/* ** gl_shaders.cpp ** Routines parsing/managing texture shaders. ** **--------------------------------------------------------------------------- ** Copyright 2003 Timothy Stump ** Copyright 2009 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "doomtype.h" #include "c_cvars.h" #include "sc_man.h" #include "textures/textures.h" #include "gl/shaders/gl_texshader.h" CVAR(Bool, gl_texture_useshaders, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) //========================================================================== // // // //========================================================================== FShaderLayer::FShaderLayer() { animate = false; emissive = false; blendFuncSrc = GL_SRC_ALPHA; blendFuncDst = GL_ONE_MINUS_SRC_ALPHA; offsetX = 0.f; offsetY = 0.f; centerX = 0.0f; centerY = 0.0f; rotate = 0.f; rotation = 0.f; adjustX.SetParams(0.f, 0.f, 0.f); adjustY.SetParams(0.f, 0.f, 0.f); scaleX.SetParams(1.f, 1.f, 0.f); scaleY.SetParams(1.f, 1.f, 0.f); alpha.SetParams(1.f, 1.f, 0.f); r.SetParams(1.f, 1.f, 0.f); g.SetParams(1.f, 1.f, 0.f); b.SetParams(1.f, 1.f, 0.f); flags = 0; layerMask = NULL; texgen = SHADER_TexGen_None; warp = false; warpspeed = 0; } //========================================================================== // // // //========================================================================== FShaderLayer::FShaderLayer(const FShaderLayer &layer) { texture = layer.texture; animate = layer.animate; emissive = layer.emissive; adjustX = layer.adjustX; adjustY = layer.adjustY; blendFuncSrc = layer.blendFuncSrc; blendFuncDst = layer.blendFuncDst; offsetX = layer.offsetX; offsetY = layer.offsetY; centerX = layer.centerX; centerY = layer.centerX; rotate = layer.rotate; rotation = layer.rotation; scaleX = layer.scaleX; scaleY = layer.scaleY; vectorX = layer.vectorX; vectorY = layer.vectorY; alpha = layer.alpha; r = layer.r; g = layer.g; b = layer.b; flags = layer.flags; if (layer.layerMask) { layerMask = new FShaderLayer(*(layer.layerMask)); } else { layerMask = NULL; } texgen = layer.texgen; warp = layer.warp; warpspeed = layer.warpspeed; } //========================================================================== // // // //========================================================================== FShaderLayer::~FShaderLayer() { if (layerMask) { delete layerMask; layerMask = NULL; } } //========================================================================== // // // //========================================================================== void FShaderLayer::Update(float diff) { r.Update(diff); g.Update(diff); b.Update(diff); alpha.Update(diff); vectorY.Update(diff); vectorX.Update(diff); scaleX.Update(diff); scaleY.Update(diff); adjustX.Update(diff); adjustY.Update(diff); srcFactor.Update(diff); dstFactor.Update(diff); offsetX += vectorX * diff; if (offsetX >= 1.f) offsetX -= 1.f; if (offsetX < 0.f) offsetX += 1.f; offsetY += vectorY * diff; if (offsetY >= 1.f) offsetY -= 1.f; if (offsetY < 0.f) offsetY += 1.f; rotation += rotate * diff; if (rotation > 360.f) rotation -= 360.f; if (rotation < 0.f) rotation += 360.f; if (layerMask != NULL) layerMask->Update(diff); } //========================================================================== // // // //========================================================================== struct FParseKey { const char *name; int value; }; static const FParseKey CycleTags[]= { {"linear", CYCLE_Linear}, {"sin", CYCLE_Sin}, {"cos", CYCLE_Cos}, {"sawtooth", CYCLE_SawTooth}, {"square", CYCLE_Square}, {NULL} }; static const FParseKey BlendTags[]= { {"GL_ZERO", GL_ZERO}, {"GL_ONE", GL_ONE}, {"GL_DST_COLOR", GL_DST_COLOR}, {"GL_ONE_MINUS_DST_COLOR", GL_ONE_MINUS_DST_COLOR}, {"GL_DST_ALPHA", GL_DST_ALPHA}, {"GL_ONE_MINUS_DST_ALPHA", GL_ONE_MINUS_DST_ALPHA}, {"GL_SRC_COLOR", GL_SRC_COLOR}, {"GL_ONE_MINUS_SRC_COLOR", GL_ONE_MINUS_SRC_COLOR}, {"GL_SRC_ALPHA", GL_SRC_ALPHA}, {"GL_ONE_MINUS_SRC_ALPHA", GL_ONE_MINUS_SRC_ALPHA}, {"GL_SRC_ALPHA_SATURATE", GL_SRC_ALPHA_SATURATE}, {NULL} }; //========================================================================== // // // //========================================================================== CycleType FShaderLayer::ParseCycleType(FScanner &sc) { if (sc.GetString()) { int t = sc.MatchString(&CycleTags[0].name, sizeof(CycleTags[0])); if (t > -1) return CycleType(CycleTags[t].value); sc.UnGet(); } return CYCLE_Linear; } //========================================================================== // // // //========================================================================== bool FShaderLayer::ParseLayer(FScanner &sc) { bool retval = true; float start, end, cycle, r1, r2, g1, g2, b1, b2; int type; if (sc.GetString()) { texture = TexMan.CheckForTexture(sc.String, ETextureType::Wall); if (!texture.isValid()) { sc.ScriptMessage("Unknown texture '%s'", sc.String); retval = false; } sc.MustGetStringName("{"); while (!sc.CheckString("}")) { if (sc.End) { sc.ScriptError("Unexpected end of file encountered"); return false; } if (sc.Compare("alpha")) { if (sc.CheckString("cycle")) { alpha.ShouldCycle(true); alpha.SetCycleType(ParseCycleType(sc)); sc.MustGetFloat(); start = sc.Float; sc.MustGetFloat(); end = sc.Float; sc.MustGetFloat(); cycle = sc.Float; alpha.SetParams(start, end, cycle); } else { sc.MustGetFloat(); alpha.SetParams(float(sc.Float), float(sc.Float), 0.f); } } else if (sc.Compare("srcfactor")) { if (sc.CheckString("cycle")) { srcFactor.ShouldCycle(true); srcFactor.SetCycleType(ParseCycleType(sc)); sc.MustGetFloat(); start = sc.Float; sc.MustGetFloat(); end = sc.Float; sc.MustGetFloat(); cycle = sc.Float; srcFactor.SetParams(start, end, cycle); } else { sc.MustGetFloat(); srcFactor.SetParams(float(sc.Float), float(sc.Float), 0.f); } } if (sc.Compare("destfactor")) { if (sc.CheckString("cycle")) { dstFactor.ShouldCycle(true); dstFactor.SetCycleType(ParseCycleType(sc)); sc.MustGetFloat(); start = sc.Float; sc.MustGetFloat(); end = sc.Float; sc.MustGetFloat(); cycle = sc.Float; dstFactor.SetParams(start, end, cycle); } else { sc.MustGetFloat(); dstFactor.SetParams(float(sc.Float), float(sc.Float), 0.f); } } else if (sc.Compare("animate")) { sc.GetString(); animate = sc.Compare("true"); } else if (sc.Compare("blendfunc")) { sc.GetString(); type = sc.MustMatchString(&BlendTags[0].name, sizeof(BlendTags[0])); blendFuncSrc = type;// BlendTags[type].value; sc.GetString(); type = sc.MustMatchString(&BlendTags[0].name, sizeof(BlendTags[0])); blendFuncDst = type; //BlendTags[type].value; } else if (sc.Compare("color")) { if (sc.CheckString("cycle")) { CycleType type = ParseCycleType(sc); r.ShouldCycle(true); g.ShouldCycle(true); b.ShouldCycle(true); r.SetCycleType(type); g.SetCycleType(type); b.SetCycleType(type); sc.MustGetFloat(); r1 = float(sc.Float); sc.MustGetFloat(); g1 = float(sc.Float); sc.MustGetFloat(); b1 = float(sc.Float); // get color2 sc.MustGetFloat(); r2 = float(sc.Float); sc.MustGetFloat(); g2 = float(sc.Float); sc.MustGetFloat(); b2 = float(sc.Float); // get cycle time sc.MustGetFloat(); cycle = sc.Float; r.SetParams(r1, r2, cycle); g.SetParams(g1, g2, cycle); b.SetParams(b1, b2, cycle); } else { sc.MustGetFloat(); r1 = float(sc.Float); sc.MustGetFloat(); g1 = sc.Float; sc.MustGetFloat(); b1 = sc.Float; r.SetParams(r1, r1, 0.f); g.SetParams(g1, g1, 0.f); b.SetParams(b1, b1, 0.f); } } else if (sc.Compare("center")) { sc.MustGetFloat(); centerX = sc.Float; sc.MustGetFloat(); centerY = sc.Float; } else if (sc.Compare("emissive")) { sc.GetString(); emissive = sc.Compare("true"); } else if (sc.Compare("offset")) { if (sc.CheckString("cycle")) { adjustX.ShouldCycle(true); adjustY.ShouldCycle(true); sc.MustGetFloat(); r1 = sc.Float; sc.MustGetFloat(); r2 = sc.Float; sc.MustGetFloat(); g1 = sc.Float; sc.MustGetFloat(); g2 = sc.Float; sc.MustGetFloat(); cycle = sc.Float; offsetX = r1; offsetY = r2; adjustX.SetParams(0.f, g1 - r1, cycle); adjustY.SetParams(0.f, g2 - r2, cycle); } else { sc.MustGetFloat(); offsetX = sc.Float; sc.MustGetFloat(); offsetY = sc.Float; } } else if (sc.Compare("offsetfunc")) { adjustX.SetCycleType(ParseCycleType(sc)); adjustY.SetCycleType(ParseCycleType(sc)); } else if (sc.Compare("mask")) { if (layerMask != NULL) delete layerMask; layerMask = new FShaderLayer; layerMask->ParseLayer(sc); } else if (sc.Compare("rotate")) { sc.MustGetFloat(); rotate = sc.Float; } else if (sc.Compare("rotation")) { sc.MustGetFloat(); rotation = sc.Float; } else if (sc.Compare("scale")) { if (sc.CheckString("cycle")) { scaleX.ShouldCycle(true); scaleY.ShouldCycle(true); sc.MustGetFloat(); r1 = sc.Float; sc.MustGetFloat(); r2 = sc.Float; sc.MustGetFloat(); g1 = sc.Float; sc.MustGetFloat(); g2 = sc.Float; sc.MustGetFloat(); cycle = sc.Float; scaleX.SetParams(r1, g1, cycle); scaleY.SetParams(r2, g2, cycle); } else { sc.MustGetFloat(); scaleX.SetParams(sc.Float, sc.Float, 0.f); sc.MustGetFloat(); scaleY.SetParams(sc.Float, sc.Float, 0.f); } } else if (sc.Compare("scalefunc")) { scaleX.SetCycleType(ParseCycleType(sc)); scaleY.SetCycleType(ParseCycleType(sc)); } else if (sc.Compare("texgen")) { sc.MustGetString(); if (sc.Compare("sphere")) { texgen = SHADER_TexGen_Sphere; } else { texgen = SHADER_TexGen_None; } } else if (sc.Compare("vector")) { if (sc.CheckString("cycle")) { vectorX.ShouldCycle(true); vectorY.ShouldCycle(true); sc.MustGetFloat(); r1 = sc.Float; sc.MustGetFloat(); g1 = sc.Float; sc.MustGetFloat(); r2 = sc.Float; sc.MustGetFloat(); g2 = sc.Float; sc.MustGetFloat(); cycle = sc.Float; vectorX.SetParams(r1, r2, cycle); vectorY.SetParams(g1, g2, cycle); } else { sc.MustGetFloat(); vectorX.SetParams(sc.Float, sc.Float, 0.f); sc.MustGetFloat(); vectorY.SetParams(sc.Float, sc.Float, 0.f); } } else if (sc.Compare("vectorfunc")) { vectorX.SetCycleType(ParseCycleType(sc)); vectorY.SetCycleType(ParseCycleType(sc)); } else if (sc.Compare("warp")) { if (sc.CheckNumber()) { warp = sc.Number >= 0 && sc.Number <= 2? sc.Number : 0; } else { // compatibility with ZDoomGL sc.MustGetString(); warp = sc.Compare("true"); } } else { sc.ScriptError("Unknown keyword '%s' in shader layer", sc.String); } } } return retval; } //========================================================================== // // // //========================================================================== FTextureShader::FTextureShader() { layers.Clear(); lastUpdate = 0; } //========================================================================== // // // //========================================================================== bool FTextureShader::ParseShader(FScanner &sc, TArray &names) { bool retval = true; if (sc.GetString()) { name = sc.String; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { if (sc.End) { sc.ScriptError("Unexpected end of file encountered"); return false; } else if (sc.Compare("layer")) { FShaderLayer *lay = new FShaderLayer; if (lay->ParseLayer(sc)) { if (layers.Size() < 8) { layers.Push(lay); } else { delete lay; sc.ScriptMessage("Only 8 layers per texture allowed."); } } else { delete lay; retval = false; } } else { sc.ScriptError("Unknown keyword '%s' in shader", sc.String); } } } return retval; } //========================================================================== // // // //========================================================================== void FTextureShader::Update(int framems) { float diff = (framems - lastUpdate) / 1000.f; if (lastUpdate != 0) // && !paused && !bglobal.freeze) { for (unsigned int i = 0; i < layers.Size(); i++) { layers[i]->Update(diff); } } lastUpdate = framems; } //========================================================================== // // // //========================================================================== void FTextureShader::FakeUpdate(int framems) { lastUpdate = framems; } //========================================================================== // // // //========================================================================== FString FTextureShader::CreateName() { FString compose = "custom"; for(unsigned i=0; iemissive, layers[i]->blendFuncSrc, layers[i]->blendFuncDst, layers[i]->texgen, layers[i]->warp); } return compose; } //========================================================================== // // // //========================================================================== FString FTextureShader::GenerateCode() { static const char *funcnames[] = {"gettexel", "getwarp1", "getwarp2" }; static const char *srcblend[] = { "vec4(0.0)", "src", "src*dest", "1.0-src*dest", "src*dest.a", "1.0-src*dest.a", "src*src", "1.0-src*src", "src*src.a", "1.0-src*src", "vec4(src.rgb*src.a, 1)" }; static const char *dstblend[] = { "vec4(0.0)", "dest", "dest*dest", "1.0-dest*dest", "dest*dest.a", "1.0-dest*dest.a", "dest*src", "1.0-dest*src", "dest*src.a", "1.0-dest*src", "vec4(dest.rgb*src.a, 1)" }; FString compose; for(unsigned i=0; iwarp], i+1, i, i); if (!layers[i]->emissive) compose.AppendFormat("src.rgb *= gl_Color.rgb;\n"); compose.AppendFormat("dest = (%s)*srcfactor + (%s)*dstfactor;\n", srcblend[layers[i]->blendFuncSrc], dstblend[layers[i]->blendFuncDst]); } return compose; }