mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 15:21:02 +00:00
c47c7421a3
- add sector links to dynamic lights.
675 lines
19 KiB
C++
675 lines
19 KiB
C++
/*
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** gl_shader.cpp
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**
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** GLSL shader handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2009 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "c_cvars.h"
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#include "v_video.h"
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#include "name.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "doomerrors.h"
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#include "v_palette.h"
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#include "sc_man.h"
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#include "cmdlib.h"
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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// these will only have an effect on SM3 cards.
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// For SM4 they are always on and for SM2 always off
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CVAR(Bool, gl_warp_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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CVAR(Bool, gl_fog_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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CVAR(Bool, gl_colormap_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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CVAR(Bool, gl_brightmap_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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CVAR(Bool, gl_glow_shader, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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extern long gl_frameMS;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FShader::Load(const char * name, const char * vert_prog_lump, const char * frag_prog_lump, const char * proc_prog_lump, const char * defines)
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{
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static char buffer[10000];
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FString error;
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if (gl.hasGLSL())
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{
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int vp_lump = Wads.CheckNumForFullName(vert_prog_lump);
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if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump);
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FMemLump vp_data = Wads.ReadLump(vp_lump);
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int fp_lump = Wads.CheckNumForFullName(frag_prog_lump);
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if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump);
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FMemLump fp_data = Wads.ReadLump(fp_lump);
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FString vp_comb;
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FString fp_comb;
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vp_comb = defines;
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fp_comb = vp_comb;
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// This uses GetChars on the strings to get rid of terminating 0 characters.
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vp_comb << vp_data.GetString().GetChars() << "\n";
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fp_comb << fp_data.GetString().GetChars() << "\n";
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if (proc_prog_lump != NULL)
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{
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if (*proc_prog_lump != '#')
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{
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int pp_lump = Wads.CheckNumForFullName(proc_prog_lump);
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if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
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FMemLump pp_data = Wads.ReadLump(pp_lump);
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fp_comb << pp_data.GetString().GetChars();
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}
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else
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{
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// Proc_prog_lump is not a lump name but the source itself (from generated shaders)
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fp_comb << proc_prog_lump+1;
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}
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}
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hVertProg = glCreateShader(GL_VERTEX_SHADER);
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hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
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int vp_size = (int)vp_comb.Len();
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int fp_size = (int)fp_comb.Len();
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const char *vp_ptr = vp_comb.GetChars();
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const char *fp_ptr = fp_comb.GetChars();
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glShaderSource(hVertProg, 1, &vp_ptr, &vp_size);
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glShaderSource(hFragProg, 1, &fp_ptr, &fp_size);
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glCompileShader(hVertProg);
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glCompileShader(hFragProg);
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hShader = glCreateProgram();
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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glBindAttribLocation(hShader, VATTR_FOGPARAMS, "fogparams");
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glBindAttribLocation(hShader, VATTR_LIGHTLEVEL, "lightlevel_in"); // Korshun.
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glLinkProgram(hShader);
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glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
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if (*buffer)
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{
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error << "Vertex shader:\n" << buffer << "\n";
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}
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glGetShaderInfoLog(hFragProg, 10000, NULL, buffer);
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if (*buffer)
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{
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error << "Fragment shader:\n" << buffer << "\n";
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}
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glGetProgramInfoLog(hShader, 10000, NULL, buffer);
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if (*buffer)
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{
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error << "Linking:\n" << buffer << "\n";
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}
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int linked;
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glGetShaderiv(hShader, GL_LINK_STATUS, &linked);
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if (linked == 0)
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{
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// only print message if there's an error.
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Printf("Init Shader '%s':\n%s\n", name, error.GetChars());
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}
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timer_index = glGetUniformLocation(hShader, "timer");
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desaturation_index = glGetUniformLocation(hShader, "desaturation_factor");
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fogenabled_index = glGetUniformLocation(hShader, "fogenabled");
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texturemode_index = glGetUniformLocation(hShader, "texturemode");
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camerapos_index = glGetUniformLocation(hShader, "camerapos");
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lightparms_index = glGetUniformLocation(hShader, "lightparms");
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colormapstart_index = glGetUniformLocation(hShader, "colormapstart");
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colormaprange_index = glGetUniformLocation(hShader, "colormaprange");
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lightrange_index = glGetUniformLocation(hShader, "lightrange");
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fogcolor_index = glGetUniformLocation(hShader, "fogcolor");
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lights_index = glGetUniformLocation(hShader, "lights");
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dlightcolor_index = glGetUniformLocation(hShader, "dlightcolor");
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objectcolor_index = glGetUniformLocation(hShader, "objectcolor");
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glowbottomcolor_index = glGetUniformLocation(hShader, "bottomglowcolor");
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glowtopcolor_index = glGetUniformLocation(hShader, "topglowcolor");
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glowbottomplane_index = glGetUniformLocation(hShader, "glowbottomplane");
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glowtopplane_index = glGetUniformLocation(hShader, "glowtopplane");
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glUseProgram(hShader);
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int texture_index = glGetUniformLocation(hShader, "texture2");
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if (texture_index > 0) glUniform1i(texture_index, 1);
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glUseProgram(0);
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return !!linked;
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}
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShader::~FShader()
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{
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glDeleteProgram(hShader);
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glDeleteShader(hVertProg);
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glDeleteShader(hFragProg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FShader::Bind(float Speed)
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{
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GLRenderer->mShaderManager->SetActiveShader(this);
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if (timer_index >=0 && Speed > 0.f) glUniform1f(timer_index, gl_frameMS*Speed/1000.f);
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShaderContainer::FShaderContainer(const char *ShaderName, const char *ShaderPath)
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{
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const char * shaderdefines[] = {
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"#define NO_GLOW\n#define NO_DESATURATE\n",
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"#define NO_DESATURATE\n",
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"#define NO_GLOW\n",
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"\n",
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"#define NO_GLOW\n#define NO_DESATURATE\n#define DYNLIGHT\n",
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"#define NO_DESATURATE\n#define DYNLIGHT\n",
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"#define NO_GLOW\n#define DYNLIGHT\n",
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"\n#define DYNLIGHT\n",
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"#define NO_GLOW\n#define NO_DESATURATE\n#define SOFTLIGHT\n",
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"#define NO_DESATURATE\n#define SOFTLIGHT\n",
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"#define NO_GLOW\n#define SOFTLIGHT\n",
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"\n#define SOFTLIGHT\n",
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"#define NO_GLOW\n#define NO_DESATURATE\n#define DYNLIGHT\n#define SOFTLIGHT\n",
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"#define NO_DESATURATE\n#define DYNLIGHT\n#define SOFTLIGHT\n",
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"#define NO_GLOW\n#define DYNLIGHT\n#define SOFTLIGHT\n",
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"\n#define DYNLIGHT\n#define SOFTLIGHT\n"
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};
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const char * shaderdesc[] = {
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"::default",
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"::glow",
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"::desaturate",
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"::glow+desaturate",
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"::default+dynlight",
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"::glow+dynlight",
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"::desaturate+dynlight",
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"::glow+desaturate+dynlight",
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"::softlight",
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"::glow+softlight",
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"::desaturate+softlight",
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"::glow+desaturate+softlight",
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"::default+dynlight+softlight",
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"::glow+dynlight+softlight",
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"::desaturate+dynlight+softlight",
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"::glow+desaturate+dynlight+softlight",
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};
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FString name;
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name << ShaderName << "::colormap";
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try
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{
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shader_cm = new FShader;
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if (!shader_cm->Load(name, "shaders/glsl/main.vp", "shaders/glsl/main_colormap.fp", ShaderPath, "#define NO_FOG\n#define NO_GLOW\n"))
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{
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delete shader_cm;
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shader_cm = NULL;
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}
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}
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catch(CRecoverableError &err)
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{
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shader_cm = NULL;
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I_Error("Unable to load shader %s:\n%s\n", name.GetChars(), err.GetMessage());
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}
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name << ShaderName << "::foglayer";
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try
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{
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shader_fl = new FShader;
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if (!shader_fl->Load(name, "shaders/glsl/main.vp", "shaders/glsl/main_foglayer.fp", ShaderPath, "#define NO_GLOW\n"))
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{
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delete shader_fl;
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shader_fl = NULL;
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}
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}
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catch (CRecoverableError &err)
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{
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shader_fl = NULL;
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I_Error("Unable to load shader %s:\n%s\n", name.GetChars(), err.GetMessage());
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}
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for(int i = 0;i < NUM_SHADERS; i++)
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{
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FString name;
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name << ShaderName << shaderdesc[i];
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try
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{
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FString str;
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if ((i&4) != 0)
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{
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if (gl.maxuniforms < 1024)
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{
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shader[i] = NULL;
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continue;
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}
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// this can't be in the shader code due to ATI strangeness.
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str = "#version 120\n#extension GL_EXT_gpu_shader4 : enable\n";
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if (gl.MaxLights() == 128) str += "#define MAXLIGHTS128\n";
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}
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str += shaderdefines[i];
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shader[i] = new FShader;
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if (!shader[i]->Load(name, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, str.GetChars()))
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{
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delete shader[i];
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shader[i] = NULL;
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}
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}
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catch(CRecoverableError &err)
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{
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shader[i] = NULL;
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I_Error("Unable to load shader %s:\n%s\n", name.GetChars(), err.GetMessage());
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShaderContainer::~FShaderContainer()
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{
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if (shader_cm != NULL) delete shader_cm;
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if (shader_fl != NULL) delete shader_fl;
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for (int i = 0; i < NUM_SHADERS; i++)
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{
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if (shader[i] != NULL)
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{
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delete shader[i];
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shader[i] = NULL;
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
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{
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FShader *sh=NULL;
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if (cm == CM_FOGLAYER)
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{
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if (shader_fl)
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{
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shader_fl->Bind(Speed);
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}
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return shader_fl;
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}
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else if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_MAXCOLORMAP)
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{
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// these are never used with any kind of lighting or fog
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sh = shader_cm;
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// [BB] If there was a problem when loading the shader, sh is NULL here.
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if( sh )
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{
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FSpecialColormap *map = &SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP];
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sh->Bind(Speed);
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float m[3]= {map->ColorizeEnd[0] - map->ColorizeStart[0],
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map->ColorizeEnd[1] - map->ColorizeStart[1], map->ColorizeEnd[2] - map->ColorizeStart[2]};
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glUniform3fv(sh->colormapstart_index, 1, map->ColorizeStart);
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glUniform3fv(sh->colormaprange_index, 1, m);
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}
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}
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/*
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else
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{
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bool desat = cm>=CM_DESAT1 && cm<=CM_DESAT31;
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sh = shader[glowing + 2*desat + 4*lights + (glset.lightmode & 8)];
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// [BB] If there was a problem when loading the shader, sh is NULL here.
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if( sh )
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{
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sh->Bind(Speed);
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if (desat)
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{
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glUniform1f(sh->desaturation_index, 1.f-float(cm-CM_DESAT0)/(CM_DESAT31-CM_DESAT0));
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}
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}
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}
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*/
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return sh;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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struct FDefaultShader
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{
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const char * ShaderName;
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const char * gettexelfunc;
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};
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// Note: the FIRST_USER_SHADER constant in gl_shader.h needs
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// to be updated whenever the size of this array is modified.
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static const FDefaultShader defaultshaders[]=
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{
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{"Default", "shaders/glsl/func_normal.fp"},
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{"Warp 1", "shaders/glsl/func_warp1.fp"},
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{"Warp 2", "shaders/glsl/func_warp2.fp"},
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{"Brightmap","shaders/glsl/func_brightmap.fp"},
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{"No Texture", "shaders/glsl/func_notexture.fp"},
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{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp"},
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{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp"},
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{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp"},
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{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp"},
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{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp"},
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{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp"},
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{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp"},
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{NULL,NULL}
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};
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static TArray<FString> usershaders;
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struct FEffectShader
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{
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const char *ShaderName;
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const char *vp;
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const char *fp1;
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const char *fp2;
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const char *defines;
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};
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static const FEffectShader effectshaders[]=
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{
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{"fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", NULL, "#define NO_GLOW\n"},
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{"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"}
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShaderManager::FShaderManager()
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{
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CompileShaders();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShaderManager::~FShaderManager()
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{
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Clean();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FShaderManager::CompileShaders()
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{
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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;i<NUM_EFFECTS;i++)
|
|
{
|
|
FShader *eff = new FShader();
|
|
if (!eff->Load(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;i<mTextureEffects.Size();i++)
|
|
{
|
|
if (mTextureEffects[i] != NULL) delete mTextureEffects[i];
|
|
}
|
|
for(int i=0;i<NUM_EFFECTS;i++)
|
|
{
|
|
if (mEffectShaders[i] != NULL) delete mEffectShaders[i];
|
|
mEffectShaders[i] = NULL;
|
|
}
|
|
mTextureEffects.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int FShaderManager::Find(const char * shn)
|
|
{
|
|
FName sfn = shn;
|
|
|
|
for(unsigned int i=0;i<mTextureEffects.Size();i++)
|
|
{
|
|
if (mTextureEffects[i]->Name == 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;i<usershaders.Size();i++)
|
|
{
|
|
if (!usershaders[i].CompareNoCase(maplumpname))
|
|
{
|
|
tex->gl_info.shaderindex = i + FIRST_USER_SHADER;
|
|
return;
|
|
}
|
|
}
|
|
tex->gl_info.shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
|
|
}
|
|
}
|
|
|