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https://github.com/ZDoom/qzdoom.git
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- Rename mTextureEffects to mMaterialShaders to help distinguish between those and effect shaders (mEffectShaders)
- Add MaterialShaderIndex enum
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parent
f3c55c01c8
commit
4dd2d789f4
3 changed files with 51 additions and 37 deletions
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@ -376,8 +376,7 @@ struct FDefaultShader
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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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// Note: the ShaderIndex 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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@ -522,8 +521,8 @@ FShaderCollection::~FShaderCollection()
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void FShaderCollection::CompileShaders(EPassType passType)
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{
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mTextureEffects.Clear();
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mTextureEffectsNAT.Clear();
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mMaterialShaders.Clear();
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mMaterialShadersNAT.Clear();
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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mEffectShaders[i] = NULL;
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@ -532,11 +531,11 @@ 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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mTextureEffects.Push(shc);
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if (i <= 3)
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mMaterialShaders.Push(shc);
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if (i <= SHADER_Brightmap)
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{
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false, passType);
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mTextureEffectsNAT.Push(shc);
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mMaterialShadersNAT.Push(shc);
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}
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}
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@ -546,7 +545,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
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FName sfn = name;
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FShader *shc = Compile(sfn, usershaders[i], true, passType);
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mTextureEffects.Push(shc);
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mMaterialShaders.Push(shc);
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}
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for(int i=0;i<MAX_EFFECTS;i++)
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@ -569,21 +568,21 @@ void FShaderCollection::CompileShaders(EPassType passType)
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void FShaderCollection::Clean()
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{
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for (unsigned int i = 0; i < mTextureEffectsNAT.Size(); i++)
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for (unsigned int i = 0; i < mMaterialShadersNAT.Size(); i++)
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{
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if (mTextureEffectsNAT[i] != NULL) delete mTextureEffectsNAT[i];
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if (mMaterialShadersNAT[i] != NULL) delete mMaterialShadersNAT[i];
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}
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for (unsigned int i = 0; i < mTextureEffects.Size(); i++)
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for (unsigned int i = 0; i < mMaterialShaders.Size(); i++)
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{
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if (mTextureEffects[i] != NULL) delete mTextureEffects[i];
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if (mMaterialShaders[i] != NULL) delete mMaterialShaders[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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mTextureEffectsNAT.Clear();
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mMaterialShaders.Clear();
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mMaterialShadersNAT.Clear();
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}
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//==========================================================================
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@ -596,9 +595,9 @@ int FShaderCollection::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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for(unsigned int i=0;i<mMaterialShaders.Size();i++)
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{
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if (mTextureEffects[i]->mName == sfn)
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if (mMaterialShaders[i]->mName == sfn)
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{
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return i;
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}
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@ -636,19 +635,19 @@ void FShaderCollection::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
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VSMatrix norm;
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norm.computeNormalMatrix(*view);
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < SHADER_NoTexture; i++)
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{
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mTextureEffects[i]->ApplyMatrices(proj, view, &norm);
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mTextureEffectsNAT[i]->ApplyMatrices(proj, view, &norm);
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mMaterialShaders[i]->ApplyMatrices(proj, view, &norm);
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mMaterialShadersNAT[i]->ApplyMatrices(proj, view, &norm);
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}
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mTextureEffects[4]->ApplyMatrices(proj, view, &norm);
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mMaterialShaders[SHADER_NoTexture]->ApplyMatrices(proj, view, &norm);
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if (gl_fuzztype != 0)
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{
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mTextureEffects[4 + gl_fuzztype]->ApplyMatrices(proj, view, &norm);
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mMaterialShaders[SHADER_NoTexture + gl_fuzztype]->ApplyMatrices(proj, view, &norm);
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}
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for (unsigned i = 12; i < mTextureEffects.Size(); i++)
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for (unsigned i = FIRST_USER_SHADER; i < mMaterialShaders.Size(); i++)
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{
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mTextureEffects[i]->ApplyMatrices(proj, view, &norm);
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mMaterialShaders[i]->ApplyMatrices(proj, view, &norm);
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}
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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@ -355,8 +355,8 @@ private:
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class FShaderCollection
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{
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TArray<FShader*> mTextureEffects;
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TArray<FShader*> mTextureEffectsNAT;
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TArray<FShader*> mMaterialShaders;
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TArray<FShader*> mMaterialShadersNAT;
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FShader *mEffectShaders[MAX_EFFECTS];
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void Clean();
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@ -372,13 +372,13 @@ public:
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void ResetFixedColormap()
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{
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for (unsigned i = 0; i < mTextureEffects.Size(); i++)
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for (unsigned i = 0; i < mMaterialShaders.Size(); i++)
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{
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mTextureEffects[i]->currentfixedcolormap = -1;
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mMaterialShaders[i]->currentfixedcolormap = -1;
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}
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for (unsigned i = 0; i < mTextureEffectsNAT.Size(); i++)
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for (unsigned i = 0; i < mMaterialShadersNAT.Size(); i++)
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{
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mTextureEffectsNAT[i]->currentfixedcolormap = -1;
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mMaterialShadersNAT[i]->currentfixedcolormap = -1;
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}
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}
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@ -387,17 +387,32 @@ public:
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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 (!alphateston && eff <= 3)
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{
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return mTextureEffectsNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
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return mMaterialShadersNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
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}
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if (eff < mTextureEffects.Size())
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if (eff < mMaterialShaders.Size())
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{
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return mTextureEffects[eff];
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return mMaterialShaders[eff];
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}
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return NULL;
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}
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};
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#define FIRST_USER_SHADER 12
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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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};
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enum
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{
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@ -438,7 +438,7 @@ int FMaterial::mMaxBound;
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FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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mShaderIndex = 0;
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mShaderIndex = SHADER_Default;
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tex = tx;
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// TODO: apply custom shader object here
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@ -449,7 +449,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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*/
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if (tx->bWarped)
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{
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mShaderIndex = tx->bWarped;
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mShaderIndex = tx->bWarped; // This picks SHADER_Warp1 or SHADER_Warp2
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tx->gl_info.shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed();
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}
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else if (tx->bHasCanvas)
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@ -474,7 +474,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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ValidateSysTexture(tx->gl_info.Brightmap, expanded);
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FTextureLayer layer = {tx->gl_info.Brightmap, false};
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mTextureLayers.Push(layer);
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mShaderIndex = 3;
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mShaderIndex = SHADER_Brightmap;
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}
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}
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}
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@ -804,7 +804,7 @@ void FMaterial::GetTexCoordInfo(FTexCoordInfo *tci, float x, float y) const
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int FMaterial::GetAreas(FloatRect **pAreas) const
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{
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if (mShaderIndex == 0) // texture splitting can only be done if there's no attached effects
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if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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FTexture *tex = mBaseLayer->tex;
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*pAreas = tex->gl_info.areas;
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