/* ** gl_shader.cpp ** ** GLSL shader handling ** **--------------------------------------------------------------------------- ** Copyright 2004-2009 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "c_cvars.h" #include "v_video.h" #include "name.h" #include "w_wad.h" #include "i_system.h" #include "doomerrors.h" #include "v_palette.h" #include "sc_man.h" #include "cmdlib.h" #include "gl/system/gl_interface.h" #include "gl/data/gl_data.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderstate.h" #include "gl/system/gl_cvars.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_material.h" // these will only have an effect on SM3 cards. // For SM4 they are always on and for SM2 always off CVAR(Bool, gl_warp_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) CVAR(Bool, gl_fog_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) CVAR(Bool, gl_colormap_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) CVAR(Bool, gl_brightmap_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) CVAR(Bool, gl_glow_shader, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) extern long gl_frameMS; //========================================================================== // // // //========================================================================== bool FShader::Load(const char * name, const char * vert_prog_lump, const char * frag_prog_lump, const char * proc_prog_lump, const char * defines) { static char buffer[10000]; FString error; if (gl.hasGLSL()) { int vp_lump = Wads.CheckNumForFullName(vert_prog_lump); if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump); FMemLump vp_data = Wads.ReadLump(vp_lump); int fp_lump = Wads.CheckNumForFullName(frag_prog_lump); if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump); FMemLump fp_data = Wads.ReadLump(fp_lump); FString vp_comb; FString fp_comb; vp_comb = defines; fp_comb = vp_comb; // This uses GetChars on the strings to get rid of terminating 0 characters. vp_comb << vp_data.GetString().GetChars() << "\n"; fp_comb << fp_data.GetString().GetChars() << "\n"; if (proc_prog_lump != NULL) { if (*proc_prog_lump != '#') { int pp_lump = Wads.CheckNumForFullName(proc_prog_lump); if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump); FMemLump pp_data = Wads.ReadLump(pp_lump); fp_comb << pp_data.GetString().GetChars(); } else { // Proc_prog_lump is not a lump name but the source itself (from generated shaders) fp_comb << proc_prog_lump+1; } } hVertProg = glCreateShader(GL_VERTEX_SHADER); hFragProg = glCreateShader(GL_FRAGMENT_SHADER); int vp_size = (int)vp_comb.Len(); int fp_size = (int)fp_comb.Len(); const char *vp_ptr = vp_comb.GetChars(); const char *fp_ptr = fp_comb.GetChars(); glShaderSource(hVertProg, 1, &vp_ptr, &vp_size); glShaderSource(hFragProg, 1, &fp_ptr, &fp_size); glCompileShader(hVertProg); glCompileShader(hFragProg); hShader = glCreateProgram(); glAttachShader(hShader, hVertProg); glAttachShader(hShader, hFragProg); glBindAttribLocation(hShader, VATTR_FOGPARAMS, "fogparams"); glBindAttribLocation(hShader, VATTR_LIGHTLEVEL, "lightlevel_in"); // Korshun. glLinkProgram(hShader); glGetShaderInfoLog(hVertProg, 10000, NULL, buffer); if (*buffer) { error << "Vertex shader:\n" << buffer << "\n"; } glGetShaderInfoLog(hFragProg, 10000, NULL, buffer); if (*buffer) { error << "Fragment shader:\n" << buffer << "\n"; } glGetProgramInfoLog(hShader, 10000, NULL, buffer); if (*buffer) { error << "Linking:\n" << buffer << "\n"; } int linked; glGetShaderiv(hShader, GL_LINK_STATUS, &linked); if (linked == 0) { // only print message if there's an error. Printf("Init Shader '%s':\n%s\n", name, error.GetChars()); } timer_index = glGetUniformLocation(hShader, "timer"); desaturation_index = glGetUniformLocation(hShader, "desaturation_factor"); fogenabled_index = glGetUniformLocation(hShader, "fogenabled"); texturemode_index = glGetUniformLocation(hShader, "texturemode"); camerapos_index = glGetUniformLocation(hShader, "camerapos"); lightparms_index = glGetUniformLocation(hShader, "lightparms"); colormapstart_index = glGetUniformLocation(hShader, "colormapstart"); colormaprange_index = glGetUniformLocation(hShader, "colormaprange"); lightrange_index = glGetUniformLocation(hShader, "lightrange"); fogcolor_index = glGetUniformLocation(hShader, "fogcolor"); lights_index = glGetUniformLocation(hShader, "lights"); dlightcolor_index = glGetUniformLocation(hShader, "dlightcolor"); objectcolor_index = glGetUniformLocation(hShader, "objectcolor"); glowbottomcolor_index = glGetUniformLocation(hShader, "bottomglowcolor"); glowtopcolor_index = glGetUniformLocation(hShader, "topglowcolor"); glowbottomplane_index = glGetUniformLocation(hShader, "glowbottomplane"); glowtopplane_index = glGetUniformLocation(hShader, "glowtopplane"); glUseProgram(hShader); int texture_index = glGetUniformLocation(hShader, "texture2"); if (texture_index > 0) glUniform1i(texture_index, 1); glUseProgram(0); return !!linked; } return false; } //========================================================================== // // // //========================================================================== FShader::~FShader() { glDeleteProgram(hShader); glDeleteShader(hVertProg); glDeleteShader(hFragProg); } //========================================================================== // // // //========================================================================== bool FShader::Bind(float Speed) { GLRenderer->mShaderManager->SetActiveShader(this); if (timer_index >=0 && Speed > 0.f) glUniform1f(timer_index, gl_frameMS*Speed/1000.f); return true; } //========================================================================== // // // //========================================================================== FShaderContainer::FShaderContainer(const char *ShaderName, const char *ShaderPath) { const char * shaderdefines[] = { "#define NO_GLOW\n#define NO_DESATURATE\n", "#define NO_DESATURATE\n", "#define NO_GLOW\n", "\n", "#define NO_GLOW\n#define NO_DESATURATE\n#define DYNLIGHT\n", "#define NO_DESATURATE\n#define DYNLIGHT\n", "#define NO_GLOW\n#define DYNLIGHT\n", "\n#define DYNLIGHT\n", "#define NO_GLOW\n#define NO_DESATURATE\n#define SOFTLIGHT\n", "#define NO_DESATURATE\n#define SOFTLIGHT\n", "#define NO_GLOW\n#define SOFTLIGHT\n", "\n#define SOFTLIGHT\n", "#define NO_GLOW\n#define NO_DESATURATE\n#define DYNLIGHT\n#define SOFTLIGHT\n", "#define NO_DESATURATE\n#define DYNLIGHT\n#define SOFTLIGHT\n", "#define NO_GLOW\n#define DYNLIGHT\n#define SOFTLIGHT\n", "\n#define DYNLIGHT\n#define SOFTLIGHT\n" }; const char * shaderdesc[] = { "::default", "::glow", "::desaturate", "::glow+desaturate", "::default+dynlight", "::glow+dynlight", "::desaturate+dynlight", "::glow+desaturate+dynlight", "::softlight", "::glow+softlight", "::desaturate+softlight", "::glow+desaturate+softlight", "::default+dynlight+softlight", "::glow+dynlight+softlight", "::desaturate+dynlight+softlight", "::glow+desaturate+dynlight+softlight", }; FString name; name << ShaderName << "::colormap"; try { shader_cm = new FShader; if (!shader_cm->Load(name, "shaders/glsl/main.vp", "shaders/glsl/main_colormap.fp", ShaderPath, "#define NO_FOG\n#define NO_GLOW\n")) { delete shader_cm; shader_cm = NULL; } } catch(CRecoverableError &err) { shader_cm = NULL; I_Error("Unable to load shader %s:\n%s\n", name.GetChars(), err.GetMessage()); } name << ShaderName << "::foglayer"; try { shader_fl = new FShader; if (!shader_fl->Load(name, "shaders/glsl/main.vp", "shaders/glsl/main_foglayer.fp", ShaderPath, "#define NO_GLOW\n")) { delete shader_fl; shader_fl = NULL; } } catch (CRecoverableError &err) { shader_fl = NULL; I_Error("Unable to load shader %s:\n%s\n", name.GetChars(), err.GetMessage()); } for(int i = 0;i < NUM_SHADERS; i++) { FString name; name << ShaderName << shaderdesc[i]; try { FString str; if ((i&4) != 0) { if (gl.maxuniforms < 1024) { shader[i] = NULL; continue; } // this can't be in the shader code due to ATI strangeness. str = "#version 120\n#extension GL_EXT_gpu_shader4 : enable\n"; if (gl.MaxLights() == 128) str += "#define MAXLIGHTS128\n"; } str += shaderdefines[i]; shader[i] = new FShader; if (!shader[i]->Load(name, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, str.GetChars())) { delete shader[i]; shader[i] = NULL; } } catch(CRecoverableError &err) { shader[i] = NULL; I_Error("Unable to load shader %s:\n%s\n", name.GetChars(), err.GetMessage()); } } } //========================================================================== // // // //========================================================================== FShaderContainer::~FShaderContainer() { if (shader_cm != NULL) delete shader_cm; if (shader_fl != NULL) delete shader_fl; for (int i = 0; i < NUM_SHADERS; i++) { if (shader[i] != NULL) { delete shader[i]; shader[i] = NULL; } } } //========================================================================== // // // //========================================================================== FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights) { FShader *sh=NULL; if (cm == CM_FOGLAYER) { if (shader_fl) { shader_fl->Bind(Speed); } return shader_fl; } else if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_MAXCOLORMAP) { // these are never used with any kind of lighting or fog sh = shader_cm; // [BB] If there was a problem when loading the shader, sh is NULL here. if( sh ) { FSpecialColormap *map = &SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP]; sh->Bind(Speed); float m[3]= {map->ColorizeEnd[0] - map->ColorizeStart[0], map->ColorizeEnd[1] - map->ColorizeStart[1], map->ColorizeEnd[2] - map->ColorizeStart[2]}; glUniform3fv(sh->colormapstart_index, 1, map->ColorizeStart); glUniform3fv(sh->colormaprange_index, 1, m); } } /* else { bool desat = cm>=CM_DESAT1 && cm<=CM_DESAT31; sh = shader[glowing + 2*desat + 4*lights + (glset.lightmode & 8)]; // [BB] If there was a problem when loading the shader, sh is NULL here. if( sh ) { sh->Bind(Speed); if (desat) { glUniform1f(sh->desaturation_index, 1.f-float(cm-CM_DESAT0)/(CM_DESAT31-CM_DESAT0)); } } } */ return sh; } //========================================================================== // // // //========================================================================== struct FDefaultShader { const char * ShaderName; const char * gettexelfunc; }; // Note: the FIRST_USER_SHADER constant in gl_shader.h needs // to be updated whenever the size of this array is modified. static const FDefaultShader defaultshaders[]= { {"Default", "shaders/glsl/func_normal.fp"}, {"Warp 1", "shaders/glsl/func_warp1.fp"}, {"Warp 2", "shaders/glsl/func_warp2.fp"}, {"Brightmap","shaders/glsl/func_brightmap.fp"}, {"No Texture", "shaders/glsl/func_notexture.fp"}, {"Basic Fuzz", "shaders/glsl/fuzz_standard.fp"}, {"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp"}, {"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp"}, {"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp"}, {"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp"}, {"Noise Fuzz", "shaders/glsl/fuzz_noise.fp"}, {"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp"}, {NULL,NULL} }; static TArray usershaders; struct FEffectShader { const char *ShaderName; const char *vp; const char *fp1; const char *fp2; const char *defines; }; static const FEffectShader effectshaders[]= { {"fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", NULL, "#define NO_GLOW\n"}, {"spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define NO_GLOW\n#define NO_DESATURATE\n#define SPHEREMAP\n#define SPHEREMAP_0\n"} }; //========================================================================== // // // //========================================================================== FShaderManager::FShaderManager() { CompileShaders(); } //========================================================================== // // // //========================================================================== FShaderManager::~FShaderManager() { Clean(); } //========================================================================== // // // //========================================================================== void FShaderManager::CompileShaders() { mActiveShader = mEffectShaders[0] = mEffectShaders[1] = NULL; if (gl.hasGLSL()) { for(int i=0;defaultshaders[i].ShaderName != NULL;i++) { FShaderContainer * shc = new FShaderContainer(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc); mTextureEffects.Push(shc); } for(unsigned i = 0; i < usershaders.Size(); i++) { FString name = ExtractFileBase(usershaders[i]); FName sfn = name; FShaderContainer * shc = new FShaderContainer(sfn, usershaders[i]); mTextureEffects.Push(shc); } for(int i=0;iLoad(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].fp1, effectshaders[i].fp2, effectshaders[i].defines)) { delete eff; } else mEffectShaders[i] = eff; } } } //========================================================================== // // // //========================================================================== void FShaderManager::Clean() { SetActiveShader(NULL); for(unsigned int i=0;iName == sfn) { return i; } } return -1; } //========================================================================== // // // //========================================================================== void FShaderManager::SetActiveShader(FShader *sh) { // shadermodel needs to be tested here because without it UseProgram will be NULL. if (gl.hasGLSL() && mActiveShader != sh) { glUseProgram(sh == NULL? 0 : sh->GetHandle()); mActiveShader = sh; } } //========================================================================== // // // //========================================================================== FShader *FShaderManager::BindEffect(int effect) { if (effect > 0 && effect <= NUM_EFFECTS && mEffectShaders[effect-1] != NULL) { mEffectShaders[effect-1]->Bind(0); return mEffectShaders[effect-1]; } return NULL; } //========================================================================== // // // //========================================================================== void gl_DestroyUserShaders() { // todo } //========================================================================== // // Parses a shader definition // //========================================================================== void gl_ParseHardwareShader(FScanner &sc, int deflump) { int type = FTexture::TEX_Any; bool disable_fullbright=false; bool thiswad = false; bool iwad = false; int maplump = -1; FString maplumpname; float speed = 1.f; sc.MustGetString(); if (sc.Compare("texture")) type = FTexture::TEX_Wall; else if (sc.Compare("flat")) type = FTexture::TEX_Flat; else if (sc.Compare("sprite")) type = FTexture::TEX_Sprite; else sc.UnGet(); sc.MustGetString(); FTextureID no = TexMan.CheckForTexture(sc.String, type); FTexture *tex = TexMan[no]; sc.MustGetToken('{'); while (!sc.CheckToken('}')) { sc.MustGetString(); if (sc.Compare("shader")) { sc.MustGetString(); maplumpname = sc.String; } else if (sc.Compare("speed")) { sc.MustGetFloat(); speed = float(sc.Float); } } if (!tex) { return; } if (maplumpname.IsNotEmpty()) { if (tex->bWarped != 0) { Printf("Cannot combine warping with hardware shader on texture '%s'\n", tex->Name); return; } tex->gl_info.shaderspeed = speed; for(unsigned i=0;igl_info.shaderindex = i + FIRST_USER_SHADER; return; } } tex->gl_info.shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER; } }