if (sc.Compare("material"))
{
sc.MustGetString();
MaterialShaderIndex typeIndex[6] = { SHADER_Default, SHADER_Brightmap, SHADER_Specular, SHADER_SpecularBrightmap, SHADER_PBR, SHADER_PBRBrightmap };
const char *typeName[6] = { "normal", "brightmap", "specular", "specularbrightmap", "pbr", "pbrbrightmap" };
static MaterialShaderIndex typeIndex[6] = { SHADER_Default, SHADER_Default, SHADER_Specular, SHADER_Specular, SHADER_PBR, SHADER_PBR };
static bool usesBrightmap[6] = { false, true, false, true, false, true };
static const char *typeName[6] = { "normal", "brightmap", "specular", "specularbrightmap", "pbr", "pbrbrightmap" };
bool found = false;
for (int i = 0; i < 6; i++)
{
if (sc.Compare(typeName[i]))
{
desc.shaderType = typeIndex[i];
if (usesBrightmap[i]) desc.shaderFlags |= SFlag_Brightmap;
found = true;
break;
}
@ -1617,12 +1619,9 @@ class GLDefsParser
switch (desc.shaderType)
{
default:
case SHADER_Default: firstUserTexture = 2; break;
case SHADER_Brightmap: firstUserTexture = 3; break;
case SHADER_Specular: firstUserTexture = 4; break;
case SHADER_SpecularBrightmap: firstUserTexture = 5; break;
case SHADER_PBR: firstUserTexture = 6; break;
case SHADER_PBRBrightmap: firstUserTexture = 7; break;
case SHADER_Default: firstUserTexture = 5; break;
case SHADER_Specular: firstUserTexture = 7; break;
case SHADER_PBR: firstUserTexture = 9; break;
}
for (unsigned int i = 0; i < texNameList.Size(); i++)

View file

@ -126,7 +126,10 @@ bool FGLRenderState::ApplyShader()
activeShader->muDesaturation.Set(mStreamData.uDesaturationFactor);
activeShader->muFogEnabled.Set(fogset);
activeShader->muTextureMode.Set(mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
int f = mTextureModeFlags;
if (!mBrightmapEnabled) f &= TEXF_Detailmap;
activeShader->muTextureMode.Set((mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f);
activeShader->muLightParms.Set(mLightParms);
activeShader->muFogColor.Set(mStreamData.uFogColor);
activeShader->muObjectColor.Set(mStreamData.uObjectColor);
@ -141,6 +144,7 @@ bool FGLRenderState::ApplyShader()
activeShader->muTextureAddColor.Set(mStreamData.uTextureAddColor);
activeShader->muTextureModulateColor.Set(mStreamData.uTextureModulateColor);
activeShader->muTextureBlendColor.Set(mStreamData.uTextureBlendColor);
activeShader->muDetailParms.Set(&mStreamData.uDetailParms.X);
if (mGlowEnabled || activeShader->currentglowstate)
{
@ -166,6 +170,7 @@ bool FGLRenderState::ApplyShader()
activeShader->currentsplitstate = mSplitEnabled;
}
if (mTextureMatrixEnabled)
{
matrixToGL(mTextureMatrix, activeShader->texturematrix_index);

View file

@ -262,6 +262,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "uniform vec4 uSplitTopPlane;\n";
i_data += "uniform vec4 uSplitBottomPlane;\n";
i_data += "uniform vec4 uDetailParms;\n";
// Lighting + Fog
i_data += "uniform vec4 uLightAttr;\n";
i_data += "#define uLightLevel uLightAttr.a\n";
@ -302,6 +304,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "uniform sampler2D texture4;\n";
i_data += "uniform sampler2D texture5;\n";
i_data += "uniform sampler2D texture6;\n";
i_data += "uniform sampler2D texture7;\n";
i_data += "uniform sampler2D texture8;\n";
// timer data
i_data += "uniform float timer;\n";
@ -311,14 +315,20 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "#define normaltexture texture2\n";
i_data += "#define speculartexture texture3\n";
i_data += "#define brighttexture texture4\n";
i_data += "#define detailtexture texture5\n";
i_data += "#define glowtexture texture6\n";
i_data += "#elif defined(PBR)\n";
i_data += "#define normaltexture texture2\n";
i_data += "#define metallictexture texture3\n";
i_data += "#define roughnesstexture texture4\n";
i_data += "#define aotexture texture5\n";
i_data += "#define brighttexture texture6\n";
i_data += "#define detailtexture texture7\n";
i_data += "#define glowtexture texture8\n";
i_data += "#else\n";
i_data += "#define brighttexture texture2\n";
i_data += "#define detailtexture texture3\n";
i_data += "#define glowtexture texture4\n";
i_data += "#endif\n";
#ifdef __APPLE__
@ -387,11 +397,19 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
FileData pp_data = fileSystem.ReadFile(pp_lump);
if (pp_data.GetString().IndexOf("ProcessMaterial") < 0)
if (pp_data.GetString().IndexOf("ProcessMaterial") < 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
{
// this looks like an old custom hardware shader.
// add ProcessMaterial function that calls the older ProcessTexel function
if (pp_data.GetString().IndexOf("GetTexCoord") >= 0)
{
int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat2.fp", 0);
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat2.fp");
FileData pl_data = fileSystem.ReadFile(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
}
else
{
int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
FileData pl_data = fileSystem.ReadFile(pl_lump);
@ -404,6 +422,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
fp_comb.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
}
}
if (pp_data.GetString().IndexOf("ProcessLight") >= 0)
{
@ -423,6 +442,14 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
FileData pl_data = fileSystem.ReadFile(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
}
// ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about.
if (pp_data.GetString().IndexOf("ProcessMaterial") >= 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
{
// This reactivates the old logic and disables all features that cannot be supported with that method.
fp_comb.Insert(0, "#define LEGACY_USER_SHADER\n");
}
}
else
{
@ -546,6 +573,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muGradientTopPlane.Init(hShader, "uGradientTopPlane");
muSplitBottomPlane.Init(hShader, "uSplitBottomPlane");
muSplitTopPlane.Init(hShader, "uSplitTopPlane");
muDetailParms.Init(hShader, "uDetailParms");
muInterpolationFactor.Init(hShader, "uInterpolationFactor");
muAlphaThreshold.Init(hShader, "uAlphaThreshold");
muSpecularMaterial.Init(hShader, "uSpecularMaterial");

View file

@ -257,6 +257,7 @@ class FShader
FUniform4f muGradientTopPlane;
FUniform4f muSplitBottomPlane;
FUniform4f muSplitTopPlane;
FUniform4f muDetailParms;
FBufferedUniform1f muInterpolationFactor;
FBufferedUniform1f muAlphaThreshold;
FBufferedUniform2f muSpecularMaterial;
@ -331,8 +332,8 @@ public:
FShader *Get(unsigned int eff, bool alphateston)
{
// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
if (!alphateston && eff <= 3)
// 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
}

View file

@ -199,6 +199,8 @@ struct StreamData
FVector4 uSplitTopPlane;
FVector4 uSplitBottomPlane;
FVector4 uDetailParms;
};
class FRenderState
@ -208,14 +210,15 @@ protected:
uint8_t mTextureEnabled:1;
uint8_t mGlowEnabled : 1;
uint8_t mGradientEnabled : 1;
uint8_t mBrightmapEnabled : 1;
uint8_t mModelMatrixEnabled : 1;
uint8_t mTextureMatrixEnabled : 1;
uint8_t mSplitEnabled : 1;
uint8_t mBrightmapEnabled : 1;
int mLightIndex;
int mSpecialEffect;
int mTextureMode;
int mTextureModeFlags;
int mSoftLight;
float mLightParms[4];
@ -247,10 +250,11 @@ public:
void Reset()
{
mTextureEnabled = true;
mGradientEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mBrightmapEnabled = mGradientEnabled = mFogEnabled = mGlowEnabled = false;
mFogColor = 0xffffffff;
mStreamData.uFogColor = mFogColor;
mTextureMode = -1;
mTextureModeFlags = 0;
mStreamData.uDesaturationFactor = 0.0f;
mAlphaThreshold = 0.5f;
mModelMatrixEnabled = false;
@ -287,6 +291,7 @@ public:
mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
mModelMatrix.loadIdentity();
mTextureMatrix.loadIdentity();
@ -338,15 +343,15 @@ public:
{
if (style.Flags & STYLEF_RedIsAlpha)
{
mTextureMode = TM_ALPHATEXTURE;
SetTextureMode(TM_ALPHATEXTURE);
}
else if (style.Flags & STYLEF_ColorIsFixed)
{
mTextureMode = TM_STENCIL;
SetTextureMode(TM_STENCIL);
}
else if (style.Flags & STYLEF_InvertSource)
{
mTextureMode = TM_INVERSE;
SetTextureMode(TM_INVERSE);
}
}
@ -451,6 +456,11 @@ public:
mStreamData.uSplitBottomPlane = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
}
void SetDetailParms(float xscale, float yscale, float bias)
{
mStreamData.uDetailParms = { xscale, yscale, bias, 0 };
}
void SetDynLight(float r, float g, float b)
{
mStreamData.uDynLightColor = { r, g, b, 0.0f };
@ -556,6 +566,7 @@ public:
mMaterial.mTranslation = translation;
mMaterial.mOverrideShader = overrideshader;
mMaterial.mChanged = true;
mTextureModeFlags = mat->GetLayerFlags();
}
void SetClipSplit(float bottom, float top)

View file

@ -268,11 +268,8 @@ const FDefaultShader defaultshaders[] =
{"Default", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", ""},
{"Warp 1", "shaders/glsl/func_warp1.fp", "shaders/glsl/material_normal.fp", ""},
{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
{"Brightmap","shaders/glsl/func_brightmap.fp", "shaders/glsl/material_normal.fp", "#define BRIGHTMAP\n"},
{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
{"SpecularBrightmap", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
{"PBRBrightmap","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", ""},
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},

View file

@ -287,7 +287,7 @@ void PolyRenderState::Apply()
PolyPushConstants constants;
constants.uFogEnabled = fogset;
constants.uTextureMode = mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode;
constants.uTextureMode = (mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
constants.uLightDist = mLightParms[0];
constants.uLightFactor = mLightParms[1];
constants.uFogDensity = mLightParms[2];

View file

@ -372,7 +372,9 @@ void VkRenderState::ApplyPushConstants()
tempTM = TM_OPAQUE;
mPushConstants.uFogEnabled = fogset;
mPushConstants.uTextureMode = mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode;
int f = mTextureModeFlags;
if (!mBrightmapEnabled) f &= TEXF_Detailmap;
mPushConstants.uTextureMode = (mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f;
mPushConstants.uLightDist = mLightParms[0];
mPushConstants.uLightFactor = mLightParms[1];
mPushConstants.uFogDensity = mLightParms[2];

View file

@ -90,10 +90,10 @@ VkShaderProgram *VkShaderManager::GetEffect(int effect, EPassType passType)
VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
{
// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
if (!alphateston && eff <= 3)
// indices 0-2 match the warping modes, 3 no texture, the following are custom
if (!alphateston && eff <= 2)
{
return &mMaterialShadersNAT[passType][eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
return &mMaterialShadersNAT[passType][eff]; // Non-alphatest shaders are only created for default, warp1+2. The rest won't get used anyway
}
else if (eff < (unsigned int)mMaterialShaders[passType].size())
{
@ -160,6 +160,8 @@ static const char *shaderBindings = R"(
vec4 uSplitTopPlane;
vec4 uSplitBottomPlane;
vec4 uDetailParms;
};
layout(set = 0, binding = 3, std140) uniform StreamUBO {
@ -175,6 +177,8 @@ static const char *shaderBindings = R"(
layout(set = 1, binding = 3) uniform sampler2D texture4;
layout(set = 1, binding = 4) uniform sampler2D texture5;
layout(set = 1, binding = 5) uniform sampler2D texture6;
layout(set = 1, binding = 6) uniform sampler2D texture7;
layout(set = 1, binding = 7) uniform sampler2D texture8;
// This must match the PushConstants struct
layout(push_constant) uniform PushConstants
@ -205,14 +209,20 @@ static const char *shaderBindings = R"(
#define normaltexture texture2
#define speculartexture texture3
#define brighttexture texture4
#define detailtexture texture5
#define glowtexture texture6
#elif defined(PBR)
#define normaltexture texture2
#define metallictexture texture3
#define roughnesstexture texture4
#define aotexture texture5
#define brighttexture texture6
#define detailtexture texture7
#define glowtexture texture8
#else
#define brighttexture texture2
#define detailtexture texture3
#define glowtexture texture4
#endif
#define uObjectColor data[uDataIndex].uObjectColor
@ -237,6 +247,7 @@ static const char *shaderBindings = R"(
#define uGradientBottomPlane data[uDataIndex].uGradientBottomPlane
#define uSplitTopPlane data[uDataIndex].uSplitTopPlane
#define uSplitBottomPlane data[uDataIndex].uSplitBottomPlane
#define uDetailParms data[uDataIndex].uDetailParms
#define SUPPORTS_SHADOWMAPS
#define VULKAN_COORDINATE_SYSTEM
@ -289,12 +300,18 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
{
FString pp_code = LoadPublicShaderLump(material_lump);
if (pp_code.IndexOf("ProcessMaterial") < 0)
if (pp_code.IndexOf("ProcessMaterial") < 0 && pp_code.IndexOf("SetupMaterial") < 0)
{
// this looks like an old custom hardware shader.
// add ProcessMaterial function that calls the older ProcessTexel function
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
if (pp_code.IndexOf("GetTexCoord") >= 0)
{
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat2.fp").GetChars() << "\n";
}
else
{
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
if (pp_code.IndexOf("ProcessTexel") < 0)
{
// this looks like an even older custom hardware shader.
@ -302,6 +319,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
code.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
}
}
if (pp_code.IndexOf("ProcessLight") >= 0)
{
@ -319,6 +337,13 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
{
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n";
}
// ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about.
if (pp_code.IndexOf("ProcessMaterial") >= 0 && pp_code.IndexOf("SetupMaterial") < 0)
{
// This reactivates the old logic and disables all features that cannot be supported with that method.
code.Insert(0, "#define LEGACY_USER_SHADER\n");
}
}
else
{

View file

@ -1,9 +0,0 @@
Material ProcessMaterial()
{
Material material;
material.Base = getTexel(vTexCoord.st);
material.Normal = ApplyNormalMap(vTexCoord.st);
material.Bright = texture(brighttexture, vTexCoord.st);
return material;
}

View file

@ -1,17 +1,5 @@
#if defined(BRIGHTMAP)
vec4 ProcessLight(Material material, vec4 color)
{
vec4 brightpix = desaturate(material.Bright);
return vec4(min(color.rgb + brightpix.rgb, 1.0), color.a);
}
#else
vec4 ProcessLight(Material material, vec4 color)
{
return color;
}
#endif

View file

@ -1,11 +1,7 @@
Material ProcessMaterial()
void SetupMaterial(inout Material material)
{
Material material;
material.Base = ProcessTexel();
material.Normal = ApplyNormalMap(vTexCoord.st);
#if defined(BRIGHTMAP)
material.Bright = texture(brighttexture, vTexCoord.st);
#endif
return material;
}

View file

@ -0,0 +1,6 @@
void SetupMaterial(inout Material material)
{
vec2 texCoord = GetTexCoord();
SetMaterialProps(material, texCoord);
}

View file

@ -1,8 +1,5 @@
Material ProcessMaterial()
void SetupMaterial(inout Material material)
{
Material material;
material.Base = getTexel(vTexCoord.st);
material.Normal = ApplyNormalMap(vTexCoord.st);
return material;
SetMaterialProps(material, vTexCoord.st);
}

View file

@ -1,14 +1,8 @@
Material ProcessMaterial()
void SetupMaterial(inout Material material)
{
Material material;
material.Base = getTexel(vTexCoord.st);
material.Normal = ApplyNormalMap(vTexCoord.st);
SetMaterialProps(material, vTexCoord.st);
material.Metallic = texture(metallictexture, vTexCoord.st).r;
material.Roughness = texture(roughnesstexture, vTexCoord.st).r;
material.AO = texture(aotexture, vTexCoord.st).r;
#if defined(BRIGHTMAP)
material.Bright = texture(brighttexture, vTexCoord.st);
#endif
return material;
}

View file

@ -1,14 +1,8 @@
Material ProcessMaterial()
void SetupMaterial(inout Material material)
{
Material material;
material.Base = getTexel(vTexCoord.st);
material.Normal = ApplyNormalMap(vTexCoord.st);
SetMaterialProps(material, vTexCoord.st);
material.Specular = texture(speculartexture, vTexCoord.st).rgb;
material.Glossiness = uSpecularMaterial.x;
material.SpecularLevel = uSpecularMaterial.y;
#if defined(BRIGHTMAP)
material.Bright = texture(brighttexture, vTexCoord.st);
#endif
return material;
}

View file

@ -1,5 +1,5 @@
vec4 ProcessTexel()
vec2 GetTexCoord()
{
vec2 texCoord = vTexCoord.st;
@ -9,8 +9,11 @@ vec4 ProcessTexel()
offset.y = sin(pi * 2.0 * (texCoord.x + timer * 0.125)) * 0.1;
offset.x = sin(pi * 2.0 * (texCoord.y + timer * 0.125)) * 0.1;
texCoord += offset;
return getTexel(texCoord);
return texCoord + offset;
}
vec4 ProcessTexel()
{
return getTexel(GetTexCoord());
}

View file

@ -1,5 +1,6 @@
vec4 ProcessTexel()
vec2 GetTexCoord()
{
vec2 texCoord = vTexCoord.st;
@ -9,8 +10,11 @@ vec4 ProcessTexel()
offset.y = 0.5 + sin(pi * 2.0 * (texCoord.y + timer * 0.61 + 900.0/8192.0)) + sin(pi * 2.0 * (texCoord.x * 2.0 + timer * 0.36 + 300.0/8192.0));
offset.x = 0.5 + sin(pi * 2.0 * (texCoord.y + timer * 0.49 + 700.0/8192.0)) + sin(pi * 2.0 * (texCoord.x * 2.0 + timer * 0.49 + 1200.0/8192.0));
texCoord += offset * 0.025;
return getTexel(texCoord);
return texCoord + offset * 0.025;
}
vec4 ProcessTexel()
{
return getTexel(GetTexCoord());
}

View file

@ -1,5 +1,6 @@
vec4 ProcessTexel()
vec2 GetTexCoord()
{
vec2 texCoord = vTexCoord.st;
@ -10,8 +11,11 @@ vec4 ProcessTexel()
offset.y = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.75)) * 0.03;
offset.x = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.45)) * 0.02;
texCoord += offset;
return getTexel(texCoord);
return texCoord + offset;
}
vec4 ProcessTexel()
{
return getTexel(GetTexCoord());
}

View file

@ -1,5 +1,5 @@
vec4 ProcessTexel()
vec2 GetTexCoord()
{
vec2 texCoord = vTexCoord.st;
@ -7,6 +7,11 @@ vec4 ProcessTexel()
texCoord.x += sin(pi * 2.0 * (texCoord.y + timer * 0.125)) * 0.1;
return getTexel(texCoord);
return texCoord;
}
vec4 ProcessTexel()
{
return getTexel(GetTexCoord());
}

View file

@ -22,6 +22,7 @@ struct Material
{
vec4 Base;
vec4 Bright;
vec4 Glow;
vec3 Normal;
vec3 Specular;
float Glossiness;
@ -33,9 +34,16 @@ struct Material
vec4 Process(vec4 color);
vec4 ProcessTexel();
Material ProcessMaterial();
Material ProcessMaterial(); // note that this is deprecated. Use SetupMaterial!
void SetupMaterial(inout Material mat);
vec4 ProcessLight(Material mat, vec4 color);
vec3 ProcessMaterialLight(Material material, vec3 color);
vec2 GetTexCoord();
// These get Or'ed into uTextureMode because it only uses its 3 lowermost bits.
const int TEXF_Brightmap = 0x10000;
const int TEXF_Detailmap = 0x20000;
const int TEXF_Glowmap = 0x40000;
//===========================================================================
//
@ -157,7 +165,7 @@ vec4 getTexel(vec2 st)
//
// Apply texture modes
//
switch (uTextureMode)
switch (uTextureMode & 0xffff)
{
case 1: // TM_STENCIL
texel.rgb = vec3(1.0,1.0,1.0);
@ -524,6 +532,30 @@ vec3 ApplyNormalMap(vec2 texcoord)
}
#endif
//===========================================================================
//
// Sets the common material properties.
//
//===========================================================================
void SetMaterialProps(inout Material material, vec2 texCoord)
{
material.Base = getTexel(texCoord.st);
material.Normal = ApplyNormalMap(texCoord.st);
if ((uTextureMode & TEXF_Brightmap) != 0)
material.Bright = texture(brighttexture, texCoord.st);
if ((uTextureMode & TEXF_Detailmap) != 0)
{
vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
material.Base *= Detail;
}
if ((uTextureMode & TEXF_Glowmap) != 0)
material.Glow = texture(glowtexture, texCoord.st);
}
//===========================================================================
//
// Calculate light
@ -574,8 +606,21 @@ vec4 getLightColor(Material material, float fogdist, float fogfactor)
}
color = min(color, 1.0);
// these cannot be safely applied by the legacy format where the implementation cannot guarantee that the values are set.
#ifndef LEGACY_USER_SHADER
//
// apply brightmaps (or other light manipulation by custom shaders.
// apply glow
//
color.rgb = mix(color.rgb, material.Glow.rgb, material.Glow.a);
//
// apply brightmaps
//
color.rgb = min(color.rgb + material.Bright.rgb, 1.0);
#endif
//
// apply other light manipulation by custom shaders, default is a NOP.
//
color = ProcessLight(material, color);
@ -635,7 +680,23 @@ void main()
if (ClipDistanceA.x < 0 || ClipDistanceA.y < 0 || ClipDistanceA.z < 0 || ClipDistanceA.w < 0 || ClipDistanceB.x < 0) discard;
#endif
#ifndef LEGACY_USER_SHADER
Material material;
material.Base = vec4(0.0);
material.Bright = vec4(0.0);
material.Glow = vec4(0.0);
material.Normal = vec3(0.0);
material.Specular = vec3(0.0);
material.Glossiness = 0.0;
material.SpecularLevel = 0.0;
material.Metallic = 0.0;
material.Roughness = 0.0;
material.AO = 0.0;
SetupMaterial(material);
#else
Material material = ProcessMaterial();
#endif
vec4 frag = material.Base;
#ifndef NO_ALPHATEST
@ -663,9 +724,10 @@ void main()
fogfactor = exp2 (uFogDensity * fogdist);
}
if (uTextureMode != 7)
if ((uTextureMode & 0xffff) != 7)
{
frag = getLightColor(material, fogdist, fogfactor);
//
// colored fog
//
@ -681,7 +743,7 @@ void main()
}
else // simple 2D (uses the fog color to add a color overlay)
{
if (uTextureMode == 7)
if ((uTextureMode & 0xffff) == 7)
{
float gray = grayscale(frag);
vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;