- Add new material shader entries for specular and PBR light modes

This commit is contained in:
Magnus Norddahl 2018-01-21 01:53:44 +01:00
parent 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)
{ {
// Todo: implement shader selection here // Todo: implement shader selection here
RenderStyle = LegacyRenderStyles[STYLE_Translucent]; RenderStyle = LegacyRenderStyles[STYLE_Translucent];
OverrideShader = gl_fuzztype + 4; OverrideShader = SHADER_NoTexture + gl_fuzztype;
trans = 0.99f; // trans may not be 1 here trans = 0.99f; // trans may not be 1 here
hw_styleflags = STYLEHW_NoAlphaTest; hw_styleflags = STYLEHW_NoAlphaTest;
} }

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@ -355,7 +355,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
{ {
// Todo: implement shader selection here // Todo: implement shader selection here
RenderStyle = LegacyRenderStyles[STYLE_Translucent]; RenderStyle = LegacyRenderStyles[STYLE_Translucent];
OverrideShader = gl_fuzztype + 4; OverrideShader = SHADER_NoTexture + gl_fuzztype;
trans = 0.99f; // trans may not be 1 here trans = 0.99f; // trans may not be 1 here
} }
else else

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@ -325,9 +325,10 @@ bool FShader::Bind()
// //
//========================================================================== //==========================================================================
FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard, EPassType passType) FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, const char *shaderdefines, bool usediscard, EPassType passType)
{ {
FString defines; FString defines;
defines += shaderdefines;
// this can't be in the shader code due to ATI strangeness. // this can't be in the shader code due to ATI strangeness.
if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n"; if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
if (!usediscard) defines += "#define NO_ALPHATEST\n"; if (!usediscard) defines += "#define NO_ALPHATEST\n";
@ -374,24 +375,29 @@ struct FDefaultShader
{ {
const char * ShaderName; const char * ShaderName;
const char * gettexelfunc; const char * gettexelfunc;
const char * Defines;
}; };
// Note: the ShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified. // Note: the MaterialShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
static const FDefaultShader defaultshaders[]= static const FDefaultShader defaultshaders[]=
{ {
{"Default", "shaders/glsl/func_normal.fp"}, {"Default", "shaders/glsl/func_normal.fp", ""},
{"Warp 1", "shaders/glsl/func_warp1.fp"}, {"Warp 1", "shaders/glsl/func_warp1.fp", ""},
{"Warp 2", "shaders/glsl/func_warp2.fp"}, {"Warp 2", "shaders/glsl/func_warp2.fp", ""},
{"Brightmap","shaders/glsl/func_brightmap.fp"}, {"Brightmap","shaders/glsl/func_brightmap.fp", ""},
{"No Texture", "shaders/glsl/func_notexture.fp"}, {"Specular","shaders/glsl/func_normal.fp", "#define SPECULAR\n"},
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp"}, {"SpecularBrightmap","shaders/glsl/func_brightmap.fp", "#define SPECULAR\n"},
{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp"}, {"PBR","shaders/glsl/func_normal.fp", "#define PBR\n"},
{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp"}, {"PBRBrightmap","shaders/glsl/func_brightmap.fp", "#define PBR\n"},
{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp"}, {"No Texture", "shaders/glsl/func_notexture.fp", ""},
{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp"}, {"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", ""},
{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp"}, {"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", ""},
{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp"}, {"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", ""},
{NULL,NULL} {"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,NULL}
}; };
static TArray<FString> usershaders; static TArray<FString> usershaders;
@ -530,11 +536,11 @@ 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, defaultshaders[i].Defines, true, passType);
mMaterialShaders.Push(shc); mMaterialShaders.Push(shc);
if (i <= SHADER_Brightmap) if (i < SHADER_NoTexture)
{ {
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false, passType); FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].Defines, false, passType);
mMaterialShadersNAT.Push(shc); mMaterialShadersNAT.Push(shc);
} }
} }
@ -544,7 +550,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
FString name = ExtractFileBase(usershaders[i]); FString name = ExtractFileBase(usershaders[i]);
FName sfn = name; FName sfn = name;
FShader *shc = Compile(sfn, usershaders[i], true, passType); FShader *shc = Compile(sfn, usershaders[i], "", true, passType);
mMaterialShaders.Push(shc); mMaterialShaders.Push(shc);
} }

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@ -365,7 +365,7 @@ class FShaderCollection
public: public:
FShaderCollection(EPassType passType); FShaderCollection(EPassType passType);
~FShaderCollection(); ~FShaderCollection();
FShader *Compile(const char *ShaderName, const char *ShaderPath, bool usediscard, EPassType passType); FShader *Compile(const char *ShaderName, const char *ShaderPath, const char *shaderdefines, bool usediscard, EPassType passType);
int Find(const char *mame); int Find(const char *mame);
FShader *BindEffect(int effect); FShader *BindEffect(int effect);
void ApplyMatrices(VSMatrix *proj, VSMatrix *view); void ApplyMatrices(VSMatrix *proj, VSMatrix *view);
@ -399,19 +399,23 @@ public:
enum MaterialShaderIndex enum MaterialShaderIndex
{ {
SHADER_Default = 0, SHADER_Default,
SHADER_Warp1 = 1, SHADER_Warp1,
SHADER_Warp2 = 2, SHADER_Warp2,
SHADER_Brightmap = 3, SHADER_Brightmap,
SHADER_NoTexture = 4, SHADER_Specular,
SHADER_BasicFuzz = 5, SHADER_SpecularBrightmap,
SHADER_SmoothFuzz = 6, SHADER_PBR,
SHADER_SwirlyFuzz = 7, SHADER_PBRBrightmap,
SHADER_TranslucentFuzz = 8, SHADER_NoTexture,
SHADER_JaggedFuzz = 9, SHADER_BasicFuzz,
SHADER_NoiseFuzz = 10, SHADER_SmoothFuzz,
SHADER_SmoothNoiseFuzz = 11, SHADER_SwirlyFuzz,
FIRST_USER_SHADER = 12 SHADER_TranslucentFuzz,
SHADER_JaggedFuzz,
SHADER_NoiseFuzz,
SHADER_SmoothNoiseFuzz,
FIRST_USER_SHADER
}; };
enum enum