mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
- moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
This commit is contained in:
parent
fd6fbc76c6
commit
1fc4c9801b
18 changed files with 1925 additions and 1841 deletions
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@ -1055,7 +1055,6 @@ set (PCH_SOURCES
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gl/renderer/gl_postprocess.cpp
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gl/renderer/gl_postprocessstate.cpp
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gl/shaders/gl_shader.cpp
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gl/shaders/gl_texshader.cpp
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_postprocessshader.cpp
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gl/shaders/gl_shadowmapshader.cpp
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@ -1144,6 +1143,7 @@ set (PCH_SOURCES
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intermission/intermission.cpp
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intermission/intermission_parse.cpp
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r_data/colormaps.cpp
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r_data/gldefs.cpp
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r_data/a_dynlightdata.cpp
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r_data/r_translate.cpp
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r_data/sprites.cpp
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@ -176,6 +176,7 @@ extern bool gameisdead;
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extern bool demorecording;
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extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
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extern bool insave;
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extern TDeletingArray<FLightDefaults *> LightDefaults;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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@ -2772,6 +2773,7 @@ void D_DoomMain (void)
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DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods
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FS_Close(); // destroy the global FraggleScript.
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DeinitMenus();
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LightDefaults.Clear(); // this can leak heap memory if it isn't cleared.
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// delete DoomStartupInfo data
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DoomStartupInfo.Name = (const char*)0;
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@ -793,6 +793,147 @@ void ADynamicLight::OnDestroy()
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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 AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
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{
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ADynamicLight *light;
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if (count < AttachedLights.Size())
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{
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light = barrier_cast<ADynamicLight*>(AttachedLights[count]);
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assert(light != NULL);
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}
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else
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{
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light = Spawn<ADynamicLight>(Pos(), NO_REPLACE);
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light->target = this;
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light->owned = true;
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light->ObjectFlags |= OF_Transient;
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//light->lightflags |= LF_ATTENUATE;
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AttachedLights.Push(light);
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}
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light->flags2&=~MF2_DORMANT;
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lightdef->ApplyProperties(light);
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}
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//==========================================================================
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//
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// per-state light adjustment
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//
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//==========================================================================
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extern TArray<FLightDefaults *> StateLights;
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void AActor::SetDynamicLights()
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{
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TArray<FInternalLightAssociation *> & LightAssociations = GetInfo()->LightAssociations;
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unsigned int count = 0;
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if (state == NULL) return;
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if (LightAssociations.Size() > 0)
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{
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ADynamicLight *lights, *tmpLight;
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unsigned int i;
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lights = tmpLight = NULL;
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for (i = 0; i < LightAssociations.Size(); i++)
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{
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if (LightAssociations[i]->Sprite() == sprite &&
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(LightAssociations[i]->Frame()==frame || LightAssociations[i]->Frame()==-1))
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{
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AttachLight(count++, LightAssociations[i]->Light());
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}
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}
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}
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if (count == 0 && state->Light > 0)
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{
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for(int i= state->Light; StateLights[i] != NULL; i++)
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{
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if (StateLights[i] != (FLightDefaults*)-1)
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{
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AttachLight(count++, StateLights[i]);
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}
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}
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}
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for(;count<AttachedLights.Size();count++)
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{
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AttachedLights[count]->flags2 |= MF2_DORMANT;
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memset(AttachedLights[count]->args, 0, 3*sizeof(args[0]));
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}
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}
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//==========================================================================
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//
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// Needed for garbage collection
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//
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//==========================================================================
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size_t AActor::PropagateMark()
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{
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for (unsigned i = 0; i<AttachedLights.Size(); i++)
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{
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GC::Mark(AttachedLights[i]);
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}
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return Super::PropagateMark();
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}
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//==========================================================================
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//
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// This is called before saving the game
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//
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//==========================================================================
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void AActor::DeleteAllAttachedLights()
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{
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TThinkerIterator<AActor> it;
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AActor * a;
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ADynamicLight * l;
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while ((a=it.Next()))
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{
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a->AttachedLights.Clear();
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}
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TThinkerIterator<ADynamicLight> it2;
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l=it2.Next();
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while (l)
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{
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ADynamicLight * ll = it2.Next();
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if (l->owned) l->Destroy();
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l=ll;
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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 AActor::RecreateAllAttachedLights()
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{
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TThinkerIterator<AActor> it;
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AActor * a;
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while ((a=it.Next()))
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{
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a->SetDynamicLights();
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}
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}
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//==========================================================================
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//
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// CCMDs
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//
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//==========================================================================
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CCMD(listlights)
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{
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int walls, sectors, subsecs;
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@ -8,17 +8,28 @@ EXTERN_CVAR(Bool, gl_attachedlights)
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class ADynamicLight;
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class FSerializer;
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class FLightDefaults;
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enum ELightType
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{
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PointLight,
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PulseLight,
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FlickerLight,
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RandomFlickerLight,
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SectorLight,
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DummyLight,
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ColorPulseLight,
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ColorFlickerLight,
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RandomColorFlickerLight
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};
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enum
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{
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LIGHT_RED = 0,
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LIGHT_GREEN = 1,
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LIGHT_BLUE = 2,
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LIGHT_INTENSITY = 3,
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LIGHT_SECONDARY_INTENSITY = 4,
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LIGHT_SCALE = 3,
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LIGHT_RED = 0,
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LIGHT_GREEN = 1,
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LIGHT_BLUE = 2,
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LIGHT_INTENSITY = 3,
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LIGHT_SECONDARY_INTENSITY = 4,
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LIGHT_SCALE = 3,
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};
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enum LightFlag
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@ -32,24 +43,111 @@ enum LightFlag
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LF_SPOT = 64
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};
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//==========================================================================
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//
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// Light definitions
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//
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//==========================================================================
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class FLightDefaults
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{
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public:
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FLightDefaults(FName name, ELightType type);
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void ApplyProperties(ADynamicLight * light) const;
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FName GetName() const { return m_Name; }
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void SetParameter(double p) { m_Param = p; }
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void SetArg(int arg, int val) { m_Args[arg] = val; }
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int GetArg(int arg) { return m_Args[arg]; }
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uint8_t GetAttenuate() const { return m_attenuate; }
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void SetOffset(float* ft) { m_Pos.X = ft[0]; m_Pos.Z = ft[1]; m_Pos.Y = ft[2]; }
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void SetSubtractive(bool subtract) { m_subtractive = subtract; }
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void SetAdditive(bool add) { m_additive = add; }
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void SetDontLightSelf(bool add) { m_dontlightself = add; }
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void SetAttenuate(bool on) { m_attenuate = on; }
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void SetHalo(bool halo) { m_halo = halo; }
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void SetDontLightActors(bool on) { m_dontlightactors = on; }
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void SetSpot(bool spot) { m_spot = spot; }
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void SetSpotInnerAngle(double angle) { m_spotInnerAngle = angle; }
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void SetSpotOuterAngle(double angle) { m_spotOuterAngle = angle; }
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void OrderIntensities()
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{
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if (m_Args[LIGHT_INTENSITY] > m_Args[LIGHT_SECONDARY_INTENSITY])
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{
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std::swap(m_Args[LIGHT_INTENSITY], m_Args[LIGHT_SECONDARY_INTENSITY]);
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m_swapped = true;
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}
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}
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protected:
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FName m_Name;
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int m_Args[5] = { 0,0,0,0,0 };
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double m_Param = 0;
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DVector3 m_Pos = { 0,0,0 };
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ELightType m_type;
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int8_t m_attenuate = -1;
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bool m_subtractive = false;
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bool m_additive = false;
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bool m_halo = false;
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bool m_dontlightself = false;
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bool m_dontlightactors = false;
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bool m_swapped = false;
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bool m_spot = false;
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double m_spotInnerAngle = 10.0;
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double m_spotOuterAngle = 25.0;
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};
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//==========================================================================
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//
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// Light associations (intermediate parser data)
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//
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//==========================================================================
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class FLightAssociation
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{
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public:
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//FLightAssociation();
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FLightAssociation(FName actorName, const char *frameName, FName lightName)
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: m_ActorName(actorName), m_AssocLight(lightName)
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{
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strncpy(m_FrameName, frameName, 8);
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}
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FName ActorName() { return m_ActorName; }
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const char *FrameName() { return m_FrameName; }
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FName Light() { return m_AssocLight; }
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void ReplaceLightName(FName newName) { m_AssocLight = newName; }
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protected:
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char m_FrameName[8];
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FName m_ActorName, m_AssocLight;
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};
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//==========================================================================
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//
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// Light associations per actor class
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//
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//==========================================================================
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class FInternalLightAssociation
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{
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public:
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FInternalLightAssociation(FLightAssociation * asso);
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int Sprite() const { return m_sprite; }
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int Frame() const { return m_frame; }
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const FLightDefaults *Light() const { return m_AssocLight; }
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protected:
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int m_sprite;
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int m_frame;
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FLightDefaults * m_AssocLight;
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};
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typedef TFlags<LightFlag> LightFlags;
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DEFINE_TFLAGS_OPERATORS(LightFlags)
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enum ELightType
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{
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PointLight,
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PulseLight,
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FlickerLight,
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RandomFlickerLight,
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SectorLight,
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DummyLight,
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ColorPulseLight,
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ColorFlickerLight,
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RandomColorFlickerLight
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};
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struct FLightNode
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{
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FLightNode ** prevTarget;
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@ -33,75 +33,6 @@
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#include "gl/dynlights/gl_glow.h"
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//===========================================================================
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//
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// Reads glow definitions from GLDEFS
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//
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//===========================================================================
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void gl_InitGlow(FScanner &sc)
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{
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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if (sc.Compare("FLATS"))
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{
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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FTextureID flump=TexMan.CheckForTexture(sc.String, ETextureType::Flat,FTextureManager::TEXMAN_TryAny);
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FTexture *tex = TexMan[flump];
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if (tex) tex->gl_info.bAutoGlowing = tex->bGlowing = tex->gl_info.bFullbright = true;
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}
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}
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else if (sc.Compare("WALLS"))
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{
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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FTextureID flump=TexMan.CheckForTexture(sc.String, ETextureType::Wall,FTextureManager::TEXMAN_TryAny);
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FTexture *tex = TexMan[flump];
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if (tex) tex->gl_info.bAutoGlowing = tex->bGlowing = tex->gl_info.bFullbright = true;
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}
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}
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else if (sc.Compare("TEXTURE"))
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{
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sc.SetCMode(true);
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sc.MustGetString();
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FTextureID flump=TexMan.CheckForTexture(sc.String, ETextureType::Flat,FTextureManager::TEXMAN_TryAny);
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FTexture *tex = TexMan[flump];
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sc.MustGetStringName(",");
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sc.MustGetString();
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PalEntry color = V_GetColor(NULL, sc.String);
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//sc.MustGetStringName(",");
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//sc.MustGetNumber();
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if (sc.CheckString(","))
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{
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if (sc.CheckNumber())
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{
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if (tex) tex->gl_info.GlowHeight = sc.Number;
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if (!sc.CheckString(",")) goto skip_fb;
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}
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sc.MustGetStringName("fullbright");
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if (tex) tex->gl_info.bFullbright = true;
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}
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skip_fb:
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sc.SetCMode(false);
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if (tex && color != 0)
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{
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tex->gl_info.bAutoGlowing = false;
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tex->bGlowing = true;
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tex->GlowColor = color;
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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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// Checks whether a sprite should be affected by a glow
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@ -62,6 +62,7 @@
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#include "gl/shaders/gl_fxaashader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_postprocessshader.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "r_videoscale.h"
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@ -60,6 +60,7 @@
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#include "gl/shaders/gl_present3dRowshader.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "gl/shaders/gl_postprocessshader.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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@ -33,6 +33,7 @@
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/shaders/gl_postprocessshader.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "textures/textures.h"
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#include "textures/bitmap.h"
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|
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@ -1,10 +1,5 @@
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#pragma once
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#include "gl_shaderprogram.h"
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#include <map>
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class PostProcessShaderInstance;
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enum class PostProcessUniformType
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{
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Undefined,
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@ -35,38 +30,3 @@ struct PostProcessShader
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extern TArray<PostProcessShader> PostProcessShaders;
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class PostProcessShaderInstance
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{
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public:
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PostProcessShaderInstance(PostProcessShader *desc) : Desc(desc) { }
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~PostProcessShaderInstance();
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void Run();
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PostProcessShader *Desc;
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private:
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bool IsShaderSupported();
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void CompileShader();
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void UpdateUniforms();
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void BindTextures();
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FShaderProgram mProgram;
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FBufferedUniformSampler mInputTexture;
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std::map<FTexture*, int> mTextureHandles;
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};
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class FCustomPostProcessShaders
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{
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public:
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FCustomPostProcessShaders();
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~FCustomPostProcessShaders();
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void Run(FString target);
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private:
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std::vector<std::unique_ptr<PostProcessShaderInstance>> mShaders;
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FCustomPostProcessShaders(const FCustomPostProcessShaders &) = delete;
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FCustomPostProcessShaders &operator=(const FCustomPostProcessShaders &) = delete;
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};
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|
|
42
src/gl/shaders/gl_postprocessshaderinstance.h
Normal file
42
src/gl/shaders/gl_postprocessshaderinstance.h
Normal file
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@ -0,0 +1,42 @@
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#pragma once
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#include "gl_shaderprogram.h"
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#include <map>
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struct PostProcessShader;
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class PostProcessShaderInstance
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{
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public:
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PostProcessShaderInstance(PostProcessShader *desc) : Desc(desc) { }
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~PostProcessShaderInstance();
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||||
void Run();
|
||||
|
||||
PostProcessShader *Desc;
|
||||
|
||||
private:
|
||||
bool IsShaderSupported();
|
||||
void CompileShader();
|
||||
void UpdateUniforms();
|
||||
void BindTextures();
|
||||
|
||||
FShaderProgram mProgram;
|
||||
FBufferedUniformSampler mInputTexture;
|
||||
std::map<FTexture*, int> mTextureHandles;
|
||||
};
|
||||
|
||||
class FCustomPostProcessShaders
|
||||
{
|
||||
public:
|
||||
FCustomPostProcessShaders();
|
||||
~FCustomPostProcessShaders();
|
||||
|
||||
void Run(FString target);
|
||||
|
||||
private:
|
||||
std::vector<std::unique_ptr<PostProcessShaderInstance>> mShaders;
|
||||
|
||||
FCustomPostProcessShaders(const FCustomPostProcessShaders &) = delete;
|
||||
FCustomPostProcessShaders &operator=(const FCustomPostProcessShaders &) = delete;
|
||||
};
|
|
@ -599,7 +599,7 @@ static const FDefaultShader defaultshaders[]=
|
|||
{nullptr,nullptr,nullptr,nullptr}
|
||||
};
|
||||
|
||||
static TArray<FString> usershaders;
|
||||
TArray<FString> usershaders;
|
||||
|
||||
struct FEffectShader
|
||||
{
|
||||
|
@ -872,157 +872,6 @@ void gl_DestroyUserShaders()
|
|||
// todo
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Parses a shader definition
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void gl_ParseHardwareShader(FScanner &sc, int deflump)
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("postprocess"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
|
||||
PostProcessShader shaderdesc;
|
||||
shaderdesc.Target = sc.String;
|
||||
shaderdesc.Target.ToLower();
|
||||
|
||||
bool validTarget = false;
|
||||
if (sc.Compare("beforebloom")) validTarget = true;
|
||||
if (sc.Compare("scene")) validTarget = true;
|
||||
if (sc.Compare("screen")) validTarget = true;
|
||||
if (!validTarget)
|
||||
sc.ScriptError("Invalid target '%s' for postprocess shader",sc.String);
|
||||
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("shader"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
shaderdesc.ShaderLumpName = sc.String;
|
||||
|
||||
sc.MustGetNumber();
|
||||
shaderdesc.ShaderVersion = sc.Number;
|
||||
if (sc.Number > 450 || sc.Number < 330)
|
||||
sc.ScriptError("Shader version must be in range 330 to 450!");
|
||||
}
|
||||
else if (sc.Compare("name"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
shaderdesc.Name = sc.String;
|
||||
}
|
||||
else if (sc.Compare("uniform"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FString uniformType = sc.String;
|
||||
uniformType.ToLower();
|
||||
|
||||
sc.MustGetString();
|
||||
FString uniformName = sc.String;
|
||||
|
||||
PostProcessUniformType parsedType = PostProcessUniformType::Undefined;
|
||||
|
||||
if (uniformType.Compare("int") == 0)
|
||||
parsedType = PostProcessUniformType::Int;
|
||||
else if (uniformType.Compare("float") == 0)
|
||||
parsedType = PostProcessUniformType::Float;
|
||||
else if (uniformType.Compare("vec2") == 0)
|
||||
parsedType = PostProcessUniformType::Vec2;
|
||||
else if (uniformType.Compare("vec3") == 0)
|
||||
parsedType = PostProcessUniformType::Vec3;
|
||||
else
|
||||
sc.ScriptError("Unrecognized uniform type '%s'", sc.String);
|
||||
|
||||
if (parsedType != PostProcessUniformType::Undefined)
|
||||
shaderdesc.Uniforms[uniformName].Type = parsedType;
|
||||
}
|
||||
else if (sc.Compare("texture"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FString textureName = sc.String;
|
||||
|
||||
sc.MustGetString();
|
||||
FString textureSource = sc.String;
|
||||
|
||||
shaderdesc.Textures[textureName] = textureSource;
|
||||
}
|
||||
else if (sc.Compare("enabled"))
|
||||
{
|
||||
shaderdesc.Enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.ScriptError("Unknown keyword '%s'", sc.String);
|
||||
}
|
||||
}
|
||||
|
||||
PostProcessShaders.Push(shaderdesc);
|
||||
}
|
||||
else
|
||||
{
|
||||
ETextureType type = ETextureType::Any;
|
||||
|
||||
if (sc.Compare("texture")) type = ETextureType::Wall;
|
||||
else if (sc.Compare("flat")) type = ETextureType::Flat;
|
||||
else if (sc.Compare("sprite")) type = ETextureType::Sprite;
|
||||
else sc.UnGet();
|
||||
|
||||
bool disable_fullbright = false;
|
||||
bool thiswad = false;
|
||||
bool iwad = false;
|
||||
int maplump = -1;
|
||||
FString maplumpname;
|
||||
float speed = 1.f;
|
||||
|
||||
sc.MustGetString();
|
||||
FTextureID no = TexMan.CheckForTexture(sc.String, type);
|
||||
FTexture *tex = TexMan[no];
|
||||
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
sc.MustGetString();
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static bool IsConsolePlayer(player_t *player)
|
||||
{
|
||||
AActor *activator = player ? player->mo : nullptr;
|
||||
|
|
|
@ -405,28 +405,6 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
enum MaterialShaderIndex
|
||||
{
|
||||
SHADER_Default,
|
||||
SHADER_Warp1,
|
||||
SHADER_Warp2,
|
||||
SHADER_Brightmap,
|
||||
SHADER_Specular,
|
||||
SHADER_SpecularBrightmap,
|
||||
SHADER_PBR,
|
||||
SHADER_PBRBrightmap,
|
||||
SHADER_NoTexture,
|
||||
SHADER_BasicFuzz,
|
||||
SHADER_SmoothFuzz,
|
||||
SHADER_SwirlyFuzz,
|
||||
SHADER_TranslucentFuzz,
|
||||
SHADER_JaggedFuzz,
|
||||
SHADER_NoiseFuzz,
|
||||
SHADER_SmoothNoiseFuzz,
|
||||
SHADER_SoftwareFuzz,
|
||||
FIRST_USER_SHADER
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
LIGHTBUF_BINDINGPOINT = 1
|
||||
|
|
|
@ -166,274 +166,6 @@ void FTexture::SetSpriteAdjust()
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Parses a material definition
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void gl_ParseMaterial(FScanner &sc, int deflump)
|
||||
{
|
||||
ETextureType type = ETextureType::Any;
|
||||
bool disable_fullbright = false;
|
||||
bool disable_fullbright_specified = false;
|
||||
bool thiswad = false;
|
||||
bool iwad = false;
|
||||
|
||||
FTexture *textures[6];
|
||||
const char *keywords[7] = { "brightmap", "normal", "specular", "metallic", "roughness", "ao", nullptr };
|
||||
const char *notFound[6] = { "Brightmap", "Normalmap", "Specular texture", "Metallic texture", "Roughness texture", "Ambient occlusion texture" };
|
||||
memset(textures, 0, sizeof(textures));
|
||||
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("texture")) type = ETextureType::Wall;
|
||||
else if (sc.Compare("flat")) type = ETextureType::Flat;
|
||||
else if (sc.Compare("sprite")) type = ETextureType::Sprite;
|
||||
else sc.UnGet();
|
||||
|
||||
sc.MustGetString();
|
||||
FTextureID no = TexMan.CheckForTexture(sc.String, type, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_Overridable);
|
||||
FTexture *tex = TexMan[no];
|
||||
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("disablefullbright"))
|
||||
{
|
||||
// This can also be used without a brightness map to disable
|
||||
// fullbright in rotations that only use brightness maps on
|
||||
// other angles.
|
||||
disable_fullbright = true;
|
||||
disable_fullbright_specified = true;
|
||||
}
|
||||
else if (sc.Compare("thiswad"))
|
||||
{
|
||||
// only affects textures defined in the WAD containing the definition file.
|
||||
thiswad = true;
|
||||
}
|
||||
else if (sc.Compare ("iwad"))
|
||||
{
|
||||
// only affects textures defined in the IWAD.
|
||||
iwad = true;
|
||||
}
|
||||
else if (sc.Compare("glossiness"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
if (tex)
|
||||
tex->gl_info.Glossiness = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("specularlevel"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
if (tex)
|
||||
tex->gl_info.SpecularLevel = sc.Float;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; keywords[i] != nullptr; i++)
|
||||
{
|
||||
if (sc.Compare (keywords[i]))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (textures[i])
|
||||
Printf("Multiple %s definitions in texture %s\n", keywords[i], tex? tex->Name.GetChars() : "(null)");
|
||||
textures[i] = TexMan.FindTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
|
||||
if (!textures[i])
|
||||
Printf("%s '%s' not found in texture '%s'\n", notFound[i], sc.String, tex? tex->Name.GetChars() : "(null)");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!tex)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (thiswad || iwad)
|
||||
{
|
||||
bool useme = false;
|
||||
int lumpnum = tex->GetSourceLump();
|
||||
|
||||
if (lumpnum != -1)
|
||||
{
|
||||
if (iwad && Wads.GetLumpFile(lumpnum) <= Wads.GetIwadNum()) useme = true;
|
||||
if (thiswad && Wads.GetLumpFile(lumpnum) == deflump) useme = true;
|
||||
}
|
||||
if (!useme) return;
|
||||
}
|
||||
|
||||
FTexture **bindings[6] =
|
||||
{
|
||||
&tex->Brightmap,
|
||||
&tex->Normal,
|
||||
&tex->Specular,
|
||||
&tex->Metallic,
|
||||
&tex->Roughness,
|
||||
&tex->AmbientOcclusion
|
||||
};
|
||||
for (int i = 0; keywords[i] != nullptr; i++)
|
||||
{
|
||||
if (textures[i])
|
||||
{
|
||||
textures[i]->bMasked = false;
|
||||
*bindings[i] = textures[i];
|
||||
}
|
||||
}
|
||||
|
||||
if (disable_fullbright_specified)
|
||||
tex->gl_info.bDisableFullbright = disable_fullbright;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Parses a brightmap definition
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void gl_ParseBrightmap(FScanner &sc, int deflump)
|
||||
{
|
||||
ETextureType type = ETextureType::Any;
|
||||
bool disable_fullbright=false;
|
||||
bool thiswad = false;
|
||||
bool iwad = false;
|
||||
FTexture *bmtex = NULL;
|
||||
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("texture")) type = ETextureType::Wall;
|
||||
else if (sc.Compare("flat")) type = ETextureType::Flat;
|
||||
else if (sc.Compare("sprite")) type = ETextureType::Sprite;
|
||||
else sc.UnGet();
|
||||
|
||||
sc.MustGetString();
|
||||
FTextureID no = TexMan.CheckForTexture(sc.String, type, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_Overridable);
|
||||
FTexture *tex = TexMan[no];
|
||||
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("disablefullbright"))
|
||||
{
|
||||
// This can also be used without a brightness map to disable
|
||||
// fullbright in rotations that only use brightness maps on
|
||||
// other angles.
|
||||
disable_fullbright = true;
|
||||
}
|
||||
else if (sc.Compare("thiswad"))
|
||||
{
|
||||
// only affects textures defined in the WAD containing the definition file.
|
||||
thiswad = true;
|
||||
}
|
||||
else if (sc.Compare ("iwad"))
|
||||
{
|
||||
// only affects textures defined in the IWAD.
|
||||
iwad = true;
|
||||
}
|
||||
else if (sc.Compare ("map"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
|
||||
if (bmtex != NULL)
|
||||
{
|
||||
Printf("Multiple brightmap definitions in texture %s\n", tex? tex->Name.GetChars() : "(null)");
|
||||
}
|
||||
|
||||
bmtex = TexMan.FindTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
|
||||
|
||||
if (bmtex == NULL)
|
||||
Printf("Brightmap '%s' not found in texture '%s'\n", sc.String, tex? tex->Name.GetChars() : "(null)");
|
||||
}
|
||||
}
|
||||
if (!tex)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (thiswad || iwad)
|
||||
{
|
||||
bool useme = false;
|
||||
int lumpnum = tex->GetSourceLump();
|
||||
|
||||
if (lumpnum != -1)
|
||||
{
|
||||
if (iwad && Wads.GetLumpFile(lumpnum) <= Wads.GetIwadNum()) useme = true;
|
||||
if (thiswad && Wads.GetLumpFile(lumpnum) == deflump) useme = true;
|
||||
}
|
||||
if (!useme) return;
|
||||
}
|
||||
|
||||
if (bmtex != NULL)
|
||||
{
|
||||
/* I do not think this is needed any longer
|
||||
if (tex->bWarped != 0)
|
||||
{
|
||||
Printf("Cannot combine warping with brightmap on texture '%s'\n", tex->Name.GetChars());
|
||||
return;
|
||||
}
|
||||
*/
|
||||
|
||||
bmtex->bMasked = false;
|
||||
tex->Brightmap = bmtex;
|
||||
}
|
||||
tex->gl_info.bDisableFullbright = disable_fullbright;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Parses a GLBoom+ detail texture definition
|
||||
//
|
||||
// Syntax is this:
|
||||
// detail
|
||||
// {
|
||||
// (walls | flats) [default_detail_name [width [height [offset_x [offset_y]]]]]
|
||||
// {
|
||||
// texture_name [detail_name [width [height [offset_x [offset_y]]]]]
|
||||
// }
|
||||
// }
|
||||
// This merely parses the block and returns no error if valid. The feature
|
||||
// is not actually implemented, so nothing else happens.
|
||||
//==========================================================================
|
||||
|
||||
void gl_ParseDetailTexture(FScanner &sc)
|
||||
{
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("walls") || sc.Compare("flats"))
|
||||
{
|
||||
if (!sc.CheckToken('{'))
|
||||
{
|
||||
sc.MustGetString(); // Default detail texture
|
||||
if (sc.CheckFloat()) // Width
|
||||
if (sc.CheckFloat()) // Height
|
||||
if (sc.CheckFloat()) // OffsX
|
||||
if (sc.CheckFloat()) // OffsY
|
||||
{
|
||||
// Nothing
|
||||
}
|
||||
}
|
||||
else sc.UnGet();
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
sc.MustGetString(); // Texture
|
||||
if (sc.GetString()) // Detail texture
|
||||
{
|
||||
if (sc.CheckFloat()) // Width
|
||||
if (sc.CheckFloat()) // Height
|
||||
if (sc.CheckFloat()) // OffsX
|
||||
if (sc.CheckFloat()) // OffsY
|
||||
{
|
||||
// Nothing
|
||||
}
|
||||
}
|
||||
else sc.UnGet();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// DFrameBuffer :: PrecacheTexture
|
||||
|
|
File diff suppressed because it is too large
Load diff
1589
src/r_data/gldefs.cpp
Normal file
1589
src/r_data/gldefs.cpp
Normal file
File diff suppressed because it is too large
Load diff
|
@ -108,96 +108,5 @@ bool FSkyBox::UseBasePalette()
|
|||
|
||||
void FSkyBox::Unload ()
|
||||
{
|
||||
//for(int i=0;i<6;i++) if (faces[i]) faces[i]->Unload();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ParseGldefSkybox(FScanner &sc)
|
||||
{
|
||||
int facecount=0;
|
||||
|
||||
sc.MustGetString();
|
||||
|
||||
FSkyBox * sb = new FSkyBox;
|
||||
sb->Name = sc.String;
|
||||
sb->Name.ToUpper();
|
||||
if (sc.CheckString("fliptop"))
|
||||
{
|
||||
sb->fliptop = true;
|
||||
}
|
||||
sc.MustGetStringName("{");
|
||||
while (!sc.CheckString("}"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (facecount<6)
|
||||
{
|
||||
sb->faces[facecount] = TexMan[TexMan.GetTexture(sc.String, ETextureType::Wall, FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_Overridable)];
|
||||
}
|
||||
facecount++;
|
||||
}
|
||||
if (facecount != 3 && facecount != 6)
|
||||
{
|
||||
sc.ScriptError("%s: Skybox definition requires either 3 or 6 faces", sb->Name.GetChars());
|
||||
}
|
||||
sb->SetSize();
|
||||
TexMan.AddTexture(sb);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// gl_ParseVavoomSkybox
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ParseVavoomSkybox()
|
||||
{
|
||||
int lump = Wads.CheckNumForName("SKYBOXES");
|
||||
|
||||
if (lump < 0) return;
|
||||
|
||||
FScanner sc(lump);
|
||||
while (sc.GetString())
|
||||
{
|
||||
int facecount=0;
|
||||
int maplump = -1;
|
||||
bool error = false;
|
||||
FSkyBox * sb = new FSkyBox;
|
||||
sb->Name = sc.String;
|
||||
sb->Name.ToUpper();
|
||||
sb->fliptop = true;
|
||||
sc.MustGetStringName("{");
|
||||
while (!sc.CheckString("}"))
|
||||
{
|
||||
if (facecount<6)
|
||||
{
|
||||
sc.MustGetStringName("{");
|
||||
sc.MustGetStringName("map");
|
||||
sc.MustGetString();
|
||||
|
||||
maplump = Wads.CheckNumForFullName(sc.String, true);
|
||||
|
||||
FTexture *tex = TexMan.FindTexture(sc.String, ETextureType::Wall, FTextureManager::TEXMAN_TryAny);
|
||||
if (tex == NULL)
|
||||
{
|
||||
sc.ScriptMessage("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->Name.GetChars());
|
||||
error = true;
|
||||
}
|
||||
sb->faces[facecount] = tex;
|
||||
sc.MustGetStringName("}");
|
||||
}
|
||||
facecount++;
|
||||
}
|
||||
if (facecount != 6)
|
||||
{
|
||||
sc.ScriptError("%s: Skybox definition requires 6 faces", sb->Name.GetChars());
|
||||
}
|
||||
sb->SetSize();
|
||||
if (!error) TexMan.AddTexture(sb);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -44,6 +44,29 @@
|
|||
#include "r_data/r_translate.h"
|
||||
#include <vector>
|
||||
|
||||
enum MaterialShaderIndex
|
||||
{
|
||||
SHADER_Default,
|
||||
SHADER_Warp1,
|
||||
SHADER_Warp2,
|
||||
SHADER_Brightmap,
|
||||
SHADER_Specular,
|
||||
SHADER_SpecularBrightmap,
|
||||
SHADER_PBR,
|
||||
SHADER_PBRBrightmap,
|
||||
SHADER_NoTexture,
|
||||
SHADER_BasicFuzz,
|
||||
SHADER_SmoothFuzz,
|
||||
SHADER_SwirlyFuzz,
|
||||
SHADER_TranslucentFuzz,
|
||||
SHADER_JaggedFuzz,
|
||||
SHADER_NoiseFuzz,
|
||||
SHADER_SmoothNoiseFuzz,
|
||||
SHADER_SoftwareFuzz,
|
||||
FIRST_USER_SHADER
|
||||
};
|
||||
|
||||
|
||||
struct FloatRect
|
||||
{
|
||||
float left,top;
|
||||
|
|
|
@ -1351,7 +1351,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int n
|
|||
_CrtSetDbgFlag (_CrtSetDbgFlag(0) | _CRTDBG_LEAK_CHECK_DF);
|
||||
|
||||
// Use this to break at a specific allocation number.
|
||||
//_crtBreakAlloc = 53039;
|
||||
_crtBreakAlloc = 177312;
|
||||
#endif
|
||||
|
||||
DoMain (hInstance);
|
||||
|
|
Loading…
Reference in a new issue