- Rename mTextureEffects to mMaterialShaders to help distinguish between those and effect shaders (mEffectShaders)

- Add MaterialShaderIndex enum
This commit is contained in:
Magnus Norddahl 2018-01-21 01:19:16 +01:00
parent f3c55c01c8
commit 4dd2d789f4
3 changed files with 51 additions and 37 deletions

View file

@ -376,8 +376,7 @@ struct FDefaultShader
const char * gettexelfunc; const char * gettexelfunc;
}; };
// Note: the FIRST_USER_SHADER constant in gl_shader.h needs // Note: the ShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
// to be updated whenever the size of this array is modified.
static const FDefaultShader defaultshaders[]= static const FDefaultShader defaultshaders[]=
{ {
{"Default", "shaders/glsl/func_normal.fp"}, {"Default", "shaders/glsl/func_normal.fp"},
@ -522,8 +521,8 @@ FShaderCollection::~FShaderCollection()
void FShaderCollection::CompileShaders(EPassType passType) void FShaderCollection::CompileShaders(EPassType passType)
{ {
mTextureEffects.Clear(); mMaterialShaders.Clear();
mTextureEffectsNAT.Clear(); mMaterialShadersNAT.Clear();
for (int i = 0; i < MAX_EFFECTS; i++) for (int i = 0; i < MAX_EFFECTS; i++)
{ {
mEffectShaders[i] = NULL; mEffectShaders[i] = NULL;
@ -532,11 +531,11 @@ void FShaderCollection::CompileShaders(EPassType passType)
for(int i=0;defaultshaders[i].ShaderName != NULL;i++) for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
{ {
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true, passType); FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true, passType);
mTextureEffects.Push(shc); mMaterialShaders.Push(shc);
if (i <= 3) if (i <= SHADER_Brightmap)
{ {
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false, passType); FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false, passType);
mTextureEffectsNAT.Push(shc); mMaterialShadersNAT.Push(shc);
} }
} }
@ -546,7 +545,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
FName sfn = name; FName sfn = name;
FShader *shc = Compile(sfn, usershaders[i], true, passType); FShader *shc = Compile(sfn, usershaders[i], true, passType);
mTextureEffects.Push(shc); mMaterialShaders.Push(shc);
} }
for(int i=0;i<MAX_EFFECTS;i++) for(int i=0;i<MAX_EFFECTS;i++)
@ -569,21 +568,21 @@ void FShaderCollection::CompileShaders(EPassType passType)
void FShaderCollection::Clean() void FShaderCollection::Clean()
{ {
for (unsigned int i = 0; i < mTextureEffectsNAT.Size(); i++) for (unsigned int i = 0; i < mMaterialShadersNAT.Size(); i++)
{ {
if (mTextureEffectsNAT[i] != NULL) delete mTextureEffectsNAT[i]; if (mMaterialShadersNAT[i] != NULL) delete mMaterialShadersNAT[i];
} }
for (unsigned int i = 0; i < mTextureEffects.Size(); i++) for (unsigned int i = 0; i < mMaterialShaders.Size(); i++)
{ {
if (mTextureEffects[i] != NULL) delete mTextureEffects[i]; if (mMaterialShaders[i] != NULL) delete mMaterialShaders[i];
} }
for (int i = 0; i < MAX_EFFECTS; i++) for (int i = 0; i < MAX_EFFECTS; i++)
{ {
if (mEffectShaders[i] != NULL) delete mEffectShaders[i]; if (mEffectShaders[i] != NULL) delete mEffectShaders[i];
mEffectShaders[i] = NULL; mEffectShaders[i] = NULL;
} }
mTextureEffects.Clear(); mMaterialShaders.Clear();
mTextureEffectsNAT.Clear(); mMaterialShadersNAT.Clear();
} }
//========================================================================== //==========================================================================
@ -596,9 +595,9 @@ int FShaderCollection::Find(const char * shn)
{ {
FName sfn = shn; FName sfn = shn;
for(unsigned int i=0;i<mTextureEffects.Size();i++) for(unsigned int i=0;i<mMaterialShaders.Size();i++)
{ {
if (mTextureEffects[i]->mName == sfn) if (mMaterialShaders[i]->mName == sfn)
{ {
return i; return i;
} }
@ -636,19 +635,19 @@ void FShaderCollection::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
VSMatrix norm; VSMatrix norm;
norm.computeNormalMatrix(*view); norm.computeNormalMatrix(*view);
for (int i = 0; i < 4; i++) for (int i = 0; i < SHADER_NoTexture; i++)
{ {
mTextureEffects[i]->ApplyMatrices(proj, view, &norm); mMaterialShaders[i]->ApplyMatrices(proj, view, &norm);
mTextureEffectsNAT[i]->ApplyMatrices(proj, view, &norm); mMaterialShadersNAT[i]->ApplyMatrices(proj, view, &norm);
} }
mTextureEffects[4]->ApplyMatrices(proj, view, &norm); mMaterialShaders[SHADER_NoTexture]->ApplyMatrices(proj, view, &norm);
if (gl_fuzztype != 0) if (gl_fuzztype != 0)
{ {
mTextureEffects[4 + gl_fuzztype]->ApplyMatrices(proj, view, &norm); mMaterialShaders[SHADER_NoTexture + gl_fuzztype]->ApplyMatrices(proj, view, &norm);
} }
for (unsigned i = 12; i < mTextureEffects.Size(); i++) for (unsigned i = FIRST_USER_SHADER; i < mMaterialShaders.Size(); i++)
{ {
mTextureEffects[i]->ApplyMatrices(proj, view, &norm); mMaterialShaders[i]->ApplyMatrices(proj, view, &norm);
} }
for (int i = 0; i < MAX_EFFECTS; i++) for (int i = 0; i < MAX_EFFECTS; i++)
{ {

View file

@ -355,8 +355,8 @@ private:
class FShaderCollection class FShaderCollection
{ {
TArray<FShader*> mTextureEffects; TArray<FShader*> mMaterialShaders;
TArray<FShader*> mTextureEffectsNAT; TArray<FShader*> mMaterialShadersNAT;
FShader *mEffectShaders[MAX_EFFECTS]; FShader *mEffectShaders[MAX_EFFECTS];
void Clean(); void Clean();
@ -372,13 +372,13 @@ public:
void ResetFixedColormap() void ResetFixedColormap()
{ {
for (unsigned i = 0; i < mTextureEffects.Size(); i++) for (unsigned i = 0; i < mMaterialShaders.Size(); i++)
{ {
mTextureEffects[i]->currentfixedcolormap = -1; mMaterialShaders[i]->currentfixedcolormap = -1;
} }
for (unsigned i = 0; i < mTextureEffectsNAT.Size(); i++) for (unsigned i = 0; i < mMaterialShadersNAT.Size(); i++)
{ {
mTextureEffectsNAT[i]->currentfixedcolormap = -1; mMaterialShadersNAT[i]->currentfixedcolormap = -1;
} }
} }
@ -387,17 +387,32 @@ public:
// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom // indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
if (!alphateston && eff <= 3) if (!alphateston && eff <= 3)
{ {
return mTextureEffectsNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway return mMaterialShadersNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
} }
if (eff < mTextureEffects.Size()) if (eff < mMaterialShaders.Size())
{ {
return mTextureEffects[eff]; return mMaterialShaders[eff];
} }
return NULL; return NULL;
} }
}; };
#define FIRST_USER_SHADER 12 enum MaterialShaderIndex
{
SHADER_Default = 0,
SHADER_Warp1 = 1,
SHADER_Warp2 = 2,
SHADER_Brightmap = 3,
SHADER_NoTexture = 4,
SHADER_BasicFuzz = 5,
SHADER_SmoothFuzz = 6,
SHADER_SwirlyFuzz = 7,
SHADER_TranslucentFuzz = 8,
SHADER_JaggedFuzz = 9,
SHADER_NoiseFuzz = 10,
SHADER_SmoothNoiseFuzz = 11,
FIRST_USER_SHADER = 12
};
enum enum
{ {

View file

@ -438,7 +438,7 @@ int FMaterial::mMaxBound;
FMaterial::FMaterial(FTexture * tx, bool expanded) FMaterial::FMaterial(FTexture * tx, bool expanded)
{ {
mShaderIndex = 0; mShaderIndex = SHADER_Default;
tex = tx; tex = tx;
// TODO: apply custom shader object here // TODO: apply custom shader object here
@ -449,7 +449,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
*/ */
if (tx->bWarped) if (tx->bWarped)
{ {
mShaderIndex = tx->bWarped; mShaderIndex = tx->bWarped; // This picks SHADER_Warp1 or SHADER_Warp2
tx->gl_info.shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed(); tx->gl_info.shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed();
} }
else if (tx->bHasCanvas) else if (tx->bHasCanvas)
@ -474,7 +474,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
ValidateSysTexture(tx->gl_info.Brightmap, expanded); ValidateSysTexture(tx->gl_info.Brightmap, expanded);
FTextureLayer layer = {tx->gl_info.Brightmap, false}; FTextureLayer layer = {tx->gl_info.Brightmap, false};
mTextureLayers.Push(layer); mTextureLayers.Push(layer);
mShaderIndex = 3; mShaderIndex = SHADER_Brightmap;
} }
} }
} }
@ -804,7 +804,7 @@ void FMaterial::GetTexCoordInfo(FTexCoordInfo *tci, float x, float y) const
int FMaterial::GetAreas(FloatRect **pAreas) const int FMaterial::GetAreas(FloatRect **pAreas) const
{ {
if (mShaderIndex == 0) // texture splitting can only be done if there's no attached effects if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
{ {
FTexture *tex = mBaseLayer->tex; FTexture *tex = mBaseLayer->tex;
*pAreas = tex->gl_info.areas; *pAreas = tex->gl_info.areas;