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- Add new material shader entries for specular and PBR light modes
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4dd2d789f4
commit
0f69778e23
4 changed files with 45 additions and 35 deletions
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@ -991,7 +991,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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{
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// Todo: implement shader selection here
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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OverrideShader = gl_fuzztype + 4;
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OverrideShader = SHADER_NoTexture + gl_fuzztype;
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trans = 0.99f; // trans may not be 1 here
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hw_styleflags = STYLEHW_NoAlphaTest;
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}
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@ -355,7 +355,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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{
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// Todo: implement shader selection here
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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OverrideShader = gl_fuzztype + 4;
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OverrideShader = SHADER_NoTexture + gl_fuzztype;
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trans = 0.99f; // trans may not be 1 here
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}
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else
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@ -325,9 +325,10 @@ bool FShader::Bind()
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//
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//==========================================================================
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FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard, EPassType passType)
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FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, const char *shaderdefines, bool usediscard, EPassType passType)
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{
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FString defines;
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defines += shaderdefines;
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// this can't be in the shader code due to ATI strangeness.
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if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
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if (!usediscard) defines += "#define NO_ALPHATEST\n";
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@ -374,24 +375,29 @@ struct FDefaultShader
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{
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const char * ShaderName;
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const char * gettexelfunc;
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const char * Defines;
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};
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// Note: the ShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
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// Note: the MaterialShaderIndex enum in gl_shader.h needs to be updated whenever 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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{"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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{"Specular","shaders/glsl/func_normal.fp", "#define SPECULAR\n"},
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{"SpecularBrightmap","shaders/glsl/func_brightmap.fp", "#define SPECULAR\n"},
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{"PBR","shaders/glsl/func_normal.fp", "#define PBR\n"},
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{"PBRBrightmap","shaders/glsl/func_brightmap.fp", "#define PBR\n"},
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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,NULL}
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};
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static TArray<FString> usershaders;
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@ -530,11 +536,11 @@ void FShaderCollection::CompileShaders(EPassType passType)
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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, true, passType);
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].Defines, true, passType);
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mMaterialShaders.Push(shc);
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if (i <= SHADER_Brightmap)
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if (i < SHADER_NoTexture)
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{
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false, passType);
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].Defines, false, passType);
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mMaterialShadersNAT.Push(shc);
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}
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}
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@ -544,7 +550,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
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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], true, passType);
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FShader *shc = Compile(sfn, usershaders[i], "", true, passType);
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mMaterialShaders.Push(shc);
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}
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@ -365,7 +365,7 @@ class FShaderCollection
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public:
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FShaderCollection(EPassType passType);
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~FShaderCollection();
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FShader *Compile(const char *ShaderName, const char *ShaderPath, bool usediscard, EPassType passType);
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FShader *Compile(const char *ShaderName, const char *ShaderPath, const char *shaderdefines, bool usediscard, EPassType passType);
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int Find(const char *mame);
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FShader *BindEffect(int effect);
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view);
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@ -399,19 +399,23 @@ public:
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enum MaterialShaderIndex
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{
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SHADER_Default = 0,
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SHADER_Warp1 = 1,
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SHADER_Warp2 = 2,
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SHADER_Brightmap = 3,
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SHADER_NoTexture = 4,
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SHADER_BasicFuzz = 5,
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SHADER_SmoothFuzz = 6,
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SHADER_SwirlyFuzz = 7,
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SHADER_TranslucentFuzz = 8,
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SHADER_JaggedFuzz = 9,
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SHADER_NoiseFuzz = 10,
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SHADER_SmoothNoiseFuzz = 11,
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FIRST_USER_SHADER = 12
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SHADER_Default,
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SHADER_Warp1,
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SHADER_Warp2,
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SHADER_Brightmap,
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SHADER_Specular,
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SHADER_SpecularBrightmap,
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SHADER_PBR,
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SHADER_PBRBrightmap,
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SHADER_NoTexture,
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SHADER_BasicFuzz,
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SHADER_SmoothFuzz,
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SHADER_SwirlyFuzz,
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SHADER_TranslucentFuzz,
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SHADER_JaggedFuzz,
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SHADER_NoiseFuzz,
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SHADER_SmoothNoiseFuzz,
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FIRST_USER_SHADER
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};
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enum
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