2013-06-23 07:49:34 +00:00
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/*
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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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2013-09-03 16:29:39 +00:00
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#include "gl/system/gl_interface.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/data/gl_data.h"
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2014-07-13 21:13:40 +00:00
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#include "gl/data/gl_matrix.h"
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2013-06-23 07:49:34 +00:00
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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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2014-08-01 18:59:39 +00:00
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#include "gl/dynlights/gl_lightbuffer.h"
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2013-06-23 07:49:34 +00:00
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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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2014-06-21 13:50:32 +00:00
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int i_lump = Wads.CheckNumForFullName("shaders/glsl/shaderdefs.i");
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if (i_lump == -1) I_Error("Unable to load 'shaders/glsl/shaderdefs.i'");
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FMemLump i_data = Wads.ReadLump(i_lump);
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2014-05-12 12:45:41 +00:00
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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//
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// The following code uses GetChars on the strings to get rid of terminating 0 characters. Do not remove or the code may break!
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//
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2014-08-01 18:59:39 +00:00
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unsigned int lightbuffertype = GLRenderer->mLights->GetBufferType();
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unsigned int lightbuffersize = GLRenderer->mLights->GetBlockSize();
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2014-05-12 12:45:41 +00:00
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2014-08-01 18:59:39 +00:00
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FString vp_comb;
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if (lightbuffertype == GL_UNIFORM_BUFFER)
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{
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2014-10-22 14:54:26 +00:00
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if (gl.glslversion < 1.4f || gl.version < 3.1f)
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{
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vp_comb.Format("#version 130\n#extension GL_ARB_uniform_buffer_object : require\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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}
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else
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{
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vp_comb.Format("#version 140\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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}
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2014-08-01 18:59:39 +00:00
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}
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else
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{
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- decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.
So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.
This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 20:42:39 +00:00
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vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n";
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2014-06-30 16:10:55 +00:00
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}
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2014-06-21 13:50:32 +00:00
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vp_comb << defines << i_data.GetString().GetChars();
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FString fp_comb = vp_comb;
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2014-05-12 12:45:41 +00:00
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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{
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2014-06-21 13:50:32 +00:00
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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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if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
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2013-06-23 07:49:34 +00:00
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{
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2014-06-21 13:50:32 +00:00
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// this looks like an old custom hardware shader.
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// We need to replace the ProcessTexel call to make it work.
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fp_comb.Substitute("vec4 frag = ProcessTexel();", "vec4 frag = Process(vec4(1.0));");
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2013-06-23 07:49:34 +00:00
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}
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2014-06-21 13:50:32 +00:00
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fp_comb << pp_data.GetString().GetChars();
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2014-07-14 22:37:13 +00:00
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fp_comb.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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2014-06-21 13:50:32 +00:00
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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2013-06-23 07:49:34 +00:00
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{
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2014-06-21 13:50:32 +00:00
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int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultlight.fp");
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
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FMemLump pl_data = Wads.ReadLump(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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2013-06-23 07:49:34 +00:00
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}
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}
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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hVertProg = glCreateShader(GL_VERTEX_SHADER);
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hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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glCompileShader(hVertProg);
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glCompileShader(hFragProg);
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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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hShader = glCreateProgram();
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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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2014-07-14 22:59:01 +00:00
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2014-07-14 23:02:48 +00:00
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glBindAttribLocation(hShader, VATTR_VERTEX, "aPosition");
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2014-07-14 22:59:01 +00:00
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glBindAttribLocation(hShader, VATTR_TEXCOORD, "aTexCoord");
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2014-07-14 22:37:13 +00:00
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glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
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glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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glLinkProgram(hShader);
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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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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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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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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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glGetProgramiv(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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I_Error("Init Shader '%s':\n%s\n", name, error.GetChars());
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}
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2014-05-12 12:45:41 +00:00
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2014-06-21 13:50:32 +00:00
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muDesaturation.Init(hShader, "uDesaturationFactor");
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muFogEnabled.Init(hShader, "uFogEnabled");
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muTextureMode.Init(hShader, "uTextureMode");
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muCameraPos.Init(hShader, "uCameraPos");
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muLightParms.Init(hShader, "uLightAttr");
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muColormapStart.Init(hShader, "uFixedColormapStart");
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muColormapRange.Init(hShader, "uFixedColormapRange");
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2014-08-01 18:59:39 +00:00
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muLightIndex.Init(hShader, "uLightIndex");
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2014-06-21 13:50:32 +00:00
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muFogColor.Init(hShader, "uFogColor");
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muDynLightColor.Init(hShader, "uDynLightColor");
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muObjectColor.Init(hShader, "uObjectColor");
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muGlowBottomColor.Init(hShader, "uGlowBottomColor");
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muGlowTopColor.Init(hShader, "uGlowTopColor");
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muGlowBottomPlane.Init(hShader, "uGlowBottomPlane");
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muGlowTopPlane.Init(hShader, "uGlowTopPlane");
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muFixedColormap.Init(hShader, "uFixedColormap");
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2014-06-29 09:00:21 +00:00
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muInterpolationFactor.Init(hShader, "uInterpolationFactor");
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2014-07-13 11:25:42 +00:00
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muClipHeightTop.Init(hShader, "uClipHeightTop");
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muClipHeightBottom.Init(hShader, "uClipHeightBottom");
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2014-07-14 19:14:43 +00:00
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muAlphaThreshold.Init(hShader, "uAlphaThreshold");
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2014-07-26 18:56:10 +00:00
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muTimer.Init(hShader, "timer");
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2014-05-12 12:45:41 +00:00
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2014-06-21 13:50:32 +00:00
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lights_index = glGetUniformLocation(hShader, "lights");
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2014-06-30 16:10:55 +00:00
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fakevb_index = glGetUniformLocation(hShader, "fakeVB");
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2014-07-13 21:13:40 +00:00
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projectionmatrix_index = glGetUniformLocation(hShader, "ProjectionMatrix");
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viewmatrix_index = glGetUniformLocation(hShader, "ViewMatrix");
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2014-07-13 18:41:20 +00:00
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modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
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texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
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2013-09-03 16:29:39 +00:00
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2014-08-01 18:59:39 +00:00
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int tempindex = glGetUniformBlockIndex(hShader, "LightBufferUBO");
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if (tempindex != -1) glUniformBlockBinding(hShader, tempindex, LIGHTBUF_BINDINGPOINT);
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2014-06-21 13:50:32 +00:00
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glUseProgram(hShader);
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2013-06-23 07:49:34 +00:00
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2014-09-09 08:03:34 +00:00
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// set up other texture units (if needed by the shader)
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for (int i = 2; i<16; i++)
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{
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char stringbuf[20];
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mysnprintf(stringbuf, 20, "texture%d", i);
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tempindex = glGetUniformLocation(hShader, stringbuf);
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if (tempindex > 0) glUniform1i(tempindex, i - 1);
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}
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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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glUseProgram(0);
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return !!linked;
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2013-06-23 07:49:34 +00:00
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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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2014-06-21 13:50:32 +00:00
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glDeleteProgram(hShader);
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glDeleteShader(hVertProg);
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glDeleteShader(hFragProg);
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2013-06-23 07:49:34 +00:00
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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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2014-05-12 12:45:41 +00:00
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bool FShader::Bind()
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2013-06-23 07:49:34 +00:00
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{
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GLRenderer->mShaderManager->SetActiveShader(this);
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return true;
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|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
2014-05-12 12:45:41 +00:00
|
|
|
// Since all shaders are REQUIRED, any error here needs to be fatal
|
2013-06-23 07:49:34 +00:00
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2014-07-13 11:25:42 +00:00
|
|
|
FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-07-13 11:25:42 +00:00
|
|
|
FString defines;
|
2014-05-12 12:45:41 +00:00
|
|
|
// this can't be in the shader code due to ATI strangeness.
|
2014-07-13 11:25:42 +00:00
|
|
|
if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
|
2014-07-30 22:44:22 +00:00
|
|
|
if (!usediscard) defines += "#define NO_ALPHATEST\n";
|
2013-06-23 07:49:34 +00:00
|
|
|
|
2014-05-12 12:45:41 +00:00
|
|
|
FShader *shader = NULL;
|
2013-06-23 07:49:34 +00:00
|
|
|
try
|
|
|
|
{
|
2014-05-12 12:45:41 +00:00
|
|
|
shader = new FShader(ShaderName);
|
2014-07-13 11:25:42 +00:00
|
|
|
if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, defines.GetChars()))
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-06-23 07:26:29 +00:00
|
|
|
I_FatalError("Unable to load shader %s\n", ShaderName);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
catch(CRecoverableError &err)
|
|
|
|
{
|
2014-05-12 12:45:41 +00:00
|
|
|
if (shader != NULL) delete shader;
|
|
|
|
shader = NULL;
|
2014-06-23 07:26:29 +00:00
|
|
|
I_FatalError("Unable to load shader %s:\n%s\n", ShaderName, err.GetMessage());
|
2013-12-05 14:06:10 +00:00
|
|
|
}
|
2014-05-12 12:45:41 +00:00
|
|
|
return shader;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
2014-07-13 21:13:40 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FShader::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
|
|
|
|
{
|
2014-08-02 09:57:42 +00:00
|
|
|
Bind();
|
|
|
|
glUniformMatrix4fv(projectionmatrix_index, 1, false, proj->get());
|
|
|
|
glUniformMatrix4fv(viewmatrix_index, 1, false, view->get());
|
2014-07-13 21:13:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2013-06-23 07:49:34 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
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<FString> usershaders;
|
|
|
|
|
|
|
|
struct FEffectShader
|
|
|
|
{
|
|
|
|
const char *ShaderName;
|
|
|
|
const char *vp;
|
|
|
|
const char *fp1;
|
|
|
|
const char *fp2;
|
|
|
|
const char *defines;
|
|
|
|
};
|
|
|
|
|
|
|
|
static const FEffectShader effectshaders[]=
|
|
|
|
{
|
2014-07-30 22:44:22 +00:00
|
|
|
{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", NULL, "#define NO_ALPHATEST\n" },
|
|
|
|
{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
|
|
|
|
{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
|
|
|
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
2013-06-23 07:49:34 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FShaderManager::FShaderManager()
|
|
|
|
{
|
|
|
|
CompileShaders();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FShaderManager::~FShaderManager()
|
|
|
|
{
|
|
|
|
Clean();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FShaderManager::CompileShaders()
|
|
|
|
{
|
2014-07-13 11:25:42 +00:00
|
|
|
mActiveShader = NULL;
|
|
|
|
|
2014-08-02 19:06:34 +00:00
|
|
|
mTextureEffects.Clear();
|
|
|
|
mTextureEffectsNAT.Clear();
|
2014-07-13 11:25:42 +00:00
|
|
|
for (int i = 0; i < MAX_EFFECTS; i++)
|
|
|
|
{
|
|
|
|
mEffectShaders[i] = NULL;
|
|
|
|
}
|
2014-06-23 07:26:29 +00:00
|
|
|
|
|
|
|
for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-07-13 11:25:42 +00:00
|
|
|
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true);
|
2014-06-23 07:26:29 +00:00
|
|
|
mTextureEffects.Push(shc);
|
2014-08-02 19:06:34 +00:00
|
|
|
if (i <= 3)
|
|
|
|
{
|
|
|
|
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false);
|
|
|
|
mTextureEffectsNAT.Push(shc);
|
|
|
|
}
|
2014-06-23 07:26:29 +00:00
|
|
|
}
|
2013-06-23 07:49:34 +00:00
|
|
|
|
2014-06-23 07:26:29 +00:00
|
|
|
for(unsigned i = 0; i < usershaders.Size(); i++)
|
|
|
|
{
|
|
|
|
FString name = ExtractFileBase(usershaders[i]);
|
|
|
|
FName sfn = name;
|
2013-06-23 07:49:34 +00:00
|
|
|
|
2014-07-13 11:25:42 +00:00
|
|
|
FShader *shc = Compile(sfn, usershaders[i], true);
|
2014-06-23 07:26:29 +00:00
|
|
|
mTextureEffects.Push(shc);
|
|
|
|
}
|
2013-06-23 07:49:34 +00:00
|
|
|
|
2014-06-23 07:26:29 +00:00
|
|
|
for(int i=0;i<MAX_EFFECTS;i++)
|
|
|
|
{
|
|
|
|
FShader *eff = new FShader(effectshaders[i].ShaderName);
|
|
|
|
if (!eff->Load(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].fp1,
|
|
|
|
effectshaders[i].fp2, effectshaders[i].defines))
|
2014-06-21 13:50:32 +00:00
|
|
|
{
|
2014-06-23 07:26:29 +00:00
|
|
|
delete eff;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
2014-06-23 07:26:29 +00:00
|
|
|
else mEffectShaders[i] = eff;
|
2014-05-12 12:45:41 +00:00
|
|
|
}
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FShaderManager::Clean()
|
|
|
|
{
|
2014-06-21 13:50:32 +00:00
|
|
|
glUseProgram(0);
|
|
|
|
mActiveShader = NULL;
|
2014-05-12 12:45:41 +00:00
|
|
|
|
2014-08-02 19:06:34 +00:00
|
|
|
for (unsigned int i = 0; i < mTextureEffectsNAT.Size(); i++)
|
|
|
|
{
|
|
|
|
if (mTextureEffectsNAT[i] != NULL) delete mTextureEffectsNAT[i];
|
|
|
|
}
|
2014-06-21 13:50:32 +00:00
|
|
|
for (unsigned int i = 0; i < mTextureEffects.Size(); i++)
|
|
|
|
{
|
|
|
|
if (mTextureEffects[i] != NULL) delete mTextureEffects[i];
|
|
|
|
}
|
|
|
|
for (int i = 0; i < MAX_EFFECTS; i++)
|
|
|
|
{
|
|
|
|
if (mEffectShaders[i] != NULL) delete mEffectShaders[i];
|
|
|
|
mEffectShaders[i] = NULL;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
2014-06-21 13:50:32 +00:00
|
|
|
mTextureEffects.Clear();
|
2014-08-02 19:06:34 +00:00
|
|
|
mTextureEffectsNAT.Clear();
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
int FShaderManager::Find(const char * shn)
|
|
|
|
{
|
|
|
|
FName sfn = shn;
|
|
|
|
|
|
|
|
for(unsigned int i=0;i<mTextureEffects.Size();i++)
|
|
|
|
{
|
2014-05-12 12:45:41 +00:00
|
|
|
if (mTextureEffects[i]->mName == sfn)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FShaderManager::SetActiveShader(FShader *sh)
|
|
|
|
{
|
2014-06-21 13:50:32 +00:00
|
|
|
if (mActiveShader != sh)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-05-24 14:53:57 +00:00
|
|
|
glUseProgram(sh!= NULL? sh->GetHandle() : 0);
|
2013-06-23 07:49:34 +00:00
|
|
|
mActiveShader = sh;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-05-12 12:45:41 +00:00
|
|
|
|
2014-06-23 07:26:29 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
2013-06-23 07:49:34 +00:00
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FShader *FShaderManager::BindEffect(int effect)
|
|
|
|
{
|
2014-05-12 12:45:41 +00:00
|
|
|
if (effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[effect] != NULL)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-05-12 12:45:41 +00:00
|
|
|
mEffectShaders[effect]->Bind();
|
|
|
|
return mEffectShaders[effect];
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2014-07-13 21:13:40 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
EXTERN_CVAR(Int, gl_fuzztype)
|
|
|
|
|
|
|
|
void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
|
|
|
|
{
|
2014-08-02 19:06:34 +00:00
|
|
|
for (int i = 0; i < 4; i++)
|
2014-07-13 21:13:40 +00:00
|
|
|
{
|
|
|
|
mTextureEffects[i]->ApplyMatrices(proj, view);
|
2014-08-02 19:06:34 +00:00
|
|
|
mTextureEffectsNAT[i]->ApplyMatrices(proj, view);
|
2014-07-13 21:13:40 +00:00
|
|
|
}
|
2014-08-02 19:06:34 +00:00
|
|
|
mTextureEffects[4]->ApplyMatrices(proj, view);
|
2014-07-13 21:13:40 +00:00
|
|
|
if (gl_fuzztype != 0)
|
|
|
|
{
|
|
|
|
mTextureEffects[4+gl_fuzztype]->ApplyMatrices(proj, view);
|
|
|
|
}
|
|
|
|
for (unsigned i = 12; i < mTextureEffects.Size(); i++)
|
|
|
|
{
|
|
|
|
mTextureEffects[i]->ApplyMatrices(proj, view);
|
|
|
|
}
|
|
|
|
for (int i = 0; i < MAX_EFFECTS; i++)
|
|
|
|
{
|
|
|
|
mEffectShaders[i]->ApplyMatrices(proj, view);
|
|
|
|
}
|
2014-08-02 09:59:04 +00:00
|
|
|
if (mActiveShader != NULL) mActiveShader->Bind();
|
2014-07-13 21:13:40 +00:00
|
|
|
}
|
|
|
|
|
2013-06-23 07:49:34 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2014-06-01 07:27:16 +00:00
|
|
|
Printf("Cannot combine warping with hardware shader on texture '%s'\n", tex->Name.GetChars());
|
2013-06-23 07:49:34 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|