gzdoom-gles/src/gl/shaders/gl_texshader.cpp
Christoph Oelckers e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00

698 lines
16 KiB
C++

/*
** gl_shaders.cpp
** Routines parsing/managing texture shaders.
**
**---------------------------------------------------------------------------
** Copyright 2003 Timothy Stump
** Copyright 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.
**
** 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 "doomtype.h"
#include "c_cvars.h"
#include "sc_man.h"
#include "textures/textures.h"
#include "gl/shaders/gl_texshader.h"
CVAR(Bool, gl_texture_useshaders, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
//==========================================================================
//
//
//
//==========================================================================
FShaderLayer::FShaderLayer()
{
animate = false;
emissive = false;
blendFuncSrc = GL_SRC_ALPHA;
blendFuncDst = GL_ONE_MINUS_SRC_ALPHA;
offsetX = 0.f;
offsetY = 0.f;
centerX = 0.0f;
centerY = 0.0f;
rotate = 0.f;
rotation = 0.f;
adjustX.SetParams(0.f, 0.f, 0.f);
adjustY.SetParams(0.f, 0.f, 0.f);
scaleX.SetParams(1.f, 1.f, 0.f);
scaleY.SetParams(1.f, 1.f, 0.f);
alpha.SetParams(1.f, 1.f, 0.f);
r.SetParams(1.f, 1.f, 0.f);
g.SetParams(1.f, 1.f, 0.f);
b.SetParams(1.f, 1.f, 0.f);
flags = 0;
layerMask = NULL;
texgen = SHADER_TexGen_None;
warp = false;
warpspeed = 0;
}
//==========================================================================
//
//
//
//==========================================================================
FShaderLayer::FShaderLayer(const FShaderLayer &layer)
{
texture = layer.texture;
animate = layer.animate;
emissive = layer.emissive;
adjustX = layer.adjustX;
adjustY = layer.adjustY;
blendFuncSrc = layer.blendFuncSrc;
blendFuncDst = layer.blendFuncDst;
offsetX = layer.offsetX;
offsetY = layer.offsetY;
centerX = layer.centerX;
centerY = layer.centerX;
rotate = layer.rotate;
rotation = layer.rotation;
scaleX = layer.scaleX;
scaleY = layer.scaleY;
vectorX = layer.vectorX;
vectorY = layer.vectorY;
alpha = layer.alpha;
r = layer.r;
g = layer.g;
b = layer.b;
flags = layer.flags;
if (layer.layerMask)
{
layerMask = new FShaderLayer(*(layer.layerMask));
}
else
{
layerMask = NULL;
}
texgen = layer.texgen;
warp = layer.warp;
warpspeed = layer.warpspeed;
}
//==========================================================================
//
//
//
//==========================================================================
FShaderLayer::~FShaderLayer()
{
if (layerMask)
{
delete layerMask;
layerMask = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FShaderLayer::Update(float diff)
{
r.Update(diff);
g.Update(diff);
b.Update(diff);
alpha.Update(diff);
vectorY.Update(diff);
vectorX.Update(diff);
scaleX.Update(diff);
scaleY.Update(diff);
adjustX.Update(diff);
adjustY.Update(diff);
srcFactor.Update(diff);
dstFactor.Update(diff);
offsetX += vectorX * diff;
if (offsetX >= 1.f) offsetX -= 1.f;
if (offsetX < 0.f) offsetX += 1.f;
offsetY += vectorY * diff;
if (offsetY >= 1.f) offsetY -= 1.f;
if (offsetY < 0.f) offsetY += 1.f;
rotation += rotate * diff;
if (rotation > 360.f) rotation -= 360.f;
if (rotation < 0.f) rotation += 360.f;
if (layerMask != NULL) layerMask->Update(diff);
}
//==========================================================================
//
//
//
//==========================================================================
struct FParseKey
{
const char *name;
int value;
};
static const FParseKey CycleTags[]=
{
{"linear", CYCLE_Linear},
{"sin", CYCLE_Sin},
{"cos", CYCLE_Cos},
{"sawtooth", CYCLE_SawTooth},
{"square", CYCLE_Square},
{NULL}
};
static const FParseKey BlendTags[]=
{
{"GL_ZERO", GL_ZERO},
{"GL_ONE", GL_ONE},
{"GL_DST_COLOR", GL_DST_COLOR},
{"GL_ONE_MINUS_DST_COLOR", GL_ONE_MINUS_DST_COLOR},
{"GL_DST_ALPHA", GL_DST_ALPHA},
{"GL_ONE_MINUS_DST_ALPHA", GL_ONE_MINUS_DST_ALPHA},
{"GL_SRC_COLOR", GL_SRC_COLOR},
{"GL_ONE_MINUS_SRC_COLOR", GL_ONE_MINUS_SRC_COLOR},
{"GL_SRC_ALPHA", GL_SRC_ALPHA},
{"GL_ONE_MINUS_SRC_ALPHA", GL_ONE_MINUS_SRC_ALPHA},
{"GL_SRC_ALPHA_SATURATE", GL_SRC_ALPHA_SATURATE},
{NULL}
};
//==========================================================================
//
//
//
//==========================================================================
CycleType FShaderLayer::ParseCycleType(FScanner &sc)
{
if (sc.GetString())
{
int t = sc.MatchString(&CycleTags[0].name, sizeof(CycleTags[0]));
if (t > -1) return CycleType(CycleTags[t].value);
sc.UnGet();
}
return CYCLE_Linear;
}
//==========================================================================
//
//
//
//==========================================================================
bool FShaderLayer::ParseLayer(FScanner &sc)
{
bool retval = true;
float start, end, cycle, r1, r2, g1, g2, b1, b2;
int type;
if (sc.GetString())
{
texture = TexMan.CheckForTexture(sc.String, ETextureType::Wall);
if (!texture.isValid())
{
sc.ScriptMessage("Unknown texture '%s'", sc.String);
retval = false;
}
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
if (sc.End)
{
sc.ScriptError("Unexpected end of file encountered");
return false;
}
if (sc.Compare("alpha"))
{
if (sc.CheckString("cycle"))
{
alpha.ShouldCycle(true);
alpha.SetCycleType(ParseCycleType(sc));
sc.MustGetFloat();
start = sc.Float;
sc.MustGetFloat();
end = sc.Float;
sc.MustGetFloat();
cycle = sc.Float;
alpha.SetParams(start, end, cycle);
}
else
{
sc.MustGetFloat();
alpha.SetParams(float(sc.Float), float(sc.Float), 0.f);
}
}
else if (sc.Compare("srcfactor"))
{
if (sc.CheckString("cycle"))
{
srcFactor.ShouldCycle(true);
srcFactor.SetCycleType(ParseCycleType(sc));
sc.MustGetFloat();
start = sc.Float;
sc.MustGetFloat();
end = sc.Float;
sc.MustGetFloat();
cycle = sc.Float;
srcFactor.SetParams(start, end, cycle);
}
else
{
sc.MustGetFloat();
srcFactor.SetParams(float(sc.Float), float(sc.Float), 0.f);
}
}
if (sc.Compare("destfactor"))
{
if (sc.CheckString("cycle"))
{
dstFactor.ShouldCycle(true);
dstFactor.SetCycleType(ParseCycleType(sc));
sc.MustGetFloat();
start = sc.Float;
sc.MustGetFloat();
end = sc.Float;
sc.MustGetFloat();
cycle = sc.Float;
dstFactor.SetParams(start, end, cycle);
}
else
{
sc.MustGetFloat();
dstFactor.SetParams(float(sc.Float), float(sc.Float), 0.f);
}
}
else if (sc.Compare("animate"))
{
sc.GetString();
animate = sc.Compare("true");
}
else if (sc.Compare("blendfunc"))
{
sc.GetString();
type = sc.MustMatchString(&BlendTags[0].name, sizeof(BlendTags[0]));
blendFuncSrc = type;// BlendTags[type].value;
sc.GetString();
type = sc.MustMatchString(&BlendTags[0].name, sizeof(BlendTags[0]));
blendFuncDst = type; //BlendTags[type].value;
}
else if (sc.Compare("color"))
{
if (sc.CheckString("cycle"))
{
CycleType type = ParseCycleType(sc);
r.ShouldCycle(true);
g.ShouldCycle(true);
b.ShouldCycle(true);
r.SetCycleType(type);
g.SetCycleType(type);
b.SetCycleType(type);
sc.MustGetFloat();
r1 = float(sc.Float);
sc.MustGetFloat();
g1 = float(sc.Float);
sc.MustGetFloat();
b1 = float(sc.Float);
// get color2
sc.MustGetFloat();
r2 = float(sc.Float);
sc.MustGetFloat();
g2 = float(sc.Float);
sc.MustGetFloat();
b2 = float(sc.Float);
// get cycle time
sc.MustGetFloat();
cycle = sc.Float;
r.SetParams(r1, r2, cycle);
g.SetParams(g1, g2, cycle);
b.SetParams(b1, b2, cycle);
}
else
{
sc.MustGetFloat();
r1 = float(sc.Float);
sc.MustGetFloat();
g1 = sc.Float;
sc.MustGetFloat();
b1 = sc.Float;
r.SetParams(r1, r1, 0.f);
g.SetParams(g1, g1, 0.f);
b.SetParams(b1, b1, 0.f);
}
}
else if (sc.Compare("center"))
{
sc.MustGetFloat();
centerX = sc.Float;
sc.MustGetFloat();
centerY = sc.Float;
}
else if (sc.Compare("emissive"))
{
sc.GetString();
emissive = sc.Compare("true");
}
else if (sc.Compare("offset"))
{
if (sc.CheckString("cycle"))
{
adjustX.ShouldCycle(true);
adjustY.ShouldCycle(true);
sc.MustGetFloat();
r1 = sc.Float;
sc.MustGetFloat();
r2 = sc.Float;
sc.MustGetFloat();
g1 = sc.Float;
sc.MustGetFloat();
g2 = sc.Float;
sc.MustGetFloat();
cycle = sc.Float;
offsetX = r1;
offsetY = r2;
adjustX.SetParams(0.f, g1 - r1, cycle);
adjustY.SetParams(0.f, g2 - r2, cycle);
}
else
{
sc.MustGetFloat();
offsetX = sc.Float;
sc.MustGetFloat();
offsetY = sc.Float;
}
}
else if (sc.Compare("offsetfunc"))
{
adjustX.SetCycleType(ParseCycleType(sc));
adjustY.SetCycleType(ParseCycleType(sc));
}
else if (sc.Compare("mask"))
{
if (layerMask != NULL) delete layerMask;
layerMask = new FShaderLayer;
layerMask->ParseLayer(sc);
}
else if (sc.Compare("rotate"))
{
sc.MustGetFloat();
rotate = sc.Float;
}
else if (sc.Compare("rotation"))
{
sc.MustGetFloat();
rotation = sc.Float;
}
else if (sc.Compare("scale"))
{
if (sc.CheckString("cycle"))
{
scaleX.ShouldCycle(true);
scaleY.ShouldCycle(true);
sc.MustGetFloat();
r1 = sc.Float;
sc.MustGetFloat();
r2 = sc.Float;
sc.MustGetFloat();
g1 = sc.Float;
sc.MustGetFloat();
g2 = sc.Float;
sc.MustGetFloat();
cycle = sc.Float;
scaleX.SetParams(r1, g1, cycle);
scaleY.SetParams(r2, g2, cycle);
}
else
{
sc.MustGetFloat();
scaleX.SetParams(sc.Float, sc.Float, 0.f);
sc.MustGetFloat();
scaleY.SetParams(sc.Float, sc.Float, 0.f);
}
}
else if (sc.Compare("scalefunc"))
{
scaleX.SetCycleType(ParseCycleType(sc));
scaleY.SetCycleType(ParseCycleType(sc));
}
else if (sc.Compare("texgen"))
{
sc.MustGetString();
if (sc.Compare("sphere"))
{
texgen = SHADER_TexGen_Sphere;
}
else
{
texgen = SHADER_TexGen_None;
}
}
else if (sc.Compare("vector"))
{
if (sc.CheckString("cycle"))
{
vectorX.ShouldCycle(true);
vectorY.ShouldCycle(true);
sc.MustGetFloat();
r1 = sc.Float;
sc.MustGetFloat();
g1 = sc.Float;
sc.MustGetFloat();
r2 = sc.Float;
sc.MustGetFloat();
g2 = sc.Float;
sc.MustGetFloat();
cycle = sc.Float;
vectorX.SetParams(r1, r2, cycle);
vectorY.SetParams(g1, g2, cycle);
}
else
{
sc.MustGetFloat();
vectorX.SetParams(sc.Float, sc.Float, 0.f);
sc.MustGetFloat();
vectorY.SetParams(sc.Float, sc.Float, 0.f);
}
}
else if (sc.Compare("vectorfunc"))
{
vectorX.SetCycleType(ParseCycleType(sc));
vectorY.SetCycleType(ParseCycleType(sc));
}
else if (sc.Compare("warp"))
{
if (sc.CheckNumber())
{
warp = sc.Number >= 0 && sc.Number <= 2? sc.Number : 0;
}
else
{
// compatibility with ZDoomGL
sc.MustGetString();
warp = sc.Compare("true");
}
}
else
{
sc.ScriptError("Unknown keyword '%s' in shader layer", sc.String);
}
}
}
return retval;
}
//==========================================================================
//
//
//
//==========================================================================
FTextureShader::FTextureShader()
{
layers.Clear();
lastUpdate = 0;
}
//==========================================================================
//
//
//
//==========================================================================
bool FTextureShader::ParseShader(FScanner &sc, TArray<FTextureID> &names)
{
bool retval = true;
if (sc.GetString())
{
name = sc.String;
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
if (sc.End)
{
sc.ScriptError("Unexpected end of file encountered");
return false;
}
else if (sc.Compare("layer"))
{
FShaderLayer *lay = new FShaderLayer;
if (lay->ParseLayer(sc))
{
if (layers.Size() < 8)
{
layers.Push(lay);
}
else
{
delete lay;
sc.ScriptMessage("Only 8 layers per texture allowed.");
}
}
else
{
delete lay;
retval = false;
}
}
else
{
sc.ScriptError("Unknown keyword '%s' in shader", sc.String);
}
}
}
return retval;
}
//==========================================================================
//
//
//
//==========================================================================
void FTextureShader::Update(int framems)
{
float diff = (framems - lastUpdate) / 1000.f;
if (lastUpdate != 0) // && !paused && !bglobal.freeze)
{
for (unsigned int i = 0; i < layers.Size(); i++)
{
layers[i]->Update(diff);
}
}
lastUpdate = framems;
}
//==========================================================================
//
//
//
//==========================================================================
void FTextureShader::FakeUpdate(int framems)
{
lastUpdate = framems;
}
//==========================================================================
//
//
//
//==========================================================================
FString FTextureShader::CreateName()
{
FString compose = "custom";
for(unsigned i=0; i<layers.Size(); i++)
{
compose.AppendFormat("@%de%ds%ud%ut%dw%d", i, layers[i]->emissive,
layers[i]->blendFuncSrc, layers[i]->blendFuncDst, layers[i]->texgen, layers[i]->warp);
}
return compose;
}
//==========================================================================
//
//
//
//==========================================================================
FString FTextureShader::GenerateCode()
{
static const char *funcnames[] = {"gettexel", "getwarp1", "getwarp2" };
static const char *srcblend[] = { "vec4(0.0)", "src", "src*dest", "1.0-src*dest", "src*dest.a", "1.0-src*dest.a",
"src*src", "1.0-src*src", "src*src.a", "1.0-src*src", "vec4(src.rgb*src.a, 1)" };
static const char *dstblend[] = { "vec4(0.0)", "dest", "dest*dest", "1.0-dest*dest", "dest*dest.a", "1.0-dest*dest.a",
"dest*src", "1.0-dest*src", "dest*src.a", "1.0-dest*src", "vec4(dest.rgb*src.a, 1)" };
FString compose;
for(unsigned i=0; i<layers.Size(); i++)
{
compose.AppendFormat("src = %s(texture%d, glTexCoord[%d].st) * colors[%d];\n",
funcnames[layers[i]->warp], i+1, i, i);
if (!layers[i]->emissive) compose.AppendFormat("src.rgb *= gl_Color.rgb;\n");
compose.AppendFormat("dest = (%s)*srcfactor + (%s)*dstfactor;\n",
srcblend[layers[i]->blendFuncSrc], dstblend[layers[i]->blendFuncDst]);
}
return compose;
}