mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- major shader rework
* handle brightmaps in the main shader instead of keeping separate instances around. * added detail and glow layers from Raze. * fixed material setup which could not guarantee that everything was initialized correctly. * for warped textures, warp all layers. With this brightmaps finally work on warped textures. Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
This commit is contained in:
parent
b5c88957f0
commit
8381092cce
31 changed files with 294 additions and 135 deletions
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@ -1465,8 +1465,8 @@ source_group("Common\\Scripting\\Backend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_S
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source_group("Common\\Scripting\\Core" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/scripting/core/.+")
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source_group("Common\\Scripting\\JIT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/scripting/jit/.+")
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source_group("Common\\Scripting\\VM" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/scripting/vm/.+")
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source_group("Common\\Rendering" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rendering/.+")
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source_group("Common\\Rendering\\OpenGL Loader" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rendering/gl_load/.+")
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source_group("Common\\Rendering" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/rendering/.+")
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source_group("Common\\Rendering\\OpenGL Loader" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/rendering/gl_load/.+")
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source_group("Common\\Textures" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/.+")
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source_group("Common\\Textures\\Hires" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/hires/.+")
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source_group("Common\\Textures\\Hires\\HQ Resize" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/hires/hqnx/.+")
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@ -755,7 +755,7 @@ void F2DDrawer::ClearScreen(PalEntry color)
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//
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//==========================================================================
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void F2DDrawer::AddLine(float x1, float y1, float x2, float y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
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void F2DDrawer::AddLine(double x1, double y1, double x2, double y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
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{
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PalEntry p = (PalEntry)color;
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p.a = alpha;
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@ -190,7 +190,7 @@ public:
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void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
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void AddLine(float x1, float y1, float x2, float y2, int cx, int cy, int cx2, int cy2, uint32_t color, uint8_t alpha = 255);
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void AddLine(double x1, double y1, double x2, double y2, int cx, int cy, int cx2, int cy2, uint32_t color, uint8_t alpha = 255);
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void AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha = 255);
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void AddPixel(int x1, int y1, uint32_t color);
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@ -38,7 +38,7 @@ public:
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~FileData ();
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void *GetMem () { return Block.Len() == 0 ? NULL : (void *)Block.GetChars(); }
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size_t GetSize () { return Block.Len(); }
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FString GetString () { return Block; }
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const FString &GetString () const { return Block; }
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private:
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FileData (const FString &source);
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@ -69,6 +69,11 @@ FImageSource *EmptyImage_TryCreate(FileReader & file, int lumpnum)
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return new FEmptyTexture(lumpnum);
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}
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FImageSource* CreateEmptyTexture()
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{
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return new FEmptyTexture(0);
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}
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//==========================================================================
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//
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//
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@ -45,10 +45,6 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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mShaderIndex = SHADER_Paletted;
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}
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else if (tx->isWarped())
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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else if (tx->isHardwareCanvas())
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{
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if (tx->shaderindex >= FIRST_USER_SHADER)
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@ -59,7 +55,11 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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}
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else
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{
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if (tx->Normal && tx->Specular)
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if (tx->isWarped())
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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else if (tx->Normal && tx->Specular)
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{
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for (auto &texture : { tx->Normal, tx->Specular })
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{
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@ -76,16 +76,34 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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mShaderIndex = SHADER_PBR;
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}
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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tx->CreateDefaultBrightmap();
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if (tx->Brightmap)
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{
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mTextureLayers.Push(tx->Brightmap);
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if (mShaderIndex == SHADER_Specular)
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mShaderIndex = SHADER_SpecularBrightmap;
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else if (mShaderIndex == SHADER_PBR)
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mShaderIndex = SHADER_PBRBrightmap;
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else
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mShaderIndex = SHADER_Brightmap;
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->Detailmap)
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{
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mTextureLayers.Push(tx->Detailmap);
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->Glowmap)
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{
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mTextureLayers.Push(tx->Glowmap);
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->shaderindex >= FIRST_USER_SHADER)
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@ -347,7 +365,7 @@ again:
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{
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if (expand)
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{
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if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
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if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || tex->shaderindex == SHADER_Specular || tex->shaderindex == SHADER_PBR)
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{
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tex->bNoExpand = true;
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goto again;
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@ -30,6 +30,7 @@ class FMaterial
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{
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TArray<FTexture*> mTextureLayers;
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int mShaderIndex;
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int mLayerFlags = 0;
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short mLeftOffset;
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short mTopOffset;
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@ -52,6 +53,7 @@ public:
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FMaterial(FTexture *tex, bool forceexpand);
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~FMaterial();
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int GetLayerFlags() const { return mLayerFlags; }
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void SetSpriteRect();
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int GetShaderIndex() const { return mShaderIndex; }
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void AddTextureLayer(FTexture *tex)
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@ -116,7 +116,7 @@ FTexture::FTexture (const char *name, int lumpnum)
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:
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Scale(1,1), SourceLump(lumpnum),
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UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(1), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
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{
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bBrightmapChecked = false;
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// Check for brightmaps
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if (GetImage() && GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
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UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
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Brightmap == NULL && bWarped == 0)
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Brightmap == NULL)
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{
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// May have one - let's check when we use this texture
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auto texbuf = Get8BitPixels(false);
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@ -1083,6 +1083,7 @@ void FTextureManager::AddLocalizedVariants()
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//==========================================================================
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FTexture *CreateShaderTexture(bool, bool);
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void InitBuildTiles();
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FImageSource* CreateEmptyTexture();
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void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
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{
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auto nulltex = new FImageTexture(nullptr, "");
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nulltex->SetUseType(ETextureType::Null);
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AddTexture (nulltex);
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// This is for binding to unused texture units, because accessing an unbound texture unit is undefined. It's a one pixel empty texture.
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auto emptytex = new FImageTexture(CreateEmptyTexture(), "");
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emptytex->SetSize(1, 1);
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AddTexture(emptytex);
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// some special textures used in the game.
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AddTexture(CreateShaderTexture(false, false));
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AddTexture(CreateShaderTexture(false, true));
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@ -54,11 +54,8 @@ enum MaterialShaderIndex
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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_Paletted,
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SHADER_NoTexture,
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SHADER_BasicFuzz,
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FIRST_USER_SHADER
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};
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enum texflags
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{
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// These get Or'ed into uTextureMode because it only uses its 3 lowermost bits.
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TEXF_Brightmap = 0x10000,
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TEXF_Detailmap = 0x20000,
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TEXF_Glowmap = 0x40000,
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};
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enum
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{
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SFlag_Brightmap = 1,
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SFlag_Detailmap = 2,
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SFlag_Glowmap = 4,
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};
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struct UserShaderDesc
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{
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FString shader;
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MaterialShaderIndex shaderType;
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FString defines;
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bool disablealphatest = false;
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uint8_t shaderFlags = 0;
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};
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extern TArray<UserShaderDesc> usershaders;
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FTexture *PalVersion = nullptr;
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// Material layers
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FTexture *Brightmap = nullptr;
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FTexture* Detailmap = nullptr;
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FTexture* Glowmap = nullptr;
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FTexture *Normal = nullptr; // Normal map texture
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FTexture *Specular = nullptr; // Specular light texture for the diffuse+normal+specular light model
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FTexture *Metallic = nullptr; // Metalness texture for the physically based rendering (PBR) light model
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@ -1372,18 +1372,18 @@ class GLDefsParser
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int firstUserTexture;
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if (tex->Normal && tex->Specular)
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{
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usershader.shaderType = tex->Brightmap ? SHADER_SpecularBrightmap : SHADER_Specular;
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firstUserTexture = tex->Brightmap ? 5 : 4;
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usershader.shaderType = SHADER_Specular;
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firstUserTexture = 7;
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}
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else if (tex->Normal && tex->Metallic && tex->Roughness && tex->AmbientOcclusion)
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{
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usershader.shaderType = tex->Brightmap ? SHADER_PBRBrightmap : SHADER_PBR;
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firstUserTexture = tex->Brightmap ? 7 : 6;
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usershader.shaderType = SHADER_PBR;
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firstUserTexture = 9;
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}
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else
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{
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usershader.shaderType = tex->Brightmap ? SHADER_Brightmap : SHADER_Default;
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firstUserTexture = tex->Brightmap ? 3 : 2;
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usershader.shaderType = SHADER_Default;
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firstUserTexture = 5;
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}
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for (unsigned int i = 0; i < texNameList.Size(); i++)
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else if (sc.Compare("material"))
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{
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sc.MustGetString();
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MaterialShaderIndex typeIndex[6] = { SHADER_Default, SHADER_Brightmap, SHADER_Specular, SHADER_SpecularBrightmap, SHADER_PBR, SHADER_PBRBrightmap };
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const char *typeName[6] = { "normal", "brightmap", "specular", "specularbrightmap", "pbr", "pbrbrightmap" };
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static MaterialShaderIndex typeIndex[6] = { SHADER_Default, SHADER_Default, SHADER_Specular, SHADER_Specular, SHADER_PBR, SHADER_PBR };
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static bool usesBrightmap[6] = { false, true, false, true, false, true };
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static const char *typeName[6] = { "normal", "brightmap", "specular", "specularbrightmap", "pbr", "pbrbrightmap" };
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bool found = false;
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for (int i = 0; i < 6; i++)
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{
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if (sc.Compare(typeName[i]))
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{
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desc.shaderType = typeIndex[i];
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if (usesBrightmap[i]) desc.shaderFlags |= SFlag_Brightmap;
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found = true;
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break;
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}
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@ -1617,12 +1619,9 @@ class GLDefsParser
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switch (desc.shaderType)
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{
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default:
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case SHADER_Default: firstUserTexture = 2; break;
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case SHADER_Brightmap: firstUserTexture = 3; break;
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case SHADER_Specular: firstUserTexture = 4; break;
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case SHADER_SpecularBrightmap: firstUserTexture = 5; break;
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case SHADER_PBR: firstUserTexture = 6; break;
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case SHADER_PBRBrightmap: firstUserTexture = 7; break;
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case SHADER_Default: firstUserTexture = 5; break;
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case SHADER_Specular: firstUserTexture = 7; break;
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case SHADER_PBR: firstUserTexture = 9; break;
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}
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for (unsigned int i = 0; i < texNameList.Size(); i++)
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@ -126,7 +126,10 @@ bool FGLRenderState::ApplyShader()
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activeShader->muDesaturation.Set(mStreamData.uDesaturationFactor);
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activeShader->muFogEnabled.Set(fogset);
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activeShader->muTextureMode.Set(mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
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int f = mTextureModeFlags;
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if (!mBrightmapEnabled) f &= TEXF_Detailmap;
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activeShader->muTextureMode.Set((mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f);
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mStreamData.uFogColor);
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activeShader->muObjectColor.Set(mStreamData.uObjectColor);
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activeShader->muTextureAddColor.Set(mStreamData.uTextureAddColor);
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activeShader->muTextureModulateColor.Set(mStreamData.uTextureModulateColor);
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activeShader->muTextureBlendColor.Set(mStreamData.uTextureBlendColor);
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activeShader->muDetailParms.Set(&mStreamData.uDetailParms.X);
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if (mGlowEnabled || activeShader->currentglowstate)
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{
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@ -166,6 +170,7 @@ bool FGLRenderState::ApplyShader()
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activeShader->currentsplitstate = mSplitEnabled;
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}
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if (mTextureMatrixEnabled)
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{
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matrixToGL(mTextureMatrix, activeShader->texturematrix_index);
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@ -262,6 +262,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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i_data += "uniform vec4 uSplitTopPlane;\n";
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i_data += "uniform vec4 uSplitBottomPlane;\n";
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i_data += "uniform vec4 uDetailParms;\n";
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// Lighting + Fog
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i_data += "uniform vec4 uLightAttr;\n";
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i_data += "#define uLightLevel uLightAttr.a\n";
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@ -302,6 +304,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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i_data += "uniform sampler2D texture4;\n";
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i_data += "uniform sampler2D texture5;\n";
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i_data += "uniform sampler2D texture6;\n";
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i_data += "uniform sampler2D texture7;\n";
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i_data += "uniform sampler2D texture8;\n";
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// timer data
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i_data += "uniform float timer;\n";
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@ -311,14 +315,20 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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i_data += "#define normaltexture texture2\n";
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i_data += "#define speculartexture texture3\n";
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i_data += "#define brighttexture texture4\n";
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i_data += "#define detailtexture texture5\n";
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i_data += "#define glowtexture texture6\n";
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i_data += "#elif defined(PBR)\n";
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i_data += "#define normaltexture texture2\n";
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i_data += "#define metallictexture texture3\n";
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i_data += "#define roughnesstexture texture4\n";
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i_data += "#define aotexture texture5\n";
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i_data += "#define brighttexture texture6\n";
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i_data += "#define detailtexture texture7\n";
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i_data += "#define glowtexture texture8\n";
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i_data += "#else\n";
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i_data += "#define brighttexture texture2\n";
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i_data += "#define detailtexture texture3\n";
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i_data += "#define glowtexture texture4\n";
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i_data += "#endif\n";
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#ifdef __APPLE__
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@ -387,22 +397,31 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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if (pp_data.GetString().IndexOf("ProcessMaterial") < 0)
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if (pp_data.GetString().IndexOf("ProcessMaterial") < 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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// add ProcessMaterial function that calls the older ProcessTexel function
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
|
||||
if (pp_data.GetString().IndexOf("GetTexCoord") >= 0)
|
||||
{
|
||||
// this looks like an even older custom hardware shader.
|
||||
// We need to replace the ProcessTexel call to make it work.
|
||||
int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat2.fp", 0);
|
||||
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat2.fp");
|
||||
FileData pl_data = fileSystem.ReadFile(pl_lump);
|
||||
fp_comb << "\n" << pl_data.GetString().GetChars();
|
||||
}
|
||||
else
|
||||
{
|
||||
int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
|
||||
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
|
||||
FileData pl_data = fileSystem.ReadFile(pl_lump);
|
||||
fp_comb << "\n" << pl_data.GetString().GetChars();
|
||||
|
||||
fp_comb.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
|
||||
if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
|
||||
{
|
||||
// this looks like an even older custom hardware shader.
|
||||
// We need to replace the ProcessTexel call to make it work.
|
||||
|
||||
fp_comb.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
|
||||
}
|
||||
}
|
||||
|
||||
if (pp_data.GetString().IndexOf("ProcessLight") >= 0)
|
||||
|
@ -423,6 +442,14 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
FileData pl_data = fileSystem.ReadFile(pl_lump);
|
||||
fp_comb << "\n" << pl_data.GetString().GetChars();
|
||||
}
|
||||
|
||||
// ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about.
|
||||
if (pp_data.GetString().IndexOf("ProcessMaterial") >= 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
|
||||
{
|
||||
// This reactivates the old logic and disables all features that cannot be supported with that method.
|
||||
fp_comb.Insert(0, "#define LEGACY_USER_SHADER\n");
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -546,6 +573,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
muGradientTopPlane.Init(hShader, "uGradientTopPlane");
|
||||
muSplitBottomPlane.Init(hShader, "uSplitBottomPlane");
|
||||
muSplitTopPlane.Init(hShader, "uSplitTopPlane");
|
||||
muDetailParms.Init(hShader, "uDetailParms");
|
||||
muInterpolationFactor.Init(hShader, "uInterpolationFactor");
|
||||
muAlphaThreshold.Init(hShader, "uAlphaThreshold");
|
||||
muSpecularMaterial.Init(hShader, "uSpecularMaterial");
|
||||
|
|
|
@ -257,6 +257,7 @@ class FShader
|
|||
FUniform4f muGradientTopPlane;
|
||||
FUniform4f muSplitBottomPlane;
|
||||
FUniform4f muSplitTopPlane;
|
||||
FUniform4f muDetailParms;
|
||||
FBufferedUniform1f muInterpolationFactor;
|
||||
FBufferedUniform1f muAlphaThreshold;
|
||||
FBufferedUniform2f muSpecularMaterial;
|
||||
|
@ -331,8 +332,8 @@ public:
|
|||
|
||||
FShader *Get(unsigned int eff, bool alphateston)
|
||||
{
|
||||
// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
|
||||
if (!alphateston && eff <= 3)
|
||||
// indices 0-2 match the warping modes, 3 no texture, the following are custom
|
||||
if (!alphateston && eff <= 2)
|
||||
{
|
||||
return mMaterialShadersNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
|
||||
}
|
||||
|
|
|
@ -199,6 +199,8 @@ struct StreamData
|
|||
|
||||
FVector4 uSplitTopPlane;
|
||||
FVector4 uSplitBottomPlane;
|
||||
|
||||
FVector4 uDetailParms;
|
||||
};
|
||||
|
||||
class FRenderState
|
||||
|
@ -208,14 +210,15 @@ protected:
|
|||
uint8_t mTextureEnabled:1;
|
||||
uint8_t mGlowEnabled : 1;
|
||||
uint8_t mGradientEnabled : 1;
|
||||
uint8_t mBrightmapEnabled : 1;
|
||||
uint8_t mModelMatrixEnabled : 1;
|
||||
uint8_t mTextureMatrixEnabled : 1;
|
||||
uint8_t mSplitEnabled : 1;
|
||||
uint8_t mBrightmapEnabled : 1;
|
||||
|
||||
int mLightIndex;
|
||||
int mSpecialEffect;
|
||||
int mTextureMode;
|
||||
int mTextureModeFlags;
|
||||
int mSoftLight;
|
||||
float mLightParms[4];
|
||||
|
||||
|
@ -247,10 +250,11 @@ public:
|
|||
void Reset()
|
||||
{
|
||||
mTextureEnabled = true;
|
||||
mGradientEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
|
||||
mBrightmapEnabled = mGradientEnabled = mFogEnabled = mGlowEnabled = false;
|
||||
mFogColor = 0xffffffff;
|
||||
mStreamData.uFogColor = mFogColor;
|
||||
mTextureMode = -1;
|
||||
mTextureModeFlags = 0;
|
||||
mStreamData.uDesaturationFactor = 0.0f;
|
||||
mAlphaThreshold = 0.5f;
|
||||
mModelMatrixEnabled = false;
|
||||
|
@ -287,6 +291,7 @@ public:
|
|||
mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
|
||||
mModelMatrix.loadIdentity();
|
||||
mTextureMatrix.loadIdentity();
|
||||
|
@ -338,15 +343,15 @@ public:
|
|||
{
|
||||
if (style.Flags & STYLEF_RedIsAlpha)
|
||||
{
|
||||
mTextureMode = TM_ALPHATEXTURE;
|
||||
SetTextureMode(TM_ALPHATEXTURE);
|
||||
}
|
||||
else if (style.Flags & STYLEF_ColorIsFixed)
|
||||
{
|
||||
mTextureMode = TM_STENCIL;
|
||||
SetTextureMode(TM_STENCIL);
|
||||
}
|
||||
else if (style.Flags & STYLEF_InvertSource)
|
||||
{
|
||||
mTextureMode = TM_INVERSE;
|
||||
SetTextureMode(TM_INVERSE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -451,6 +456,11 @@ public:
|
|||
mStreamData.uSplitBottomPlane = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
|
||||
}
|
||||
|
||||
void SetDetailParms(float xscale, float yscale, float bias)
|
||||
{
|
||||
mStreamData.uDetailParms = { xscale, yscale, bias, 0 };
|
||||
}
|
||||
|
||||
void SetDynLight(float r, float g, float b)
|
||||
{
|
||||
mStreamData.uDynLightColor = { r, g, b, 0.0f };
|
||||
|
@ -556,6 +566,7 @@ public:
|
|||
mMaterial.mTranslation = translation;
|
||||
mMaterial.mOverrideShader = overrideshader;
|
||||
mMaterial.mChanged = true;
|
||||
mTextureModeFlags = mat->GetLayerFlags();
|
||||
}
|
||||
|
||||
void SetClipSplit(float bottom, float top)
|
||||
|
|
|
@ -268,11 +268,8 @@ const FDefaultShader defaultshaders[] =
|
|||
{"Default", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", ""},
|
||||
{"Warp 1", "shaders/glsl/func_warp1.fp", "shaders/glsl/material_normal.fp", ""},
|
||||
{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
|
||||
{"Brightmap","shaders/glsl/func_brightmap.fp", "shaders/glsl/material_normal.fp", "#define BRIGHTMAP\n"},
|
||||
{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
|
||||
{"SpecularBrightmap", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
|
||||
{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
|
||||
{"PBRBrightmap","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
|
||||
{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
|
||||
{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", ""},
|
||||
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
|
||||
|
|
|
@ -287,7 +287,7 @@ void PolyRenderState::Apply()
|
|||
|
||||
PolyPushConstants constants;
|
||||
constants.uFogEnabled = fogset;
|
||||
constants.uTextureMode = mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode;
|
||||
constants.uTextureMode = (mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
|
||||
constants.uLightDist = mLightParms[0];
|
||||
constants.uLightFactor = mLightParms[1];
|
||||
constants.uFogDensity = mLightParms[2];
|
||||
|
|
|
@ -372,7 +372,9 @@ void VkRenderState::ApplyPushConstants()
|
|||
tempTM = TM_OPAQUE;
|
||||
|
||||
mPushConstants.uFogEnabled = fogset;
|
||||
mPushConstants.uTextureMode = mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode;
|
||||
int f = mTextureModeFlags;
|
||||
if (!mBrightmapEnabled) f &= TEXF_Detailmap;
|
||||
mPushConstants.uTextureMode = (mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f;
|
||||
mPushConstants.uLightDist = mLightParms[0];
|
||||
mPushConstants.uLightFactor = mLightParms[1];
|
||||
mPushConstants.uFogDensity = mLightParms[2];
|
||||
|
|
|
@ -90,10 +90,10 @@ VkShaderProgram *VkShaderManager::GetEffect(int effect, EPassType passType)
|
|||
|
||||
VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
|
||||
{
|
||||
// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
|
||||
if (!alphateston && eff <= 3)
|
||||
// indices 0-2 match the warping modes, 3 no texture, the following are custom
|
||||
if (!alphateston && eff <= 2)
|
||||
{
|
||||
return &mMaterialShadersNAT[passType][eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
|
||||
return &mMaterialShadersNAT[passType][eff]; // Non-alphatest shaders are only created for default, warp1+2. The rest won't get used anyway
|
||||
}
|
||||
else if (eff < (unsigned int)mMaterialShaders[passType].size())
|
||||
{
|
||||
|
@ -160,6 +160,8 @@ static const char *shaderBindings = R"(
|
|||
|
||||
vec4 uSplitTopPlane;
|
||||
vec4 uSplitBottomPlane;
|
||||
|
||||
vec4 uDetailParms;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform StreamUBO {
|
||||
|
@ -175,6 +177,8 @@ static const char *shaderBindings = R"(
|
|||
layout(set = 1, binding = 3) uniform sampler2D texture4;
|
||||
layout(set = 1, binding = 4) uniform sampler2D texture5;
|
||||
layout(set = 1, binding = 5) uniform sampler2D texture6;
|
||||
layout(set = 1, binding = 6) uniform sampler2D texture7;
|
||||
layout(set = 1, binding = 7) uniform sampler2D texture8;
|
||||
|
||||
// This must match the PushConstants struct
|
||||
layout(push_constant) uniform PushConstants
|
||||
|
@ -205,14 +209,20 @@ static const char *shaderBindings = R"(
|
|||
#define normaltexture texture2
|
||||
#define speculartexture texture3
|
||||
#define brighttexture texture4
|
||||
#define detailtexture texture5
|
||||
#define glowtexture texture6
|
||||
#elif defined(PBR)
|
||||
#define normaltexture texture2
|
||||
#define metallictexture texture3
|
||||
#define roughnesstexture texture4
|
||||
#define aotexture texture5
|
||||
#define brighttexture texture6
|
||||
#define detailtexture texture7
|
||||
#define glowtexture texture8
|
||||
#else
|
||||
#define brighttexture texture2
|
||||
#define detailtexture texture3
|
||||
#define glowtexture texture4
|
||||
#endif
|
||||
|
||||
#define uObjectColor data[uDataIndex].uObjectColor
|
||||
|
@ -237,6 +247,7 @@ static const char *shaderBindings = R"(
|
|||
#define uGradientBottomPlane data[uDataIndex].uGradientBottomPlane
|
||||
#define uSplitTopPlane data[uDataIndex].uSplitTopPlane
|
||||
#define uSplitBottomPlane data[uDataIndex].uSplitBottomPlane
|
||||
#define uDetailParms data[uDataIndex].uDetailParms
|
||||
|
||||
#define SUPPORTS_SHADOWMAPS
|
||||
#define VULKAN_COORDINATE_SYSTEM
|
||||
|
@ -289,18 +300,25 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
|
|||
{
|
||||
FString pp_code = LoadPublicShaderLump(material_lump);
|
||||
|
||||
if (pp_code.IndexOf("ProcessMaterial") < 0)
|
||||
if (pp_code.IndexOf("ProcessMaterial") < 0 && pp_code.IndexOf("SetupMaterial") < 0)
|
||||
{
|
||||
// this looks like an old custom hardware shader.
|
||||
// add ProcessMaterial function that calls the older ProcessTexel function
|
||||
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
|
||||
|
||||
if (pp_code.IndexOf("ProcessTexel") < 0)
|
||||
if (pp_code.IndexOf("GetTexCoord") >= 0)
|
||||
{
|
||||
// this looks like an even older custom hardware shader.
|
||||
// We need to replace the ProcessTexel call to make it work.
|
||||
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat2.fp").GetChars() << "\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
|
||||
if (pp_code.IndexOf("ProcessTexel") < 0)
|
||||
{
|
||||
// this looks like an even older custom hardware shader.
|
||||
// We need to replace the ProcessTexel call to make it work.
|
||||
|
||||
code.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
|
||||
code.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
|
||||
}
|
||||
}
|
||||
|
||||
if (pp_code.IndexOf("ProcessLight") >= 0)
|
||||
|
@ -319,6 +337,13 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
|
|||
{
|
||||
code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n";
|
||||
}
|
||||
|
||||
// ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about.
|
||||
if (pp_code.IndexOf("ProcessMaterial") >= 0 && pp_code.IndexOf("SetupMaterial") < 0)
|
||||
{
|
||||
// This reactivates the old logic and disables all features that cannot be supported with that method.
|
||||
code.Insert(0, "#define LEGACY_USER_SHADER\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -1,9 +0,0 @@
|
|||
|
||||
Material ProcessMaterial()
|
||||
{
|
||||
Material material;
|
||||
material.Base = getTexel(vTexCoord.st);
|
||||
material.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
material.Bright = texture(brighttexture, vTexCoord.st);
|
||||
return material;
|
||||
}
|
|
@ -1,17 +1,5 @@
|
|||
|
||||
#if defined(BRIGHTMAP)
|
||||
|
||||
vec4 ProcessLight(Material material, vec4 color)
|
||||
{
|
||||
vec4 brightpix = desaturate(material.Bright);
|
||||
return vec4(min(color.rgb + brightpix.rgb, 1.0), color.a);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
vec4 ProcessLight(Material material, vec4 color)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,11 +1,7 @@
|
|||
|
||||
Material ProcessMaterial()
|
||||
void SetupMaterial(inout Material material)
|
||||
{
|
||||
Material material;
|
||||
material.Base = ProcessTexel();
|
||||
material.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
#if defined(BRIGHTMAP)
|
||||
material.Bright = texture(brighttexture, vTexCoord.st);
|
||||
#endif
|
||||
return material;
|
||||
}
|
||||
|
|
6
wadsrc/static/shaders/glsl/func_defaultmat2.fp
Normal file
6
wadsrc/static/shaders/glsl/func_defaultmat2.fp
Normal file
|
@ -0,0 +1,6 @@
|
|||
|
||||
void SetupMaterial(inout Material material)
|
||||
{
|
||||
vec2 texCoord = GetTexCoord();
|
||||
SetMaterialProps(material, texCoord);
|
||||
}
|
|
@ -1,8 +1,5 @@
|
|||
|
||||
Material ProcessMaterial()
|
||||
void SetupMaterial(inout Material material)
|
||||
{
|
||||
Material material;
|
||||
material.Base = getTexel(vTexCoord.st);
|
||||
material.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
return material;
|
||||
SetMaterialProps(material, vTexCoord.st);
|
||||
}
|
||||
|
|
|
@ -1,14 +1,8 @@
|
|||
|
||||
Material ProcessMaterial()
|
||||
void SetupMaterial(inout Material material)
|
||||
{
|
||||
Material material;
|
||||
material.Base = getTexel(vTexCoord.st);
|
||||
material.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
SetMaterialProps(material, vTexCoord.st);
|
||||
material.Metallic = texture(metallictexture, vTexCoord.st).r;
|
||||
material.Roughness = texture(roughnesstexture, vTexCoord.st).r;
|
||||
material.AO = texture(aotexture, vTexCoord.st).r;
|
||||
#if defined(BRIGHTMAP)
|
||||
material.Bright = texture(brighttexture, vTexCoord.st);
|
||||
#endif
|
||||
return material;
|
||||
}
|
||||
|
|
|
@ -1,14 +1,8 @@
|
|||
|
||||
Material ProcessMaterial()
|
||||
void SetupMaterial(inout Material material)
|
||||
{
|
||||
Material material;
|
||||
material.Base = getTexel(vTexCoord.st);
|
||||
material.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
SetMaterialProps(material, vTexCoord.st);
|
||||
material.Specular = texture(speculartexture, vTexCoord.st).rgb;
|
||||
material.Glossiness = uSpecularMaterial.x;
|
||||
material.SpecularLevel = uSpecularMaterial.y;
|
||||
#if defined(BRIGHTMAP)
|
||||
material.Bright = texture(brighttexture, vTexCoord.st);
|
||||
#endif
|
||||
return material;
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
vec4 ProcessTexel()
|
||||
vec2 GetTexCoord()
|
||||
{
|
||||
vec2 texCoord = vTexCoord.st;
|
||||
|
||||
|
@ -9,8 +9,11 @@ vec4 ProcessTexel()
|
|||
offset.y = sin(pi * 2.0 * (texCoord.x + timer * 0.125)) * 0.1;
|
||||
offset.x = sin(pi * 2.0 * (texCoord.y + timer * 0.125)) * 0.1;
|
||||
|
||||
texCoord += offset;
|
||||
|
||||
return getTexel(texCoord);
|
||||
return texCoord + offset;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
return getTexel(GetTexCoord());
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
|
||||
vec4 ProcessTexel()
|
||||
|
||||
vec2 GetTexCoord()
|
||||
{
|
||||
vec2 texCoord = vTexCoord.st;
|
||||
|
||||
|
@ -9,8 +10,11 @@ vec4 ProcessTexel()
|
|||
offset.y = 0.5 + sin(pi * 2.0 * (texCoord.y + timer * 0.61 + 900.0/8192.0)) + sin(pi * 2.0 * (texCoord.x * 2.0 + timer * 0.36 + 300.0/8192.0));
|
||||
offset.x = 0.5 + sin(pi * 2.0 * (texCoord.y + timer * 0.49 + 700.0/8192.0)) + sin(pi * 2.0 * (texCoord.x * 2.0 + timer * 0.49 + 1200.0/8192.0));
|
||||
|
||||
texCoord += offset * 0.025;
|
||||
|
||||
return getTexel(texCoord);
|
||||
return texCoord + offset * 0.025;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
return getTexel(GetTexCoord());
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
|
||||
vec4 ProcessTexel()
|
||||
|
||||
vec2 GetTexCoord()
|
||||
{
|
||||
vec2 texCoord = vTexCoord.st;
|
||||
|
||||
|
@ -10,8 +11,11 @@ vec4 ProcessTexel()
|
|||
offset.y = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.75)) * 0.03;
|
||||
offset.x = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.45)) * 0.02;
|
||||
|
||||
texCoord += offset;
|
||||
|
||||
return getTexel(texCoord);
|
||||
return texCoord + offset;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
return getTexel(GetTexCoord());
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
vec4 ProcessTexel()
|
||||
vec2 GetTexCoord()
|
||||
{
|
||||
vec2 texCoord = vTexCoord.st;
|
||||
|
||||
|
@ -7,6 +7,11 @@ vec4 ProcessTexel()
|
|||
|
||||
texCoord.x += sin(pi * 2.0 * (texCoord.y + timer * 0.125)) * 0.1;
|
||||
|
||||
return getTexel(texCoord);
|
||||
return texCoord;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
return getTexel(GetTexCoord());
|
||||
}
|
||||
|
||||
|
|
|
@ -22,6 +22,7 @@ struct Material
|
|||
{
|
||||
vec4 Base;
|
||||
vec4 Bright;
|
||||
vec4 Glow;
|
||||
vec3 Normal;
|
||||
vec3 Specular;
|
||||
float Glossiness;
|
||||
|
@ -33,9 +34,16 @@ struct Material
|
|||
|
||||
vec4 Process(vec4 color);
|
||||
vec4 ProcessTexel();
|
||||
Material ProcessMaterial();
|
||||
Material ProcessMaterial(); // note that this is deprecated. Use SetupMaterial!
|
||||
void SetupMaterial(inout Material mat);
|
||||
vec4 ProcessLight(Material mat, vec4 color);
|
||||
vec3 ProcessMaterialLight(Material material, vec3 color);
|
||||
vec2 GetTexCoord();
|
||||
|
||||
// These get Or'ed into uTextureMode because it only uses its 3 lowermost bits.
|
||||
const int TEXF_Brightmap = 0x10000;
|
||||
const int TEXF_Detailmap = 0x20000;
|
||||
const int TEXF_Glowmap = 0x40000;
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
@ -157,7 +165,7 @@ vec4 getTexel(vec2 st)
|
|||
//
|
||||
// Apply texture modes
|
||||
//
|
||||
switch (uTextureMode)
|
||||
switch (uTextureMode & 0xffff)
|
||||
{
|
||||
case 1: // TM_STENCIL
|
||||
texel.rgb = vec3(1.0,1.0,1.0);
|
||||
|
@ -524,6 +532,30 @@ vec3 ApplyNormalMap(vec2 texcoord)
|
|||
}
|
||||
#endif
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Sets the common material properties.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void SetMaterialProps(inout Material material, vec2 texCoord)
|
||||
{
|
||||
material.Base = getTexel(texCoord.st);
|
||||
material.Normal = ApplyNormalMap(texCoord.st);
|
||||
|
||||
if ((uTextureMode & TEXF_Brightmap) != 0)
|
||||
material.Bright = texture(brighttexture, texCoord.st);
|
||||
|
||||
if ((uTextureMode & TEXF_Detailmap) != 0)
|
||||
{
|
||||
vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
|
||||
material.Base *= Detail;
|
||||
}
|
||||
|
||||
if ((uTextureMode & TEXF_Glowmap) != 0)
|
||||
material.Glow = texture(glowtexture, texCoord.st);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Calculate light
|
||||
|
@ -574,8 +606,21 @@ vec4 getLightColor(Material material, float fogdist, float fogfactor)
|
|||
}
|
||||
color = min(color, 1.0);
|
||||
|
||||
// these cannot be safely applied by the legacy format where the implementation cannot guarantee that the values are set.
|
||||
#ifndef LEGACY_USER_SHADER
|
||||
//
|
||||
// apply brightmaps (or other light manipulation by custom shaders.
|
||||
// apply glow
|
||||
//
|
||||
color.rgb = mix(color.rgb, material.Glow.rgb, material.Glow.a);
|
||||
|
||||
//
|
||||
// apply brightmaps
|
||||
//
|
||||
color.rgb = min(color.rgb + material.Bright.rgb, 1.0);
|
||||
#endif
|
||||
|
||||
//
|
||||
// apply other light manipulation by custom shaders, default is a NOP.
|
||||
//
|
||||
color = ProcessLight(material, color);
|
||||
|
||||
|
@ -635,7 +680,23 @@ void main()
|
|||
if (ClipDistanceA.x < 0 || ClipDistanceA.y < 0 || ClipDistanceA.z < 0 || ClipDistanceA.w < 0 || ClipDistanceB.x < 0) discard;
|
||||
#endif
|
||||
|
||||
#ifndef LEGACY_USER_SHADER
|
||||
Material material;
|
||||
|
||||
material.Base = vec4(0.0);
|
||||
material.Bright = vec4(0.0);
|
||||
material.Glow = vec4(0.0);
|
||||
material.Normal = vec3(0.0);
|
||||
material.Specular = vec3(0.0);
|
||||
material.Glossiness = 0.0;
|
||||
material.SpecularLevel = 0.0;
|
||||
material.Metallic = 0.0;
|
||||
material.Roughness = 0.0;
|
||||
material.AO = 0.0;
|
||||
SetupMaterial(material);
|
||||
#else
|
||||
Material material = ProcessMaterial();
|
||||
#endif
|
||||
vec4 frag = material.Base;
|
||||
|
||||
#ifndef NO_ALPHATEST
|
||||
|
@ -663,9 +724,10 @@ void main()
|
|||
fogfactor = exp2 (uFogDensity * fogdist);
|
||||
}
|
||||
|
||||
if (uTextureMode != 7)
|
||||
if ((uTextureMode & 0xffff) != 7)
|
||||
{
|
||||
frag = getLightColor(material, fogdist, fogfactor);
|
||||
|
||||
//
|
||||
// colored fog
|
||||
//
|
||||
|
@ -681,7 +743,7 @@ void main()
|
|||
}
|
||||
else // simple 2D (uses the fog color to add a color overlay)
|
||||
{
|
||||
if (uTextureMode == 7)
|
||||
if ((uTextureMode & 0xffff) == 7)
|
||||
{
|
||||
float gray = grayscale(frag);
|
||||
vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;
|
||||
|
|
Loading…
Reference in a new issue