gzdoom/src/gl/shaders/gl_shader.cpp

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