mirror of
https://github.com/ZDoom/gzdoom.git
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554 lines
16 KiB
C++
554 lines
16 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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//==========================================================================
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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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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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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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//
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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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FString vp_comb = "#version 130\n";
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if (gl.glslversion >= 3.3f) vp_comb = "#version 330 compatibility\n"; // I can't shut up the deprecation warnings in GLSL 1.3 so if available use a version with compatibility profile.
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// todo when using shader storage buffers, add
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// "#version 400 compatibility\n#extension GL_ARB_shader_storage_buffer_object : require\n" instead.
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if (!(gl.flags & RFL_BUFFER_STORAGE))
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{
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// we only want the uniform array hack in the shader if we actually need it.
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vp_comb << "#define UNIFORM_VB\n";
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}
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vp_comb << defines << i_data.GetString().GetChars();
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FString fp_comb = vp_comb;
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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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if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
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{
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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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}
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fp_comb << pp_data.GetString().GetChars();
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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{
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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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}
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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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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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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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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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muLightRange.Init(hShader, "uLightRange");
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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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muInterpolationFactor.Init(hShader, "uInterpolationFactor");
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timer_index = glGetUniformLocation(hShader, "timer");
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lights_index = glGetUniformLocation(hShader, "lights");
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fakevb_index = glGetUniformLocation(hShader, "fakeVB");
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glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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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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//==========================================================================
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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()
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{
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GLRenderer->mShaderManager->SetActiveShader(this);
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return true;
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}
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//==========================================================================
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//
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// Since all shaders are REQUIRED, any error here needs to be fatal
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//
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//==========================================================================
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FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath)
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{
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// this can't be in the shader code due to ATI strangeness.
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const char *str = (gl.MaxLights() == 128)? "#define MAXLIGHTS128\n" : "";
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FShader *shader = NULL;
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try
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{
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shader = new FShader(ShaderName);
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if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, str))
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{
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I_FatalError("Unable to load shader %s\n", ShaderName);
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}
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}
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catch(CRecoverableError &err)
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{
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if (shader != NULL) delete shader;
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shader = NULL;
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I_FatalError("Unable to load shader %s:\n%s\n", ShaderName, err.GetMessage());
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}
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return shader;
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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, "" },
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{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n" },
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{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n" },
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{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\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;
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for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
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{
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc);
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mTextureEffects.Push(shc);
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}
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for(unsigned i = 0; i < usershaders.Size(); i++)
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{
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FString name = ExtractFileBase(usershaders[i]);
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FName sfn = name;
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FShader *shc = Compile(sfn, usershaders[i]);
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mTextureEffects.Push(shc);
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}
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for(int i=0;i<MAX_EFFECTS;i++)
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{
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FShader *eff = new FShader(effectshaders[i].ShaderName);
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if (!eff->Load(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].fp1,
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effectshaders[i].fp2, effectshaders[i].defines))
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{
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delete eff;
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}
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else mEffectShaders[i] = eff;
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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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void FShaderManager::Clean()
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{
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glUseProgram(0);
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mActiveShader = NULL;
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for (unsigned int i = 0; i < mTextureEffects.Size(); i++)
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{
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if (mTextureEffects[i] != NULL) delete mTextureEffects[i];
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}
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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if (mEffectShaders[i] != NULL) delete mEffectShaders[i];
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mEffectShaders[i] = NULL;
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}
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mTextureEffects.Clear();
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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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int FShaderManager::Find(const char * shn)
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{
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FName sfn = shn;
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for(unsigned int i=0;i<mTextureEffects.Size();i++)
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{
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if (mTextureEffects[i]->mName == sfn)
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{
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return i;
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}
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}
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return -1;
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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::SetActiveShader(FShader *sh)
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{
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if (mActiveShader != sh)
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{
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glUseProgram(sh!= NULL? sh->GetHandle() : 0);
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mActiveShader = sh;
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}
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}
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//==========================================================================
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//
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// To avoid maintenance this will be set when a warped texture is bound
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// because at that point the draw buffer needs to be flushed anyway.
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//
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//==========================================================================
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void FShaderManager::SetWarpSpeed(unsigned int eff, float speed)
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{
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// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
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if (eff < mTextureEffects.Size())
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{
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FShader *sh = mTextureEffects[eff];
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float warpphase = gl_frameMS * speed / 1000.f;
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glProgramUniform1f(sh->GetHandle(), sh->timer_index, warpphase);
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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 *FShaderManager::BindEffect(int effect)
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{
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if (effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[effect] != NULL)
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{
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mEffectShaders[effect]->Bind();
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return mEffectShaders[effect];
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}
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return 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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void gl_DestroyUserShaders()
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{
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// todo
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}
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//==========================================================================
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//
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// Parses a shader definition
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//
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//==========================================================================
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void gl_ParseHardwareShader(FScanner &sc, int deflump)
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{
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int type = FTexture::TEX_Any;
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bool disable_fullbright=false;
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bool thiswad = false;
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bool iwad = false;
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int maplump = -1;
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FString maplumpname;
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float speed = 1.f;
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sc.MustGetString();
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if (sc.Compare("texture")) type = FTexture::TEX_Wall;
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else if (sc.Compare("flat")) type = FTexture::TEX_Flat;
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else if (sc.Compare("sprite")) type = FTexture::TEX_Sprite;
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else sc.UnGet();
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sc.MustGetString();
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FTextureID no = TexMan.CheckForTexture(sc.String, type);
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FTexture *tex = TexMan[no];
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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{
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sc.MustGetString();
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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.GetChars());
|
|
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;
|
|
}
|
|
}
|
|
|